Dragon Warrior III (GBC) Personality Generator: FAQ

Written by Alan Riggs
July 26, 2001
Version 1.1
[email protected]

Nintendo, Game Boy Color, and so on are copyrights
of the Nintendo corporation. _Dragon Quest_ and
_Dragon Warrior III_ are copyright Enix. Enough said.

This FAQ was created by Alan Riggs on July 26, 2001.
It is currently in version 1.1! Additional information
will be added as I find it. For this version, there
are now section headers. If I have updated a section,
the work that was done is mentioned indirectly by
[brackets]. That is, I would say something like [this
section had a few corrections made, but nothing more].

Edit and use this *free* document for your own use,
but don't try to pass it off as your own work. That's
bad form.

All the information here is based on the 2001 Enix translation
of _Dragon Warrior III_, as published in North America
for the Game Boy Color. If you have any other
version of the game, this FAQ may not be useful. (The
NES version, published in 1991 in the States, didn't
have a personality generator at all.)

This FAQ is dedicated to the opening scene
of _Dragon Warrior III_ (DW3) for the Game Boy Color.
It will explore the game's personality test, and
thus give players a better idea of how it operates.
If I choose to write about things other than
the opening questions, I will create a new FAQ.

This document is a result of using the DW3
personality generator more than twenty times. As of
July 26, 2001, it's not *quite* complete. I have found
quite a few  personality types through the final
questions, but not all of them. There may be inconsistencies.

E-mail me at [email protected] if you notice
errors, or have new information to contribute. All
advice will be appreciated and duly noted.

Let it begin!

*

--The Sections of this FAQ--

1. My Discoveries on DW3 Personality; or, Random Insights
and Thoughts. [Small updates--nothing unusual.]

2. About the Hero's Questions; or, the Seven to Twenty
Questions at the Beginning. [Very small note added
at the end.]

3. Yes, but What about the Final Questions?; or, How
All This Pays Off. [Major update. Entire section
completely revised.]

4. How to Use My List of Normal Questions; or, Making Sense
of Plain Text.

5. The Questions; or, Strange Thoughts from a Voice that
Represents All. [Corrected one of the two blank entries.]

6. Notes, Thanks, Apologies; or, Everything I Forgot.
[Just a couple minor notes added.]


*

Section 1:

My Discoveries on DW3 Personality (Thus Far)


More often than not, gender does not affect
personality. Men and women can both be Lewd.

According to Mike Meevasin's DW3 FAQ
(available at Gamefaqs.com in the DW3 section), there
are several gender-specific personalities. Please
refer to his document for a thorough list, as well
as the stats associated with each type.

The character's name and the player's name
do not affect the personality.

The birthday and astrological sign *may*
affect personality. If anything, they may affect
the *first* question which is asked. I stuck with the
same birth date for about ten tries and got a total
of five opening questions. If you notice anything,
let me know.

Other characters will notice personality. A
man at the Aliahan cafe will notice a selfish person,
for example. It will not make a huge difference to
game play, but if one plays through the game twice
with radically different parties (personality-wise),
one will almost certainly notice changes.

As of July 26, 2001, my party is on its way toward the
volcano north of Tedanki. Thus far, my characters have
received very few comments related to their personalities.
The man at the Aliahan cafe had something to say
about the merchant. Beyond that, the only unusual remarks
I've received were concerning my female Hero. That said,
personality *may or may not* play a major role in the
game. Give me a little time to explore this.

Equipment and books will change any character's
personality in an instant. With equipment, simply
removed an uncursed item will change it back. With
books, one should save before testing them out.

The statistic generator, located in the cafe in
Aliahan, determines the personalities of every character
other than the hero. As the name suggests, it uses
math rather than questions and answers. It is affected
by the character's class and gender--the latter to a
limited extent. Again, see Mike Meevasin's FAQ for more
information.

For the moment, I will concentrate on the opening scene
alone. I *may* look into the statistic generator later
to see if I can discover any additional information.

*

Section 2:
About the Hero's Questions


In the opening scene of DW3, the player is
presented with a series of questions. These may
range in number from six to seventeen. At a certain
point, the game will present the player with a
final question. In this segment, the player will
have to take action. When the final question
segment ends, the hero will be given his or her
starting personality.

The questions are somewhat important. While
some of them may seem inane ("Do you think cats
are cuter than dogs?"), the questions lead the
player along a path. Eventually, one will reach a
question that will make a difference to the hero's
personality.

In other words, think about what is being
asked. The overall direction of the questions is
much more important than any single answer.

One may, for example, see a series of questions
concerning imagination--whether one wishes to
fly, and whether one believes in fortune telling.
This is important. If one gives consistent answers,
the questions will follow one path. If one gives
varied answers, the questions may go all over the
map. Regardless, the session will not go on
forever. It may take twenty questions, but the
game will eventually lead the player to a final
question.

If this seems murky, jot down the questions
and answers. Then go through the session a couple
more times. Eventually, patterns will begin to
appear. I've got a fair idea how it works thus far,
though I'm still discovering some new things. Give
me a day or three, and I'll fill in the blanks.

The questions I've received so far are all listed
in section 5!

*


Section 3:
Yes, but What about the Final Questions?

In DW3, actions speak louder than questions.
The final question has more relevance to your
hero's personality than the ordinary questions.

In each final question segment, the hero
is put in a brief scenario. It can range from a
monster invading a village to a walk through a
pit-filled maze. The *exact* actions the player takes
play a major part in shaping the hero's personality.

For example, I have uncovered at least five
different personalities based on the actions the
hero takes in the pit-filled maze. On the other
hand, one scenario seems more limited. If the
player reaches the "lost in the woods" scenario,
there may be only one potential personality.

As of July 26th, I have taken the time to add
all the results I have found. Here goes nothing.
These are the final questions thus far...

A. The queen's scheme and the king's war.
B. The two brothers stranded in the desert.
C. The monster entering the village.
D. The dungeon lined with water and filled
with pits.
E. The club with Ponny the dancer and
her former fiance.
F. The people gathering to jump from a tower.
G. The forest with an old man.
H. The old man, the child, and the purse.


A. "Queen's Scheme, King's War."

Description of the scenario: A queen
wants a war for petty reasons. Her husband is
determined to go to war. The hero may talk to
the queen, the king, and the duke. The things
that the hero says as well as what time he/she
leaves the palance determine the hero's
personality.

If the hero says "yes" to the duke twice,
and then goes to the king and says "yes,"
he/she will be Lewd. (I don't see the logic
here... it must be in the earlier questions.)

If the hero does not talk to the duke or
the king, but simply leaves, he/she will
be Happy.

If the hero says "no" to the duke twice,
and then goes to the king and says "no,"
he/she will be Smart.

Other outcomes may be possible.


B. "Brothers in the Desert."

Description of the scenario: The hero
discovers two brothers stranded in a wasteland.
He/she must give them advice. The hero's
personality depends on what is said.

If the hero tells the still-walking brother not to
go alone, and then advises him to risk carrying
the prone brother, the hero will be Macho.

If the hero tells the still-walking brother to
go alone, and then advises him to let his
brother die, the hero will be Arrogant.

If the hero tells the still-walking brother not to
go alone, says no, and then advises the brother
to go without water, the hero will be Fearless.

By the way, it is not possible to walk away
from this scenario. I've tried.

Other outcomes may be possible.


C. "Rampaging Monster."

Description of the scenario: A cool and dramatic
scenario. The player gets to be a monster
invading a town. One person must be killed...
but everything else is up to the player. If
the monster leaves specific people alone,
the hero's personality will change.

If the hero kills every single town person,
he/she will be Logical.

If the hero kills almost everyone, but leaves out
the man hiding on the right side of town,
he/she will be Careless.

If the hero kills no one (except perhaps the
dog), he/she will be Valiant.

Other outcomes may be possible.


D. "Water Dungeon."

Description of the scenario: The hero is stuck in
a maze filled with pits. He/she can choose
to follow the signs, or ignore them.
A box of treasure and a helpless woman have
been placed just off the path. Some
choices, of course, are better than others.

If the hero does not read the signs and falls
in the pit to the right of the first sign,
he/she will be Selfish.

If the hero reads the signs and falls in one
of the other pits, he/she will be Defiant.

If the hero reads the signs and goes after
the treasure, he/she will be Foolish.

If the hero reads the signs and goes to
help the woman, he/she will be Honest.

If the hero reads the signs and goes straight
to the exit, he/she will be Stubborn.

Other outcomes may be possible, though I
*may* have exhausted all the options for this one.


E. "Ponny and Her Fiance."

Description of the scenario: At a club,
the hero is asked to intervene in two
lovers' lives. He/she may choose any of
three answers, or choose to leave.

If the hero says "yes" to the fiance, he/she
will be Weepy.

If the hero says "no" to the man, he/she
will be Solitary.

If the hero says "huh?" to the man, he/she
will be Naive.

If the hero leaves before talking to the
man at all, he/she will be Carefree.

Other outcomes may be possible.


F. "The Jump."

Description of the scenario: Is it Dragon Warrior
or extreme sports? The hero joins a group
of people about to take a daring leap.
He/she can join them, try to dissuade them
from jumping, or simply leave.

If the hero says life is less important than
courage and then jumps, he/she will be Romantic.

If the hero says life is more important than
courage and then walks down the stairs, he/she
will be Lonesome.

Other outcomes may be possible.


G. "Lost in a Forest."

Description: Simply put, the hero is lost in
the woods. An old man is there. Though it is
out of sight at first, a boulder may be
found on the left. The exit is easy to find.

If the hero talks to the man and rolls the
boulder all the way back to him, he/she
will be Fatigued.

The same outcome happens when the hero
simply walks to the left and ignores the
man and the boulder.

I think other outcomes may be possible...


H. "The Purse."

Description of the scenario: I didn't see this one
until my twenty-third try. It's difficult. If
the game calls the player a liar (see note below),
the hero will enter a scenario in which
he/she must decide between doing good and
invading a house. If the hero is put on
trial, he/she must decide how to act
before a priest.

If the hero takes the purse, and gives the
following replies--Yes, No, No, and Yes--
he/she will be Vain.

The same outcome happens if the hero gives
the following replies: No, Yes, and Yes.

If the hero simply walks away, he/she will
be Timid.

Other outcomes may be possible.


In conclusion, let it be said once again that more
remains to be added. I will mix and match answers
to see what happens. Of course, I encourage
others to do the same. This takes patience and
a little bit of the scientific method--that is,
keep certain conditions the same and change
only one thing at the same. Have fun trying
out the options!

(Please note that I invented the titles
seen above. The names will not be found
in the game.)

*

Section 4:
How to Use My List of Normal Questions


To use this list, start at the top. Numbers
A0 through A4 are the opening questions. Like all
the other questions, they are denoted by quotation
marks. See if the opening question matches any of
the five I have, and decide whether yes or no
will be chosen.

The code "A0-Yes" signifies the response that will
follow A0. If the game asks if adventuring
is a hardship, and the player says yes, the game
will then ask if the player enjoys speaking with
town people.

Therefore, to follow the question-answer
session, one should follow the list down to
question B after answering yes. I have re-stated
the question B on my list, and noted the two possible
follow-up questions.

Please remember that these are *not*
exact quotes! I took notes in the question-answer
sessions, and my wording is definitely different.
In some cases, there's a mistake or two. So
remember... if the game's question *sounds* like
mine, it's probably the same!

(There's one advantage to this. If you
have a different translation, you won't panic
when the wording is a little off. I assume the
Japanese version has more or less the same
personality test--you might be able to make use
of my FAQ even if you bought the import. Sorry
for any confusion!)

One will also note that I have not numbered the
questions. After just two trial runs of the
personality generator, it became obvious that
the questions do not have a set order. In fact,
some can repeat--as I will mention in the next
paragraph. Therefore I opted for a lettering
system. It may be confusing, but it is brief
and distinctive. E-mail me if any other options
would be feasible.

*NOTE*: remember the answers you give. To be
more precise, the game often asks if the player
enjoys physical activity. If the player says yes
one time and no the next, the seventh final
question will automatically begin. However, this is
not necessary a bad thing! I figured a player
should know, if just to try this unusual option.

More questions probably exist. Any new information
will be entered in the near future.

*

Section 5:
The Questions (Thus Far)


"A0. Is adventuring a hardship?"

A0-Yes: B. Do you enjoy speaking with town people?

A0-No: C. Do you spend more on weapons than armor?

"A1. Is the sun the king of nature?"

A1-Yes: N. Do you dream often?

A1-No: C. Do you spend more on weapons than armor?

"A2. Does armor give you more confidence than allies?"

A2-Yes: C. Do you spend more on weapons than armor?

A2-No: K. Do you wonder what it would be like to fly?

"A3. Does victory come in battle?"

A3-Yes: G. Do you prefer magic to a sword?

A3-No: B. Do you enjoy speaking with town people?

"A4. Is life boring?"

A4-Yes: D. If you see a cave, do you have an urge
to explore it?

A4-No: F. Do you help people in trouble?

[End of introductory questions.]

"B. Do you enjoy speaking with town people?"

B-Yes: D. If you see a cave, do you have an urge
to explore it?

B-No: C. Do you spend more on weapons than armor?

"C. Do you spend more on weapons than armor?"

C-Yes: E. Do you prefer a nearby expensive inn to an
inexpensive inn far away?

C-No: F. Do you help people in trouble?

"D. If you see a cave, do you have an urge
to explore it?"

D-Yes: E. Do you prefer a nearby expensive inn to an
inexpensive inn far away?

D-No: G. Do you prefer magic to a sword?

"E. Do you prefer a nearby expensive inn to an
inexpensive inn far away?"

E-Yes: H. Do you have trouble sleeping due to
thinking too much at night?

E-No: I. Do you find boredom annoying?

"F. Do you help people in trouble?"

F-Yes: H. Do you have trouble sleeping due to
thinking too much at night?

F-No: J. Do you prefer mountains to the sea?

"G. Do you prefer magic to a sword?"

G-Yes: K. Do you wonder what it would be like to fly?

G-No: L. Do you find it tiring to deal with people
you don't know well?

"H. Do you have trouble sleeping due to
thinking too much at night?"

H-Yes: [to be added]

H-No: I. Do you find boredom annoying?

"I. Do you find boredom annoying?"

I-Yes: M. Do you enjoy physical activity?

I-No: N. Do you dream often?

"J. Do you prefer mountains to the sea?"

J-Yes: O. Do you put your thoughts into action right
away?

J-No: P. Do you get busy on one thing and lose sight
of other goals?

"K. Do you wonder what it would be like to fly?"

K-Yes: Q. Do you think birds are free?

K-No: R. Do you believe in fortune telling?

"L. Do you find it tiring to deal with people
you don't know well?"

L-Yes: R. Do you believe in fortune telling?

L-No: S. Can you shrug off mistakes?

"M. Do you enjoy physical activity?"

M-Yes: T. Do little things bother you?

M-No: U. Do you have many friends?

[alternate No: AO. Are cats cuter than dogs?]

[see note above]

"N. Do you dream often?"

N-Yes: V. Are you chased in dreams?

N-No: G. Do you prefer magic to a sword?

"O. Do you put your thoughts into action right
away?"

O-Yes: W. Do you have confidence in your
beliefs no matter what?

O-No: P. Do you get busy on one thing and lose sight
of other goals?

"P. Do you get busy on one thing and lose sight
of other goals?"

P-Yes: X. Do you save your favorite food for last?

P-No: Y. Do you hold anything precious?

"Q. Do you think birds are free?"

Q-Yes: Z. Do you wish to be reborn as a prince or
a princess?

Q-No: AA. Do you find it difficult to turn down
others' requests?

"R. Do you believe in fortune telling?"

R-Yes: Z. Do you wish to be reborn as a prince or
a princess?

R-No: M. Do you enjoy physical activity?

"S. Can you shrug off mistakes?"

S-Yes: AB. If you disagree with someone, would you
rather not argue?

S-No: U. Do you have many friends?

"T. Do little things bother you?"

T-Yes: O. Do you put your thoughts into action right
away?

T-No: AC. Is it unforgivable to break a promise?

"U. Do you have many friends?"

U-Yes: AD. Are you bothered by gossip?

U-No: Do you often think about the past?

"V. Are you chased in dreams?"

V-Yes: L. Do you find it tiring to deal with people
you don't know well?

V-No: M. Do you enjoy physical activity?

"W. Do you have confidence in your beliefs no
matter what?"

W-Yes: Go to final question "Brothers in the Desert."

W-No: P. Do you get busy on one thing and lose sight
of other goals?

"X. Do you save your favorite food for last?"

X-Yes: AE. Is there more sadness in the world
than happiness?

X-No: AF. Do you trip on a boulder and blame
yourself?

"Y. Do you hold anything precious?"

Y-Yes: Go to final question "Queen's Scheme, King's War."

Y-No: AF. Do you trip on a boulder and blame
yourself?

"Z. Do you wish to be reborn as a prince or
a princess?"

Z-Yes: S. Can you shrug off mistakes?

Z-No: AA. Do you find it difficult to turn down
others' requests?

"AA. Do you find it difficult to turn down
others' requests?"

AA-Yes: AG. Do you daydream to amuse yourself?

AA-No: S. Can you shrug off mistakes?

"AB. If you disagree with someone, would you
rather not argue?"

AB-Yes: AC. Is it unforgivable to break a promise?

AB-No: M. Do you enjoy physical activity? [see alt. No]

"AC. Is it unforgivable to break a promise?"

AC-Yes: AH. Do you believe in gods?

AC-No: P. Do you get busy on one thing and lose sight
of other goals?

"AD. Are you bothered by gossip?"

AD-Yes: AE. Is there more sadness in the world
than happiness?

AD-No: AI. Is someone's conned, do you think the
victim shares some of the responsibility?

"AE. Is there more sadness in the world
than happiness?"

AE-Yes: Go to final question "Lost in a Forest."

AE-No: AL. Do you want to grow up quickly?

"AF. Do you trip on a boulder and blame yourself?"

AF-Yes: Go to final question "Queen's Scheme, King's War."

AF-No: Go to final question "Water Dungeon."

"AG. Do you daydream to amuse yourself?"

AG-Yes: AJ. If there were one wish in the world that
would come true, could you say that wish right now?

AG-No: U. Do you have many friends?

"AH. Do you believe in gods?"

AH-Yes: Go to final question "Rampaging Monster."

AH-No: P. Do you get busy on one thing and lose sight
of other goals?

"AI. Is someone's conned, do you think the
victim shares some of the responsibility?"

AI-Yes: Go to final question "Ponny and Her Fiance."

AI-No: AK. Do you want to grow up quickly?

"AJ. If there were one wish in the world that
would come true, could you say that wish right now?"

AJ-Yes: Go to final question "The Jump."

AJ-No: Go to final question "Ponny and Her Fiance."

"AK. Do you want to grow up quickly?"

AK-Yes: AN. If you hold to a dream for a long time,
will it eventually come true?

AK-No: AM. If something is unattainable, do you
only want it more?

"AL. Do you want to grow up quickly?"

AL-Yes: AN. If you hold to a dream for a long time,
will it eventually come true?

AL-No: AM. If something is unattainable, do you
only want it more?

"AM. If something is unattainable, do you
only want it more?"

AM-Yes: Go to final question "Water Dungeon."

AM-No: AN. If you hold to a dream for a long time,
will it eventually come true?

"AN. If you hold to a dream for a long time,
will it eventually come true?"

AN-Yes: Go to final question "Water Dungeon."

AN-No: Go to final question "Ponny and Her Fiance."

"AO. Are cats cuter than dogs?"

AO-Yes: AP. Is it wrong to be attracted to a
friend's lover?

AO-No: AR. Are you embarrassed by others' praise?

"AP. Is it wrong to be attracted to a
friend's lover?"

AP-Yes: AR. Are you embarrassed by others' praise?

AP-No: Do you worry about what others think of
the way you dress?

"AR. Are you embarrassed by others' praise?"

AR-Yes: Do you worry about what others think of
the way you dress?

AR-No: M. Do you enjoy physical activity?

*

Section 6:
Notes, Thanks, Apologies


This FAQ will be revised in the near future. All
suggestions and recommendations will be considered.
Contact me at [email protected] or
[email protected].

I may also write an HTML version of this FAQ, so
that one may jump from question to response. It
will not be posted at Gamefaqs.com, however. I've
got an old page sitting around... I might resurrect
it to post an HTML version of this, as well as that
weird anime-fan rant I've written...

I consulted Mike Meevasin's FAQ, as well as the two
other relevant FAQs at Gamefaqs.com, to see what had
already been written about _Dragon Warrior III_.
Thanks for citing me if your personal guide!

Apart from that, I have not used any strategy
guides, walkthroughs, codes, hints, or anything
else. Just a purple GBC and batteries. More
importantly, I have *not* stolen any information
from anywhere. If one happens to find another guide
on DW3 personality, it was created independently.
However, I encourage others to write FAQs on the
subject, provided that they are also original.

If the formatting of this .txt file becomes poor
or incoherent due to an e-mail breakdown, I will
submit a revised, corrected version in a matter
of days.

This FAQ has been a Gekiganwing Production. Let's
go Gekiganger!!

-Alan Riggs
July 26, 2001
Version 1.1
[email protected]

"My name in Dnepropetrovsk is cursed,
When he finds out I published first!"
(Tom Lehrer, "Lobachevsky" --
found at http://members.aol.com/quentncree/
lehrer/lobachev.htm)