Chapter 10: Quagmire Cave, the Green Dragon and the princess
The lower floor of Quagmire Cave, a dragon with three phases, and the game’s biggest choice. 1 Mini Medal, 1 boss.
7 items to collect
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The blue door you passed in Chapter 6 leads down to the part of Quagmire Cave where the princess is held. B2 is a branching maze with a sigil ingredient, a Mini Medal and a disguised chest. The Green Dragon guarding Gwaelin gets more dangerous as it weakens, so go in with full HP and MP. After the fight you decide whether to take her home or keep her with you; read the last section before you move.
Checklist
Treasure
Where
Contents
Quagmire B2 chest 1
B2: south at the first fork, to a dead end.
Special Medicine
Quagmire B2 chest 2
B2: the right-hand branch, then left at the next fork.
Mad Cap
Cannibox chest
B2: the bottom-right path at the last fork. It’s a Cannibox.
Prayer Ring (when beaten)
Mini Medal
Where
Quagmire Cave B2 medal
B2: the upper-left path at the last fork, a dead end.
Seed
Where
Seed of Luck
B1, coming back up: right at the fork, the pot in the dead end.
Key item
Where
Moonbeam Dew
B2: the sparkle down the left-hand branch.
Boss
Where
Green Dragon
Quagmire Cave B1, at the marker.
Through the blue door
Warp to Quagmire Cave. The marker is on this floor, but there’s no way to it from here. Go to the blue door in the far south-east, open it and go down. New monsters join the old ones: Skeleton Soldiers, Drohl Diabolists, Muddy Hands, Raving Lunaticks and Fat Rats.
B2 branches a lot. Take it in this order:
First fork: the southern branch ends with a Special Medicine.
Then follow the long path west to another fork. East is a dead end; go north to the next fork.
Left first: a sparkle with Moonbeam Dew, the ingredient for the next sigil.
Right next, and left at the fork after it: a chest with a Mad Cap.
Back to the junction and north to a final fork. The upper-left path ends at a chest with a Mini Medal.
The bottom-right path ends at a chest that’s really a Cannibox. Beat it for a Prayer Ring.
The danger comes when its HP bar turns yellow: it speeds up, often acts twice, and adds the tail. For the next few turns, healing comes first. When the bar turns red it may use Inferno; keep a healthy buffer and finish it.
The princess: take her home, or keep her?
After the fight, Princess Gwaelin is free and the marker points to Tantegel Castle. Here the game splits.
Take her home (the normal route):
Carry her to Tantegel Castle. A series of scenes follows and she stays there.
The castle is open to you again for the rest of the game, and she keeps in touch through the necklace.
Keep carrying her (for the princess ending):
Simply don’t go to the castle. Carry on with the next chapter; she travels with you and comments on what happens.
Never enter Tantegel Castle until the Dragonlord is beaten. Walking in triggers the homecoming and ends the choice. The town and the church are fine.
Four chests in the castle need the Ultimate Key. You can still open them at the very end, before the final scenes.
The rest of this guide works for both choices and points out where they differ. All three endings are explained on the endings page.