Immigrant Town: Difference between revisions
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Throughout the game, the party can tell people about the town. Usually these people can be found in an inn. When the party talks to them, the immigrant will express displeasure in living in their current town. That person will then ask the player if they know of another town in which they can live. The player is given the choice in whether or not to tell them about the Immigrant Town. If the player says yes, then that person will move into the Immigrant Town. If the player says no, then they will not. | Throughout the game, the party can tell people about the town. Usually these people can be found in an inn. When the party talks to them, the immigrant will express displeasure in living in their current town. That person will then ask the player if they know of another town in which they can live. The player is given the choice in whether or not to tell them about the Immigrant Town. If the player says yes, then that person will move into the Immigrant Town. If the player says no, then they will not. | ||
However, the more immigrants the player has in their town, the harder it becomes to find more immigrants. Depending on who they tell, the town will evolve and become one of five towns. | However, the more immigrants the player has in their town, the harder it becomes to find more immigrants. Depending on who they tell, the town will evolve and become one of five towns. | ||
The player will be able to meet immigrants to which they can tell about Sim's town. These immigrants appear randomly. To force them to appear simply keep entering/exiting the room. Once the player 'see' an immigrant at a spot, no matter what they do (e.g. even if you recruit him or don't talk to him/her at all), no more immigrants will spawn at this specific spot until you save/reset the game. | |||
==Immigrant Types== | |||
{|width="35%" cellspacing="0" cellpadding="2" border="1" style="text-align:center" | |||
|width="10%" valign="top" style="background:#4682B4"|'''<font color="#ffffff">Immigrant Type</font>''' | |||
|width="10%" valign="top" style="background:#4682B4"|'''<font color="#ffffff">Needed to reate</font>''' | |||
|width="5%" valign="top" style="background:#4682B4"|'''<font color="#ffffff">Amount Needed</font>''' | |||
|width="10%" valign="top" style="background:#4682B4"|'''<font color="#ffffff">Along With</font>''' | |||
|- | |||
|Bull/Cow | |||
|Farm | |||
|10 | |||
|Halfling, Horse, Pig | |||
|- | |||
|Bully | |||
|Slum | |||
|8 | |||
|none | |||
|- | |||
|Bunny Girl | |||
|Slum | |||
|10 | |||
|Mixer, Dancer | |||
|- | |||
|Cat/Feline/Kitty | |||
|none | |||
|N/A | |||
|N/A | |||
|- | |||
|Dancer | |||
|Slum | |||
|10 | |||
|Mixer, Dancer | |||
|- | |||
|Farmer | |||
|Farm | |||
|13 | |||
|none | |||
|- | |||
|Female/Woman | |||
|none | |||
|N/A | |||
|N/A | |||
|- | |||
|Grandma | |||
|none | |||
|N/A | |||
|N/A | |||
|- | |||
|Grandpa | |||
|none | |||
|N/A | |||
|N/A | |||
|- | |||
|Halfling | |||
|Farm | |||
|10 | |||
|Bull, Horse, Pig | |||
|- | |||
|Horse | |||
|Farm | |||
|10 | |||
|Bull, Halfling, Pig | |||
|- | |||
|Male/Man | |||
|none | |||
|N/A | |||
|N/A | |||
|} | |||
{|width="35%" cellspacing="0" cellpadding="2" border="1" style="text-align:center"|float=right | |||
|width="10%" valign="top" style="background:#4682B4"|'''<font color="#ffffff">Immigrant Type</font>''' | |||
|width="10%" valign="top" style="background:#4682B4"|'''<font color="#ffffff">Needed to Create</font>''' | |||
|width="5%" valign="top" style="background:#4682B4"|'''<font color="#ffffff">Amount Needed</font>''' | |||
|width="10%" valign="top" style="background:#4682B4"|'''<font color="#ffffff">Along With</font>''' | |||
|- | |||
|Merchant | |||
|Bazaar | |||
|21 | |||
|Trader | |||
|- | |||
|Mixer | |||
|Slum | |||
|10 | |||
|Bunny Girl, Dancer | |||
|- | |||
|Pig | |||
|Farm | |||
|10 | |||
|Bull, Halfling, Horse | |||
|- | |||
|Priest | |||
|Cathedral | |||
|20 | |||
|Sister | |||
|- | |||
|Prisoner | |||
|Slum | |||
|6 | |||
|Sailor | |||
|- | |||
|Sailor | |||
|Slum | |||
|6 | |||
|Prisoner | |||
|- | |||
|Scholar | |||
|none | |||
|N/A | |||
|N/A | |||
|- | |||
|Sister | |||
|Cathedral | |||
|20 | |||
|Priest | |||
|- | |||
|Soldier | |||
|none | |||
|N/A | |||
|N/A | |||
|- | |||
|Swordman | |||
|none | |||
|N/A | |||
|N/A | |||
|- | |||
|Trader | |||
|Bazaar | |||
|21 | |||
|Merchant | |||
|- | |||
|Warrior | |||
|none | |||
|N/A | |||
|N/A | |||
|} | |||
==Evolution== | ==Evolution== |
Revision as of 10:26, 5 February 2010
The Immigrant Town is a town that can be created by the player in Dragon Quest VII.
Synopsis
After the player clears Dialac, the party visits it in the present. It is now an open field. There is an old man there who wishes that this place to become a bustling town. He asks the player if he will help with that. If the player says yes, then the player can recruit immigrants.
Recruiting Immigrants
Throughout the game, the party can tell people about the town. Usually these people can be found in an inn. When the party talks to them, the immigrant will express displeasure in living in their current town. That person will then ask the player if they know of another town in which they can live. The player is given the choice in whether or not to tell them about the Immigrant Town. If the player says yes, then that person will move into the Immigrant Town. If the player says no, then they will not.
However, the more immigrants the player has in their town, the harder it becomes to find more immigrants. Depending on who they tell, the town will evolve and become one of five towns.
The player will be able to meet immigrants to which they can tell about Sim's town. These immigrants appear randomly. To force them to appear simply keep entering/exiting the room. Once the player 'see' an immigrant at a spot, no matter what they do (e.g. even if you recruit him or don't talk to him/her at all), no more immigrants will spawn at this specific spot until you save/reset the game.
Immigrant Types
Immigrant Type | Needed to reate | Amount Needed | Along With |
Bull/Cow | Farm | 10 | Halfling, Horse, Pig |
Bully | Slum | 8 | none |
Bunny Girl | Slum | 10 | Mixer, Dancer |
Cat/Feline/Kitty | none | N/A | N/A |
Dancer | Slum | 10 | Mixer, Dancer |
Farmer | Farm | 13 | none |
Female/Woman | none | N/A | N/A |
Grandma | none | N/A | N/A |
Grandpa | none | N/A | N/A |
Halfling | Farm | 10 | Bull, Horse, Pig |
Horse | Farm | 10 | Bull, Halfling, Pig |
Male/Man | none | N/A | N/A |
Immigrant Type | Needed to Create | Amount Needed | Along With |
Merchant | Bazaar | 21 | Trader |
Mixer | Slum | 10 | Bunny Girl, Dancer |
Pig | Farm | 10 | Bull, Halfling, Horse |
Priest | Cathedral | 20 | Sister |
Prisoner | Slum | 6 | Sailor |
Sailor | Slum | 6 | Prisoner |
Scholar | none | N/A | N/A |
Sister | Cathedral | 20 | Priest |
Soldier | none | N/A | N/A |
Swordman | none | N/A | N/A |
Trader | Bazaar | 21 | Merchant |
Warrior | none | N/A | N/A |
Evolution
The Immigrant Town will go through several stages, depending on the number of people who are in the town.
After five immigrants enter move in, Sim will allow the player to name the town. First he will try to name the town after the Hero, going through Heroville, Heroburg, or Herogard. Should the player refuse these names, Sim will allow the player to name the town. This will be the town's name from hereon.
After twenty or more immigrants move in, Sim will give the player the option of Town Management. The player can see who is in the Immigrant town, trade immigrants using two memory cards and another Dragon Quest save file, and remove immigrants from the town. However, if there are only twenty immigrants in the town, Sim will tell the player that no one wants to leave. The town management option is useful in helping to define what type of town the player wants.
After 35 immigrants move in, the town turns into one of five towns, depending on the type of immigrants.
Town Types
- Normal Town - The normal town will most likely be the first town that the player creates. It has a mix of different types of immigrants. This final form has a ? Shard.
- Farm - This town will come to be if the player recruits mostly farmers and animals. It is a farming collective. The only use to this town is to get Gabo's ultimate weapon, the Oricon Claws.
- Cathedral - This town will come to be if the player recruits mostly priests and nuns. It is one giant church. It will have mostly holy type items in their stores.
- Bazaar - This town will come to be if the player recruits mostly merchants and traders. This town sells both the Metal King Sword and the Metal King Shield. For those looking to equip their party with the best weapons and armor in the game, this town is essential.
- Slum - This town will come to be if the player recruits dancers, bullies and the like. It holds a casino that which has all of the games that the game provides. The prizes include the Metal King Armor.