Immigrant Town (Dragon Quest III): Difference between revisions
Antiyonder (talk | contribs) |
Antiyonder (talk | contribs) No edit summary |
||
Line 15: | Line 15: | ||
==Nearby monsters== | ==Nearby monsters== | ||
*[[Battering ram|Bighorn]] | *[[Ram raider#Battering ram|Bighorn]] | ||
*[[Belisha beakon|Blue beak]] | *[[Belisha beakon|Blue beak]] | ||
*[[Hades condor]] | *[[Hades condor]] |
Revision as of 15:48, 23 February 2019
Town | |
---|---|
Immigrant Town | |
Outside location (NES). | |
Game | Dragon Quest III |
The Immigrant Town is a town that can be created by the player in Dragon Quest III in the field west of Eginbear and on the other side of some mountains east of Soo. The development of the town is necessary to obtain the Yellow Orb.
Synopsis
An old man from Soo arrived in a field in hopes of making a town. but needs a dealer to help. The Hero agrees to provide him with one and parts way with his companion.
Nearby monsters
Stage One
The dealer has built a shop and runs it himself.
Shop
Item Shop | ||
---|---|---|
Item | Price | Attributes |
Herb | 8 | |
Leather hat | 80 | Defense +2 |
Stage Two
Triggered by defeating Orochi. Changes include:
- The item shop has several additional items for sale and is ran by someone else.
- The town has an inn.
- The old man's house has an additional.
- The merchant is in the middle of building a theater.
Treasure
- Token (GBC Version)
Shop
Item Shop | ||
---|---|---|
Item | Price | Attributes |
Herb | 8 | |
Repellent | 20 | |
Warp Wing | 25 | |
Leather hat | 80 | Defense +2 |
Inn
Price per person |
---|
2 Gold Coins |
Stage Three
Triggered by defeating Boss troll and obtaining the Staff of Change. The town has grown greatly, though some of the townspeople felt they're being overworked, with some planning a revolution against the merchant. Changes include:
- The town is named after the merchant.
- The theater is completed and has dancing girls as the entertainment. Upon leaving, The Hero and his party will be charged 50,000 Gold Coins, only to be able to leave for free since they are friends with The Merchant.
- The merchant became mayor and had a manor built.
- An item shop being built where the old man use to live.
- The previous item shop is replaced with a weapon and armor shop.
- A jail was built.
Treasures
NES version
|
GBC version |
All remakes |
Shops
|
|
|
Inn
Price per person |
---|
15 Gold Coins |
Stage Four
Originally the Final Stage in the NES Version. This is triggered by visiting the jail at night in Stage Three and overhearing the revolution. Though in the NES Version, leaving town during the Third Stage and returning triggered the change. Changes included:
- The merchant being jailed.
- The weapon and armor shop getting new merchandise. The item shop and inn remain the same.
- The theater is holding a children singing contest, and is closed at night.
Treasure
Shop
|
|
|
Inn
Price per person |
---|
15 Gold Coins |
Final Stage (Remakes only)
This is triggered when The Hero and his party awaken Ramia. Changes include:
- A new house is built on the site of the jail, with a family living there.
- The old man who was first here moved in with the old woman running the item shop.
- The merchant is out of jail and chooses someone from the town to take over as mayor. If you talk to the merchant, he/she will return to Ruida's Tavern.
- A different kid is now singing at the theater. The theater remains open at night and has a poet singing.
Treasure
Shops
|
|
Inn
Price per person |
---|
15 Gold Coins |
Gallery
Locked doors
Remake
In addition to being let out of prison, the Super Famicom and GBC Version of the game maintained the merchant's unique sprite, whereas the NES Version sees him/her taking the sprite of the usual town merchant.