Yet another area is home to a bog illuminated with lanterns that's especially appealing after dark. ![]() There's an airship, too, which is quite the reasonable choice of transport given how huge and high this island is. Instead, it's an eerie industrial complex lit by blue flame and seeming rather reminiscent of Xenoblade Chronicles 2's Ardainian Empire. The Scarlet Sands area does away with the desert theme completely. Homes for workers oppressed by the mysterious church? Abandoned cottages from years before? No one knows. Then there's the small rows of houses up the cliffside. The inside of the cathedral is vertically enormous, sporting an ornate, but dark library and a mysterious central chamber, among other things. There's enough to explore here to last a long time. The portal area is at the bottom, surrounded by a moat of sorts that's also home to an overflowing graveyard, complete with piles of decaying bones. The initial area is composed almost entirely of a massive cathedral building, extending far into the sky. If you're looking for something a bit more epic in scope, check out donguri's top-ranked town-and-shrine island. The castle even boasts the standard armor and treasure rooms, plus a secret waterway passage out the side, borrowed straight from Dragon Quest V. Where some builders are content to leave their area markers hanging in mid-air, Kabu incorporated this one into an impressive fountain feature. Like the Scarlet Sands area, the level of detail here stands out the most, as well as the coherence of design. Chapels in The Cerulean Steppe are pretty common, but this one feels like it came right out of a Square Enix-designed Dragon Quest game It achieves a level of coziness without just feeling crammed full of stuff.Ī short warp away to The Cerulean Steppe finds you in a quiet, snowbound town, with a serene chapel and massive improvements to the castle found there. You can't actually play darts (as you can't in the actual game, either), but you can at least marvel at the use of spacing. There's a huge bar with lots of entertainment options, too. It's like something you'd expect to find in a theme park, from a dancing area to a bunch of restaurants, and tourists wandering around needing the toilet. There's the obligatory massive pyramid, a la Dragon Warrior/Quest VII, which you build later in the game, but the rest of it's been turned into a snazzy desert resort. The Teleportal drops you off near Scarlet Sands. Kabu's island makes the most of what the Isle of Awakening has on offer with three very distinct setups for each area. ![]() Should you feel tired from walking around the expansive paradise or find climbing to the rooftop difficult, you can always hitch a ride on a friendly chimera. Though they're easy to overlook given their ubiquity in architecture since time immemorial, the roofwork on Djunior's island is something else as well. It must be a massive, echoing cathedral - which, apart from fitting the location to a T is pretty darned impressive by itself. No piddly chapel is good enough for this kind of location. There's something for the spiritually minded visitors as well. Check out the special, rather creepy workout room. No business retreat is complete without a few amenities, and this one is no exception. It's an exercise in creative plant management as well, with lush plantscapes filling almost every border and open space, creating an almost jungle-like atmosphere at times. The music fits with Dragon Quest's usual melodies for the nicer side of the tracks, and the entire utopia is like the corporate executive equivalent of poyo's resort town. As soon as you step foot onto Djunior's Buildertopia, you know you've ascended to a higher, posher plane.
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