From Dragon Quest Wiki

Teleportals (旅の扉 tabi no tobira, originally Travel Gates; Travelers' Gates in the GBC releases) are a method of transportation in the Dragon Quest series. It is represented by a tile of magic that looks similar to a whirlpool. By stepping onto the tile, the Hero's and party will be transported to another location. Most often, Teleportals are bi-directional, meaning the player can travel to a location and then return by Teleportal; if not, they must travel back by other means. Teleportals first appeared in Dragon Quest II: Luminaries of the Legendary Line.

Teleportals mainly serve as a means of transportation to distant locations early in the game before having another means of long distance transportation (such as a ship or the Zoom spell), by giving access to a remote location which is not accessible by other means, or as part of a maze within a castle/dungeon.


Dragon Quest II: Luminaries of the Legendary Line[edit]

Teleportals are first previewed from the very beginning of the game, with a gate right in the castle of []Midenhall]]. However, this Teleportal leads to a sea-locked island from which the Prince of Midenhall can look upon the nearby island village of Zahan but nothing else. Later in the game, once the Luminaries have gotten a ship from Rippleport, they can explore the world in earnest, and several halls of teleportals open up to their use for quick travelling and exploring the world. The Luminaries must use the teleportals extensively in order to find the 5 Sigils of Rubiss, visit new towns like Dirkandor and Beran, and ultimately to come upon the high mountain plateau of Rendarak where Hall of Hargon is located.

Dragon Quest III: The Seeds of Salvation[edit]

In general, there are fewer Teleportals than there were in Dragon Quest II, probably because of this game's changes to Zoom (in the original and SFC versions of Dragon Quest II, Zoom would take you to the last save point; whereas starting with III, the more familar ability to warp freely between towns was introduced) reducing the need for shortcuts to get around the world. They are nevertheless vital to proceeding in the game - to the degree you can't even leave the starting continent without entering one. In this game, portals (or sometimes, their exit points) are frequently locked behind doors which require keys to open (e.g. Thief's Key. Ultimate Key)

Starting with this game, there is now a raster scroll effect when you enter the portal and are travelling to the other side, giving the screen a wavy appearance.

Dragon Quest IV: Chapters of the Chosen[edit]

Their number of appearances was reduced even further from their reduced role in the previous game. One of them can be found in the Zamoksva/Endor Teleportal - as the name implies one can use it to travel between Zamoksva and Endor. Two of them can be found in shrine east of Mintos: one connects to the Medal King's Palace, the other connects to a shrine northwest of Riverton. That latter shrine contains a second teleportal that takes the player to a shrine south of the Colossus.

Their visual appearance was changed to look like a whirlwind.

Dragon Quest V: Hand of the Heavenly Bride[edit]

Once again, they make fewer appearances than the previous game, this time only showing up thrice.

The first teleportal can be found in the castle of Coburg which connects to the Arboreas Teleportal, located just north of Abovitall Tower and a fair bit south of the Heaven's Above Abbey. Note that the Arboreas Teleportal cannot be accessed at night, as an old man guards it, preventing entry.

The second teleportal can be found in the Neverglade, and serves as the entrance to Faerie Lea during the third generation.

The game's third and final teleportal can be found behind a locked door in Estuary Sanctuary (just north of the entrance on the Lofty Peak side). This teleportal leads to Nadiria. To access the teleportal, the Ultimate Key is required to enter the locked door, but the Hero will also need to offer the Circle of Fire, the Circle of Water and the Circle of Life to the three statues found inside the room itself before he can access and use the teleportal.

Dragon Quest VI: Realms of Revelation[edit]

The teleportal only shows up a single time in the game. In Gallows Moor (found in the final area of the game, the Dread Realm), one must first rescue the sage Isaac and his younger brother Benjamin. When the player has done this and reunited the sages, the two siblings will create a Teleportal which takes you back to the Lower World. Note that unlike most Teleportals in the series, it is a one way trip. Fortunately, one can return to the Dread Realm at any time using the Celestial Reins.

Dragon Quest VII: Fragments of the Forgotten Past[edit]

After multiple games where the number had been decreased from the previous games, contrary to what one may expect, they suddenly see a sharp increase in appearances in this game. In particular, the four teleportals found in the Shrine of Mysteries are of great convenience throughout the lengthy journey.

Dragon Quest VIII: Journey of the Cursed King[edit]

Dragon Quest IX: Sentinels of the Starry Skies[edit]

Dragon Quest X[edit]

Dragon Quest XI: Echoes of an Elusive Age[edit]

Dragon Quest Monsters[edit]

Teleportals, called Travelers' Gates in the GBC release of the game, are the way by which Terry explores the various worlds of the game where he can recruit monsters and visit event sequences from various other games. The very first Teleportal featured is actually hidden within a dresser in Terry and Milly's childhood home in the Lower World of Dragon Quest VI: Realms of Revelation. While most Teleportals are located within the Hall of the Teleportals, and thus are accessed as the King of Great Tree gives Terry access to new chambers, there are also many optional gates scattered throughout the kingdom that may be discovered as the Great Tree expands. Fluffy, in its role as guardian of the Great Tree, is the keeper of the Teleportals, and when Terry completes a boss fight at the bottom of a world that the Teleportal brought him to, Fluffy arrives to take him back to the Great Tree. Afterwards, if Terry completes the same level over again, a Teleportal appears in the boss chamber where that boss once stood to bring Terry back.

Dragon Quest Monsters 2[edit]

In this game, a single Teleportal sits underneath the island kingdom of Great Log. Unfortunately, due to the antics of Prince Kameha, the island begins to sink into the ocean. To prevent this, the guardian spirit of Great Log, Warubou, entrusts either Cobi or Tara, the children of new Monster Masters who recently moved to Great Log, to enter the Teleportal and explore other worlds to find something that can plug the hole. In the meantime, Warubou itself jumps into the drain to keep the island from flooding. As Cobi or Tara travel, they find various keys that allow them to change the destination of the Teleportal and visit new worlds in their search for a plug.

Dragon Quest Monsters: Caravan Heart[edit]

Years before the events of Dragon Quest VII: Fragments of the Forgotten Past, Prince Kiefer of Estard discovers a Teleportal hidden in his dresser, much as the one that led Terry and Milly to Great Tree and Great Log respectively in first Monsters game. This teleportal leads Kiefer to Torland, the setting of Dragon Quest II: Luminaries of the Legendary Line, where Kiefer assumes the role of caravan leader and monster master in order to help a boy name Luin find a cure to save his sick parents. As with its portrayal in Dragon Quest II, Torland possesses many teleportals through which Kiefer can quickly travel across the known world.

Dragon Quest Monsters: Joker 2[edit]


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