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
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