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The Haven is a town that can be created in Dragon Quest VII, in the present day field once occupied by a town. Depending of the game's version, the way the village develops is executed in radically different ways, which ultimately leads in different features available and items found.

Synopsis[]

After the events of the island of Regenstein are solved in the past, when the party visits it in the present, they find that It is now an uninhabited open field. The only person in sight, is a girl named Carey (or an old man named Sim in the PSX version), who wishes for the isle to become a bustling town once again. They'll ask the Hero if he will help with that, and If he accepts, then the sidequest involving recruiting immigrants for the new settlement will begin.

Nearby monsters[]

(After Orgodemir's resurrection)

Original PSX version development mechanics[]

Throughout the game, the party can tell people about Sim's town. Usually, these people can be found randomly in an Inn, which they can be forced to appear simply keep entering/exiting the room. When the party talks to them, the immigrant will express displeasure in living in their current town. That person will then ask the party if they know of another town in which they can live. The player is given the choice in whether or not to tell them about the Immigrant Town. If the player says yes, then that person will move into the Immigrant Town. If the player says no, then they will not. Once the player 'see' an immigrant at a spot, no matter what they do (e.g. even if you recruit him or don't talk to him/her at all), no more immigrants will spawn at this specific spot until the game is saved and reset. Furthermore, the more immigrants the player has in their town, the harder it becomes to find more immigrants.

The most important feature of the process, is that, depending on the kind of people the party tell about the settlement, the town will evolve differently, and eventually develop into one out of five types of town.

Immigrant Types[]

Immigrant Type Needed to Create Amount Needed Along With
Bull/Cow Farm 10 Halfling, Horse, Pig
Bully Slum 8 none
Bunny Girl Slum 10 Mixer, Dancer
Cat/Feline/Kitty none N/A N/A
Dancer Slum 10 Mixer, Bunny Girl
Farmer Farm 13 none
Female/Woman none N/A N/A
Grandma none N/A N/A
Grandpa none N/A N/A
Halfling Farm 10 Bull, Horse, Pig
Horse Farm 10 Bull, Halfling, Pig
Male/Man none N/A N/A
Immigrant Type Needed to Create Amount Needed Along With
Merchant Bazaar 21 Trader
Mixer Slum 10 Bunny Girl, Dancer
Pig Farm 10 Bull, Halfling, Horse
Priest Cathedral 20 Sister
Prisoner Slum 6 Sailor
Sailor Slum 6 Prisoner
Scholar none N/A N/A
Sister Cathedral 20 Priest
Soldier none N/A N/A
Swordman none N/A N/A
Trader Bazaar 21 Merchant
Warrior none N/A N/A

In addition to these immigrants, the player will encounter five permanent immigrants. These immigrants are specifically designed to stay in the town throughout the game. They cannot be removed by Town Management.

  • Nurar the Trader: Found on the second floor of Dharma Temple
  • Elena the Dancer: Found between the inn and the church in Mezar
  • Sara the Sister: Found inside the church on the Hamelia Continent
  • Bean the Farmer: Found inside the inn in Loomin, provided that the town was saved from all of its threats by the Hero
  • Jissa the Priest: Found inside the Lefa Fane

Evolution[]

The Immigrant Town will go through several stages, depending on the number of people who are in the town.

After five immigrants enter move in, Sim will allow the player to name the town. First he will try to name the town after the Hero, going through Heroville, Heroburg, or Herogard. Should the player refuse these names, Sim will allow the player to name the town. This will be the town's name from hereon.

After twenty or more immigrants move in, Sim will give the player the option of Town Management. The player can see who is in the Immigrant town, trade immigrants using two memory cards and another Dragon Quest VII save file, and remove immigrants from the town. (see below)

After 35 immigrants move in, the town turns into one of five towns, depending on the type of immigrants.

Town Management[]

When the player has 20 or more immigrants in the immigrant town, Sim will allow the player to manage the town. He gives the player three options.

  • Residents

Choosing residents will show a list of immigrants currently living in the player's town with their name, origin and type. This is useful for tracking how many people have entered the town and their profession to shape the town however the player wants

  • Exchange

Exchange allows the player to trade immigrants with another Dragon Quest VII save. There are several notes that should be taken into account. The player cannot trade immigrants with your own saves (e.g. putting your own save file onto another Memory Card.) The player cannot trade back immigrants received by trading until the game is saved and reset. The player cannot trade permanent immigrants

  • Ask to move

This option will allow to kick an immigrant out of town. When selected, the player will be given a list of three people to kick out. Should the player not want any of these immigrants to leave the town, the player should hit the cancel button. There are several notes that the player should take into account. Sim will warn the player that if an immigrant is asked to move, that immigrant will never come back. However, there is a chance the player will see that same immigrant in another town. The player cannot ask immigrants received from trading to leave until the game is saved and reset. The player cannot ask permanent immigrants to move. Finally, the player cannot ask anyone to move if the town has 24 immigrants or less. They will receive notice that no one wishes to leave.

Town Types[]

  • Normal Town - The normal town will most likely be the first town that the player creates. It has a mix of different types of immigrants. This final form has a ? Shard.
  • Farm - This town will come to be if the player recruits mostly farmers and animals. It is a farming collective. The only use to this town is to get Ruff's ultimate weapon, the Oricon Claws.
  • Cathedral - This town will come to be if the player recruits mostly priests and nuns. It is one giant church. It will have mostly holy type items in their stores.
  • Bazaar - This town will come to be if the player recruits mostly merchants and traders. This town sells both the Metal King Sword and the Metal King Shield. For those looking to equip their party with the best weapons and armor in the game, this town is essential.
  • Slum - This town will come to be if the player recruits dancers, bullies and the like. It holds a casino that which has all of the games that the game provides. The prizes include the Metal King Armor.

Nintendo 3DS Version development mechanics[]

In the Nintendo 3DS Version, the expansion of the town has completely been overhauled. Now Carey asks the party to send to the town reformed former monsters who have taken human form, and the town will always develop in the same manner, similarly to the other Immigrant Towns of the series and unlike the dynamic way of the original release. In addition, speaking to each new resident once they arrive in town, be they one of the of ones met across the world or downloaded through Streetpass, will grant the group a pre-set monster Tablet, which can be used on the plinth beneath the town to access an optional dungeon.

In the underground level of the Haven, there is plinth that can be used to access Traveller's tablets, whenever they are pre-set ones, downloaded ones, or custom made ones. The nearby Conkjurer NPC will reward the party with a a Tombola ticket, to spend at the local Tombola shop, each time six monster Stamps are collected. Said Stamps are collected in the Stamp book that the girl next the diminutive monster had given them, and one is given for each new boss version of a monster is met and defeated in a Traveller's tablet, the Stamp book resetting once all monster stamps have been collected, so that the process can be redone if necessary. Nearby the plinth, there is a Teleportal that acts as a quick access way to the Monster Meadows, although, until the isle of Nottagen is saved in some way, the meadows will appear empty.

After telling three former monsters about the Haven, the town will have completed its first stage of development, with a church and the Download Bar, from which DLC Traveller's tablets can be downloaded, having already been built. Furthermore, thanks to the StreetPass feature, new residents created by other players can be asked to join the town, expanding its buildings.

Like in the PSX version, Carey can offer to look at a list of the current residents, as well as the option to evict them from town, or to make them join the local Safe House.

Furthermore, eventually a Casino will open in town, offering great prizes and the nest slot-machines available, as well as a branch of the Rainbow's End Gold Bank, and a statue of the Hero in the middle of town.

Treasures[]

Beginning (After Regenstein is saved)[]
  • Green Fragment (hidden in the dirt near the entrance)
  • Stamp book
1st Upgrade (After town has 3 resident)[]
2nd Upgrade (After Alltrades Abbey is saved)[]
3rd Upgrade (After Buccanham is saved)[]
4th Upgrade (After the Fire, Earth, Wind and Water Spirits are awoken)[]

(Ultimate Key required)

Residents locations[]

  1. Pleghmrique- Found at Pilchard Bay, at the Pier after talking to Carey the first time; a fish-loving ex-slime, prince of a faraway kingdom of slimes, as a reward for bringing him in town, Carey will reward the Slimetree Forest Traveller's tablet
  2. Gene-Found at the inn of Estard at the 2nd floor, he appers after Pleghmrique has been scouted; he rewards the Woebegone Cave Traveller's tablet
  3. Fuchsia- Found at Ballymolloy in the Elder's House at the 2nd floor, she appers after Pleghmrique has been scouted; she rewards the Kingfisher Colloquy Traveller's tablet
  4. Goyldon- Found at Emderdale at the Tavern, after the events in the past of Faraday are resolved; he rewards the Demon's Dome Traveller's tablet
  5. Axel- Found at the inn of Frobisher, after the events in past of the Greenthumb Gardens are resolved; he rewards the Heavy Metal Hole Traveller's tablet
  6. Drake- Found at the inn of La Bravoure, after the events in the past of Alltrades Abbey are resolved; a soldier, retainer of Pleghmrique, he rewards the Magooma Mountain Traveller's tablet
  7. Zeppelina- Found at the Casino of Pilgrim's Rest near Alltrades Abbey, after the events in the past of the isle are resolved; she rewards the Blimpton Traveller's tablet
  8. Neville- Found at Al-Balad inside the giant Pot in center of town, after the events in the past of Gröndal are resolved; he rewards the Crockery Crag Traveller's tablet
  9. Neil- Found at the inn of Gröndal, after the events in the past of the isle are resolved; he rewards the Nailbiter's Nook Traveller's tablet
  10. Mercuria- Found at El Ciclo inside the Clock Tower, after the events in the past of the isle are resolved; the fiancè of Pleghmrique and princess of another faraway kingdom of slimes, she rewards the Return to Slimetree Forest Traveller's tablet
  11. Mac - Found at the Entrance area of The Likeness, after the events in the past of Nottagen, Providence, or Hubble are resolved; he rewards the Heights of Machismo Traveller's tablet
  12. Mick- Found at Wetlock in the basement of the Lookout tower, after the events in the past of Nottagen, Providence, or Hubble are resolved; he rewards the Boobytrap Bluff Traveller's tablet
  13. Kuistian- Found at the Aeolus Vale inside the local church, after the events in the past of Buccanham are resolved; he rewards the Heroes' Grotto Traveller's tablet
  14. Quaynan- Found at the Bridge Southwest of Providence, after the events in the past of Buccanham are resolved; he rewards the Seahorse Spinney Traveller's tablet
  15. Goolio- Found at Buccanham in the local Lighthouse, after the Cathedral of Blight opens; emperor of a faraway kingdom of slimes and father of Pleghmrique, he rewards the Oozantium Traveller's tablet
  16. Numen- Joins after clearing the boss fight against the four elemental spirits, at the Cave to Yet Another World; unlike the other residents, Numen does not do anything in particular other than praise the hero for the magnificent job done developing the town, and the chance to re-battle him there and then.

Other languages[]

Other languages
French Unknown
German Die Zuflucht
Spanish Unknown
Italian Unknown
Dutch Unknown
Norwegian Unknown
Greek Unknown
Portuguese Unknown
Russian Unknown
Chinese Unknown
Korean Unknown

See also[]

  • Immigrant Town- the page listing all other examples of actively developing settlements found in the series.


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