Chapter 10

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
Your progress here0 / 7

Tick the coloured tags as you pick things up. Progress is saved in this browser.

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

TreasureWhereContents
Quagmire B2 chest 1B2: south at the first fork, to a dead end.Special Medicine
Quagmire B2 chest 2B2: the right-hand branch, then left at the next fork.Mad Cap
Cannibox chestB2: the bottom-right path at the last fork. It’s a Cannibox.Prayer Ring (when beaten)
Mini MedalWhere
Quagmire Cave B2 medalB2: the upper-left path at the last fork, a dead end.
SeedWhere
Seed of LuckB1, coming back up: right at the fork, the pot in the dead end.
Key itemWhere
Moonbeam DewB2: the sparkle down the left-hand branch.
BossWhere
Green DragonQuagmire Cave B1, at the marker.

Through the blue door

  1. 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.
  2. B2 branches a lot. Take it in this order:
    1. First fork: the southern branch ends with a Special Medicine.
    2. Then follow the long path west to another fork. East is a dead end; go north to the next fork.
    3. Left first: a sparkle with Moonbeam Dew, the ingredient for the next sigil.
    4. Right next, and left at the fork after it: a chest with a Mad Cap.
    5. Back to the junction and north to a final fork. The upper-left path ends at a chest with a Mini Medal.
    6. The bottom-right path ends at a chest that’s really a Cannibox. Beat it for a Prayer Ring.
  1. North-west of there is a torch with a barrel beside it: Magic Water. Then go west and up to B1.
  2. Turn right at the fork for a dead end with a Seed of Luck (pot) and 211 gold (barrel).
  3. Now heal, refill your MP and walk to the marker. Scenes, then the fight.

Boss: Green Dragon

MoveWhat it doesHow to handle it
AttackAbout 50 damage.Raise your defence first.
WildfireAbout 40 damage.Manageable at full health.
FirebreathMagical fire.Magic Armour cuts it to almost nothing; the Tempest Shield should help too.
Tail attackAppears once its HP bar turns yellow. Can deal over 115.Keep above 150 HP in this phase.
Two actions per turnAlso from the yellow phase.Heal early rather than late.
InfernoBreath used in the red phase, over 100 damage.Rare, but never drop below about 120 HP.
  1. Before attacking, use the Faerie Foil from your bag to cast Kabuff on yourself, and cast Snub to protect against its spells.
  2. Then use Dragon Slash every turn. Against a dragon it does around 130 per hit, far more than anything else you have.
  1. 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?

  1. After the fight, Princess Gwaelin is free and the marker points to Tantegel Castle. Here the game splits.
  2. Take her home (the normal route):
    1. Carry her to Tantegel Castle. A series of scenes follows and she stays there.
    2. The castle is open to you again for the rest of the game, and she keeps in touch through the necklace.
  3. Keep carrying her (for the princess ending):
    1. Simply don’t go to the castle. Carry on with the next chapter; she travels with you and comments on what happens.
    2. 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.
    3. Four chests in the castle need the Ultimate Key. You can still open them at the very end, before the final scenes.
  1. The rest of this guide works for both choices and points out where they differ. All three endings are explained on the endings page.

Tip: try , or