Dragon's Quest VI

Dragon's Quest VI

17.10.2013 05:11:00
FAQ for Dragon's Quest VI
~B
Attention: In this FAQ there are cryptical sign like Í or æ, I don't know
for what they stand ! If you have question please write to the narrator !

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 (é½é éóé¢é¯)
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 (éÓéÙé+é¼éÞ)
Morobagiri is a powerful strike to one enemy but the user will also
take damage as well.
Level 5: Shippuuzuki (éÁé-é'éñé+é½)
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 (é¦é+é¦éÙéÁ)
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 (é-éÔéÈé¦é¼éÞ)
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 (é_éÂé±é¼éÞ)
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 (é éÁé+éþéó)
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 (é_éÝéÁé¦éÞ)
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 (é®é_éóé¢é+)
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 (é¦é®éÝéÁé½éßé¡)
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 (é¦éóé»é±é+é½)
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 (é½éÒéñéÁéÕéñé+é½)
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 (éãéÓéªé+é¦)
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 (é+é¡éÛé-é»é±)
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 (âüâëâ~)
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 (âëâèâzü[)
Rariho is a spell that will put one group of enemies to sleep.
MP needed to use: 3
Level 2: Gira (âMâë)
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 (â}âkü[âT)
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 (âxâMâëâ})
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 (âïü[âë)
Rura will teleport the party to any town that they have already
visited.
MP needed to use: 1
Level 4: Medapani (âüâ_âpâj)
Medapani will confuse one group of enemies, causing them to attack
one another.
MP needed to use: 5
Level 4: Rukanan (âïâJâiâô)
Rukanan will reduce the defense power of a single group of enemies
by 25%.
MP needed to use: 4
Level 5: Iora (âCâIâë)
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 (âèâîâ~âg)
This spell will teleport the party out of a cave or dungeon.
MP needed to use: 8
Level 6: Hyadalko (âqâââ_âïâR)
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 (â}âzâgâë)
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 (âëâèâzü[â})
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 (éÎâMâëâSâô)
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 (â}âzâJâôâ^)
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 (âzâCâ~)
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 (âjâtâëâÇ)
This spell will banish a single group of undead enemies from the
world.
MP needed to use: 1
Level 2: Bagi (âoâM)
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 (âLâAâè)
This spell will cure a single party member of poison or strong poison.
MP needed to use: 2
Level 3: Skara (âXâJâë)
This spell will raise a single party member's defense level.
MP needed to use: 2
Level 3: Mahoton (â}âzü[âgâô)
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 (âxâzâCâ~)
One step up from Hoimi, Behoimi will 80 HP of damage to a single
character.
MP needed to use: 5
Level 4: Kiariku (âLâAâèâN)
Kiariku will cure paralysis in every member of your party.
MP needed to use: 2
Level 5: Zaki (âUâL)
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 (âXâNâïâg)
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 (âoâMâ})
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 (âUâëâL)
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 (âxâzâ})
Behoma will heal a single character's HP to his or her maximum HP
level.
MP needed to use: 7
Level 8: Zaoraru (âUâIâëâï)
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 (é¦é+éñé¿éÃéÞ)
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 (é¦é®éÝéÁé½éßé¡)
See the Butouka technique of the same name.
Level 3: Fushigi na odori (é"éÁé¼é+é¿éÃéÞ)
The Fushigi na odori will lower a single opponent's MP level.
Level 4: Medapani Dance (âüâ_âpâjâ_âôâX)
The Medapani Dance will confuse a single group of enemies, making
them attack each other.
Level 5: Ukenagashi (éñé»é+é¬éÁ)
The Ukenagashi will make all physical attacks directed at the user hit
another member of the party instead.
Level 6: Odorifuuji (é¿éÃéÞé"éñéÂ)
This dance will prevent enemies from dancing. A useful technique
against monsters that have Shi no Odori.
Level 7: Mahotora Odori (â}âzâgâëé¿éÃéÞ)
This dance will absorb a single enemy's MP, giving them to the
dancer.
Level 8: Shi no Odori (éÁé¦é¿éÃéÞ)
This dance will, if successful, instantly kill every monster facing the
dancer that is affected.

Touzoku skills and spells

Level 1: Suna Kemuri (éÀé+é»éÌéÞ)
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 (â^âJé¦é¯)
This spell will allow you to know where the nearest town, dungeon,
cave, etc, is.
MP needed to use: 0
Level 3: Ishitsubute (éóéÁé-éÈé-)
This technique will allow the Touzoku to kick small rocks at one
group of enemies to inflict nominal damage.
Level 4: Tsukitobashi (é-é½éãé+éÁ)
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 (âtâìü[â~â)
This spell allows you to find out what level of the dungeon you're on.
MP needed to use: 2
Level 6: Shinobiashi (éÁé¦éÐé éÁ)
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 (éãéñé+é¡é¦é-é+)
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 (âîâ~âëü[â})
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 (é é_éóéóé½)
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 (éÃé¡é¦éóé½)
This attack is similar to Amai iki, except that the gas the
Mamonotsukai breathes is poisonous and will affect all enemies.
Level 4: Hyakuretsuname (éðéßé¡éÛé-é+é¯)
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 (é-é¯é¢éóéóé½)
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 (é®éªé±é¦éóé½)
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 (éÔé»é-é¡éóé½)
Unless the monsters hold their breath, they will all be paralyzed
when the Mamonotsukai uses this technique.
Level 8: Dragoram (âhâëâSâëâÇ)
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 (âCâôâpâX)
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 (é+é®éþé¢é¯)
This technique is exactly like the Senshi technique "Kiai tame,"
although I believe it's slightly less effective.
Level 3: Anahori (é é+é+éÞ)
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 (é"éÁé¼é+é¿éÃéÞ)
This technique is exactly the same as the Odoriko technique of the
same name.
Level 5: Otakebi (é¿é¢é»éÐ)
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 (é¢éóé é¢éÞ)
This technique will reduce an enemy's HP by one half, but conversely
damages the user as well.
Level 7: Ogoe (é¿é¿é¦éª)
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 (é«é±é¢éóéµéÐ)
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 (é é+éÐ)
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 (é¡é+éÈéª)
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 (é+é¯é_éÝéÁ)
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 (é¤é"é¤é")
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 (é-éÚ)
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 (éðéßé¡éÛé-é+é¯)
This is exactly the same as the Mamonotsukai technique of the same
name.
Level 7: Manemane (é_é-é_é-)
This technique, when used in battle, will imitate whatever Jumon or
Tokugi the monsters use.
Level 8: Palpunte (âpâïâvâôâe)
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 (éÁé±é¡éñé¼éÞ)
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 (â]âôâré¼éÞ)
This attack will do extra damage on undead monsters, and does a fair
amount of damage on its own too.
Level 3: Ukenagashi (éñé»é+é¬éÁ)
This technique is exactly the same as the Odoriko technique of the
same name.
Level 4: Samidareken (é¦é¦é¥éÛé»n)
Using this technique, the Battlemaster will attack every enemy facing
him or her.
Level 5: Tobihizageri (éãéÐéðé¦é¦éÞ)
This is a flying knee kick to a single enemy, and does extra damage
to flying enemies.
Level 6: Dragongiri (âhâëâSâôé¼éÞ)
This slash does extra damage on dragon and dragon-type enemies,
sometimes killing them instantly.
Level 7: Kansekiotoshi (é®é±é¦é½é¿éãéÁ)
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 (âüâ^âïé¼éÞ)
This slash does extra damage on monsters made out of metal,
including the metal-slime family.

Mahousenshi techniques and spells

Level 1: Kaengiri (é®éªé±é¼éÞ)
The Mahousenshi lights his weapon on fire, inflicting fire damage on
one enemy. Good against monsters weak to fire.
Level 2: Bikilt (âoâCâLâïâg)
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 (éóé+é©é_é¼éÞ)
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 (â}âzâ^ü[âô)
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 (â}âqâââhé¼éÞ)
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 (âoâVâïü[âë)
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 (MâAâOâ})
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 (âüâëâ]ü[â})
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 (é¦é¬éÝéÞ)
This technique allows the paladin to cover a single ally, taking all
attacks meant for him or her.
Level 2: Shinkuuha (éÁé±é¡éñé-)
The Paladin fires a vacuum blast at all the enemies, usually doing
around 80 damage to each.
Level 3: Sutemi (éÀé-é¦)
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 (âoâMâNâìâX)
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 (â}âWâbâNâoâèâA)
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+é¿éñé¥é+)
This technique is like Migawari, except that it covers all your allies
from all attacks, both physical and magical.
Level 7: Megazaru (âüâKâUâï)
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 (âOâëâôâhâNâìâX)
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 (â}âzâLâe)
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 (âtâoü[ân)
Fubarha affects all allies of the caster, and reduces the damage taken
by everyone from fire- and cold-based attacks dramatically.
Level 3: Bashirura (âoâVâïü[âë)
This spell is the same as the Mahousenshi spell of the same name.
MP needed to use: 8
Level 3: Bikilt (âoâCâLâïâg)
This spell is the same as the Mahousenshi spell of the same name.
MP needed to use: 6
Level 4: Tsunami (é-é+é¦)
The Kenja calls a tidal wave to inflict drowning damage on all his or
her enemies.
Level 4: Shoukan (éÁéÕéñé®é±)
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 (âxâzâ}âëü[)
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 (éÂéÝéÛ)
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 (âUâIâèâN)
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 (â}âqâââh)
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 (â}âWâbâNâoâèâA)
This spell is the same as the Paladin spell of the same name.
MP needed to use: 3
Level 7: Megante (âüâKâôâe)
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 (âCâIâiâYâô)
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 (âUâëâLü[â})
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 (âgâwâìâX)
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 (éÓéñéÃé¡é¦é½éÞ)
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 (âgâëâ}âi)
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 (éÂéðéÐé½)
The Ranger using this skill creates an earthquake, damaging all the
enemies. It doesn't always work though.
Level 5: Mabushii hikari (é_éÈéÁéóéðé®éÞ)
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 (é¥éóé+éñé¼éÕ)
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 (éðé+éÁéþ)
The Ranger using this technique sends a pillar of flame down onto
one enemy.
Level 8: Oikaze (é¿éóé®é¦)
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 (é_éÈéÁéóéðé®éÞ)
This technique is the same as the Ranger technique of the same
name.
Level 2: Astron (âAâXâgâìâô)
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 (éóé+é©é_)
This technique allows the Superstar to call down lightning on one
enemy.
Level 4: Megazaru Dance (âüâKâUâïâ_âôâX)
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 (éÈé½é¦é+éðé®éÞ)
The strange light that the Superstar creates affects one group of
enemies and makes their magical powers weaken.
Level 6: Hustle dance (ânâbâXâïâ_âôâX)
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 (âÇü[âôâTâïâg)
The Superstar does flip kicks and damages each enemy, although the
damage taken is not particularly high.
Level 8: Seirei no Uta (é¦éóéÛéóé¦éñé¢)
This song will revive every dead member in the Superstar's party.
MP needed to use: 20

Yuusha techniques and spells

Level 1: Astron (âAâXâgâìâô)
This spell is the same as the Superstar spell of the same name.
MP needed to use: 2
Level 2: Itetsukuhadou (éóé-é-é¡é-éÃéñ)
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 (âëâCâfâCâô)
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 (âMâKâfâCâô)
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 (é¯éóé+éñ)
This technique will heal 500 HP of damage to the Yuusha using it,
without taking any MP.
Level 6: Gigas Slash (âMâKâXâXâëâbâVâà)
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 (âWâSâXâpü[âN)
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 (â~âiâfâCâô)
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 (éðé¦éóé½)
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 (é-é¯é¢éóéóé½)
This technique is exactly the same as the Mamonotsukai technique of
the same name.
Level 3: Kaen no Iki (é®éªé±é¦éóé½)
This is the same as the Mamonotsukai technique of the same name.
Level 4: Kouri no Iki (é¦é¿éÞé¦éóé½)
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 (é-é¦éÁéóé+é¦é¿)
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 (é¦é¦éªéÚé"éÈé½)
The Dragon using this technique breathes a ice storm on all of his
enemies. The second strongest cold-based breath weapon.
Level 7: Shakunetsu (éÁéßé¡é-é-)
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 (é®é¬éÔé¡éóé½)
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 (âAâXâgâìâô)
This spell is the same as the Superstar technique of the same name.
Level 3: No new skills or spells.
Level 4: Rura (âïü[âë)
This spell is the same as the Mahoutsukai spell of the same name.
Level 5: No new skills or spells.
Level 6: Madante: (â}â_âôâe)
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 (âWâSâXâpü[âN)
This skill is the same as the Yuusha skill of the same name.
Level 8: Big Bang (ârâbâOâoâô)
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 (âüâë)
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 (âqâââh)
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 (âCâI)
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 (âïâJâj)
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 (âxâzâ}âYâô)
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 (éÍé±éÁé±)
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 (é¿éÓéóé¥éÀ)
This will remember the 3 most recent conversations with
townspeople or animals saved with the X button.

Motto Omoidasu (éÓé-éãé¿éÓéóé¥éÀ)
This will remember the last 10 conversations you stored with the X
button

Fukaku Omoidasu (é"é®é¡é¿éÓéóé¥éÀ)
This will remember every conversation you have stored in your
character's memory.

Wasureru (éÝéÀéÛéÚ)
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/

FAQ von Gabriel Teodorescu - gabiteo@bx.logicnet.ro

 
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