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Showing results for tags 'solo run'.
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I've been checking Dragon's Den out for awhile but never noticed that there are those who attempted solo runs like I have. If you like DW THAT much, I feel like we're siblings. I wrote up a WP page explaining my solo quest so far up to Baramos. (I'll get to Zoma later.) It's like a journey journal. Maybe something in my write-up can help others achieve Dragon Warrior/Quest III solo completion. Remember, this refers to the original American NES Dragon Warrior III. The SNES and GBC, although great, I prefer the original. https://mikeatventionsx.wordpress.com/2019/04/29/dragon-warrior-3-solo-journey-journal-defeating-baramos/
Warning: contains spoilers for DQM: Joker. Proceed at your own risk! One more Joker challenge! Crazy one this time. The idea came from Ignasia7 (thanks buddy!). And here are the rules: 1. Only one monster in active party 2. Reset upon death 3. Party can only contain Slimes (regular blue droplet shaped gooey) To make the challenge less of time sink and more fun, I've decided to use 8x EXP cheat. It doesn't really make the game easier, just cuts time on grinding and re-leveling after synthesis. A few words about Slimes. High stat caps, but terrible growths. Can equip whips, that's great! No resistances, but also no weaknesses. Critical massacre, not very reliable, but better than nothing, I guess... Since there are no recipes for Slime, I'm stuck with the first one I scout and its skillsets until Palaish shrine, where I will get Phoenix scepter. It's not as bad, though. Slimer skillset has Heal, Frizz and Zap. Will do for a while. I started it as soon as I heard about the idea. Here we go! --- Sk8erpunq's log, 9/5/2014, 9:05PM >First entry: Infant and Xeroph isles (1:03:24 on the clock) >Monster: Slime (Rocket) I named the scout Solo, then chose Mischievous mole as starter (not that it matters anyway). Upon reaching Infant Isle, I scouted first Slime I encountered and put it in the active party (sent the mole to subs). Named it Rocket. Both Isles were quite easy. Thanks to 8x EXP code I almost wasn't forced to grind. Bought Leather Whip for regular encounters, kept midboss Orc's drop - Sacred spear for bosses. Even though Rocket was level 17-20, it still received some minor damage from regular enemies. Reached Xeroph shrine at level 21. The boss, Golem, kept doing 29-32 damage, which was quickly remedied with Medicinal Herbs. Fortunately it didn't Psyche up more than once. Took more than ten of turns to take it down. Stay tuned! Next: Palaish Isle&Shrine.
Warning: contains spoilers for DQM: Joker. Proceed at your own risk! I've decided to start September with a challenge: beat Joker with a single monster (synthesis acceptable). There are two rules: at any point in the game, I'm allowed to have exactly one monster in active party and if this monster dies, I have to reset the game. In case anyone is interested or wants do so the same in future, I've decided to keep sort of log of it. A few years ago I tried similar run with more restrictive rule: no scouting. I made it to Palaish shrine, where the challenge became impossible. --- Sk8erpunq's log, 9/4/2014, 2:38AM >First entry: Infant, Xeroph, Palaish and Infern (9 hours on the clock) >Monster: Mischievous Mole -> Sheslime -> Great Sabrecub -> Gryphon -> Archdemon -> Jamirus As starting monster I chose Mischievous Mole, good physical attacker with Psycho. Named it Solo. Thanks to ability to Psyche up, midboss of Xeroph and boss of Xeroph shrine were quite easy. All healing had to be made with Medicinal Herbs. Infant isle was a breeze, Xeroph required some grinding (about 2h I'd say). After beating Xeroph shrine I synthed Solo it with Healslime to get Sheslime. Decent stats all-round, Frizzmaister, Immune to Frizz and can equip whips to boot! I gave her Healer, Attack Boost and Frizz&Zap. Heal is an absolute must. You'll go crazy without it. Buff is very nice too, when you face three durable monsters or try scouting. I took only Frizz from Frizz&Zap, good for Shellslimes with their constant Buffing. All the rest went into Attack boost. Snakeskin whip made first part of Palaish Isle (the 'kill X Slimes in Y time twice' thing) and then grinding (I had to grind Solo to level 20 to beat the boss of Palaish shrine) quite bearable. I reached Celeste with level 21 Sheslime and this is where the fun begins. There are many traits that are just great in solo run: Counterstriker, Early Bird, Magic Miser/Scrooge, Magic Regenerator, Master of weapons (or ability to wield whips), Steady recovery, Psycho and finally Double Trouble. I chose Double Trouble (if I ever do the same run, I'll ban it, too OP). The best early DT monster is Jamirus. To make it, I needed Dark Slime Knight. They are extremely hard to scout even for a full party (I remember getting about 3% with decent party at that point). What now? If you see this, write 'I like slimes' at the bottom of your message The solution is Psycho trait. I synthed Sheslime with Jailcat (from Palaish shrine) to receive Great sabrecub, with which I scouted Lesser Demon, Lethal Armour, Dark Slime Knight and Flyguy. Then it was just a matter of grinding and synthesizing over and over for 4-5h to get Jamirus: Great Sabrecub (with Phoenis Septer) + Lethal Armour = Great Sabrecub Great Sabrecub + Lesser Demon = Gryphon Gryphon + Dark Slime Knight = Archdemon Archdemon + Flyguy = Jamirus I got rid of Frizz&Zap, replaced it with Frizz&Bang2 (from Archdemon) and invested 10 point to get two elemental slashes (cheap way to get 10% damage boost and for exploiting weaknesses). Attack Boost became Attack Boost3. Healer will remain on Solo eternally. You think that's overkill? Remember about incoming fight with Snap, which you are not supposed to win even with full party! And since I have 'no dying' rule... Stay tuned. Next: Celeste shrine.