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Dragon Quest Builders eGuide
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Contents

  • Builder Basics
    • Navigating Alefgard
    • Combat
    • Building
    • Building Your Base
    • Additional Activities
    • Characters
      • Cantlin
      • Rimuldar
      • Kol and Galenholm
      • Tantegel
  • Alefgard Adventure
    • Chapter 1: Cantlin
      • Overview
      • Cantlin: The Ravaged Realm
      • Cantlin: Hammerhood Heights
      • Cantlin: The Damdara Desert
      • Cantlin: Rockbomb Ravine
      • Challenges
    • Chapter 2: Rimuldar
      • Overview
      • Rimuldar: The Swamps of Sickness
      • Rimuldar: Prickly Wilds
      • Rimuldar: Ancient Palace
      • Rimuldar: Holy Sanctum
      • Challenges
    • Chapter 3: Kol and Galenholm
      • Overview
      • Kol: The Bleak and Burning Badlands
      • Kol: Island of Lava
      • Galenholm: Island of Ice
      • Galenholm: The Ruins
      • Challenges
    • Final Chapter: Tantegel
      • Overview
      • Tantegel: Land of Ash and Despair
      • Tantegel Moor: The Heart of The Darkness
      • Tantagel: A Patchwork Island
      • The Dragonlord’s Island
      • Challenges
  • Free Play
    • Overview
    • Recipes In Terra Incognita
    • Raw Materials—An Overview
    • Terra Incognita: The Land of Liberty
    • Terra Australis
    • Terra Orientalis
    • Terra Borealis
    • Terra Occidentalis
    • Terra Gladiatoria
    • Building and Using Battle Tickets
      • Tussle Ticket Battles
      • Trouble Ticket Battles
      • Trauma Ticket Battles
  • Appendices
    • Appendix I: Raw Materials
    • Appendix II: Building Blocks and Materials
    • Appendix III: Other Crafted Items
    • Appendix IV: Equipment
    • Appendix V: Rooms
    • Appendix VI: Enemies
    • Appendix VII: Fishing
      • Chapter 2: Rimuldar
      • Chapter 3: Kol and Galenholm
      • Chapter 4: Tantegel
      • Free Play
    • Appendix VIII: All Recipes
      • Recipe Items from Appendix I
      • Recipe Items from Appendix II
      • Recipe Items from Appendix III
      • All Recipes
  • Trophies and Bonus Items
    • Trophies
    • Day One Edition Bonus Items
    • DLC Bonus Items
  • About This Guide
    • Overview

Dragon Quest Builders Guide › Alefgard Adventure › Chapter 2: Rimuldar

Rimuldar: Prickly Wilds

After winning the battle, go to sleep to experience another memory. The Prickly Wilds have new dangers, including flowers that cause paralysis when touched. You must also watch your step since there are places where the ground crumbles from under your feet.

Available Materials

Icon
Raw Materials
Broken branch
Butterbeans
Coal
Cotton
Fibrous frond
Ivy
Medicinal leaf
Palm seedling
Plumberry seedling
Pongsettia leaf
Pumice pieces
Stone
White petals
Icon
Raw Materials (shovel required)
Branch
Cotton plant
Fibrous fern
Grass
Medicinal shrub
Milkblossom
Tingleweed
Water (requires bucket)
Icon
Building Material and Decorations
Chalk
Dilapidated crate
Earth
Leather sack
Palm lumber
Pebblestone
Plumberry lumber
Sand

Wandering Enemies

IconNameHPDrops

Bewarewolf 27 Fur

Brownie 30 Fur

Brownie (large) 38 Leather sack

Chimaera 19 Chimaera feather, monster egg

Drackolyte 24 Tingleweed bud, limegrass seed

Fightgeist (night only) 56 Monster egg, chimaera feather

Ghost (night only) 30 Monster egg, chimaera feather

Hammerhood 28 Fur

Killerpillar 26 Paralystinger

Killerpillar (large) 32 Paralystinger, tingleweed bud

Metal slime 5 Silvery sludge

Muddy box slime 26 Mossy earth, bottles

Muddy box slime (large) 32 Window (x1-3)

Rocky box slime 27 Small stones, pumice

Rocky box slime (large) 32 Bathtub, big rock

Scarewolf 40 Fur, confusing claw

She-slime 16 Orange oil, daffodaisy bud

Base Expansion

Edsel and Kean arrive at the base but must be taken to the sickroom after you speak with them. Place the blue teleportal, and get ready for requests from everyone at once. Talk to Casey, who wants a water room built. You must build a stool to complete the room, and the closest wood is through the blue teleportal. Before you go, get the quest from Nosh as well.

Gather wood on the way to the location marked for Nosh’s quest. Carry the seedlings from the trees back to your base, and plant them for a renewable source of wood. A blue block known as a water crystal can be found in the northwest corner of the base and provides water when placed; use this to complete the water requirements for Casey’s water room.

Colossal Coffer

Wood is the final component needed to build a colossal coffer. As soon as you collect enough wood, even if you haven’t completed a quest, go back to your base and set up your colossal coffer. As a bonus, you pick up several new recipes after shaping your first piece of wood.

Nosh’s quest leads to a bodkin village, where you meet an archer who loves fishing. Repair the walls of his fishing hut (the water side doesn’t need to be rebuilt), then speak with him again to learn the secret of fishing rods. Continued conversation with the bodkin archer teaches you a bit more about fishing.

Bonus: World Map

The treasure chest with the world map is located at the top of a narrow earthen tower. It’s also hidden under earth blocks, so you may receive an “open” prompt before you see the chest.

Bonus: Featherfall Footwear

Return to this locked building after you learn how to make keys. The treasure chest inside contains featherfall footwear.

Return to your base and complete the water room. Casey’s reward is palm lumber (x5), and you also learn how to make a bucket. Despite his frustration, Nosh gives you medicinal herb (x3) after seeing a complete fishing rod.

Pushing Deeper into the Wilds

Build a bucket and carry water to the sickroom. Give a scoop of water to Kean and an antidotal herb to Edsel, although they won’t recover yet. Speak with Nosh and Gerontius to get their quests, and then return to the Prickly Wilds.

Bonus: Bench

Explore the caves scattered throughout the mountains. One cave contains a treasure chest with a bench (the location is random).

Tingleweed Troubles

The bright orange-and-yellow flowers that grow so densely on this island are tingleweeds. They inflict paralysis, which means that the best way of dealing with them is to clear them out with a weapon.

The killerpillar nest (which Gerontius marked on your compass) is located far to the south. Stop anywhere along the way where you find water to catch five sardines for Nosh. You know you’ve arrived at the nest when you encounter chanting bodkin archers.

Destroy the three tunnels from which the killerpillars emerge to force the king killerpillar to appear. He’s an oversized killerpillar with no additional abilities, so your only concern is paralysis.

Back at the base, Nosh rewards your fishing skill with orange oil (x10). Gerontius does you one better by giving you a seed of life, then teaching you how to make a full moon ring and Tingle tablets.

Follow up with Nosh, who hands over a blueprint for a kitchen. Complete the blueprints to build your first cafeteria. Nosh’s reward is orange oil (x10).

Bonus: Gold, Seed of Life, Throwing Stone

You may have noticed three wooden towers on the way to the killerpillar nest. Each tower has a paralyzed bodkin at the top. Now that you can make Tingle tablets, take at least three with you, and climb to the top of each tower. Remove the paralysis afflicting the bodkin archers, and reap the rewards.

The bodkin archer in the tower closest to the world map gives you a seed of life. The bodkin archer inside the tower covered in straw blocks gives you throwing stone (x50). Gold is the reward from the bodkin archer in the final tower.

Additional Rescues

Elle wants you to bring more people into the base. The first is Irvyn, who is next to the blue teleportal. You may have already saved him. Carry him to the sickroom and feed him a fried frogstool. He needs a night’s rest, which he will get because you have one more person to rescue.

The target this time is Jacob, who is underground at the spot Elle marked on your compass. Walk on the weakened blocks, which give way and deposit you next to Jacob. Don’t pick him up until you clear a path to the outside (there’s no going back the way you came in) and build steps up to the top of the hill. The best spot for this is through the east wall, not far from the signpost in the room.

Once you’re outside, carry Jacob back through the blue teleportal and set him in a bed inside the sickroom. Feed him a sardine-on-a-stick. He’ll ask for a Tingle tablet next, but only after a night’s sleep. He’ll then need another night’s sleep, which makes this a perfect time to hunt down bonus items through the blue teleportal.

Bonus: Recipe Defuddle Drop, Ring of Clarity

You’ll need an herbalist’s cauldron for this one, so either lug it along or plan a return to your base. Go west from the blue teleportal, beyond the mansion with the broken roof that’s part of the third challenge (loot the decorations from inside if you haven’t yet), to reach a temple with evil idols on either side of its entrance. Speak with the tearwolf at the top of the steps, who teaches you how to make the Defuddle drops he can’t make for himself. If you need a confusing claw, get one from a scarewolf outside the temple. Use a Defuddle drop on the tearwolf. He gives you a ring of clarity as a sign of gratitude.

Bonus: Gold Ring

While you’re assisting the tearwolf, get to the top of his temple. The treasure chest on the roof has a gold ring inside.

The four patients sleep fitfully even after you’ve done everything you can for them. Elle’s reward for you is a haberdashery blueprint, which shows you how to build a sewing room.

If a night hasn’t passed yet, sleep now. When you see Jacob at the Banner of Hope, speak with him to get a seed of life.

Defend Your Lv. 3 Base

After you complete the haberdashery blueprint, Gerontius asks you to raise the base to lv. 3. If you’re short of the required score, decorate the rooms inside your base with items gathered from the Prickly Wilds. When the base reaches lv. 3, Gerontius presents you with a seed of life.

The Hades condor has mustered its forces nearby. Speak with Elle to begin a defense of your base. Phase one consists of two pairs of killerpillars. The second phase begins with two more killerpillars. They’re soon joined by a duo of scarewolves that are strong enough to tear through earth walls if left unchecked. The leader of the assault is a walking corpse. When the final enemy falls, you get the red teleportal.

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