Dragon Quest X
Version 1 Walkthrough
By JC
This guide is for my Mom
Who sat down with me in front of the TV
And set me out on my very first Dragon Quest
Almost thirty years ago
Table of Contents
1. Menu & System
2. Dragon Quest X Prologue
3. Online Character Creation
4. Online Mode Early Stories
4.1 Elf Story
4.2 Ogre Story
4.3 Dwarf Story
4.4 Weddie Story
4.5 Pukuripo Story
Minor Key Emblems
5. Green Key Emblem
6. Black Key Emblem
7. Yellow Key Emblem
8. Blue Key Emblem
9. White Key Emblem
Major Key Emblems
10.1 Purple Key Emblem
10.2 Red Key Emblem
10.3 Gold Key Emblem
10.4 Silver Key Emblem
10.5 Pink Key Emblem
After You Have 6 Emblems
11. The Fortress in the Sky
12. The Past
13. The Final Battle
14. Occupations/Jobs
14.1 Advanced Job Quests
15. Misc. Useful Quests
16. Additional Resources
About This Guide
This guide is intended to help the player through the main game quests of DQX.
It covers some of the side quests that are necessary to enjoy what I have
decided are the more important parts of the game, mainly job quests. This guide
is not intended to help with character builds, side quest completion, item/money
farming, nor does it feature complete lists of items, gear, etc. It is mostly
notes that I have taken down as I play through and figure out where to go and
what to do. With that having been said I apologize in advance for any errors.
This was written during my first playthrough of the game on the trial version
(v1&2) on PS4.
A big thanks also goes to Cranberry and Project COE for their Youtube videos
chronicling job quests and many other parts of the game. Though the walkthrough
was written from my playthrough, many of the job quests were figured out by
watching their videos. Okay lets get to it.
1. Menu & System
When you first open the game click through the opening and title. Move the mouse
pointer to the red button and choose it. The important main menu selections are
as follows. The first three are..
Continue a quest
Start a new quest
Erase an adventure log
And the bottom one is exit to main screen
In-game Menu
When you press TRIANGLE it brings up the in-game menu. These are the options..
TALK MAGIC
ITEMS JOURNAL
EQUIPMENT EXAMINE
STATUS SYSTEM
The ITEMS menu has the following options
USABLE ITEMS
RULER STONE
LETTERS
KEY ITEMS
The SYSTEM menu has the following options
AUTO-HEAL FRIENDS
CHARACTER OPTIONS MESSAGING
SYSTEM OPTIONS AUTO-FOLLOW
SKILL POINTS WHATS NEXT?
PARTY
LOG OUT
Auto Heal function
Choosing Auto-heal in the system menu will use your available resources to heal
your party back to full HP. It will use your magic as well as any NPC party
members you have at the time.
Skill Points
Opening the Skill points option will show you the skill categories for whichever
job you are currently using. Each job has a ‘job-specific’ category which is
always the bottom option. Job-specific skill categories have stat bonuses that
stay with your character even if you change jobs. Because of this it is
recommended to train multiple jobs and raise the job-specific skill for each one
in order to build your stats. Around level 30 seems to be where I was able to
get all of my stat bonuses for the jobs I used though I didn’t break into the
mystery skills over 100 skill points.
Death
If you are defeated in battle you will see a small menu with 2 options in the
upper left hand corner. The top option is WAIT and the bottom is RESTART. If you
have NPC characters with revive spells you will have a third option in the
middle which uses your parties skills to heal you. During battle you will have
to wait for their turn and hope they aren’t busy healing other party members. If
you die and have no living helpers with revive magic (or your entire party is
annihilated) then you will be forced to choose RESTART. You will lose plenty of
gold (about 1/3 it seems) and return to the last church you were at.
Exiting the game
In order to exit the game properly open the main menu (square) and choose the
bottom right option (SYSTEM). Then choose the bottom left option (LOG OUT). The
game will ask if you want to quit. Choose YES and the game will go to a black
screen. If you have completed the quest that allows you to hire other players as
NPC party members it will also ask if you would like to register to be hired
while you are offline. If you answer YES then other players will be able to hire
you and you will be able to collect some experience points while you are away.
Once you are at the black screen it will ask a question. The top answer is Quit
To Main Menu and the bottom is Quit To Title Screen. You can also save and quit
at a church by choosing the first option (SAVE) and then answering YES (do you
want to save your progress?)and then YES again (do you want to rest?).
Pointers before we begin
As usual when presented with a choice the top is YES and the bottom NO.
Press SQUARE to open your map. Your objective will sometimes have a gold ring
around it.
The blue light that you see (near when you find your sibling, the door to the
first boss fight) will heal you for free as much as you want.
People who want to ask for help with certain things (quests) are marked by a
pink dot on your map. Most of these are fetch quests but they give a fair amount
of experience points if you can figure out what the hell the person wants and
where to find it.
2. Dragon Quest X Prologue
Choose start a new quest and go through the character creation screen. You will
create 2 characters. The first one is your character and the second is your
characters sibling.
After the dream cutscene with Granny and the extremely long legged sacred turtle
you wake up in bed. Search around in the typical DQ fashion (pots, dressers,
etc.) and make your way to the large building with the stairs at B8. Once inside
go to the room on your right and speak with the boy with the red cape. He is
asking you to bring him 2 items from around town so he can make something.
Answer YES (top choice) to both of his questions and head out to find the items
he needs.
In the hut with the water wheel at C3 there is a woman who has the first item
you need. Speak to her and answer YES to receive it. There is also a red chest
behind the hut, near the water wheel, which has some gold in it if you’re
feeling so inclined. The hut across from the one with the water wheel at C2 has
the second item. Enter and speak to the short haired woman (again answering YES
to her question) to receive the second item. Now head back to the boy with the
red cape.
He makes a shabby looking pillow for Granny, who is the whole reason you’re here
to begin with. You were supposed to go see her but she’s not seeing anyone. The
boy with the red cape thinks its because she is tired and cant sleep so he made
her a pillow. Across the hallway, Granny has other plans. Pillow or not she is
irate about something (who cares..?) and sends you off to find your sibling
while she rests up.
You will now be confronted with some combat situations after you leave the
village. You may run from a fight by literally running away from the enemies and
exiting the battle ring. The battle menu is as follows
ATTACK
MAGIC
SKILL (online mode only)
ITEM
EQUIPMENT
Leave the building and exit the village to the north. Continue north and then
west to find your sibling. Follow the gold mark on your map to G4. Your sibling
will give you a delightful looking hat and join you. Answer YES at the black
screen to return to the village. Go see Granny and she will tell you all about
her problem with the sacred turtle and evil is coming and we cant save the
village unless we get a shiny flower from a cave. Classic Dragon Quest, I know.
Red cape will join you and you can exit the village to the north again.
This time continue heading north to exit D1 to the next map. Then continue north
until you get to the cave at E1. Proceed through the cave until you find the
room with the flowers at the end at F1. Do battle with the boss and when you’re
through with him (I was level 8 and had no trouble) exit the cave and head home.
After multiple cutscenes the prologue will be over and you will continue to
character creation for the online portion of the game.
3. Online Character Creation
Before the online part of the game can begin you must choose a race and create a
character. There are five races: Elf, Dwarf, Ogre (big red guy), Weddy (tall
fish-like) and Pukuripo (super-small) The race you choose only affects your
appearance and starting point (each races starts the game on their own island)
This guide follows the creation of an Elf character from the beginning. Choose
the Elf race (straight ahead) and make up your appearance. You will then have to
choose a class from a list. The classes are as follows...
Warrior
Priest
Wizard
Martial Artist
Thief
Minstrel
After choosing your class you will be reborn in your new body and the online
portion of the game will begin.
4. Online Mode Early Stories
4.1 Elf Story
Town of Tuskull
You start off in the village of Tuskull. Head outside and into the open area.
You will be told to go to the wisdom tower for a trial. Go to the south entrance
of town and speak to the girl with the slime hat. Answer YES twice and she will
give you a slime hat that triples the experience you receive. Leave town through
the west entrance A4 and continue west to a small tower at B3. Once inside go to
the 2nd floor. Speak with the people upstairs and they will ask you questions.
Your answers do not matter. Once finished head back to Tuskull and go to your
room. Speak to the small elf there and answer YES twice then head back out to
the yard. The man there will announce who passed the first trial and tell you to
go to the temple to begin the second trial. It is the large building in town
with lots of stairs. Go there and they tell you to go to the Yggdrasil tree for
your next trial.
Leave Tuskull through the south entrance and head northeast past a large crystal
on your map at H3. Continue through the forest area to the east and eventually
you will come to an area E3 with an elf person and a glowing thing over an
altar. Speak to the elf person and then touch the glowing ball. You will be
transported to the 2nd trial.
After some dialogue the screen will go blank and ask you a question. Your
choices will be 2, 1.5, or a third option below. 2 is hard, 1.5 is normal and
the bottom option is easy. You are being asked to choose the difficulty of the
boss fight. 1.5 and 2 are the amount of extra experience you will gain if you
beat the boss on that difficulty. Choose the difficulty you would like and then
battle the boss. I had no trouble with him on normal (1.5) at level 8 with the
help of a few medical herbs.
Once he is done you need to head back to Tuskull and speak with the guy in the
temple. He will reward you with experience and gold for completing the trial and
assign you some default party members. From here you need to leave and head
south and west to the next map via exit A6.
Proceed west and a little north through the next area to exit C3 and you will
come to a caravan town. You can buy gear, use the INN, save as needed and then
continue south to the Azlan region. Continue south and west to the large icon on
the map near C6. This is the town of Azlan.
4.2 Ogre Story
Town of Langao
You awake in the village of Langao. Apparently you were found passed out in
Rondas ice cave nearby. After coming back to life go inside the house at F6 on
your map and enter the room on the right. The ogre woman who saved you is there
and she explains that she is confused about whats happened to you. She says you
should go back to the cave where she found you. Head south out of town. Once out
in the field go to Rondas ice cave at A3. Once inside follow the path around to
B8. Inside you find a ruler stone and a little girl who was planning to find it
before you and sell it to you. She notices a door nearby that is blocked off and
an ogre man trying to break the seal. Return to Langao village to the same
building as before but this time go through the middle door to speak with the
chief.
The chief is speaking with another ogre who leaves. The little girl runs in and
wants to talk to the chief so they send you to the village training grounds to
speak with the ogre who just left. Go to E2 in the village and through the
wooden doors to see a scene. The guy who was trying to release the evil shows up
and causes a lot of trouble and kidnaps your ogre girlfriend who saved you from
the ice cave. Return to Rondas ice cave and back to where you found the ruler
stone. Choose your difficulty level and set that poor ogre dude right.
Afterwards return to the village and speak with the chief to receive some
experience and gold and directions to your next destination: Glen Castle Town.
Leave Langao village and head south to the encampment at C7. Continue south to
Glen territory and then go to Glen Castle which is at C6. Once there you may
begin the quest for the Ogres minor key emblem (black key) or ride the train to
whichever other city you would like.
4.3 Dwarf story
Town of Agrani
You begin by waking up in a mine. Head over to the door at H4/5 and speak with
the dwarf there. He explains that you can use the lift to go up to the village
if you press the blue button thing there. Press it and go up. Now that you’re
above ground in the town go over to the church at G3. Walk inside and go through
the purple door on the left for a scene. The young lady Luna there wants to get
a ruler stone. She says you can get one from the mine you just woke up in. When
you’re ready head back down the lift at B6/7 and into the mine again. Once you
are down below head for the A6 exit which will take you out of town. Outside,
which is not really outside but actually still inside a cave, you will want to
go south to the gold circle on your map at F4.
After a scene there with an old man and a talking cane go back upstairs to town
and visit
Luna again. She’s all bent out of shape that she didn’t get her ruler stone. She
makes a scene and storms out. The old guy with the talking cane shows up and
gives you a ruler stone. Leave and take the elevator back down to the mine and
go to the house at D3. Enter the room inside for a scene. Afterwards enter the
mine again by way of the A6 exit. Continue through the mine to F4 where you
first met the old man with the talking cane. You will see a scene and be let
into the back of the mine. Follow the path around to A8 and be ready for a boss
fight.
After the boss fight return to the main room inside the mine and go back to the
house at D3. Leave town and head north to Moragrim road at G2. Once there go
west and south to A6 to get to Gatara wilderness. Finally go west across the
bridge and then north to D3 to get to the town of Gakuto Gatara. Once there you
can begin the quest for the dwarfs first key emblem (yellow key emblem) or take
the train to any of the other continents.
4.4 Weddie story
Lane village
You begin on a beach in Lane village after a scene. Leave the village by way of
the exit at H3 and once outside go into the cave at B7. Examine the seaside
tombstone for a scene. Afterwards return to the village and speak to the rotund
weddie in the house at F5. He wants you to fill his magic bottle with water from
the lake cave. Leave town and go to the lake cave which is at D3 on your map.
Once inside head north to C4 to collect the water. Walk up to the lake on the
beach portion of the shore and look for a round spot. Inspect it and choose yes
to fill your bottle. Afterwards go ahead and return the bottle to the portly
weddie in the village. After bringing the water back the portly weddie is stoked
and gives you a ruler stone, much to the chagrin of the sword weddie guy who has
been following you around. Well he might have gotten one too if he hadn’t
murdered you at the beginning of all this..
Afterwards seashell boy does a happy dance and confesses that he stole the shiny
seashell after all. What does all this mean? Who knows. What we need to do is
leave town again and this time head north to A2 to the next map. Once there go
north to the encampment town at F3. Enter the building on the right, which is a
church, and speak to the weddie standing on the right hand side of the pews
wearing a white priestly getup. After the scene where the purple smoke steals
the young weddie girl you’ll need to head back towards Lane village. Don’t go
all the way back to the village but rather to the beach where the seaside
tombstone is. When you arrive you find sword boy and seashell boy are in rather
dire straits. Go ahead and select your difficulty level and show them how to put
baddies away correctly. Then return to the village for a full-on fanfare.
Back at the village there is literally no recognition of your good deed. Go into
the big house at D3 to speak with the happy couple and fish grandpa. Enjoy the
weddie wedding scene and then fish grandpa will give you some experience and
gold and set you up with a starter crew. He sends you off on your way to the
first big weddie town which is Juretto. Leave the village and head north to A2
to the next map. Then go west and north to the dock at A3 and speak to the
boatman to hitch a ride to the island where the city of Juretto is located.
After riding the boat you will be in what appears to be a network of caves. Go
west and south to A7 to get out. Once outside go to B1 to get to the seaside
city of Juretto. From here you may begin the quest for the weddie minor key
emblem (blue key) or take the train to any of the other available continents.
4.5 Pukuripo story
Poklet Village
As a Puku you wake up in the back of a wagon and scare the daylights out of the
driver. Awesome! After being returned to your Puku buddies in Poklet village,
who are very happy to see you, stroll on over to the little house at C5. A
little Puku with bad hair comes in and boy is he ever having a rough day. Head
back outside and go to the house at F4 and speak to the mustachioed Puku for
some strange entertainment. Well whatever is going on is great. I’m happy that
everyone is happy but we need a ruler stone. Leave the village and go north and
west to A4. On this next map go south to the cave at H6 near the ruler stone.
Inside you find a hoard of goodies not unlike the many caves of Skyrim. Except
this cave is also home to a Sage who apparently has been keeping evil at bay.
What a guy! After meeting him you need to return to Poklet village. Go back and
enter the house at C5 again. After a scene involving some spirited cake-throwing
you receive a ruler stone. Leave Poklet village and go north to Junk Valley
which is at G1. Once there you need to work your way along the path to get to
the doorway at D6 on your map. Enter the doorway for a scene concerning a
serpents and a trio of troglodytes. Then choose your difficulty level (easy,
normal/1.5, or hard/2) and take care of the boss.
After the main intro plays... I’ve personally seen it 5 times now… sigh.. You'll
need to go back to Poklet village. Speak to your friends in the house at C5 and
then leave town and return to the Sage in the cave that you visited before.
After a short scene you need to go back to Poklet village one more time. Visit
the mustache chief in the house at F4. He will give you some experience and gold
and a starter gang to get going. He sends you to Orfair Town which is the first
large Pukuripo town.
Leave Poklet town and go north and west to the next map at A4. Go south past the
Sages cave and then west and north to A3 to get to the next map. Once there you
will be in an encampment with an INN, shops, etc. From here continue west to A7
to get to Orfair Town. Once you arrive you may start the storyline for the first
Pukuripo key emblem (white key) or take the train to any of the other available
cities.
5. Green Key Emblem
Elf Island
Azlan
When you first enter Azlan, or any of the major towns, the game will ask you if
you want to set that town as your respawn point if you die. Answer YES and the
next time you over-step your boundaries and get creamed in a fight you’’ll
respawn here instead of 300 miles away at Tuskull. In addition a golden fairy
lady stops you on the way in to perform some kind of witchcraft on you allowing
you to complete quests. She gives you a book to keep track of them and sends you
on your way.
Azlan is a major hub in this game. It has shops for all the usual (weapons,
armor, items) an INN, church. It also has a tavern where you can recruit other
party members, a train for traveling around the world and multiple shops for the
various crafts in the game (sewing, forging weapons and armor, alchemy?)
Once inside Azlan head towards the large building at the west end (C5). On the
way you will meet a tall guy in red who will tell you that the guy who lives in
the mansion needs help and he also has an emblem. Head up the stairs to the back
and enter the building. Enter the room in the southeast corner and speak to the
yellow-hat-elf-man there. He says something about a wind spirit rider and his
daughter and instructs you to head north from Azlan to a graveyard on a point.
Whatever his problem is (see: nobody cares) he is content to give you your first
(of 6) emblem if you help him out. So gear up and head out of Azlan.
Head north and stay on the west path. Take the north road next to the big
crystal on your map B/C1) to get to the graveyard point. Here you see the
daughter dealing with some tombstone (her Mother, presumably) and multiple
antlered creatures following her around. She mentions getting some item and then
scoots. Head back to Azlan or continue south past Azlan to the next caravan
area. Head south, stay on the west side take the C8 exit and continue to the
next screen where the caravan is at B6.
Once you arrive at the caravan south of Azlan you will want to talk to the
vendor next to the church/priest. This will start a dialogue and the little pink
person shows up with her gaggle of unusual reindeer-like horrors. It looks like
shes headed for a tower off in the distance. Cool, meet you there. Level up,
gear up and head west from the caravan. Go all the way to the west end of the
map and take the north exit G5.
Once you reach the swamp map head west across a few bridges to find the tower
at F5. Just as you reach it theres a dialogue with Pinky and the Funky Antlery
bunch and then you are free to climb the tower. Head up but make sure youre
ready to the fight the armor guy at the last bridge (almost top) and the boss
for this island (at the top) there is no rest point in between the 2 fights.
After you beat the big goofy yellow guy (by giving him a doll..?) Head back to
Azlan and see the girls Father. He will give you your first key emblem. Now head
to the train station and take the bus (..err train) to the town of Glen which
will be our next emblem quest. Glen is the red symbol on the train station list.
6. Black Key Emblem
Ogre Island
Glen Castle
Leave the train station and head toward the center of town. A red ogre man will
stop you and tell you to head towards the castle which is up the stairs near
him. Continue up the long flight of stairs to enter the castle at D6. Once
inside head up the stairs in front of you to the right. At the first landing you
will see a soldier guarding a door. He asks you if you want the Glen Castle
Emblem. Answer YES of course and he will admit you to meet the King of Glen.
The King is a bit of a windbag susceptible to migraines and apparently having a
bad day because he shouts about this and that for awhile and then throws you in
jail. Bummer. Fortunately you are sharing the cell with the older wizard-looking
fellow, Aides, who you saw in the throne room with King Crybaby. The Captain of
the guards comes in and apologizes to Aides and asks him to help return the King
to his former self. Aides declines but offers that you might be able to help
instead. He asks that you meet him at the INN and leaves. The Captain asks you
to help. Answer YES and we can be on our merry way.
Follow the gold circle on your map to the INN. Enter and go left to the last
room on the left to speak with Aides. He says that when monsters gather in great
numbers then evil can poison the Kings mind. He needs us to go get a golden
chalice for him. Err whatever. He says to go north to Bekon Valley. Exit the
castle town to the west and head north to E1 to the next map.
On a side note now that we are in Glen we can complete the task necessary to be
able to change jobs. Go to the tavern and speak with the priest guy behind the
counter. He will ask you to go get something for him. Accept the quest by
choosing YES and then exit the town to the west. Head south towards the gold
circle on your map. When you arrive at the gold circle you will find many
Rockman laying on the ground. Fight and defeat one to get the item you’re
looking for. Head back and speak to the priest. He will reward you with
experience and allow you access to change your job. Ok back to the important
stuff.
Once you have left the castle town to the left and then proceeded (is that a
word…?) North to the next map you will again see the gold circle. Head north
towards it, enter the cave at A1/B1 and work your way through to the rear exit
feeling free to explore the entirety of the cave if needed. After continuing
north you will fight the Skeleton King. I’m assuming that’s his name because he
looks it. Hes not too tough and hes generous enough to fork over the golden
chalice that Aides asked us to get. Kill Skelly King, get chalice, go back to
the INN.
When you arrive you find that Aides had some that was obviously more important
so he took off. Great. Oh wait. He left a note. It says something like ‘I had to
go but im pretty sure you got the chalice by now.’ It also includes instructions
of where to go next, to a lake where we can get magic water to save the King. Oh
and it says to watch out for a scary dragon at the lake.
Exit Glen town through the east gate and continue south into the cave (E8) to
the next map area. Work your way through the cave to the south exit and past the
small caravan town. Enter the cave on the other side and follow the path to F8.
After leaving the cave you will be outside in a snowy mountain environment.
Follow the path east and it will curve around south eventually leaving you at an
altar with a shiny blue light at G6. Touch it and you will go to a lake where
you will fight a flying-lord-only-knows-what of a boss. After handing him his
ass you will receive the magic water Aides sent you here to get. After that head
back to Glen.
Enter the castle and head to the throne room. After administering the magic
water to the King he will awaken and realize hes been acting the fool. He
apologizes and between his aide and he they decide that it was due to a magical
necklace that was given to the King. The King thanks you for helping and gives
you the Black key emblem. That’s 2 baby. 4 more to go.
7. Yellow Key Emblem
Dwarf Island
Gakuto Gatara
Next up is the yellow key emblem. Head to the town of Gakuto Gatara (from
here-on referred to as ‘GG’) via the train station. It will be the yellow icon
when choosing your destination at thr train station. When you arrive, head
outside and there will be a scene between two people where they say they cant
get an emblem here from Dustan. Head towards Dustans junky looking abode in B4
of your map.
You will see another scene with a thief who has apparently stolen something.
Dustan is inside his rather crummy looking house hyperventilating and going
wild. The thief stole a stone from him. He decides you are his new friend and
that the thief is headed northeast so that’s what we’re gonna do.
Go outside, northeast and to the exit at G2 of your map. On the next screen
follow the crook into the cave at D7. Work your way through, enjoy the scene at
the end and then head back to GG. Back at Dunstans house his aide tells you that
Dustan has already been and gone and left a message for you to head to the Urbea
ruins west of GG.
Leave GG and go to the ruins located at A1 on your map. Work your way to the end
of the ruins dungeon. There are many dead ends and only one route to the end.
From the first floor you will want to go to the staircase at E2, go down and to
the staircase at D7. At the bottom you will find that Dustan is irritated that
you arrived before he did. Also the thief is his daughter and she was trying to
stop him from awakening an ancient weapon which unfortunately he just did.
Battle the boss and then head back to GG.
Back at Dustans house he thanks you and hands over the yellow key emblem. Now we
can head back to the train station and buy a ticket to Weddie town aka Juretto.
It will be the blue icon in the destination menu.
8. Blue Key Emblem
Weddie Island
Juretto
On the weddie island of Juretto you’ll begin by going straight ahead up the
stairs to an old man sitting down. He will tell you about Sonya, a little girl
who lives alone and has no friends. And no Twitter followers. At her house in E3
Sonya tells you to go speak to the Mayor, who is looking for a tough, brute man
(or woman) to do his every foul bidding. His house is near the church in town at
G3.
The Mayor is a tall weddie with black hair who has a problem at some secret
ruins on another island east of here. Someone from a nearby castle who is also
headed to the ruins stops by for a few words. The Mayor seems to trust you, I
mean you’re on a dragon quest here folks, who wouldn’t trust you? He asks you to
go to the ruins as well.
Exit town at the south exit C7. Head south to the pier at D8 with the gold
circle on your map. The boatman will ask you a question, presumably whether
you’re leaving or not, answer YES and the boatman will break an oar trying to
leave. Then you see Sonya sneaking around. Go look near the wooden boxes to see
her hiding her dirty little secret: a pet cat, how despicable. Speak to the
ferryman again and he will take you to the island.
After arriving head to the gold circle on your map at H2. Enter the ruins and
then go down to the next level by way of either set of stairs. Once downstairs
head for the gold circle. The path is very straight-forward. Enter the door at
the bottom to see a scene. Apparently there is some sort of crystal that the big
tuning fork needs in order to work. Fortunately you can get it from the bad guys
with gold wings inside. Go kill off a few of them and once you have your crystal
head back outside. Answer YES to give the goods to old purple-hat and he’’ll do
his work. The massive tuning forks (whyyy!?!?) Will come back online and we can
get out of here. Go ahead and return to your buddy the Mayor.
Back at the Mayors house (that will be the Mayor who looks like a skinny weddie
version of Hendrick from DQXI..) He rewards you with some dough for helping out
with the tuning fork problem. (Don’t tell him that Korg makes a great electronic
tuner for multiple instruments in both pedal and clip-on form) he says
unfortunately he cant just hand out emblems to every do-gooder who comes along.
Just then one of the townspeople bursts in; there’s trouble with Sonya and the
cat (who didn’t see that one coming…?) So head to her house go find out what’s
next.
At Sonyas we find out that her pet cat is actually a baby monster and evidently
something came looking for it and attacked someone in town. Every wants to
dispose of it (good idea) except poor Sonya who wants to keep it (bad idea) they
want to meet at the Mayors again to decide what to do. Back at the Mayors you
are offered a key emblem if you travel to an island with a cat nest where you
may find some clues. He says to head to the south shore dock and take a boat to
the island of Nekojima. Take the south entrance out of town and head for the
dock at G7. Take the boat to Nekojima and once you arrive head south to F8.
The cat king and his cat pirate buddy are looking for their missing cat monster
baby. Now that you’ve brought it home everything should be fine right? Yeah
right. Except the pirate cat buddy decides he wants a piece of you. Choose your
difficulty level and let him have it. Then return to the Mayors house (again)
back in Juretto. He will bestow upon you the blue key emblem as promised and now
we’re off to Pukuripo island and the last minor key emblem.
9. White Key Emblem
Pukuripo Island
Orfair Town
Welcome to munchkin land. Unfortunately they’re fresh out of yellow brick roads
so you’re still stuck with me. Speak to the little guy at G4 on your map and he
directs you to the circus tent. After entering the tent there is a scene with 2
little guys. They’re saying that this is the 15th anniversary of the circus
which is why its free for all the kids. The show begins and is over almost
before it has started. The lights come back on and all the children have been
abducted. A small Zorro-esque guy lets everyone know not to worry because he’s
going to go save the kids. Great. That means we can take the rest of the day off
to drink beer, right? Wrong, slackers. Go back inside the tent through the B5
entrance and you will find Zorrocito grilling the circus people about the
whereabouts of the missing children. While we’re here jacking our jaws the
Ringleader shows up and nabs another kid. After he leaves speak to the mayor who
is right in front of you. He says that he thinks the Ringleader took the kids to
Silver Hill. He says leave the town to the west and head south. Here we go
again.
Evidently the Pukuripo people are more mole-like than munchkin-like because they
use a series of tunnels to travel. Exit town to the west and head south to D5 to
get to the next map. Once there continue south to B4 to get to Silver Hill. Once
there you will see the Ringleader throwing the kids through a travel door. They
don’t want to go but hey what can you do? He tells you he wont open the door
until the right time and he will see you back at Orfair.
Back at Orfair head into the circus tent at C5 to see a scene. They are trying
to figure out what the Ringleader is up to. Someone rushes in, there’s trouble
outside. It seems the horned green guy is here for the children but they’re all
gone. Perhaps the Ringleader isn’t such a villain after all eh? He taunts the
flying green fellow and then tells you to head west to Muruel Forest then east
to Foster Square. Then he taunts the big flying horned green dude thereby
creating a diversion and leading him away from the town. Lets go get this big
bad boy. Exit town to the west again and head for A3 to get to Muruel Forest.
Once there feel free to do some exploring but your main goal lies at H6. It
should have a gold circle on your map again. Once you arrive a scene plays out
and you’re asked to select a difficulty for the boss. Make your selection, do
him in and then head back to the magic door at Silver Hill. The Ringleader
releases the children fron their ‘safe prison’ or whatever this is. Geez. Things
are gettin’ weird! Lets head back to Orfair and meet at he circus tent. Back at
Orfair head into the circus tent by way of the D4 entrance. Inside the
Ringleader apologizes and the show goes on. After some acrobatics you are
rewarded with the White Key Emblem.
Awesome. That’s all 5 of the minor key emblems. There are also 5 major key
emblems to be had from each of the larger cities on their respective islands.
These are harder to get than the ones we have so far. We will need any one of
the major key emblems, in conjunction with the 5 minor key emblems, in order to
finish version 1. All 10 key emblems (5 minor, 5 major) are required to finish
version 2.
Major Key Emblems
10.1 Purple Key Emblem
Pukuripo Island
Capital of Megastris
Now that we have all the minor key emblems we will need one major key emblem to
proceed. Since we are already on Pukuripo Island I’m going to go for the Purple
Key Emblem which is obtained from the Capital of Megastris on Pukuripo Island.
In order to get to Megastris you must leave Orfair from the west entrance and
head to A6 to Windmill Hill. From here head to E7 to Megastris territory. Once
you’re in the Megastris territory you will see the Capital City on your map. The
entrance is at B4.
At Megastris head all the way north to the castle. You will see a scene with a
small fellow named Fostaine. It seems the King is ill and Fostaine is there to
help. The guards check your ID and let you in. Go upstairs and to G3 to get to
the Kings room. There seems to be a disagreement between Fostaine and the King
and then he leaves. Then the King calls in some warriors to subjugate the
monsters causing trouble nearby. Once you're ready go ahead and leave town and
head back to Windmill Hill. Once there go to the entrance to the large windmill
at G4.
At Windmill Hill there is a small scene where the subjugation crew debates
whether they should be going to do this or not. Either way were going. At
Windmill Hill there is a small town with an INN, Church, etc. Enter the tower by
way of the stairs at F3 and through the main door. Once inside use the door in
the very center at E4. It will ask if you want to use the elevator to go to the
top of the tower. Definitely. Lets do it. After riding the elevator head up a
few flights of stairs and hang a left when you can. Keep an eye on your map for
the gold circle and then follow it.
Inside you discover that the two soldiers in purple armor are actually monsters.
Choose your difficulty level and put them to bed. Then exit the tower and head
back to Megastris to speak with the King. Back in the throne room the King is
looking a little rough around the edges. You are escorted out. Downstairs you
see Fostaine who directs you to the villa in Wrinkle region. To get there we
need to head back towards Orfair. Leave the Capital and head to E4 towards the
big windmill. Then go to H5 and then south to D5. Once you are in the Wrinkle
region go to the villa at D4 in the gold circle on your map.
Enter the villa and go upstairs. There will be a magic door in the room on the
right. Enter it to see a scene. Afterwards you need to go back to Megastris
Castle again and go upstairs to the Princes room. Enter the castle and go
upstairs as if headed to the throne room except turn left instead of right. Take
the stairs at B4 up to the 4th floor and enter the shiny door. Now we need to go
back to Windmill Hill and to the top of the big tower again. Head back the same
way as before and enter the room at the top to find the Prince… And the nasty
monster guy who has been making the King sick. What a nasty fellow, harassing
all these cute little guys! Choose your difficulty level and pound him into a
pulp.
After he dealt with head back to Megastris and speak with the
Prince-turned-King. He will reward you with the Purple Key Emblem and plenty of
experience and gold. So now we have 6 key emblems. Cool. Lets hit the train and
see what comes next…
10.2 Red Key Emblem
Ogre Island
Garrant Castle
The quest for the red key emblem begins at Garrant Castle. If you've never been
there before you can go to Glen Castle and leave through the east exit. Go south
to E8 to Gerd Strait and continue south across the strait. In the south cave
take the exit at C7 to Landonfoot. From here go west to A4 and on the next map
go south through the encampment to F7 to get to Garrant territory. Once you are
in Garrant territory you can find Garrant Caste at D/E6. If you walk towards the
castle you will see a scene at D7.
Enter the castle and go up the center stairs and then right or left and go
upstairs again. At the top head for the center again and through a door which
leads to more stairs. You should end up on the third floor where you can enter
the Kings throne room for a scene. The king is having a rough run. He looks like
a sunburned Master Roshi and his girlfriend with the sword has seen better days.
At any rate she thinks its hilarious and I don’t. Leave the throne room to see
your old pals from the Ogre early story and answer YES that you will go to Zama
Pass to try to help out. Leave town and head back the way you came towards the
encampment you passed through. When you arrive you see a scene that your Ogre
buddy was abducted on the way here. Lets run back and tell the King immediately.
Back at the throne room we find out that the King is dealing with your standard
issue pirate problem. He’s sending us all to the Gilzad region to find the
pirates hideout. Cool. Leave town again and go south east to E8 to get to the
Gilzad region. Once there you can find the pirates hideout inside the hut at E1.
Examine the fireplace and choose YES to enter. Once inside work your way north
to F1. Enter the door at F1 to find what is possibly the most terrifying and
wonderful thing I’ve ever seen. Select your difficulty level and kill it. Then
head back to Garrant and speak with your new friend the King.
Back at the Garrant throne room we find out that the Kings girlfriend wasn’t
doing so bad after all. The King takes up arms but we’ve all seen this one
before: one good kamehameha and old Roshi's out of steam. The grotesque creature
turns the King into a marble and makes off for Orseco Arena with him. Looks like
its up to us again. When you’re ready leave town and go north west to B4 to get
to the Orseco Highlands. The Orseco Arena is located at C6 of the Orseco
Highland area. Make your way down there and enter the arena. Once inside you’ll
be in a labyrinth. First go south to the stairs at D8. Head down the stairs and
then go to C4 and head down those stairs as well. From here you will continue
straight ahead past the stone dragon and through the doors to the last boss for
this key quest. After the boss is over and done with get on back to Garrant
Castle. The King will award you a healthy amount of experience and gold and the
red key emblem.
10.3 Gold Key Emblem
Dwarf Island
Dolworm Crystal Palace
Your quest for the gold key emblem begins in the Dolworm Crystal Palace in the
second dwarf city of Dolworm. To get there start at Gakuto Gatara and exit town.
Go east to G2 to get to Chaldea Mountain Road. From here you go north to D1 to
get to East Goble Desert. Once you are there it’s a bit of a walk west and south
across the desert to A6 which will bring you to the Dolworm Kingdom. From the
main entrance to the city use the first option on the teleporter to go down to
the bottom level and go to the entrance to the crystal palace at D4/5 on your
map. Inside go straight ahead to the elevator and answer yes to take it to the
fourth floor. Go downstairs to the third floor and then to the teleporter at E4
to get to the directors office. After a scene you need to go to floor 5. Take
the stairs up to floor 5 which looms like a large garden area. Follow the stairs
in the center up to the very top level with the large door. Examine it for
another scene. It seems like these boys are dealing with some rock like we’ve
never seen before. Maybe that’s what turned them green? Who’s to say, anyway,
lets get on down to the Calsadra volcano and see if we can get some of that rock
for ourselves. Leave town and go east across the desert to G7. Yes its
completely across the desert but as AC/DC would have us know: it’s a long road
to the top, if you want to rock and roll.
Upon arrival at the volcano you witness a scene with some dwarves rocking out or
*ahem* walking out of the volcano, rather. Once you regain control of yourself,
go east and south to the ramp leading upstairs at C6. Follow the ramp up to the
next level and continue to the big door at F4. Step inside for a quick and dirty
boss fight with a couple of under leveled lizards. Afterwards return to Dolworm
Kingdom. Once there head into the Crystal Palace again, watching the scene as
you approach. Enter the crystal palace and use the lift to go all the way back
up to the Kings chamber at the top. After another big scene with a rock
transformation gone bad we need to go down to the Volonus lava flow. When you’re
ready leave town again and this time head south and then west to A7 to get to
the west desert area. Once there go to A4 to get to the Volonus lava flow. At
Volonus lava flow you’ll need to go to C2 to the lava hole and enter. Once
inside work your way around to the strange altar set up at A4. Here you will
battle the boss you saw at Crystal palace earlier. Punish him mercilessly for
making you walk all the way out here and then go back to Dolworm.
Back at the Kings place there is a scene with a lot of really intense light and
confusion and words. Then the King gives you the gold key emblen and a bunch of
experience and gold and sends you on your way. Awesome.
10.4 Silver Key Emblem
Weddie Island
Verinard Kingdom
The quest for the silver key emblem begins in the Weddie capital of Verinard
Kingdom. To get there begin at the town of Juretto. Exit town to the east and
then go north to D1. Once there continue north to the dock at B3 and answer yes
to the boatman. He will take you to the South Verinard Territory. From here
continue north to D2. The path curves around quite a bit but once you reach the
dock take the boat again and this boatman will take you to the Verinard Kingdom.
Once inside use the teleporter at E7 and choose the first option. This will send
you almost right in front of the castle entrance. Walk up to the castle entrance
at E2 for a scene and then enter the castle. Once inside the castle go up the
stairs to the 2nd floor and then up either set of stairs there to the 3rd floor.
Enter the gold door to the throne room for a scene. The fish queen doesn’t have
much to say to a Cloud Strife/Zack Fair looking wannabe such as yourself so lets
go back downstairs and check out the Weddie Institute on the 2nd floor.
Downstairs at B4 you will find the Weddie Institute for Modern Science,
Research, Affairs, Developments and Underdevelopments. Enter for a scene. In
true Dragon Quest fashion we are now required to go to an undesirable place to
collect a necessary item. That place is the eternal underground labyrinth
located in North Verinard Territory. Leave the castle and go to E8 in town speak
to the weddie at the counter. If you are facing south he will be the one on your
left. Answer YES and you will ride the ferry to North Verinard Territory.
Once you are in North Verinard Territory go west and north to the cave at B2.
Enter and follow the path around to the stairs. Go down and through the door for
a scene. Apparently we are unable to release the poor trapped weddie girl from
her watery prison. Lets go back to the castle to ask the queen to help us with
her undying wisdom. Back at the castle we get the shock of all shocks: the queen
doesn’t know what to do. Luckily we have the Weddie Institute to confer with.
After speaking with the rather violent queen go downstairs to the 2nd floor to
speak with the Institute guys again. They have a plan. Go to the Poetry ruins
which are located in the Boonah Rainforest. Once again go to North Verinard
Territory but this time once you are there go to H3 on your map to get to Verse
Forest and then follow the path north and east to G2 to get to the Boonah
Rainforest area. Now that you are in the rainforest area go to the cave at E8.
This is the entrance to the Poetry ruins. Once inside follow the path around
north and east to the door at HH5.
After beating the crab boss we need to return to the Eternal Underground
Labyrinth and release our weddie girl friend. Head back there and enter the big
door on the lower level again. This time you see a scene where the queen
actually helps out a little. Nice. Afterwards go down the ramp and through the
door. Follow the path around north to D1 and enter to find the boss.
10.5 Pink Key Emblem
Elf Island
City of Kamiharumi
Begin your quest for the cherry key emblem in the city of Kamiharumi. If you
haven’t been there yet you can start at the windy City of Azlan on elf island.
Exit Azlan to the Azlan region and go east and south to C8 to the Inanimo Road.
From here continue south to the encampment at B6 and go west through the
encampment to get to Kamiharumi territory south. The city of Kamiharumi is
located at D4 in Kamiharumi territory south. Once inside go to the castle at E2.
This will bring you into the castle courtyard. From here go to D2 to enter the
throne room for a scene. It seems there may be some domestic issues going on
here. Exit the castle and courtyard and go to the blue haired boatman at F6.
Answer YES and he will take you to the north section of town. Go straight from
where he drops you off to leave town to North Kamiharumi Wilderness. From here
head northwest to F5 on your map to get to Dream Forest. Continue north a bit
and then go east all the way to H5 to get to the abandoned castle. You will see
a scene when you enter this area. Continue to the castle gate at D6 for another
scene and then return to Kamiharumi Castle and go to the throne room.
Back at the throne room we see that the king has some problems. Don’t we all?
Well he has decided that you’re the prime candidate to fix up his issues for
him. So here we go again. Use the boatman to get to the north area of town again
and then exit, again, to North Kamiharumi Wilderness. This time we are going
northwest again but much further than before, all the way to B2 to get to the
Ochiyo Meadow. Once you are here go to C7 on your map for a scene and then
continue west to A7 to get to the cursed earth area. The cursed earth is one of
the more labyrinth-like overworld maps in the game. You're headed west towards
the massive tree in the distance but you have to get a little creative going
over large roots and working your way around obstacles. The big tree is at B5
and you will fight a boss there. Afterwards return to Kamiharumi Castle to show
off a little and bring back the red leaf you just got from the big tree.
Back at the Kamiharumi throne room the King is happy to accept the leaf and one
of his buddies gives you 1000 gold. Now we need to return to the abandoned
castle we were at earlier. Head over there and enter the main gate again. The
first place you need to go is to the building at E8. Enter one of them and go
through the door inside. After a short scene follow the path around to the large
house and enter the door inside there for another scene. Now we need to go to
the strange light in the pond which is at G7 on your map. Work your way around
the upper portion of the map to G7. Examine the light and you will enjoy a scene
and then a boss fight. After the boss fight return to Kamiharumi Castle and go
to the throne room. The King is pleased with your exploits and rewards you with
the pink key emblem and a healthy dose of experience and gold. So concludes the
quest for the pink key emblem.
11. The Fortress in the Sky
Glen Castle Town</pre><pre id="faqspan-2">
Board the train headed for Glen Castle Town on Ogre Island and you will see
another scene with the weird old dude who keeps talking to you while he eats
lunch. He says that the entrance to the underworld is in the Landon Mountains
which just so happen to be south of Glen Castle. See what I did there?
Take the east exit from Glen Castle Town and head south to E8. Continue south
through the cave and across Gerd Strait and through the second cave to F7. This
will bring you to Landon Mountains which is an area we visited during the out
first visit to Ogre land for the black key emblem. This time, however, we are
going to the Landon Mountain summit which is accessed from C7. Long story long:
head south until you reach the first snow map and then go to C7. Once you are in
the summit area head to H2 for a scene involving the creepy old train man. After
he fails to make a light bridge for you he offers that there is supposedly a
wizard in Glen Castle who can help you. Lets head back for now.
After the long walk back to Glen Castle enter the town and go to the house at
B6. Inside the wise old man asks the wizard to help but he can’t. So the wise
man suggests that you could summon a boat to take you there if you had your
human form again. He offers to send you back to Etene Village to retrieve your
human body. When you’re ready to go, speak to the old man again and he will ask
you a question. Answer YES and he will send you back to Etene.
When you arrive its basically just a scene. Abba’s spirit is still kicking
around these parts and she greets you warmly. She says that she’s been waiting
for you and explains that your sibling used the power of time to save themselves
from the bad guys. Apparently he/she is in the distant past. Abba also says she
saved your body for you. It was protected by the sacred turtle, who is also
still around, which is great news especially if you’re into turtles and all.
After that the bad guys realize you’re around and start raising he’ll so Abba
changes the turtle into a rad golden shining horse and sends you on your way.
You arrive at the temple where you chose your race after the prologue and you’re
face to face with… Yourself? Or at least the version of you after you were
reborn. Actually it’s the soul of the body you were reborn into and they explain
that you will now be able to switch between human and your previously selected
race if you go to a church. It is also mentioned that all the people you have
met will still recognize you despite your different appearance. Now. We’re human
again. Lets go kick someones butt, namely the dude who’s causing all the
trouble.
The old guy explains that now that you’re human you can ride the train to the
time period where you can acquire the power to summon a boat to get you to the
bad guys lair. Lets do it. After fixing up your gear head to the train station
and select ??? from the list.
12. The Past
Glen Castle
You arrive at Glen Castle 500 years in the past. Leave the train station and
head towards the castle to see a scene. Afterwards go into the castle and
upstairs to the throne room for another scene. Afterwards head to the first
floor to E3 to speak with the young man who burst in to the throne room
shouting. He is still upset about before and storms out. His buddy tells you
that he had some problems before. At any rate leave Glen Castle Town and head
northeast to G2 on your map. Once there, enter the large tent on the left. The
people there are short on water and ask you to go to Glen Castle and bring some
for them. Obviously we will be happy to oblige. Return to Glen Castle and head
for C2. Speak to the guard there and he will fill a pot for you. Now return to
the encampment with the water.
Once you have delivered the water we need to go south to Gerd Strait. Exit the
encampment and go to E8 on your map. Go south through the cave and then head for
the encampment in the middle of Gerd Strait. Enter the small building and speak
with Fostaire (how in the heck did he get here…?) He tells you to go to
Landonfoot and fight birds to get a special item for him. When you’re ready head
south to C7 towards Landonfoot and the wilderness settlement. In this area you
need to go into the big gold circle on your map and kill the purple birds until
you get an extra message at the end of the fight. This signifies that you have
received the item that Fostaire was asking for. Return to him with the item and
watch the scene unfold as Fostaine and the young man in red try to summon a
ship.
After they fail you need to go back to the Landonfoot settlement. Head south
again to the area where you killed the purple birds to get their feathers. This
time head to the camp at C3 on your map and speak to the Ogres sitting on the
floor for a scene. I get the impression, for some reason, that they don’t care
much for humans. In any case we need to go back to Glen Castle so head back
there for now. Once you arrive at Glen Castle Town go to the castle and enter
the throne room. After the scene go downstairs to E3 to the room of the young
man in red. He needs to go to the Landon Mountains. Of course, I mean we only
just left there after all why shouldn’t we go back? Gear up, rest up and head
back to the settlement at Gerd Strait.
Once you arrive there head south into the cave and use the exit at G8 to get to
the Landon Mountains. The sandy, barren Landon Mountains of the past aren’t much
like the snow covered peaks of the present but at least the maps are very
similar. Go south west to exit C7 to get to Landon Summit. After a short scene
you will be transported to Reidametes Temple.
Inside Reidametes Temple you have a time limit. You have 2 hours to get your
dirty deeds done otherwise you have to start over. If you quit the game or die
you will have to start over. Your goal is to knock out 3 fire keepers to open
the way to the big baddie. Start by heading for the main staircase at D/E5 and
head all the way up to the first fire keeper. Then go back downstairs to the
bottom floor and go to the spiral staircase at G3 and all the way up to find the
second fire keeper.. After he’s done with go back to the main floor and to B3
(exact same set up as getting to the second fire keeper, only a mirror image on
the map) to deal with the last fire keeper. Finally go back to the first floor
main room at D/E4 and go north down the main hall for the last boss. You will
continue down several long hallways to get to the chief bad boy for this
dungeon. After defeating him you will enjoy a scene and be transported back to
Glen Castle Town of the past. From here you need to go to the castle. Head over
to the young man in reds room on the first floor at E3. After a short scene here
we are finished in Glen of the past so go to the train station and ride back to
the … future. Yeah.
13. The Final Battle
Glen Castle Town
Now that you’re back from your train ride to Glen of the Past you can rest up at
the INN if necessary and then go back to the house at B6. After a scene there
you need to go back to the Landon Mountains to where the Old Man from the train
failed to call the spirit boat the first time. Before you go this is a fine time
to clean yourself up a bit and make sure you’re ready. Get those extra couple of
levels in or train in another job you need to get some extra skill points and
build your character up a bit. Once you have that out of your system head out od
Glen Castle town to the east and go south through Gerd Strait and back to the
Landon Mountains to get to the final dungeon.
At the summit you will find the red haired lady who lives in Glen Castle Town.
He/she/it will summon a swan boat for you to ride, presumably to your doom if
you didn’t follow my suggestion to bulk up a little before coming here. Either
way board the seat belt free Disneyland ride from hell and lets be on our way.
Inside the castle the Demon King taunts you a bit. He actually invites you to
his throne room, possibly for tea. Probably not. Your other-self shows up to
vote against you saying he/she likes you a lot but thinks you don’t have what it
takes to sock it to the Demon King. Step aside, nay-sayer I’ve bested plenty of
evil dirt bags over the years and with my help you can too.
Head north to C3 and cross the light bridge (I don’t remember seeing any Rainbow
Drops around…).Continue north and then east to F5 and up the ramp. At the top
head to the right up the hill to F3. Once inside again work your way around to
the stairs at E3 and go up. Go through the tunnel to D3/4. Follow the ramp up
and around and you will be in an area that looks a lot like the previous one.
Follow the path around to the light bridge at C2. From here the path is very
straight forward. Follow the straight path to D/E1 and through the doors and
once inside you follow the path to the blue teleported which takes you to the
Demon King.
In true demon king fashion the overly arrogant Demon King binds you with magic
and taunts you a little more. Little does he know that we’ve got friends in low
places (six feet under to be exact) as your other-self shows up and breaks you
free. She/he asks you to please defeat the Demon King and free Lendasia. ‘Kay,
sounds like a plan. Demon King killed your village, put its people to the sword
and burned all the thatched roof cottages. Now its time to show him why that was
a mistake.
After the Demon King is done in you make your great escape. After that you see a
vision with your other self. She/he asks you to take their body and go to
Lendasia to save it. Now you will enjoy the ending of Dragon Quest X version 1.
There is a short scene afterwards where the old man congratulates you but says
that the veil of darkness has not been lifted from Lendasia. He mentions a
Princess there who has awakened and says he will see you later in Lendasia. This
is the end of the version 1 walkthrough.
14. Occupations/Jobs
DQX has a job system much like DQIX or at least how I remember it. You start off
by choosing a single profession and later, after a short quest, gain access to a
small selection of basic jobs. You can change between them freely and you
maintain the same experience points, stat points and skills for each job.
Each job has certain skill categories available to it including a job-specific
category which are skills only available to that job but that can carry over to
other jobs. So you may learn a skill as a priest and then switch to a warrior
and continue to access that skill. This applies to stat bonuses from these skill
categories as well.
Basic Jobs
When choosing your initial job you will have 6 choices. After completing the
quest to unlock your basic jobs you will have access to the other 5 basic jobs.
They are..
Warrior
Priest
Wizard
Martial Artist
Thief
Minstrel
Basic Job/Job Change Quest (quest #34)
Once you reach Glen castle on Ogre Island you can complete the quest to gain
access to change jobs. Go to the tavern in Glen and speak with the priest guy
behind the counter. He will ask you to go get something for him. Accept the
quest by choosing YES and then exit the town to the west. Head south towards the
gold circle on your map. When you arrive at the gold circle you will find many
Rockman laying on the ground. Fight and defeat one to get the item you’re
looking for. Head back and speak to the priest. He will reward you with
experience and allow you access to change your job.
14.1 Advanced Job Quests
In addition to the 6 basic jobs available there are also a multitude of advanced
jobs you can try to add more flavor to the game and suit your play style. Like
being a Warrior but wish you had a some healing skills for those tight spots?
Try a Paladin. Like being a Priest but wish you had some decent attack magic as
well as healing spells? Maybe try a Sage. These jobs are also unlocked by
completing quests but unlike the basic jobs, which all unlock from one quest,
each advanced job has its own quest to complete in order to unlock it. The
advanced jobs are..
Battlemaster (Gladiator)
Paladin
Magic Warrior (Armamentalist)
Ranger
Sage
Superstar
Battlemaster/Gladiator (quest #177)
The quest to unlock battlemaster (gladiator) starts in the coliseum at Rakkaran.
Take the train and choose the bottom option to go to Rakkaran. Once there head
out of the train station and south out of the main building. Once outside, the
coliseum is the large round building at B7. Go downstairs and talk to
battlemaster Jakko at F7 and he will ask you to bring him awakening flowers. Go
upstairs to the item shop at G4 and buy them. They are the 4th option from the
top and cost 50g. Take them back to Jakko and he will give you a bangle of
trials. You must kill a dead pecker wearing no weapon or shield, only the bangle
of trials.
To find a dead pecker take the train station to the weddie town Juretto. Leave
town by way of the west exit and head north to D1, take the ferry at C3 and all
the way north again through F7. I found dead pecker in the C3/4 and D3/4 of this
area. Strike the final blow on one while wearing only the bangle of trials and
return to Jakko to complete the quest.
Paladin (quest #98)
Begin the quest to unlock Paladin by speaking to the Paladin at H4 in Garrant
Castle. It is in the 2nd large city (hard emblem) on Ogre Island. He tells you
that you need to go outside and use a skill to protect friends in battle and
then win the fight and then head to a monument to pray. The skills you need is a
Warrior skill learned early on that protects other party members in battle. It
is the first skill on the Warriors job specific abilities (bottom column) costs
0 MP and has a blue icon next to it. Go outside, get into a scrap with a few
monsters, use the skill and wait for an enemy to attack the party member you
chose to protect. Once they do you will jump in their place and then you can mop
the floor with the beasts and you will get credit for the first part of the
quest. From this area outside the castle town of Garrant you will now need to
head north to the D1 exit to the next screen. Once on the map screen north of
Garrant head west and then southwest to B8 on your map. There you will need to
use the ‘prayer’ gesture in front of the large stone in the outcropping of
smaller stones. Access the gestures menu by holding circle until it pops up and
then go to page 3 and select the third from the bottom. After praying a message
will appear. Return to the Paladin in Garrant castle to complete the quest.
Magic Warrior/Armamentalist (quest #144)
Start out in Verinard Castle which is the larger of the 2 Weddie cities. Speak
to the Magic Warriors at C2 on the second floor or Verinard Castle to begin the
quest. Defeat 5 marine slimes in south Verinard territory while using magic
barrier which is the first skill in the wizards job-specific skill set. Exit the
city of Verinard to the south and then find some marine slimes. I found plenty
in the D3/D4 area here. Use magic barrier and then kill them off. After killing
5 you will get a message. Head back to the Magic Warriors in the castle to
complete the quest and unlock the Armamentalist job.
Ranger (quest #99)
The Ranger quest begins in the Elf city Kamiharumui which is south of Azlan.
Speak to the Ranger master at G4 and he will offer you the quest. You must use
the thief occupation to steal from an onion monster in order to complete it. The
steal skill is the first skill you learn in the thiefs job specific skill
category and it has a yellow icon. Once you have spoken to the master to begin
the quest and changed your occupation to thief go ahead and leave town. Once
outside head north to A2 to the next map. Here you want to head to C3. There is
an area with crops there and you will find the onion monster you seek. Steal
from him until you get an iten and then head back to the master to complete the
quest.
Sage (quest #178)
This quest begins in the Dolworm Kingdom which is the second Dwarf city. In
order to get there you must go to Gakuto Gatara and leave the town. Head north
east to G2 to the next map. From here continue north to D1 to get to the Golbi
desert. From here go to A5 to get to Dolworm Kingdom. Once inside go to the
crystal palace in the center. Head up to the 3rd floor and speak to the Sage at
E2 to begin the quest. Your first job is to find out your objective. Go
downstairs to the room at E2 and speak to the girl at the end of the room. She
says that we must kill 3 metro ghosts to complete the quest. Take the train to
the Weddie town of Juretto and leave via the east exit. Once outside go north to
the cave at B2. When you are in the cave you need to wander around until you run
into pink ghosts with a dark green hats. They are tough to see but you don’t
have to go far into the cave to find them. Pound three of these babies and
you’ll get your obligatory special message signifying that you have satisfied
the requirements for the quest. Return to the girl downstairs in Dolworm Crystal
Palace and finally to the Sage on the 3rd floor to officially complete the
quest.
Superstar (quest #145)
This quest begins in the city of Megastris which is the larger of the Pukuripo
cities. Speak to Salvarito in the bar at C7 to begin the quest. Go to windmill
hill and defeat a clown with super high tension. To get super high tension use
the first skill on the Minstrel job specific category. Exit the city of
Megastris and go east to E4 to get to Windmill Hill. Find a floating red
clown-like monster and engage it in battle. Use aforementioned skill until you
get 4 powerups with it. It should flash a pink 5, then 20, then 50 and finally
100. Once you have done that go ahead and finish off the clown (I think it has
to be the powered up hit that kills it) and you will get a message after the
fight. Return to Megastris to complete the quest and unlock the Superstar job.
15. Misc. Useful Quests
Skill Point Reset/Respec (quest #094)
There is a quest that will allow you to reset your skill points for a fair
amount of gold. It begins in the second Ogre city inside Garrant Castle. At D/E2
inside Garrant Castle on the 1st floor you will see a large blue flame. Speak to
the Ogre standing next to it and he will assign you a quest. You must return to
East Glen Territory and beat a Geryuon to get an item. Go to Glen Castle Town
and exist east. Go northeast to C1 and look for a monster that looks like a
lion. Kill thrm until you get a special message. Then return to Glen Castle Town
and go to the item shop at E5. Buy the item that costs 320g and then take both
items to the old lady at A5. She will trade them for an amulet. Exit Glen Castle
Town to the west and take the item to the ghostly priest at B5 in West Glen
Territory. After a small scene return to the man by the blue flame in Garrant
Castle to complete the quest.
Dollar Board/Buggy Quest (quest #199)
This quest allows you to get a buggy to ride around in the field. It moves
faster than you can run but it uses fuel that you need to buy for 500g/30 mins.
There are additional quests after this to extend the life of the fuel. To begin
go to the 1st Dwarf city, Gakuto Gatara. Go to D4 and speak to the girl there.
She will send you to the Gatara wilderness to pick something up. Head south out
of town to Gatara wilderness and go to G3 to get the item. Return it to her and
she will repair it for you and the quest will be complete. You can purchase fuel
at most item shops for 500g. It is the item that costs 500g and has the number
30 in the description.
Hire NPC helpers from the tavern quest (quest #31)
This quest can be started as soon as you get to any of the major towns. Go to
the pub in that town and speak with the person behind the counter (not the
person dressed like a priest, that’s for the job change quest). After you speak
to them take the train to Rakkaran Island which is the 2nd white option on the
train destination list. Once there exit the item shop and then go out the doors
at E5. Then enter the large round building at E5 and speak with the item shop
girl with the blue hat. Buy then item that costs 210g and is the top selection
on the 2nd page. Then return it to the tavern worker where you started out to
complete the quest.
16. Additional Resources
I used the following resources some while working on this guide. They may be
useful for further information on quests and jobs in DQX. Special thanks to
Cranberry and Project COE for their Youtube videos as well.
Jobs
https://xn--10-yg4a1a3kyh.jp/dq10_memo1_2.html
https://xn--10-yg4a1a3kyh.jp/dq10_job.html
Main quests
https://xn--10-yg4a1a3kyh.jp/dq10_chart.html
Side quests
https://dragon-quest.jp/ten/quest/number.php
Skills
https://dqx.fandom.com/wiki/Category:Skills
Monsters
http://www.d-quest-10.com/detail/a00357.html