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Dali's Clock - 296 HP / 0 PP / 4 SPEED / 65 OFFENSE / 66 DEFENSE. Dali's Clock may look twisted, but it freezes time and stops your attacks. Use Hypnosis to slow it down.




Dalaam - The magic of the ages seems to spill from every corner of the mountain village of Dalaam, which is far from the frenetic pace of the city. If you're searching for inner peace, or simply looking for a getaway that's far off the beaten path, you'll want to plan a lengthy stop here.




Deep Darkness - Deep Darkness is the last frontier of civilization. Located on the edge of the largest jungle in the world, the simple village is run by primates and traders. Few adventurers have returned from the perpetual night beneath the forest canopy. Ness must use the Hawk Eye to explore all of the dark region.




Defend - (see; Battle Screen)




Defense - (see; Status (Option))




Demonic Petunia - 478 HP / 0 PP / 26 SPEED / 102 OFFENSE / 111 DEFENSE. The huge, brightly colored Demonic Petunias are anything but friendly flora. They put up fierce fights!




Department Store (Fourside) - Fourside offers the casual or serious shopper a wealth of possibilities, from the food arcades near the lake to the towering Grand Department Store. The Grand, although temporily closed from time to time, has a wide selection of goods.




Department Store Spook - 610 HP / 290 PP / 19 SPEED / 82 OFFENSE / 135 DEFENSE / No Shields. The kidnapper of Paula is not a wimpy enemy! It can and will throw almost every psychic attack in the book at you. Counter with PSI Special and Bottle Rockets and Super Bombs. Don't buy any Big Bottle Rockets until you're ready to leave Fourside; the regular ones are powerful enough.




Desert Coil Snake - 270 HP / 0 PP / 18 SPEED / 52 OFFENSE / 80 DEFENSE. These reptiles slither into the picture one at a time. They are nothing to worry about.




Desert Gold Mine - In the mine, defeat the five moles and return to the miner. In gratitude for the daring feat of mole extermination, the miner will drop a valuable diamond. If he had half a notion of just how valuable the diamond is, he probably wouldn't give up the rock. You can return to Foursdie once you have the ice in hand. Where should you go with a valuable gem? The big city, of course -- Fourside.




Desert Wolf - 247 HP / 0 PP / 33 SPEED / 57 OFFENSE / 67 DEFENSE. The lone lobo attacks ferociously, but you can stun him with Paralyze.




Diamond - You'll get this automatically on your way back to Fourside after you defeat the Guardian Diggers in the Gold Mine (in the Dusty Dunes Desert).




Diamond Dog - 3,344 HP / 154 PP / 31 SPEED / 167 OFFENSE / 230 DEFENSE / Starts with & can cast Shield of Light Beta. It makes sense; diamonds are made of almost pure carbon. Enough with the science lesson, though. Don't bother with Shield Killer because he'll make a new shield soon. Although no psychic power works especially well on him, try a good blast of PSI Special, PSI Freeze, and PSI Starstorm. It will also help to cast Shield Sigma to protect you from his fierce attacks. It takes time to beat him -- he's tougher than diamonds.




Dinosaur Museum - You'll always find an academic researcher inside willing to answer your questions when you visit the Dinosaur Museum. Bones that seem surprisingly fresh have recently turned up near Scaraba and have been brought to the museum to be put on disply.




Doctor - The Doctor is important because he can cure some of those nasty conditions you pick up.




Donation Lady - When you first reach Happy Happy Village, a woman will rush up and ask you to donate cash to the local tourism fund. Depending on how much you spent supplying yourself for the trip through Peaceful Rest Valley, you might be short on cash by now. At any rate, if you do make a donation, all you'll get for it will be a phony "thanks" and a post card of town. Don't feel obligated to give to this cause unless you have money to burn.




Dr. Andonuts' Lab - Just south of Stonehenge, travelers will find the laboratory of the famous Dr. Andonuts. This world-class scientists/inventor works on many projects including time travel and flying saucers. The doctor's son, Jeff, also promises to be an inventor.




Dreaming (Winters) - While sleeping in the dorm at Snow Wood Boarding School, Jeff Andonuts recieves a wake-up call from Paula. Unlike most long distance calls received at the school, this call is transmitted telepathically. Jeff accepts the message at face value and begins his southward journey to rescue Paula and Ness.




Drugstores - Drugstores have ATM's and telephones, and they generally also have clerks who sell medical supplies and armor. While you're there, you can call home for cash, withdraw it from the cash machine and use it to buy supplies.




Dungeon Man - The strange tower known as either Dungeon Man or Brick Road is northwest from the Pyramid Exit, so prepare yourself for desert travel and start walking. When you reach the towering man, use the Tower Key to open the door, then enter the dungeon and start reading the messages left by Brick Road. He posts signs all over the place to give you hints and directions so you won't get lost. The biggest challenge here is in deciding which rope to climb up first.




Dusty Dunes Desert - Fun and sun combine for the ultimate get-away vacation when you head out to the Dusty Dunes Desert. Sun worshippers lounge beside tall palms in the tropical heat while prospectors scratch out a living from the weathered rock. Travelers should protect themselves from the intense sunlight by carrying wet towels.