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|title = Baramos' Lair | |title = Baramos' Lair | ||
|type= Location | |type= Location | ||
|image = | |image = [[Image:DQ III Android Necrogond Area.jpg|thumb|250px]] | ||
|caption = | |caption = | ||
|japanese=バラモス城 | |japanese=バラモス城 | ||
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'''Baramos' Lair''' is a castle in the [[Overworld (Dragon Quest III)|overworld]] of {{DQ3}}. | '''Baramos' Lair''' is a castle in the [[Overworld (Dragon Quest III)|overworld]] of {{DQ3}}. | ||
It is the home of the archfiend [[Baramos]], one of the chief villains in the game. It is surrounded by impassable mountains and requires [[Ramia]] in order to enter. | It is the home of the archfiend [[Baramos]], one of the chief villains in the game. It is surrounded by impassable mountains left of [[Necrogond Shrine]] and requires [[Ramia]] in order to enter. | ||
==Appearances== | ==Appearances== | ||
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The {{Luminary}} and his party can travel to the lair twice through the [[Echo Chamber]]. The first venture is sometime after the conclusion of the game, in which the kings of [[King of Aliahan|Aliahan]], [[Portogus Rex]] of [[Portoga]], [[King of Romaria|Romaria]], [[King of Edina|Edina]], [[King of Manoza|Manoza]], and their guards converge on the site to honor the deaths of the [[King of the Necrogond]] and his people. To their horror, the reanimated corpses of these citizens have begun the process of reviving [[Baramos]], and the lair is once again crawling with monsters. The king of the Necrogond himself may be spoken to as well, having resisted the mind-altering incantations of the [[Necrogondolier]] due to his immense despair of the plight of his people. By slaying the necromancer, the {{Luminary}} and his {{Party 11}} allow the Necrogondians to rest in peace at last. | The {{Luminary}} and his party can travel to the lair twice through the [[Echo Chamber]]. The first venture is sometime after the conclusion of the game, in which the kings of [[King of Aliahan|Aliahan]], [[Portogus Rex]] of [[Portoga]], [[King of Romaria|Romaria]], [[King of Edina|Edina]], [[King of Manoza|Manoza]], and their guards converge on the site to honor the deaths of the [[King of the Necrogond]] and his people. To their horror, the reanimated corpses of these citizens have begun the process of reviving [[Baramos]], and the lair is once again crawling with monsters. The king of the Necrogond himself may be spoken to as well, having resisted the mind-altering incantations of the [[Necrogondolier]] due to his immense despair of the plight of his people. By slaying the necromancer, the {{Luminary}} and his {{Party 11}} allow the Necrogondians to rest in peace at last. | ||
The second expedition to the lair occurs after this point, in which the aforementioned kings attempted to secure the site from | The second expedition to the lair occurs after this point, in which the aforementioned kings attempted to secure the site from {{MFamilies}}s but were repelled due to the revival of [[Baramos]], who used the souls of his followers to return. The {{Luminary}} must clash with the affront to [[Rubiss]], and finally put an end to the Necrogrond's misery. | ||
Additionally, the [[Galapogod]] was taken to here by a group of {{MFamilies}}s who abducted the holy terrapin from his home in [[Tenton]]. These foes are chumps, and can be defeated easily at any level. | Additionally, the [[Galapogod]] was taken to here by a group of {{MFamilies}}s who abducted the holy terrapin from his home in [[Tenton]]. These foes are chumps, and can be defeated easily at any level. | ||