Logo

Please disable your ad blocker to support our website.

Quest: Brian's Journey Guides and Walkthroughs

This page here will share minor tidbits, tricks, cheats and hints about Quest: Brian's Journey Color. As with many of the other guides on my website these are designed to be very google friendly. If you're stuck, and googling to get done a certain part of the game, that's hopefully how you found this guide!

Quest: Brian's Journey Game Genie Codes (USA)

Quest: Brian's Journey Gameshark Codes (USA)

Quest: Brian's Journey

  • Screenshots

box cover

  • Imagineer Co., Ltd.
  • Sun Corporation
  • Atelier Double Co. Ltd.

Description

Quest RPG: Brian's Journey is a simple RPG related to Quest 64 . Game's action takes place in Celtland, a fantastic medieval world. The player controls an apprentice mage, Brian, who lives in a small town. When the town is attacked by monsters, Brian go on a quest to restore peace and harmony.

The game is a top-down RPG. The player moves on the map, talks to various characters, and fights against enemies, like crocodiles, wolves or knights. Brian can use four elements - Fire, Water, Earth and Wind - to cast spells, and combine them to create special moves. He can also make physical attacks, although those are weaker. Battles are turn-based: the player moves on a square grid, and chooses his actions. He can also dodge attacks from enemies.

  • ジャックの大冒険 〜大魔王の逆襲〜 - Japanese spelling
  • Quest series

Screenshots +

screenshot

Credits (Game Boy Color version)

16 People (15 developers, 1 thanks)

Average score: 40% (based on 1 ratings)

Average score: 2.8 out of 5 (based on 1 ratings with 0 reviews)

Be the first to review this game !

Upgrade to MobyPro to view research rankings!

Related Games

box cover

Identifiers +

  • MobyGames ID: 62574

Are you familiar with this game? Help document and preserve this entry in video game history! If your contribution is approved, you will earn points and be credited as a contributor.

  • Ad Blurb (+1 point)
  • Alternate Title (+1 point)
  • Correction (+1 point)
  • Critic Review (+½ point)
  • Group (+¼ point)
  • Product Code (+¼ point)
  • Promo Images (+½ point)
  • Related Site (+1 point)
  • Release info (+1 point)
  • Relation (+½ point)
  • Tech Spec (+1 point)
  • Trivia (+1 point)
  • Video (+1 point)

Contributors to this Entry

Game added by 666gonzo666 .

Additional contributors: Kabushi .

Game added January 3, 2014. Last modified February 22, 2023.

Spells for Quest: Brians Journey

Quest: Brians Journey

  • Developer: Atelier Double
  • Publisher: Sunsoft
  • Genre: Role-Playing
  • Release: Jan 23, 2000
  • Platform: Gameboy Color
  • ESRB: Everyone

You can get 60 spells. The spell Extinction kills and enemy in one hit. Compression lowers the attack of an enemy. Exit lets you exit a dungeon. Return lets you go back to the spot where you exited. Try new combinations of spells to kill even the hardest enemies in the game.

For Quest: Brians Journey we have:

  • No Codes, Submit One!
  • No Passwords, Submit One!
  • No Unlockables, Submit One!
  • Total 2 Hints or Secrets
  • No Glitches, Submit One!
  • No Easter Eggs, Submit One!

Please Submit a Problem for any incomplete, non-working or fake code listed above. If you know other secrets, hints, glitches or level guides, then please Submit your Stuff and share your insights with other players.

Stuck in this game? Ask a question below and let other gamers answer your question or view answers to previously asked questions. If you think you are an expert then please try to help others with their questions.

Quest: Brians Journey - Gameplay Video 1 for Gameboy Color

Quest: Brians Journey - Gameplay Video 1

  • Added on: May 25, 2014

Pokemon Righteous Red for Gameboy Color

  • Show Spoilers
  • Night Vision
  • Sticky Header
  • Highlight Links

quest brian's journey spells

Follow TV Tropes

http://tvtropes.org/pmwiki/pmwiki.php/VideoGame/QuestBriansJourney

Video Game / Quest: Brian's Journey

Edit locked.

https://static.tvtropes.org/pmwiki/pub/images/quest_brians_journey.png

This game stars Brian, an apprentice Spirit Tamer living at Melrode Monastery with his father, a master Spirit Tamer named Lord Bartholomy. Bartholomy set off on a journey to reclaim the Eletale Book , a mysterious book of power. This book was somehow stolen by Lavaar, the book's ex-protector, with help from Gabriel, a child who never is seen or mentioned in the game after the introductory cutscenes are over. After Lord Bartholomy goes missing, Brian is sent out by the Grand Abbott to find him and the Book.

Published later than the Nintendo 64 game, there are actually quite a few changes in this game for the better! The spell elements have new icons that look like the elements they represent. Water is a droplet of water, Fire is a fireball, Wind is a feather, and Earth is a rock. There was also a change to how items work. They can now drop from any enemy, even if you have one of that item already. Your inventory is now limited to 20 instead of 150, however, which balances this out. In addition, the menu is much more intuitive and you can save outside of an Inn.

The game also has cutscenes! Events flow generally better and smoother now, due to how the events of the game are rearranged slightly to accommodate the cutscenes. The sequence of main events are still the same, but tend to happen further apart or closer together depending on what happens in a cutscene (a drastic change from Quest 64 , where these such events apparently happened just before you arrived). The story is now much easier to understand, as well as there being additional story elements that were not in Quest 64 (or were not readily apparent in that game).

As with the N64 version of the game, there is a quite in-depth spell system, where you combine different Elements in different ways to produce different spells. For example, if you wanted to cast a spell that drained MP from an enemy, you would use Water, Earth, and Fire, in that order. If you used it in the opposite order, you would get a completely different spell. If you omitted Fire, you would get a healing spell, and if you omitted Earth you would get a spell that tells you the stats of an enemy. HOWEVER, you can't do this all willy nilly! You have to level up each individual Element to a certain level (different for each element, and depending on what spell you want) before you can make these spells!

Quest: Brian's Journey provides examples of:

  • Action Commands : When an enemy attacks, you can move the d-pad to dodge some attacks. As long as they don't home in on, like most projectiles except Rock Level 1, 2, 3.
  • Anti-Grinding : It doesn't take very long to get your stats up at all (except Defense), and it's pretty fast to grind for Items and Elements.
  • An Adventurer Is You : And only you...
  • Ancient Keeper : Grand Abbot and Lavaar, while the latter is also joined by Gabriel.
  • Arrows on Fire : Homing Arrow is literally a bunch of arrows...of the fire element. This time around they're colored Green.
  • Attack Its Weak Point : Every Monster/Boss has an Element of Fire, Earth, Water, and Wind. Using the opposite Element to attack will do the most damage.
  • Betting Mini-Game : In Limelin. It's quite literally a lottery.
  • Big Fancy House : Pretty much all houses is Limelin.
  • Big Labyrinthine Building : The second half of the Baragoon Tunnel
  • Razor Wind : The Wind Cutters and Large Cutter.
  • Border-Occupying Decorations : Playing on the Super Game Boy makes the game fill the borders with many copies of the Quest (or Holy Magic Century if you're playing the Japanese version) logo and two pictures of Brian.
  • Literally done via a Palette Swap with Tim, a different colored version of Blue Man.
  • Broken Bridge : Getting into any new area requires you to beat a boss who holds a key item that just happens to "open" up the next area. There's a literal broken bridge too.
  • By the Power of Grayskull! : Two spells power up your staff with a huge pillar shooting upwards around you. No transformations, though.
  • Cats Are Mean : The werecat embodies this trope, despite being technically a catgirl . The only regular cat is called Flamed Mane... despite being red and breathing fire.
  • Character Customization : Downplayed heavily in this game. You have to put a lot into every Element to get all the Spells in one Element. You can however get a few upgrades to your equipment.
  • Character Portrait : In the basic start menu.
  • Cherry Tapping : There's a multitude of spells that have such pathetic damage input, that most avoid using them. However, the only way to successfully level up your MP is with them.
  • City Noir : Brannoch, filled with a dark glow and locked houses with the words "This door does not open."
  • Checkpoint Starvation : You can save at any time, except that the first part is a very long cutscene.
  • Chest Monster : The Mimic, quite traditionally. However, since battles are random, the Mimic is simply an enemy that appears whenever, as opposed to specifically appearing when you try to open a chest.
  • Child Mage : Brian is a literal example of this trope. The trope also applies to the Ork Jr.
  • Color-Coded Elements : The four Elements are specifically designated by Fire(Red) , Earth(Yellow), Water(Blue) , and Wind(Green) .

quest brian's journey spells

  • Convenient Questing : How are you given a quest to save the world? A book gets stolen. That's it.
  • Cool Boat : Kiliac's Pirate Ship.
  • Cool Airship : Brannoch Castle becomes this when it combines with Melrode.
  • Creepy Cathedral : The start of Mammon's World
  • Crossing the Desert : Naturally with a huge desert comes some crossing of it. There's a few things to find, and well worth it if you do.
  • Cut-and-Paste Suburb : What'd you expect?

quest brian's journey spells

  • Death of a Thousand Cuts : Wind Cutter Level 2-3 and the Homing Arrow spells.
  • Disappeared Dad : One-half of the plot.
  • Dishing Out Dirt : Earth monsters are rampant, as are spells. Some are even made of rock itself!
  • Doomed Hometown : Melrode after Brannoch Castle combines with it.
  • Double Agent : Your only recurring ally is an enigmatic woman named Shannon. Naturally, she's working for the Big Bad, and may have even kicked your dad's ass just before you showed up to help him. However, see Lovable Traitor below.
  • Down the Drain : The Blue Cave, which is one of the biggest Dungeons. It however is early on, and the enemies drop Experience very fast, so leveling up there is inevitable.
  • The Dragon : There's Guilty, who is King Beigis' dragon.
  • Dug Too Deep : According to an NPC, the monsters infesting the world were released from Baragoon Tunnel when Miners accidentally dug into it.
  • Dying Town : Greenoch. note  It was largely burned to the ground by King Beigis
  • Eldritch Location : Mammon's World, which contains many Demons.
  • Elemental Baggage
  • Elemental Embodiment : Oh, so much. Some notable ones are the Earth-aligned Man Eater, which is a pile of rocks and bones, the Fire-aligned Will O' Wisp , which is a living fireball, the Water-aligned Multi-Optics, which is a small slime with tons of eyeballs, and... nothing stands out for Wind whatsoever.
  • Elemental Powers
  • Empty Room Psych : When you first head downstairs in the monstary, the first room has a character you can talk to, but all other rooms are empty. Other empty rooms are visible.
  • Enemy Scan : Soul Searcher 1 and 2
  • Event Flag : You cannot return to Crystal Valley once you have the Water Orb. The game follows a strict order of events that glitches/gamesharks can screw up.
  • Everything Trying to Kill You : Literally. While there's no machines, there's multiple different mythological as well as humanoid monsters. Most of the bosses are human as well, with only Guilty and Mammon being non-human, and Nepty only having Cute Monster Girl fin-ears.
  • Evil Laugh : Mammon says "Ha" around twenty-two times when first encountered.
  • Flechette Storm : Wind Cutter 2 and 3, Zelse and Shilf's variations of the of Wind Cutters.
  • Floating Continent : Melrode becomes this. Mammon's World as a whole.
  • Flying Seafood Special : Magma Fish (who is unexpectedly fire-aligned) and Winged Sunfish.
  • For the Evulz : Shannon remarks that King Beigis burned Greenoch to the ground for no reason than to test his newfound power.
  • Game Over : Once you die, the actual battle and graphics freezes, while Brian slumps down. You're quickly brought to the Title Screen.
  • Get on the Boat : Required for not only an element bubble, but to simply progress.
  • Ghibli Hills : Connor Forest for Solvaring, Windward Forest for Zelse
  • Giant Space Flea from Nowhere : The final boss, Mammon , is mentioned twice before he is introduced at the end of the game, and one of these can be missed, leaving the player with no idea what Mammon is. More faithful to this trope, Guilty appears as a boss towards the end of the game with absolutely no prior mention of who he is.
  • The Goomba : Were Hare, being the weakest monster in the game.
  • Greasy Spoon : Some cities have a tavern.
  • Green Hill Zone : As soon as you leave the first city, you can see many surroundings with trees, ponds, and even a great big ocean. The second continent fits this trope by adding in bridges.
  • Guide Dang It! : In order to get an item from the Lottery, you have to not only wait to win it, but there's a mailbox in Melrode Monastery. It is permanently missable when it gets combined with Brannoch Castle .
  • Hellhound : Literally. One of the monsters is named it, and his big brother Ghosthound eventually comes to play. Luckily, they don't travel in a pack directly together.
  • Homing Boulders : Magnet Rock
  • Heroes Prefer Swords : You prefer a staff, as does some other magicians like Leo D'Nardo and Zelse. Flora plays the name straight though.
  • Improbable Power Discrepancy
  • Infinite Supplies : If you don't have an item, a set of npc's can always supply you with that particular item.
  • Multi-Directional Barrage : To an extent, you can also use moves like that. Notably, Ultimate Wind, Magma Ball, and Ice Wall have this as well.
  • Kamehame Hadoken : Solvaring, Shilf, and King Beigus has an attack of each.
  • Kleptomaniac Hero : You can grab Items in Treasure Chests from any house or castle.
  • Kid Hero : Brian appears to be around 10-15 years old.
  • Killer Rabbit : Averted, as the first enemy is a Were Hare, and is rather weak.
  • Lethal Lava Land : Oddly, this one's only lethal because of monsters, because you can't fall in the lava itself. It's a cave inside a volcano.
  • Locked Door : This works simultaneously with the Broken Bridge description. You open doors the exact same way.
  • Lovable Traitor : Despite betraying your dad, Shannon doesn't seem especially compelled to fight for the Big Bad and quickly joins the Humans are alright crowd after you beat the final boss.
  • MacGuffin : The other half of the plot.
  • Macross Missile Massacre : Homing Arrow 1 and 2 are weak versions of this, however, Mammon 's suped-up version is another story. It's called(at least in some of the faqs) Serpentine Arrow for a reason.
  • Making a Splash : There's quite a lot of spells that are water-related, and you can literally use an effective Splash attack with Water Pillar.
  • Mana Drain : One of the spells, Drain Magic, does this.
  • Medieval European Fantasy
  • Meaningful Name : Zelse probably comes from Zephyr, Shilf from Shief, Nepty from Neptune. Others include Multi-Optics, who has lots of eyes, and Rocky who is made of rock. Mammon comes from the demonic representative of the sin of greed. Epona also means Horse goddess, which is rather appropriate, especially in her same-named counterpart in the Zelda series.
  • Nerf : Your Staff is far weaker than in the original version . You do get an upgrade to further increase its power, not including Spells that do so as well.
  • Night of the Living Mooks : Some monsters, like the Ghost, Skeleton, Jack O' Lantern, and Ghost Stalker.
  • Non-Elemental : You have no element, and take any elemental attacks equally. Other enemies actually take less damage depending the element.
  • No Sidepaths, No Exploration, No Freedom : Surprisingly avoided. Despite being a mostly bareboned rpg, exploring meant leveling up and finding some storyline plots amongst other things. Ironically, a few Final Fantasy games perfectly fits this trope.
  • Ominous Floating Castle : Brannoch Castle is this when it combines with Melrode.
  • One-Man Party : Literally. You're the only playable character. Intimidated by that pack of monsters? Don't be. Instead of all your enemies taking a turn ahead of you, turns alternate between you and your enemies, so that the more enemies you have attacking you, the more actions you get to take.
  • Opening the Sandbox : Effectively works with the Locked Door and Broken Bridge descriptions. Averted with the Point of No Return .
  • Our Dragons Are Different : Only three types of dragons appears, and two are a Wyvern(and Red Wyvern). It's based off of the Dungeons & Dragons version with no arms, but two legs. The Wyverns in this game have Jay Leno chins. The other enemy is just a giant sea serpent named Dragon.
  • Our Monsters Are Different : This includes the Kobold, the variation on the Ork Jr., and of course, the Rose Knights.
  • Our Werebeasts Are Different : A werehare and a werecat.
  • Palette Swap : Many enemies have a different colored version, or some use a similar character model. A few are slightly bigger.
  • Permanently Missable Content : If you save in the final area of the game (or Brannoch Castle), you can never go back to any other area, thus, you can lose any items or hidden spirits.
  • Pirate : Kiliac and his crew.
  • Playing with Fire : Of course there's fire spells. What rpg is complete without them? Naturally, like all elements, there are status spells that come with the burn.
  • Plot Lock : It's impossible to get all the parts of the plot if you use something to do it out of order. It will not prevent you from reaching the final boss, however.
  • Point of No Return : Entering Brannoch Castle starts a chain of events that locks you out of Melrode . Heading back to Brannoch Castle also stops your from leaving. Mammon's World cannot be gotten back from either.
  • Poor, Predictable Rock : Or any other obvious elemental-aligned monster. A lot of monsters seem to avert it by throwing off spells that don't relate to its element, however, they make no difference since you're non-elemental.
  • Port Town : This is Larapool the City of Water. It also houses the means to get to the aforementioned Blue Cave. Not too far from it is the actual Port itself. There's one boat in Celtland, and it goes to three ports. You can't even use the boat again till you defeat two bosses. Just how did people get to the other continents in the first place then? Oh, wait, they Took a Shortcut .
  • Power-Up : There's an item to help every statistic, as well as a bunch for healing both HP and MP.
  • Power Up Letdown : Any Power-Up spell that fails, literally. In addition, all the subtropes may apply one way or another.
  • Random Encounters : Many, many of these, to the point of being every few steps.
  • Randomly Drops : Lots of enemies drop stuff, but you can carry 20 regular Items max.
  • Rare Candy : There's floating spirits on the ground, hidden in places, and just about anywhere you might think. They level up your spirit power, giving you new spells. The aversion is that your experience itself doesn't change at all.
  • Recurring Traveler : Shannon, Leo D'Nardo, Flora and Epona .
  • Roaming Enemy : Type 2
  • RPGs Equal Combat : There's no other notable type of gameplay, having zero mini-games whatsoever. The Lottery comes close, but you simply use Spirit Gemstones(Tickets, basically) up to the number of the Item you want, then wait 5 minutes.
  • Saving the World : Or more specifically, Celtland.
  • Scratch Damage : This'll happen when your Defense gets high enough. Some monsters still have a higher output though, which are mostly late-game monsters anyway.
  • Save Scumming : Only usable for the Lottery. If you save a bit before you would get the item, the Random Number Generator can let you win.
  • Segmented Serpent : Apophis, Lamia, Dragon, and Pinhead.
  • Set Right What Once Went Wrong : You're fixing Lavaar 's mistake.
  • Shifting Sand Land : Right before the Boil Hole(see Lethal Lava Land from earlier) is a large and ominous desert. It's complete with an ancient pyramid, housing a servant of the Mirror, Shilf.
  • Smash Mook : The Ogre can whack you with its large bone stick, or blast you with fire. Played straight with a monster called a Spriggan. No weapons, but he sure loves to pound you like a nail.
  • Sound Test : The Lottery Item, Orchestra, allows you to listen too all the music in the game. Unfortunately, this is absent from the much better sounding Nintendo 64 version.
  • Sorting Algorithm of Evil : The bosses are pretty much this. The enemies stats are a bit more balanced this time than in the 64 version.
  • Spell My Name With An S : Crawler got its name changed to Crowler in this version for some reason.
  • Standard RPG Items : HP and MP restorations, and some that cast spells. There's no Poison-based spells, though.
  • Stat Grinding : One of the most important parts to this game. You can't win if you don't grind your Defense a bit. Unless of course you abuse the exploit that is putting all of your spell into earth and water
  • Stock Monsters : Naturally
  • Storm of Blades : Ice Knife and Ultimate Wind
  • Story to Gameplay Ratio : It still tends to be less about gameplay this time, but there's a lot more Story.
  • Sword Beam : King Beigus' close attack. Also Tim's, Apophis', Frog King's, Skeleton's, Zelse's, Blue Man's, Ghost Stalker's, Pale Rider's, Spriggan's, and your Large Cutter spells.
  • Temple of Doom : Baragoon Tunnel is one very long place, with Lavaar near the end.
  • There Are No Tents : Played straight, but played with as one of the "Inns" is literally a tent you can save in.
  • Took a Shortcut : There's teleporting items for almost every city in the game. There's also a character who appears in every inn.
  • Trial-and-Error Gameplay : Have you been saving your healing items for the final boss? Not any previous boss, but the very last one? Then you better get good at dodging, because none of your healing spells are worth a damn in combat.
  • Troperiffic : Despite being a fairly short GBC game, it hits a lot of tropes right in book.
  • Updated Re-release : To Quest 64 . It gave the game more story, more bosses, more gameplay choices, more items, and even more important NPC's.
  • Underground Monkey : Red Wyvern(of Wyvern), Pixie and Sprite(of Temptress), Red Rose Knight(of White Rose Knight), Winged Sunfish(of Magma Fish), Caterpillar(of Crawler), Gloom Wing(of Nightmare), Hot Lips(of Man Plant), Mad Doll(of Marionasty), Death Hugger(of Bat), Ghost Hound(of Hell Hound), Gremlin(of Parassault), Ghost(of Jack O' Lantern), Rocky(of Sandman), and Dark Goblin(of Goblin)
  • This Is the Final Battle : Played with, as they make it seem like King Beigus is the final boss, but he's not.
  • In what must be the latest example of the trope ever, King Beigis can be a seriously late-game wake-up boss. If you've been plowing through and using your healing items willy-nilly, you might not have enough healing to keep yourself alive against him... and you're not getting any more healing items after that point... and the final boss is even harder.
  • Wave-Motion Gun : The giant guns in Brannoch Castle are fired directly at Melrode near the end of the game, but it doesn't destroy it, apparently.
  • When Trees Attack : Treant, natch.
  • Where It All Began : Your starting place eventually gets sent into the sky at the end, where you go through a variant based upon it as a Dungeon.
  • Victory Pose : You, of course, have a kick-ass victory pose and a nice little jingle as you win a battle.
  • Power Quest
  • Creator/Sunsoft
  • The Wing of Madoola
  • MediaNotes/The Fifth Generation of Console Video Games
  • Radiant Silvergun
  • Radia Senki Reimeihen
  • Platform/Game Boy Color
  • Quest for Camelot
  • JapaneseVideoGames/N–Z
  • Quiz Magic Academy

Important Links

  • Action Adventure
  • Commercials
  • Crime & Punishment
  • Professional Wrestling
  • Speculative Fiction
  • Sports Story
  • Animation (Western)
  • Music And Sound Effects
  • Print Media
  • Sequential Art
  • Tabletop Games
  • Applied Phlebotinum
  • Characterization
  • Characters As Device
  • Narrative Devices
  • British Telly
  • The Contributors
  • Creator Speak
  • Derivative Works
  • Laws And Formulas
  • Show Business
  • Split Personality
  • Truth And Lies
  • Truth In Television
  • Fate And Prophecy
  • New Articles
  • Edit Reasons
  • Isolated Pages
  • Images List
  • Recent Videos
  • Crowner Activity
  • Un-typed Pages
  • Recent Page Type Changes
  • Trope Entry
  • Character Sheet
  • Playing With
  • Creating New Redirects
  • Cross Wicking
  • Tips for Editing
  • Text Formatting Rules
  • Handling Spoilers
  • Administrivia
  • Trope Repair Shop
  • Image Pickin'

Advertisement:

quest brian's journey spells

Quest: Brian's Journey

Though referred to as a demake graphically, the game actually expands on its predecessor in both story and gameplay.

  • 1 Storyline
  • 3 Development
  • 5 Notes & Trivia
  • 7 External Links

Storyline [ ]

The storyline is very similar to Quest 64's plot. It is amplified but the set-up is still the same. Brian starts his adventure in Celtland to find his father who has left the Monastery of Mages and subsequently learned that his father was also after the thief that stole the Eletale Book . Brian must also collect the elemental amulets that are guarded by four dangerous criminals to defeat the final boss and save the world from certain devastation.

Gameplay [ ]

Akin to Quest 64's Gameplay, the player controls Brian in an aerial view. He can also leveled up his elemental skills with experience points and also learn new spells. Enemies can also move about during confrontations, evading attacks and cornering opponents which also adds a challenge.

Development [ ]

To be Added

Gallery [ ]

North American Front Cover

Notes & Trivia [ ]

See also [ ].

  • Quest: Fantasy Challenge

External Links [ ]

  • 2 Quest: Fantasy Challenge
  • 3 Quest: Brian's Journey

Quest RPG: Brian's Journey

Quest RPG: Brian's Journey: Any% US

This is a remake of Quest 64 for the GameBoy Color. The basic outline of the story is the same. You'll still travel through Celtland to get the four elemental jewels, then get the Eletale Book and finally confront the evil Mammon to Save the World (TM) While the basic shell of where you go is similar and a working knowledge of Q64 can be helpful, there are enough noticeable differences of story and mechanics that you should not just blindly follow the Q64 route and expect it to be anywhere near optimal. I'd recommend watching a video along with reading this guide before attempting your first run since some minutiae may be overlooked in typing this.

These notes assume the US release. The JP version has some minor differences, but as I have not played that version, I cannot comment. The literal translation of the JP version's name is: "Elemental Tale: Jack's Great Adventure - Demon's Counterattack". This has no bearing on the guide, but it's cool and I would feel remiss not mentioning it somewhere.

Now, onto the guide.

Some mechanics notes:

HP: Pretty self-explanatory. HP gains by 10% of one HP for each physical hit you deal or are dealt. Unlike in Quest 64, you do not gain HP by being dealt magical damage, nor do you gain HP after defeating a boss.

MP: Equally self-explanatory. You gain MP by using magic. MP seems to gain considerably faster than in Q64 so it is very possible to hit 45-50 max MP in this game.

AGL: Governs movement area, and being faster than the fastest enemy in the battle allows you to take the first turn in battle. Since you can always escape battles on the first turn and dodging (MISS!) doesn't seem to be a thing in this game, it's less important than in Q64. You gain AGL by moving - more distance moved in battle = more AGL. You do want to get to the second-level of movement area as quickly as possible, so you do want to move around in battle when possible

DEF: Self explanatory. Worth noting that in Q64, you gain defense based on the number of hits you take, with total damage being irrelevant, while in this game, your defense increases based on the amount of damage that you are dealt. So, taking a few high-damage hits is a good way to increase your defense pretty quickly.

The Spells:

Wind Cutter 1/2/3: (>, >>, >>>) Your bread and butter damage-dealing spell. Yes, we will be using Wind Cutter against most bosses and random encounters. They buffed WC3 especially a huge amount, and let it hit up to 8 times divided among various enemies. Requires 1/4/12 Wind for Levels 1/2/3

Wind Bomb: (>v>). We use this on a few of the bosses. By getting into a specific spot (below, and a little to the left of center) relative to the enemy, we can cheese the game into giving us twice as many hits (and double the damage) as should be the case. This will be used on several of the bosses, though Cutter is used for most randoms. Requires 13 Wind and 13 Water.

Healing 1, 2 (v<, v<<). Not much to say here. Can be used both in and out of battle. Requires 4 Earth/Water for L1, and 13 for L2

Magnet Rock: (<v<). We use this on Shilf and Leonardo as they are Wind element and take very little damage from our Cutters and Wind Bombs. Requires 12 Earth and 12 Water.

Spirit Armor 1/2 (<v, <vv). This gets used on nearly every boss after Leonardo for the double defense effect, to allow us to minimize the time spent grinding defense and spend more time advancing forward.

Exit: (v>). Causes you to instantly warp back to the start of the dungeon. This gets used once or twice during All Spirits. Requires 10 Wind and 10 Water.

That's it. That's all the spells we use. Notable is the lack of Magic Barrier, but it just isn't good in this game. Spirit Armor 2 is sufficient for the route.

Other stuffs: For whatever reason, you gain a lot of EXP when fighting three enemy mobs. The EXP system is not fully understood, but in general, you gain more EXP for fighting a three enemy mob than fighting three mobs each of the same single enemy. You cannot gain more than one spirit per battle. Extra EXP may be wasted if you are near a level then gain a lot of EXP in the next fight. So try to keep EXP management in mind.

You can save anywhere, except in battle, of course. Use this frequently, as some portions of the run aren't particularly safe if you get certain nasty encounters, or against certain bosses. Especially Mammon.

You need Seven Spirit Gemstones by Limelin for the lottery. You will be save-scumming for the Warrior's Cape for the Defense boost, which will be needed for the endgame bosses.

Items other than HP/MP restoratives are to be avoided. They take up inventory space and waste time in menuing.

Heal/Save before each boss. Solvaring and Kiliac are free so you don't need to save before them though.

Maps of the dungeons on GameFAQs:

Connor Forest: https://gamefaqs.gamespot.com/gbc/575868-quest-brians-journey/map/5935-conner-forest-map Blue Cave: https://gamefaqs.gamespot.com/gbc/575868-quest-brians-journey/map/5936-blue-cave-map Cull Hazard: https://gamefaqs.gamespot.com/gbc/575868-quest-brians-journey/map/5947-cull-hazard-cave-map Windward Forest: https://gamefaqs.gamespot.com/gbc/575868-quest-brians-journey/map/5946-windward-forest-map Baragoon Tunnel: https://gamefaqs.gamespot.com/gbc/575868-quest-brians-journey/map/5972-south-ruins-cave-map Boil Hole: https://gamefaqs.gamespot.com/gbc/575868-quest-brians-journey/map/5971-desert-cave-map

To conserve space, I'll refer to items/spirits by letter on these maps when discussing dungeon routes.

General Route of Spirit Leveling:

Start > Wind 23 > Water/Earth 4 (for Healing 1) > Water/Earth 12 (for Magnet Rock) > Water/Earth 13 (Healing 2) > Wind 49 >Earth 50 (or through Shilf) > Wind 50 > Fire 50 (mash them to save time since they don't matter after this). Reach the previous milestone before beginning to invest spirits toward the next milestone.

After the cutscenes, leave the monastery and head to the left. Check the house, and pick up a Spirit.

Leave the house, head down the path below the monastery into Melrode town.

Head toward the pasture area on the right side of the map. There's a spirit in the field there. Then head into the house just above to fight

Tim The Dark Lord (20 HP)

Cast Wind Cutter (5-8 damage) 3 times. If needed, use physical attacks to finish the fight.

Return to the monastery. There is no need to grab the chest in that house.

After cutscenes with Grand Abbott, head right at the fork in the path after the little courtyard area and enter the room. Grab the Spirit Gemstones (1). Head back and head to the room to the left of the central hall. Also note Brian's Mailbox. That'll be important later.

Talk to Pat, grab the Honey Bread, then head into the room off the side of the kitchen. Grab 2x Dew Drops and a Spirit Gemstones (2).

Leave for Melrode Town. Grab the White Wings. You'll need to talk to the guy twice. Head to Dondoran. Try to get to Wind 7 before you get there.

There's a spirit in the Courtyard in Dondoran. Get it, then grab the Yellow Wings, then rest at the Inn. Head to the Castle, upstairs in Flora's room for a cutscene.

You'll fight a Goblin and 2x Kobolds. You'll get Wind 9 on this fight.

Heal at the Inn on the way to Connor Forest.

Head right, pick up Spirits B/C. You'll need to hit a minimum of Wind 12 for the boss, but ideally you'd like to hit Wind 13 before Solvaring. If you hit Wind 9 on the Goblin fight, you'll need 2x battle spirits to get there. Frogs are good EXP. Bats and Kobolds are wind element and take less damage from your cutters.

Solvaring (150 HP)

Cast Wind Cutter 3. He dies in one round.

You'll go back to the castle. Get the three chests (2x Dew Drop, Spirit Gemstones (3)) in the Bedroom and the Heroes Drink, Healing Potion, and Spirit in the treasure room.

Heal at the Inn (again), head to Connor Forest. Pick up Dew Drops and Spirit (D/E; the guide is wrong - D is a Dew Drop) en route to Dondoran Flats

Dondoran Flats: There are three overworld spirits here. Get them all. Go for Wind 23 by the boat. Start filling Water/Earth to 4 after Wind 23 if you have extra spirits along the way. If you have less than 25 HP and/or less than 3 MP, heal at the Inn.

When you get to the inn, talk to the man on the right and say Yes to get on the boat.

Kiliac (300 HP): Cast Wind Cutter 3. Again, a one-shot.

Stay at the Inn in West Carmagh if you didn't before.

There are two Spirits on the overworld on the way to Larapool near the top of the map; both of them are on detours to the right. Get them. You need at least 23/3/2 by Larapool but having 23/4/4 is ideal. You may need to use a Fresh Bread along the way; this is fine. You can easily defeat the Orcs or Merrows with Cutter, but the Ghost Hounds and Gremlins are Wind element and will not die easily to cutters. Also, Ghost Hounds hurt like hell.

Head to Larapool. You'll be sent into the Blue Cave. As you enter Blue Cave, immediately leave to pick up 3x Spirit. Make sure you have Healing L1 before entering.

Path through Blue Cave: C/D > B > J > I > H > end. You'll get your 4th Spirit Gemstones among the first two treasures you pick up.

The Multi-Optics are good enemies to fight but I wouldn't fight anything else. Try to take a moderate amount of damage - you want to have a little defense for the Wyverns and Dragon in Cull Hazard but you don't want to overgrind and have a less productive grind against the Termants in Windward Forest.

When you finish Blue Cave, you'll be sent back to Larapool. After cutscenes, head to Cull Hazard. There's a spirit along the way past the Inn (you should heal up).

Cull Hazard Path: A > B > G.

You want to have at least 11 Earth / 11 Water by the time you get to the Dragon. There are three spirits in Normoon to get you Healing 2 and Magnet Rock before Leo if you get to that level before the Dragon fight (1 battle spirit from Dragon)

Dragon (400 HP): 2 casts of Wind Cutter 3 will finish the fight. However, the boss can often one-shot you. While difficult to explain, you can, with good movement right for 1-2 frames and then up, dodge enough of the fire breath to not get one-shot. You'll need to have the second-level movement radius by this point to get up and above the Dragon's flame breath hit box.

Head on to Normoon. Note that:

  • There is the potential for random encounters on the small bit of overworld movement, and
  • You cannot stay at the inn here.

So you may want to heal up as soon as you gain control of Brian

There are three spirits in the fields here. Go ahead and get any of them necessary to get to 13 Water/Earth. Also go to the windmills. Between the three of them are a Spirit Gemstones (5), Heroes Drink, and 2x Fresh Bread. Make sure you have at least 40 HP and 15 MP, then head upstairs in the Inn and talk to Leonardo to start the fight.

Boss: Leonardo (350 HP): You'll want to get just above and a tiny bit to the right of center of Leonardo. You can dodge the Wind Blade by heading to the top-right corner of the map, but you want him to cast his Water Pillar attack, which is much faster in terms of animation. Cast Magnet Rock 5 times and Leo will relent, then pick up any spirits you didn't get before the fight, head down to pick up the Green Wings, save your game, and head into the Forest.

You want to find a pair of Giant Ants to grind defense against. Generally, if you expend three full MP bars casting Heal 2 (and bashing when you are out of range of getting KO'd), you should gain an optimal amount of defense to go on. I recommend doing a second grind fight if you get the chance, which will take considerably less time than the first as the Ants will only do 7-12 damage as opposed to the 17-21 damage they will do during the first fight. You should be able to come close to taking out packs of Orcs as well with Wind Cutter. Do note that until you do your first Defense fight against the Giant Ants, that the Sprite enemies can one-shot you from full HP. Keep this in mind and be extremely judicious in which fights you take here! You will want to pick up all the items in the forest. Among them is your 6th Spirit Gemstones

Go ahead and save your game before the Zelse fight, due to a potential chance of death here. If possible, you'd like to get close to 63-65 HP.

Zelse (580 HP) Start with Spirit Armor L2. If needed, heal up. Then cast Wind Bomb. You'll want to cast it in the special position where it'll do double damage (100-140 damage depending on your number of Wind spirits) per cast. Depending on your Wind spirits, it'll take 4-6 casts to end Zelse. Do note that the super Wind Gust attack (not the basic cutter attack) can one-shot you without Spirit Armor even if you have full HP, and unfortunately, there is no way of knowing when Spirit Armor has worn off. Because of this, some of the bosses will be potentially problematic going forward if you get unlucky with Spirit Armor; Mammon is the most extreme example of this.

After the fight, say 'Yes' and be warped to the Epona's Cottage. After scenes, you'll end up on Kiliac's Boat. Get the spirit, the chest (your 7th Spirit Gemstones), and rest to restore your HP/MP. You'll be forced into a fight with a Winged Sunfish; it will die to a single Wind Cutter 3 barrage. Head into Colleen's house and then on the path toward Stone Circle. There's a spirit in Colleen's house; unlike in Q64, you can get it right away and don't have to wait until after Nepty. There are three additional spirits on the path, none of which are too out-of-the-way. Get them. The Thunder Jell fights are good for EXP (use Wind Cutter 3) and there are 2x Giant Ant fights if you want a little more HP/Defense. If you can get to 68-70 HP, that'd be ideal.

Head down through the Stone Circle to the path to Nepty; there are no encounters on the Sea Floor. Save before talking to Nepty and starting the fight. Nepty (700 HP). Spirit Armor 2 + 2x Wind Bomb = GG. If in the special location for double damage, Wind Bomb will easily do 400-500 damage.

Head to Colleen's house. You'll then be transported to Larapool. Head up, view the scene with Leila, then leave. Head back to the inn near the boat, stay the night, then talk to the man in the inn to head to the East Limelin region. There's a spirit along the way to Limelin. Get it. Head to Limelin and go to the lottery. Spend the seven Spirit Gemstones for the [Warrior's Cape] option. You'll be needing to save-scum to win the lottery. The game polls to determine whether you won when the bird arrives to give you your result, so you will want to save scum right around then. In general, if you are judicious with not taking unnecessary steps, then in all spirits you will trigger the bird shortly after the hut near the entrance to Baragoon Tunnel, and right near the entrance to the tunnel further along in any%. Leave Limelin right after entering the lottery. There's a spirit close to the path below Limelin, and a couple off to the sides once you get into the south part of the region, though they are a little out of the way so you don't necessarily want them. There are two spirits in the aforementioned hut. Get these - you should be getting close to 49 Wind by now. Save scum the Lottery until you find that you have won a fabulous prize.

Baragoon Tunnel path: A (if needed) > B > C > Boss #1

Boss: Lavaar (900 HP). Spirit Armor 2, Wind Cutter 3 x2.

Boss 2: Fargo (1000 HP). Spirit Armor 2, Healing 2 if needed, Wind Bomb x2

Get item L (Dew Drop) if needed, then on to Dindom Dries.

Dindom Dries: Go to the tent, heal and grab the spirit, then on to the left path toward Greenoch and on to Boil Hole. There are some spirits, but unless you are very low, you shouldn't need to go much out of your way to grab them all.

From this point on, there is no need to fight any encounters for levels! So no need to waste time. Do take incidental hits for defense though.

Head into Boil Hole

Boil Hole path: A > B > C (if needed) > End. No bosses here today!

The Ghost Stalkers here do a LOT of damage. However, I do recommend grinding on them for a bit because they have pretty fast attack animation and their high damage output means that they will allow you to gain defense quite quickly. A little bit of defense grinding around this time will be very helpful for reducing the reset-heaviness of the Mammon fight.

When you leave Boil Hole, head out through Baragoon Moor and on to Brannoch. Unless you are doing All Spirits, there's no need to head to the Baragoon Moor Inn, nor to grab any spirits not right off the path. Head to Brannoch Town. Grab the Black Wings, then leave the shop and use the White Wings to head to Melrode. Heal if you need to at the inn, then head up to the Monastery, go to the room on the right side of the main room, check the mailbox, and get the Warrior's Cape for the extra defense boost. Leave the Monastery, then use the Black Wings to warp back to Brannoch. Head back to the Wing shop, grab another pair of Black Wings and then on to Brannoch Castle. Like in Q64, you need go around to the back to get into the castle.

After cutscenes, time for a boss: Lavaar 2 (900 HP): Same as Lavaar 1, but you have more defense this time.

Lavaar 3 (1400 HP): Spirit Armor 2, Heal as needed, cast Wind Cutter 3. It should take 4 casts. Heading down and right toward the middle of the bottom (but not along the bottom) seems to bait Lavaar into using the Ice Knife attack - this is the attack you want to see since it doesn't do much damage.

After this fight, you'll view cutscenes, then be warped to Melrode. After the scenes, use the Black Wings and warp to Brannoch. Leave the town, head back through Baragoon Moor, back through Boil Hole, on to the Dries, then through the Desert and toward Shamwood. There's a spirit in the midpoint in the Desert, and there's no real reason not to grab it.

There's a handful of spirits in Shamwood. Get the ones along the path. There are also a couple of healing items in the Treasure Room. Get them if needed. Head into the Throne Room and then encounter Shilf.

Shilf (1400 HP): No need for Spirit Armor (she does lots of low-damage hits). Cast Magnet Rock until she falls.

Head out of Shamwood, then use the Yellow Wings to head to Dondoran. Grab another pair of Yellow Wings, head to the top-left house, and you will learn that you need a Dragon Scale. Hmm… Where is there a dragon?

Use the Green Wings to warp to Normoon, then head out and into Cull Hazard. Talk to the Dragon, fight it.

Dragon (1500 HP). Four Casts of Wind Cutter 3. The attacks aren't too strong.

Leave Cull Hazard, use the Yellow Wings to head to Dondoran. Save/Heal at Inn if needed - once you head into Clay's house again, this is the point of no return for the game. After doing so, view cutscenes, get thrown into boss fight.

Guilty (1200 HP). Spirit Armor 2, Wind Bomb, yadda yadda.

View more cutscenes, go through hallway, heal then save outside door, fight boss.

Beigis (1800 HP). Same as Guilty. Can cast a Wind Cutter 3 as needed while getting into the Special Wind Bomb spot (TM)

View more cutscenes, meet with Shannon, head through World of Mammon (it's a straight line for the most part. With the rooms that look like dead ends, just leave to be transported to the next area. This is very much in the spirit of Quest 64.

The Judgements have 0 speed and you outspeed them. Pin Heads and Pale Riders don't do too much damage (7-15 if they hit). Spriggans' Ice Knife will do close to 30 damage so you will want to stay above about 32 HP at all times. If you grinded some extra defense, the damage will be closer to 22-24 but it's not wise to overly push your luck here at the end.

At the end of the path, say Yes to get healed by the Spirit of Stone, then head into Mammon's Room. Unlike in Q64, there are encounters in this room. Save before the Mammon fight; it can be nasty, and the missile attack is usually a reset.

Mammon (2500 HP). Spirit Armor 2, Wind Cutter 3. Refresh Spirit Armor and/or heal as needed. You need 6 casts of Wind Cutter 3 to beat Mammon. The Missile attack normally necessitates a reset if it is cast while you don't have Spirit Armor up. The steam attack should be survivable if you did enough defense/HP grinding. The Hyper Laser can be dodged if you stand in the right place and move up and then to the right. This fight can be tricky and may require a number of resets but he'll eventually go down with enough luck / patience / favorable RNG.

You did it! Yay! You get an actual ending in this version!

First place

quest brian's journey spells

  • The Inventory

jalopnik

Quest: Brian's Journey

quest brian's journey spells

Quest: Brian's Journey Screenshots and Videos

All the Latest Game Footage and Images from Quest: Brian's Journey

Discover Games

Brian lives in a peaceful and quiet town where nothing ever happens, which is the way everyone likes it. Suddenly, hordes of evildoers overrun the town and start wreaking havoc in this once-sleepy community. The town is counting on Brian to go on a quest to restore peace and harmony. You take control of the unlikely hero and set out on the adventure of a lifetime. While traveling, you will discover something more nefarious is happening, and you'll have your hands full of monsters and enemies. Throughout your journey you will have to battle these monsters and enemies in turn-based combat with a twist. The twist is that you can move between turns to dodge attacks, and you can also combine spells and attacks to create special moves. Help Brian save his town, and maybe even the world, in QUEST RPG: Brian's Journey.

More from Sunsoft

Quest: brian's journey news, hands-on with fable iii's main course & two sides.

Gamescom represented my first chance to go hands on with Fable III for the Xbox 360, a game that's more action …

Advertisement

Patreon button

There's a decent story behind Quest: Brian's Journey , and since retelling it is more interesting than virtually every aspect of the game itself, let's start there. Once upon a time, Sony decided it was time to take advantage of the superior storage capacity offered by optical discs instead of continuing to rely on the more restrictive cartridge format. Nintendo preferred to maintain the status quo, however, and continued to champion the cartridge format. Some people found that decision hilarious, and in fact the Final Fantasy VII marketing campaign even pointed out how many Nintendo 64 cartridges would be required to store that game's content ($1200 worth). Nintendo's hardware still saw the release of the occasional RPG, however. For example, Quest 64 released to, I don't know� Derision? Scorn? Apathy? Choose whatever emotion befits a plain, generic game that's now nothing but a footnote in history. It's no wonder that after that sort of response, Nintendo's next console utilized discs. But there was a time when someone had high hopes for the game and the intellectual property. Not only was Quest 64 released for the Nintendo 64, but a year or two later, the project was reworked and released for the Game Boy Color as Quest: Brian's Journey . The plot was largely unaltered for the second take, but everything was scaled down for the less-powerful handheld. And, well, if you're an RPG junkie who has plenty of time to burn, I suppose this could be a passable time-waster... as long as your expectations aren't particularly high. Working in the game's favor is its atypical approach to the genre. It utilizes a variation of the classic SaGa character-building system, which here works better than it did for any title within the series that seems to have inspired it. When you fight monsters, you don't receive experience points. Instead you have stats, along with health and magic points, which are improved as you attack, cast spells and receive damage. It's a simple progression system and, more importantly, it works. You'll improve consistently throughout the game, at roughly the same rate that your opposition grows in strength, which leads to a consistent difficulty level. Battles also introduce a twist. You'll be pulled into them at random, but the fights play out like small-scale SRPG encounters. Brian moves around a field, along with his enemies, and can cast spells to harm the opposition. A number of spells are only designed to hit the squares nearest your hero, so you have to position him properly or you'll waste points. However, there also are some spells with homing capabilities, which means that the developers' effort to require strategic play didn't go as far as it probably should have. Quest 64 truncated or even eliminated a lot of RPG aspects, and that's also true here. For instance, money doesn't exist. You find items in treasure chests, or collect them from townspeople and occasionally fallen monsters. A night spent at the inn won't cost you a thing, and local shops give away free wings you can use to teleport to safety. Overall, I found the game to be quite easy. Once I began to lose interest, I was happy to find that I could advance quickly through dungeons without properly exploring them and still grow powerful enough to dispatch anything that tried to stand in my way. It really didn't take a long time for my interest to wane, either, as the game really doesn't offer the depth required to provide satisfaction. Quest: Brian's Journey is completely linear, with no side-quests or optional realms to visit. And although fights aren't as strategic as they could have been, completing them does take a long time. You'll come to dread certain monsters, since they do nothing but spam certain spells with lengthy (at least by the standards of this game) animations. Meanwhile, it seems that for much of the game, the average random mob takes three or four melee attacks to dispatch. I'd estimate that it took me no more than an hour to develop the general strategies I relied upon throughout the game's remainder. I'd mostly use magic on bosses to deliver powerful hits using the elements they were weak against, but otherwise I would simply run up to the weaker foes and use melee attacks, pausing only occasionally to heal Brian when it proved necessary. The more I depended on those melee attacks, the more powerful I got. The more often monsters hit me, the better my defense grew. By the end of the game, I was a powerhouse whose only fear was remembering to regularly heal myself when facing the few bosses that possessed magical attacks powerful enough to deal much damage. What else? Oh yeah, the story. As I noted, it mostly follows the same course as the one plotted by Quest 64 , although there are a couple of differences. It doesn't much matter, though, because everything is so threadbare that you'd have to have some familiarity with the previous edition to even realize that there's more to the plot than "young guy goes on a journey to save the world from evil folk." Actually, though, it turns out Brian is a "spirit monk." He's on a quest to find a mystical book that was stolen from his home. He ventures through towns and dungeons in search of relics that are necessary to, uh, keep him on the path to find said book, I guess. Along the way, he learns that an evil king plans to summon a demon. Then, after a bit of drama, he kills the king and the demon and the game ends. Gripping stuff, I know... Quest: Brian's Journey is the sort of game I don't enjoy talking about. It's put together solidly enough that I can't mercilessly mock its failings, but it doesn't do enough things right for me to find any real enjoyment while playing it. Instead, it simply exists, providing a subpar and bland experience that I'm already starting to forget. Quest 64 was a poor console game, and its follow-up continues in much the same vein. No additional Quest titles were ever released for subsequent systems. Funny how that works...

If you enjoyed this Quest: Brian's Journey review, you're encouraged to discuss it with the author and with other members of the site's community. If you don't already have an HonestGamers account, you can sign up for one in a snap. Thank you for reading!

User Help | Contact | Ethics | Sponsor Guide | Links

DB-City

  • Bahasa Indonesia
  • Eastern Europe
  • Moscow Oblast

Elektrostal

Elektrostal Localisation : Country Russia , Oblast Moscow Oblast . Available Information : Geographical coordinates , Population, Altitude, Area, Weather and Hotel . Nearby cities and villages : Noginsk , Pavlovsky Posad and Staraya Kupavna .

Information

Find all the information of Elektrostal or click on the section of your choice in the left menu.

  • Update data

Elektrostal Demography

Information on the people and the population of Elektrostal.

Elektrostal Geography

Geographic Information regarding City of Elektrostal .

Elektrostal Distance

Distance (in kilometers) between Elektrostal and the biggest cities of Russia.

Elektrostal Map

Locate simply the city of Elektrostal through the card, map and satellite image of the city.

Elektrostal Nearby cities and villages

Elektrostal weather.

Weather forecast for the next coming days and current time of Elektrostal.

Elektrostal Sunrise and sunset

Find below the times of sunrise and sunset calculated 7 days to Elektrostal.

Elektrostal Hotel

Our team has selected for you a list of hotel in Elektrostal classified by value for money. Book your hotel room at the best price.

Elektrostal Nearby

Below is a list of activities and point of interest in Elektrostal and its surroundings.

Elektrostal Page

Russia Flag

  • Information /Russian-Federation--Moscow-Oblast--Elektrostal#info
  • Demography /Russian-Federation--Moscow-Oblast--Elektrostal#demo
  • Geography /Russian-Federation--Moscow-Oblast--Elektrostal#geo
  • Distance /Russian-Federation--Moscow-Oblast--Elektrostal#dist1
  • Map /Russian-Federation--Moscow-Oblast--Elektrostal#map
  • Nearby cities and villages /Russian-Federation--Moscow-Oblast--Elektrostal#dist2
  • Weather /Russian-Federation--Moscow-Oblast--Elektrostal#weather
  • Sunrise and sunset /Russian-Federation--Moscow-Oblast--Elektrostal#sun
  • Hotel /Russian-Federation--Moscow-Oblast--Elektrostal#hotel
  • Nearby /Russian-Federation--Moscow-Oblast--Elektrostal#around
  • Page /Russian-Federation--Moscow-Oblast--Elektrostal#page
  • Terms of Use
  • Copyright © 2024 DB-City - All rights reserved
  • Change Ad Consent Do not sell my data

quest brian's journey spells

  • Diablo II: Resurrected
  • Diablo Immortal
  • Hearthstone
  • Heroes of the Storm
  • Overwatch 2
  • StarCraft: Remastered
  • StarCraft II
  • World of Warcraft
  • Warcraft III: Reforged
  • Warcraft Rumble
  • Inside Blizzard

This Week in WoW: June 14, 2024

This Week in WoW: June 14, 2024

Catch up on all the latest World of Warcraft news from the last week!

World of Warcraft®: The War Within™ Goes Live August 26!

Help defend Azeroth from the shadows below when World of Warcraft: The War Within™ launches on August 26 at 3:00 p.m. PDT worldwide. Heed the call and take your place in the opening chapter of the Worldsoul Saga™, a thrilling trilogy that begins in the depths of Khaz Algar.

Rally together to battle against malevolent forces and lurking perils. Traverse through four expansive new zones, take on dangerous dungeons and raids, uncover the secrets within Delves alongside an NPC companion— either alone or with friends—, and unlock the Earthen, a new playable race, discover new Hero Talents, embrace the Warbands system, and more!

Pre-Purchase today!

Follow along on the official World of Warcraft news site for all the latest developments as we journey through the week together.

Xbox Podcast: The War Within Deep Dive

To celebrate the August 26 release date of The War Within, official Xbox Podcast host Malik Prince teamed up with World of Warcraft community manager and WoWCast host Bethany Stout to interview World of Warcraft Executive Producer Holly Longdale and Game Director Ion Hazzikostas and learn more about the upcoming expansion, and why now is a perfect moment to jump into the game for the very first time.

Watch the full interview!

Purchase the Welcome to Azeroth Bundle

Spread the word and bring old friends and new to Azeroth where they can embark on an epic journey into Azeroth and enjoy all the latest content with the Welcome to Azeroth Bundle available through June 23.

Purchasers get everything needed to start their adventure—including the critically acclaimed World of Warcraft: Dragonflight expansion.

  • 60 Days of Game Time
  • Dragonflight expansion
  • Level 60 Character Boost

Unlock endless expeditions across a magical landscape and multiple games. Explore the Dragon Isles and unearth ancient mysteries to prepare for The War Within. Create a Timerunner character and earn mighty loot in World of Warcraft Remix: Mists of Pandaria®. Witness Deathwing’s destruction and rise against impossible odds in Cataclysm Classic™. Take on new challenges from old foes within WoW® Classic: Season of Discovery and Hardcore realms.

Coming back from a break or needing some information on getting started in World of Warcraft? Enjoy some tips and advice in a quick video guide from Taliesin and Evitel!  

In Development: Season of Discovery Phase 4

Season of Discovery Phase 4 is coming and with it, players will be able to level to 60, discover new class runes, enter the Molten Core raid dungeon to face Ragnaros, and more.

What’s in Store

We’re leveling up Season of Discovery Phase 4 with a variety of leveling changes, new rune discoveries, class adjustments, professions and reputations updates, dungeon updates, PvP Class Sets, updated events, raid content, world bosses, and more.

  • Level from 50 to 60
  • Level 1-50 150%
  • Level 50-60 50%
  • New Cloak rune slot
  • New Ring rune slots
  • Class Adjustments : Many classes will experience changes such as select runes becoming baseline abilities and new runes will become available.
  • Profession and Reputation Updates : New and enhanced professions recipes for Argent Dawn, Thorium Brotherhood, Hydraxian Waterlords, and Timbermaw Hold.
  • Nightmare Incursions updated to daily quest hubs.
  • New Stranglethorn Vale and Blood Moon Rewards and Currency
  • Blackrock Depths (2 nd half)
  • Blackrock Spire
  • Dire Maul (3 wings)
  • Scholomance
  • PvP Class Sets for Rank 10

Molten Core Raid Dungeon

Experience Molten core as a 20-player dungeon with 10 classic bosses, revamped loot, redesigned Tier 1 sets, and more. Players will also be able to turn up the heat with a new variable difficulty mechanic. Don’t forget your fire resist gear! You are going to need it. We’ll be adding one more surprise to this classic raid dungeon for intrepid adventurer’s to discover.

World Bosses Updates

Experience Lord Kazzak and Azuregos as brand-new instanced versions of these encounters. These encounters can be experienced with up to 40 players but will be tuned as 20-player content.

Onyxia will also be adjusted to accommodate 40 or fewer players along with some additional loot adjustments.

We’ll have more to share in the coming weeks beyond this brief overview and have more in development for this phase we can’t wait for you to discover. Stay tuned to the official site for more information got a full phase 4 preview. We look forward to bringing this endgame experience for Season of Discovery to life.

Next Article

Hotfixes: june 13, 2024, featured news, diablo iv patch notes, buddies are coming back, mercy for a cause – pink mercy returns in support of the breast cancer research foundation, aspiring to be yourself with grandma, diablo immortal bug fixes and patch notes for all platforms, beat back the writhing abyss in the age of unmaking, call of duty: black ops 6 pre-purchase benefits—what you need to know, black ops 6 reveal: campaign, multiplayer, and zombies, prepare to embody the spiritborn – pre-purchase vessel of hatred, keeping the cozy competitive vibe with deshaawnn, this week in wow: june 7, 2024, the war within beta test now live, uncover the secrets of delves in the war within, meet the earthen, a new playable allied race, take to the skies with skyriding, calling the action in overwatch esports with ceebee.

quest brian's journey spells

One of the most exciting things about our society openly embracing conversations around mental health is witnessing the innovation of our care models for those who seek and deserve it. While I’m a big believer in talk therapy, I don’t believe talk therapy should be the only treatment modality we champion for support. 

Throughout my career, I’ve had the joy and privilege of facilitating wellness circles for adolescents of color. I love working with groups because it allows those in attendance to realize they’re not alone in their journey and struggles, provides peer affirmation in their experiences, and allows them to learn from one another. 

When I came across Hero Journey Club , a service that provides emotional support while letting people play their favorite games during their conversations, I couldn’t wait to learn more! 

Below, meet Brian Chhor, CEO and Co-Founder, and Derrick Hull, Chief Clinical Officer. I had the opportunity to chat with them both and learn more about the why and how of Hero Journey Club. Check out below!

What is Hero Journey Club?

Brian : Hero Journey Club provides mental health support groups inside games like Animal Crossing, Minecraft, Roblox, Stardew Valley, and a broad range of games. The whole premise is that we take therapy out of the clinic and into spaces where people spend time. Our sessions are facilitated by Journey Guides. Our Journey Guides are, Masters or Doctorate level clinicians in social work, marriage & family therapy, counseling, clinical psychology, etc., who deliver subclinical support. They do not treat or diagnose, and Hero Journey Club is not a replacement for therapy. If therapy is like Kinesiology or physical therapy, think of Hero Journey Club like SoulCycle, Peloton, or CrossFit, where you go to work on yourself and get better. It's anchored on the group itself, not on a treatment path. 

While our Journey Guides are not treating or diagnosing, everything we do is anchored in evidence-based practices. Individuals are matched into groups based on how they respond to certain questions within the application. Once placed, groups meet at the same time and day once a week for 80 minutes with the same group of people over Discord audio. Group members are encouraged to take ownership of their journey and to discontinue sessions once they feel ready.

Our mission is to make it possible for people to get the care they need, in the places that feel most comfortable to them, where support is less clinical and less pathologizing. They’re just humans working on their own journey.

How do you go about matching people? 

Brian : There's something about finding ways to connect people around the things they care about that matters a lot; a lot of nuance goes into it. Someone can be placed in a group because they indicated that they like one specific anime, but they don't like another particular kind of anime. Within our Discord, we’ve set up different guilds, or servers. We first match people to a guild and then from the guild, they’ll be matched with their group. We have a wide range of guilds that span across ages and games. Some guilds are more cozy core, others play a wide range of games. Some guilds are middle-aged women; others skew younger. It’s all based on the information included in their application. 

How is Discord used? 

Brian : Outside of hosting the sessions, we have moderation, crisis management, and other pipelines set up to allow our moderation team to go in and quickly see what’s happening across the board. We have crisis de-escalation and routing; we have isolation if folks are in immediate crisis where we can quarantine them and get them the support they need. Everything in our back-end is HIPPA compliant and secured because we built the system ourselves. We’re very proud that people tell us that we are the kindest place on the internet they’ve come across.

How are sessions run? 

Brian : Journey Guides will do a quick check-in at the top of the session; in the very beginning, there are intros but once the group is established, there’s a check-in on how the week’s been going for our group members. That helps our Journey Guides contextualize the support in whatever is happening in real life. From there, the group will pick a theme they want to work on. The Journey Guide may share some resources such as a tool, video, or worksheet centered around the theme. If the group is really familiar with one another, they might go around sharing their stories and members will jump in to validate or share their own. As this is happening, they're in a game doing other stuff as well. At the end of the 80 minutes, they wrap up with intention. 

How does gaming come in? 

Brian : It varies. In the beginning, we didn't do a ton of gaming because we found that people actually wanted to do their own thing. They’d play Apex or Elder Ring or Stardew Valley while in session and that was fine for them. 

In the last year or so, we’ve had new groups where we’re shifting more towards built-in activities within games. So in Minecraft, we've built gigantic worlds that may represent grief and anxiety and other simulations that support stress management and we can talk about why someone raised their voice when they got stressed in the game, and how else does that show up. We also have people in our community who are neurodivergent who created a Dungeon and Dragons game to talk about their feelings and emotions using principles from internal family systems to navigate that as someone who is autistic. 

In games like Animal Crossing or Stardew Valley that are more mellow, there are activities that we’ve built that are more generalized. It might look like let’s create a hut that represents your inner child, or, instead of tracking your emotions in a journal, let’s track your emotions in a plot of land with flowers. You can look at your flower garden and say the blue flowers represent when I was feeling down, the red ones when I was excited and you can quickly see what you were feeling in the last month or so. 

Derrick : One of the things we measure when individuals sign up is problematic gaming, which is playing games to the point where it may negatively impact daily responsibilities such as relationships, work, and one’s health. We measure this to ensure engagement in our groups remains at a healthy level. There are two things we’ve found that are important and interesting: One is the rates of problem gaming are very low - less than 2% of individuals who’ve signed up for the program. Secondly, and in support of the hypothesis that problematic gaming is an effect and not a cause of mental health challenges, is that as individuals improve in terms of their symptoms and how well they are functioning we also see their reports of problematic gaming going down as well. There’s nice evidence that these two things swing together. 

How do you all define and consider safety? 

Through Journey Guides

Derrick : We ensure whatever techniques our Journey Guides are using are grounded in the evidence. We want clinicians there so that they can hold the space for group members. Having clinical training and clinical supervision, as our Journey Guides have, allows them the ability to not mix too much of their personal stuff into what's being shared with them. A big piece of building trust is that the folks who show up to the sessions know that there's someone in the room who can hold what they share, make sure it stays healing. We also have a lot of other safeguards in place, several enabled by bots, others based on protocols we’ve devised, to catch moments of crisis quickly and refer them to agencies and resources that help them get the support they deserve.

Brian : Ifyou game long enough, someone will say something they’ll brush off as a small comment. This is a space where you can take that small comment and actually dive into it. There's a vicarious healing that's possible by hearing other people navigate things you’ve also navigated in the past, that you might’ve not had the words for, and it's very cathartic. There's a sense of safety in knowing that you can bring whatever you need to and it'll be adequately handled by a Journey Guide.

Through Online Sessions

Derrick : We run our groups online which gives a little bit of extra buffer. I'd say we have probably seven to eight times the number of trans individuals on our platform that you see than in other treatment settings and that’s because it's hard enough to go in and present yourself to a group or a therapist. Imagine if you're still trying to figure out “How am I going to present? ” Being online gives a big buffer for that. Discord is also pseudonymous, so session members are more anonymous than they would be in person and I think that builds a bit of safety as well. 

Brian : There's safety in the intentionality of joining Hero Journey Club. You’re here because you want to heal. You’re not going to pay $30 thirty dollars a week just to troll people. There's something about knowing that these people are on the same track as you.

Through Video Games

Derrick : If you've ever gone to activities or rallies or service projects with other individuals you realize there's something about having a shared mission or doing a shared activity that builds intangible bonds. That’s what I think video games have brought to Hero Journey Club. We don't have to sit in a room and stare at each other, pulling teeth to get the group going. Instead, and right now, we're going to do something together. We're coordinating our activities and working towards a shared goal in a virtual environment. That works as a kind of lubricant for building trust and connection. Then, when it does come time to talk vulnerably and get to the difficult stuff, folks already have this sense that “I'm in a group with people who have my interest in mind and who want to work towards a common goal.”  

Brian : In the game world, you can show up as whoever you want to be, there's a freedom you get. We’ve even started piloting some sessions in  Dungeons and Dragons where we ask folks to step into a role as a character they normally wouldn’t. What are the ways you want to manifest? What are the qualities that are most important to you? 

What does representation look like within Hero Journey Club? 

Derrick : We’re seeing a wide range of communities in Hero Journey Club that you typically don’t see in other services, at least not to this degree. While men are not a marginalized group, in treatment settings you’ll see about 12-15% and we have about 30% men in our sessions. About 34% of our users are people of color, 32% from the LGBTQ+ community, and 50% are neurodivergent. Now, these numbers are not typically well reported in other treatment settings. So it's hard to know exactly how it looks but in my experience, I've seen numbers rarely above 5% to 10% or so.

I think it’s amazing and I think it has to do with a mixture of how Discord connects people and how video games move across communal boundaries, something we all have in common. 

Why set your services up on Discord?

Brian : We started on Discord versus building our own tool because our whole premise is taking therapy out of the clinic and into the spaces where people spend time. We continually push that idea and ask ourselves: where do we go to them? How do we take this to them? Through Discord.

Derrick : We’re trying to create a space where people can bring their honest experience as opposed to passively consuming feeds. In a setting like Hero Journey Club, it’s the first time we hear from others that their lives aren't perfect. We have this vision in our heads that everybody's life must be perfect but mine; everybody’s got it figured out but me. I hope that the kinds of groups we run are places where people can shed these false ideas and just talk about what life is actually like.

quest brian's journey spells

‍ Brian Chhor has spent the last 12 years working in digital health. He has spent most of his career thinking about ways to make care more humanizing for people going through tough moments. Brian’s career includes working in Alzheimer’s & dementia prevention, kidney care, electronic medical records, and cancer. Newer to behavioral health care, Brian began work to create a more accessible model of mental health care stemming from his upbringing and after a personal experience in which his cousin was unable to receive proper mental health care during the pandemic. Utilizing a community model, Brian’s brother set up a Discord server that allowed the family to check and provide a listening ear when their cousin needed it. 

The model originally started as a men’s group that turned into a friend salon. Thinking about the ways in which games showed up in his childhood and conversations held with barbershops in Harlem, church groups, and yoga studios, Brian realized that it’s community that helps build a sense of resiliency and connection. 

Derrick Hull, Ph.D., is a clinical psychologist and has been in the digital mental health space for 16 years in clinical leadership roles at companies like Talkspace and Noom. At Hero Journey Club, Derrick is responsible for ensuring the highest quality of mental health support and leads the care team. His research and experience have focused on clinically validating new modalities of care, with an emphasis on engaging underserved populations and building tools that address provider shortfall and access barriers.

His work has been published in Nature, the National Academy of Sciences, Behavioral and Brain Sciences, and Oxford University Press, and featured by Forbes.com, APA Monitor, Huffington Post, LA Times, Washington Post, New York Times, Wall Street Journal, TIME, and TEDx. His research is supported by R01 grants from the National Institutes of Health.

To learn more about Hero Journey Club, visit herojourney.club .  

quest brian's journey spells

Top.Mail.Ru

Current time by city

For example, New York

Current time by country

For example, Japan

Time difference

For example, London

For example, Dubai

Coordinates

For example, Hong Kong

For example, Delhi

For example, Sydney

Geographic coordinates of Elektrostal, Moscow Oblast, Russia

City coordinates

Coordinates of Elektrostal in decimal degrees

Coordinates of elektrostal in degrees and decimal minutes, utm coordinates of elektrostal, geographic coordinate systems.

WGS 84 coordinate reference system is the latest revision of the World Geodetic System, which is used in mapping and navigation, including GPS satellite navigation system (the Global Positioning System).

Geographic coordinates (latitude and longitude) define a position on the Earth’s surface. Coordinates are angular units. The canonical form of latitude and longitude representation uses degrees (°), minutes (′), and seconds (″). GPS systems widely use coordinates in degrees and decimal minutes, or in decimal degrees.

Latitude varies from −90° to 90°. The latitude of the Equator is 0°; the latitude of the South Pole is −90°; the latitude of the North Pole is 90°. Positive latitude values correspond to the geographic locations north of the Equator (abbrev. N). Negative latitude values correspond to the geographic locations south of the Equator (abbrev. S).

Longitude is counted from the prime meridian ( IERS Reference Meridian for WGS 84) and varies from −180° to 180°. Positive longitude values correspond to the geographic locations east of the prime meridian (abbrev. E). Negative longitude values correspond to the geographic locations west of the prime meridian (abbrev. W).

UTM or Universal Transverse Mercator coordinate system divides the Earth’s surface into 60 longitudinal zones. The coordinates of a location within each zone are defined as a planar coordinate pair related to the intersection of the equator and the zone’s central meridian, and measured in meters.

Elevation above sea level is a measure of a geographic location’s height. We are using the global digital elevation model GTOPO30 .

Elektrostal , Moscow Oblast, Russia

  • PlayStation 3
  • PlayStation 4
  • PlayStation 5
  • Xbox Series
  • More Systems
  • This or Brian's Journey?

Nintendo 64

  • Topic Archived

More Topics from this Board

  • RPG veteran struggling with this 30 posts, 2/13 3:02PM
  • quest 64 13 posts, 4/18/2023
  • Music in this game 3 posts, 2/14/2023
  • My plan for magic, how is it? 14 posts, 1/25/2023
  • First time playing since owning the game 9 posts, 9/8/2022

GameFAQs Q&A

  • Is it possible to max all elements and get all spells? Build 3 Answers
  • Is there any way to leave Mammon's world? Main Quest 1 Answer
  • Was this game made to convince developers to make more RPG's on the N64? Plot 1 Answer
  • Who is playing this game? 2020 and beyond? Plot 1 Answer
  • What are the terms of condition about detail in the actions of the game? Build 1 Answer

IMAGES

  1. RPG Quest #225: Quest: Brian's Journey (GBC) Part 1

    quest brian's journey spells

  2. Quest: Brian's Journey GBC Front cover

    quest brian's journey spells

  3. Quest: Brian's Journey Download

    quest brian's journey spells

  4. Quest: Brian's Journey Images

    quest brian's journey spells

  5. Quest: Brian's Journey (2000)

    quest brian's journey spells

  6. Quest RPG : Brian's Journey [USA]

    quest brian's journey spells

COMMENTS

  1. Quest: Brian's Journey

    Quest: Brian's Journey - Guides and FAQs Game Boy Color. Log in to add games to your lists. Notify me about new: Guides. Cheats. Reviews. Questions. News. Board Topics. ... Spell List by PDTari. v.0.6, 14KB, 2000. Spirit Locations FAQ by notdave. v.1.00, 9KB, 2004. Maps and Charts. Blue Cave/Island Of Skye Map by StarFighters76.

  2. Quest: Brian's Journey

    Quest: Brian's Journey (GBC) Leveling Guide - Written and Researched by Joss Card. ... new spells, etc.)-----HP. Governs maximum health and staff damage output. Increases by: Attacking with staff (+10%) Being attacked by physical attack (+10%) Doesn't Increase by: Getting hit with magic attacks (which, of course, make up 99% of attacks in the ...

  3. Quest: Brian's Journey

    Brian can move about between turns, dodge attacks as they come, and combine magic spells into special attacks. The system is deep and offers many directions to take a battle, but players will find ...

  4. Quest: Brian's Journey Guides and Walkthroughs

    Quest: Brian's Journey Guides and Walkthroughs. This page here will share minor tidbits, tricks, cheats and hints about Quest: Brian's Journey Color. As with many of the other guides on my website these are designed to be very google friendly. If you're stuck, and googling to get done a certain part of the game, that's hopefully how you found ...

  5. Quest: Brian's Journey

    Since Brian is a Spirit Tamer, you can go up to these 'Spirits' and hit the 'A' button. This will open up a little section on the bottom of the screen where you can choose which element to level up. There are four elements, Fire, Earth, Water, and Wind. To use magic spells you must first collect enough spirits to enable you to use the spell.

  6. Quest: Brian's Journey

    Quest: Brian's Journey is a 2000 role-playing video game published in North America by Sunsoft for the Game Boy Color.The game's title screen instead displays the title as Quest RPG: Brian's Journey.. The original Japanese version was published by Imagineer under the title Elemental Tale - Jack's Great Adventure: Satan's Counterattack (Elemental Tale: ジャックの大冒険 大魔王の ...

  7. Quest: Brian's Journey (2000)

    Quest RPG: Brian's Journey is a simple RPG related to Quest 64. Game's action takes place in Celtland, a fantastic medieval world. The player controls an apprentice mage, Brian, who lives in a small town. When the town is attacked by monsters, Brian go on a quest to restore peace and harmony. The game is a top-down RPG.

  8. Spells

    Spells From: killer cat. You can get 60 spells. The spell Extinction kills and enemy in one hit. Compression lowers the attack of an enemy. Exit lets you exit a dungeon. Return lets you go back to the spot where you exited. Try new combinations of spells to kill even the hardest enemies in the game.

  9. Quest: Brian's Journey

    Quest: Brian's Journey. Released on Feb 3, 2000; By Imagineer for GBC Maps; Media . Screenshots ... and you can also combine spells and attacks to create special moves. Help Brian save his town ...

  10. Quest: Brian's Journey (Video Game)

    Quest: Brian's Journey is a demake of the Nintendo 64 title Quest 64, first came out in 1999, literally 8 days after the Japanese version. ... The spell elements have new icons that look like the elements they represent. Water is a droplet of water, Fire is a fireball, Wind is a feather, and Earth is a rock. There was also a change to how items ...

  11. Quest: Brian's Journey

    Quest: Brian's Journey is a "demake" of Quest 64 for the Game Boy Color, originally released in Japan on Janurary 15th, 2000 under the title Elemental Tale - Jack's Great Adventure: Satan's Counterattack. Though referred to as a demake graphically, the game actually expands on its predecessor in both story and gameplay. The storyline is very similar to Quest 64's plot. It is amplified but the ...

  12. Quest RPG: Brian's Journey

    Quest RPG: Brian's Journey: Any% US. This is a remake of Quest 64 for the GameBoy Color. The basic outline of the story is the same. You'll still travel through Celtland to get the four elemental jewels, then get the Eletale Book and finally confront the evil Mammon to Save the World (TM) While the basic shell of where you go is similar and a working knowledge of Q64 can be helpful, there are ...

  13. Quest: Brian's Journey Maps and Charts

    Jan 23, 2009. StarFighters76. StarFighters76. 20.2 kb. Got a Quest: Brian's Journey walkthrough, FAQ or Guide? Use the submission form, or email them as attachments to [email protected]. FAQs ...

  14. Quest: Brian's Journey

    News, Reviews, Release Date, Trailers, Gameplay and more for Quest: Brian's Journey Gizmodo; Jalopnik; Kotaku ... and you can also combine spells and attacks to create special moves. Help Brian ...

  15. HonestGamers

    Quest: Brian's Journey is completely linear, with no side-quests or optional realms to visit. And although fights aren't as strategic as they could have been, completing them does take a long time. You'll come to dread certain monsters, since they do nothing but spam certain spells with lengthy (at least by the standards of this game) animations.

  16. Quest: Brian's Journey Review for Game Boy Color:

    Quest: Brian's Journey focuses on the story of a young boy named (surprise) Brian, trying to recover a mysterious book which had been stolen. ... Each spell can have between one and three components made up of any of these fields, depending on the spirit level of each field. As well, as the spirit level of a particular field increases, the ...

  17. Quest: Brian's Journey (GBC)...featuring absolutely awful ...

    As you gain a few elemental levels, you have access to spells you didn't previously, like Healing (a combination of Wind and Water, IIRC). In battle, these spells are chosen by pressing a sequence of directions. Each of the four elements are represented by a direction on the D-Pad. For example, if left is Fire, a level 3 Fire Spell would be L ...

  18. Flag of Elektrostal, Moscow Oblast, Russia : r/vexillology

    596K subscribers in the vexillology community. A subreddit for those who enjoy learning about flags, their place in society past and present, and…

  19. Elektrostal Map

    Elektrostal is a city in Moscow Oblast, Russia, located 58 kilometers east of Moscow. Elektrostal has about 158,000 residents. Mapcarta, the open map.

  20. Elektrostal, Moscow Oblast, Russia

    Elektrostal Geography. Geographic Information regarding City of Elektrostal. Elektrostal Geographical coordinates. Latitude: 55.8, Longitude: 38.45. 55° 48′ 0″ North, 38° 27′ 0″ East. Elektrostal Area. 4,951 hectares. 49.51 km² (19.12 sq mi) Elektrostal Altitude.

  21. This Week in WoW: June 14, 2024

    Spread the word and bring old friends and new to Azeroth where they can embark on an epic journey into Azeroth and enjoy all the latest content with the Welcome to Azeroth Bundle available through June 23. Purchasers get everything needed to start their adventure—including the critically acclaimed World of Warcraft: Dragonflight expansion.

  22. Quest: Brian's Journey Review for Game Boy Color:

    Furthermore, your spells at Lv. 3 will do a huge amount of damage to bosses of the opposite alignment. Overall the game chalks up to a frustratingly childish and simple experience. For all it's worth, though, the combat does remain somewhat entertaining. The final problem is that Brian's Journey retains the linearity that so plagued Quest 64.

  23. How Hero Journey Club Uses Games for Mental Health Care and ...

    Brian: Journey Guides will do a quick check-in at the top of the session; in the very beginning, there are intros but once the group is established, there's a check-in on how the week's been going for our group members. That helps our Journey Guides contextualize the support in whatever is happening in real life.

  24. Geographic coordinates of Elektrostal, Moscow Oblast, Russia

    Geographic coordinates of Elektrostal, Moscow Oblast, Russia in WGS 84 coordinate system which is a standard in cartography, geodesy, and navigation, including Global Positioning System (GPS). Latitude of Elektrostal, longitude of Elektrostal, elevation above sea level of Elektrostal.

  25. This or Brian's Journey?

    Quest RPG has a real story, cutscenes(all text-based, and you scroll through it. It's akin to a lot of Super Mario RPG's or Pokemon's really old ones, where you have to forcefully walk to a spot, all sprites and all), and the gameplay is kind of eh in comparison.