Dragon Quest 6 FAQ v 1.0 This is part 1 of my FAQ for the Super Famicom game Dragon Quest 6. This part deals mainly with the characters, the jobs, and the battle system of the game. I have also written a walkthrough for the game which you can find at my homepage: http://www.sas.upenn.edu/~ikelley/SFC.html Contents Battle System The Job System Descriptions of Jobs and Job Data The Characters Monsters you can get in your party General game rules and information Mini-games within DQ6 The Casino: Poker and the Slots Chiisa na Medals The Best Dresser Contest The Slime Arena BATTLE SYSTEM Like any good RPG, a very large part of Dragon Quest 6 involves fighting monsters. The battle system of DQ6 is more complicated and detailed than most other RPGs but is set up in a fairly easy-to-use interface. When you first enter a battle there are four commands you can use: Tatakau (Fight): When you select this command, the round will start as-is, and you will be able to choose how you wish to attack. Irikae (Change): If you have characters not actively participating in battle inside the wagon, you can use this command to change your lineup. Once you select this you will have two choices: "Irikae" (Change) and "Sougae" (Lineup). "Irikae" will switch a party member currently in battle with an inactive character of your choice. However, if you don't have any characters in the wagon, or the wagon is not with you at the moment (like when you're in a dungeon) you cannot use this command. "Sougae" will allow you to change the lineup in which your characters fight. If the wagon is available, both the characters in the wagon and those currently in battle can be selected. Sakusen (Battle plan): If you are using the AI to control your characters, (except for the main character) you can use this to select the battle plan they will use. Here are all the Sakusens. Gangan ni Ikou ze (Let's go all-out): This is a purely offensive battle plan. All of the characters will use their most powerful spells and techniques available to kill the monsters as easily as possible. The characters will not bother guarding and will usually not use healing spells as well. This is a good plan to use when building up job levels, but is generally unwise to use in dungeons or against bosses. Minna Ganbare (Everyone do your best): This is a balanced attack plan. The characters will use whatever spells and abilities work best against the monsters, and will heal if necessary. Like all the other plans, they will not use items. This is the best all-around plan, and is good for exploring or when in dungeons that you know don't have a tough boss at the end. Ore ni Makasero (Leave it to me): All of the computer- controlled characters will completely leave the fighting to the hero, casting power-up spells on him, protection spells, healing spells, and techniques that would hinder but not damage enemies. They will not attack. This plan is kind of useless, unless your main character is really strong and the rest of the party is rather weak. Don't use this plan if the main character is not in your party because none of the characters will attack the monsters. Jumon o Tsukau na (Don't use magic): When using this plan, none of the computer-controlled characters will use any ability that takes MP. They will use the most powerful attack and healing techniques they know, as long as they don't use up any MP. This plan is the way to go when you're on your way to a tough boss you need to conserve MP for or when you're in unknown territory. I tend to use this plan more than any of the others, except for maybe Meirei Sasero. Inochi Daiji ni (Take care of life): This is a purely defensive battle plan; the characters will attack like Minna Ganbare, except that they will focus on keeping the characters' defense power and HP as high as possible. This is a good plan to use if the monsters you are fighting severely outclass you. It's good as an all-around plan too, but your characters tend to waste MP on healing spells when they're not needed. Meirei Sasero (Follow orders): With this plan, you control exactly what each of your characters do. This is the plan to use when fighting just about every boss. It's a good plan to use normally too, but fights will take longer and unless you know each monster's weakness beforehand is not always the most useful plan, since the computer AI knows each monster's weakness and will always try to exploit it when controlling your characters. Nigeru (Flee): If you select this, then your characters will try to escape the battle. It won't always work, and if you unsuccessfully try to escape some of the monsters will get a free shot at you. Once you select "Tatakau" there are six choices you have to attack the enemy. Tatakau (fight): Use whatever weapon you are currently using to attack the enemy. Unless your weapon attacks all of the monsters, you must also select a target. Jumon (Spell): This is used to cast any magic spells you have learned in battle. Most spells require MP to cast, but there are some that do not. If your spell does not affect all the monsters or all of the party, you must also select a target. If you have "Mahoton" or any other magic-sealing spell or ability cast on you, you won't be able to use this. Bougyo (Defense): Use this to make your character defend. He or she won't attack, but damage from enemy attacks, skills and some spells will be significantly reduced. Tokugi (Skill): This is used to use any skills that you have acquired in your journey. Most skills don't use MP, but a few of the more powerful ones do. Even if your spells are sealed through "Mahoton" or something else, you can still use Tokugi, even if they take MP. Dougu (Item): Use an item currently in the character's possession. Some will be used up, others won't. You cannot use an item that another character is currently holding, or an item that's in your bag, so make sure you're holding what you need when you go into battle. Soubi (Equip): If there's an item in your inventory that you want to equip, use this command. It won't take up a turn if you do so. THE JOB SYSTEM One of the most unique aspects of DQ6 is its job system. Throughout the first eighth of the game or so none of your characters will have specific jobs or the ability to change jobs, but once you kill Mudo and revive Darma no Shinden, you can go there to change jobs. There are 18 jobs in total: 9 base classes, 7 hybrid classes, and 2 hidden jobs. How the system works: Each job has its own special stats and abilities. When you change jobs, your stats will change accordingly. For example, if you become a Fighter, your HP and strength might go up but your MP and intelligence might go down a bit. Your level will never be changed, and you can go back to Darma no Shinden and change jobs at any time. Job levels: When you first choose a job, you will start out at level 1 proficiency. As you battle monsters, your job level will increase, and you will gain more and more skills and spells. Once you reach level 8 proficiency, you have mastered that job and will no longer advance in it. You have to go through a set number of fights before you will advance in level, but you have to fight monsters roughly the same strength as you are, so don't expect to max Yuusha by fighting tons of Buchi Slimes. The number of fights required to become a Job master ranges from 119 to 299. It sounds like a lot, but it goes faster than you might expect. But it will take an extremely long time to have every character max every job so think in advance what you'd like each character to be. Depending on what jobs you choose, you will generally have maxed 4-6 jobs per person by the time you reach the last boss, unless you sat around killing a lot of monsters. Changing Jobs: Once you max a job level, you will generally want to change jobs immediately so you can start learning new skills and spells. You will still be able to use any skills or spells you learned previously at any time even after you change jobs, so there is no real reason not to do so. When you first start out you will have access to 9 base jobs. There are also 7 more powerful hybrid classes, but these classes require mastery of 2 or more jobs before you can pick them. e.g. to become a Battlemaster you must max the Senshi and Budoka classes first. Some classes work better for some characters than others, so you should think out beforehand what hybrid classes you want for each character to help decide which jobs you want to pick. Once you pick a new job your stats will change accordingly. Although there is nothing that prevents you from changing class before mastery of an earlier one, it is generally not a very good idea to do so. You will have a much easier time if you try to specialize each character, rather than giving one character a bunch of weak powers in many different classes, and by sticking with a class until it's maxed, you get you the powerful jobs more quickly. Hidden Jobs: In addition to the 16 jobs in the instruction manual, there are also 2 hidden jobs in the game. In order to get these jobs, you must find various "Satori" (knowledge) first. Once you have found a Satori, take it to Darma no Shinden and have the character you want to change hold the Satori, and he/she/it will be able to change to that job. However, upon using a Satori, it disappears, so choose which character you want to use it wisely. Once a character has used a Satori and gaind knowledge of a hidden job, he/she/it can change between it and any other jobs freely. THE JOBS: Base Jobs: Senshi (Warrior, Fighter, Knight, what have you): The Senshi specializes in fighting with weapons, and his skills involve using weapons. The Senshi's HP, strength, and defense are high, but in exchange, intelligence and MP are rather low. Likewise, magic defense is also low. Number of fights needed to master: 149 Butouka (Literally "fighter", but a martial-arts expert type): The Butouka specializes in hand-to-hand unarmed combat, and his techniques are likewise martial arts maneuvers. The Butouka's base HP, vitality, strength, and attack power are lower than that of a Senshi, but his speed, intelligence, and MP are higher. Also, when using skills, the Butouka does more damage than a Senshi, and is probably the most damage-dealing of all the non-hybrid or secret classes. Like the Senshi, the Butouka's magic defense is painfully low. Number of fights needed to master: 199 Mahoutsukai (Wizard, Sorcerer, Magic-user, etc..): The Mahoutsukai is a master of offensive magic, teleport, and a few defensive spells. His HP, Strength, Defense, Vitality, and Offensive are very low, but his intelligence and MP are higher than any of the other base classes. It is difficult to survive as a Mahoutsukai, but the spells learned are very powerful, and Mahoutsukai mastery is a prerequisite for two very useful hybrid jobs, including the second- most powerful. Number of fights needed to master: 179 Souryo (Priest): The Souryo is a master of defensive spells and a few attack ones as well. He's stronger and has significantly higher HP than a Mahoutsukai, but is slower and has fewer MP. Souryos are all- around excellent characters to have in your party and Souryo mastery is a prerequisite for two of the most powerful hybrid jobs. I recommend that every character obtain Souryo mastery at some point during the game. Number of fights needed to master: 149 Odoriko (Dancer): The Odoriko is a very unique class, and can perform many dances during battle that have unusual effects. The Odoriko's speed and Kakkoyosa (stylishness) are higher than any of the other classes, and his MP are higher than any other non-magic related class, but his HP, Strength, and defense are rather low. Out of all the classes, the Odoriko takes the least number of fights to achieve job mastery. Number of fights needed to master: 119 Touzoku (Thief): While the Touzoku is not a particularly strong character in battle, his techniques that can be used on the field are invaluable. The Touzoku can find hidden treasures, locate towns, and can move stealthily so as to avoid monster attacks. After battles, the Touzoku can sometimes locate hidden treasures on the monsters. For exploration, the Touzoku is the most valuable class. Number of fights needed to master: 139 Mamonotsukai (Monster User): The Mamonotsukai's stats are all somewhat mediocre; he's less of a fighter than the Touzoku, and his HP and MP aren't great, either. In addition, most of his techniques are not particularly useful. However, the Mamonotsukai is one of the most invaluable classes because sometimes a Mamonotsukai can sometimes convince monsters to join the party after they are defeated in battle. The monsters that join your party are there for good, and you can also give them jobs or equip them with weapons and armor. Furthermore, some of the monsters you gain in your party have abilities that no other character can get, and there are a few treasures in the game impossible to get without monsters. However, you must be on the field to get a monster in your party, and your Mamonotsukai has to actively participate in the battle to get monsters. As soon as you gain the ability to get jobs, you should give this job to at least one of your characters. Number of fights needed to master: 164 Shounin (Merchant): The Shounin is about as good a fighter as the Touzoku, but is slower and has higher HP. The Shounin has a lot of unique abilities, such as the ability to identify the function of items, dig holes in the ground to look for stuff, and summon shops away from town. After a battle, the Shounin can also found nominal amounts of extra gold (like 10-50 gp) after battles. Not a particularly valuable class, but not a useless one either. Number of fights needed to master: 129 Asobinin (Literally "Playing person") The Asobinin is probably the strangest and most unique class in DQ6. Almost all of his stats are really low, is not a very good fighter or spellcaster, and also plays around during battle when you tell him to do stuff, but has many strange and useful techniques. Most of the Asobinin's techniques rely on luck. For example, the technique "Asobi" (play) could randomly has the Asobinin do anything from shooting snot at the monsters to casting incredibly powerful spells that take no MP. Each character has different "Asobi"s that he/she/it can learn, so basically the Asobinin is a chancy class; if you're unlucky you could be in real trouble, and if you're lucky you'll devastate the monsters. Number of fights needed to master: 154 Hybrid classes: Battlemaster: The Battlemaster is a master of non-magical combat, both armed and unarmed. To become a Battlemaster, you first have to achieve mastery in both Senshi and Butouka. The Battlemaster specializes in special slashes that go for particular weaknesses of enemies, for example Dragon Cut will work well against Dragons. The Batllemaster's strength and HP are superior to almost every class, but his MP, intelligence, and Magical defense is very low. The Battlemaster is a very powerful class, and you should plan ahead to have one or two people master it. Once a Battlemaster reaches full mastery of the job, he or she receives a 20 point chikara (strength) bonus. Number of fights needed to master: 249 Mahousenshi (Magic Warrior): The Mahousenshi combines physical strength and magical power in a deadly combination of weaponweilding and spellcasting. To become a Mahousenshi, you must first master both the Senshi and Mahoutsukai classes. The Mahousenshi is stronger than a Senshi and has more MP than a Mahoutsukai. In addition, his techniques are very useful; he has a few magically-enhanced slashes, and also is the only character that can learn the most powerful fire magic, Merazoma. Mahousenshis that have reached the maximum level of job mastery have their maximum Magic Points increased by 20. Number of fights needed to master: 239 Paladin: The Paladin is a master of physical attacks and healing magic, and one who wishes to become a Paladin must first obtain mastery of the Butouka and Souryo classes. The Paladin has high HP, MP, Attack and defense power. In addition, his techniques are very powerful. He can use a powerful vacuum attack that takes no MP to use, can learn the most poweful wind spell, Bagicross. Upon reaching mastery of the job, the Paladin can learn the Grand Cross technique, an extremely powerful Tokugi that can be used even when the Paladin's magic is sealed, and which no magical barrier can stop. The Paladin is probably one of the three most powerful hybrid classes, and having a mastered Paladin will help you a lot towards the end of the game. Paladins that become Job Masters receive a 20 point bonus to their maximum hit points. Number of fights needed to master: 259 Kenja (Wiseman, Philosopher, whatever...no real good translation): The Kenja is the ultimate magic-using class. To become a Kenja, one must master the Mahoutsukai and Souryo classes. The Kenja's HP are higher than both the Mahoutsukai and Souryo classes, and has the highest MP in the game. In addition, the Souryo's spells are far and away the most powerful in the game, and a Kenja master can inflict devastating damage on his enemies, even more than a Battlemaster. Furthermore, due to his or her mastery of the magical arts, all spells and techniques that require MP will take fewer MP than usual to the Kenja. Overall, the Kenja is quite arguably the second-best class in the game. Kenjas that fully master the job receive a 20 point bonus to their maximum Magic Points. Number of fights needed to master: 269 Ranger: The Ranger is a ninja-like class that protects the forests. To become a Ranger, one must master the Touzoku, Shounin, and Mamonotsukai classes first. The Ranger is a good fighter in battle, but less so than the other hybrid classes. The Ranger's stats aren't all that high, compared with the other hybrids but his abilities are very useful. A ranger can cast spells to keep weak enemies away and eliminate damage done from swamps and lava, and also has several useful defensive techniques in battle. A good class for that utility character who doesn't spend a lot of time in battle but helps in exploration. When a Ranger reaches his or her maximum level of proficiency, he or she gets a 20 point bonus to their Subayasa (Speed.) Number of fights needed to master: 199 Superstar: The Superstar is a really stylish type of person that everybody is a fan of. To become a Superstar, one must first master the Odoriko and Asobinin jobs. The Superstar's Kakkoyosa is higher than that of any other class, and his HP and other abilities aren't too shabby as well. Like its two prerequisite classes, the Superstar's moves are somewhat strange unique, but are also really powerful, like the Hustle Dance, which heals everyone in the party and takes no MP at all. Also he has the Seirei no Uta, which will revive everyone in the party. The Superstar comes in very handy towards the end of the game, and the Hustle Dance is especially a lifesaver. Superstars that reach full mastery of the job receive a 15 point bonus to their Kakkoyosa. Number of fights needed to master: 219 Yuusha (Literally "Brave Man," but more like "Hero"): The Yuusha is the ultimate class in DQ6. To become a Yuusha, the main character must master any class among Battlemaster, Kenja, Ranger, or Superstar first. Any other character may also become a Yuusha, but must first master all four of the above classes. The Yuusha is probably the overall most powerful class in the game. His HP, MP, and all other stats are higher than or tied with every other class in the game. In addition, his techniques are extremely powerful. Meisou is a technique that will heal 500 of your HP yet takes no MP. Gigas Slash is a powerful slash that will do about 400 HP damage to a group of enemies, and which no magic barrier or Mahoton spell can stop. Jigo Spark does about 300 HP damage to every monster you are facing. And Minadein, the most powerful spell in the game, will do 600-700 points of damage to a single monster. It will be much more difficult to beat the last boss of the game without a Yuusha in your party. Yuushas that reach the maximum level of proficiency in their job get a 40 point bonus to their maximum magic points. Number of fights needed to master: 149 Hidden Classes: The two hidden classes are difficult to obtain, but are very powerful, even comparable to Yuusha. Choose wisely whom you give these jobs to, as not everyone will be able to master them. Dragon: The Dragon is a master of dragonlike abilities, and like a dragon, is hardy and powerful. You will only be able to obtain three Dragon no Satoris before winning the game, so decide carefully who will use them. The Dragon's HP, Strength, attack and defense power are all slightly higher than the Yuusha, but his MP are significantly lower. His abilities consist entirely of different fire and cold breath weapons, many of which are unfortunately not very strong. The last skill gained by the Dragon, Kagayaku iki, is the most powerful technique in the game that does not use MP, though. The Dragon is probably not better than the Yuusha class, but is at least as equally or close to as useful. Dragons that reach their maximum job level get a 20 point bonus to their Chikara (Strength.) Number of fights needed to master: 279 Hagure Metal: (Lost Metal, lit) The Hagure Metal can make his body like that of the Hagure Metal Slime, a wily and difficult-to-kill monster. There is only one Hagure no Satori in the game, and even that one is unattainable until after having won the game. Furthermore, its location is well-hidden, so it is extremely difficult to get. There is an enemy that occasionally drops Hagure no Satoris as well, but you can't fight it until you win the game. However, the Hagure Metal is an extremely powerful job. The Hagure Metal's HP are strikingly lower than every other class in the game, but his defense is so high that most monsters can only do 1 or 2 points of damage each hit. Also, the speed of the Hagure Metal is far greater than that of any other class and almost guarantees the first strike in a battle. In addition, the Hagure Metal is resistant (but unfortunately not immune) to all types of offensive magic. The techniques gained by the Hagure Metal are few and far between, but the later ones are very effective, and include Jigo Spark, the powerful Madante, and the devastating Big Bang. Once a Hagure Metal reaches the maximum level of job mastery he or she becomes completely immune to all types of offensive magic. Number of fights needed to master: 299 JOB DATA: When you change jobs, your stats change accordingly. Below is a list of all the statistic changes from each job. Note that they are all percentages, but the increase and decrease are from your character's basic stats, i.e. his or her stats when not doing a job at all. Senshi: Strength +10%, Speed -35%, Wisdom -30%, Max Hp +10%, Max MP, -60% Butouka: Speed +15%, Defense -10%, Max MP -50% Mahoutsukai: Strength -40%, Speed -5%, Defense -40%, Wisdom +20%, Max Hp -40%, Max MP +10% Souryo: Strength -20%, Speed -10%, Defense -30%, Wisdom +10%, Max HP -20% Odoriko: Strength -30%, Speed +30%, Defense -40%, Kakkoyosa +10%, Max HP -30%, Max MP -20% Touzoku: Strength -10%, Speed +20%, Defense -30%, Wisdom -10%, Kakkoyosa -20%, Max HP -10%, Max MP -40% Mamonotsukai: Strength -15%, Defense -20%, Max HP -20%, Max MP -30% Shounin: Strength -5%, Speed -40%, Defense -20%, Wisdom +20%, Kakkoyosa -20%, Max MP -50% Asobinin: Strength -30%, Speed -30%, Defense -40%, Wisdom -20%, Kakkoyosa +5%, Max HP -30%, Max MP -40% Battlemaster: Strength +15%, Speed +10%, Defense +10%, Wisdom -20%, Max HP +20%, Max MP -40% Mahousenshi: Strength +5%, Speed -10%, Defense -15%, Max HP -10%, Max MP +10% Paladin: Strength +10%, Speed +15%, Wisdom +15% Kenja: Strength -30%, Speed +5%, Defense -20%, Wisdom +20%, Max HP -20%, Max MP +20% Ranger: Strength -10%, Speed +20%, Defense -20%, Wisdom +10%, Max HP -10%, Max MP -30% Super Star: Strength -20%, Speed -10%, Defense -10%, Kakkoyosa +15%, Max HP -20%, Max MP -10% Yuusha: Strength +10%, Wisdom +15%, Kakkoyosa +15%, Max HP +10%, Max MP +10% Dragon: Strength +20%, Speed -20%, Defense +20%, Wisdom -10%, Max HP +30%, Max MP -20% Hagure Metal: Strength -40%, Speed +100%, Defense +100%, Wisdom -20%, Max HP -80%, Max MP -30% THE CHARACTERS: While any character can be any of the 18 classes available in DQ6, each character is unique. For example, Hassan overall has higher strength than Chamoro, while Chamoro has higher intelligence than Hassan. In addition to basic stat differences, each character learns some techniques "naturally." In other words, sometimes a given character will learn techniques when they reach a certain level. For example, Mireyu will learn the Ice spell "Hyado" just by reaching the right level. Some spells and techniques cannot be learned by gaining job levels, and can only be learned "naturally." Mireyu's "Hyado" is an example. Barbara's "Mera" is another. By level 20, most characters will have learned all the "natural" skills they have. For the most part, with the exception of the monsters you gain in your party, it is unlikely that you will learn any skills naturally by the time you can choose jobs. (Unless you ran from a whole lot of monsters and were extremely lucky fighting Mudo) The Hero/Main character: When you start the game, this will be the only character you control. He's also the only character you can name until you find the renaming shrine. The main character is a 17-year-old boy from a small village in the mountains, Lifecod, but there is also something mysterious about him....The main character is the most unspecialized character in the game; none of his stats are particularly high, or low either for that matter. He naturally learns a Shounin technique or two and a few Souryo and Mahoutsukai techniques. His lack of specialization makes him the all-around best character; whatever job route you choose to take him on, he will be good at it. He is also the character that can be made a Yuusha the fastest. As soon as Darma Shinden revives, I suggest you make him a Mamonotsukai first, then make him learn the classes to become a Kenja, and after mastering Kenja, to become a Yuusha. If you do it this way, you will be able to get monsters in your party very early, will have almost all of the most powerful spells, and will probably max Yuusha just as you get to the last boss. Skills the Hero gains naturally: Starts with Omoidasu LV4-Hoimi, LV6-Inpas, LV 7-Rukani, LV 8-Rura, LV 10-Motto Omoidasu, LV 13-Wasureru, LV 18-Fukaku Omoidasu The Hero will also learn Raidein during a specific point of the story. Hassan: Hassan is a wandering martial artist who picks up odd jobs here and there....or is he? Like the hero, there's something just not right about Hassan, and he's lost part of his memory as well. Hassan is a born fighter, and has the highest strength and HP of all of the characters in the game. However, his MP level is very low, and he is weak to magical attacks. He naturally learns a few Butouka, Paladin, and Battlemaster techniques. I suggest that you shoot for making Hassan a Battlemaster when Darma Shinden first revives, since that is naturally what he will be best at. I also suggest you max Butouka before Senshi for him since the Butouka techniques are more powerful and will make him a much more effective Senshi. Skills Hassan gains naturally: LV5-Tobihizageri, LV14-Sutemi, LV18-Nioudachi. Hassan will also learn Seikenzugi at a specific point in the story. Mireyu: Mireyu is a mysterious young girl who is an apprentice to a fortune teller, Granmaz. Not much is known about her. Mireyu learns some Mahoutsukai and Souryo spells naturally, but can also use some warrior-type weapons like swords. However, her MP are lower than the other "magic-related" characters. Since her Kakkoyosa and speed is higher than most of the other characters, I suggest shooting for making her a Superstar. But since Superstar doesn't take a lot of fights to max, you might want to make her a Souryo first since the healing spells come in handy during the middle of the game. Skills Mireyu gains naturally: Starts with Hoimi, Kiari, and Skara. LV6-Manusa, LV8-Riremit, LV9-Hyado, LV11-Rariho, LV13-Behoimi, LV15-Io, LV18-Skult Barbara: While searching for the Mirror of Ra, the party finds Barbara, lost and semi-existant. Barbara has no idea where she is from, but there's something about her that makes her seem different from the rest of the party....what could it be? When she first joins you, Barbara is very weak, but she learns some fairly powerful Mahoutsukai spells. She is the only character that can equip the Green Gum Whip, tied for the most powerful weapon in the game, and by the end Barbara can fight almost as well as she can cast spells. I suggest that you shoot for making Barbara a Kenja, and make her a Mahoutsukai first so she won't be weak during the middle of the game. Towards the end of the game, Barbara also makes a surprisingly good Butouka, but getting her magic skills is more important. Skills Barbara learns naturally: Starts with Mera, Manusa, Rariho, and Rukani. LV6-Gira, LV8-Rura, LV10-Reremit, LV12-Rukanan, LV14-Mahotora, LV16-Begirama, LV18-Medapani. Barbara will also learn Madante during a specific point of the story. Chamoro Chamoro is the youngest character in the party, and comes from the town of Gent. He is a priest-in-training, and learns many Souryo spells naturally. He is also the only character who can learn Zaoraru, the revive spell, before Darma Shinden gets revived, so he is an invaluable character until you beat Mudo. Chamoro's MP are the highest of all the characters, but he's not a very good fighter naturally. Since his MP are so high, I suggest you build him towards becoming a Kenja. Since he gets a whole lot of Souryo techniques naturally, you might want to make him a Mahoutsukai first, but an extra Souryo never hurts either, especially since it takes time before Chamoro learns the more powerful Souryo spells naturally. Skills Chamoro learns naturally: Starts with Hoimi, Behoimi, Bagi, Kiari, and Nifuram. LV11-Mahoton, LV13-Zaoraru, LV 15-Bagima, LV17-Kiariku, LV19- Behoma, LV21-Zaki Amos Amos is the polite and good-natured local hero of the village of Monstoru; he once saved the village from a monster invasion. However he got sick and is being taken care of by the villagers since he saved their lives. One problem, though; at night Amos turns into a giant dog-like monster and causes earthquakes. He doesn't realize that he's doing this, and although the villagers do they won't tell him for fear that he will worry about harming someone, leave the village, and die of his illness. Amos joins the party after they heal his illness. Once in your party, Amos can turn into a monster during battle. You can't control him as a monster, but he uses powerful techniques like earthquakes and vacuum blasts. Amos is one of the best characters during the middle of the game. He is a natural fighter, and the Senshi class is a good choice for him. Since his MP are higher than Hassan, I suggest planning on making him a Mahousenshi. NOTE: Amos is an optional character. You don't have to get him, or even do the quest necessary to get him in your party. A word to the wise: DON'T tell him that he's a monster at night. If you do, he'll leave Monstoru and you won't be able to get him in your party. The game gives you many hints suggesting to keep your mouth shut, though. ("Do you want to tell him?" "Are you SURE you want to tell him?" "It might not be a good idea--are you really really sure?") Skills Amos learns naturally: Starts with Henshin and Hoimi. Terry Terry is a wandering swordsman, searching for the legendary strongest sword in the world. He is a very powerful fighter, but likes to travel alone and doesn't like company. Terry will join you towards the very end of the game. When you get him, he will already have maxed Senshi and will be a first level Battlemaster, (What happened to Butouka?) which is also the most appropriate job for him. By the time he maxes Battlemaster you'll probably be at the end of the game, so I suppose what you make him afterwards is up to you. Skills Terry learns naturally: Terry doesn't learn any skills naturally, but starts out with all the Senshi skills and the first Battlemaster skills. MONSTERS THAT WILL JOIN YOUR PARTY These are the monsters that can join your party. With the exception of Drango and Rookie, in order to get a monster to join your party, you must have a Mamonotsukai actively participating in the battle. Kill the monster you want to have join you last. The higher your Mamonotsukai level, the easier it is to get the monsters to join you. Also, I believe that you have to have the horsecart with you to get a monster to join you. You can have up to 3 monsters of the same kind join you, but it is more difficult to get the second and third. Good luck getting 3 Lamp no Maous or Hagure metals in your party, that's not likely to happen! :) Drango Drango is the Battle Rex that Terry defeats in the tunnel by the mountain pass near Arcbolt. When you go back to Arcbolt castle once Terry is in your party and talk to Drango, who is in the jail, he will join you. Drango is a strong character, and he automatically has the Dragon class, which is really useful. But by the time you get him all of your other characters will be really well developed so he may spend a good deal of time in Ruida no Sakaba, but he's a useful character nonetheless. Skills Drango learns naturally: Starts with Kaen no iki and Hayabusagiri. LV9-Majingiri, LV15-Hageshii honou, LV20-Metalgiri, LV25-Kiariku, LV30-Shakunetsu. Rookie If you defeat the champion of the Slime Arena, the owner of the former Champion will ask you to raise his next champion for him, and that champion is Rookie. Rookie is much tougher than Slalin, the other normal Slime, but will be very weak compared to your other characters when you get him, especially considering that to even get him, one of your slimes has to be extremely buff. A nice character, but he'll probably end up rotting in Ruida no Sakaba. :) Skills Rookie learns naturally: Starts with Behoimi, Skult, Begirama, Rariho, and Merami. LV 90-Shakunetsu. Slalin Slalin is a regular slime. When you first get him, he (it?) is very weak, and will stay weak for most of the game, but at his last level will learn an incredibly powerful technique. He is the easiest monster to get to join your party, and if you build Slalin towards being a Ranger, he can be incredibly effective while not in the active party, casting treasure-finding Touzoku spells and the like. He can also compete in the Slime arena, although he's probably not the best monster for the job. Difficulty to make join your party: Easy Skills Slalin learns naturally: LV90-Shakunetsu. Hoimin Hoimin is, IMO, the best monster you can get to join your party, except for maybe Kadabuu who is impossible to get. :) He is a Hoimi Slime, and learns heal spells naturally, long before anyone else in the party will get them. Hoimin is the one of only two characters that can learn Behomazun, the spell that will heal your entire party to maximum HP. In addition, Hoimin's MP level is higher than any of the human characters' levels; by the end of the game, he starts going up 13-15 MP per level gained. I suggest you work towards making Hoimin a Paladin or a Kenja. As a Paladin Hoimin can hold his own pretty well in the Slime Arena. Difficulty to make join your party: Average Skills Hoimin learns naturally: Starts with Hoimi LV9-Behoimi, LV15-Behoma, L18-Behomara, L23-Behomazun Pierre Pierre is a Slime Knight. Since you can't fight Slime Knights on the field until after you get the Mermaid Harp, you'll probably get him too late to make him a really effective member of your team, but if you do power him up, he's probably the best choice to fight in the Slime Arena since he can equip lots of good weapons and armor. Furthermore, since he can equip all of the Platinum equipment, you should use him to win the Monster Competition in the Best Dresser Contest since a coordinated Platinum outfit gets you 50 bonus Kakkoyosa points. I advise you build Pierre towards being a Paladin, Battlemaster, or Mahousenshi. Difficulty to make join your party: Average Skills Pierre learns naturally: Starts with Hoimi LV3-Mahotora, LV8-Skult, LV13-Kiaitame, LV18-Ukenagashi, LV25- Hayabusagiri Kings Kings is a King Slime. Both his HP and MP are rather high, and his stats are overall pretty high as well. His major disadvantage though is that it takes a long time for him to gain levels. Since his stats are overall high, he is a good choice to fight in the Slime Arena. Since both his MP and HP are high, I recommend you build him towards being a Mahousenshi or a Paladin, but Kings really has the potential to be a jack-of-all-trades. Difficulty to make join your party: Average Skills Kings learns naturally: Starts with Hoimi, Behoimi, Zaoraru. LV4-Pafu Pafu, LV5-Chikara tame, LV7-Tsukitobashi, LV10-Taiatari, LV15-Zaoriku, LV20-Palpunte Hagurin Hagurin is a Hagure Metal, and is a very difficult monster to get in your party, but his speed and even more so, defense, are incredibly high. His hit points are quite low, however. Being a Hagure Metal, Hagurin learns most of the skills of the Hagure Metal class naturally. However, Hagurin's maximum level is 16. Hagurin is potentially a good contender for the slime arena since his defense and speed are so high. Difficulty to make join your party: Difficult Skills Hagurin learns naturally: Starts with Gira. LV3-Astron, LV5-Rura, LV7-Madante, LV14-Big Bang. Mokomon Mokomon is a Fur Rat, and is one of the easiest monsters to get. However, most of his stats are very low. However, his Kakkoyosa is the highest of all monsters that you can get in your party, so he might be a good choice to enter the Best Dresser contest, at least in the lower rounds. He also learns some fairly powerful skills. Since his stats are kind of low, Mokomon won't do too well in most jobs, so making him a "utility" character that uses techniques outside of battle like a Touzoku or Asobinin might be a good idea. Difficulty to make join your party: Easy Skills Mokomon learns naturally: LV7-Ishi tsubute, LV10-Gira, LV15-Rariho, LV18-Begirama, LV20- Mahokanta, LV25-Mahokite, LV30-Begiragon. Maririn Maririn is a Lips, and when you get him, his stats are kind of low for the most part, but he is a fairly well-rounded character. He doesn't learn a lot of useful techniques, but his Wisdom is quite high, so building him towards a magic-oriented job might be a good idea. His strength is decent too, so he might make a good Mahousenshi as well. Maririn can advance only to level 50. Difficulty to make join your party: Average Skills Maririn learns naturally: Starts with Namemawashi. LV7-Hyakuretsuname, LV10-Amai iki, LV15-Fushigi na Odori. Jimmy Jimmy is a Doro Ningyo, (Mud Doll) and has a very high Wisdom for a level 1 monster when you first get him. Therefore, building him towards a magic-oriented job might be a good idea. In addition, his HP are high too, so a job like Paladin might be a good choice to build him towards. Jimmy is the only character besides Amos that can use the Henshin technique. Difficulty to make join your party: Average Skills Jimmy learns naturally: Starts with Fushigi na Odori. LV3-Mikawashikyaku, LV7-Ashibarai, LV10-Sasouodori, LV13- Skult, LV17-Manemane, LV20-Ukenagashi, LV25-Henshin. Tsuntsun Tsuntsun is a Super Tentsk, and learns lots of dances naturally, including Megazaru dance and Seirei no Uta. He also gains levels rather quickly. Tsuntsun is really a jack-of-all-trades, and will be fairly good at anything you want to make him, since all of his stats are fairly high. Difficulty to make join your party: Easy Skills Tsuntsun learns naturally: Starts with Sasou odori and Fushigi na odori LV5-Medapani Dance, LV10-Mahotora Odori, LV15, Shi no Odori, LV20-Odori fuuji, LV23-Megazaru Dance, LV27-Seirei no Uta. Smith Smith is a Kusatta Shitai. (Rotting Corpse) His stats are fairly low, but he gains levels quickly and his starting HP are pretty high as well. Smith learns Moudoku no kiri fairly early, which is a very useful technique against some monsters. Since he is fairly strong, building him towards being a Battlemaster might be a good idea. Smith can only go as high as level 50. Difficulty to make join your party: Average Skills Smith learns naturally: Starts with Namemawashi and Doku no iki LV10-Moudoku no kiri, LV13-Rukanan, LV18-Yaketsukuiki, LV20- Tomoenage, LV25-Shi no odori. Melbie Melbie is a Wind Mage, and his MP are fairly high. He learns all of the Bagi-based wind spells naturally, and overall is a good spellcaster. Therefore, I suggest you build him towards being a Kenja. Overall, Melbie is a well-balanced monster to have in your party. Difficulty to make join your party: Average Skills Melbie learns naturally: Starts with Bagi and Bagima. LV15-Gira, LV20-Begirama, LV25-Bagicross Lesser Lesser is a Lesser Demon, and is really easy to make a party member. His stats are all fairly average, although his MP and Wisdom are lower than most of his other stats. Building him as a fighter-type character might be a good idea. He learns some useful skills naturally, but overall I've found Lesser to be one of the less useful characters you can get. Difficulty to make join your party: Easy Skills Lesser learns naturally: Starts with Rukanan and Bukimi na Hikari. LV8-Gira, LV10-Io, LV13-Mikawashikyaku, LV15-Inazuma, LV20- Zaraki. Rocky Rocky is a Bakudan Iwa (Bomb Rock) and learns a few very good techniques, including Meisou. His MP will always be low so concentrate on giving him non-magic-using jobs. Rocky can only go as high as level 30, so overall he's not all that useful of a character. Towards the end of the game it will be unlikely that you will use him a lot. Difficulty to make join your party: Average Skills Rocky learns Naturally: Starts with Megante. LV10-Taiatari, LV15-Magma, LV20-Daibougyo, LV25 Megazaru, LV30, Meisou Ankul Ankul is a Dark Horn, and IMO, is neither a particularly useful nor particularly useless monster. He learns very few techniques, but has a high Strength, Defense, and a reasonably high Wisdom. He also has decent HP, so a job like Senshi or Butouka might be a wise choice. Building him towards a Battlemaster or Paladin would be one option. Difficulty to make join your party: Average Skills Ankul learns naturally: Starts with Mahoton. LV7-Otakebi, LV10-Kiaitame, LV15-Mabushii hikari. Mecky Mecky is a Kimeira, and learns freeze-breath, Hoimi-, Mera-, and Hyado- based spells. He also gains levels very quickly, and all of his stats are fairly balanced; he has a high Strength and Wisdom. Overall, Mecky is one of the most balanced monsters you can get, and will do well with most jobs, although I personally like to give him magic-using jobs. Difficulty to make join your party: Average Skills Mecky learns naturally: Starts with Behoimi and Tsumetai iki. LV7-Hyado, LV12-Hyadalko, LV18-Kouri no iki, LV20-Behoma, LV23-Merami, LV30-Kogoeru Fubuki Toby Toby is a Boss Troll, and has an extraordinarily high HP and Strength. However his MP are low low low. He makes a very good Senshi, Butouka, or Battlemaster, but doesn't do too well with the magic- using jobs. Therefore I suggest you stick with the fighter-type jobs. Unfortunately, by the time you will be able to get Toby, most of your other characters will be well-matured, so he may spend a lot of time in Ruida no Sakaba. Difficulty to make join your party: Average Skills Toby learns naturally: Starts with Tsukitobashi. LV10-Jihibiki, LV15-Jiware, LV20-Nioudachi, LV25-Taiatari, LV30- Gansenotoshi Robin 2 Robin 2 is a Killer Machine 2. His Speed, Strength, and Defense are all very high, and his HP are also fairly high as well. He starts with all the techniques he can learn, so most of the skills he will gain will be solely through jobs. Since his MP are low, I suggest that you give him fighter-based jobs. Since you get Robin 2 late in the game, you might not use him all that much but if used he is an effective character. Robin 2 can advance as far as Level 66. Difficulty to make join your party: Average Skills Robin 2 learns naturally: Starts with Minagoroshi and Samidareken. Kadabuu Kadabuu is a Lamp no Maou, and is one of the best monsters you can get, although he's really really hard to get to join you. Although he starts out fairly weak, once you level him up, he will be very very powerful. Of course, since the only place you can fight Lamp no Maous is right in front of the last boss' castle, by the time you get Kadabuu all of your characters will be so far advanced that he might not spend a lot of active time in your party. Kadabuu's Wisdom and Strength are both really high, so he will be good at both fighter- and magic using-type jobs. Difficulty to make join your party: Difficult Skils Kadabuu learns naturally: Starts with Bikilt, Skult, and Palpunte. LV12-Fubarha, LV15-Guntaiyobi, LV18-Behomazun, LV20-Mahokite, LV23-Oikaze SPELL AND SKILL DESCRIPTIONS: Senshi Skills Level 1: No new skills Level 2: Kiaitame (‚«‚ ‚¢‚½‚ß) The character using Kiaitame will gather his or her strength for one round, and the next turn will attack with much more power. Not very useful at the beginning of the game, but helpful against bosses and deadly when the character using it is affected by Bikilt. Level 3: No new skills Level 4: Morobagiri (‚à‚ë‚΂¬‚è) Morobagiri is a powerful strike to one enemy but the user will also take damage as well. Level 5: Shippuuzuki (‚µ‚Á‚'‚¤‚«) The Shippuuzuki is an extremely fast strike that will always strike first in a round, but it is not as damaging as a normal attack. Level 6: Minagoroshi (‚Ý‚È‚²‚낵) Minagoroshi is a very powerful attack against a single opponent, but the attacker picks a target at random; he or she could attack an enemy or a friend. Level 7: Hayabusagiri (‚Í‚â‚Ô‚³‚¬‚è) The user of the Hayabusagiri will attack a single target twice in one round, but the damage of each attack will be slightly lower than a normal attack. Very effective when using a weapon with special effects like healing the user after every strike--the user will be healed twice. Level 8: Majingiri (‚Ü‚¶‚ñ‚¬‚è) The Majingiri is an extremely powerful attack aganst a single target, but it often misses. Great against those annoying metal slime-type monsters; it will always kill them in 1 hit if it connects. Butouka Skills Level 1: Ashibarai (‚ ‚µ‚΂炢) The user of the Ashibarai knocks his or her opponent over, which doesn't do any damage, but will make it so the target will not be able to do anything until they get up next round. Useful against those annoying metal slimes that always run away. Level 2: Mawashigeri (‚܂킵‚°‚è) The Mawashigeri is a spinning kick that will do a fair amount of damage to one group of enemies. The damage done goes down slightly with each successive monster hit. Level 3: Kamaitachi (‚©‚Ü‚¢‚½‚¿) I'm not quite sure what a Kamaitachi is (some kind of whirlwind, I think) but the Butouka can call one to do damage on a single enemy. It doesn't do much damage against most enemies, but on enemies weak to Bagi-type spells, does lots of damage. Level 4: Mikawashikyaku (‚Ý‚©‚킵‚«‚á‚) This is a technique used to reduce the chances of an enemy attacking you. The character using the Mikawashikyaku will not attack during that round but almost all attacks will be directed at the other characters instead. Level 5: Seikenzuki (‚¹‚¢‚¯‚ñ‚«) The user of the Seikenzuki draws all of his or her strength into their fist and punches one enemy extremely hard. This is probably the most damaging physical attack in the game, but some enemies can dodge it easily. Level 6: Kyuushouzuki (‚«‚イ‚µ‚傤‚«) This is an attack against a single opponent that, if successful, will strike the enemy in a critical region, killing it instantly. If it misses it will do a nominal amount of damage instead. Level 7: Tomoenage (‚Æ‚à‚¦‚È‚°) The user of this technique will pick up an enemy and throw it far away. It doesn't work all that often, but if successful, will get rid of the enemy completely and it won't be able to be brought back. Level 8: Bakuretsuken (‚΂‚ê‚‚¯‚ñ) The user of the Bakuretsuken is an attack against every enemy in a fight, and is four strong successive punches that will strike an enemy at random each punch. Mahoutsukai Jumon: Level 1: Merami (ƒƒ‰ƒ~) This is the second strongest (and second weakest) fireball attack in the "Mera" family of fire spells. It will strike one enemy for around 80 points of damage. MP needed to use: 4 Level 1: Rariho (ƒ‰ƒŠƒz[) Rariho is a spell that will put one group of enemies to sleep. MP needed to use: 3 Level 2: Gira (ƒMƒ‰) Gira is the weakest spell in the "Gira" family of fire explosion spells. It will hit one group of enemies with burning flames for 15-20 points of damage. MP needed to use: 4 Level 2: Manusa (ƒ}ƒk[ƒT) This spell will affect all enemies facing the caster and will make it more difficult for them to hit. MP needed to use: 5 Level 3: Begirama (ƒxƒMƒ‰ƒ}) This is the second-strongest spell in the "Gira" family of fire spells. It will burn one group of enemies for about 35-40 points of damage. MP needed to use: 6 Level 3: Rura (ƒ‹[ƒ‰) Rura will teleport the party to any town that they have already visited. MP needed to use: 1 Level 4: Medapani (ƒƒ_ƒpƒj) Medapani will confuse one group of enemies, causing them to attack one another. MP needed to use: 5 Level 4: Rukanan (ƒ‹ƒJƒiƒ“) Rukanan will reduce the defense power of a single group of enemies by 25%. MP needed to use: 4 Level 5: Iora (ƒCƒIƒ‰) Iora is the second-most powerful spell in the "Io" family of explosion spells. The air will explode around the enemies and damage every enemy the caster is facing, damaging them for about 55-65 points of damage. MP needed to use: 8 Level 5: Riremit (ƒŠƒŒƒ~ƒg) This spell will teleport the party out of a cave or dungeon. MP needed to use: 8 Level 6: Hyadalko (ƒqƒƒƒ_ƒ‹ƒR) The second-most powerful "Hyad" ice spell in the game, this will impale a single group of enemies with large ice spikes for about 50 points of damage. MP needed to use: 5 Level 6: Mahotora (ƒ}ƒzƒgƒ‰) Mahotora will absorb a single enemy's MP and transfer the energy to the caster's MP. MP needed to use: 0 Level 7: Rarihoma (ƒ‰ƒŠƒz[ƒ}) Like Rariho, Rarihoma will put a group of enemies to sleep, but the sleep will be deeper and will be more likely to affect the enemies. MP needed to use: 5 Level 8: Begiragon (‚׃Mƒ‰ƒSƒ“) This is the most powerful "Gira"-type spell, and will hit an entire group of enemies with exploding flames, doing about 100 points of damage. MP needed to use: 10 Level 8: Mahokanta (ƒ}ƒzƒJƒ“ƒ^) Mahokanta forms a magical shield around the caster, reflecting all spells directed at the caster back at those who cast it. MP needed to use: 4 Souryo Jumon Level 1: Hoimi (ƒzƒCƒ~) The weakest healing spell in the game, Hoimi will heal about 40 HP of damage to a single character. MP needed to use: 2 Level 1: Nifuram (ƒjƒtƒ‰ƒ€) This spell will banish a single group of undead enemies from the world. MP needed to use: 1 Level 2: Bagi (ƒoƒM) The weakest "Bagi"-type wind-based attack spell, Bagi will affect a single group of enemies, doing 15-20 points of damage. MP needed to use: 2 Level 2: Kiari (ƒLƒAƒŠ) This spell will cure a single party member of poison or strong poison. MP needed to use: 2 Level 3: Skara (ƒXƒJƒ‰) This spell will raise a single party member's defense level. MP needed to use: 2 Level 3: Mahoton (ƒ}ƒz[ƒgƒ“) This spell will seal a single group of enemies' magical powers, making it impossible for them to cast spells. MP needed to use: 3 Level 4: Behoimi (ƒxƒzƒCƒ~) One step up from Hoimi, Behoimi will 80 HP of damage to a single character. MP needed to use: 5 Level 4: Kiariku (ƒLƒAƒŠƒN) Kiariku will cure paralysis in every member of your party. MP needed to use: 2 Level 5: Zaki (ƒUƒL) The weakest "Zaki"-based death spell, Zaki, if successful, will kill a single enemy instantly. Zaki-based spells tend to work best on animals and enemies of lesser intelligence. MP needed to use: 4 Level 5: Skult (ƒXƒNƒ‹ƒg) This spell is like Skara, execp that it will raise the defense power of every character in the party. MP needed to use: 3 Level 6: Bagima (ƒoƒMƒ}) The second-most powerful "Bagi"-type wind spell, Bagima will do more damage on a group of enemies than Bagi will, usually around 40 points of damage. MP needed to use: 4 Level 7: Zaraki (ƒUƒ‰ƒL) The second-most powerful "Zaki"-type death spell, Zaraki will attempt to kill a single group of enemies. MP needed to use: 7 Level 7: Behoma (ƒxƒzƒ}) Behoma will heal a single character's HP to his or her maximum HP level. MP needed to use: 7 Level 8: Zaoraru (ƒUƒIƒ‰ƒ‹) Zaoraru will revive a dead comrade with about 1/4 to 1/3 of his or her HP. It doesn't always work, though. MP needed to use:10 Odoriko techniques Level 1: Sasou odori (‚³‚»‚¤‚¨‚Ç‚è) Sasou odori will make the enemy dance, using up its turn in the round. Useful against those annoying metal slime monsters that always run away. Level 2: Mikawashikyaku (‚Ý‚©‚킵‚«‚á‚) See the Butouka technique of the same name. Level 3: Fushigi na odori (‚"‚µ‚¬‚È‚¨‚Ç‚è) The Fushigi na odori will lower a single opponent's MP level. Level 4: Medapani Dance (ƒƒ_ƒpƒjƒ_ƒ“ƒX) The Medapani Dance will confuse a single group of enemies, making them attack each other. Level 5: Ukenagashi (‚¤‚¯‚È‚ª‚µ) The Ukenagashi will make all physical attacks directed at the user hit another member of the party instead. Level 6: Odorifuuji (‚¨‚Ç‚è‚"‚¤‚¶) This dance will prevent enemies from dancing. A useful technique against monsters that have Shi no Odori. Level 7: Mahotora Odori (ƒ}ƒzƒgƒ‰‚¨‚Ç‚è) This dance will absorb a single enemy's MP, giving them to the dancer. Level 8: Shi no Odori (‚µ‚Ì‚¨‚Ç‚è) This dance will, if successful, instantly kill every monster facing the dancer that is affected. Touzoku skills and spells Level 1: Suna Kemuri (‚·‚È‚¯‚Þ‚è) This is a bomb that will spray sand in the enemies' eyes, making it more difficult for them to hit. Kind of like Manusa. Level 2: Taka no Me (ƒ^ƒJ‚Ì‚ß) This spell will allow you to know where the nearest town, dungeon, cave, etc, is. MP needed to use: 0 Level 3: Ishitsubute (‚¢‚µ‚‚ԂÄ) This technique will allow the Touzoku to kick small rocks at one group of enemies to inflict nominal damage. Level 4: Tsukitobashi (‚‚«‚Ƃ΂µ) Tsukitobashi throws one enemy far away, removing it from the fight. Doesn't always work, and will only work against small enemies. Level 5: Flomi (ƒtƒ[ƒ~ƒ) This spell allows you to find out what level of the dungeon you're on. MP needed to use: 2 Level 6: Shinobiashi (‚µ‚Ì‚Ñ‚ ‚µ) This spell allows the Touzoku to move very quietly, so that fewer monsters will find the party. MP needed to use: 0 Level 7: Touzoku no Hana (‚Æ‚¤‚¼‚‚Ì‚Í‚È) This spell allows the Touzoku to determine how many treasures are left on a given level of a dungeon, town, etc. MP needed to use: 0 Level 8: Remirarma (ƒŒƒ~ƒ‰[ƒ}) This spell, when cast, lights up anything special currently onscreen. Cast this in any unusal place; this spell is great for finding Chiisa na Medals and other hidden items. MP needed to use: 2 Mamonotsukai techniques Level 1: No new techniques Level 2: Amai iki (‚ ‚Ü‚¢‚¢‚«) The Mamonotsukai using this technique breathes a sweet gas on all of his or her enemies, putting them to sleep if they don't hold their breath. Level 3: Doku no iki (‚Ç‚‚Ì‚¢‚«) This attack is similar to Amai iki, except that the gas the Mamonotsukai breathes is poisonous and will affect all enemies. Level 4: Hyakuretsuname (‚Ђႂê‚‚Ȃß) The Mamonotsukai sticks his or her tongue out, reducing the enemies' defense power to 0. (Don't ask me what the connection is. I don't know.) Level 5: Tsumetai Iki (‚‚߂½‚¢‚¢‚«) The Mamonotsukai attacks all of the monsters with a lightly damaging (usually less than 20 damage) breath weapon. This is the weakest cold-based breath. Level 6: Kaen no Iki (‚©‚¦‚ñ‚Ì‚¢‚«) Similar to Tsumetai Iki, but the attack is fire and does more damage. This is the second weakest fire-based breath. Level 7: Yaketsuku Iki (‚₯‚‚‚¢‚«) Unless the monsters hold their breath, they will all be paralyzed when the Mamonotsukai uses this technique. Level 8: Dragoram (ƒhƒ‰ƒSƒ‰ƒ€) The Mamonotsukai turns into a dragon using this ability. You can't control the dragon, but it will breathe cold or fire, or attack. MP needed to use: 18 Shounin techniques and spells Level 1: Inpas (ƒCƒ“ƒpƒX) This spell will identify an item and tell exactly what it does, whether or not it can be used in battle or has any special functions when equipped, and also how much you can sell it for. You can also cast this spell on unopened treasure boxes to determine whether or not they are monsters. MP needed to use: 1 Level 2: Chikara tame (‚¿‚©‚炽‚ß) This technique is exactly like the Senshi technique "Kiai tame," although I believe it's slightly less effective. Level 3: Anahori (‚ ‚È‚Ù‚è) This spell will be used to dig a hole in the ground where the party is standing to see if anything is buried there. Usually you won't find anything, or you'll find a few gold pieces (like less than 10.) Actually, I've never found anything else with it. MP needed to use: 0 Level 4: Fushigi na Odori (‚"‚µ‚¬‚È‚¨‚Ç‚è) This technique is exactly the same as the Odoriko technique of the same name. Level 5: Otakebi (‚¨‚½‚¯‚Ñ) The Shounin using this technique will make a face at all the enemies, surprising them so that they cannot do anything that round. Great on those annoying metal slimes. Level 6: Taiatari (‚½‚¢‚ ‚½‚è) This technique will reduce an enemy's HP by one half, but conversely damages the user as well. Level 7: Ogoe (‚¨‚¨‚²‚¦) This spell will allow the merchant to call a store by yelling really loud. Whatever store you visited last, (ie weapon store, inn, armor store) will be the type of store that is summoned. Note that if you call a church, you can't save. Useful when the last place you visited was an inn; you can get a full regeneration of everybody....but expect to pay for it! MP needed to use: 15 Level 8: Guntai yobi (‚®‚ñ‚½‚¢‚æ‚Ñ) The merchant summons an army to attack four times on enemies randomly, but he has to pay them first, so you use up gold for this technique. The amount you have to pay is 50 G x the character's level. Asobinin spells and techniques Level 1: Asobi (‚ ‚»‚Ñ) The Asobinin using this technique plays during his or her turn of combat. Sometimes Asobinins will use this technique instead of doing what they're told to. As you gain job levels, you will learn more "Asobis." The early "Asobis" do nothing, just waste a turn, but some of the later Asobis learned are powerful attacks or defense techniques. The Asobis learned differ from character to character. When you pick "Asobi," the computer picks which Asobi to do at random, so even if you know a really powerful Asobi, you won't necessarily do it. Level 2: Kuchibue (‚‚¿‚Ô‚¦) With this spell, the Asobinin whistles and calls a group of monsters to attack the party. This spell is great if you feel like building up job or experience levels, as you don't have to walk in circles forever waiting for something to attack you. If you're in a room with no monsters and use this spell nothing will happen. MP needed to use: 0 Level 3: Namemawashi (‚Ȃ߂܂킵) The Asobinin using this technique will make the enemy's hair stand on end, stopping them from doing anything that round. Yet another good metal-slime stopping technique. Level 4: Pafu Pafu (‚Ï‚"‚Ï‚") The Asobinin using this techinique "Pafu Pafus" the enemy. The effects depend on whether the character doing Pafu Pafu is male or female. When a male character uses Pafu Pafu, he does damage to his target. When a female character uses Pafu Pafu, the target will "feel good" and will occasionally spend rounds just feeling good and not doing anything. Level 5: Neru (‚Ë‚é) Using this technique, the Asobinin will fall asleep, and regenerate his or her HP and MP with each step. But if you get attacked with the Asobinin in your party while they are asleep, they will sleep through the battle until awakened. MP needed to use: 0 Level 6: Hyakuretsuname (‚Ђႂê‚‚Ȃß) This is exactly the same as the Mamonotsukai technique of the same name. Level 7: Manemane (‚Ü‚Ë‚Ü‚Ë) This technique, when used in battle, will imitate whatever Jumon or Tokugi the monsters use. Level 8: Palpunte (ƒpƒ‹ƒvƒ“ƒe) This spell does random things in battle. Here are a few examples that I've had: The entire party turns into dragons, meteors drop on the party and the monsters reducing everybody's HP to 1, everyone's MP revived, everyone's (including the monsters) HP revived, every enemy instantly killed...basically, try it and see what happens. It can be helpful or harmful. MP needed to use: 12 Battlemaster techniques Level 1: Shinkuugiri (‚µ‚ñ‚‚¤‚¬‚è) The Battlemaster powers his or her weapon with Vacuum, and attacks the enemy with it. Monsters weak to wind or vaccum will take more damage. Level 2: Zombiegiri (ƒ]ƒ“ƒr‚¬‚è) This attack will do extra damage on undead monsters, and does a fair amount of damage on its own too. Level 3: Ukenagashi (‚¤‚¯‚È‚ª‚µ) This technique is exactly the same as the Odoriko technique of the same name. Level 4: Samidareken (‚³‚Ý‚¾‚ꂯn) Using this technique, the Battlemaster will attack every enemy facing him or her. Level 5: Tobihizageri (‚ƂтЂ´‚°‚è) This is a flying knee kick to a single enemy, and does extra damage to flying enemies. Level 6: Dragongiri (ƒhƒ‰ƒSƒ“‚¬‚è) This slash does extra damage on dragon and dragon-type enemies, sometimes killing them instantly. Level 7: Kansekiotoshi (‚©‚ñ‚¹‚«‚¨‚Æ‚µ) The Battlemaster will drop large rocks on every enemy, damaging them for about 100 HP of damage each. This is probably one of the best techniques in the game. Level 8: Metalgiri (ƒƒ^ƒ‹‚¬‚è) This slash does extra damage on monsters made out of metal, including the metal-slime family. Mahousenshi techniques and spells Level 1: Kaengiri (‚©‚¦‚ñ‚¬‚è) The Mahousenshi lights his weapon on fire, inflicting fire damage on one enemy. Good against monsters weak to fire. Level 2: Bikilt (ƒoƒCƒLƒ‹ƒg) This spell will double one character's attacking power. When combined with Kiaitame, can produce attacks upwards of 500 points of damage with stronger characters. This is a great spell to use for bosses. MP needed to use: 6 Level 3: Inazumagiri (‚¢‚È‚¸‚Ü‚¬‚è) The Mahousenshi calls a bolt of lightning on his weapon as he or she slashes, giving shocking damage to enemies and extra damage to monsters weak to electricity. Level 4: Mahotarn (ƒ}ƒzƒ^[ƒ“) This creates a magic barrier around the entire party that reflects all enemy magic back at them once. MP needed to use: 4 Level 5: Mahyadogiri (ƒ}ƒqƒƒƒh‚¬‚è) This ability freezes the Mahousenshi's weapon, and does additional damage from cold to the enemy. Monsters weak to ice take even more damage. Level 6: Bashirura (ƒoƒVƒ‹[ƒ‰) This spell will teleport one enemy in the enemy party away. It doesn't always work though. MP needed to use: 8 Level 7: Magma (MƒAƒOƒ}) This techinque allows the Mahoutsukai to summon magma from the ground to burn all the enemies he or she is currently facing. Level 8: Merazoma (ƒƒ‰ƒ][ƒ}) This is the most powerful "Mera" based fire spell. It will shoot two fireballs that converge on one enemy, doing around 190 points of damage (more on monsters weak to fire) MP needed to use: 10 Paladin spells and techniques Level 1: Migawari (‚Ý‚ª‚í‚è) This technique allows the paladin to cover a single ally, taking all attacks meant for him or her. Level 2: Shinkuuha (‚µ‚ñ‚‚¤‚Í) The Paladin fires a vacuum blast at all the enemies, usually doing around 80 damage to each. Level 3: Sutemi (‚·‚Ä‚Ý) The Paladin using this technique focuses all of his or her energy into an attack on one enemy. The attack is very powerful but since the Paladin ignores his or her defense, defense power drops to 0 for that round. Level 4: Bagicross (ƒoƒMƒNƒƒX) The most powerful wind-based "Bagi" spell, Bagicross creates a large whirlwind to attack one group of enemies. Usually does around 140- 150 points of damage. MP needed to use: 8 Level 5: Magic Barrier (ƒ}ƒWƒbƒNƒoƒŠƒA) The Paladin casting this spell reduces the effects of all spells cast upon his or her party for the duration of the battle. MP needed to use: 3 Level 6: Nioudachi (‚É‚¨‚¤‚¾‚¿) This technique is like Migawari, except that it covers all your allies from all attacks, both physical and magical. Level 7: Megazaru (ƒƒKƒUƒ‹) The Paladin casting this spell sacrifices his or her life to bring all of his dead companions back to life with full HP, and heal all living companions to full HP. MP needed to use: All remaining MP Level 8: Grand Cross (ƒOƒ‰ƒ“ƒhƒNƒƒX) The Paladin shoots a huge cross of vacuum energy at one group of enemies, doing roughly 180-200 damage points to each. As it is a tokugi not a Jumon, Mahoton, Mahatarn, Mahokanta, and Magic Barrier do nothing against it. Without a doubt this is one of the most useful techniques in the game. MP needed to use: 20 Kenja spells and techniques Level 1: Mahokite (ƒ}ƒzƒLƒe) Whatever spells the enemy casts on the caster, he or she will absorb the MP spent by the monster casting it. MP needed to use: 2 Level 2: Fubarha (ƒtƒo[ƒn) Fubarha affects all allies of the caster, and reduces the damage taken by everyone from fire- and cold-based attacks dramatically. Level 3: Bashirura (ƒoƒVƒ‹[ƒ‰) This spell is the same as the Mahousenshi spell of the same name. MP needed to use: 8 Level 3: Bikilt (ƒoƒCƒLƒ‹ƒg) This spell is the same as the Mahousenshi spell of the same name. MP needed to use: 6 Level 4: Tsunami (‚‚ȂÝ) The Kenja calls a tidal wave to inflict drowning damage on all his or her enemies. Level 4: Shoukan (‚µ‚傤‚©‚ñ) The Kenja summons a random monster to attack the enemies. The attacks differ depending on what monster is summoned. The higher your level, the more powerful a monster you can summon. The most powerful monster has unlimited MP and can cast Jigo Spark! MP needed to use: 20 Level 5: Behomara (ƒxƒzƒ}ƒ‰[) Behomara is the second-most powerful healing spell, healing 100 points of damage to everyone in the party, and those in the wagon too if the wagon is with the party. MP needed to use: 18 Level 5: Jiware (‚¶‚í‚ê) Jiware opens a huge crack in the ground. Any monsters that fall into the crack are crushed and killed when it closes again. Level 6: Zaoriku (ƒUƒIƒŠƒN) The ultimate revival spell, Zaoriku brings a dead comrade back to life with full HP, and it never fails to work, unlike Zaoraru. MP needed to use: 20 Level 6: Mahyado (ƒ}ƒqƒƒƒh) The most powerful cold-based spell in the "Hyado" family of spells, Mahyado will attack every enemy facing the caster, usually doing 100 points of damage to each. MP needed to use: 12 Level 7: Magic Barrier (ƒ}ƒWƒbƒNƒoƒŠƒA) This spell is the same as the Paladin spell of the same name. MP needed to use: 3 Level 7: Megante (ƒƒKƒ“ƒe) The Kenja casting this spell sacrifices his or her life and explodes, doing so much damage to all the enemies that unless they are extremely strong, will kill them all, and even if it doesn't, will weaken them substantially. Unfortunately, you won't get any gold or experience from monsters killed witn Megante. MP needed to use: 1 Level 8: Ionazun (ƒCƒIƒiƒYƒ“) The most powerful "Io"-type explosion spell, and the third-most powerful spell in the game, Ionazun creates massive explosions around all the enemies, inflicting heavy damage, usually between 140 points. This is one spell that, once you get, will make you wonder how you ever survived without it. MP needed to use: 15 Level 8: Zarakima (ƒUƒ‰ƒL[ƒ}) The most powerful death spell of the "Zaki" family, Zarakima will attempt to kill every monster facing the party. Like the other Zaki spells, it works better on monsters of low intelligence. MP needed to use: 15 Ranger spells and techniques Level 1: Toheros (ƒgƒwƒƒX) This spell will seal away all monsters weaker than the party, making it so that the party cannot encounter them. MP needed to use: 4 Level 2: Moudoku no kiri (‚à‚¤‚Ç‚‚Ì‚«‚è) The Ranger using this technique applies heavy poison to his or her weapon and attacks a group of enemies, poisoning them severely in addition to damaging them. Level 3: Toramana (ƒgƒ‰ƒ}ƒi) This spell affects the party so that it can walk through lava, swamps, spikes, or any other barriers that would damage the party without any injury. MP needed to use: 2 Level 4: Jihibiki (‚¶‚Ђт«) The Ranger using this skill creates an earthquake, damaging all the enemies. It doesn't always work though. Level 5: Mabushii hikari (‚Ü‚Ô‚µ‚¢‚Ђ©‚è) The Ranger who uses Mabushii hikari creates a very bright light, blinding all enemies and making it more difficult for them to hit. Level 6: Daibougyo (‚¾‚¢‚Ú‚¤‚¬‚å) Daibougyo is like selecting the command to defend during battle, except that it affects all characters and not only the Ranger using it. Level 7: Hibashira (‚Ђ΂µ‚ç) The Ranger using this technique sends a pillar of flame down onto one enemy. Level 8: Oikaze (‚¨‚¢‚©‚º) Oikaze will send any fire or cold attacks directed at the party back at the enemy. Useful against those annoying enemies that breathe fire or ice and whose breath cannot be stopped by magical barriers. Superstar Techniques and spells Level 1: Mabushii hikari (‚Ü‚Ô‚µ‚¢‚Ђ©‚è) This technique is the same as the Ranger technique of the same name. Level 2: Astron (ƒAƒXƒgƒƒ“) This spell will turn the caster and his or her allies to iron. They won't be able to attack or cast spells, but they will be completely immune to all damage. MP needed to use: 2 Level 3: Inazuma (‚¢‚È‚¸‚Ü) This technique allows the Superstar to call down lightning on one enemy. Level 4: Megazaru Dance (ƒƒKƒUƒ‹ƒ_ƒ“ƒX) This is exactly like the Paladin Spell Megazaru; it revives all dead allies with max HP and heals all living allies completely, but it takes no MP to use. Level 5: Bukimi na hikari (‚Ô‚«‚݂ȂЂ©‚è) The strange light that the Superstar creates affects one group of enemies and makes their magical powers weaken. Level 6: Hustle dance (ƒnƒbƒXƒ‹ƒ_ƒ“ƒX) One of the most useful techniques in the game, the Hustle dance heals 80 HP to every character, including those in the wagon if they are nearby. On top of that, it takes no MP to use! Level 7: Moonsault (ƒ€[ƒ“ƒTƒ‹ƒg) The Superstar does flip kicks and damages each enemy, although the damage taken is not particularly high. Level 8: Seirei no Uta (‚¹‚¢‚ê‚¢‚Ì‚¤‚½) This song will revive every dead member in the Superstar's party. MP needed to use: 20 Yuusha techniques and spells Level 1: Astron (ƒAƒXƒgƒƒ“) This spell is the same as the Superstar spell of the same name. MP needed to use: 2 Level 2: Itetsukuhadou (‚¢‚‚͂ǂ¤) The Yuusha points his finger at the enemies and dispels all magics affecting them, like magic barriers, Bikilt, upped defense power, etc. A great technique, and especially useful against the last boss. Level 3: Raidein (ƒ‰ƒCƒfƒCƒ“) In the "Dein" family of lightning spells, this spell will do lightning damage to every enemy, about 80 points to each. MP needed to use: 8 Level 4: Gigadein (ƒMƒKƒfƒCƒ“) Also in the "Dein" family of lightning spells, this spell will only affect a single group of enemies but does far more damage than Raidein, sometimes as much as 200 points! MP needed to use: 15 Level 5: Meisou (‚ß‚¢‚»‚¤) This technique will heal 500 HP of damage to the Yuusha using it, without taking any MP. Level 6: Gigas Slash (ƒMƒKƒXƒXƒ‰ƒbƒVƒ…) The Yuusha using this technique uses his sword to create an incredibly powerful magical slash of energy to one group of monsters, doing about 400 points of damage to each. Like Grand Cross, Gigas Slash cannot be stopped by any magical barriers. This technique is incredibly effective on almost anything it is used against. MP needed to use: 20 Level 7: Jigo Spark (ƒWƒSƒXƒp[ƒN) The second most powerful spell in the game, Jigo Spark creates a huge exploding ball of electricity that affects all the enemies, doing about 300 points of damage to each. MP needed to use: 25 Level 8: Minadein (ƒ~ƒiƒfƒCƒ“) The most powerful "Dein" lightning spell, and the most powerful spell in the game, Minadein hits one enemy with a huge blast of lightning. Every member of the Yuusha's party must assist in its casting but it does from 600-700 points of damage. MP needed to use: 10 points from each party member in battle. Dragon Skills: Level 1: Hi no Iki (‚Ђ̂¢‚«) The Dragon using this technique breathes lightly-damaging fire at his or her enemies. This is the weakest fire-breath attack. Level 2: Tsumetai Iki (‚‚߂½‚¢‚¢‚«) This technique is exactly the same as the Mamonotsukai technique of the same name. Level 3: Kaen no Iki (‚©‚¦‚ñ‚Ì‚¢‚«) This is the same as the Mamonotsukai technique of the same name. Level 4: Kouri no Iki (‚±‚¨‚è‚Ì‚¢‚«) This is the second weakest cold-breath attack, and is roughly four times more powerful than Tsumetai Iki, and hits all enemies. Level 5: Hageshii Honou (‚Í‚°‚µ‚¢‚Ù‚Ì‚¨) This is the second strongest fire breath. It tends to do about 20-30 more points damage than Kouri no Iki, and similarly hits all enemies. Level 6: Kogoeru fubuki (‚±‚²‚¦‚é‚"‚Ô‚«) The Dragon using this technique breathes a ice storm on all of his enemies. The second strongest cold-based breath weapon. Level 7: Shakunetsu (‚µ‚á‚‚Ë‚Â) The most powerful fire breath, the Dragon breathes a blaze upon all enemies. It does well over 100 points of damage. Level 8: Kagayaku iki (‚©‚ª‚â‚‚¢‚«) The most powerful cold breath, the Dragon breathes frost and huge chunks of ice on his enemies. Does more than 200 points damage, and is the most powerful technique that doesn't consume MP. Hagure Metal skills and Spells: Level 1: No new skills or spells. Level 2: Astron (ƒAƒXƒgƒƒ“) This spell is the same as the Superstar technique of the same name. Level 3: No new skills or spells. Level 4: Rura (ƒ‹[ƒ‰) This spell is the same as the Mahoutsukai spell of the same name. Level 5: No new skills or spells. Level 6: Madante: (ƒ}ƒ_ƒ“ƒe) The legendary ultimate attack spell, Madante does massive damage on all enemies of the caster. The spell will consume all the caster's MP, and the damage done to the enemies is proportional to the amount of energy spent in casting it. MP needed to use: All remaining MP Level 7: Jigo Spark (ƒWƒSƒXƒp[ƒN) This skill is the same as the Yuusha skill of the same name. Level 8: Big Bang (ƒrƒbƒOƒoƒ“) The most powerful attack Tokugi in the game, Big Bang will attack all enemies of the caster for very large amounts of damage. MP needed to use: 30 SKILLS AND SPELLS NOT LEARNABLE THROUGH JOBS: Mera (ƒƒ‰) This is the weakest spell of the "Mera" based fire spells. It attacks a single enemy, and does about 15 points of fire damage. MP needed to use: 2 Hyado (ƒqƒƒƒh) The weakest spell in the "Hyado" family of ice spells, Hyado does about 25-30 points of damage to a single enemy. MP needed to use: 3 Io (ƒCƒI) The weakest spell in the "Io" family of explosion spells, Io will attack all the enemies for about 25 points of damage each. MP needed to use: 5 Rukani (ƒ‹ƒJƒj) This spell will reduce a single enemy's defense power by 50%. Much more effective against bosses than Rukanan is. MP needed to use: 3 Behomazun (ƒxƒzƒ}ƒYƒ“) The most powerful healing spell in the game, Behomazun will heal every member of your party to their maximum HP level. Works on the characters in the horse wagon, too. MP needed to use: 36 Henshin (‚Ö‚ñ‚µ‚ñ) The user of this technique turns into a large monster. The character using Henshin is uncontrollable, but will randomly attack or use either Jihibiki or Shinkuha. Very useful before you get high job levels. Omoidasu (‚¨‚à‚¢‚¾‚·) This will remember the 3 most recent conversations with townspeople or animals saved with the X button. Motto Omoidasu (‚à‚Á‚Æ‚¨‚à‚¢‚¾‚·) This will remember the last 10 conversations you stored with the X button Fukaku Omoidasu (‚"‚©‚‚¨‚à‚¢‚¾‚·) This will remember every conversation you have stored in your character's memory. Wasureru (‚í‚·‚ê‚é) Use this to forget a message of your choosing that you've stored with the X button. GENERAL INFORMATION AND RULES OF THE GAME Party Lineup From what I've seen, the order you put your party in doesn't make a whole lot of difference. From my experience, monsters don't attack whoever is in the lead the most; rather, they will attack characters according to their abilities rather than where they are in the lineup. Some monsters, like the Bloody Hands, can sense who the weakest character is, and then focus all their attention on him or her, so if there's a character in your party that's weak, you might want to keep them out of the active party. The Horse Wagon You can have from one to four characters in your active party at any time. The active party will be the one that fights the monsters. Any characters that are not in the active party will stay in the horse wagon, which you get early in the game. However, there can only be eight characters total in both the wagon and the active party. Any characters in the horse wagon get the same number of job points and experience points that those in the active party get, but will not be damaged in battle. You can change members of the active party whenever you want, even in the middle of a battle, so if one character is wounded badly, you might want to exchange them for someone in the wagon. In addition, if all of your characters in the active party are killed, those remaining in the wagon will come out to replace them. However, there's one catch; with the exception of about two or three places, the wagon will not follow you into towns or dungeons. Here you're on your own, with only the four characters in your active party. You cannot exchange characters in the active party for those in the wagon while in towns and dungeons, and if your active party gets killed, then you're dead and will go back to the last church you visited with half your gold. Therefore, think beforehand which characters you want to send into a dungeon. Whatever characters you keep out of your active party when in a dungeon will stay in the wagon, but as long as the active party is not in battle, can still cast spells. Therefore, if you have one character that has that really powerful healing or revival spell, you might want to keep him or her out of the active party so they don't get killed; even out of the active party you can still use that character's magic. Ruida no Sakaba There may be only 7 characters you get in your party through the basic quest, but there are lots of monsters that will join you when persuaded to by a Mamonotsukai. Therefore, at some point you will probably gain a new monster or character and go over the maximum number of party members allowed in your party. In this case, you will have to send an extra character to Ruida no Sakaba. Ruida no Sakaba is a "character storage" shop and is located at various points around the DQ world. You can go back to Ruida no Sakaba and change characters at any time, but any characters left there will not gain the experience points or job levels that the rest of the party does. You can leave any character off at Ruida no Sakaba except for the Hero. If another character in the party still has to be present for a major plot development, then you won't be able to put him or her into Ruida no Sakaba either. If there is a monster in your party that you want to get rid of permanently, you can do it at the Sakaba. Since monsters you get rid of will be gone forever, but unless the Sakaba is completely full and you can't get new monsters, there's no real need to. Mini-games in DQ6 and their rules There are some mini-games and similar games within DQ6, games in which you can get money and helpful items for your characters if you win. Except for the Kakkoyosa Contest, you never have to go to these games, but it helps. The Casino There are three casinos in the game; One in San Marino, one in Longadeseo, and one in Yokubou no Machi. In each casino you can buy chips for 20 GP each, and bet them in a slots or poker game to try to win more. You can't trade your chips in for cash, but in each casino there is a place where you can trade chips in for items, some of which can't be found anywhere else in the game. Winning in the casino is tough, but the items are worth it, and you can always reset if you lose too much. :) Rules of Poker I'm not going to go through all the rules of Poker, since poker in DQ6 is the same as it is in the real world, except that there's a Joker in there that can be substituted for any card. You can bet anywhere from 1-10 chips on a single hand of Poker, but in order to break even you have to at least get two pair or a Joker. Until you get to Yokubou no Machi, Poker is the best way to make chips quickly, but considering the cheapest thing you can buy at the casino takes 100 chips, you really won't make anything unless you bet 10 chips/hand. Here is the list of poker payoffs. Royal Straight flush: 500 x Bet 5 of a Kind: 100 x Bet Straight Flush: 50 x Bet Four of a kind: 20 x Bet Full House: 10 x Bet Flush: 5 x Bet Straight: 4 x Bet 3 of a kind: 2 x Bet 2 pair: 1 x Bet Joker: 1 x Bet Doubling up: Once you win a hand of poker, no matter how much or how little you win, you can choose to "double up." If you decide to double up, then you play a quick "double-or-nothing" game; if you win you get twice what you would have won, if you lose you'll lose all of what you would have won. If you successfully win a double up, you can choose to double up with your new winnings again. You can continue to choose to double up until you lose or until you exceed 10,000 casino coins. There are 2 kinds of doubling up. In San Marino and Longadeseo, you will do a 5-card double up. One card will be shown face up, and you can guess from among the other four a card you think has a higher value. There's no guarantee that any of the cards will be higher though; if the face-up card is the Joker, you automatically lose. If you pick a card with the same value as the face-up card, then the pack will be shuffled and you'll do it over again. The second kind of doubling up is a 2-card double up, and you can only do so in Yokubou no Machi. You will be dealt two cards, one face up, and one face down. You have to guess whether the face- down card is either higher or lower than the face-up card. If the cards are the same, you automatically lose. If you win and decide to continue to double up, you will be dealt another face-down card, but the face-up card will be the card that was the face-down card last turn. I.e if card#1 is a 10, card #2 is an 8, then you'd have to guess whether card #3 is higher or lower than 8. Generally, this kind of doubling up is easier than the first, but by the time you get to Yokubou no Machi, you probably will be spending most of your casino time at the slots. The Slots There are four kinds of slot machines; 1 coin, 5 coin, 10 coin, and 50 coin. On each try at the slots you can bet anywhere from 1 x the type of machine to 5 x the type of machine, i.e on a 1 coin machine you can bet 1-5 coins per try, where at the 25 coin machine you can bet 50,100,150,200 or 250 coins per try. The slot machine is a set of three wheels with different symbols on them. They'll start spinning and will eventually stop, and if all three symbols are the same when you stop, you'll win something. Here are the symbols and their various payoffs. 3 Slimes: 2 x bet 3 Bubble Slimes: 5 x bet 3 Men with Helmets: 10 x bet 3 Knights: 20 x bet + 2 free spins 3 Princesses: 50 x bet + 5 free spins 3 Kings: 100 x bet + 10 free spins 3 7's: 300 x bet + 30 free spins (Jackpot) You probably won't win the slots as often as you'll win in poker, but since the payoffs tend to be greater proportionally, you'll be likely to make money more often. Unfortunately, until you get to Yokubou no Machi, what you can bet on the slots is so meager that you'll never make enough money to buy something decent. However, in Yokubou no Machi, you can make *loads* of cash really fast; I made 70,000 chips in about 10 minutes, whereas it took me about an hour to make 5000 chips in poker, and I was really lucky (successfully doubled up a straight flush) Slot extras: You can't control the first two wheels in the slots, but if they both come up the same item two bunny girls will run along the bottom of the screen holding a banner saying "Reach!!" and after they go off the screen, you can control when the third wheel will stop by hitting a button. Unfortunately since it doesn't stop immediately when you hit the button, unless you memorize the wheel, stopping it early is kind of pointless. Anyhow, after the bunny girls holding the "Rich!!" sign leave the screen, occasionally an old man or an old woman will come out and change the third wheel that's still spinning. The Old man: Occasionally the old man, accompanied by two bunny girls, will walk over to the third wheel, jump up, and change every symbol on that wheel to the same symbol. For example, if he jumps up and changes the wheel to knights, you'll be guaranteed a knight in the third slot. This is extremely helpful if he changes the third symbol to what you need to win something. However, when you have two sevens and he changes the third slot to all slimes, you want to strangle him. He can be very helpful or very harmful, when he comes out you will either have a 100% chance or 0% chance of winning, depending on what he does. The Old Lady: When the first two symbols are the same, the Old lady will sometimes come out and change most, but not all, of the symbols to whatever symbol you need to win something. I.e. if I have two Kings, the old lady will change most of the symbols on the third wheel to Kings. Basically, when she comes out, she will increase the chances of you winning something substantially. Overall I like to see her appear more than the old man. CHIISA NA MEDALS This is sort of a scavenger-hunt type of "game." Around the world, you will find many "Chiisa na medals" (Small medals) hidden in chests, barrels, chest of drawers, etc. You should collect as many as possible. Once the Medal King is released from his confinement and the Medal Castle is revived, you can go there to cash your medals in for items. The more medals you have, the better the items get. While you lose the medals you had in your inventory every time you "cash in," they are still counted towards your total and will be added to any more medals you may bring back. I.e. If I give the Medal King 60 medals and get the item for getting 60 medals (and every item lower), I will lose the medals from my inventory, but if I come back with 10 more medals, I will get the prize for having 70 medals. The best item you can get from the Medal King costs 100 medals, although there are more than 100 medals stashed around the world. Finding Medals is often a trick as they are sometimes buried or just lying on the floor; you have to search the area they're in to find them. The Touzoku Jumon Remirarma is a must when searching for Medals; whenever you're in a suspicious area that you might find a Medal in, cast it and the Medal's location will light up. THE BEST DRESSER CONTEST Later on in the game, you will reach the Best Dresser Contest in an isolated part of the world. In the Best Dresser Contest, you pick one of your characters to compete against four other challengers. Whoever is the best dresser wins the contest and wins an item. The winner is determined by their Kakkoyosa level. The way it works is that the computer has a Kakkoyosa level for each contest, and your character competing has to beat that level or someone else will win. Every time you win a Best Dresser contest, the value you have to exceed tends to raise, sometimes significantly. Therefore, you should equip the weapons and armor that raise your Kakkoyosa the highest. In addition, if you coordinate your outfit, you will receive bonus points. A full set of Platinum equipment will net you an extra 50 Kakkoyosa points! Finally, some of the contests are specialized by gender; in other words, only male characters may compete in some contests, and only female characters may compete in others. There is a monster-only competition too. Note that when you win all 8 ranks of the contest, if you come back to the place where they are held, you can sit in on the contest as a guest judge. :) Kakkoyosas needed to win each rank and the item won. #1. Kakkoyosa of 180 needed. Wins the Silver Tray, a shield. (One of the only shields that Mireyu can equip) #2. Kakkoyosa of 200 needed. Only male characters may compete. The item won is the Oshare na Bandana, an accessory. #3. Kakkoyosa of 220 needed. Wins the Kirei na Juutan, (Beautiful Carpet) which you must have to complete the game. #4. Kakkoyosa of 250 needed. Only female characters may compete. Wins Glass Kutsu, (Glass shoes) which ups Kakkoyosa quite a bit. #5. Kakkoyosa of 280 needed. Only male characters may compete. Wins a Platinum head, a really good helmet. #6. Kakkoyosa of 310 needed. Wins the Hikari no Dress, which randomly reflects magic cast on the wearer. #7. Kakkoyosa of 260 needed. Only Monsters may compete. Wins the Kenja no ishi, which can heal all characters in battle many times. #8. Kakkoyosa of 360 needed. Wins the Shiawase no Boushi, a hat that will regenerate the wearer's MP every few steps. Coordination Kakkoyosa Bonuses: Slime Armor + Slime-met: +10 Majin no Kanazuchi + Majin no Yoroi: +10 Dragon Killer + Dragon Mail + Dragon Shield: +15 Ramias no Tsurugi + Orgo no Kabuto + Sufida no tate + Cevas no Kabuto: +15 Gigant Armor + Ogre Shield: +15 Honou no Tsurugi + Honou no Yoroi + Honou no Tate: +20 Honou no Boomerang + Honou no Yoroi + Honou no Tate: +20 Nu no Tuxedo + Chou Necktie: +25 Gin no Kamikazari + Gin no Muneate: +25 Suteteko Pants + Onabe no Futa: +30 Metal King no Tsurugi + Metal King no Yoroi + Metal King no tate + Metal King Helm: +30 Tsuki no Ougi + Odoriko no Fuku: +35 Raimei no Ken + Fuujin no Tate: +35 Kiseki no Tsurugi + Shinpi no Yoroi: +40 Hikari no Dress + Gin no Kamikazari + Glass no Kutsu: +40 Taiyo no Ougi + Odoriko no Fuku: +40 Bunny Suit + Usamimi Band + Silver Tray + Ami Tights: +50 Princess robe + Ougon no Tiara: +50 Platinum Sword + Platinum Mail + Platinum Shield + Platinum Head: +50 If anyone else knows of any special bonuses, please let me know. THE SLIME ARENA About halfway through the game, roughly around the same time that you can go to the Best Dresser Contest, you will be able to go to the Slime Arena. At the slime arena, you can have any slime-type monsters that you have in your party (Slime, Hoimi Slime, Slime Knight, King Slime, etc.) fight against other monsters in the arena for prizes. There are 8 ranks in the Slime arena, and each successive rank gives you a better item, and subsequently is more difficult to win and costs more to enter. Once you have selected a slime and a rank, the slime will enter the arena and fight 3 fights with different groups of monsters. You can't control the slime fighting though, even if you are using "Meirei Sasero" as your battle plan. If the slime you had fight wins all three rounds without dying, then you win that rank and the item that was available. You can compete in any rank but the last one more than once, but to add to the challenge, your slime will be weakened significantly if you choose a rank that you've already won. I think you can only win the items for each rank twice. The fights in the Slime Arena: A Rank: Wins a Kaze no Boushi, (Wind Hat) entrance fee of 200G. Fight 1: 3 Slime Knights Fight 2: 1 Poison Carrot, 1 Dance Carrot, and one Mandragora. Fight 3: 1 Skull Rider B Rank: Wins a Yaiba no Boomerang (Bladed Boomerang), entrance fee of 300G Fight 1: 2 groups of 2 Kedamons, and 1 Pipo. Fight 2: 2 Nukegara hei (outcast soldier) Fight 3: 1 Stone Beast C Rank: Wins a Doku Hari (Poison Needle), Entrance fee of 500G Fight 1: 2 groups of 1 Wind Mage, and one Dorei heishi (Slave soldier) Fight 2: 2 groups of 1 Lesser Demon, and 1 Hoimi Slime Fight 3: 1 Kakutou Panther (Fighting Panther) D Rank: Wins Slime Armor, Entrance fee of 700G Fight 1: 2 Kimeiras. Fight 2: 1 Dark Horn Fight 3: 1 Hell Viper E Rank: Wins a Kouri no Yaiba, (Ice blade) Entrance fee of 1000G Fight 1: 2 Groups of 1 Hell Viper, and one Fusen Dragon (Balloon Dragon) Fight 2: 2 Groups of 1 Behoma Slime. Fight 3: 1 Haunted Mirror. F Rank: Wins Killer Earrings, Entrance fee of 2000G Fight 1: 1 Heat Gizmo, 1 Living Dead, and 1 Orc man. Fight 2: 1 Frost Gizmo, one Buchi Behomara, and one Magic Fly. Fight 3: 2 groups of 1 Axe Dragon. (Now it starts to get a bit tough) G Rank: Wins a Metal King no Tate (Metal King shield), Entrance fee of 3000G Fight 1: 1 Megaborg, 1 Megazaru Rock, one Killer Machine 2, and one Jigoku no Tamanegi (Onion from Hell) Fight 2: 2 groups of 1 Killer bat, and 1 Hell Jackal. Fight 3: 1 Ugoku sekizou (Moving Statue) (Good luck with this one--you'll need it!) H Rank: Wins a Dragon no Satori, Entrance fee of 5000G Fight 1: 2 groups of 2 Last Tentsks, and 1 group of 2 Evil Wands. Fight 2: 1 Buska, and 1 Land Armor Fight 3: 1 Demon King Fight 4: The Slime Arena champion! Do not remove the following from this FAQ! ============================================================= For any additions, corrections, or questions, please email me at ikelley@mail.sas.upenn.edu. Thanks. If you want to put any or all of this FAQ on your page, please let me know first. I don't mind at all if you use this FAQ on your page, in fact I encourage you to do so if you wish, but if you let me know first I can keep a running tab on who's got it so I know who to email when I update it. Plus I can look at your page too. :) ============================================================= Do not use this FAQ for ANY kind of profit, be it selling it, using it as incentive to buy games, or anything else AT ALL! While it may be common sense that doing this is illegal, there are many people who will do it anyway. This is a warning to those people! I *WILL* sue you if you do and I find out! ============================================================= This FAQ originated at http://www.sas.upenn.edu/~ikelley/