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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 › Builder Basics

Building Your Base

Your base is the center of activity in each chapter of Story Mode. Your base for Free Play is the starting island, Terra Incognita. Raising your base’s level is a milestone in every Story Mode chapter. Getting your base to max level is a challenge for every chapter. Check the Main menu screen to see your base’s level and the score required to reach the next level.

The center of your base is the Banner of Hope. Walk away from the Banner of Hope until you hear a chime. The chime indicates you have crossed a boundary of the base. Keep the rooms you build inside the boundary of your base. You also learn how to build fortifications (spiked floors, cannons, etc.) that can be built outside the boundary of your base since they don’t count toward your base’s score.

Placing Blocks Quickly

Hold down the Square button and move in a direction to stack blocks two high in a straight line. Hold R1 and Square to place a line of blocks above your head (they must be anchored to another block). Hold L1 and Square to place a line of blocks below your feet. Hold L1, R1, and Square together to place a single row of blocks.

Residents

Residents appear first at the Banner of Hope. When residents join your base, they offer quests, rewards, and blueprints that teach you how to build rooms. They also assist in the base’s defense. In Chapter 3 and Terra Incognita, you can recruit residents to join your party and travel outside the base with you. Residents are always available for conversation. When icons appear over their heads, it means they have a story-related event for you to undertake.

iconMeaning

These characters are new to the base and must be greeted before they’ll join.

There is a quest for you to undertake. Sometimes multiple characters will offer quests at the same time.

You have a quest for this character but haven’t completed it yet. Talk to the character for additional information if you’re stuck.

You have met all the requirements for this character’s quest. It’s time to claim your reward.

Use the proper item from your inventory on this character.

Talking to the character initiates a base defense battle.

Talking to the character initiates the battle against the chapter’s main boss.

Blueprints

When you obtain the blueprints for a room, you must first place the blueprint on the ground and then match its requirements exactly, in order for it to be completed.

The ground must be clear of everything before you can place a blueprint, even if what’s already in place matches the blueprint’s requirements. This can be frustrating if you already have a wall in place or want your new room to share a wall with an existing room. You don’t need to demolish an entire wall to place the blueprint, just the lowest level where the wall blocks rest on the ground. Once the blueprint has been placed, rebuild the line of blocks and continue with the blueprint’s remaining requirements.

Building Rooms

While you can use blocks to create bridges over rivers, or steps to ascend to the tops of mountains, the primary use for blocks is building rooms. Rooms can be built anywhere, but if they’re outside your base, their only value is providing a place to sleep. Rooms built inside the boundary of your base provide a great deal more.

First, rooms add points to your base’s score, which is the only way to increase its level. Second, some rooms boost the attributes and equipment of the residents. Finally, certain rooms inspire the residents of your base to create items and leave them inside a chest for you.

An Empty Room

An empty room is the most basic room. A room is complete when it has walls two blocks high, a door, and a source of light. The smallest wall dimensions a room can have are 4x4 blocks, which is just enough space to allow a door to close after you enter the room. The score earned from completing an empty room inside your base comes from the value of the door, the light source, and the blocks used to form the walls and floors.

By meeting certain requirements, an empty room becomes an improved room. A complete list of rooms, and the requirements for each, is included in Appendix V. In general, building baths and changing rooms improves the equipment used by the base’s residents. Bedrooms increase maximum HP, while gardens and many special rooms increase automatic HP recovery rates. With kitchens and other rooms available, residents create food and items for you to use.

Storage Inside Your Base

Your inventory is limited to 15 spaces, but you can build chests that allow you to store additional items. You must be at a chest to move items into or out of it; however, items inside chests within the boundary of your base are available when you’re building at crafting stations. There is also a limitation on how many chests can be placed; keep that in mind before spending the resources on crafting too many.

The ultimate storage solutions are the colossal coffer (in Story Mode) and the colossal closet (in Free Play). They have multiple tabs that offer greater storage than a chest. When the coffer or closet is set up inside your base, you can access it from anywhere in the world. If your inventory is full, items collected automatically transfer to the coffer or closet.

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