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After the draw if any the player receives a payout for the following winning hands. Unlike real-life Jokers Wild video poker, the minimum pay out is two pair or better as opposed to pair of Kings or better.

Also, any kind of Royal Flush will win the jackpot; in real video poker you must have a "natural" no wild cards Royal Flush for the jackpot. Because of the addition of the Joker that can become the highest card the player needs, the odds are slightly lower than in regular poker.

However in the Dragon Quest IV DS remake, the player can only bet up to 10 coins and it is the least likely to give the player a high return.

The Monster Arena has the player bet on one monster out of a pool of that will then battle each other. The odds are listed before the match and affect the payout, but not necessarily its outcome.

Once the match begins, the battle is actually performed as it might happen on the field, opening up the possibility of misses and other events, such as the effects of particular moves.

The player is initially limited to a bet of only 50 tokens at once, but can earn up to 10, tokens in a single round if he continues to bet his winnings from previous rounds.

Introduced in Dragon Quest VII , the lucky panel is a matching game that allows the player to win items along with the usual tokens.

The game starts with the player revealing six cards. Doing so gives the player some knowledge of what is under that card.

If the player matches a pair of cards before the game actually begins, they stay flipped. After the six cards are revealed, the player is given three chances to match all the cards.

If the player can do so within the chances allotted, they win all three prizes in the game. There are 12 cards in the game. The player should avoid the Shuffle All Cards card.

Flipping it will usually result in the player losing this game. The player should aim for the One Bonus Turn card as it will help the player win this game.

A machine randomly picks 10 numbers. Should the numbers form a five number line vertically, horizontally or diagonally, the player wins.

The payout is higher the less numbers used to make Bingo. Introduced in Dragon Quest VIII , Roulette is equivalent to its real life counterpart, except that unlike a standard roulette wheel which has 00, 0, , the roulette wheel in this game consists of numbers and no A player puts a bet on a number in the hopes that a ball spinning on the roulette wheel lands on that particular number.

They can also bet on the color, row, column, section, or corners. However, the payout becomes higher the less likely the odds are of the ball landing on a particular number.

There are monster fight rings in Romaria , Isis , Manoza and Cantlin. The hero is limited to placing bets to win gold. No special prizes are available.

The casino is located in the castle town of Endor in the basement of the inn. It has a monster battle arena, slot machines, and a poker table.

In Chapter 2, Alena and her entourage can buy 1 coin for 10 Gold and play at the casino while they are in town for the Endor Tournament.

Sign Up for free or Log In if you already have an account to be able to post messages, change how messages are displayed, and view media in posts.

Gather a larger supply of tokens for an initial pool, like one or two thousand, and then play the highest-priced slot machines you can find.

In particular, from limited testing, the slot machine with the 'best' big payout in Coastal seems to be the token machine on the right on the top level.

I got two s over the course of a few hours of gambling. This is by far the easiest way to build up your casino coins for any of the prizes you would want to snag.

Since you can't afford the token machines yet, find a lower priced machine to build up your winnings slowly first. Either that, or dump more gold into buying casino coins if you can afford to do so.

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God Verses the Demon Lord 3. Disk 2 Walkthrough A. Beaten the game, and left the guide at the end of the first bonus dungeon.

More revisions in several areas, as well as updating nearly every part of the guide. Completed the guide up to the start of disk 2. Completed the guide up to heading for the present Dharma.

Lots of general revision work, added a TinyMedal section, added a Casino section, added a section for the Immigrant Town, and updated all other areas.

Completed up to the northwest Red Pedestal being successfully put together. Let's call it a day and head back to the castle.

Oh, here it is. Push up on your side. Remember, this is our secret! My father mustn't find out! Pretty fast for a Dragon Warrior game. As she goes, she will remind you about tomorrow's Amitt Harvest, and that you should head back home.

The two of you snuck out, after all, and you just might get in trouble for it. First though, let's explore the town of Fishbel as much as we can at night!

While you can, and are infact encouraged to rotate your camera in this game, to see all around you, any directions given will be from the camera's initial position, which you can restore by pressing the Start button.

Let's test this o quick, so that we aren't getting all confused when we need to go from one part to another. Head west, from where you start, and you should walk right into a boat, with a house above you.

This's your house, but we don't want to go inside it yet! Head to the southwest, then northeast around the mountains in your way, and you should then see a cave to your east!

See, that wasn't so hard, and you can hit Start anytime to recenter your camera. We can't go in this cave yet, so let's explore behind our house instead!

You'll see three barrels, which you can pick up and throw with the Triangle button. The contents are fixed, and once you get them, you can't get them again, so bear that in mind.

You'll find 3G, but nothing else just yet. East of the net behind your house, you'll see some steps going up.

Move up both of them, then go west, to find some stairs leading up to a dirt path. This's the village's exit, and we can't go this way just yet.

Head back outside and east afterwards, and behind the Temple, you'll see two vases, which you can also throw. They're empty, but it's still good practice.

Head up the ladder on the eastern wall of the Temple, then walk along the platform to the west of the bell, before searching the ground for 10G.

Every little bit helps! Now, go back down all the stairs, and walk inside of the Temple, which's still open at this hour. If you talk to the Priest inside, you'll hear an odd story; this island, that your village is on, is the only village in the entire world!

That just doesn't seem right somehow, that there could be lots of ocean and just one island in it Back outside, head east, and go through the barrels outside the house here, to find an Herb.

Lastly, go southeast to the dock, and go behind the large building that is to the east, and toss some barrels around to find 5G.

We're all set, so let's head back home! Inside, check the hanging sacks on the wall for another Herb, then check the dresser for 10G.

Your parents, Mollie and Borkano, are here sleeping, as you should be too! Go to the ladder in the northwest of the house, and go up, to reach your room.

Grab a Leather Hat from your dresser, and G from the treasure chest, then go to bed. Don't forget to equip your Leather Hat! The next morning, you'll be woken up to discover you've overslept.

Your mom will ask you to bring your father a Fish Sub for lunch, and tells you to hurry to the harbor! Rather than do that, let's explore a bit.

Return to the cave we saw last night, and walk inside to find many barrels and vases. Toss around the barrels to find 2G and an Herb, then break all the vases to find 1G.

There's a heavy stone lid here, but we just can't open it alone. Go back outside, then go to the house that we found to the east of ours.

While we do see a treasure chest, it's locked, so we just can't get inside. Walk over to the harbor, and enter the large building you'll find here.

You can meet Maribel's mother here, and find out that she has run off. The kitchen on the first floor has a barrel with an Herb inside, and the eastern room has a dresser with 2G inside.

Upstairs, you can check the eastern room for a HairBand inside the cabinets, and you can also examine the mirror for some funny text each time.

Try to, and he'll just hand them over for free. You'll give your dad his Fish Sub, and be asked to head down to clean out the cabin while they finish up.

If you don't talk to Amitt or your dad, you can keep the Fish Sub, but your poor dad'll be hungry on his trip! Continue downstairs, and you'll find some barrels and After you speak to her, the Head Cook'll discover that she's trying to stow away again, and will chase her off, but not before she threatens to get us in trouble for the place we go to explore.

Head back up to the top of the ship, to see that this cruise's finally going to get underway! We can't go along on this one, so just wave bye to your dad as the boat sails off.

Time to go home to another boring day Before we even leave the harbor, we're intercepted by a soldier, who tells us the King of Estard wants to speak to us.

To make matters worse, Maribel wants to tag along with us! Tell her yes, and she'll join the party. Hurry to your house, and talk to Mollie to get some advice about your manners, and a package of FishPaste.

Head to the exit out of Fishbel, but go south first, and enter the building there. Go downstairs, and open the chest for a DEFseed, which's a good item to have.

World Maps don't rotate, so the directions're easier to follow. Head west, following the dirt path as it moves a little southwest, to find a Woodsman's House.

Enter, and search the cabinets for some Cloth. There're some stairs in the southeast corner of the room, going downstairs, where you can find 3G in the vases, and an Herb inside the barrels.

You'll also find another locked chest. Back outside, check the barrels for 3G, and you can also check the well to go inside, even though nothing seems to be inside.

Behind the house, you'll find an odd woodsman, who seems like he can communicate with and understand animals! He warns you about someone named Hondara, and how he is causing trouble around here.

He also suggests you should return time to time, so that you can hear the latest news. Leave, and head north of this cottage on the World Map, and before you know it, you'll arrive at the city of Estard.

As you arrive, Maribel runs off so that she can check out some dresses, and she leaves us to explore the city on our own.

To the east as we walk into Estard, is an Inn, where we find that Hondara, which the game reminds us is our uncle, has a big tab, and likes causing trouble.

Outside the Inn, and to the north of it, you'll find a Shop where you can buy some better equipment to protect yourself if you choose.

Upstairs, you can talk to Orka and Maribel, who denies that the two're dating, like the rumors going around Estard suggest. Go back outside, and go into the shop from the back door, then check out the chests to the sides of the merchant.

Go upstairs now, and break the barrels for 2G. To the northeast of the Shop, you'll find a very cluttered room, which's being rented out to Hondara.

He's still there, actually, though he's in deep sleep. Behind this house, you'll find a barrel with Dung, which isn't the greatest treat you could find.

Head north instead, down these stairs, and follow the tunnel until it comes outside, on a cliff with a house. Take out the barrels to find an INTseed, and go inside the house to break a vase with 2G inside.

If you go down the stairs inside the house, you will find the Crazy Old Man on the Cliff! Nothing is really happening here, so retrace your steps back to outside of Hondara's house.

Help yourself to the 1G from the vase behind the Temple, and the 6G from a vase behind the house north of the Temple, then walk north past the soldier to Estard Castle.

Walk north across the bridge, and note both the Item Shop, and the Bank, which'll hold money in increments of G for you.

Walk up the stairs, and you'll immediately hear King Burns trying to find the Prince, Kiefer, who isn't known for his good behavior. You'll be lead upstairs, and King Burns will sit you down on his throne, and try to talk to you about his son.

Prince Kiefer has taken a ring that the deceased Queen used to have, with a SunStone mounted on it.

He asks that you take care of Kiefer, and keep him safe. Back down on the second floor, ransack the dressers in the western room for 5G, then return to the first floor.

Pass through the dining room, and west into the kitchen, then break the vases to find an AmitDonut. Talk to the cooks here, and hand the FishPaste over, so that Kiefer'll get his favorite meal tonight.

The vases have an Antidote, Herb, and the Spectacle inside. Return the Spectacle to the old man in the room, and he'll tell you about how God and the Demon Lord once fought a large battle, before God finally won.

With that all done, it's time to leave the Castle. Head back to Fisbel, noting the Shop that's now open in town, and visit the harbor, to find a person with a note for you from Prince Kiefer.

The note says that he'll be waiting for us at the usual place Judging from Kiefer's actions lately, and from the game's opening scene, could the usual place be the old Estard Ruins, located to the northeast of Fishbel?

It's a forbidden area, but Kiefer isn't exactly the most sensible person. Let's head towards there, and see if we can find him.

Follow the path east and north, west, and northeast through the hills and forests, until you arrive at the Estard Ruins.

As we enter, thankfully, we can see Prince Kiefer towards the west of us. Make your way over to him, then talk to him. He'll hand over the Ancient Scroll, and asks us to read it.

Inside, there's a picture of a wizard, which Kiefer thinks matches the statue nearby. He places the Sunstone Ring ontop of the wizard's staff, but nothing happens!

Dejectedly, Kiefer will head back to the Castle, and tells us to let him know if we come up with any ideas.

He also lets us hold onto the Ancient Scroll. Head back to Fishbel, then go inside the big house by the harbor, to talk to Maribel.

Show her the Scroll, and she'll recommend bringing it to the man at the town's Item Shop. He shouldn't be hard to find! When we do find him, he's of no actual help to us.

At least he's honest. You knew he had to be there for a reason, and he is good with books, as all his bookcases show.

Return to Estard, and make your way to see this Crazy Old Man, then show him the book, after explaining that you're not trying to sell it to him.

He asks to examine it for a while, so head outside and back to the Inn in Estard. Look, there's Hondara, and he's hitting on the bunny-girl!

He'll wander off, once his attempt to convince the girl to date him because of his HotStone fails, and you should follow him back to his house.

Talk to him, and then pick up the HotStone once it falls from his pocket. Now, go to the well behind the Inn, and talk to the old woman north of it.

She'll comment on the sun, and then you'll see a sparkle down in the well. Examine the well to climb inside, then search the ground on the sparkly spot to get a Pearl Orb!

Now, go back to the Estard Ruins, and use the HotStone on the statue, to do If you use the Pearl Orb instead, the same thing happens. I've just listed both of them, for the perfectionists out there.

If you want, you can bring him to the chef you gave the FishPaste to, to get some compliments on your mom's cooking. This Chosen One just needs to stand infront of the statue and wish for the doors to open, more or less.

They'll beg, plead, and whimper for the Prince to go with them to see King Burns, and he finally agrees.

He tells you to head home, and that he'll be by when he can. The lackey insult was a bit harsh, though. The two of you should head to the Estard Ruins now, and walk over to the strange statue.

As you and Kiefer pray, the statue starts to glow with a purple light, and it rotates on its base, before firing a beam at the locked door ahead of it.

Now open, you can head inside to explore the fane! Kiefer will mention some odd writing by a ladder, that you can't read, before you're able to climb down to the next floor.

Follow the snaking tunnel as it heads south, then move down the stairs. Head northwest in the big cavern you reach, to find more stairs leading downward.

Go south, east, and south, to walk outside of the Ruins onto a cliff. Cross over the bridge, and examine the odd tablet you find here. You will suddenly gain the understanding to read it, to hear a cryptic message about fire and a helmet of some sort.

Kiefer throws a small fit, but the two of you will continue on into the door above the tablet. Head north in this room, too, then you will find four statues with cauldrons of fire in their hand, plus a central torch.

Whenever you put the torch out, the statue across from you will move to relight it. Extinguish the fire from the west, and notice the odd tile where the eastern statue was.

Run over to it, and step on it, to open a small door. On the other side, you'll find the Saint's Helmet!

Go back out to the torch room, then exit to the north. The next room has a large waterfall, and four statues of Saints, as well as a locked door.

Head down the stairs you'll see here, then move west and north to some more stairs leading down. You'll see an odd scale in this room, to the west.

Ignore it for now, and go down the stairs to the south, then move west, and north up the other stairs you'll see, to find a staircase going down.

Move down, then down again, to find a room with a tablet on a pedestal, which details the Legends of the Four Saints. Each Saint seems to have its own element, and each seems to also have an item that'll restrain it.

Now, go back to the scale room, and move so that you're next to the scale itself, in the northeast. Step on it, and you'll be lowered into a smaller room.

First, go inside the door here and get the chest with 10G inside, then go back out. Move the gray box onto the purple tile, and one of the doors will remain open!

Next, move the box in the corridor to the west, to cover another purple tile. Walk inside this second door, and push the first box two spaces west, then south until it's to the east of the box out in the corridor.

Move that box to the west, until it covers a purple tile, then go back and move the other gray box onto the second purple tile.

Now, enter the small western room, and move the box so that it covers the purple tile here. Move east, and back up the stairs so you can reach the scale again, then stand on it.

Run west and into the room there, to get through the gate that the scale raised for us. Move up, then inside the door here, to find yet more stairs.

Just how many floors do these old ruins have, anyways? Once you've gone up, head west and then follow the torches north to a statue of a lion's head, with an open mouth.

Do you dare place your hand inside? Well, you have to! Do so, and you'll get the Ancient Key! Move back down the stairs to the room with the locked door, and walk inside.

You will see a smaller tablet here, with a story about how trees must sprout their leaves towards the sun. The mural in the center of the room shows some trees.

What does this mean? Look carefully at the mural, and you will see four leaf-like shapes, one on each tree. The order is west, east, west, and west.

Go north into the next room, and you'll reach a fork. Follow the path that the mural showed us, and as you come to each fork, pick the appropriate path: If you do this, you'll reach the end of the maze!

Climb up the little stairs here, to reach the door, and go inside. Will this place ever end? Head north, and east across the bridge, before going south along the upper platform until you reach a chest, with a LifeAcorn inside.

Now, go back north, and inside the door here, before going up a ladder in the next room. Move west, then north and up the stairs, passing by a crystal as we go east over a bridge, to read a tablet here.

It mentions the very crystal we just passed, so go back over to it, pick it up, and place it on the stand south of the tablet. The dragons that were blocking the water on each side now change positions, so the lower floors must be flooded now!

Head down the stairs, west, and then back down the ladder to the lower room. Hop on the raft, then move south to the nearby staircase leading down.

Move down the stairs to the west, and then go north to yet another staircase. The tablet here mentions placing the images in the proper places, to reveal a path.

Go down another floor, and you'll be in a room with four pyramid-like switches. Whenever you step on a pyramid, two pillars will appear, and you can look through each of the colored pillars, to see a monster.

Remember them, and head back out, sailing your raft to the platform, then go east across the nearby bridge, then south down the stairs and north to a room.

You'll see three statues of monsters on each side of the room, and two colored switches. This isn't a hard puzzle; each tile clicks when it's covered by the right statue, and you saw pictures of each in the previous room!

If you're still confused, then number the statues in each room, from north to south, one, two, and three. In the west room, put statue 2 on the yellow tile.

Put statue three on the green tile. In the eastern room, put statue three on the red tile, and statue one on the blue tile. Leave this room, and get back on the raft.

Sail south to a door, to reach a room with a staircase, and a chest! Now, sail over to the stairs, and go up.

Sail south, east, and south some more, until you reach another staircase going up. After moving up, sail further south, to reach a chest with the Saint's Shield, which involves the Second Saint, of Air.

Sail to the southern platform, and go upstairs to be back in the room with the four Saints statues! Face each statue, and place the appropriate item on them.

Once all four're placed, the door north of you will open. Continue north in the next room, and you will find an Adventure Journal ahead of you, on an altar.

This's like a save point, so make use of it if you want! Further north, in the next room, you'll find a blue and red torch, as well as many empty braizers, and two large statues north of you.

The one to the west has a red jewel infront, which means you need to use the red torch to light its brazier; the eastern statue, with the blue jewel infront, needs the blue torch to light its brazier.

With each statue you light, they will show you which of the nine braziers in the lower room need to be lit, and with what color fire. The easy solution, if the braziers are in the same order as a touch-tone phone, is that one, three, and eight need to be lit with red fire.

Five, seven, and nine must be lit with blue fire. That leaves two, four, and six unlit. Once you do this, and return the torches to their spots, the door ahead will open for you.

Past this door is the Ancient Fane! Straight ahead in the next room, this tablet will tell you an amazing fact: No wonder the island seems like the entire world, all the other lands have been sealed and removed!

Right next to that very tablet, you will find a LandShard! Are these the artifacts that the tablet mentioned?

In any case, move west, and you'll find a room of greenish pedestals. North, is a room of red ones, and east of here, you'll find a room with four odd doorways, which're sealed, and a locked door to the north.

Oddly, the southwest door here doesn't look green to me, except maybe from the back Here in the Fane Dome, pick up the World Map on the floor, and move east.

This's a room of yellow pedestals, and you'll see another LandShard here! Pick it up, and examine the northwestern pedestal. Place the first LandShard you got in the northeast corner of the pedestal, then rotate the second piece so that it can be placed into the southwest corner.

Observant Kiefer will mention that we're still missing a piece, so head out of the Ancient Fane, and once you're outside, you'll find it's daylight.

Kiefer will return to the castle, to do some research on the Shards, and he asks for you to find whatever information you can, as well.

He'll run off, and you should run on home. Back in Fishbel, the Amitt Harvest is concluded. Go over to the docks, and talk to the sailor wandering around on the dock.

He'll mention how your father's brought back lots of fish on his new fishing route. He also mentions that your dad found something unusual.

Go home, and chat with your dad, to hear some interesting details about yourself. You're not quite an average kid, as you were born in just five short months!

Among all the fish, Borkano also found an odd slab Leave your house, and head back to Estard Castle. If you picked up the HotStone earlier, your drunk uncle Hondara will take it back now.

Head up to the second floor of the Estard Castle, and talk to Kiefer, to mention the LandShard you picked up from your dad. He'll join you, and the two of you should head over to the Ancient Fane.

Once you have, start inside, only to be stopped by Maribel! She's followed you, and if you don't let her go with you, she's tattling!

Agree to let her go with you, and she'll join your party. Next stop, the Yellow Pedestal Room! Return to the northwest pedestal, and place your LandShard in the southeast corner.

Light will begin to billow up from the pedestal, and after some odd blue light swirls around, you will awaken with the others in an unfamiliar clearing.

While you and your party-members don't recognize where you are, you all agree that you must be somewhere on the island you've just not seen before.

Maribel, a little annoyed by this "adventure," starts off for home, only to be interrupted by Wherever you are, now, there're monsters here, and three jiggling blue Slimes attack!

After fending them off, and after Kiefer gets over his battle-adrenaline, Maribel demands to be escorted home safely.

The only way we can find home, is if we leave this area, and see what lies outside it. Head north off the next screen, then follow this path until you find someone!

After introductions are exchanged, you'll meet Matilda. She is here to visit the graves, and can only place weeds over them, since there're no flowers here.

Maribel will hand over some flower seeds she has, and Matilda will plant them. She offers to escort you to a place nearby where you can rest, though she avoids answering why she feels we can't return to Escard and Fishbel right now.

Move north and out of the Odd Forest, before going east to an unfamiliar village. The moment you arrive, Matilda will have left. The only thing we can do right now, is explore this village.

Rexwood, as the citizens call it, seems like an odd place. The citizens're willingly destroying their houses! Monsters have appeared recently, and they kidnapped the children and wives of the people living here, telling them to take down their village, or their loved ones would die.

That's why all these people're destroying their only shelter On the center island is an Inn, where you can heal up if you took damage from the Slimes earlier.

If you go through the eastern door of the Inn, you can get a Cloth Suit from the dressers. Northeast of the Inn, you'll find a man who's borrowing this house from someone named Hank.

This man also owns a Weapon Shop, and you can browse his wares for any items that may help. We're going up against monsters, afterall, so offense and defense're important.

You can get 12G from the vase in this house, as well. You'll notice a small building in the woods north of the Shop. Maneuver your way over to there, and go inside.

A small boy, named Patrick, is trying to help his father, Hank, get well. He knows that a green colorstone, from the Mine southeast of the village, is just what is needed to heal him.

He wishes to ask Matilda, who helps protect their village from monsters, to go and find this colorstone for him. He asks us to let her know if we see her, and goes back to nursing Hank's wounds.

Leave Rexwood, and head to the southeast, where you'll see a cave. This's the Colorstone Mine that Patrick mentioned. Inside, smash the barrels south of the building to find an Herb, then head inside the mine itself.

There are random enemies in here, just like out on the World Map, but the fights here are a little more difficult.

Take the path west at the fork, and follow the tunnel north to find Matilda. She's here to check on the local monsters.

After being told about Patrick's problem, though, she says that her concerns can't rest on just one person, and she leaves. Your party's determined to help Patrick now that Matilda isn't.

Continue along the tunnel, and go west again, breaking the barrels for a STRseed, and 40G, before heading east and taking these stairs down.

Head west, then south as you reach the large room. The path will split, with one part going west, and the other part going east.

You want to go east, where you'll see two red crystals, and stairs going down. If you push the two red crystals together, they'll shatter.

This's a clue for the puzzle on the next floor. Walk west against the yellow crystals, and they'll shatter. Now, just go north and push the two blue crystals together, and you can reach the stairs going down to the next floor.

Head north, and follow this tunnel to the next set of stairs heading down. You can ignore the yellow and blue crystals here.

On this floor, avoid touching the red crystals, and stand to the east of the blue crystal. Walk west, so the blue crystals shatter, then look at the red crystal east of you.

Walk around to the eastern side of it, pushing it west until it is lined up under another red crystal, causing them to shatter.

Walk over to the eastern yellow crystal, and push it west until it shatters. Now, go east to the red crystal there, and push it west until it breaks.

This floor has a more complicated-looking puzzle, but it's actually rather easy. Push the blue crystal that's by the stairs, west, until it shatters.

Next, move the center red crystal, to the west, so that it shatters also. Move the northern red crystal a space to the east, then walk east, north, west, and south, so you can push the yellow crystal south.

It should be touching the red crystal we haven't touched yet, in the middle. Circle back around to the east of this yellow crystal, and push it west until it breaks.

Move around to the eastern side of the room, then go down the stairs, and walk over to the green, glowing crystal. This's what we were looking for!

But we can't just drag it out of the place with us. Luckily, Matilda will show up, and aid us in getting a piece of the colorstone! She will also give us a Wood Doll, which was given to her by her big brother many years ago.

At Patrick's, he'll use the Green Orb to try to heal his father. He'll mention how Hank went to try to rescue the women who were taken to the tower, and that it was because of Matilda that Hank was still alive now.

He'll ask that you get some rest at the Inn, prepayed of course. Maribel will try to talk to you about how scared she is that you might not get back to Fishbel, but then she'll try to cover it up with making fun of your hat.

You'll see Matilda's brother heading off to attack monsters, so that the villagers can back him up. Wait, isn't that the village's legend, about how Rex tried to fend off the monsters, but the cowardly villagers didn't help?

This means that Rex must have been Matilda's brother! The next morning, visit Patrick, and you'll find out that Hank's all better now!

You'll explain everything that's happened, including how you're trapped here, and the stronger-than-a-Golem Hank decides to come with us, to try to take on the monsters at the Eastern Tower again.

He'll tag along, and get his own blows in during battles, along with a few Sap and Heal spells.

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