Discover how to achieve every Personality in Dragon Quest III's Personality Dungeon. Learn the choices for the Queen, Old Man, Dancer, Brothers, Maze, Monster, Thief, and Tower.
The Personality Dungeon in Dragon Quest III presents a series of scenarios where your choices determine your character's personality. This guide details each situation and the outcomes of your decisions.
The Queen's Treachery
You awaken in a castle. Overhear the Queen's treacherous plans, then go downstairs to find the King and Chancellor. Your choices here affect your personality:
- Happy Camper: Leave the castle without resolving the situation.
- Good Egg: Say "No" to both the Chancellor and the King.
- Clown: Ignore the King's orders.
- Lothario/Vamp: Follow the King's orders (Speak to the Chancellor and say "Yes").
The Boulders in the Forest
You awaken in a forest with an Old Man and some boulders. He tells you the way west but asks you to push boulders to him. The number of boulders pushed determines your personality:
- Lazybones: Exit to the west.
- Show-Off: Push 2 to 5 boulders.
- Plugger: Push 6 to 19 boulders.
- Drudge: Push 20 to 39 boulders.
- Tough Cookie: Push 40 or more boulders.
The Famous Dancer
You awaken in a theater. Speak to the man in red, then the dancer, then the man in red again. Your response to the final prompt determines your personality:
- Free Spirit: Don't do anything and just leave.
- Crybaby: Answer "Yes".
- Lone Wolf: Answer "No".
- Lout: Answer "Play Dumb".
The Brothers in the Desert
You awaken in a desert and find two brothers, one injured. Speak to the left brother and make your decision:
- Thug: Answer "Yes" to have Dickie leave his brother behind.
- Idealist: Answer "No" followed by "Yes" to have Dickie care for the brother.
- Daredevil: Answer "No" followed by "No" followed by "Yes" to have Dickie leave the Canteen for his brother.
The Maze
You awaken in a Sign Post maze. Your path choice determines your Personality:
- Narcissist: Ignore the first sign.
- Defiant: Ignore the second, third, or fourth sign.
- Mule: Follow all of the signs.
- Scatterbrain: Follow the signs to the Treasure and open it.
- Straight Arrow: Follow the signs to a Girl and save her.
The Monster
You awaken as a monster in a well. Exit the well and use the "A" button to breathe fire on people. Your actions determine your personality:
- Paragon: Kill one person and leave the town.
- Wimp: Kill the Nun and spare the Child.
- Spoilt Brat: Kill more than two people but DO NOT kill the Child and Nun.
- Klutz: Kill everyone except the man near the Inn.
- Egghead: Kill everyone!
The Thief
You awaken in a town beside a Child and an Old Man who forgot his wallet. You can leave town or retrieve the Purse from the building east of the Item Shop. Search the drawers by the beds. Your choices after retrieving the Purse determine your personality:
- Shrinking Violet: DO NOT get the wallet. Instead, just leave town.
- Show-Off: Get the Purse. When first prompted, answer "Yes" to plead Guilty.
- Slippery Devil: Get the Purse. When first prompted, answer "No" followed by another "No". Next, answer "Yes" followed by "Yes".
The Tower
You awaken at the top of a tower where people are lining up to take a leap of faith. Your choice determines your personality:
- Socialite: Exit to the south. DO NOT jump off the Tower.
- Daydreamer: Jump off the Tower to the north.
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