DRAGON QUEST BUILDERS™ 2

DRAGON QUEST BUILDERS™ 2

View Stats:
Dudes Mar 28, 2021 @ 2:42pm
Monster spawn
Can I stop monsters from spawning in a certain area by putting something like torches down? On Furrowfield for example.
< >
Showing 1-15 of 16 comments
lilisaur Mar 29, 2021 @ 3:25pm 
Torches only stop ghosts.

You might be able to change the maptile to something the monsters won't spawn on though. Which monsters spawn depends on map tile, so you'll get Slimes and Mauluscs on the moss tiles and things like the Hands on muddy water tiles.

A maptile is 8x8 square but its a little difficult to find the corners without trial an error - you have to watch your minimap for the change. If you turned such an area into a brick tile I think they'd stop spawning there. The game sees brick tiles as places where buildings exist and don't spawn random monsters there. Most wooden blocks create brown brick tiles so should be feasible at Furrowfield.

In post-game you get an item that can stop all monster spawns at Isle of Awakening but I don't think it works on the story islands like Furrowfield.
Dudes Apr 1, 2021 @ 1:39pm 
Thank you for the information!
Fireball1765 Nov 12, 2021 @ 8:08am 
Let me help! Furrowfield, Khrumbul Dun, Moonbrooke, the Explorer’s Shores, and even Malhalla (if you really want to know) all use the same mechanic. If this spot wants monsters, it has monsters. It doesn’t matter what you change things to. I removed the entire bog and made it grassy. It still spawns the bog’s monsters. I flooded lava lake with water, I’m still being shot at by those annoying stormtrooper wannabes. I removed all the snow and snow layers on Moonbrooke’s Moonhan. There’s still monkeys burping sleeping gas. I removed all the poison liquid in the Explorer’s Shores. I’m still getting snail bombed. I replaced all the sand in a particular area in Malhalla with iron. Nothing. Those islands spawn enemies based off of where you are. Even building a room (they prevent spawning on the Island of Awakening) does nothing to them. On the Island of Awakening, you can stop monsters. There’s an item post game called the Seal of Edrick. Place it within one of the tablet areas to prevent monsters in that tablet area. Place it outside the tablet areas to prevent monsters anywhere. The only option I can give you to at least slow the monsters down on other islands is to put an ungodly amount of spike traps down. You get a lot of exp that way too.
Last edited by Fireball1765; Nov 12, 2021 @ 8:09am
lilisaur Nov 13, 2021 @ 5:54am 
Ward of Erdrick, not Seal of Erdrick. The Seal is just decorative. The Ward stops monsters from spawning. The Ward only has an effect on Isle of Awakening. You can place on a Buildertopia, but no monsters spawn on Buildertopias anyway.
Fireball1765 Nov 13, 2021 @ 7:27am 
I was still half asleep. They look slightly similar. Someone just spilled blueberry juice on one. That’s all.
Also, in case you’re wondering, trying to spawn monsters using the ant hills or the slime spawners doesn’t work on Buildertopia either to get monsters. You can still transfer your friendly monsters there. The Ward of Edrick also prevents the ant hills and slime spawners from spawning.
Last edited by Fireball1765; Nov 13, 2021 @ 7:46am
lilisaur Nov 14, 2021 @ 5:58am 
They do look alike and are often confused. Wanted to make sure anyone reading it knows its the post-game golden-hued Ward (300 gratitude), not the post-Moonbrooke bluish Seal (50 gratitude.)

It will also stop shadow monsters spawning when using the Forbidden Altar at IOA. Most people aren't aware monsters can spawn by that mechanism, too. Its not 100% of the time though.
Fireball1765 Nov 14, 2021 @ 2:32pm 
On top of that, if you’re wondering, it only stops spawning in that particular area. It doesn’t stop monsters from wandering or following you into other areas.
For example: if you’re running from/ignoring one of the ghost based monsters that spawned in the Green Gardens and you run to the Cerulean Steps where a Ward of Edrick is, the ghost can follow you.
It also doesn’t stop monsters from spawning in a different area while you’re standing in the area where you prevented spawning.
For example: if you’re standing in the Cerulean Steps with the Ward of Edrick in the Cerulean Steps and you’re close enough to the Green Gardens, monsters can spawn in the Green Gardens if you don’t have the Ward of Edrick in the Green Gardens or on an unclassified area.

These are both examples that I personally experienced in my testing of the power of the Ward of Edrick. I thus have light boxes lining the floor in the cave to the Cerulean Steps from the Green Gardens to keep the ghosts out.
ESPECIALLY SINCE MY ANIMALS ARE IN THE CERULEAN STEPS AND I DON’T WANT THEM TO CRIT MY CHICKEN AGAIN!!!!
My chickens have gone through enough hell. First, I lost one and thought he died. Then when the other died to a random spawn of the waves (this can happen anywhere, but that’s another topic entirely.) I found the one. I was thinking of naming Sol for Sole Survivor, but then one of those Mean Spirits/Sekerelton came along and CRIT MY CHICKEN!!! HE WAS STANDING ON A TORCH! AND YES THE TORCH WAS LIT!
lilisaur Nov 15, 2021 @ 1:10pm 
A) If you warp between areas the ghosts wouldn't follow you. Few people actually run between areas because the distance is generally far.

B) If you place a single Ward of Erdrick on the beach or Mountaintop Temple areas (and likely anywhere else outside of the three habitable areas) it provides coverage to entire island.
Captain WaddleDee Nov 24, 2021 @ 5:31pm 
So if you are looking for anti mob spawns; it's quite tricky. So in towns on the main 3 islands {excluding your own}; placing torches near town entrances or openings or any light source prevents ghosts and reapers from entering the vicinity. This however does NOT stop your Townfolk from engaging them. If you are talking about wandering mobs; unfortunately there is little you can do to stop that. The best method to find out the limits of your town {Which change in various fashion as you progress the main story is to listen for audio cues. The music for towns vs wilderness changes quite dramatically. The edge of a town is the block before the audio change.

As for the Ward of Erdrick; placed in a non-community area prevents all mob spawn on the Isle of Beginnings. Placing it in a community area such as where the Furrowfield settlers stay will prevent mob spawns in that area but not outside or even on the rim as the area has a set area.
shoobers Mar 13, 2022 @ 9:44pm 
Krumbledum lava lake area WILL stop spawning monsters if you remove ALL THE LAVA. It If there is not enough lava to create a map tile, it will not spawn that kind of monster. It has to be an entire map tile! And monsters can wander in from off area onto it.

I have made that area completely and utterly devoid of monsters. it can and does happen, specially if you have enough water covering the floor to stop the lava from breaking the blocks.
lilisaur Mar 14, 2022 @ 7:24am 
Originally posted by shoobers:
Krumbledum lava lake area WILL stop spawning monsters if you remove ALL THE LAVA. It If there is not enough lava to create a map tile, it will not spawn that kind of monster. It has to be an entire map tile! And monsters can wander in from off area onto it.

I have made that area completely and utterly devoid of monsters. it can and does happen, specially if you have enough water covering the floor to stop the lava from breaking the blocks.
Including the cave areas? Should still have Grillerpillars, Dancing Flames, and Hoodlums spawning in the caves areas (Earth-type map tiles) regardless of whether or not you remove all the Lava from Lava tiles, which would primarily only stop the flying, laser-shooting Lunaticks from spawning.

Unless you spread water around in the cave areas, too - that might do it. (Not sure why you'd want to though, as the Grillerpillars there are your best source of Cotton at this point in the game.) The story event at the Sinister Shrine should also not be impacted and specific monsters should still spawn for that battle.
Penn Jun 1, 2022 @ 1:55am 
Sorry for bring this up, but i have a little problem. I put some ward of erdrick on my island and now I want to have monster spawn but I forgot where I put them. Is there any way to find the location of those so i can remove them?
lilisaur Jun 2, 2022 @ 12:42pm 
There is no easy way.

Perhaps can relocate them though process of elimination.
Did you place one or several?
If you placed one and monsters do not spawn anywhere on Isle of Awakening, that would limit your search to the Mountaintop Temple area and the beach area. A Ward in these areas protects the entire island.
But if you placed several you might have to eliminate those two areas first and then check each of the three habitable areas for monsters and if none are spawning in one of them, then you must have a Ward there, too. A Ward in one of the three habitable areas only protects that area.
Hopefully it/they are just placed on the ground somewhere and easy to find. But if you buried it and forgot where, good luck finding it again.
Penn Jun 2, 2022 @ 11:05pm 
Originally posted by lilisaur:
There is no easy way.

Perhaps can relocate them though process of elimination.
Did you place one or several?
If you placed one and monsters do not spawn anywhere on Isle of Awakening, that would limit your search to the Mountaintop Temple area and the beach area. A Ward in these areas protects the entire island.
But if you placed several you might have to eliminate those two areas first and then check each of the three habitable areas for monsters and if none are spawning in one of them, then you must have a Ward there, too. A Ward in one of the three habitable areas only protects that area.
Hopefully it/they are just placed on the ground somewhere and easy to find. But if you buried it and forgot where, good luck finding it again.
I don't know the limit number but now i cannot place 1 anymore. Guess i did buried it somewhere each places for test and forgot about them so long i think. May be i need some golem help along with your tips to find those and transform the island again. Thanks for your tips
lilisaur Jun 3, 2022 @ 5:58am 
The limit is 4. Generally one per area and one more to be placed on the Mountaintop Temple or beach areas (but you can have more than one those places)

Consider the underground areas before you start Golemizing everything. There's the Teleportal Cave and the Shabby Shack you built your first day on the beach, and the Mountaintop Temple has the Hidden Workshop directly underneath, the Summoning Chamber very far under the mountain (accessible from an underwater cave on the southwestern side), and the hole you made to rescue the Hairy Hermit. You might well have put your Wards in one or more of these locations and simply overlooked them. The sinkhole in Green Gardens a bit southeast of the green tablet might be another easily overlooked spot. Other than those locations there's no where else I could advise to check. You'd certainly want to make a save before you start Golemizing, so you can reload once you've found each one and recover any buildings or terrain you'd needlessly destroyed attempting to find it.
< >
Showing 1-15 of 16 comments
Per page: 1530 50

Date Posted: Mar 28, 2021 @ 2:42pm
Posts: 16