Faraday

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Faraday (formerly Falrod) is a castle located on a continent to the east of Pilchard Bay in Dragon Quest VII.

Story[edit]

Past[edit]

Before the party's arrival, the country is being attacked by automatons, mechanical androids from the Dark World with orders to kill the populace of Faraday. The citizens of Faraday and Falrish are demoralized at the length of the war and the casualties. Because the soldiers of Faraday are unable to withstand the massive attack of the automatons, the king has enlisted the help of mercenaries.

The party arrives in Falrish. Ruff notes the smell of oil in the air. They investigate the town and run into Captain Goodwinding who is holding a strategy meeting with his soldiers. Afterwards, the party heads to Faraday Castle. There, they sign up to be mercenaries. After defeating the drill sergeant, they become mercenaries. They meet with the king who informs them of the situation in Faraday. Captain Goodwinding calls a meeting with his soldiers and mercenaries soon after.

Goodwinding informs everyone at the meeting about the situation and asks the group for any ideas on how to stop the mechanized menace. One of the soldiers, Promptly-Wallop, suggest that they talk to Autonymus because he is a mechanical genius. Goodwinding rather oddly informs them that Autonymus wouldn't be interested in helping them. However, Promptly-Wallop conscripts the party to talk to Autonymus anyways. The party travel west to Autonymus's cabin. Inside, he is working on a mechanical being. When the party tries to talk to him, he ignores them at first. When they persist, Autonymus becomes abrasive, telling them that he has no concern with the populace of Faraday and that he has more concern for the automatons than for the people.

The party returns to Faraway and inform Goodwinding that Autonymus has refused to help. Goodwinding chooses to accompany the party to speak with Autonymus. When they reach Autonymus's cabin. Autonymus rebuffs them again. Goodwinding comments that it was a waste of time coming. As the party and the captain exit the cabin, a lone automaton appears. It breaks down in front of the party. Autonymus, hearing the noise, comes outside his cabin to investigate. There he sees the automaton. He and Goodwinding take it inside where Autonymus tinkers with it. Goodwinding orders the party to return to the castle because he fears that the automatons are invading the castle at the moment.

The party returns to find Goodwinding's prediction has come true. The party is tasked with the defense of the castle gates. The party defeats two waves of attackers. However before the third wave of automatons attack the party, something happens to them. They start to attack each other. The party realize that there is a signal being broadcast from the automaton that Autonymus fixed that is causing the robots to malfunction. With this new weapon, Goodwinding feels confident that they can can invade the Autamatons' Base.

The party heads east to the Automatons' Base. Autonymus and Goodwinding arrive shortly after with the restored automaton, now known as E.L.L.I.E. E.L.L.I.E broadcasts a signal that causes the automatons guarding the base unable to receive orders while there. They malfunction and go berserk, allowing the party to continue. They traverse the base and encounter the Tinpot Dictator. The Tinpot Dictator tells the party that he was chosen by the Demon Lord to lead the assault against Faraday. He receives the automatons from the Dark World and can repair them from his base.

He commands the automatons to attack him. However, the machines are unable to process his orders and attack themselves. This frustrates the Tinpot Dictator and he decides to attack the party himself. The party defeats them and with his dying order, he summons EvilMech to destroy everything, no longer caring what happens to Faraday. The party defeats this machine as well and it is destroyed. After the fight, Goodwinding, Autonymus and E.L.L.I.E enter the boss's lair. The captain compliments the party's ability in defeating the leader of the automatons. They return to Faraday Castle where the king thanks them for saving their country. He presents the party with the Bug Knife, an heirloom of the royal family. The party also receives payment for their mercenary work. With that, the party returns to the present.

Present[edit]

Faraday in the present is immersed in robotics. It has mass produced mechanical cleaners and is working on making a mechanical person. However, with no model with which to work on, progress is nonexistent. However, as the party introduces themselves to the King of Faraday, a soldier gives word to the king that they have found the Legendary Automaton. The king takes some soldiers and they head west to Autonymus' cabin.

The party arrives there first and they see E.L.L.I.E. It has been running since the last time they saw it in the past. It is making soup for Autonymus, who has been long dead by this point, in the hopes that he will recover. The king arrives and takes E.L.L.I.E with him to the castle.

The party return to the king and find that scientists are investigating the robot to see how it works. They take some parts away from it and it stops working. The king's tutor, Armand, sees this and asks the king to let E.L.L.I.E be. However, the king has Armand confined in the dungeon. When the party visits him in the dungeon, he asks them to find parts that he's hidden in Frobisher.

The party complies with his requests and finds the parts. They return it to Armand and he disguises himself as a soldier to move about the castle. They go into the castle's laboratory and fix E.L.L.I.E. However, it goes berserk and attacks Armand. The king enters the laboratory with soldiers and they turn off E.L.L.I.E. Armand fixes the automaton and returns it to Autonymus' cabin where it continues its pointless task in making soup for Autonymus. The king allows E.L.L.I.E to remain here and realizes that it has become more than just a machine. He promises that he will continue his research into creating mechanical beings, but E.L.L.I.E will not be part of that plan. After the king leaves, Armand thanks the party in helping him save E.L.L.I.E.

Should the party visit Autonymus' cabin in Disc 2 in the PSX version, they find that E.L.L.I.E no longer functions. She has let herself run down next to Autonymus's bones. In the 3DS version, if the party visits after the Demon King's resurrection, both Autonymus's bones and E.L.L.I.E. have disappeared.

Shops[edit]

Frobisher (Past)[edit]

Weapon
Item Price Attributes
Stone fangs 340 +12 Attack/+3 Style
Giant mallet 410 +14 Attack/-5 Style
Boomerang 650 +15 Attack/+5 Style
Stone axe 810 +19 Attack/+4 Style
Iron lance 1000 +23 Attack/+1 Style
Item shop
Item Price Attributes
Medicinal herb 8 Restores a small amount of HP
Antidotal herb 10 Cures poison status effect
Moonwort bulb 30 Cures paralysis status effect
Holy water 20 Temporarily wards off monsters
Armour shop
Item Price Attributes
Scale armour 450 +15 Defence/+9 Style
Leather dress 680 +17 Defence/+15 Style
Shell armour 880 +18 Defence/-25 Style
Kitty shield 310 +9 Defence/+8 Style
Bronze shield 47 +11 Defence/+7 Style
Silver tiara 450 +14 Defence/+25 Style
Iron helmet 1100 +16 Defence/+15 Style

Frobisher (Present)[edit]

Weapon (Past)
Item Price Attributes
Copper sword 220 +11 Attack/+9 Style
Stone fangs 340 +12 Attack/+3 Style
Giant mallet 410 +14 Attack/-5 Style
Boomerang 650 +15 Attack/+5 Style
Thorn whip 770 +18 Attack/+7 Style
Stone axe 810 +19 Attack/+4 Style
Iron lance 1000 +23 Attack/+1 Style
Armour shop
Item Price Attributes
Scale armour 450 +15 Defence/+9 Style
Leather dress 680 +17 Defence/+15 Style
Shell armour 880 +18 Defence/-25 Style
Chain mail 1050 +20 Defence/+23 Style
Bronze shield 47 +11 Defence/+7 Style
Iron shield 920 +13 Defence/+12 Style
Iron helmet 1100 +16 Defence/+15 Style

Inn[edit]

Price per person
10 Gold Coins

Treasures[edit]

Past[edit]

Frobisher[edit]

Faraday[edit]

Institute of Automatry[edit]

Automaton Stronghold[edit]

Present[edit]

Frobisher[edit]

Faraday[edit]

Institute of Automatry[edit]

Automaton Stronghold[edit]

Monsters[edit]

Past[edit]

Automaton Stronghold[edit]

Present[edit]

Frobisher[edit]

  • Urnexpected (1)

Automaton Stronghold[edit]

Nearby monsters[edit]

Past[edit]

Present[edit]

(After the Demon King's resurrection)

Bosses[edit]

Automaton Stronghold[edit]

Landmarks[edit]

  • Frobisher - The town next to Faraday.
  • Faraday - The castle.
  • Institute of Automatry - West of Faraday. Autonymus lives here by choice, segregating himself from the rest of the populace. In the present, it is labeled as a Forbidden Zone.
  • Automaton Stronghold - A hill east of Faraday. This is the base operations of the Tinpot Dictator and the automatons. In the present, a seer stands outside the base. The player can ask the seer to divine the location of fragments.
  • Temple of God - Accessible only in the present, this temple serves as the gate to a Pedestal. The Pedestal can only be accessed once the player has the BlissRock.

Notable Residents[edit]

  • Thaddeus - Captain of the Faradain forces. He leads the charge against the automatons.
  • Autonymus - A recluse who lives on the western part of the continent, Autonymus initially wants nothing to do with Faraday. His view changes when, by chance, an automaton lands on his doorstep.

Gallery[edit]

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