The lone building of WellgarthWellgarth lies on the peninsula that juts out south of the large mountainous continent known as Rhone. You can only approach it by boat from the south. One easy way to find it is to sail due north above Cannock Castle.
Another way to find it is to sail north of Zahan until it is out of sight, and then sail west until you hit the archipelago that leads to Wellgarth. Once you arrive at the town, however, you may be a little surprised at what you see; a man and a dog standing by a fire in front of a small building locked with a gold door. The man will be just as puzzled, thinking that there's supposed to be a town here.
Many years ago a young warrior who was of the line of the great Erdrick came to Alefgard and defeated the dreaded Dragonlord, restoring peace to the land.
If you've collected the Gold Key, than you need not wonder any longer. Just unlock the door with the key and head down the stairs to find an entire underground city.
Once you enter the town proper, you can explore its many booths, most of which are shops. Haunted hotel death sentence game. There is quite a large number of shops here in fact, and you should check them all thoroughly.
The shop keeper in the booth along the left wall has an unusual entry among his wares. One line is completely blank. Select it, and he will ask you to tell no one that he has sold this item to you.
After paying 2000 gold for it, if you look in your inventory, you will find that what you have purchased is in fact the Prison Key! Now you can unlock all of the jail doors! Unlock the jail doors.You will hear a lot of information about various magical items here. A man in the upper left corner mentions something about a man who lives in Tuhn that can make the Water Flying Cloth. A woman wandering around in the garden mentions how the Charm of Rubiss can be used to see through deception.
And a prisoner in the prison (which you can now access thanks to the Prison Key) mentions that only those who possess the Eye of Malroth can enter the road that leads to Rhone. Clearly, seeking the five crests will not be enough to put an end to your quest. The location of the World TreeIt is worth pointing out two features that reside close to Wellgarth. One is the Island of the World Tree, and the other is the Fire Monolith. Both are worth checking out at least once during the game.
When you approach the lone tree which sits on the Island of the World Tree, and SEARCH it, you will pluck a leaf from the tree which grants you the ability to instantly resurrect one dead companion one time. As a result of the special nature of this leaf, you are prevented from taking more than one leaf at a time, but it's always worth having one in your inventory, just in case. The Fire Monolith contains three Travelers Gates which spread to other corners of the world, along with a lone flame.
There might be more to this monolith than first meets the eye.Approaching Tuhn Tuhn lies close to the center of the northern region of the Rhone continent. As a result of the geographical layout, it is actually quite difficult to reach.
Two rivers reach the interior of the continent, so sailing may appear to be your best bet. However, the river which runs closest to Tuhn will not deposit you at a section of land from which you can reach Tuhn. Instead, you'll have to sail around to the more eastern river, travel it as far as you can, and than walk the remainder of the distance.
You'll have to traverse the hilly north, which will cause you have to plenty of difficult encounters, and travel all the way around to the east of Tuhn, before heading south and back to the west and eventually into the town itself.Tuhn. At first, Tuhn may appear to be a small town, but unlike many towns, it actually extends quite a bit to the north above most of the interesting architectural features. There are a number of things worth checking out like the Weapon Shop, and the locked door in the middle of the town.
You will hear quite a lot about the Full Moon Tower, and that it lies to the south, but no one has been able to access it because the river which once led to it has dried up. Others speak about the fact that the key to the Watergate has been stolen, and by none other than a man whose name keeps popping up all over the world: Roge Fastfinger. How could one thief be so notorious? And where can you find him? The Tuhn WatergateA bit of wandering around by the Inn may bring a dog to your attention.
This dog wanders freely around town, and it's quite likely that you'll see him head up above the buildings in the north end of town. If you follow him, you will find that you can explore the region above these buildings.
You will even find a man standing around to the right. If you look to the left, you will find a small nondescript building that is locked with a prison door.
If you open it, you can walk downstairs to an odd sight; a pool of water enclosed by a white gate. This must be the Watergate, but you have no key which can open it, and without the ability to open it, you cannot access the Full Moon Tower.
Finding the Dews YarnIf you open the gold door to the building in the middle of town, you will meet Don Mahone, the famed tailor who others may have told you about, in connection with the Water Flying Cloth. He would be happy to assist you with making the cloth for you, but there's just one problem. Two problems as a matter of fact. He is missing his Magic Loom, and he has no Dew Yarn to make the cloth with. If you've explored the wizard's home in Zahan after retrieving the Prison Key, you will have found the Magic Loom beyond the magical barrier that composes the wizard's floor. As for the Dew Yarn, you should have received a clue on where to find that from the lady in the yarn shop behind the gold door in the town of Tantegal. She informs you that the yarn can be collected from the third floor of the north Dragon Horn tower.
Returning the items to Don MahoneIf you climb up to the third floor and randomly search about, you will eventually discover some yarn. Bring both the yarn and the loom back to Don Mahone, and he will set about constructing the Water Flying Cloth for you. However, such craftsmanship takes time. As a result, you will have to save and quit the game, and load your progress back up in order for the give Don Mahone enough time to complete the job. Only after you save, quit, and return to your game, and have at least one free inventory slot, will Don feel that he has been given the necessary time. The result is well worth the effort.
Although it can be equipped by anybody, the Water Flying Cloth is the most defensive armor available to the Princess of Moonbrooke; even more protective than the outrageously expensive Mink Coat in Wellgarth.Opening the Watergate One task that remains at this point, in order for you to proceed with the rest of the game, is to reclaim the Watergate key. And in order to do that, you'll need to locate this Roge Fastfinger that you've been hearing so much about. Roge Fastfinger's hiding placeIn order to find this wily thief, you'll have to pay attention to the clues that people have to say about him. And no clue is as valuable as the one left by the jailor at Wellgarth.
The jailor claims to have locked him up in this very prison, but he has somehow escaped! Could he really have gotten far? Of the prisons that you see, there is one to the left, occupied by an old man, and one to the right which appears empty. However, if you step inside the cell, you may want to check the walls of the cell by pressing against them. If you do, you will find that you can slip through an opening in the middle of the right wall, and you will find Roge Fastfinger himself, hiding out in the small crevice that he has made.
In return for keeping his secret, he will return the Watergate key to you.

Welcome to our Dragon Quest XI: Echoes of an Elusive Age Walkthrough and Guide.
What you can expect to find in this guide:
Updates/Editing Notes
4/3/19: I do have a few more things I would like to eventually complete here on this guide such as gear/item/material/etc. appendices, but between other projects and real life, I think I might need to leave this guide as it stands. At least, for now! I may come back to this guide at a future date to flesh out some things for closure, but I am confident that what I have penned here will help everyone get the most out of the game.
If I have missed anything or if there is anything that you feel as a player and reader should be included, please feel free to reach out and let me know.
Thanks so much for following, and enjoy!
You will find these on the right-hand navigation panel as well.
Act 1:
Act 2:
Act 3:
Reference/Compendium Pages:
First of all, welcome, and thank you for utilizing this guide! I hope you find everything you need here, and enjoy the journey.
It's been a good long time since we've had a proper entry in the main Dragon Quest/Warrior series, and I sincerely couldn't be happier to be writing this guide and playing it myself. I have been playing the series since the original Dragon Warrior came to us here in the U.S. back in 1989 on the NES, and have played through each entry many times (with the exception of the newer Heroes II and Builders games, which albeit, are not entries in the main series). This series holds a special place in my life, and much like many other long-standing standard series, has been there throughout. I've always referred to Dragon Quest as the comfort food of the JRPG world - it's big, it's rich, it keeps things simple, there's more than enough, and you'll always feel full and satisfied. It feels like home in a really far-away place. I love the fact that it never strays too far from its roots, but continues to find new ways to innovate the things people have always loved about it. Other series, like Final Fantasy for example, seem to try and reinvent themselves with new entries, but not Dragon Quest. So, for long-standing players of the series, you'll find plenty of new things to love, but the good 'ol turn-based and solid mathematics of combat remain intact. The characters and story are simple, yet profound, and if you're like me, they'll be some of your best friends by the end (if not sooner).
But, you're not here to read about me, right? So let's get to it. I intend to construct this guide to be used for people new to the series, and for the fogies like me who have been playing DQ since they were a kid. This entry is a surprisingly good place to start for newcomers, due to the fact that it stays true to the Dragon Quest roots but implements and explains everything quite well. The mechanics are smooth and easy to grasp. While there is undoubtedly a lot more content to absorb than earlier entries, you're not going to find yourself in a completely different universe if you decide to pick up earlier entries afterward and play those (which I hope you do!).
A couple of final notes:
L-Stick - Moves your character. If you press it, it will bring you into a close-up view that you have to cancel out of (I found this to be particularly annoying, as I inadvertently activated it all the time)
R-Stick - Moves the camera angle while in the field. Direction can be adjusted in System Settings under Misc in the Main Menu.
Directional (D) Pad - Moves the cursor while in menus (field and battle).
X - This is your 'Confirm' button. Use it to confirm menu selections, talk to people, engage various things in the field, etc.
O - Jump! You can jump while in the field, which is a new platforming mechanic new and unique to this entry in the main series. You'll be doing a little more platforming in this title compared to other Dragon Quest entries. Also works as your basic Cancel function while in menus.
△ - Opens the Main Menu while in the field. Get used to accessing this pretty much all the time.
▢ - Opens the Map while in the field (when accessible). This is a wonderful tool to have, and you should get used to using it ASAP. It also marks important objectives and information for you.
R1 - Moves camera angle.
L1 - Moves camera angle.
L2 - Doubles for your X button. You can use either interchangeably.
R2 - Dash! Unless you are in closed/cramped quarters or trying to avoid enemies, you should basically use this whenever you can. It gets you to where you are going faster with no downside - you're not going to run out of stamina or any such thing (like you would in Elder Scrolls games, for example). Use it.
Options - Auto-Run. Forces you to run in whichever direction you are facing. I do not find this useful, personally, but you can use it like an auto-pilot when traversing large areas I suppose. You can alter your course and use R2 to Dash while this is active.
While you are in menus and other situations, your controls will have other uses that are clearly defined (for example, L1/R1 have different functionality while viewing the Map).
I typically like to expound on various other game basics in the front section, but the game does an EXCELLENT job of tutorials and explaining everything you want to know right off the bat. Because this is very well documented in-game, I'm going to point out where to access this info and what you should pay attention to as we get started.
Throughout the guide, you'll see various-colored boxes:
These boxes will contain important game-related info that I feel should be specifically pointed out.
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These boxes will contain helpful tips and tutorials.
These boxes will contain info and strategy for important battles, such as Mini-Boss, Boss, and Quest Battles.