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Once you get your ship in Dragon Quest 3 Remake, you’re free to explore just about the entirety of the world. That’s a pretty hefty amount of freedom hoisted upon you, and it lets you explore the story in your own order for the most part, coming across many towns and villages in your own time.
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One such location is the village of Theddon, and home to the Green Orb you need to defeat Baramos. Except Theddon is left to ruins with no one to be found. So how exactly do you navigate this village and find the missing orb? We’ll show you how.
Where Is Theddon Village?
The first step to actually getting to Theddon Village is knowing where on the map it’s actually located. It’s quite disconnected from most other parts of the world, so you can only reach it by ship. This means you must have acquired your own from the King of Portoga first.
It’s also very small on the map, small enough that you likely can’t make out the village without knowing it’s there. Thankfully, some people nearby will be happy enough to offer you directions. Or, you could consult our directions.
Theddon is found along the southernmost section of the western continent. It is directly south of Ibis on the map, with the river flowing directly into it as it splits in two. This is also directly north of the snowy island beneath it.
Once you actually enter Theddon though, things are a bit unusual. If you go by day, you will see that the entire village is dead and abandoned, corpses strewn about everywhere. At night, the town is alive with spirits, the majority of whom are not even aware they’ve died.
How To Get The Night Light
If you happen to get to Theddon during the early day, it can be a bit boring to just stand outside on the world map waiting for it to become night. In fact, you might not have any reason to believe something might change come night considering the village is already abandoned. That’s where the Night Light comes in.
During the day, enter the house in the south-west section of town and make your way upstairs. Here, sat in a chest all by itself, is the Night Light. This has the wonderful function of changing day to night in an instant, and serves as a hint that perhaps you should visit Theddon again by nightfall.
Bear in mind that the Night Light only works on the World Map, and can only change daytime to night, and not vice versa.
Its ability is not exclusive to the surroundings of Theddon, thankfully, meaning you can now change day to night anywhere in the world you please.
Exploring Theddon Village
During The Day
While Theddon, rather paradoxically, comes alive at night, there is still plenty worth finding during the day when the light makes it easier to make out your surroundings. So take a quick gander around before the moon rises.
Here are all the items you can find in Theddon during the day:
- The aforementioned Night Light in a chest on the second floor of the south-west house.
- A Black Bandana can be found in the drawers by the wall of the same building.
- A Bag o’ Laughs monster can be recruited in the western house just before the prison.
- A Mini Medal can be found in the toxic pool on the east before the prison.
- A Pointy Hat can be found in the barrel to the left of the prison.
Some of these items can still be found at night, though the Night Light, Black Bandana, and Bag o’ Laughs are exclusive to daytime.
You can also enter the prison during the day through the broken wall and read a bloody message scrawled on the wall. This provides a hint as to how you are meant to acquire the Green Orb for your quest. Time to let the sun set and the moon rise.
During The Night
Come nightfall, the spirits of those who died in Theddon arise, completely unaware of their own death. Best not to make them all too aware of it either. No one wants to deal with a vengeful ghost.
Theddon opens up a few extra functions at night too, such as a Church to save your game, a Shop to gear up, and an Inn for you to rest at until the morning.
This inn does not offer the option to rest until a certain time of day, so sleeping here will always wake you in the morning and empty the town of spirits once again.
There’s not many exclusive items to be found during the night, though do make sure to head into the crypt by the toxic pool to meet a very friendly Walking Corpse to recruit to your retinue of monsters.
The man in the prison who wrote that message about his orb is now alive and well, though guarded by a solider who refuses to let you pass. A nearby old man will happy inform you that to get the orb, you will need the Ultimate Key, and informs you travel to Lanson to find it.
The Ultimate Key is quite the detour, which requires the Bottomless pot from Edina to open a shrine in the ocean to get the Ultimate Key. Once you’ve caught up with all that, you can return to Theddon.
Defeating The Dying Fire
With the Ultimate Key in hand, you can mosey on past the soldier standing guard and chat with the prisoner. He is elated, and attempts to pass on his Green orb to you. However, an enemy appears, the Dying Fire, who refuses to let it be given away. They challenge you to a battle to the death over it.
Before getting into this encounter, we would recommend you be around level 30 if you don’t want to face too much hassle, though a party a few levels lower could still manage this boss with some strategy. Alongside your hero, you should bring a Monster Wrangler, Sage, and a Priest. We had our Warrior previously trained as a Priest, giving them buffing spells and physical attacks.
None of the enemies in this encounter are singularly difficult. Rather, it is the strength of their numbers that makes them formidable. If their numbers dwindle at all, both the Dying Fire and Phantasm enemies can call for back-up, spawning more of them.
This action is in reference to how fire can keep growing as long as there is something that can catch a flame. Science!
As such, it is best to choose a target to prioritise, though neither is especially more difficult than the other. The Dying Fire will mostly Wind Sickles, which hit a single character, and Swoosh, which hits multiple. These are both Wind element attacks, so equip Aerofoil Earrings to your weaker characters if you have them.
Phantasms are a bit weaker, though have a very different set of moves. Spooky Aura can reduce the magical resistance of a single character, while Bang allows them to hit every character at once. There is no specific way to guard against explosive damage, so if it best to use Kabuff instead.
When targeting the Dying Fires, keep in mind their resistance to physical attacks, and their weakness to lighting. The Hero is the only character with lightning moves, but most characters should have access to some elemental move. When the enemies start to thin out, the Dying Fire will also start to use Whack more often, so having revival spells and items at the ready.
Thankfully, the attack pattern of the Phantasms never change. Their physical attacks can paralyse you however, so try to keep your agility high so you can land your attacks before them. They are also weak to Ice, so have your Sage pelt them with Crackle.
Because of how frequently they call for back-up, this battle may drag on for a while, but none of their attacks are overly damaging. The battle won’t end with the defeat of just the Dying Fires though. You have to beat all of the Phantasms as well.
With them all extinguished and exorcised, the prisoner will finally bequeath his Green Orb unto you. Your time with Theddon is now complete.
His bloody message during the day will also update now to reflect his happiness at being able to pass on his orb.
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