The rewards you get from these side objectives are often worth it, so go ahead and take the time to do them. It consists of various floors, each containing a puzzle that must be solved in time to proceed. The Elder arrives before the party can move along and he performs a short ritual that unlocks the full potential of your party members. The puzzles are harder, possibly longer, and usually require several abilities to be traded for time. One of them has a Perfect Panacea.

View subsequent events at Havens Above and The Tower of Lost Time; Pass through Drustan's Labyrinth and enter Trial Isle; Complete the Disciple's Trial; To undertake the Sage's Trial, enter the Temple of Tranquility at Trial Isle and touch the northern Seedling. Don't worry, you can't miss it; it will unlock naturally at a certain point in the plot. This time you'll find yourself in an alternate version of the Fortress of Fear and for all intents and purposes, is the final dungeon in Dragon Quest XI. Set out on a grand adventure, filled with memorable characters, an enchanting story and classic RPG gameplay in Dragon Quest XI: Echoes of an Elusive Age!

The maximum number of abilities to surrender (and their nature) depends on the floor to be entered. As in Drustan's Labyrinth, part of the challenge is to defeat enemies with a set number of moves. Here, step on the north lift and once you reach the next platform, take the south lift up to Serenica's level. There are 3 trials, but 5 wishes. Go see the elder and he'll give you the Use the Wheel of Time on the slot at the door to get inside. But first, we'll revisit some of the towns around the world to finish off some optional bosses and events. Which floor type the player comes across upon entering a new floor depends on which floor type the previous floor belonged to and which seal the player unlocked. Examine each of these seedlings to witness a memory then return to the Havens Above after you've seen what all three have to offer. That's where you'll be going next to continue with the story. The black-caped man may randomly appear as the player enters the area, and offer a random service, such as giving an item, giving more time, allowing the player to leave the dungeon, or even removing any random encounters from the floor, including after the miasma has appeared. Given that you've already cleaned out the place the first time you were here, all that's left to do is head for the goal. Before entering a floor, the Light of Time allows the player to trade abilities for time. You will be transported to the Realm Between Worlds. You are told to pay the Watchers a visit with Cetacea's help so Hero uses Veronica's flute to summon the giant whale and take to the skies.

Still on the north island follow the path left to the Place of Legends for some scenes. You've saved this town from ruin in this timeline so there should be some things to see before meeting with the Elder. Next, stop by the Temple of Dawn at the center of town. After the transaction is done, the player will enter the floor, which contains a puzzle. Keep in mind that Hero is only able to call for Cetacea at this location as part of the story. All of the puzzle areas, with one exception, lack random encounters. Upon arriving at the Emerald Coast as Carnelian suggested, the party gets a closer look at the lantern and try to come up with a way to reach it. This lets you unlock those silver doors you've been seeing on your map this whole time. It is compulsory to solve the puzzle to proceed deeper in the Labyrinth. They are new and different. IGN's Dragon Quest XI complete strategy guide and walkthrough will lead you through every step of Dragon Quest XI from the title screen to the …