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| The town in the present is now nothing but a grassy field. The stone monument in the center of the city is still there. An old man, Sim, in front of the stone monument asks the party to help make his wish, that the grassy field can grow and become a city, come true. | | The town in the present is now nothing but a grassy field. The stone monument in the center of the city is still there. An old man, Sim, in front of the stone monument asks the party to help make his wish, that the grassy field can grow and become a city, come true. |
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| This town will become the [[Immigrant Town]]. Throughout the game, the party can tell people about the town. However, the more immigrants the player has in their town, the harder it becomes to find more immigrants. Depending on who they tell, the town will evolve and become one of five towns. | | This town will become the Immigrant Town. |
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| *Normal Town
| | '''''For further information, see [[Immigrant Town]]''''' |
| *Farm
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| *Cathedral
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| *Bazaar
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| *Slum
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| The town will hold the best equipments and items in the game, depending on the town.
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| After five immigrants enter move in, Sim will allow the player to name the town. This will be the town's name from hereon.
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| 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 save file, and remove immigrants from the town. However, if there are only twenty immigrants in the town, Sim will tell the player that no one wants to leave. The town management option is useful in helping to define what type of town the player wants.
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| After 35 immigrants move in, the town turns into one of the five towns mentioned above, depending on the type of immigrants.
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| ==Notable Residents== | | ==Notable Residents== |
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| {{DQVII}} | | {{DQVII}} |
| [[Category:Dragon Quest VII locations]] | | [[Category:Dragon Quest VII locations]]{{Wikia}} |