Navigate Chapter 3 of Dragon Quest Monsters: The Dark Prince! Learn how to recruit Prince Iksas and Carol, unlock the Turnover system, and conquer the Lake Cave.
Alright, let's dive into Chapter 3 of Dragon Quest Monsters: The Dark Prince, which is all about the 'Body and Heart.' We'll be heading to the castle town of Samarutoria, meeting some new faces, and unlocking some pretty neat systems.
First things first, you'll automatically head west into the desert. Ruin will suggest setting up camp, and then you'll find yourself back in Gyaban's tent. An old friend from Ririza shows up, wanting to join your caravan for his research. He can't fight, so he'll stay at camp, but he's eager to meet monsters. Talk to him again, and he'll ask about hearts. If you've been fighting, say yes! He'll be happy and refer to himself as Professor from now on. When you leave the tent, tell Ruin you want to take the camp with you.
As you travel, you'll run into some interesting non-combat encounters. You might find a spring where a spirit offers to trade items – I got a Lovewater by giving an Apple. You could also meet a shadowy monster that needs its name to pass on; telling it the right name gets you its heart. There's also a traveling noble who might give you 110 G if you do something interesting for him.
Keep an eye out in the hills! You might get a prompt about rumbling and have to choose which way to move. Pick wrong, and a big rock will hit you, so choose carefully!
If you're running low on food and have Nana in your party, head near the coast and use the 'Plan' command, then 'Member,' to have her fish. It takes time, but you might catch a fish worth 80 food. Keep heading west, and you'll eventually reach a castle town. Enter, and you'll find it's also called Samarutoria.
In town, check out the shop. The shopkeeper mentions issues getting fish for pets, and a little girl talks about a scary dream. Head to the inn next. The guy there mentions the king's pet isn't normal. Look for the herb on the right bookshelf in the back room. You'll also meet the fortune-teller, Rirra, who wants to join your party. She's interested in the Orb of Loto, so say yes! You can swap her in for someone less useful.
Now, head to the castle. Guards are talking about exterminating a nasty monster at Rorra Gate to the southwest. You'll also learn that Prince Iksas is always in his room studying medicine. Find him (he's the kid in blue) and he'll recognize your caravan. He asks you to meet him at the inn later, but won't say why. Talk to the woman in his room, and she'll mention how important the royal pet, Carol, is to the king and prince.
In the throne room, the king is talking to adventurers about clearing out monsters at Rorra Gate. Talk to the royal guard, who mentions the king is of the line of Loto. Then, chat with Carol to see how much the king dotes on his pet. When you talk to the king, he'll dismiss you as too young to handle the monsters at Rorra Gate and warn you away from it. Helpful, right? Head back to the inn.
Iksas is waiting. He'll give you some medicine and tell you not to worry about what it does. This is where the chapter really kicks off, as this medicine is key to getting him and Carol to join your caravan. Agreeing to his experiment is the way to go!
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