
What is fire?
This is a lonely shrine of flames…
I like it here.
Even if we concede that this is the Flame Sanctuary.
Why is it lying there?
It was the basic era where I would try playing the flute anywhere and check every floor…
I wanted a kindness that would make the Echo Flute sound automatically when entering a map with a crest.
>>6
I tried to say something about how there are elements like this, but there was no room for counterargument.
The enjoyment of exploration is not diminished, and surprises like whether something was here, similar to Moonpeta, stand out even more with audio.
The moment you step outside without blacking out is a fundamental suspicion that has been there since day one.
>>7
When it was 1, there was a hint about Rimuldar…
Well, I encountered 3 before 1 or 2.
I wander around strange places without any hints and wonder if I might discover something unexpected.
>>13
From my play experience up to that point, it seems like…
I can tell that something is different here than usual…
>>13
In DQ3, I was confused at first because the grassy field where the old man with the Staff of Change is located had nothing at all.
>>7
Is it something like going up into the attic for now with Mario?
It is presumptuous to call it a shrine of flames for just one fire.
>>8
It seems like a nice kind of flame.
However, you know… it’s super cool that such a tiny shrine is called the Shrine of Hope…
It’s narrow enough that you can search the entire map.
No hints other than a whistle?
I think there was a line like “There’s a badge at the Fire Shrine in some town!!”
Wasn’t the hint for Dragon Quest in the jump’s sealed envelope or something?
Lagos has certainly received a lot of hate, hasn’t it…
>>18
Blowing the echo flute, one would move from town to town.
Hurling incredible anger at Lagos.
The 4-panel comic theater filled with anger.
I like the emblem section of the status window in 2.
In the remake, the ground is sparkling.
There aren’t too many shrines, and they aren’t very spacious either…
If you find it, there are hints that make you think, “Could it be here…”
A retro game streamer said that the words of a fortune teller were a hint, but if it were that easy to understand, it wouldn’t be difficult.
It’s the top-ranked emblem in a place where it shouldn’t be.
>>24
I like how the emblem of life is dropped in a place full of zombies.
The difficulty was standard for RPGs at the time.
After all, 3 has a solid flow and is amazing…
It seems that there is something called the Flame Shrine, but the toughest part is not knowing where it is.
Famicom RPGs can be quite ridiculous at times…
Even in Dragon Quest 1, it’s done carefully.
I was imagining a place surrounded by a massive amount of fire.
The reason why the sub-character holds all the necessary items in the shape of happiness is probably because they couldn’t reveal spoilers, but it also seems that they couldn’t create a storyline where you have to go searching for things everywhere.
I think this is the only place that feels fiery among the several shrines.
The era when there were many games that were amazing for being able to clear them, like “Wow, it’s amazing you can complete it back in the FC days!”…
In DQ1, the route to Merkid is hard to understand.
Even if you completely ignore it, you can still clear it.
It’s tough that you can’t even get hints unless you search everywhere in the world, but that’s part of what makes it interesting.
Recently, in DQ, it’s a bit unsatisfying that dungeons and events are set right in the center of each town.
If you ignore Melkid, won’t you not know the whereabouts of the Mark of Loto?
>>35
It is not necessarily required to go to Melkid.
>>35
The direct hint for that is the love of the princess, right?
>>37
The princess’s love is understood merely by knowing one’s current position.
Aren’t the coordinates of the Lotto symbol taught by the old man in Melkid?
I think that if you count each step from the castle, it’s the princess’s love that is unnecessary.
I don’t remember if it was a strategy guide or a manual that had hints for places that are prone to getting stuck…
>>38
I remember that the official strategy guide contained hints about Lagoss and using the statue of the evil god in Hargon Castle.
Well, among the hardcore gamers of that time who did thorough research, I suppose there were some who managed to get key items that were missing or hard to find without any hints.
>>39
And that is conveyed through a friend’s older brother.
It’s safe because you can find it by using the echo on all maps.
The boss’s castle has been empty since the beginning…
>>46
There’s no message on my end even after searching…
The statue of the evil god seemed to have information coming in on its own that everyone around already knew.
Wasn’t there some hint at the shrine of Rondalcia?
In the remake, it shines for some reason, so you can obtain the fairy’s flute before the hint.
It’s so obviously patterned on the castle floor.
There must be something… I feel that way, but…
There aren’t many items that seem similar aside from the statue of the evil god, so I guess it might be limited in a trial-and-error approach…?
In games like Dragon Quest 1 and 2, there are explanations within the game, so that’s still okay, but there were quite a few Famicom games that would just throw you into the field right when you started the game.
In games like Zelda, there are strategy guides that say, “You can go anywhere, but it’s best to go here first,” and I feel like if you don’t know that, you wouldn’t know what to do.
>>52
A person who looks at the stars, that’s it.
There is a town nearby, but we don’t have graphics prepared.
It even has the setting that it’s hidden with ESP in a careful manner.
>>59
When I first touched it, I thought it was a shitty game where you die before reaching the town above.
How will it turn out in the remake?
>>53
It looks like it might shine.
>>55
It seems that the smartphone version’s sea treasure is always shining…
The fact that I can walk one square outside makes me wonder if there’s something there, and then I noticed things one by one.
I think that the fact that the game doesn’t just end there serves, in a way, as a form of copy protection.
I think it would be nice if the instruction manual included some hints.
>>56
It’s that thing where a hint map is included in the package for the computer.
I don’t get the Sun Stone in 3 more than this, you bald!
This flame graphic has always had an image of a spirit.
>>58
Yeah, it’s being used in exactly that way at the ruins of Moonburk, so it fits.
It doesn’t make sense that this is not allowed while nothing is said about the Water Emblem.
>>64
That over there is clearly suspicious.
I don’t remember how much the in-game hints were at the time of the Ra’s mirror…
>>66
A marsh with four visible bridges.
The instruction manual for DQ2 mentioned something like, “If you take notes on everyone’s conversations at the end, you can solve it. Good luck!”
I can’t solve it.