Your Account
    Log into your account here:
       Forgot Password

    Not registered? Sign Up for free
    Registration allows you to keep track of all your content and comments, save bookmarks, and post in all our forums.
Follow the dark path or use the light
Dragon Warrior Monsters Pack Shot

Dragon Warrior Monsters



by KurasuSoratobu

Written by Kurasu Soratobu ([email protected])
Present Version: 3.0

Copyright Info
Why the Walkthrough/FAQ?

  A1 ............. Traveler's Gates
  A2 ............. Monsters and Capturing
  A3 ............. Breeding
  A4 ............. Link Breeding and Other Masters
  A5 ............. Personality
  A6 ............. Medal Man
  A7 ............. Foreign Masters
  A8 ............. Special Rooms
  B1 ............. Beginning: Home
  B2 ............. Starting Out
  B3 ............. The First Gate (Beginning)
  B4 ............. Back From The Gate
  B5 ............. G-Class
  B6 ............. The Bazaar
  B7 ............. Villager
  B8 ............. Talisman
  B9 ............. Bazaar Gate
  B10 ............ F-Class
  B11 ............ Queen And More
  B12 ............ Starry Shrine
  B13 ............ Memories
  B14 ............ Bewilder
  B15 ............ E-Class  
  B16 ............ Master Breeding
  B17 ............ Peace
  B18 ............ Bravery
  B19 ............ Well
  B20 ............ Medal Man
  B21 ............ D-Class
  B22 ............ Anger
  B23 ............ Ch-ch-changes
  B24 ............ Strength
  B25 ............ Monster Farm
  B26 ............ Colosseum: Left Statue
  B27 ............ C-Class
  B28 ............ Joy
  B29 ............ Wisdom
  B30 ............ B-Class
  B31 ............ Happiness
  B32 ............ Temptation
  B33 ............ A-Class
  B34 ............ Labyrinth
  B35 ............ Judgment
  B36 ............ S-Class
  B37 ............ Before The Final
  B38 ............ Reflection
  B39 ............ The Final Night
  B40 ............ 100 Pals Room
  B41 ............ Starry Night Tournament
  B42 ............ You Won!
  B43 ............ The Quest Continues
  B44 ............ Back To The City
  B45 ............ Control
  B46 ............ Ambition
  B47 ............ Demolition
  B48 ............ Extinction
  B49 ............ Sleep
  B50 ............ Mastermind
  B51 ............ Colosseum: Right Statue
  B52 ............ Bazaar Gate #2
  B53 ............ Old Man's Gate
  B54 ............ The Master Battle
  C1 ............. The Library
  C2 ............. The Greatest Monsters
  C3 ............. Monsters That Can't Be Caught
  C4 ............. Breeding Recipes
Thanks To....
Still To Come
Version Info

Dragon Warrior Monsters: Walkthrough/FAQ, copyright 2007 Kurasu Soratobu. This
file may not be published in part, or without this Copyright, without explicit
permission from the author. Dragon Warrior, Dragon Quest, enemy names, etc.
are all rights of Square-Enix (Enix, back when this game was created).

If someone wants to post this list to their site, please get in touch with me
at [email protected] and ask. I am more than happy to let people post this
elsewhere, so long as I can get the full credit for it, and can be aware of
where it's going for my own personal knowledge. Please make certain the words
'Dragon Warrior Monsters', 'Walkthrough', or 'FAQ' are in the title so I'll
file it under non-spam. All spam is immediately deleted. If you are wanting
to speak with me directly, then depending on which IM service you use I am
ICQ #9330070, AIM: KurasuSoratobu, MSN: [email protected], or Yahoo: kurasu.
I can't promise I'll be uber-chatty, though I'm always willing to answer

The game known as Dragon Warrior, or Dragon Quest in Japan, was one of the
first RPGs ever made for a console system. Enix was being daring when they
gave it a try, and in that one single experiment, they created a gaming
sensation and genre that has never been surpassed in the number of rabid fans.
At least as far as I know. They have created a great many games with the RPG
style to them, playing a huge variety of Dragon Warrior 'worlds'. And each of
these worlds has been populated by a great many deadly and colorful monsters.

Now, you can own those monsters yourself.

What Dragon Warrior Monsters is, is a monster-capturing and -raising game.
Many people might think 'Poke'mon' when they hear this. However, Dragon
Warrior Monsters resembles this famous game only in its most basic level: you
capture monsters and fight with them. It's far, far more detailed than
Poke'mon, however. For one thing, you don't need two separate games to get all
the available monsters; every one of them can be either captured or
combined-for in one cart. Your monsters aren't just captured and leveled up,
but rather combined with each other to make different and stronger monsters.
Skills can combine as well, or can be crossed into certain creatures that may
not have had them before. Battles with other trainers can sometimes net you
their monsters if you're lucky. In addition, there is a storyline to be found
in the game as well as the basic tournament-battling and monster-capturing.
This walkthrough and FAQ will serve to bring you through that storyline, as
well as giving you a good idea of how to go along the road of becoming a
tournament master.

Because this game (and its sequel: Dragon Warrior Monsters 2) is probably one
of the most addictive games I have ever managed to get my hands on. I've
played it for months on end and not gotten tired of it, trying my best to plow
through every single dungeon and prove to myself that I'm the best of the best
at fighting and combining monsters. Certainly there's the challenge of beating
the competition in the tournament, but it's all too easy to get obsessed with
making good monsters and end up getting caught up in that, as well. 

Plain and simple: this is an awesome, awesome game, and it deserves to have a
proper walkthrough to be able to direct people on how to get through the
dungeons, how to find the secret dungeons, and what sort of levels you'll need
to beat the tournament fighters. And that's what I'm here for!

+ FAQ +

Throughout the game, you will find spinning circle/spirals in various places,
though most notably the Room Of Travelers' Gates. As the name of this room
would suggest, these are known as Travelers' Gates. They are portals into
another world, where monsters reside. Although to you, the player, they can be
considered as a cross between a dungeon and a maze.

There are many different backgrounds of Travelers' Gates, anywhere from
forest, to mountain, to desert, to an ice level. However, though all the
backgrounds are different and varied, the situation is the same: the
Travelers' Gate is generally a winding maze that you must navigate in order to
find your way to the next level. Each level has a hole in it, which can appear
nearly anywhere in the tunnels. The only place it will not appear is where it
completely blocks the path; you'll never find one in a one-square path. This
hole is where you must go in order to drop down to the next level of the
Travelers' Gate. 

The one thing that makes the different Gate levels different, aside from
looks, are the types of 'hazardous ground' that show up. Swamps, which are
purple patches on the ground, will sap two points of damage from your monsters
whenever they step on one. The red magma squares are even more dangerous,
smacking you for five points each step. And finally, there's the striped
'barrier' grounds which will strip away a whopping ten points each step. These
can bring you down below 0 HP and kill your monster, so beware! Either avoid
them, keep well-healed, or have a monster with the 'StepGuard' skill to get by
them. This skill is found naturally in DarkCrab, Droll, GiantWorm, Mimic,
StubSuck, and WingTree. And while I don't find it as irreplaceable as some
skills, it does make a *huge* difference in the lava-filled areas or, god
forbid, when the hole is blocked behind 8 squares of striped barrier.

Each level of the Travelers' Gate, other than the very bottom where the boss
can be found, is utterly random. Everything can change about them, from look
to length to direction of the hole. To this end, there's really not much point
in mapping them out: even though there are several 'map patterns' that you
will come across and recognize, the hole is always in a different place on
them, so drawing out a map for you wouldn't be much help. Instead, get hold of
an item called the Beast Tail; this item will point you in the direction of
the hole leading out. MapHerbs will also be extremely valuable, as will the
MapMagic skill to be able to illuminate the entire map and thus find the hole
easily. Look for MapMagic in the following creatures: BeanMan, EvilWand,
Eyeder, MadMirror.

Within the Travelers' Gate, there are monsters of all sorts. Each of the Gates
below has the monsters listed for you, so you know what you're dealing with.
If you are killed by monsters while in the gate, you lose most of your items
(except for WarpStaffs, ShinyHarps, TinyMedals, and BeastTails) and half of
your gold. To that end, you probably want to keep most of your important items
and a lot of your gold cached away, rather than carrying them with you.
Especially if you're dealing with a new Gate, where you're not positive if
you're strong enough to take it on yet. There may well be times that death
comes suddenly because of spells or abilities; don't take chances!

A fight consists of one to three separate enemy monsters, the type decided on
where you happen to be in the dungeon. Once you have entered in the fight,
your battle commands will come up. They are: Fight, Item, Plan, Run. Clicking
on 'Fight' simply lets your monster attack, using the 'plan' that it is
currently set in. 'Plan' opens up another menu: Charge, Mixed, Cautious, and
Command. Each of these invites your monster to act in a different way. With
'Charge', your monster will tend to attack with the most direct and powerful
combat abilities it has. 'Mixed' makes the creature more likely to use support
abilities, such as shields, stat enhancement, summons, and the like. In
addition, it is more likely to use status attacks on the enemy, rather than
directly damaging attacks. 'Cautious' will have your monster doing healing,
reviving, removing status ailments, or defending. 'Command' means that you are
giving your monster direct commands only. Of these, three of the four will
have some bearing on what sort of monster they are. More information can be
found in 'Personality'. The command 'Item' opens up your item list and lets
you use an item, either on your monsters or on the enemy. And finally 'Run',
which gives you a chance to flee from the enemy. 

To capture a monster from the enemy party, simply defeat the one that you want
to capture last. There is generally a very slim chance that it will join your
party, though with some, the chance is either none or near to it. If you want
a much better chance (or a chance at all), click on 'Item', go to one of the
meat treats, and give one to the enemy. The meat treats consist, from best to
worst, of Sirloin, Rib, PorkChop, BeefJerky, and BadMeat. BadMeat will also
poison the enemy when used on them, so while it doesn't do a lot for
convincing the enemy to join, there's a bit of bonus there. Also, keep in mind
that some monsters are more difficult to capture than others. For some,
BeefJerky might be enough, while others might need a Sirloin or two. In
addition, once you have gotten a monster of that type, getting additional ones
can be much more difficult, requiring a number of Ribs or Sirloins.

The exception to this rule are the boss monsters of the dungeons. Here, there
are three different types of creature. There are those which join
automatically, those who won't join at all, and those who will join you if you
feed them enough meat, the same as any other monster. 'Enough meat' involves a
number of Sirloin and Ribs, so don't be cheap; some of these monsters are
extremely difficult to get if you don't capture them here! You may even wish
to avoid clearing the gates until you have completed the game, or at least
gained the ability to purchase Sirloins at the bazaar. The various boss
monsters and whether they'll join or not are noted in the individual listings
of their Travelers' Gates.

A big part of the game is combining monsters together. Without doing this,
you're not going to be able to beat the tournament! Your monsters simply won't
be powerful enough! Besides, after some time, they'll eventually 'top out' in
levels, meaning that they can't get any better. Thus, the best thing that you
can do is to combine them and get a new, better monster out of the deal.
Besides, there are several monsters that you can only get through
combinations; there's no place that you can capture them (aside from some that
are carried by foreign masters). 

The act of combining a monster means that you take one monster and combine it
with a second of the opposite sex. A fairly simple process. The baby will come
out with stats that are one-half the average of the two parents' skills,
rounded up. For instance, if one parent has a strength of 500, and the other
has a strength of 300, 500+300=800, averaged to 400, divided by 2 to make 200.
The baby will start out with a strength of 200. From there, the monster's stat
gains will take care of the rest. Look to AJackon's file for more information
on this; the address is in 'Special Thanks'.

When monsters are combined, there are certain skills that can be passed over
from the breeding to the monster. How it works is like this: the baby monster
will automatically get the three skills that its type of monster gets. It will
also get the three skills that either of its parents would naturally get. In
addition, it will get any skills the parents had which may or may not be
naturally theirs. However, these skills must actually be *obtained* by the
parent if they're not a natural skill.

Here is an example: You have a Slime and a Dracky. You want to combine them to
make a WingSlime. A Slime has the natural skills Fireball, Radiant, and
MegaMagic. The Dracky has the natural skills of Sleep, Antidote, and RobMagic.
This means that the WingSlime will have the chance of getting its own three
natural skills (SquallHit, WindBeast, and Tailwind) as well as those of its
parents. Even if the parents didn't get those skills through their lifetime,
they'll pass it on to the baby. Now, let's say we wanted to take that
WingSlime and cross it with a DragonKid. However, the WingSlime never got high
enough stats to get MegaMagic, even though it got the other skills from the
two parents. The baby would have the possibility of the WingSlime's natural
skills, the DragonKid's natural skills, and the skills that the WingSlime and
DragonKid had, themselves, earned. However, MegaMagic will not pass on,
because the generation got too far-removed from it without the skill showing

In addition, crossing monsters will earn plusses to it. These plusses are very
important to the monster. For one thing, they will add increases to the
maximum level: 2x the number of plusses in levels will be added to the 'max'.
For example, a DragonKid who usually reaches a maximum of level 25 has a +5.
It will go to a level of 35 before it tops out (5x2=+10 levels). For a second
thing, those plusses will add to the monster's gains in ATK and HP (if fairly
small numbers; still, every little bit helps). And finally, those plusses give
you more of a chance to inherit the parents' natural resistances. There are
two ways to earn plusses. First off, through the plusses of the two parents.
The baby will inherit the plusses of the *highest* of the two monsters. It
doesn't matter which order you breed them in, the highest of the pair will
carry over, other than in the case of link-breeding (for that, see below). Add
to this the plusses gained by the monsters' level. 

Total levels of the parents: 10-39: +1, 40-59: +2, 60-75: +3, 76-99: +4,
100+: +5 

This will be the total number of plusses that your new baby monster will have.
In addition, some specific breedings will give a bonus of +2 to the
combination. In my experience, the ones most likely to give a +2 are breedings
where family is crossed with a certain, specific monster to create a creature.
Possibly, the +2 is given with the combinations that the library reveals as
the 'true' breeding for the monster. For example, while there are several ways
to get an Andreal, combining a Dragon Family with a Gulpple will result in the
bonus +2.

As many people have done far better breeding charts than I could ever do, I'll
defer to those. See the listing in 'Special Thanks' for the best of the bunch:
Alex Jackson's. All the information you could want to know about what combines
into what is there. The only combinations that I'll be bringing up are
specific ones for various reasons. The only thing I will add to these are the
definitions of terms I use below: 'High-end', 'Low-end', and 'Mid-level'
monsters. These are definitions used to describe how difficult or how many
steps a breeding generally takes, as well as how powerful a monster is. For
monsters that are easily-found and caught, or bred with only the two basic
families (aside from those that need ??? monsters), I use the term 'Low-end'.
Generally, low-end monsters aren't all that powerful, though they may still
have good skills, and any monster can be fairly intimidating if it's got a
good bloodline. 'High-end' monsters are at the opposite end of the spectrum:
these are monsters which require a lot of breeding, difficult monsters to
breed, or are only found in very deep locations in the dungeons. Many high-end
monsters need large amounts of XP for level-gains (up to 100 XP for level 2!),
but most high-end monsters are also extremely worthwhile because of their
power levels. Mid-level monsters, of course, are the creatures that are right
in the middle of these, neither extremely easy to get, nor the very difficult
level of high-end monsters.

One of the easiest ways to do some of the more advanced breedings is to use a
link cable, and breed with a friend. When you do this, rather than only
gaining one monster from the breeding, each of the two breeders gets an egg
out of it. The monster that you gain is usually the same thing as you would
have gotten had you combined those two creatures on your system with your
monster as the Pedigree. However, there are some exceptions. If the two
creatures combined are the same family, for example, you'll generally get your
own creature back, albeit with extra plusses and extra skills. This can be a
good way to 'buck up' a pair of creatures, getting some extra skills on them
and a couple extra plusses to go along with it. However, now and again, you'll
find that trying to combine isn't working. This is because their personalities
aren't compatible with one another. Notice that not all of them are compatible
with their own selves, even, so don't make the mistake of thinking just
because you have two of a kind, they can breed! Here is the list of which ones
are compatible: 

CAREFREE: Carefree, Careless, Cool/Calm, Coward, Daredevil, Daring, EZ Going,
          Gullible, Hotblood, Humane, Lazy, Nosy, Ordinary, Rebel, Reckless,
          Shrewd, Sly, Smug, Snobby, Stubborn, Uncertain, Vain, Whimsy,
          Whiz Kid

CARELESS: Carefree, Careless, Cool/Calm, Coward, Daredevil, Daring, EZ Going,
          Gullible, Hotblood, Humane, Lazy, Nosy, Ordinary, Rebel, Reckless,
          Shrewd, Sly, Uncertain, Whimsy, Whiz Kid

COOL/CALM: Carefree, Careless, Cool/Calm, Coward, Daredevil, Daring, Hotblood,
           Humane, Lone Wolf, Ordinary, Reckless, Shrewd, Spoiled, Whiz Kid

COWARD: Carefree, Careless, Cool/Calm, Coward, EZ Going, Gullible, Humane,
        Nosy, Rebel, Shrewd, Sly, Smug, Snobby, Uncertain, Vain, Whimsy,
        Whiz Kid

DAREDEVIL: Carefree, Careless, Cool/Calm, Daredevil, Daring, EZ Going,
           Gullible, Hasty, Hotblood, Humane, Lone Wolf, Rebel, Reckless,
           Shrewd, Sly, Smug, Spoiled, Stubborn, Uncertain, Vain, Whimsy,
           Whiz Kid

DARING: Carefree, Careless, Cool/Calm, Daredevil, Daring, EZ Going, Gullible,
        Hasty, Hotblood, Humane, Lone Wolf, Nosy, Ordinary, Rebel, Reckless,
        Shrewd, Sly, Smug, Spoiled, Stubborn, Uncertain, Vain, Whimsy,
        Whiz Kid

EZ GOING: Carefree, Careless, Coward, Daredevil, Daring, EZ Going, Gullible,
          Hasty, Hotblood, Humane, Nosy, Ordinary, Reckless, Shrewd, Sly,
          Smug, Snobby, Spoiled, Uncertain, Vain, Whimsy, Whiz Kid

GULLIBLE: Carefree, Careless, Coward, Daredevil, Daring, EZ Going, Gullible,
          Hasty, Hotblood, Humane, Lazy, Lone Wolf, Nosy, Ordinary, Rebel,
          Reckless, Shrewd, Sly, Smug, Snobby, Stubborn, Uncertain, Vain,

HASTY: Daredevil, Daring, EZ Going, Gullible, Hasty, Hotblood, Humane,
       Lone Wolf, Nosy, Ordinary, Reckless, Shrewd, Sly, Whimsy, Whiz Kid

HOTBLOOD: Carefree, Careless, Cool/Calm, Daredevil, Daring, EZ Going,
          Gullible, Hasty, Hotblood, Humane, Lazy, Lone Wolf, Nosy, Ordinary,
          Reckless, Shrewd, Stubborn, Whimsy, Whiz Kid

HUMANE: Carefree, Careless, Cool/Calm, Coward, Daredevil, Daring, EZ Going,
        Gullible, Hasty, Hotblood, Humane, Lazy, Lone Wolf, Nosy, Ordinary,
        Rebel, Reckless, Shrewd, Sly, Smug, Snobby, Spoiled, Stubborn,
        Uncertain, Vain, Whimsy, Whiz Kid

LAZY: Carefree, Careless, Gullible, Humane

LONE WOLF: Cool/Calm, Daredevil, Daring, Gullible, Hotblood, Humane, Reckless,
           Shrewd, Sly, Stubborn, Whimsy, Whiz Kid

NOSY: Carefree, Careless, Coward, Daring, EZ Going, Gullible, Hasty, Hotblood,
      Humane, Nosy, Ordinary, Rebel, Reckless, Shrewd, Sly, Smug, Snobby,
      Spoiled, Stubborn, Uncertain, Vain, Whimsy, Whiz Kid

ORDINARY: Carefree, Careless, Cool/Calm, Daring, EZ Going, Gullible, Hasty,
          Hotblood, Humane, Nosy, Ordinary, Shrewd, Sly, Uncertain, Whiz Kid

REBEL: Carefree, Careless, Coward, Daredevil, Daring, Gullible, Humane, Nosy,
       Shrewd, Sly, Whimsy, Whiz Kid

RECKLESS: Carefree, Careless, Cool/Calm, Daredevil, Daring, EZ Going,
          Gullible, Hasty, Hotblood, Humane, Lone Wolf, Nosy, Reckless,
          Shrewd, Sly, Stubborn, Whimsy, Whiz Kid

SHREWD: Carefree, Careless, Cool/Calm, Coward, Daredevil, Daring, EZ Going,
        Gullible, Hasty, Hotblood, Humane, Lone Wolf, Nosy, Ordinary, Rebel,
        Reckless, Shrewd, Sly, Smug, Snobby, Spoiled, Stubborn, Uncertain,
        Vain, Whimsy, Whiz Kid

SLY: Carefree, Careless, Coward, Daredevil, Daring, EZ Going, Gullible, Hasty,
     Humane, Lone Wolf, Nosy, Ordinary, Rebel, Reckless, Shrewd, Smug, Snobby,
     Spoiled, Stubborn, Uncertain, Vain, Whimsy, Whiz Kid

SMUG: Carefree, Coward, Daredevil, Daring, EZ Going, Gullible, Humane, Nosy,
      Shrewd, Sly, Uncertain, Vain, Whimsy, Whiz Kid

SNOBBY: Carefree, Coward, Daredevil, EZ Going, Gullible, Humane, Nosy, Shrewd,
        Sly, Uncertain, Whimsy, Whiz Kid

SPOILED: Cool/Calm, Daredevil, Daring, EZ Going, Humane, Nosy, Shrewd, Sly,
         Whimsy, Whiz Kid

STUBBORN: Carefree, Daredevil, Daring, Gullible, Hotblood, Humane, Lone Wolf,
          Nosy, Reckless, Shrewd, Sly, Whiz Kid

UNCERTAIN: Carefree, Careless, Coward, Daredevil, Daring, EZ Going, Gullible,
           Humane, Nosy, Ordinary, Shrewd, Sly, Smug, Snobby, Uncertain, Vain,
           Whimsy, Whiz Kid

VAIN: Carefree, Coward, Daredevil, Daring, EZ Going, Gullible, Humane, Nosy,
      Shrewd, Sly, Smug, Uncertain, Whimsy, Whiz Kid

WHIMSY: Carefree, Careless, Coward, Daredevil, Daring, EZ Going, Gullible,
        Hasty, Hotblood, Humane, Lone Wolf, Nosy, Rebel, Reckless, Shrewd,
        Sly, Smug, Snobby, Spoiled, Uncertain, Vain, Whimsy, Whiz Kid

WHIZ KID: Carefree, Careless, Cool/Calm, Coward, Daredevil, Daring, EZ Going,
          Hasty, Hotblood, Humane, Lone Wolf, Nosy, Ordinary, Rebel, Reckless,
          Shrewd, Sly, Smug, Snobby, Spoiled, Stubborn, Uncertain, Vain,
          Whimsy, Whiz Kid

Remember: if a personality is not listed here, that means it is *not*
compatible, and you'll need to change one or the other monsters. This only
comes into effect with breeding over a link cable, though. If you are
combining with your own monsters, you're safe.

In addition to the monsters that you're combining yourself, or creatures you
combine with friends over link, there are occasionally Masters in the arena
who will offer to combine a monster with you! This acts like crossbreeding
over a link cable: the monster you offer will be used as the pedigree while
their monster will add to it. Whatever you do, don't progress in the game
until you have bred with these monsters! It is possible that they will
disappear if you go too far in the game. In the order that these will show up
and with the special skills that they will supply to your monster (aside from
the normal ones they have just for being that monster type):

Directly after completing E-Class:
1) Teto: Iceman (Sleep, Cover, RobMagic, TailWind)
2) Armored man in cafe: Catfly (Upper, RobMagic, TwinHits)
3) Mick: Lizardman (Heal, Vivify, StrongD)
Directly after completing D-Class:
1) Mick: DeadNite (DrakSlash, Smashlime, DevilCut)
Directly after completing Gate Of Anger:
1) May: Rayburn (Blaze, FireBal, Bang)
2) Medal Man: FangSlime (BladeD, SuckAir, BiAttack)
Directly after completing C-Class:
1) Teto: Eyeder (SideStep, OddDance, LureDance)
Directly after completing A-Class: 
1) Teto: Yeti (StopSpell, DanceShut, MouthShut)
Directly after completing S-Class:
1) Medal Man: Metaly (Cover, LifeSong)
After winning the Starry Night:
1) Milayou: Skeletor (CleanCut, MultiCut, GigaSlash)

One thing that you may notice while fighting your monsters is that they don't
always do what you tell them to do. In some cases, they just stubbornly don't
act the way that someone at that level is supposed to act. And in other, more
extreme cases, they just don't want to act at all. So what's going on here?
Well, the basics of it is that your monster is having a clash of personality.

Depending on the actions you use in combat, monsters can be given specific
'personality points'. Each of these leans toward changing their personality in
a specific direction. As the monsters get higher in level, however, it becomes
more and more difficult to raise these points, so you have to either be
immensely patient, or do it when they're young:

CHARGE: Raises Bravery lots, lowers Prudence a little
MIXED: Raises Prudence lots, lowers Caring a little
CAUTIOUS: Raises Caring lots, lowers Bravery a little
RUN: Lowers Bravery lots

These have to be specifically done. Simply using 'fight' will not change your
monster's numbers in any way; if you want them to stay at a particular
personality type, then use 'Fight' regularly and only switch between Plans
from the menu (Option, then Ch Plan, then click the one you want to use). This
will minimize the changes in their personality, aside from when you need to
change it in battle (for an 'emergency' use).

Each of the various personalities comes from having certain levels in these
hidden stats. The list is below, C.O. Alan Jackson's walkthrough (with chart
editing on my part because I'm terrible with abbreviations). 

Type        | Bravery | Caring  | Prudence
Hotblood    |  High   |  High   | High
Daring      |  High   |  High   | Average
Daredevil   |  High   |  High   | Low
Lone Wolf   |  High   | Average | High
Vain        |  High   | Average | Average
Ez Going    |  High   | Average | Low
Smug        |  High   |  Low    | High
Snobby      |  High   |  Low    | Average
Reckless    |  High   |  Low    | Low
Cool/Calm   | Average |  High   | High
Whimsy      | Average |  High   | Average
Nosy        | Average |  High   | Low
Whiz Kid    | Average | Average | High
Ordinary    | Average | Average | Average
Hasty       | Average | Average | Low                      
Stubborn    | Average |  Low    | High
Rebel       | Average |  Low    | Average
Spoiled     | Average |  Low    | Low
Humane      |   Low   |  High   | High
Uncertain   |   Low   |  High   | Average
Careless    |   Low   |  High   | Low
Shrewd      |   Low   | Average | High
Carefree    |   Low   | Average | Average
Gullible    |   Low   | Average | Low
Sly         |   Low   |  Low    | High
Coward      |   Low   |  Low    | Average
Lazy        |   Low   |  Low    | Low

In effect, the higher a monster is in the 'necessary area', the better they
will be when using that command. For example, a Lazy monster will likely do
absolutely nothing unless it is very loyal to you, while a Hotblooded one will
generally do everything extremely well, unless its loyalty is very, very low
indeed. This means that while changing a personality, you may find that it's
extremely difficult to do because the monster keeps refusing your orders.
However, be patient! Even if the monster refuses to do the action, its
personality will angle in the direction that you're pushing it, so if you keep
trying, it will eventually start to have an effect.

Busy busy busy! This man (who bears an odd and striking resemblance to the
king... hmmm...) has a thing for TinyMedals. Occasionally, as you go through
your adventures, you'll find these little tokens laying about on the ground,
looking like gold coins. In addition, you can find some inside pots and
dressers within GreatTree. Here's the locations of those tree-borne medals, in
the approximate order in which you'll be able to get them:

1) The fisherman's pot on the monster farm (after you complete Beginner)
2) The first barrel in the third row in the monster arena
3) The first pot in the Bazaar; shopkeeper's place
4) Dresser in the little girl's house
5) The chest of drawers in the Monster Stable
6) The fisherman's pot on the monster farm (after the first tree-growth)
7) Show the Queen a GoldGolem when she asks to see it.
8) Show the Queen a Divinegon when she asks to see it.

All the rest, you will need to find in your travels, either on the ground
(like a coin), in a chest on the ground, or in a treasure room. You can also
earn TinyMedals from the arena battles or from Foreign Masters.

When you give enough medals to the Medal Man, he will give you eggs in return
for them: 

13 Medals: ZapBird
18 Medals: Trumpeter
25 Medals: Spikerous
30 Medals: Metabble

Don't be afraid to get this guy's presents, that's for certain! Just don't be
too eager to leave those monsters as unhatched eggs. I suggest you hatch them
and let them level on the farm later in the game. Aside from the ZapBird, they
aren't all that great right out of the shell, and they'll give the same skills
when you pass them on anyhow.

In addition, getting enough medals will eventually give you access to another
bonus; just bring him 13 medals, and his pet Metaly will give you something,
himself. If you want to know more details on it, check below in the
'Walkthrough' section. Otherwise, I'll let you find out what this treasure is.

At times, in the various worlds, you'll often come across masters wandering
about. Each of these masters has a specific prize they'll give you for winning
a battle with them. However, if you lose, the same thing happens: they will
take away several random items, a bunch of gold, and hand you a WarpWing. Good
thing they give you a way to return to the castle, huh? Considering they leave
you with only 1 monster (the first in your lineup) with 1 HP, it's probably a
good idea to use said Wing right away, unless you have the chance of finding a
healer on the next level and are right at the hole. In addition, each one has
specific 'triggers' that will make them show up (except for the basic Armored
Man master). Remember, though: these triggers do not mean the Master will show
up. There's still a random chance of a Master showing up. These 'triggers'
essentially just help control which one shows when that 'random chance'

Armored Man: This is your basic master. He will appear whenever a 'master' has
been triggered, but none of the special masters have been activated. When you
defeat him, he will give you a WarpWing and a random object (which can include
a TinyMedal!) before he vanishes. This one comes in both 'red armor' and 'gold
armor' variety. If there's a difference between the two, aside from the fact
that one's supposedly a girl and one's a guy, I'm not sure what it is yet.

Bishop: Supposedly, to make this one appear, make certain you've picked up all
the items on the previous level. However, I have had times when not all items
were picked up, yet the Master appeared on the next level, so perhaps it's
just an increase in the chance for it to appear. If you win, he will totally
restore your monsters' HP and MP, as well as reviving any monsters who died in
the battle.

Shopkeeper: The opposite of the bishop, don't pick a single item up off a
level. When you see this master, make certain to discard (or use) anything in
your inventory that you don't really need. This is because when you defeat
him, he will fill your inventory with meat of all kinds. The types he gives
are random, though, so you may end up with some BadMeat cluttering you up, or
you could have your slots filled with Ribs and Sirloin.

Wizard: This master only shows up if you were last on a level with 16 screens
or more. This master gives you a boost; when you win against him, he will send
you either twenty floors down, or directly to the bottom of the dungeon,
whichever comes first.

Bard: The opposite of the wizard's appearance, the bard only shows up if
you've just come off a level with only two rooms, a rare occurrence indeed!
This green man holding a harp is probably the most valuable of all the masters
that you can find. If you can defeat him, he will raise one random stat on
each of the monsters with you by a whopping 20 points. Permanently. A good way
to get those stats up! In addition, even if one of your monsters is
unconscious when the bard gives his medicine, it will get the points from the

From my own personal experience, this is the order the checklist generally
goes in: dungeon size, items taken. In other words, if you were on a level of
16+ rooms and you got every item, you have a better chance of meeting a wizard
than a bishop. In addition, if there are no items on the previous level at all
(for instance, it was a special level), then it seems to me you can't trigger
the bishop or the shopkeeper. Both of those apparently need items to have
actually been picked up (or passed by) to trigger.

The monsters these masters have with them is dependent on your monsters' total
levels. They have nothing to do with the monsters' stats. Therefore, be
careful: if you have a bunch of first generation monsters who are at level 35,
they might well have a very hard time on the masters' creatures. On the other
hand, if you're walking around with a set of high-generation, first level
monsters, you'll cream any masters that you come across. Use this to your

Also, remember that the monsters these masters have can, with good meat offers
(throw several Sirloin, though I've been able to get them with as little as
one Rib or a bunch of PorkChops!), be coaxed away from them and into your
party. This is a fantastic way to get monsters that you couldn't otherwise get
in the wild, as well as some unique skills. The masters' monsters all have
abilities that natural creatures of that type can't generally get, with the
more common skills of that creature generally missing from the list. However,
one level with you out on the field, and that monster's natural skills will
suddenly appear (or, in breeding, they will cross over the same way as a
'normal' monster). Some of these skills are hard to get and valuable ones, as
well, such as Revive, GigaSlash, HealUsAll, and Surge! Because of these 'odd
skills' and the monsters' levels, I highly suggest getting these monsters for
use in combinations. Even if all you're making is something small or basic,
those skills can be a fantastic help. These monsters and their skills are
listed below (this chart C.O. Jimeous):

Team Lv Monster   Lv HPs MPs ATK DEF AGL INT       Trainer Skills
001-019 AgDevil    5  30  36  32  23  23  45 Berserker, Cover, StrongD
020-039 AmberWeed 13  36  64  50  36  39  42 FireBal, DevilCut, BlazeAir
120-139 Andreal   45 340 280 200 320 200 250 Revive, Surge, SuckAll
020-039 ArcDemon  12  48  46  53  42  18  88 FireSlash, VacuSlash, IceSlash
020-039 ArmyCrab  12  46  31  50  36  28  50 Curse, OddDance, ShelDodge
120-139 Balzac    33 330 165 210 320 280 180 SleepAll, Paralyze, LureDance
140+    Balzac    33 380 190 240 340 300 210 Thordain, HealUs, ThickFog
100-119 BattleRex 39 187 122 286 187 200 141 WhiteAir, Curse, Hustle
080-099 BigEye    33 155 134 162 122 137 100 HealUs, Farewell, HighJump
040-059 Blizzardy 20  72  53  71  46  46  57 Infermore, TwinSlash, HighJump
080-099 Blizzardy 33 182 103 121 116 152 107 Sandstorm, SickLick, StormWind
100-119 BombCrag  39 210 157 138 239  18 132 VacuSlash, Surge, MouthShut
100-119 BombCrag  40 260 174 156 233  20 134 Transform, PalsyAir, BigTrip
140+    BombCrag  48 290 200 180 260  20 150 RainSlash, Imitate, BeDragon
001-019 Cactiball  6  32  37  25  24  17  38 LureDance, LushLicks, BladeD
080-099 Centasaur 33 200 126 225 270 320 220 Sacrifice, Vacuum, PoisonHit
100-119 Centasaur 40 251 124 290 352 338 211 Vivify, FireSlash, Ahhh!
140+    ChopClown 48 310 300 300 200 260 255 Sacrifice, Focus, Meditate
060-079 Copycat   26  55  45  82  61  64  57 MagicWall, Imitate, ThickFog
120-139 Copycat   38 210 210 120 167 138 200 Transform, Kamikaze, WhiteAir
040-059 CurseLamp 20  60  70  62  50  42  59 Snowstorm, Sacrifice, DrakSlash
060-079 DanceVegi 25  83  61  59 120 156  85 TwinHits, LureDance, MouthShut
060-079 DarkCrab  25 130  64 136 111  54  70 StopSpell, RobDance, SickLick
001-019 DarkEye    6  22  42  21  15  36  41 TwinHits, MagicBack, Sidestep
040-059 DeadNite  20  80  65  72  67  52  77 Speedup, WarCry, DanceShut
120-139 DeadNoble 46 340 240 340 280 280 215 HealAll, FireSlash, Dodge
140+    DeadNoble 48 340 350 350 190 290 230 MegaMagic, Sidestep, StrongD
120-139 Digster   46 267 115 197 257 110 185 Hustle, LifeDance, Branching
040-059 Dragon    21 105  36  83  63  48  64 Heal, CallHelp, Cover
020-039 Droll     12  39  50  40  28  31  55 Heal, ThickFog, Cover
001-019 DuckKite   5  22  24  25  21  31  34 BeastCut, BirdBlow, Smashlime
080-099 EvilArmor 34 185 102 229 420 135 148 SleepAll, Barrier, RainSlash
040-059 EvilBeast 20  84  53 110  71  64 100 Bolt, Heal, BigTrip
040-059 EvilWand  21  66  55  59  45  53  45 BlazeMore, Boom, ChargeUp
060-079 FaceTree  26 125 119  67  74  51  86 MagicWall, Guardian, ShelDodge
100-119 FangSlime 33 184  78 166 151 311 141 Increase, EerieLite, WarCry
020-039 FireWeed  12  49  42  40  29  30  46 PaniDance, LushLicks, WarCry
100-119 FunkyBird 39 178 197 151 227 143 198 Increase, HealUs, Lightning
001-019 Gasgon     5  26   6  34  25  14  32 Heal, Dodge
080-099 Gasgon    34 164  58  67 117  80  97 HealMore, YellHelp, SuckAll
140+    GateGuard 48 340 300 330 210 150 210 WhiteAir, Imitate, Guardian
020-039 GiantMoth 12  41  46  40  36  29  57 Heal, PoisonHit, OddDance
080-099 Gigantes  33 210  20 226  84 128  18 Imitate, Guardian, Smashlime
040-059 Gizmo     21  57  47  69  52  72  46 SleepAll, SlowAll, PoisonAir
001-019 Goategon   6  26  10  32  22  26  25 TwinSlash, Ramming, Berserker
060-079 Goategon  25 133 107 155  82  98 128 HealAll, Vivify, SquallHit
120-139 GoatHorn  33 150 190 220 150 190 240 Defense, Curse, SickLick
080-099 Golem     33 210  59 108 182  52 192 PaniDance, RobDance, Hustle
120-139 GreatDrak 45 350 130 240 210 170 210 Infermost, ChargeUp, Smashlime
140+    GreatDrak 50 370 150 250 220 190 230 TwinHits, MultiCut, SickLick
060-079 Grendal   26  99  41 135 155 112 113 HealMore, PsycheUp, LifeSong
020-039 Grizzly   13  57  43  62  23  48  25 Heal, Massacre, Radiant
120-139 GulpBeast 38 340  90 300 185 150  90 Blizzard, HighJump, ZombieCut
001-019 HammerMan  5  25  12  28  15  22  45 BoltSlash, VacuSlash, IceSlash
140+    HornBeet  48 380 190 240 250 300 200 PoisonHit, Sandstorm, Meditate
020-039 IceMan    12  38  41  47  43  21  51 Massacre, SquallHit, Branching
060-079 IronTurt  26 140  60 130 100  61  91 Sacrifice, Barrier, Tatsucall
060-079 JewelBag  25  68  76 123 126  40 130 HealUs, Sidestep, DiagoCall
040-059 KingCobra 21 100  39  80  72 110  41 Beat, TwinHits, EerieLite
100-119 KingSlime 38 250  94 218 181 206 200 Blizzard, EvilSlash, DrakSlash
040-059 LandOwl   21  95  57 110  57  53  48 Infermore, Heal, Surge
040-059 LavaMan   21  80  43  88  49  40  51 BlazeMore, FireSlash, MetalCut
080-099 LavaMan   33 180  63 158 179  87 101 Curse, EerieLite, SamsiCall
100-119 LavaMan   38 190 113 198 159 140 101 Thordain, TwinSlash, SquallHit
060-079 Lionex    26 110  70 100 106 122 117 Firebane, SuckAir, Scorching
040-059 Lipsy     20  52  43  46  46  36  57 HealUs, Farewell, Kamikaze
001-019 LizardFly  6  36  16  28  16  10  30 FireAir, FrigidAir
020-039 LizardMan 13  55  34  52  34  32  48 PanicAll, LureDance, LegSweep
080-099 MadCat    34 166  64 159 124 163 107 HealMore, IceSlash, LureDance
120-139 MadDragon 33 200  24 335 130 190  30 SuckAir, WhiteAir, MouthShut
020-039 MadHornet 13  60  37  54  31  54  55 Curse, SandStorm, TailWind
080-099 MadMirror 33 164  62  71  64 170 120 Boom, BirdBlow, RainSlash
100-119 MadPecker 38 139  88 197 115 186 127 SleepAll, TwinHits, BeastCut
040-059 MadSpirit 20  63  68  85  55  64  60 PanicAll, Defense, Bounce
060-079 ManEater  27  88 114  93  45  42  57 Zap, RockThrow, LushLicks
120-139 Metabble  38  23 490 190 670 511 255 Bounce, Ramming, YellHelp
120-139 MetalDrak 43 310 105 240 220 250 130 Explodet, EvilSlash, IceSlash
140+    MetalDrak 43 330 120 260 240 250 160 Chance, PaniDance, BigTrip
140+    MetalKing 50  25 700 290 700 511 255 NapAttack, Guardian, LifeDance
040-059 Metaly    20  10 200  45  44 250  66 Heal, Massacre, Guardian
080-099 Metaly    30  15 300  65 400 350  86 Heal, Kamikaze, SuckAll
001-019 MistyWing  6  35  34  16  24  32  30 Sleep, WarCry, Tailwind
060-079 Ogre      27 134  72 120 107  52 115 TwinSlash, BeastCut, Vacuum
020-039 Orc       13  51  29  36  25  44  57 Heal, Vivify, LureDance
140+    Orochi    50 360 150 360 350 200 180 Defeat, LureDance, Hustle
020-039 Phoenix   12  50  47  53  27  41  47 Heal, BlazeAir, TailWind
040-059 Phoenix   20  81  46  77  51  66  40 Heal, MagicWall, VacuSlash
060-079 Phoenix   26 110  65 125  70 100  75 CallHelp, PoisonAir, Hustle
100-119 Phoenix   40 181 116 177 121 155  81 DevilCut, NapAttack, BazooCall
060-079 Rayburn   26  93  55 104  62 136  65 Lightning, IceStorm, Paralyze
001-019 Reaper     6  31  17  29  13  22  39 StopSpell, DanceShut, MouthShut
120-139 Roboster  38 280 245 340 230 360 210 HealUs, MultiCut, StormWind
140+    Roboster  38 300 260 350 240 380 250 HealMore, Focus, SquallHit
040-059 RogueNite 21  75  61 103 120  40  61 TakeMagic, Curse, SickLick
060-079 RotRaven  26  67  84 114  70 120 102 Beat, VacuSlash, BiAttack
140+    Servant   50 240 340 210 320 290 250 WhiteFire, Curse, StormWind
020-039 Shadow    13  59  40  54  50  26  46 Sleep, RobMagic, SpeedUp
100-119 Skeletor  39 145 160 272 224 128 166 BirdBlow, Focus, ShelDodge
080-099 Skullgon  33 164  63 132 174  85 169 Blazemost, TwinSlash, SquallHit
100-119 SkyDragon 33 165 164 198 175 123 112 Sacrifice, Speedup, Revive
020-039 Slimeborg 12  52  24  43  31  49  61 CleanCut, PyscheUp, WarCry
001-019 SlimeNite  5  29  24  31  18  34  33 Upper, Speed, Heal
001-019 Snapper    5  30  23  20  10  12  34 Beat, Slow, Sandstorm
100-119 Snapper   40 186 161 234 124 127 118 SuckAir, WhiteFire, Branching
140+    Snapper   50 250 210 250 160 160 200 HighJump, MultiCut, SickLick
100-119 Spikerous 28 204  18 177 300  81 104 Bounce, PoisonHit, ThickFog
001-019 SpotKing   6  32  20  25  20  32  43 BiAttack, CallHelp, RainSlash
001-019 StagBug    5  27  12  26  28  15  28 VacuSlash, IceSlash, MetalCut
080-099 StoneMan  34 220  96 147 220  71 125 Firebolt, HealUs, SuckAll
100-119 StoneMan  40 222 126 199 257 107 184 StopSpell, BazooCall, Guardian
140+    StoneMan  48 360 160 240 360 100 200 SuckAir, WhiteAir, EerieLite
080-099 SuperTen  33 156  60  77  60 136  78 Firebolt, FireSlash, QuadHits
060-079 Swordgon  25 126  95  95 128  46  67 Zap, Increase, HealMore
001-019 TailEater  6  23  20  21  20  24  28 MagicBack, Heal
001-019 TreeBoy    5  37  45  16  21  19  37 IceBolt, Heal, Vivify
120-139 Trumpeter 45 190 150 330 210 190 130 Blazemost, BoltSlash, DevilCut
140+    Trumpeter 48 220 170 250 220 210 150 Explodet, WarCry, DanceShut
120-139 Unicorn   45 200 330 200 150 290 255 SquallHit, LureDance, Guardian
080-099 Voodoll   33 154 148 168 164 120 133 Bounce, PoisonAir, WarCry
120-139 WhipBird  45 480 200 150 250 240 230 Farewell, QuadHits, Sandstorm
140+    WhipBird  50 500 200 180 260 250 255 EvilSlash, BazooCall, Hustle
040-059 WildApe   20  65  46  78  38  51  47 ChargeUp, MetalCut, CleanCut
020-039 WindMerge 12  44  45  38  40  40  51 Heal, Cover, Tailwind
060-079 WingSnake 26 132  77 120  89  85  78 Defense, PaniDance, Branching
020-039 Wyvern    12  46  32  52  28  48  84 BiAttack, SquallHit, WindBeast
080-099 Yeti      34 198 110 170 170  80  94 Infermost, HighJump, Vacuum
100-119 ZapBird   39 224  87 187 167 210 222 UltraDown, DanceShut, MouthShut
120-139 ZapBird   45 260 120 210 200 240 255 Massacre, VacuSlash, Vacuum

Occasionally in the monster gates, you'll be dropped into a special room. Many
of these, you can save as though you were outside of the dungeon; in other
words, you don't need to use a bookmark there. These rooms happen at regular
levels within a Gate: every third level starting with Villager/Talisman, when
you descend in a world, you'll have a chance to find one of these special
rooms. As for which one you'll find... that's random, though you won't come
across certain types until higher-level dungeons:

Healer: This chamber has a healer who will heal all HP and MP and resurrect
your monsters for free. In addition, this room is one of those you can save

Treasure Room: There's a number of treasure chests in this room. Either 6 or
8, to be exact. Sometimes, every one of the chests holds money or items. Other
times, all but one of them are Mimics. This is another room you can save in
without a bookmark, so make sure to do that before you start opening chests.
However, don't forget that Mimics give great experience for their level; don't
feel bad about opening the chests even if you know they're Mimics.

Shop: This is a shop that appears inside the dungeon. These are extremely
useful. For one thing, if you sell most items here, rather than selling them
for a little more than half, you're selling them at full price. Which means
more money. In addition, the prices here are the same as they are outside,
thus letting you pick up important supplies; they have all the
status-repairing objects, as well as the rare WorldLeaf which will get your
dead pals back on their feet. And perhaps most important at all, selling rods
outside this room gives you only *ten percent* of their worth (a 3000G fire
staff sells for 300G back in the Bazaar). Here, though, they're sold for full
price. Take advantage of that to cash in on the rods you find on your journey!
And to top it all off, you can save in here. Bonus!
Herb: 6g
Lovewater: 80g
Antidote: 10g
Moonherb: 30g
Awakesand: 50g
Skybell: 50g
Laurel: 80g
WorldLeaf: 1000g

Battle Arena: This is what it sounds like: a battle arena. To pass on, you'll
need to fight in three battles. However, once you've finished those battles,
you can take the option of fighting in anther set of three to win yourself
some good items. Just make sure you have the space for items, or you will be
kicked out of the arena without a chance to get anything else. The battles in
here are equivalent to meeting up with masters on the overland map, except
that the monsters that are in the fight don't have unusual skills, but rather
their normal ones for the monsters. In some cases it makes them easier, but
with others, it's more dangerous. The first battle is with a group that's two
steps below your own. For instance, if you would normally be at the 120-139
area, the group you'll fight will actually be at the 080-099 rank. However,
battles after that are more difficult, so beware. There are a number of items
you can get in these fights, including books, seeds, and even TinyMedals, if
you go far enough. In addition to this, these monsters can be captured with
meat, if you have a desire to get them.

Maze: These are some pretty annoying areas. They're just what they sound like:
mazes, and without the ability to pull the map up at all, or the ability to
save. Even your BeastTail doesn't work in this place! They are long, boring,
annoying, and tedious. And there are monsters in here, to make it worse.
Fortunately, there are only three different mazes, and the holes don't change
locations. Which means once you know where you're at, finding the way out is
With the slate-grey maze, walk around the path directly to the right. Keep
following this path until you've reached the far right-hand corner of the
maze, then go down. It'll head straight to the hole. 
With the red maze, follow the path along the top of the screen until you come
to the far right screen. Walk down the path that's the furthest left on that
screen and keep going to the far left. Follow it around, then turn to the
south and go back to the right. The hole will be right there.
In the greyish-green maze, take the path going up, then turn right on the path
second from the top. Travel along until you can go up, then go up, head to the
right, and then down (not the path that leads along the far right wall, but
the one just to the left of it). Follow this down to the south wall, turn
left, and keep going left until you reach the hole.

Forest Maze: Like the 'Lost Woods' in the Zelda games, this forest repeats
itself until you've walked in the right direction. The good news is that 'the
right direction' doesn't change itself at all, so every time you're in the
wood, just take the left-hand up path, the left-hand up path, and there'll be
the hole out.

Conveyer Belts: Another 'maze' sort of thing, this one is a little easier and
a lot more fun and less tedious to get through. All you need to do is step on
the conveyers, and they'll slide you to the end. Follow those around and
you'll eventually be dropped off at the hole. And like the other mazes, once
you know which one you're on, finding the hole is a matter of memorization.
Unfortunately, like the maze rooms, monsters will show up in here, and you
can't save, pull up a map or use your BeastTail.
In the room which has you in the center and belts leading off in each
direction, go left and take the belt second from the bottom. It will swing you
directly to the hole (if in a rather roundabout path).
In the room with brownish belts, there'll be one belt directly to your left,
reaching the floor, and another slightly up from you, running right. Take the
belt to your left or walk upward, then take the left belt of the two belts
directly above you. Go right from the belt's end. Then, take the left of the
two side-by-side belts to the south. It will shunt you to the hole, or walk
upwards instead.
In the dark blue/gray belt room, you'll be standing in a small area with two
belts leading to the left. Take the upper one. Once you've come to the end,
take the belt which is directly to your right, up against the right wall. You
can also walk to the end of this without a problem. Go between the two belts
which are on the far right-hand screen and down. Step in the middle of the
trio of belts, or the one on the left (they'll lead you to the same place).
Then walk down from there, head to the wall below you once you've reached the
end of the belt, and walk directly right. Take the lowest belt, the one right
along the wall, and there you are.


This walkthrough is NOT spoiler-free. Generally, walkthroughs aren't. There's
likely a lot of places that are going to be considered 'spoilerriffic'. In
addition, there are some spoilers to the other Dragon Quest games, primarily
in the 'boss' areas of the games. If you're not interested in finding
spoilers, limit your inspection of this page to the FAQ section only, and
*especially* avoid my treatise on 'The Greatest Monsters' and/or The Library.
Aside from references to the 'Walkthrough' section, I keep that area as
spoiler-free as possible. On the other hand, if you're stuck and need help, or
just don't mind, then read on!

When I list gates, the information goes in this order:
Name: The name of the gate, if it has one, or the general 'descriptor' I use
      for it to explain which gate I'm talking about.
Levels: The total number of levels a gate has, including the bottom.
Monsters: What monsters appear and when in the gate. Many gates have different
          creatures that'll show up, depending on how deep you are.
Boss: The boss of the world. If a '*' appears beside their name, they're a
      boss that will join you automatically after they've been defeated. A '#'
      means that they will join you if you feed them enough. Generally, this
      takes a lot of meat; five Sirloins is probably a good number to shoot
      for. Those not marked at all will not join you no matter what you give
      them. Don't even bother with feeding them meat.
Info: Here's general info about the place, whether it's about the monsters,
      the level, or something else. 
Boss Battle: This is the strategy that I suggest for use against the boss of
             this place. Some of them will be fairly simple ('Be high level
             and wail on them'), while others might take a little more
             finesse. Hopefully they'll get you past the boss either way you
             go, though.

The game starts out to the view of your sister, Milayou, chasing you around
the bedroom. Apparently it's time for bed, but your character, Terry, isn't at
all interested in it. You know those stories that Mom used to tell you to make
you go to bed? That the monsters would come and get you if you didn't? (Yeah,
like that's supposed to help you *sleep*... but back to the game) Well,
apparently, their Mom told the same story. However, Terry wants to meet the
monsters. Some kids. Anyway, Milayou finally manages to coax him into bed.

Eventually, you can get yourself out of bed. Feel free to wander around a
little bit and check the room out. There's nothing important here, but a few
interesting things. Then, go into the next room.

What's this? Apparently, being awake has nothing to do with the monsters
running away with you at all, since this little, black... something or other,
is apparently looking for Milayou. This is our first look at Warubou. After
assuring himself that you're not Milayou, he'll tromp off to the other room
and come back, dragging your sister. Both of them will disappear into the
chest of drawers, leaving you alone. And undoubtedly more than a little
confused. After all, your character hasn't got the benefit of this

But never fear! Your savior is here! A white version of Warubou suddenly leaps
from the drawers and into the room. This is Watabou. And the first person he
asks for is Milayou! Boy. Can't win for losing, eh Terry? Fortunately, the
monster realizes that he and Terry are speaking the same language (Monster
Talk) and invites him to follow him if Terry wants to find his sister.
However, when he brings up the term 'Master', poor Terry is confused all over
again. No explanation this time, though; Watabou tells him that if he wants to
find out, follow him. And so Terry does; just follow the monster, check the
chest of drawers, and off we go to GreatTree!

You arrive in a strange room, with a strange man coming up to you and stating
that you must be the Master they're looking for. When you explain that you
don't know where you are, he lets you know: you're in the Kingdom of
GreatTree, brought by Watabou. No more time for other questions,
unfortunately. You're due to pay your respects at the castle. Therefore, the
old man pulls you out of this strange-looking room and leads you through the
kingdom, giving you a good look of... a lot of places that you won't be
allowed to go for a long while. Enjoy the view while you've got it!

As you work your way up, the old man will explain that the kingdom is housed
in a giant tree. You're at the bottom, right now, and the castle is at the
top. Thus, he will walk you up to the top. On the way, a fighter will wonder
if you're the new Master that they've heard about. When he finds out you are,
he'll wish you luck at the Starry Night Tournament. Starry Night Tournament?
... maybe the king will answer your questions. For now, you just continue
heading up to the castle. The old man will stay outside, telling you to go and
talk to him.

Inside, the Minister will meet you at the door. Apparently, the king has a
favor to ask you. I wonder what it could be? You have control over the
character now, so feel free to dawdle a little bit and talk to the few people
you can find at the moment. They don't really tell you anything you don't
already know, though, so head off to the king, just above you.

The king will introduce himself and ask your name. Here, you can change the
character's name if you like. Finally. However, you're only allowed to have
four digits. So if you delete the name 'Terry', you'll never be able to get it
back. Ah, those crazy translators! Anyhow, we'll assume that the name was left
as 'Terry', for ease of this Walkthrough, though it otherwise doesn't make a
difference what you change it to.

Once that has been done, the king will immediately ask you if you'll be
willing to help him out. It seems they need someone to compete and win in the
Starry Night Tournament. Ah. There's that name again! And despite his earlier
interest in getting to know monsters, Terry is much more interested in finding
his lost sister. The king will explain that winning the tournament, as legend
has stated, will give the winner one wish. Terry can use that wish to find his
sister! Thanks to that, both the king and Terry can win! And in the meantime,
while Terry's preparing, he can hunt for his sister. Apparently that's good
enough for Terry... either that or the king just doesn't give him the
choice... and the king offers him some monsters. After all, no monsters, no
master. He then sends you to go and talk to Pulio, in the monster farm on the
upper level, to ask about getting yourself a set.

Finally, you can control yourself again. Take a little time to talk to the
people you can reach in the throne room. The minister will explain that they
haven't been winning the Starry Night Tournament. However, since they're
hosting it this year, he's hoping they'll win! The jesters will explain the
Starry Night Tournament for you (finally!). Apparently, it comes after every
47th full moon. Because of the fact that it happens on a night when thousands
of falling stars fill the skies, it's named... d'uh... the Starry Night
Tournament. As celebration, the tournament is held. In addition, to the left
of the king's room, there's some chests. Unfortunately, both of them are
locked. Read the books in the bookshelf, though; there's some interesting
information in them, if not altogether helpful. You can even exit the castle
and talk to the people there. The old man explains that Watabou brings the
palace capable masters. Anyway, aside from chatting with those few people,
there's not a ton to do yet (everything's still blocked off), so go back into
the castle and go up the stairs that have been uncovered for you.

Before you talk to Pulio, take a little walk around and talk to the various
monsters. The Slime above Pulio's head will tell you all about the Monster
Farm. A sign will explain that when the tree grows, there are tremors. One of
which made the hole that's directly in front of it. You'll notice that there's
also something rather interesting over there. A strange, spinning circle. You
can't reach it at the moment, though, so just keep it in mind. Now, once
you've explored the farm, go and talk to Pulio. He's the man just below the

After a little misunderstanding on whether you're there to steal his monsters
or not, Pulio will realize that he can smell you're a monster master, and with
the makings of being a great one! Don't ask me what he smells, though; I try
not to think about it too hard. Anyhow, he tells you that he's only got one
monster right now. An old Slime named Slib, who was the favorite monster of
the old king. He'll then bring up the menu for you to be able to take Slib
along with you. Do so, since none of the other options work. You'll learn
about them soon enough; don't worry. A quick check of Slib will reveal that
he's a level 1 monster. Whoa. So the oldest monster on the farm is only first
level? No *wonder* they need a good master! Anyhow, take him with you to the

The king will be shocked that you chose this monster out of all the others you
could have chosen. However, the situation will get explained to him. Needless
to say, this doesn't make the king any happier. He will demand to have Pulio
brought there. Once he's there, the king will ask if 'Hale' was one of the
escaped monsters. When he finds out the answer, poor Pulio will be threatened
with a trip to the dungeon. However, you, like the brave and noble person that
you are, will step forward and offer to capture Hale in order to free Pulio.
The king will give you permission to try. You will find out that Hale
disappeared through something they call a 'Travelers' Gate'. He will then let
you know that the chests are yours to take, mutter something about being busy,
and wander off to leave you in the throne room with his people. A doorway is
left behind where he went, but it's blocked firmly by the jester. Don't worry
about it; it's not that important. What is important is that we hunt down this
'Hale'! First, though, spend some time talking with the people in the throne
room. They'll explain Travelers' Gates to you. In addition, Pulio's nice
enough to tell you how to save the game. You should do so, so you don't have
to go through all of this again. Saving can be done anywhere outside the
gates, other than in the middle of the arena battles. Make sure to grab the
two herbs from the chests to the left of the throne room, then go down the
now-uncovered stairs and head to the only open Travelers' Gate. Make sure
you've saved, and in you go!

Levels: 5
Monsters: 1-4: Slime, Dracky, Anteater
Boss: Healer (Hale)*
This gate is only five levels deep, total, and only three types of monster
that'll show up through the whole thing (aside from the boss). Obviously, this
place was made to be an experimental gate for you. It works that way, too.
Pick up all the items that you can when you're wandering about; you're going
to need them while you're doing your first battles with Slib. Use healing
herbs whenever Slib seems to need them; with only one monster with you, and
him not having any healing skills, he'll be needing them often. Fortunately,
it shouldn't take too long, hopefully, before you can capture a second and
probably a third monster. It's fairly common here for an Anteater and a Dracky
to join up with you even without the use of meat. Make sure you accept their
offer; they may not seem like much, but every little bit helps. The anteater
has surprisingly good raises in attack, and a fantastic skill called
'MetalCut'. While this skill isn't of any use right now, trust me: it'll be
very, very useful later on. As for the Dracky, it won't have anywhere near the
attack of the Anteater, but they will later gain the spell of 'Sleep'. This is
also extremely useful, if for a completely different reason. Don't be afraid
of using a WarpWing if you find one, especially if you couldn't catch any
added monsters. Get to the bottom (or as far as you can before your monsters
are dangerously weak), toss the wing, and be thrown back to the beginning to
head through again. This might be a little tedious, but it'll get some extra
levels for you, more herbs, and another chance at capturing monsters if you
had no luck earlier. In addition, if it seems like you're going to die, don't
be afraid to let it happen; at this point in the game, you won't have any
money to lose, and if you've properly used all your herbs to try and keep Slib
(and your other monsters) alive, you won't lose anything there, either.
BOSS BATTLE: Hale is a fairly annoying boss. His habit of healing himself will
make this fight longer than it needs to be, that's for certain. Plus, if all
you have on your team is Slib, he can do enough damage to make things
difficult. Be ready to drop herbs on Slib if you need to. However, if you have
your full team of three, or even just Slib and the Anteater, things should go
alright for you. Just don't be afraid to use herbs when you need them. Minimal
levels are needed here; don't worry too terribly much about leveling before
you face him, unless Slib is all you have. If he is, then try for level 5. And
whatever you do, when he asks to join you, *don't turn him down*. He'll
probably be one of the most important members of your party for a good, long

Watabou pops in and congratulates you, then sends you back to the city. Well
done! Congratulations on taking out your first Travelers' Gate. If you go back
toward the gate, you'll noticed that it's ceased spinning. This is how you
know that you've finished off the boss of a gate.

Well, it seems like Hale wasn't really all that interested in joining you at
first because of the boredom he'd been having on the farm. You had to whip him
into shape. The king realizes that maybe he shouldn't force Hale to return to
the farm under his hand, but should instead let him join Terry. He
congratulates you on your skill with monsters and releases Pulio, just as he
said he would. Now, the king tells you to go and visit the arena. He says that
if you can defeat all of them, you'll be able to go to the Starry Night
Tournament. Then, he's off again, leaving you alone in the throne room. Your
monsters will be healed by the bishop and you'll be sent off to go through
your fights. He gives you directions to the arena. However, now that we've
been given some freedom, we'll want to wander a bit and see what's going on in
this city. First off, I suggest that you go to the Monster Farm again.

Now that you're up here, Pulio will thank you for your help. He will also tell
you a secret: a SkyDragon is flying around above the farm. Hmmm. Something to
investigate, maybe. First, though, put your monsters to sleep. This will open
up the 'second side' of the stable. Why is this important? You'll see in a
minute. Pass by the fisherman and check his pot for a TinyMedal (probably your
first one), then head to the north. Hello, Ms. SkyDragon. Take a step and
stand under it and *WHACK* You've just gotten your first egg of the game.
It'll be automatically sent to the farm. For the fun of it, stand underneath
it again. EWWWW! Anyway, now that you've got that, just wander and chat with
the local monsters to get some information. Go back to Pulio and have him put
the other side to sleep. Now, your egg isn't taking up any space in the
stable, because it's on the 'sleeping' side. This means it isn't stealing
valuable 'level-raising' space from other monsters that you might catch on
your journey. Now, go down from the farm and head to the main city. The way is
finally open for you!

The arena will be right in front of you once you've gone down the first set of
stairs (or jumped off the first ledge). However, right now, let's not go in
there. Instead, we've got some more places to explore first. Go east of here
and you'll find a red-armored man who'll tell you a little about TinyMedals.
Go up the stairs and you'll find the Medal Man's room. This is where you can
drop that TinyMedal of yours off. Now, we've done everything else we can, so
let's go into the arena.

Now that you're in the arena, talk to the first girl on the right. She'll give
you information about how the various classes work. But before you go to the
next girl and register, let's take a walk around the arena. There is a lot to
see and do here, and much info to be gained. First, go directly to the left,
and you'll find a table with four seats. Step into the first seat, and your
monsters will move to the other three. Here, you can talk to them and get an
idea of just what sort of attitude they happen to have. This will give you
hints about how to fight them, or what you need to work on to be able to
direct them toward certain attitudes. Going to the left introduces you to
Teto, one of the arena fighters. He'll tell you that more information can be
found in back. Sounds good to me; let's go!

Wow. Teto wasn't kidding when he said there was information to be found here.
There are lots of monsters and their masters around to talk to. There is also
a mysterious hole within an area of barrels right near the beginning.
Interesting indeed, but not something that you can reach now... or really,
anytime soon. So just grab the TinyMedal from the barrels and go on. North of
here, there's a cave that leads into a restaurant. Talk to the bard who's at
the table. His comments may not make much sense, but memorize them, anyway:
Army, Bomb, Army, Bubble, Army. Now, exit and go to the left. Here, you'll
find a Goopi (that muddy hand-thing) in front of a line of squares: a
BombCrag, an ArmyCrab, and a Babble (Bubble Slime in Japan). Are things making
sense all of a sudden? Go up, talk to the Goopi, and then select the panels in
the order given. A set of stairs will be created. Now that that's done, up you
go to the Queen's Room! ... not that you can do much here at the moment;
you'll need to at least go far enough in the game to be able to have access to
the Starry Shrine. But at least you have the stairs open. Descend them and
head back into the arena, going down from here. Here, there's people who can
give you warnings about some of the gates. Very handy for when you're
preparing to travel there. To the left of here is a man training his BombCrag,
and another who will give you warnings about who you'll be up against and
possibly what they'll be using. Straight up from here is another cave. This
one leads into the monster school. Definitely stop off here and see what they
have to talk about. Check the blackboard and talk to the teacher for
information. He'll let you know that only the monster you defeat last will
join you. An excellent hint to remember for later levels, when you'll be
meeting groups of monsters. But anyway, we've learned all that we can. Let's
go to the arena's entrance again and register, finally!

Checking registration, you'll find something a bit discomforting, at first: it
costs money to get into the various levels. Money's something you don't have
at the moment. However, don't worry about it: the G Class is free, and that's
the one that we'll be registering for. As you aren't allowed to use items at
all in the battle, the party I personally suggest for this level is your
Healer, your Slime, and your Anteater. The Anteater and Slime will supply most
of the good damage, while your Healer will, of course, be keeping them healed
in between. If your Anteater isn't a high enough level to keep up with HP, you
may want to swap it for the Dracky, who's likely got a higher level (thanks to
their much faster-leveling) and may even have the Sleep spell if you've been
leveling it enough. If you're finding yourself unable to defeat G-Class (which
is quite possible; don't feel too bad about it), then head back to Beginner
and raise yourself a couple of levels with your party-of-choice. In addition,
this will let you fine-tune your monsters' fighting styles. Don't worry. You
won't get trapped, even if you can't find a WarpWing. When you get down to
where Hale was, there'll be a gate there set to take you out to 'home' again.
Every Travelers' Gate is like this, as well, so if you feel like going through
them multiple times later on, you just need to make it to the bottom to
escape. Harder than it seems at times, but at least it's a way out.

Anyhow, here's your challengers in G-Class:

1st Match: Dracky, AntEater, Dracky
2nd Match: Slime, StubSuck, Slime
3rd Match: Spooky, Hork, Spooky

Beware of the StubSuck's ability to put you to sleep. It's generally only an
annoyance, but having your Healer fast asleep when you've still got two
monsters to take on can be dangerous. Similar is the undead group's ability to
use LushLicks, which will paralyze a member of your team for a round. Plus,
Hork has the added ability to poison your team; this is possibly an argument
for having the Dracky there, since it has Antidote. However, when it comes to
the first battle, I prefer to mix two hard-hitting with one healer. It tends
to destroy the enemy before the poison becomes too dangerous.

Anyhow, once you win, congratulations! You've just managed your first battle
in the arena! The minister will come trampling his way in to congratulate you
as well. Apparently, though, congratulations aren't the only thing on his
mind; the king wants to speak to you. So it's back off to the castle once

The king will congratulate you, letting you know that you're not bad. As the
congratulations come, though, another figure enters the room. This is the king
of GreatLog, not a particularly friendly and kind individual. He insults your
age and skill, then exits, laughing. Needless to say, the king of GreatTree
isn't too pleased by this. As a reward for you finishing off the first fight,
he'll unlock the door to Villager and Talisman. Then he leaves again. You're
back to your own devices. Take a moment to talk to the jester in the throne
room who guards the door, and you can find some interesting things out about
the next gates. Come back every time you finish an arena battle and he'll
continue to do you this favor!

Now it's time to wander a bit, first. You'll find that the MadKnight has moved
away from the crack, giving you space that you can jump down into the hole.
This drops you directly into the arena, fairly close to that hole near the
barrel. Hmmm. Not all that helpful yet, but something to keep in mind. You can
talk to the people around the arena, but for the most part, they still only
have the same things to say. So instead, go outside and down the set of stairs
that's been opened. Another new area to wander around, and one that's even
more involved, this time! The stairs are again blocked, this time by a bratty
little girl who doesn't feel much like letting you pass. So once again, we'll
deal with our present level on the tree.

The first thing that's here is a cave with a book above it and a well. Let's
investigate that well, first. The man down here has nothing to say to you,
really, but there is information to be found in his bookcases. Read them over:
they'll talk about monster families, the Master Breeder, and the kingdoms.
That being done, head up and out, to that cave directly across. Here, we've
found the library.

Inside, there'll be someone who can tell you how many monster pals you've had.
At the desk, there is someone blocking a path to the rear who won't let you
in until you have had 100 pals. Needless to say, this will probably be quite
some time in the future, so let's leave that alone for now and talk to the
other person, instead. He will tell you about the monsters that you've found,
and about what creates them. This is very handy information at times! Keep him
in mind! Check out Chapter C1 (The Library) below if you'd like to know what
goes where and how to get it; otherwise you'll be able to find it out once you
capture yourself a monster. Now that you've talked to the people down here,
though, go upstairs. Up here, there are a number of bookshelves. They're chock
full of information for you about the families of monsters and about secret
breedings, if you can solve the riddles in the Seon Prophecy books.

Once you've finished up skimming through the library, leave and head to the
right again. Another cave will be here, this one leading into the vault. This
is where you can go and drop your things off. Things left in here can't be
taken by monsters. Nor can money that's been put in here. All in all, this is
a good place to leave things that you might have a use for later, such as
stat-up seeds (for monsters that need the gains for specific abilities, or for
creatures who might have a need for extra attack or hit points like metal
Slimes), books (for the monsters who need to have their attitude tweaked), or
some extra WarpWings that you may have found. Since there's rarely a need for
a lot of money in your travels, store most of your cash here in between trips.

Outside the vault, to the right again, is the Bazaar. As the name would
suggest, here's where you buy most of your things. Right off the bat, check
the pots that are surrounding the first shop: a TinyMedal! And the shopkeeper
doesn't mind in the least if you take it with you! Check his inventory: you
won't have any money yet, but at least you'll know what he's got available:
Herb: 8g
Lovewater: 80g
Antidote: 10g
Repellant: 200g
BeefJerky: 20g
PorkChop: 80g
WarpWing: 100g
BeastTail: 400g
Now, you can either sell some herbs for cash or (my suggestion at the moment)
keep them with you, just in case. Let Hale gain a couple levels before you
trust it all to his healing; he'll need the MP to keep up with your whole
party. In addition, keep any WarpWings that you have. While you might need the
cash, they will be much more valuable as items; just stow the extras in the
vault. Now, continue wandering about the Bazaar. People will give you all
sorts of information about various things. And down at the southeast edge,
you'll see a Travelers' Gate out on a little island. Hmmm. Another place to
keep in mind, perhaps. But for now, just talk to the people standing around
the barbeque. They'll say they want a monster who can make fire. At the
moment, you probably won't have one (unless you've taken a lot of time to
level Slib up) so just keep these folks in mind. Also, talk to the gypsy
woman: she'll give you some hints on the progression of the game.

Anyway, we've gone over the Bazaar, done our selling, talked to various
people, dropped off any TinyMedals we picked up, and gotten our feet under us.
Let's take a look at these newly-opened Travelers' Gates. Head through the
small door that is now open. Either of these gates can be taken in either
order; the order they're listed in has nothing to do with suggestion, so much
as random choice:

Levels: 5
Monsters: 1-2: StubSuck, GoHopper, AntEater, Picky
          3-4: StubSuck, GoHopper, Gremlin, PillowRat
Boss: Dragon (Dran)*
StubSucks can be an annoying creature, as your battle in the arena very likely
taught you. They have a nasty habit of putting your monster to sleep, and any
creatures that you're facing with them get the chance to attack back when
that's going on. Keep your party high in health just in case it's Hale they
put to sleep. GoHoppers will use the ability 'ChargeUp' to power up and hit
you for extra damage, while the Picky will take advantage of ShelDodge to
attack any bugs you might have with some good damage, and Sap to lower
defense. PillowRats have the ability SideStep: this dodge will sometimes
direct an attack back to those who are attacking the monster. They also have
Ramming, in which they'll bodily throw themselves at the enemy for added
damage. Grab a GoHopper while you're here, if you have the space; there's no
way to combine to get one, so if you want all the monsters, you'll need to
actually capture one of these. Also, if you can, try and capture one of the
Gremlins that show up on the lower levels. They start with the skill
'FireBal', which will be very important to you. I'll explain later; don't
worry. For now, just assume that catching one is a very good idea. They can
also get Heal and StopSpell, so getting a second later on can't hurt. Getting
hold of a StubSuck is nice, too: its Sleep skill will come in vastly handy,
plus while its StepGuard has limited use early on, it will be nice to have it
for later, when poison swamps and lava fields start showing up. This is the
first dungeon where a special room will show up. So far, I've found both shops
and healers in this gate. Both of them are extremely handy here. Don't forget
to save while you're down there. Keep your eye on the ground around here, too.
While you might have found a WarpWing or two in Beginner, they seem to be more
common in here and in the next few. Collect as many as you can and put away
the extras. That'll help save money for you. You'll always want to keep at
least one around to flee just in case.
BOSS BATTLE: Does this cave look familiar? Probably not, although the basic
shape of the dungeon and concept of a princess stolen by a dragon might: it's
Dragon Warrior I, all over again! I found this to be fairly amusing, to be
honest. Poor princess. No one to save her. We're here for the dragon, instead.
Just talk to her a few times, try to carry her out, and when it doesn't work,
go and talk to the dragon. This critter is a powerhouse. He'll attack with
fiery breath that can scorch all your party at once for fairly good damage,
plus he has a FireSlash that will do massive damage to a single individual,
especially one who's weak against fire. Make sure that Hale's ready with
healing and that you've got herbs to help out. If you managed to catch a
StubSuck before meeting him or brought in your Dracky, you may want to try its
sleeping ability: the Dragon's fairly susceptible to it, and this can make the
battle a heck of a lot easier on you. If you don't have it, though, then have
Hale use Upper (or better yet: Increase if he has it) and proceed to do a
general smack-down. He's a fairly tough creature, though; have patience and
don't let yourself run low enough on life that a FireAir will kill you.

Levels: 6 
Monsters: 1-3: Spooky, ArmyAnt, Anteater, MiniDrak
          4-6: Spooky, Goopi, ArmyAnt, Picky
Boss: Golem (Golm)*
This level is just slightly longer than villager, though its creatures aren't
quite as dangerous, I find. The Spookys can lick you into shivering for a
round, and the ArmyAnts and AntEaters can both deliver fairly good damage with
direct attacks. ArmyAnts, in particular, can be dangerous, what with their
NapAttack to put you to sleep and Kamikaze to inflate the damage they do.
Goopi will use LegSweep to trip your monsters up unless they have flying, and
they can also use CallHelp to get assistance running you down. However, most
of this level is just an experience in keeping healed and beating them up
before they do the same to you. Still, I suggest taking this Gate second so
you've got a chance to gather a StubSuck in Villager, or leveling your Dracky
sufficiently to get Sleep for fighting against the boss. As with the previous
dungeon, a special room shows up on the third level here. And as before, it
seems to be a beneficial one.
BOSS BATTLE: Ah, but isn't it refreshing to see Warubou get punted? Golem is a
creature who can deliver strong hits to you if you're not careful. He'll throw
a *lot* of damage around. However, he's got one very noticeable weakness that
you may remember from Dragon Warrior I: Sleep. This is another place where
that StubSuck from earlier would come in handy: have it cast sleep on him and
smack away while he's unconscious. Otherwise, this is another place where
you'll want to have Hale and his Upper/Increase to keep your defense up.
Luckily, unlike the dragon, the attacks are only delivered to one opponent at
a time. This means that Hale won't have near as much trouble trying to keep
your monsters healed up. Just keep him on 'cautious', and he'll throw a heal
spell on whoever's in need of it.

Take note that you don't need to finish both of these (or either of them,
honestly) to be allowed to the next battle. All you need is strong enough
monsters and enough cash. However, without the ability to combine your
monsters, the 'strong enough monsters' part will be extremely difficult
without getting good creatures, or massive levels. Therefore, you probably
want to go through both of these to get some hard-hitting monsters to replace
your present team with. The Golem/Healer/Dragon team will take you a long way
in the arena. However, you might want to dip in and out of the dungeons a few
times, not only to get some levels on your lesser creatures, but to make
enough cash to be able to buy yourself a BeastTail. Soon enough, you'll really
be wanting that. While the levels are only 5-6 deep, it's not so bad. Later
on, though, they'll get much, much deeper and the levels themselves will get
much, much more complicated. Plus, one thing the game doesn't mention about
the BeastTail is that you can use it in battle to see if you've ever had the
monsters that you're presently fighting. Considering that your 'monster pals'
info only takes into effect different *types* of monster rather than
individual monsters, this will be important later on.

Now, if you've followed my instructions, you'll have captured a Gremlin by
now. Or at the very least, Slib will be at a high enough level to have the
attack of FireBal, which will work as well. You could also use the Dragon you
have, though this is by far the most unwise idea of the three; he's probably
going to carry you through your arena battles, after all, while you're still
not important enough to do combining. Anyway, take that Firebal-using Slime or
Gremlin down to the Bazaar, where our barbeque squad happens to be. Tell them
'yes' that they can have your monster. Make certain that it's a monster you
don't mind getting rid of permanently, because they'll take it away from you
and use its skill to start their barbeque. However, the fire's just a bit too
much for it: BOOM! And what is this? Why, there's a Travelers' Gate left in
the wake of the explosion! Since we're here, we might as well check it out,
right? Right.

Levels: 9
Monsters: 1-2: FairyRat, BigRoost, SpotSlime, Crestpent
          3-5: BigRoost, DragonKid, Catapila, BeanMan
          6-8: Demonite, Catapila, Hork, 1EyeClown
Boss: MadKnight (Pash)*
You'll want to be careful going through this dungeon. When compared to the
ones you've just been through, it's got more powerful creatures and more rooms
to get into trouble with. In fact, you may want to either leave this gate
until after you've had some time to level up your monsters, or go wandering
through here with those boss monsters that you picked up earlier. You might
even decide that you want to leave it until after you've won more battles and
opened more storyline gates. However, I myself prefer to jump right in on
gates as soon as they're available. Thus, this Bazaar Gate is being mentioned
here. Be aware: being more dangerous also means that you'll get more XP out of
it; the experience will be over twice what you'll get in the other Gates you
can presently reach, and the danger level isn't so high as to make it
unreasonable. A very handy thing to have when you're trying to get levels up
for battling arena fights! Here's the first place you'll find BigRoosts, which
have the ability of SandStorm to blind you, and VacuSlash for extra damage, as
well as Dodge to get out of the way. You'll probably want to stop and pick one
up. There's no way to actually create one in-game, so capturing one is the
only way you'll get one in your book. They haven't got the greatest moves, but
at least it'll add to your list of monsters. Plus, combining a BigRoost with a
Dragon Family will get you a Crestpent. And while Crestpents aren't superior
either, they do have an interesting creature they go into which can't be bred
any other way (a WingSnake). Speaking of Crestpents, they appear here as well;
they will try and poison you with their PoisonHit attacks, though their
StopSpell and BeDragon abilities don't come through until they're caught and
bred. Grab yourself a BeanMan as well; their TwinHits, RobMagic, and MapMagic
can be handy, plus they go into an Orc, which can get Vivify. *IMPORTANT*
skill, that one! As for the rest of the critters, FairyRats will batter your
Slime creatures with Smashlime, and use Surround to dizzy you, as well as Slow
to slow you down. SpotSlimes have CallHelp, which they will quite gladly use,
as well as LushLicks which will chill the 'licked' one for a round. In
addition, they have the spell of Imitate, though they won't have access to
this without some considerable breeding. Catapilas can spew out PoisonGas
which can poison your whole party, as can Horks. Horks also have LushLicks,
stunning you the way SpotSlimes do. Demonites are funny little creatures: they
start with BlazeMore, but not enough magic to actually cast it. And finally,
the 1EyeClown is a very dangerous creature for this level, having a fair
amount of magic and three rather damaging spells to throw with it.
BOSS BATTLE: Oh. Ow. That's about all I can say about this guy. He's a *huge*
hitter for his level. You'll want to be prepared for him to throw some really
big damage, especially with the Massacre and ChargeUp that he's got. While you
might want to throw huge damage on this guy with an all-smackdown team, having
Hale here is probably your best plan: you'll want that Heal spell of his to
mend up the damage that this guy will be throwing at you and Increase to make
the damage less. Bringing the StubSuck or Dracky for sleep spells might well
be helpful, but he seems to wake up faster than most monsters, and that's just
one extra damaging creature being wasted.  Instead, come at him with the
Dragon and Golem. The AntEater might be better damage than the Golem if it's
high level, but MadKnight has BeastCut, and he's not afraid to use it! If
you're feeling brave, you can take all three hard-hitters, but you'll need
lots of herbs, lots of patience, and a little luck; he may throw Massacre on
himself rather than on you, thus making the job a lot easier. Remember: if you
can't take him on, don't be afraid to come back at him for more once you've
hopped up a level or two.

Now, we've finished up all the Travelers' Gates that we can presently reach.
The best thing you can do is collect yourself a good hard-hitting team for the
arena (Pash, Hale, and Dran is a good choice) and use that cash you got
through the latest bunch of gates to take on the next class. You can also skip
classes if you really want, but I suggest going up one class at a time. That
way, you don't miss any of the extra information and other good things given
after the various individual classes are taken out. So while we might be able
to leap straight to one of the higher classes with our present scary monsters,
let's take F-Class, first. In F-Class, we'll be meeting up with this lot:

1st Match: SpotSlime, SpotSlime, SpotSlime
2nd Match: MudDoll, Almiraj, MudDoll
3rd Match: PutrePup, MadRaven, SkullRoo

With the creatures that you've got together at the moment, this will be a
fairly straightforward battle. Beware the ability of the SpotSlimes to call
for help (the 'called' creatures can cause a considerable amount of damage)
and the MudDolls to put you to sleep while the Almiraj throws its damage.
However, the third match is where you should be cautious: with Sap and Slow,
the PutrePup can drain your stats while the MadRaven uses HighJump for the big
damage, and the SkullRoo does its best to confuse you with PaniDance. Don't
hesitate to use the dragon's FireAir here, and Pash's BeastCut will come in
handy against the SkullRoo. Just hope he doesn't throw Massacre on your own
party! You should be able to mince them easily.

Now that you've gotten past that, Teto will inform you that he's already
passed E-Class. Oh no! He's ahead of you, finally! But that's alright. We can
make it up in our own due time. Right now, let's focus on investigating those
two new Travelers' Gates that have been opened up for us: Memories and
Bewilder. But first, there's a few things we want to check out. For instance,
the monster school is lecturing about the characteristics of monsters, now.
Grab that info while you're in the area; it's handy to know. The kid in green
will keep notes for you, too, so you can check and see lessons from before. In
addition, you can go and talk to the Queen now, and instead of throwing you
out, she'll chat happily with you. She will demand to see specific monsters.
These monsters can be either combined for or captured; it doesn't matter, so
long as you bring the monster to her. When these are brought to her, she will
give you a present for showing it to her. These monsters are not taken,
either: they're simply glanced-at and left to you. Plus, once she tells you
what monster she wants to see, Mick and the Minister may let you know what
goes into the combination. The monsters she asks to see, in order (and the
simplest combination to make them), are:

WingSlime (Slime Family + Bird Family)
KingSlime (Slime + Slime with a +5 at least OR Slime Family + ??? Family)
FloraJay (Bird Family + Plant Family)
CurseLamp (Roboster + Bird Family OR Material Family + WingTree)
Metaly (Slime Family + MetalDrak)
WildApe (Almiraj + Dragon Family OR Beast Family + MadPecker)
HornBeet (StagBug + StagBug OR Armorpede + Devil Family)
Reaper (Zombie Family + WeedBug OR Spooky/Hork + Devil Family)
Phoenix (Bird Family + DrakSlime/GulpBeast/IronTurt/Grizzly/ArcDemon/Copycat
WhiteKing (Skullgon/DeadNoble/BoneSlave/Skeletor + 
           ZapBird/WhipBird/GoldGolem) OR (Zombie Family + ??? Family)
KingLeo (Trumpeter + Trumpeter/MetalDrak/Balzac/GoldGolem
         OR Roboster + GulpBeast/SuperTen/Unicorn/Trumpeter/DarkHorn/MadCat)
RainHawk (Blizzardy + Phoenix)
Armorpion (HornBeet + HornBeet)
Rosevine (Plant Family + ??? Family)
GoldGolem (Iceman + LavaMan)
Divinegon (SkyDragon + Orochi)

In order, the items that she will give you are: Sirloin, INTseed, AGLseed,
DEFseed, LifeAcorn, ATKseed, MysticNut, HorrorBK, CheaterBK, ComedyBK,
SmartBK, BeNiceBK, QuestBK, LifeAcorn, TinyMedal, and TinyMedal.

You might be able, of course, to either get the monsters she asks for with a
different (likely more complicated) breeding, or capture them in the wild or
from specific foreign masters. How you get them doesn't matter: the Queen just
wants to see one. Once she has seen all the above creatures, she will not ask
to see any others. Instead, she will start to consider perhaps going home.

Down the well, the monster trainer you fought is friendlier now, and promises
to tell you stories later. And even more importantly: the girl who'd been
blocking you before has moved out of the way. You can go down into the bottom
level of the tree, now! Go and check it out!

Right down at the bottom, you can find the girl and talk to her. She's still
not convinced you'll win, but at least she thinks that you're stronger.
Well... it's a start. Let's investigate some caves, shall we? The one at the
top leads into the girl's house, where her father will crow about her. There
is also a clearly-visible Travelers' Gate here, though Grandpa won't let
anyone there. Talk about a stubborn old coot! For now, go through their
dresser for a TinyMedal and then check out the bookshelf. There'll be a diary
there that you can read. Do so; it'll become more important later. In the cave
below this, there's a man blocking the door and refusing to let anyone come in
for 'his Betty'. Again: keep this place in mind. For now, pass it on by and go
to the right. There, you'll find the Egg Consultant. He can tell you any
information you want to know about the eggs that you're holding. He can also
'bless' them, changing the gender of the child within the egg to that of a
different one. This can be extremely important later on, when monster eggs
have only one gender or another. You can't breed two males or two females
together, after all. Anyhow, once you're finished with these, let's go to that
all-important place down below: The Starry Shrine!

Down here, there's a lot of information on combining and breeding your
monsters. Don't turn up the chance to learn it all! Read books, talk to
people, and finally discuss with the Master Monster Tamer. You can get all the
information you could ever want about combining (or at least the basics of it)
this way. Once you're finished with all of this, let's go up the vine, which
will bring you to the farm, and get the party of monsters out that you want to
level. You may, however, want to hatch that SkyDragon egg and let it gain
levels on your farm. If you do that, then you may need to be prepared later on
for 'adjusting' the gender of a parent. However, for the moment, just worry
about letting your SkyDragon get itself some experience. As it's considered a
base monster, with no unusual skills, you've got no reason to force it to come
along with you. It will only get the three basic skills of a SkyDragon:
SuckAir, MultiCut, and FireAir. Really, it's up to you whether you want to
just leave it leveling or take it with you on your trips. I tend to leave it
on the farm, as I mentioned, since its stats aren't anywhere near as good as
a proper combined monster's stats.

As another hint for the shrine, make sure you keep your eggs on the 'inactive'
side of the farm. To do this, collect the monsters you wish to combine, put
the rest to sleep, and put these two monsters back into the farm (or take them
along with you with a third, since you can never be without a monster with
you). Once they've been bred, an egg will remain. You can then put this 'egg
side' of the farm back to sleep and not have any XP lost from those monsters
who are awake. After all, you'll occasionally want to save eggs as eggs,
rather than hatching them instantly (especially if you're trying to combine
for specific monsters).

Anyway, we've done all we can right now. Time to go and check out these newest
dungeons! Before you go, maybe you want to either bring along some of your
lesser monsters for extra levels (the Gates aren't as dangerous as the Bazaar
Gate) or do some combining. A good choice might be Slib with your Dracky, if
they're different genders. This will give you a WingSlime. And a WingSlime is
one of those monsters that the queen wants to see. However, my suggestion is
to level the pair of them a good amount, because your Slime has the skill
MegaMagic in it. A skill that's hard to get, and extremely handy to have.
However, it'll never be able to show it off itself: not enough in the way of
stats. Buuuut, that's just a suggestion from me: if you do breed Slib away,
you can always capture another Slime at some point, though it'll take several
Ribs or a couple of Sirloins.

Anyhow, we've finished all our exploring of the kingdom. Let's explore those
two new gates!

Levels: 5
Monsters: 1-2: Goopi, PillowRat, DragonKid, Catapila
          3-4: Picky, FairyRat, Catapila, SpotSlime
Boss: MadCat (Gig)*
The monsters on this level are rather mean. Goopi have a bad habit of calling
for help. Likewise with SpotSlimes and PillowRats. In addition, the Goopi have
an ability that can direct your attacks onto your own party called 'Dodge'.
Ouch! Also beware of the DragonKids and their SleepAir. It can knock your
whole team unconscious in one fell swoop. They also have the Dodge ability,
tipping the scales in favor of you attacking yourself. Still, the gate's not
as frightening a level as others, and is short. You could possibly leave Hale
at home and focus on healing with herbs when it's needed, thus giving you a
full team of heavy hitters. The Bazaar Gate is very much better for
experience. This is also the first level which I found foreign masters on (not
counting the Bazaar Gate). Don't hesitate to check out every inch of the place
and see if you can find some.
BOSS BATTLE: The MadCat is actually a fairly easy boss to beat. Especially if
you decided to bring Pash along with you. His BeastCut will help make short
work of the sabretooth. However, beware of MadCat's SquallHit: with that
ability, he can get an attack in before anyone else can so much as move,
including your ability to give out items. His LegSweep can temporarily
incapacitate one of your party as well, making them have to spend a round
picking themselves up off the ground. Sleep is worth trying on this fellow to
help keep him out of the fight if you don't mind leaving one of your big
damage creatures elsewhere to bring along either a Dracky or StubSuck. Really,
though, in comparison to the Dragon and MadKnight bosses, he's fairly easy to
take on with a brute-force group. 

Levels: 6
Monsters: 1-2: MiniDrak, BigRoost, DragonKid, SpotSlime
          3-5: EvilSeed, Demonite, SpotSlime, Crestpent
Boss: FaceTree (Face)*
Again with the SpotSlimes and their annoying CallHelp, and again with the
DragonKids and their SleepAir. MiniDraks kick up sand with SandStorm to blind
and use Ramming and CallHelp for extra damage while you're trying to fight.
Also, down further, there are some more dangerous creatures being introduced:
EvilSeeds, who can paralyze you, and Crestpents, who can poison you. Of the
two, definitely worry more about the EvilSeeds. Paralysis can be permanent. If
your whole party is paralyzed, it's death. Literally. Your party is considered
defeated! However, capturing these things can be a good thing: paralysis
doesn't work as well on enemies as it does on you, but if it does work, they
can't get free. Plus, what a handy skill to combine into a hard-hitter!
BOSS BATTLE: Before you fight the tree, wander about and poke at the StubSucks
surrounding it. They're higher level than the average one, giving better XP
(101 apiece!) for only a little extra annoyance. Well worth it, IMO. Once
you've got rid of them all, go over to the tree and talk to it. The FaceTree
has one of the more annoying and frightening statuses you'll come across:
Curse. This will cause random effects on your monsters, from being stunned in
battle, to losing MP, to confusion. Plus, it will occasionally throw
StopSpell, keeping your Healer from being able to mend or protect you in
battle. Fortunately, though, said tree doesn't have as much in the way of
physical ability. Slam it physically, especially with any fire spells you
happen to have. In other words, this is a good place to bring Dran; his
FireSlash will tear the poor tree up. Don't bother with putting it to sleep;
it's fairly resistant to status ailments.

Now, we've gone through those two Travelers' Gates and cleared them out,
possibly giving us a couple more monsters to work with. Even so, I suggest
keeping your party as Pash, Dran, and Hale for the next level of the arena
battles. They can handle this fairly well on their own even without combining,
although you might want to make sure Pash and Dran have gotten themselves a
couple of levels before bringing them battling; take them through the Bazaar
Gate. If you want to do some combining, certainly feel free.  I, myself, like
waiting until my monsters have gotten a lot of levels before I combine,
though. As long as I can handle the arena and Gates with what I already have,
I don't tend to rush into combining. Plus, frankly, those monsters that you
*do* have will make good combinations, but nothing worth giving up the
creatures for, yet. Don't rush into things: they'll come in handy eventually.
You'll see.

However, if you do feel like combining your monsters, you may want to consider
a few helpful creatures among them. Hale + one of your birds (Dracky,
BigRoost, or Picky being the ones you'll have had a chance at so far) will
make a WingSlime with good healing powers and superior speed, as well as
TailWind, which will be a big help against those dragons in round 2. You're
risking losing HealUs if it tops out in levels too swiftly, though, so you may
wish to wait on that for a while. That AntEater could be combined with your
Golem or a Devil Family of some manner (Gremlin or Demonite) to get yourself a
Grizzly: a creature with superior attack power and pure, raw brutality in
every inch. If you want a 'hack and slash' creature, this is a good way to go
with it, though you'll have to be careful with its stats; some of the better
skills require an intelligence minimum and Grizzlies are even less intelligent
than the AntEater; breeding them at high stats is about the only way you can
guarantee to get those minimums. In other words, don't use Pash for this
combination, even if you would really love to see how high you could get the
Grizzly's strength. The loss of GigaSlash would be almost guaranteed at this
level (without massive numbers of seeds) and frankly, that just isn't worth
the loss. A Goopi and an EvilSeed can be used for creating a Gismo, which
gives two out of three of the skills for combining into BigBang: FireAir and

Anyhow, it's time to take on the next class: E-class. 

1st Match: Crestpent, TreeSlime, Poisongon
2nd Match: DrakSlime, Dragon, FairyDrak
3rd Match: Snaily, Armorpede, Snaily

Be *very* careful with the first match: the Poisongon has an attack that can
poison your entire party, and unless you've brought along your Dracky (or
something combined from him) you'll be SOL with getting it cured; you'll just
need to have Hale mend it as the damage gets bad. In addition, the TreeSlime
has that dangerous paralysis attack which can take you permanently out of the
battle, and there's nothing you have that can cure this unless you've made a
MadPlant, a Snaily, or a CoilBird. Plus, it has SleepAir: an ability that can
knock your whole party out if you aren't careful. In the second battle,
there'll be lots of multi-hit attacks being thrown by the dragon-types, and an
annoying combination of SleepAir and Surround being tossed by the FairyDrak.
Keep yourself healed. You may even want to get Hale his 'HealUs' ability if
you're patient enough to level him that far (around level 29), which'll keep
you alive just fine through all of this. Having a WingSlime here is also an
extremely good idea, since it has the ability to blow those breath attacks
back on the opponents. And for once, the third battle is actually the
*easiest* of the bunch. They've got good defense and a few dangerous attacks
like IceBolt, but nothing compared to the danger of poison/paralysis in the
beginning and the sheer damage of the dragon breath in the second. Their
danger is in how low your HP and MP will be after those dangerous fights. Just
focus your attacks and keep everyone healed, and you should be able to pick
them apart. Another level down, and another set of Gates opened up: Peace and
Bravery! Time to go and see what people have to offer again before we
investigate those, though. 

First, let's go to the right and talk to Teto. He's quite apologetic about
what he'd done, and offers to combine a monster with you: an Iceman! What a
chance! Let's take a look at what we've got available and go for it. From
scanning over the list of monsters, the best of the bunch would likely be
combining a bird with it to get ourselves a Blizzardy. Hopefully you've been
listening to me and have gotten at least one bird (aside from the one you
might have used to make a WingSlime if you got impatient about the Queen's
order). Another advantage is that gender doesn't matter here. Teto's monster
will be whatever sex you need for the breeding. Wow. I wish it was that easy
for *us* to combine.

For now, whether you leave Teto's breeding offer for a little or you've taken
it, there's other things to check out in the arena. People are giving more
information, now! The man outside the restaurant gives you a hint about the
'thunder' skill, and the young man tells you about changing your monsters'
personalities. Inside the restaurant is another man who wants to breed: he has
a Catfly. This one doesn't have any specific and interesting combinations
that'll go with it, so pretty much feel free to combine anything with it. It
will give you the 'special skills' of what this man's monster has and give you
a good bonus in stats for the baby. The green fellow at the bar tells you
about the LavaMan, and how foreign masters will probably have them. You can
also go up to the Queen's room and talk to Mick multiple times. He'll
eventually say that you can breed with his LizardMan. Hooray! And this time,
there's a suggestion for what to breed with it: AgDevil. Why AgDevil, you ask?
I'm honestly not completely sure; the pair of them don't make any specific
monster aside from Lionex, which can be made from any Devil Family and
Lizardman. I figure maybe 'a devil' accidentally got translated to 'AgDevil'
or something. Anyhow, making an AgDevil takes combining a SkulRider,
EvilBeast, Gremlin, or MedusaEye with any Dragon Family if you'd like to make
it for the breeding, though as said before: any Devil Family will do the
trick. And being as a Lionex gets the mighty HealUsAll, this combination is
well worth getting 'A Devil' for.

Down in the well, the scientist is asking for a monster with the skill of
lightning, which he will exchange his assistant for. Now, there are only a few
lightning skills in the game: Bolt (and its higher-level cousins: Zap and
Thordain), BoltSlash, HellBlast, and Lightning. Just a few minutes ago, wasn't
the man complaining about his rival having a monster with the lightning skill?
And wasn't said rival saying that he was glad to have his BoneSlave? Looks
like we know which creature to lean toward. Of course, by checking out the
skills chart, there are quite a few low-end monsters with 'Lightning'. You
could probably combine a zombie family with a bird family, for instance, and
get yourself a RotRaven who'll have Lightning and BoltSlash, both. All depends
on whether you want to go by combining or capturing. However, we'll come back
to this. For now, we need to finish exploring the rest of the city.

Out at the Bazaar, you can talk to the two people chatting between one another
for a rather funny scene with Warubou. Leave and return, and you can talk to
the woman to finish it up. Sassy little creature! The bard at the far right
hints at more shops becoming available later. Unfortunately, 'later' isn't
'now'; all there is is the basic store for us, still. Make sure you've gotten
your BeastTail by now: you should have the money for it. Finally, make your
way to the Monster Farm, either through the Shrine of Starry Night or through
the castle. The ArmyAnt has moved off the stairs, so you can go into the
stable now!

Down in the Monster Stable, there's a lot of good information you can find on
the various monsters, their abilities, and the like. The Toadstool, for
instance, lets you know that it uses SleepAir. That knowledge will come in
handy if you can find how to breed a Toadstool or catch one in the wild.

Now that we've finished our exploration, let's go to inspect our new
Travelers' Gates. As a suggestion for you, take along one of the monsters
you're considering combining into those beasties offered in the arena. That
way you can get them some more levels, so the baby that gets made is more
powerful. For instance, you may want to leave Pash behind and take a Dracky or
BigRoost instead, to get some levels to increase that Blizzardy we'll be
creating. Risky if they're weak, but worth the risk, I say. Especially if
you've got WarpWings in reserve. ... you *have* been saving them instead of
selling them, haven't you? Now that our party is chosen, it's time to get

Levels: 8
Monsters: 1-3: BigRoost, SpotSlime, CoilBird, Crestpent
          4-5: DragonKid, Crestpent, BoneSlave, Almiraj
          6-7: Hork, Crestpent, Almiraj, BullBird
Boss: FangSlime (Fang)*
Hello. Lookie here. BoneSlaves! You've got to get down a few levels to find
them, but they're down there! Make sure you capture one if you don't feel like
combining for your thunder skill; this will be of great importance, as you'll
see later. And the top level's not got anything that you can't handle on your
own: CoilBirds are the only new creature there, and they've not got any
dangerous attacks. The only thing they can do is keep your breath attacks from
damaging their friends, taking it in themselves and spitting it back at you.
Good protection, fairly good damage if you've got powerful breath weapons, but
not too good for their health since they take damage from 'inhaling' it. They
do have the elusive NumbOff spell, though. Further down, there are the
BullBirds. While they don't have really good special skills, they can throw
fairly good damage; they're a strong-bodied bird, plus they have ChargeUp and
Ramming, both. Hopefully you should have enough levels that they aren't a
danger to you, but if you've chosen to take along the weaker monster as I
suggested, it's possible that they may flatten the poor thing if it's still
low level. In addition, Almiraj have fairly strong physical attacks as well,
along with Berserker, which throws all their defense into attack, making them
vulnerable but making them powerful as well. This is the first level I started
to find potions on: items that restore MP, rather than HP. 
BOSS BATTLE: Hooray! A casino! Too bad the monster gold is meaningless to you.
Check each machine out (including the one the FangSlime is at; investigate the
rear), then talk to the FangSlime. This FangSlime is one great big bundle of
annoyance, more than anything. He has the ability to stun the whole party with
a WarCry and CallHelp while they're recovering themselves. He can also
ChargeUp his power and hit twice as hard the next round. Fortunately, you
should be here with at least one heavy-hitting monster and a healer. That will
do a fairly good job of taking the FangSlime on, in all honesty. He does
fairly good damage, but as long as you can keep healed up from his CallHelp,
nothing else he can throw will be very dangerous. You'll probably find him
surprisingly easy compared to earlier bosses, especially if you've been
combining already. He does have high HP, though, so don't let him win by
attrition if you've not got a good healer with you.

Levels: 9
Monsters: 1-3: Demonite, BeanMan, 1EyeClown, FloraMan
          4-5: BeanMan, FloraMan, SaberMan, GiantWorm
          6-8: BeanMan, FloraMan, GiantWorm, BullBird
Boss: BigEye
Mostly stuff that we've already dealt with in earlier areas. Don't rush
yourself too much. Just focus on dealing with them and getting the experience
while you work your way down. Be careful of the FloraMans, who will throw
multi-party attacks of Firebane, and the 1EyeClowns, who'll be trying to take
you on with BlazeMore, as well as IceBolt. It can do considerable damage.
Having a healer in here is probably the best thing that you can do for
yourself. Especially if that healer has HealUs instead of just
Heal/HealMore/HealAll. Especially if you decide to come in here with plants or
other creatures who are weak against fire. GiantWorms have BeastCut, so if you
happen to have Beast Family monsters along with you, they may get a heck of a
battering. Likewise with Devils and the SaberMan's DevilCut ability, though
those SaberMans have a more dangerous trick: Paralysis. Either have NumbOff or
be prepared to kill them fast!
BOSS BATTLE: To get to the BigEye, head to the left side of the ledge, take
one step up, one to the right, then up. What's this about 'Not in here?' Odd
man. Don't worry anything about it, though; nothing we can do for now. Worry
instead about beating up the BigEye itself. This creature has fairly powerful
attacks in IceBolt and IceAir. It also has the ability to heal itself
occasionally, though fortunately you'll be doing enough damage that it
shouldn't be able to keep up with you. Just wail on it heavily, keeping your
healer employed with keeping your people on their feet. And what's this? Now
that you got it, it won't join your party? ... well, you can't win 'em *all*,
right? If you want one of these to add to your number, looks like you'll have
to create it. Sorry! And isn't it wonderful for the king to warn you that you
don't need to feed them meat treats now? After you may have wasted good meat
on the earlier bosses? ARGH! ... well, hopefully you were reading this FAQ
which told you this one won't join you. Of course, as mentioned earlier, the
king fibs here: there are several monsters that you *should* feed meat to.
BigEye, however, is not one of these.

Now that we're through with those Gates, let's take our BoneSlave (you *did*
catch one like I suggested, didn't you?) down to the well and talk to the old
man down there. He'll take the creature and you'll be shooed off. Leave the
well and come immediately back. The pot will be gone, and in its place... a
Travelers' Gate! Because of that, he wants to keep his assistant around, but
offers you the Gate instead. Oh, gee. I wonder which we should choose. Talk to
the assistant for a moment. Hmmm. Apparently we know where things might've
gone wrong! ... but the 'why' isn't important. What's important is that we've
got ourselves another Gate to check out. Don't hesitate: let's go do that
right now.

Levels: 12
Monsters: 1-3: BoneSlave, Almiraj, FloraMan, GiantSlug
          4-5: Almiraj, TreeSlime, FloraMan, GiantSlug
          6-8: GiantWorm, BullBird, FloraMan, MudDoll
          9-11: BullBird, SaberMan, FloraMan, MudDoll, Metaly
Boss: Gigantes (Gant)#
Here we're getting into much deeper dungeons. However, one nice thing about
this dungeon is that most of it is fairly small; there's not a lot of long,
twisting paths, and short levels are quite common to find. Bards are
comparatively common here because of this; it's a good way to get stats. Most
of the monsters here are things you've already met and hopefully handled
fairly well. The GiantSlugs have the very useful skill of Whistle, if you want
to grab one, but other than that, they're fairly pitiful, having only
LushLicks to their name as an attack. Likewise, the MudDolls don't have much,
aside from OddDance to lower your MP, though they do have the 'Hustle' ability
for an up-and-coming healer creature if you want to get one. TreeSlimes can
inflict Paralysis, as well as using the ability of Sap to lower your defense.
But the most important thing in here is on levels 9-11. And that's the rare
METALY. Yes. Metalys appear down here. And while they're very, very difficult
to kill, they'll give you a *ton* of experience, 1122 points each, making it
well worth the time. Bring hard-hitters down here and wander about (or
Whistle). All you need to do is 4-5 HP of damage to one to kill it, so if you
have someone with a big enough strength (and SquallHit is handy) you can kill
them regularly. One hard-hitter, one healer, and one creature that needs
levels is a good combination for here. Or you can just leave them all on your
farm and peel through as many of the Metalys as you can. Alas, they're rare.
Still worth hunting if you have the patience. The hard part is making your
characters do the damage to them. You'll probably want to specifically direct
them to attack the Metaly to make sure they're attacking it. By the way,
here's where you may want to bring your AntEater with you again, or whatever
you combined it into that could develop that MetalCut. Just don't try
capturing these things until you have access to Sirloin. They're picky and
hard to coax to you, not to mention the fact that it can be hard to kill them
last, with their habit of running off.
BOSS BATTLE: Oh dear. Another maze to get to the monster, but this time with
holes in the ground. If you fall down one, you'll have to start over, and the
holes don't stay open. Just go left, up, left, up, left, left, down, down,
left, left, left, down, down, right, right, right, right, right, down, right,
and right and you'll be at Gigantes. You poor thing. Big damage. Lots of big
damage. This fellow will send attacks after you that will tear you apart if
you're not careful. EvilSlash does immense damage on its own if it hits, and
ChargeUp on top of it makes it a one-hit kill a lot of the time. Plus, if
you're silly enough to bring an undead down here he'll throw ZombieCut and get
rid of them but quick. The only advantage in bringing a zombie type is if they
have HeavyD or something like it. They can act as a buffer for the rest of
your team at times, since he seems to like taking down those zombies where he
can. Sleep is effective against him, as are many other status ailments. Use
them to advantage to keep him from hitting you back.

Now that we have ourselves a place to hover and level for a while, let's
assume that we're going to spend a lot of time here (I know *I* sure do). And
in spending a lot of time here, you're going to rack up a lot of money, and
likely a lot of TinyMedals. In fact, this is probably where you'll get that
first egg: the ZapBird egg! It's worth hatching out and leveling some, IMO.
The spells it has will carry you quite a ways. But there's something else:
when you get those 13 medals, talk to the Metaly in the Medal Man's room and
it'll tell you that it has a gate to offer you! Leave the cave, re-enter, and
poof. There's the Traveler's Gate, all set up and ready for you. Well, let's
not hesitate! Might as well head through and see what we can see in here,
shall we?

Levels: 19
Monsters: 1-5: NiteWhip, BoxSlime, Gismo, Orc
          6-8: BoxSlime, Gismo, Orc, RogueNite
          9-18: BoxSlime, Orc, Reaper, RogueNite
Boss: KingSlime (Kix)#
      Lipsy (LP)#
      Toadstool (TS)#
Oh my goodness. 19 levels! That's a huge jump from the 12 levels that we'd
been doing just a few minutes ago with the Well Travelers' Gate. And the
enemies here are considerably stronger, too. In other words, you may want to
leave this place until you've gathered a few levels from the Metalys, and
probably when you've got better creatures. However, while the experience in
here doesn't have the gross amount of a Metaly, it is overall greater since
almost every monster group gives several hundred XP, and thus a very nice
place to level a lot of creatures up. Plus, there are more interesting items
down here, including WorldDew, WorldLeaf, and Sirloin. It is also much more
dangerous, however. Where the Metalys are almost helpless, these creatures
will beat on you considerably. In addition, they have fairly high HP; make
sure your monsters are capable of doing good damage when you come in here.
Beware of the Reapers: they have Curse, and you'll find pretty quickly that
Curse is a status that you don't want to have on you. It'll give you random
status problems in battle, as well as keeping you from regenerating your MP
when you're out of battle. Get a creature with DeCurse, maybe, or carry along
a lot of Laurels. If you don't, be prepared to be cursed a lot. NiteWhips will
throw Lightning and WindBeast, attacking multiple people at once. The Gismos
have a habit of using SuckAir and then blowing out large gouts of dangerous
FireAir or IceAir on you, too, so be ready for that damage, either with
TailWind, SuckAll, or with lots of healing. BoxSlimes will both raise defense
with Upper and throw BlazeMore on your party, dealing out damage of their own.
RogueNites have Heal, and are more than willing to help keep their party
members up, as well as throwing EvilSlash on you. And if you haven't already
combined for one with a captured BeanMan, you may want to consider getting
yourself an Orc while you're here. It's a great source of Vivify, a skill
which no healer monster should be without, as it brings the dead back to life.
Like the Well Gate, this level is filled with fairly short hallways, and thus
both bishop and bard masters are fairly easy to come by. But beware: the
'special rooms' on this level can include such brutal places as the arena,
where you're forced to go through three battles before you can leave, and more
to get items. This is like multiple fights with a foreign master. Brace
BOSS BATTLE: Here, you'll get three doors to choose from. Behind each one of
them is a different monster: KingSlime behind the middle, Toadstool on the
right, and Lipsy on the left. And whichever one you defeat, you've finished
the dungeon out completely; there's no second chance here. So don't dally
around: go straight up the middle to where the KingSlime is, since it'll give
you the most experience of the bunch, not to mention has the best skills if
you've got the Sirloin to spare. He throws fairly high physical damage, but
nothing you can't handle. The hardest part about killing him will be his large
number of hit points and his bad habit of healing himself with HealMore when
things get bad. Make sure you can throw enough damage to eliminate what he's
healing on himself! Have your whole party heap the damage on when he starts to
heal; he won't try and attack you until his HP are out of the 'critical'
range, and if you keep up the attacks, they'll never get to that level.
Remember to capture this creature if you have the chance and the meat!
KingSlimes aren't easy to get, but they go into several high-end monsters.
Plus, this is the easiest way (unless you feel like catching multiple slimes)
to get hold of one for her.

Once again, we've taken out all the gates that we can reach. Now, we're
looking at the arena once again. However, this time, our basic creatures are
probably not going to be strong enough to handle it. Sure, you can spend hours
on hours in the Well or Medal Man Gate, leveling Pash, Dran, Golm, Fang, or
any of the other heavy-hitting boss monsters up, and maybe be able to handle
it. However, it's much better if you instead dig into your farm (which should
be getting quite full by now!) and start looking through it to decide what you
want to use in combinations. First off, you'll want to breed with each of the
Masters in the arena who are offering. As I mentioned above, it's possible
that they'll go away if you don't combine with them, so don't take that risk:
bring them monsters to breed with! Again: I suggest a bird for Teto's IceMan
(to get a Blizzardy), just about anything for the bar's CatFly (since there's
nothing special that CatFly goes into), and a devil family for Mick's
Lizardman (which will give you a Lionex). Of course, if you don't feel like
waiting, just toss stuff at these creatures for their moves and go on.
Obviously, I don't suggest this, though; there's better stuff you can use it
for. Unless you're particularly impatient, you may want to start combining for
levels and power. All the better to reach your next class. Plus, you might be
able to get the 100 pals needed for that secret back room in the library! But
let's not get ahead of ourselves. That will take a long time of work. Let's
assume instead that you just want to do the average amount of breeding, rather
than that much. If you *do* want to go for the full 100 monsters right now,
then I suggest you search for '100 Pals Room' in the Walkthrough; it'll tell
you what's there. For now, I'll leave it undetailed, and instead take you to
your next battle, which is D-Class:

1st Match: Saccer, FloraJay, MadPlant
2nd Match: MedusaEye, MadGopher, MedusaEye
3rd Match: MadCat, RogueNite, MadCat

Your first fight is going to be a battle of the statuses. They will speed
themselves up, armor themselves, and try to suck your defense down. Try and
take the FloraJay out first, if you can, to keep it from using its LifeSong to
pick its friends up when they go down. Aside from that, the first match is
actually very easy. It's the second where things will get annoying, as both
MedusaEyes will do their best to throw Surround at you and make it impossible
to hit anything physically. Bring along someone who's got a magical or breath
attack to make this fight easier. They will also be throwing strike attacks at
pretty much everyone: Branching against plants, BirdBlow against birds, and
ZombieCut against undead. They also have Sap, which can ravage your defense,
so be prepared with Increase if their attacks are doing too much to heal
easily. Fortunately they have fairly low hit points. The third match is with
Mick, himself. Maybe he should've kept that Lizardman; all he's got with him
this time are two MadCats and a RogueNite. Still, those MadCats will throw a
considerable amount of damage with SquallHit, getting shots in before you can
do anything. Keep your healer on constant healing! And beware that RogueNite:
it's got Heal (to keep his friends on their feet) and EvilSlash (to keep you
off it). This is where you're going to be appreciating those powerful babies
that you've since bred up. If you can't handle Mick, then spend some time
leveling up and try again. Remember: with SquallHit, you'll probably *never*
be able to attack before the cats when they get going, so healing preemptively
will be your number 1 priority unless you've really got some massive defense
on your side.

Anyhow, another level up, and another level down. And... the king wants to
speak to us again! Let's go off and do that. He'll give you permission to
compete in C-Class and above! .... or, wait. Maybe not? First he demands that
we fix a little problem. Apparently the rooms of Strength and Anger have
enemies pouring out of them. He can't ignore it! And apparently, neither can
we. Time for us to do the heroic thing and go seal those rooms off for him.
However, before we do that, let's go and wander about, talking to people.
There's some interesting new information to be found. For instance, one of the
Jesters explains why there's no monsters on this side of the world. Another
will give you a little hint about breeding. In the monster stable, you can get
some hints about what BattleRex has for skills. Handy! Especially if we can
combine for a BattleRex. But really, the good stuff is down in the village.
And first thing's first: a trip into the arena.

First off, you'll find that you can't fight anything. All of the battles are
sealed off. You're being commanded to the room of Strength and Anger again.
Instead, let's go to the right and up into the information area of the arena.
Teto hasn't got a lot to say, though he'll congratulate you for passing
D-Class. The man you bred with in the cafe will tell you about skills and
monsters with weaknesses. Head up and talk to Mick and... he's offering a
breeding to you! Hopefully you remembered to breed with the Lizardman the way
I suggested, because otherwise the chance was lost. This time, it's a
DeadNite. Make *sure* you combine with him before you go into the new gates;
he'll be gone otherwise! There's a couple interesting special combinations you
can do here. You can either get a RockSlime (by combining a Slime with it) or
a DeadNoble if you create another DeadNite. Of course, like the other
creatures, you can simply combine a normal monster with it and go with that.
In the school, the teacher's now telling about changing monster genders.
That's one you should already know, but if not, he'll tell you. Find out about
the creatures in the Travelers' Gates while you're at it. Now, we leave and
take a quick jaunt to the rest of the city. Talk quickly to the girl outside
the Master Breeder's ladder; she doesn't have much to say yet, but at least
you can hear Mick get called a wimp for your troubles. Now, once you've
finished with your combining with Mick's DeadNite, it's time to take our trip
to the Travelers' Gate of Anger.

Levels: 11
Monsters: 1-3: GiantWorm, GiantSlug, Poisongon, Catfly
          4-5: GiantSlug, Poisongon, Catfly, Eyeder
          6-8: Catfly, Poisongon, Eyeder, PutrePup
          9-10: Catfly, Eyeder, PutrePup, DrakSlime
Boss: BattleRex (Wrex)*
If you got the Medal Man's dungeon like I suggested, this place will be an
absolute cinch. There's not a single thing in here that you can't handle.
Heck. Even if you only got the Well Gate, many of the things here will show up
there. There are a few somewhat dangerous creatures. Poisongons, for example,
are venomous in both bite and breath. You'll probably want to carry along a
creature with Antidote or Surge with you. Eyeders have Heal, which is a nice
thing to combine into a team, but can be somewhat annoying to fight against
(although you should be throwing enough damage that Heal won't do them any
good) as well as FireBal. DrakSlimes will take deep breaths and exhale FireAir
at you, so prepare to kill them quickly or expect to take fairly considerable
damage. CatFlys will use Slow to slow you down, and OddDance to sap the magic
right out of you. PutrePups Slow as well, and Sap your defense while they're
at it.
BOSS BATTLE: This BattleRex is surrounded by eggs! Sure, you can go right up
the middle and face her (a boss who's a female!), but instead, I suggest going
around and kicking open all her eggs, first. Each one will have a DragonKid in
it that you can mash for extra XP. In addition, you'll need to break at least
one egg before she'll pay attention to you, so you might as well get them all.
Only then should you go and bother the main boss of this place. Look! Our
mysterious fellow again, still looking for something. And there goes all those
eggs that we missed! Good thing that we got them before he appeared, no? He
takes a moment to insult us for using monsters instead of our own weapon, then
retreats. Hmmm. Odd man indeed... but no time to think about it. We've got an
angry BattleRex to deal with. And boy, she doesn't do anything half-way. If
you don't have people with high HP here, she'll take you down one by one with
heavy hits. She also has BlazeAir as an attack, so hopefully you're either
resistant to fire, have high HP, or you've got a healer with you (why would
you ever be without one?). Anyhow, when you take her down, she'll join up with
you. And make a rather cryptic comment. How that swordsman looked like you...
anyhow, all finished, we go back to make our report to the king!

The king congratulates you for a job well done. But as he's doing that,
someone else comes up. It's the king of DeadTree, here to examine how well
GreatTree is doing. Like the king of GreatLog before him, he insults the
kingdom and then you, then hobbles off. Fortunately, the king's made of
sterner stuff than that. He opens C-Class and beyond for you to fight in! And
what's this? There's a rumbling, and the ground shakes. Remember earlier?
Someone mentioned that when the tree grows, there's a shaking. Well! It looks
as though our tree home has had a growth spurt! Battles? Gates? Heck with
that: let's check out the kingdom and see what changes have been made! First
off, let's go to the Monster Farm. A lot has changed up there, after all!

The first thing you'll notice on coming here is that instead of the Dracky, a
Trumpeter is there now. He will tell you the maximum level potential of the
monsters in your party! This is a very useful thing. Now you know how many
levels they can grow to precisely! The man's pot has another TinyMedal in it,
too! Snag that out; all the more to bring the Medal Man. Head up to check on
the MadKnight and his Lipsy-love. The cliff has been joined, so they can
reunite! This also opens up a gate for us to reach! Let's check that out a
little later. For now, just remember that it's here. See the two pits that
have been left behind? Take the one to the right and you'll have found what
the hole in those barrels are for: a shortcut right down to the Master Monster
Tamer! This'll make our trip a lot quicker for combining later on! In fact, if
you have some combinations to make, might as well do them while you're here.
Just don't get too enthusiastic with it yet; we've still got to check out the
rest of the village. As a matter of fact, let's head to the Colosseum and see
what's going on down that way.

First thing, we find that Teto has advanced to C-Class while we've been away.
Seems he's doing fairly well still. Just up from the North, we get a hint on
how to make a Unicorn: we need a FangSlime. Well, considering we've already
got that FangSlime from the earlier Travelers' Gate, looks like we already
have one. Nice of him to let us know this. Hopefully you haven't already bred
it away, now. In the cafe, a woman called May has a Rayburn that she'd like to
breed with. She'll even give you a hint of what to cross with it: seems her
Rayburn likes birds. Keep that in mind; it's a good combination to make. Head
up to talk to the Queen while you're there, and it seems that she has a
visitor: The Medal Man! He says if you believe that he's not the king, he's
got a monster you can breed with. You might as well do it; there's no harm to
it. And what you get offered is a FangSlime! So even if you *did* breed your
own FangSlime away, here's one that you can combine with. If you have a spare
Beast, bring it up here and you can get yourself a Unicorn. In front of the
school, a man will tell you where to get a bunch of handy skills, in case
you're interested in them. And inside the school itself, the lesson is still
gender-changing. Once you're done all this inspection, let's go out to the
city. Plenty to check out there, as well. To the Bazaar!

As was promised, the Bazaar has another store open now! The items are quite
valuable to be taking along with you, now that you're getting into more
difficult levels:
Potion: 200g
WorldDew: 500g
SageStone: 1000g
WorldLeaf: 1000g
MapHerb: 70g
BookMark: 100g
Rib: 300g
MistStaff: 700G
The BookMark, especially, is something you'll want to take at least one of
along with you at all times. It's good insurance. If you get a good item,
capture a monster, or defeat a difficult Master, you can use the BookMark to
save anywhere in the world, rather than having to descend to a level where
saving's enabled, or exit the level completely with a WarpWing. SageStones are
also a handy thing to keep around. They'll heal your entire party by a good
handful of HP (around the same amount as Hustle) and can be used multiple
times. They'll eventually break when used, though, so don't depend on them to
be infinite.

The only other real change that's happened is that the mysterious no-sell
merchant has been separated from the rest of the Bazaar. Looks as though we
still won't be able to buy anything from him. The rest of the Bazaar is pretty
much just as it was before, so instead go back into the village and check out
the rest of it. For one thing, the journal in the little girl's house has
grown a little bit. It's nothing special, but you might be curious to see what
it reads. The old man's still being stubborn about his gate, though; don't get
hopeful that he's since changed his mind about that. But going out, there's a
path to the lower-right, now, where there wasn't before. Go through there and
you'll find another Goopi! Like the first one, he wants to play
Rock-Paper-Scissors (or Bomb-Babble-Crab in this case). However this time,
there's no hint as to which you want to go with. If you're tired of trying to
figure him out, though, here's the order: Bomb, Crab, Babble, Babble, Bomb.
Once you've done that, head up to where the original Goopi is. There'll be
another Travelers' Gate for you! Just collecting these things, aren't we? With
that, we've now got three gates open and available for us to check out: the
Monster Farm Gate, the Colosseum Gate, and the Gate Of Strength.

Levels: 11
Monsters: 1-3: MudDoll, TreeSlime, SkulRider, FairyDrak
          4-5: MudDoll, SkulRider, FairyDrak, WingTree
          6-8: TreeSlime, SkulRider, WingTree, DrakSlime
          9-10: TreeSlime, WingTree, FairyDrak, DrakSlime
Boss: StoneMan
There's quite a few monsters in here that you've had to fight in the arena,
but not in the Gates yet. TreeSlimes, for instance, you'll find to be
familiar, right down to their annoying habit of breathing SleepAir on you and
possibly paralyzing you when they hit you. You should be able to kill them
before they can paralyze your whole party, but you may still want to keep
MoonHerbs around just in case. FairyDraks will put you to sleep as well, and
their Surround is even more obnoxious, making it very difficult to hit with
physical attacks. Make certain that you've got either spells or breath on-hand
just in case you get a combination of TreeSlimes and FairyDrak together. Most
of the other monsters are fairly basic; you've either been up against them
before, or they haven't got anything particularly worth worrying about.
SkulRiders, for instance, have FireSlash and will occasionally use RainSlash,
which can affect your whole party, as well as LegSweep to trip you up.
WingTrees have Farewell, which means they can commit suicide to pick their
friends up, as well as ZombieCut to damage any Zombie Family monsters you
might have. This is the first level where I found the Lost Forest special
room. Just take the right-up road both times and it should lead you to the
BOSS BATTLE: When you first come down here, it looks pretty... odd. A strange
statue, a chest, and a pot. Go down and check that pot and chest out. Nothing
special he-... did that statue just move? ... of course it did. Go and talk to
it, then fight it. StoneMan can be a difficult match. For one thing, he's
pretty much immune to ice and fire, making your usual spells and breath
weapons mostly useless against him. In addition, he's almost immune to status
ailments, so trying to put him to sleep or paralyze him shouldn't be bothered
with, either. Instead, hammer on him physically; he may have high defense, but
he's got only moderate HP. Plus, he hasn't got any skills that will rescue
him. No healing spells or anything like it. All he can do is smash you with a
basic physical attack. In other words, compared to some of the boss monsters
you've had to face, this one is an absolute breeze.

Levels: 12
Monsters: 1-3: FairyDrak, Butterfly, MadRaven, SkullRoo
          4-5: FairyDrak, MadRaven, SkullRoo, Mudron
          6-8: DrakSlime, MadRaven, SkullRoo, Facer
          9-11: DrakSlime, SkullRoo, Mudron, Facer
Boss: Copycat (Mime)*
Here we'll meet a monster called the Mudron. Mudrons have 'Beat', so you want
to be afraid of them when you see them. They can take out monsters in a single
toss of the spell. On the other hand, they've also got Heal and Vivify, so
catching one (or more) is generally a very good idea. They make for fantastic
healers, if dangerous ones because of their Beat spell. In addition, there are
a lot of valuable high-end monsters they go into. Aside from that, many of the
creatures here are things you've already dealt with or can deal with fairly
easily, so don't worry yourself too much. Butterflys throw Surround and Curse,
and can CallHelp. MadRavens have HighJump, which can be annoying as you have
no way to attack them when they're in the air, as well as DrakSlash against
your Dragons. SkullRoos have DrakSlash as well, as well as PaniDance, which
can confuse your entire party at once. The most dangerous of the bunch,
though, are the Facers: they have the ability to destroy themselves and
inflict either death or extreme damage on every member of the party. However,
all these creatures are fairly weak, and will die swiftly. Just work your way
down to the bottom; the XP here isn't worth dawdling for. It can be a good
place to find bishops and bards, though, so feel free to wander a little in
search of masters.
BOSS BATTLE: Recognize this place? It's the house that wouldn't let you inside
because of his Betty! Well, let's have a talk with Betty and see what's so
great about her. Seems this man's had a crush on something that's not even
human. Copycat can a *very* difficult boss. When it's its own self, it's not
so bad. However, it can copy one of your team, and has a bad habit of picking
the scariest one of the bunch, leaving you having to fight your own self!
Beware of this, obviously; it'll do some severe damage to you with your own
spells and attacks. Really, one of the best ways to take this creature down is
to bring some high HP, mediocre-strength monsters down so what he has to copy
won't be as dangerous to you, yet you can still manage to get all the way to
it. Then you've just got to whittle through it. And make certain you have
space on your farm! This is a hard monster to get; you can only find it here
or on Foreign Masters.

Levels: 16
Monsters: 1-5: WingSlime, MadCandle, MedusaEye, MadGopher
          6-8: MadCandle, MedusaEye, MadGopher, Slabbit
          9-12: MadCandle, MadGopher, WindBeast, Slabbit
          13-15: MadGopher, WindBeast, Slabbit, Gasgon
Boss: Digster (Ebi)*
Here's the first place that you'll get the chance to meet up with MadGophers.
I love MadGophers. They're so darned cute. And really, they aren't that
dangerous, aside from the fact they'll charge their attack and hit you
double-hard at times, or attack with BirdBlow or ZombieCut. Mind you, there
are monsters here besides them, and some of them can be more tricky.
MedusaEyes have that annoying Surround spell to throw at you which will make
physical attacks almost useless. Slabbits will do their best to trip you up
with LegSweep and make you miss a turn, while MadCandles just do a plain,
simple BlazeMore attack on you. And be very careful of Gasgons. They have an
attack called 'Sacrifice', where they essentially explode, trying to take you
with them. It can do massive damage or even kill you instantly. Needless to
say, kill Gasgons quickly if you see them before you end up getting exploded.
WindBeasts have various wind attacks, both VacuSlash and Infernos, as well as
searing IceBolts.
BOSS BATTLE: Warubou shows up again! One of your monsters gets to go for a
dip. And this is the typical 'be truthful' situation: make sure you tell our
mysterious voice the truth all the way through, or you're going to get kicked
out early and have to go through the whole Gate again. If you tell the truth
all the way through, though, the voice will give you a Digster! ... that is,
if you can beat it. This is going to be one of the more annoying fights, since
he's got the ability of StrongD. Digster will make you deal only a minuscule
amount of damage. In addition, he'll occasionally use SuckAll, which will
inhale a breath attack and throw it back at you. To this end, try and leave
your magic-attackers at home; just bring monsters with a good physical attack
and slam on the Digster hard and fast. Eventually, you'll wear through his
defense and be able to take him down. You probably won't even need to heal in
this fight. For all the annoyance, it's a rather anticlimactic fight, I think.
And as a note, this is (I think) the only boss which can change genders on
you: sometimes Ebi is female, and sometimes it's male. Which means it's
possible to use a BookMark on the level above (or save if it's a special room)
and try again if you don't get the gender you want.

Now that we've cleaned out all the Travelers' Gates that we can reach again,
we should check out the arena battles. Things are getting a bit expensive
here, but you should be making a lot of money with all your trips into the
Travelers' Gates to level your monsters and hunt down creatures for
combinations. As with before, we could skip levels if we wanted, but it's
better to take them one at a time so as not to lose anything in between the
fights. So rather than jumping all the way down to S-Class, we're just going
to take C-Class:

1st Match: Spikyboy, StubBird, SpikyBoy
2nd Match: Healer, RogueNite, Healer
3rd Match: BoxSlime, RockSlime, BoxSlime

The first match is going to be filled with genuine danger, not to mention some
really, genuinely annoying HighJumps by the Spikyboys. When they're in the
air, you can't actually hit them with physical attacks. Having a breath weapon
or spellcaster in your group will make fast work of them even in the air,
though, so don't worry too much about it. So where's the 'genuine danger'? The
thing you *should* worry about is their habit of casting Sacrifice, killing or
critically injuring your whole party in one single attack. Make sure you have
a fast party to take them out before they can do this. The StubBird is pretty
much decoration: it can up their attack, but very little else. The second
battle is... well, you know what Healers are like, so you can pretty much
guess. Fortunately, if you've got the strength to get through the RogueNite,
the Healers themselves are pretty much worthless. And he is the one you should
focus on for that reason. In the third match, you're up against Teto again,
and this time he's brought along a different, all-Slime party. Like his first
one, the true danger actually comes in the masters before him; those Spikyboys
can destroy a party before you even get this far. Once you do, however, these
Slimes are easy to take out. Just beware the BoxSlimes' Ramming ability,
which will do considerable damage to you at the cost of their HP. The
RockSlime's biggest advantage is that it will use StrongD, thus making it
extremely difficult to do the damage needed to kill it. This can eat up turns
while the BoxSlimes are smacking on you.

Once you've completed this level, the King opens up the rooms of Joy and
Wisdom! First, though, let's take our wander around the arena. Teto is in his
usual place, and once again, he has a monster to offer you for breeding: an
Eyeder! I suggest for this one you use a Butterfly, a TailEater, or another
Eyeder and get yourself a Droll. There are quite a few things that one goes
into. Also, the skills that this creature has makes for a nice combo; SideStep
and Heal combine to make Hustle, which is handy for a healer. May, in the
cafe, hasn't got any monsters for breeding, but she does have a suggestion for
you on how to meet the bishops behind the gates. Get your info about the Gates
and ready yourself; now things are starting to get dangerous. Feel free to
check with your 'spies' on the monsters behind the Gates, and then get ready
to head out. Time to go and beat a couple more Gates.

B28) JOY
Levels: 14
Monsters: 1-5: Snaily, Saccer, Gulpple, MadPecker
          6-8: Saccer, Gulpple, EyeBall, MadPecker
          9-12: Saccer, EyeBall, Babble, Mummy
          13: Babble, EyeBall, MadPecker, Mummy
Boss: FunkyBird (Func)*
Beware of Saccers! In fact, let me say that again: Beware of Saccers! These
creatures have the attack of 'PalsyAir', making it possible for them to
destroy your whole party in one single attack by having a lucky attack. Kill
them off quickly before they get the chance to do it. Mummies can also
paralyze if they get a hit in, though in their case it's done by attack, one
enemy at a time. Gulpples can put your party to sleep with their attacks;
nowhere near as dangerous as paralysis, but it can still put you out of the
battle for a much-needed round or two, so be careful around them as well.
Also, Babbles can use PoisonHit. With all the dangerous status effects that
you'll find down here, it's probably best if you leave the Beasts and Dragons
at home, and instead take along Bugs and Undead, or combined creatures with a
high resistance. As for the other creatures here, MadPeckers use Infernos and
VacuSlash, as well as Sap. Snaily will throw IceBolt as well as CallHelp. If
you have the space to do it, you may well want to capture a Gulpple here. They
go into the creation of an Andreal, and Andreal go into a great many high-end
monsters, some of which you will likely need at some point. Especially if
you're planning on doing the breeding for bosses.
BOSS BATTLE: No special situations here: all you need to do is walk up to the
bird and talk to it a couple of times. FunkyBird is an annoying creature. She
has a habit of dancing the PaniDance, which will confuse your entire party if
it hits them. Again, Bugs and Undead are a good idea, since they're resistant
to this (although likely not completely immune; be prepared with a SkyBell or
two). She also has the ability to dance the Hustle, healing herself of some of
the damage you've hit her with. Make certain that you can do enough damage
each round to keep the Hustle ineffectual. Even if you're only doing a few
points at a time, the FunkyBird will eventually go down.

Levels: 15
Monsters: 1-5: Facer, Tonguella, FloraJay, Pteranod
          6-14: Tonguella, FloraJay, Pteranod, Armorpede
Boss: SkyDragon
Lots of new monsters for you to meet up with. Fortunately, most of them are
fairly basic in their attacking, without too many scary tricks. Tonguellas
have a lot of sleep to toss your way, both in SleepAir and a NapAttack, plus
they've got the LushLicks ability. Because of this, you'll probably want to
have sleep-resistant folks with you. Facers have the ability of Sacrifice, so
beware them; be ready to take them out fast and hard before they explode and
take you with them. Armorpedes, as well as having good defense to get through,
can make it higher with Upper as well as bring their attack up with TwinHits;
not a big deal, but they might be with other monsters that you don't *want*
attacking you at double-strength. Or that you don't want to be made harder to
kill. FloraJays have the annoying 'LifeSong' ability which can sing their
friends back into being, as well as BeastCut to slash those beasties and Speed
to make them and their friends faster. Pteranods will throw FireBolt and
WindBeast, and have TailWind to help protect from draconic breath attacks.
BOSS BATTLE: The SkyDragon is hovering around the top of a cliff. There are
four ropes hanging down. Have the basic idea yet? Yes, it's horribly annoying
to get to it, since SkyDragon doesn't really feel much like staying still and
waiting for you. Still, there's a very simple answer to this puzzle: go to the
far right rope, climb it until the dragon goes to the rope second to the left,
then descend and head straight up that rope. Once you get to it, the trouble
begins. For one thing, it has the attack of Scorching, which can do a massive
amount of fire-breath damage to your whole team. Even worse, it can use
SuckAir to make the next attack that much more powerful. Make *sure* you've
got a good healer to cure up from this. Dragons or Materials might be a good
thing to take along as well, since many of them are resistant or immune to
that attack. It will also throw an attack called MultiCut which does
considerable damage, though nowhere near as much as a SuckAir-Scorching combo
does. This is probably the hardest boss battle you've had in a long while, so
don't feel bad if it takes you out a time or two before you can find the
balance (or the luck). Breed a more powerful line of monsters if you have to.

No additional hidden Gates around this time. Therefore, once you've got those
two out of the way and you've done all the breeding you wanted to with Teto,
you can head right for the Colosseum for B-Class:

1st Fight: Hammerman, Hammerman, Hammerman
2nd Fight: AgDevil, WindMerge, TreeBoy
3rd Fight: ArmyCrab, MadDragon, ArmyCrab

The first fight is damage. Lots and lots of it. Not only do they have a fairly
good physical attack, but they've got EvilSlash and Kamikaze, both of which
can throw a great deal of damage physically. They can also ChargeUp, making
the hit do even more the next round. Hopefully you can hit them before they
can get the damage mounting. If not, better make sure your healer can take
what they throw and stack the healing spells on fast. Especially since the
second match will involve full-party attacks: IceBolt from the TreeBoy,
Infermost from the WindMerge, and Firebane from the AgDevil. Also beware the
AgDevil's SleepAir. That'll drop you to sleep while the others continue to rip
through you with spells. Ensure your healer is resistant to sleep before you
come in here, and having NumbOff on said resistant creature (or Surge) would
be very helpful! The final fight introduces you to a MadDragon, who will rip
apart your party with Massacre and EvilSlash while the two ArmyCrabs use
Increase for defense. In addition, they can CallHelp, adding to the damage of
the bunch. Pile on the damage as fast as you can here and keep your healer
constantly on healing for those sudden out-of-nowhere attacks.

Another one down, and Happiness and Temptation are opened for you. And another
quick stroll into the arena to see what they have to offer us now. There's
more information for you now from people. The folks near the cafe tell you
about where to get some skills. In the school, the teacher will explain about
passing skills on in breeding. It does a fairly good job of explaining, though
their explanation about 'parents and grandparents' skills is a little hard to
follow. No one feels like breeding with us this time, so let's just take a
walk to the Bazaar.

Another new store! This is probably one of the more important ones to get
things at.
Sirloin: 1000G
ShinyHarp: 3000G
WindStaff: 1500G
LavaStaff: 3000G
BoltStaff: 3000G
SnowStaff: 4000G
FireStaff: 5000G
The ShinyHarp is essentially an item that uses the 'Whistle' skill: use it and
a monster group will attack you. I suggest getting hold of this one and
keeping it with you at all times. Sirloins are the best meat: now that you can
actually buy them, it's probably best if you ignore any other type of meat
that you can get hold of. These will do all the work for you. The staves are
the same as the ones you'll get behind the gate: they throw a damaging spell
at the enemies and break after a certain number of uses. Of all of them,
FireStaff and SnowStaff are the ones that are most worth it. FireStaff does
the most damage, but only does it to one enemy at a time (BlazeMost).
SnowStaff attacks all, with the power of Blizzard.

The man's journal has some new information in it, so feel free to go and root
through it. Aside from that, though, the city's pretty much unchanged. After
doing your wandering and talking and buying and breeding, we can head to the
Travelers' Gates and check out the new ones.

Levels: 18
Monsters: 1-4: Oniono, Gophecada, Pixy, Gasgon
          5-12: Oniono, Gophecada, Pixy, DeadNite
          13-16: Gophecada, Pixy, DeadNite, StubBird
          17: Gophecada, DeadNite, SpikyBoy, StubBird
Boss: Jamirus
Gophecadas are everywhere here, which can be a big problem since they have the
ability of 'Beat'. You'll need a lot of speed to either take them out before
they can throw it, or Revive to be able to bring back those that go down. As
an alternative, you may want to bring creatures who are either immune or
highly resistant to death attacks such as Slimes, Devils, Undead, or
Materials. Onionos will exhale gouts of SleepAir and slap you around with
ChargeUp, or suck away your MP with RobMagic. Pixys have Speed and TwinHits
to power their friends up, while StubBirds use RainSlash and TwinHits.
SpikyBoys, like Gasgons, will attempt to blow you up with Sacrifice, so be
quick on the draw with them. DeadNites are healers extraordinaire, throwing
Heal as well as DeChaos and CurseOff: two very useful status healing
abilities, and a fairly big step toward getting the all-important Surge.
BOSS BATTLE: Sitting on an altar, Jamirus preaches to the masses(?) about
creating a great world of monsters. Once you talk to him enough, he'll leave
off his discussion and enter the fight. And a considerable fight it can be,
too. He'll toss BlazeMost at the party, doing great fire damage to one member,
as well as hitting with QuadHits, slinging four shots at your party. As long
as you have good defense, the QuadHits won't be too much of a concern, but the
BlazeMost can be trouble if the monster's not either resistant or immune to
fire. Leave your dragons at home, as well: Jamirus has TailWind which can blow
their breath attacks back at you. This might not cause a lot of extra damage
to the dragon since they're generally immune or resistant, but the rest of the
party won't appreciate it.

In a letter from Damien Tan, I received the following information:
"but I have also personally witnessed my friend able to catch a Jamirus in the
gate of Happiness, with 8 sirloins, because he forgot to clear the gate until
he beat Milayou, and he thought that he could catch a Jamirus just like how I
could catch a DarkHorn. Maybe you would like to try testing that out too?"
I, myself, was unable to catch a Jamirus in this gate, even after feeding
gross amounts of Sirloin. However, if someone else is able to capture this
boss monster and can show that it's possible, I'd be most appreciative to

Levels: 20
Monsters: 1-8: Spikyboy, KingCobra, Mommonja, SlimeNite
          9-12: KingCobra, Mommonja, SlimeNite, StagBug
          13-16: KingCobra, SlimeNite, MistyWing, StagBug
          17-19: SlimeNite, MistyWing, DarkEye, StagBug
Boss: Servant (Mats)#
Once again, we have SpikyBoys and their Sacrifice attack. As usual, beware
them: hit hard and fast. We also have KingCobras appearing here, who have
PoisonHit. Having someone with Antidote is a good idea. They also have the
deadly K.O. Dance, though fortunately not when they're this low in level.
Catch one if you want to add it to your breeding pool, though. Mommonjas will
use the LureDance on you, forcing you to dance for their amusement and making
you lose a turn while you do it. This isn't as dangerous as it is annoying by
this point, but it can be trouble if you're being attacked by SpikyBoys and
others. And DarkEyes are to be avoided at all costs: they have the PalsyAir
attack which can paralyze your entire party, thus killing you. NumbOff is the
best thing you can do for yourself here, aside from carrying a lot of
MoonHerbs. StagBugs have both the Sleep spell and FireAir. A combination that
can do a fair amount of damage if you're low level or have fire-weak monsters
with you. SlimeNites are another creature with Heal, combining that with Upper
for defense, and BeastCut for some extra damage. MistyWings have the annoying
Surround ability, as well as EerieLight to make your group susceptible to
BOSS BATTLE: Images like this makes you wish you could save people, don't
they? ... well, maybe not. This is the only boss battle where instead of just
the boss, you have to handle a pair of flunkies. And both the EvilArmor and
Centasaur are tough monsters in their own right, as well. The EvilArmor has
excellent defense, and will throw slash attacks at your party steadily: Fire,
Bolt, and DrakSlash, all. The Centasaur's StopSpell can be deadly for you: if
it hits your healer, you'll be stuck with using only items and Hustle to heal
your party. Hopefully you got a healing monster with Hustle for this reason.
And Servant, himself, is no pushover. Not only does he have BlazeMost and
Blizzard, but he has a deadly habit of using Focus, which will give him two
rounds of attacks the next round. That can be killer, since you won't have the
time to get yourself back to your feet. Make sure your HP are kept at full or
as close to it as possible in this fight, because otherwise, that double-round
of attack will flatten you with frightening ease. And remember: if you decide
you want to capture the Servant, be certain to kill it last. The other
monsters, as far as I've been able to find, are unable to be captured even
after six and more Sirloins, so don't waste your Sirloin on something that
won't join you! Besides, the Servant is more worth the catch.

And just as a note, if you come back down here later, you'll find the town
standing clean. Apparently Watabou was able to put the fire out for you while
you waltzed back to the castle. Hooray! ... unimportant, though.

Since we have nothing else to do right now, you might want to spend a little
time capturing new creatures with Sirloin, leveling your monsters, and going
for your next generation. The tournament battle could be pretty rough on a new
monster or low generations. Some of the high-end monsters would probably be a
good idea, or some well-bred mid-level ones. Once you've got that done to your
satisfaction, it's time to make our bid for A-Class:

1st Match: Fireweed, EvilBeast, Wyvern
2nd Match: Grizzly, Lionex, Grizzly
3rd Match: Toadstool, Lipsy, Toadstool

The very first match can be your very last if you're not careful: Fireweed
throws PalsyAir, and as has been stated before, this attack can mean instant
death if your group isn't immune to it. Either make your party one that's
resistant, or just be sure your healer is resistant and that you've got
NumbOff or Surge on it. The Wyvern will likely be trying to keep its party
healed, so you shouldn't have to worry too much about its IceAir, though
EvilBeast's FireBane will be a fairly constant attack. In the second round,
you've got to face down some heavy damage monsters. Both Grizzlys have great
strength (as all Grizzlys tend to) and will also use SquallHit occasionally,
getting their attack in before you can get yours in. Your healer should be
kept busy mending your thumpers while you focus on taking the monsters down.
Try and throw high damage, though, and don't let it get spread out too much:
Lionex has HealUs, and isn't afraid to use it to keep his heavy-hitting
partners on their feet. In addition, Lionex will sometimes throw Vacuum, which
is a fairly high-damage wind attack on your party to add to the trouble. And
the third match is another reason to have status-resistant creatures: both
Toadstools have NapAttack and SleepAir, while the Lipsy has NapAttack as well.
You'll be skipping a lot of turns unless your party is resistant to sleep.
Fortunately, NumbOff cures sleep, too, so that healer you've got will come in
doubly-handy in this battle.

With A-Class down, we can now enter the room of Labyrinth and Judgement. We
can also talk with Teto and find that he's wanting to help us. By offering a
breeding with his Yeti. Where does he get these monsters and why isn't he
using them? Going up to talk to May, she'll offer to *give* us her monster, as
opposed to just wanting to breed with it. Make sure you've got the space in
your farm and take it! This StoneMan's got some good moves: HealUs, Farewell,
and Ahhh. 'Ahhh' is an unusual skill. It depends on the gender of the monster.
If used on a female, they'll be stunned for a round by the hug. If it's on a
male, they'll take damage. Not a hugely useful skill, honestly, but it does
let you know what gender the other monster is, and it's worth a laugh to
imagine one monster cuddling the other one. Anyway, out of here and let's talk
to the others around the kingdom.

Things are just hopping around here now. People are now giving you approval
all the way around. The Metal Man's Metaly reports that The Medal Man is
looking nervous, probably because the tournament is approaching. The girl is
still being a brat to us, though; I guess if we want to impress her, we're
going to have to at least win S-Class. But of course before we do that,
there's two new gates that have been opened that we should check out:

Levels: 23
Monsters: 1-5: RockSlime, Chamelgon, Cactiball, TailEater, Gismo
          6-10: RockSlime, DuckKite, Cactiball, TailEater, Gismo
          11-15: RockSlime, DuckKite, Cactiball, Gismo, AgDevil
          16-20: RockSlime, DuckKite, TailEater, Gismo, AgDevil
          21-22: RockSlime, DuckKite, Gismo, AgDevil, WindMerge
Boss: DarkHorn (Dark)#
Things are getting deep now. Plus, they're starting to get more dangerous.
While the RockSlimes aren't anything to worry about, they have StrongD to keep
you from killing them instantly, plus HighJump to take a round of safety and
come crashing down for fairly good damage. The Chamelgon and DuckKites have
PanicAll, confusing the party in one fell swoop if you're not careful.
Cactiballs have a paralyzing attack, so beware of them as well. Fortunately,
it's only one person at a time, so you should be able to deal with them before
they paralyze your whole party. Hopefully. AgDevils use Sacrifice, SleepAir,
and FireBal, all. WindMerges match their name with attacks of Infernos, as
well as having access to Barrier. TailEaters will breathe PoisonGas at you,
attempting to poison your whole party at once; Surge or Antidote will be
something you'll want to have on you unless you want to be dealing with poison
damage through the whole Gate, or feel like carrying multiple antidote herbs.
However, the experience is getting higher now. You'll get more XP here than in
the Medal Man's place, even. If the twisting corridors don't bother you, you
may want to move your 'level-gaining' to here. Of course, this is only if you
haven't opened the '100 Pals Room'.
BOSS BATTLE: Well, suddenly we have an idea as to why this place is called
'Labyrinth'. You can surrender and use the gate back to the surface and come
back later if you need to, but we hopefully shouldn't need it. The path you're
looking for is: Up, Up, Up, Left, Down, Down, and then to the upper Left.
DarkHorn's got a few tricks up its sleeve, though you should be prepared for
them just by having come down into this place armed against statuses: he'll
have SleepAll to knock your party out while he slams them with physical. Plus,
he can drop StopSpell on you, rendering your healer monster ineffectual except
for Hustle. He can also throw PsycheUp, which will make his attack
automatically last, but make it do extra damage. Honestly, this is probably
not going to be a worry for you, since the attack's only on one person, and
you should at the very least have some Lovewater, if not WorldDew to use. And
that's only if your healer is StopSpelled. In other words, if you've made it
down to him, killing him should be simple.

Levels: 25
Monsters: 1-5: WeedBug, HammerMan, MadGoose, TreeBoy, SpotKing
          6-10: HammerMan, MadGoose, TreeBoy, Droll, SpotKing
          11-15: HammerMan, TreeBoy, Droll, SpotKing, LizardFly
          16-20: HammerMan, TreeBoy, GiantMoth, SpotKing, LizardFly
          21-24: HammerMan, MadGoose, GiantMoth, SpotKing, LizardFly
Boss: Akubar
SpotKings! These creatures are fairly valuable to get hold of, since they can
combine into several things, including a KingSlime (which you'll want to get
to show the Queen). They'll try and put you to sleep with NapAttack but aside
from that, and the fact that they have high HP, they're not that much trouble
to take on. Grab one (or more, now that you have Ironize). HammerMans
(HammerMen?) will use Kamikaze, doing a good amount of damage to you at the
cost of their own HP. Be careful of this; there are monsters who can do enough
damage to destroy someone who's at a low level of health. TreeBoys will chuck
party-attacking IceBolt spells, though they shouldn't do enough damage to be
dangerous unless you're already at low health. Be careful of the confusing
ability of MadGoose. If those hit, *you'll* be a bigger threat to you than any
other monster in here, as your monsters will be attacking one another. They
can also use LureDance, which can make you miss a turn while the party dances.
GiantMoths are another paralysis creature; watch yourself here. LizardFlys are
dangerous with their FireBolt and FireAir attacks. WeedBugs, on the other
hand, are fairly harmless; they'll use Barrier to block attacks, but that's
about it.
BOSS BATTLE: Beware of Akubar's damage-throwing abilities. He's got both
Blizzard and Explodet: two attacks which dole out a large amount of damage to
your whole party. Have a healer with HealUsAll, or make sure you've got
SageStones or WorldDews on hand. In addition, he can Focus, thus throwing two
attacks in one round. Both of these which can be Explodet. In other words, if
you see him focusing, either take him out hard and fast or, preferably, have
your healer throw StrongD so at least one party member will survive to bring
the others back.

Done your combining? Got the monsters you're interested in? Braced for impact?
Because it's time to take on S-Class. The final class before the big Starry
Night Tournament match. Be *certain* you have strong monsters coming into
this: at least one really good healer who's resistant to statuses and a
heavy-hitter. You'll want to make certain you have raw physical damage for
once, rather than relying on breath weapons and heavy spells. Why, you ask?
The reason will become evident when you get to the last battle:

1st Fight: DanceVegi, Voodoll, DanceVegi
2nd Fight: Slime, Dracky, ArmyAnt
3rd Fight: Metabble, Roboster, MetalDrak

The first fight could easily be your last if you don't have immunity to status
effects: the DanceVegis will throw K.O. Dance, which has the chance of killing
off your entire party. Plus, the Voodoll will throw Surround, making it harder
to hit those DanceVegis, while tossing PanicAll, which will confuse the party.
This is easily the meanest fight you've had to fight in the arena so far.
Especially if you took my suggestion and came in here with minimal breath
weapons. Fortunately, the second fight is a break: the Slime can blind you
with Radiant and throw FireBolt, but compared to the damage you've had to deal
with in the Gates, that should be nothing. Be careful of the Dracky's
SleepAll, though; it can knock your party out for the ArmyAnt to do some
damage to with its YellHelp and Kamikaze. In all honesty, the ArmyAnt is
definitely the most dangerous of the three. And even then, it should be a
quick match. Which means on to the third. The Medal Man's group is pretty much
immune to anything you can throw at them, aside from physical attacks. And the
Metabble will throw both FireBolt and Explodet at you for great damage. In
addition, it's fast; expect it to go first unless you have someone with maxed
speed. Fortunately, it only has 10 HP total, so if you can do damage to it,
it'll go down fast. The Roboster and MetalDrak have much, much more than this,
however; be careful they don't waste you with their physical attacks. Roboster
has several multi-person physical attacks, while MetalDrak's SandStorm can
blind you and make it harder to physically do damage. Have patience and whack
on them. They'll all go down eventually, and then congratulations! You've
finished S-Class and can join the Starry Night Tournament!

As soon as you finish S-Class, the king's chancellor will come up and 
congratulate you as well. Again, the king needs to talk to you, so let's head
up that way. He will open up all the rooms in the Travelers' Gates chambers!
This means you can now go to *all* of them down there. And there's a lot of
interesting Gates there, now. But first, what's this? The king of GreatLog
again! The king gets to introduce you as his representative. Alas, the king
of GreatLog isn't impressed, and insults you again. However, thanks to his
comments, the King suggests that you check out the Gate Of Reflection.
Supposedly, you can meet your future self there. Maybe it can tell you whether
you will be the winner or not. Hew then bustles off and leaves you alone in
the throne room again. Another quake rocks the tree after this; apparently the
tree's happy at you getting through S-Class, too, and is rewarding you with
another growth spurt! Time to check things out and see what's changed.

Now, despite the king's promise, the Gate Of Reflection is the only one that's
open to us down here in the Chamber of Travelers' Gates. Still, there's more
to do before we go into there. For instance, one of the jesters is telling the
legend of the Gate Of Reflection. Another one gives you a hint on how to get a
better monster: breed two child-like devils. Two Demonites make the powerful
GateGuard, so he is indeed telling the truth. Keep it in mind: GateGuard is
good for breeding several of the high-end monsters. Check out the Monster Farm
while you're in the area, too. While most of the creatures are only giving the
same old info, down in the stable, there's a few interesting things. For one
thing, what in the world is Warubou doing here?! I'm not sure either. Aside
from eating. Anyhow, ignore him and go around chatting with the monsters.
They'll tell you where they can be found, about skills, and many such things.
The Copycat, especially, gives some good info: it'll tell you the skills
certain monsters have. In addition, the KingSlime has been replaced by a
creature called the Monster Minister: an Orochi who will give you interesting
information about the monsters behind the various gates.

Heading down to the arena reveals that you can't register for any fights (go
figure), but there's still good information from the people here. Our two
rivals give you a couple of hints about raising Slimes; repeat breeding and...
well, they don't tell you, but it can get you the great KingSlime, which is a
valuable creature indeed. Plus, if you keep breeding them, you can eventually
get them powerful enough to pass on the mighty MegaMagic: one of the very few
places you can get it. May, too, is talking about breeding mighty monsters: a
devil with a creature carrying a big hammer. In other words: a HammerMan. That
one will get you a mighty physical beast called Ogre. It's definitely good to
have around for raw physical damage. And checking the Metal Master in the
Queen's room will give you an offer to combine. His Metaly! This is a tricky
one. You can either combine with a Metaly of your own and get a Metabble, or
some sort of 'lesser' combo so you can get the special skills, as long as you
don't mind the HP being brought down by the Metaly's own. The Metabble is
probably the better idea of the two to be honest, even with the almost certain
loss of those skills, since it'll give you an easy (if weak) MetalKing later
once you have Medal Master's final egg. Once you've bred with him, he'll let
you know how to create a Metaly, too. Definitely information you should keep
in mind, since you may need it later. Interestingly, talking to your snitches
doesn't get you much info on the dungeon. For one thing, they don't seem to
agree on what monsters are found there. For another, one of them won't tell
you anything about the final boss, and the other only gives you a name. How
sinister! In addition, your tournament 'insider' doesn't know who you're
facing in the Starry Night Tournament. Looks like we'll have to handle this
battle all on our own. Now that we're finished here, it's time to go
investigate the rest of the tree.

Down in the Bazaar, there's a few new people to chat to. One of which gives
you a thorough tickling to help cheer you up. I can't help but wonder if it
should have been a puff-puff, but they decided in the US version, they didn't
want things to be quite so... racy. Of course, that's pure conjecture on my
part, from the other Dragon Warrior/Quest games. There's still a gate spinning
down where we can't reach it, unfortunately. Such a tease! However, the
strange shop which wouldn't sell anything *is* open and available now. So take
your chance and see what he's got: books!
QuestBK: 5000G
HorrorBK: 5000G
BeNiceBK: 5000G
CheaterBK: 5000G
SmartBK: 5000G
ComedyBK: 5000G
Each of these books will either raise or lower part of the monster's attitude,
making them more or less effective in certain levels. Quest and Horror raise
and reduce 'Bravery' respectively. BeNice and Cheater raise and reduce
'Caring'. Smart and Comedy raise and reduce 'Prudence'. These are explained
more in 'Personality', above.

Down in the main village, the girl is *still* being a brat to us. Apparently
she doesn't believe that you're the rep. There's a few people saying different
things out here, but nothing that's really worthwhile. Looks like we've
finished everything that we can. To that end, let's go to the Gate of
Reflection and see for ourselves what the fuss is about. Even talking to the
man inside reveals some terrible things about it.

Levels: 29
Monsters: 1-5: EvilBeast, Shadow, EvilWand, Slimeborg, LizardMan
          6-10: EvilBeast, Shadow, Slimeborg, LizardMan, Grizzly
          11-15: LizardMan, Slimeborg, Wyvern, FireWeed, Grizzly
          16-20: LizardMan, Wyvern, MadHornet, Lionex, Grizzly
          21-25: Wyvern, MadHornet, Lionex, RotRaven, Grizzly
          26-28: Grizzly, MadHornet, Lionex, RotRaven, JewelBag
Boss: Durran
Well! At least we see why they had such trouble agreeing on what monsters were
down here. There are a *ton* of different types of creatures in the Gate of
Reflection. Many of which we've never dealt with, aside from in the hands of
Foreign Masters. EvilBeasts throw the horribly annoying spell called Ironize.
What this does is turns the enemies into iron for a few rounds. Absolutely
nothing can do any damage to them at that time. Nothing can affect them,
either. This can draw the battle out quite a bit if they keep throwing it; try
not to waste magic once they've Ironized. Shadows can throw FrigidAir at you,
plus they have the deadly attack K.O. Dance. Obviously, this is something you
want to avoid getting involved with. Kill them before they can kill you, and
consider bringing resistant enemies into this Gate. Also be careful of
Grizzlys: they can throw a great deal of damage on you with pure physical, and
they also can use SquallHit to get the slash in before you can do anything.
EvilWands will blast with IceAir, while Slimeborgs pull out Lightning and
RainSlash on you. LizardMans throw BeastCut and EvilSlash, and they also have
the elusive and deadly GigaSlash in their attack pool, if you can catch them.
Fortunately they won't use it on you in the wild. Wyverns use Sleep and
HealMore, as well as gouts of IceAir. MadHornets are double trouble: they can
poison or paralyze with their attack, in addition to having TailWind to throw
breath attacks off. Lionex have the HealUs ability, as well as Infernos and
VacuSlash. And JewelBags are confusion-throwing creatures. 
BOSS BATTLE: As soon as you arrive, you are greeted by a being known as
Durran. He approves of you and your monsters! And then immediately he summons
his servants to fight you. Quite literally: he summons a pair of Servants.
They can be handled just like the original Servant, except that no amount of
meat will interest them in coming with you. Just remember that with twice as
many of them, they can throw twice as many deadly attacks. Hope you brought
along WorldDew; you may very well need it if your healer monster is fairly
worn out after the depth of this dungeon. Once those Servants are taken down,
Durran apologizes for summoning weaklings for you to fight with and brings out
someone who's traveled the world in search of a certain sword. For those
who've played Dragon Quest VI, this will be a familiar situation. You're
having to fight against a Terry-monster (or rather, a monster with the same
name as you). He will hurl RainSlash at you, throwing damage to your entire
party. He's fairly strong, too; make sure you get ready to heal if your
monsters haven't got excellent defense! He's also got a *lot* of HP, so be
patient when you're taking him on; you'll bring him down eventually. Once you
have, Durran himself will lunge at you. Durran, himself, has the attacks of
BirdBlow and DrakSlash, so you may want to consider coming here without birds
or dragons, since he'll do a considerable amount of damage to them. He also
has the attack of Vacuum, so be certain that you've got a multi-person healing
ability, to keep that attack from slashing through your whole party. Like
Terry?, this creature has a lot of HP, so be patient, heal when you need to,
and you'll eventually tear him down.

Once you have taken Durran out, you're for once not thrown immediately into
the castle again. Instead, Terry? will walk over to you, having just woken up
from his KO. He apologizes for having called you a coward before, and asks
your name. No matter what you choose here, Terry? will say that he's relieved.
And that now it's time for him to wake up (?). However, before he leaves, he
gives you some advice: don't become like him. That power will choke you. He is
then dragged off by Warubou, leaving you alone in the room. Watabou then
appears and, with a very solemn attitude, spirits you out of there.

The king will be a bit disappointed that you didn't find anything out about
the tournament, but he's certain that you will win! He sends you off to bed,
telling you to rest, and night falls on the palace in a wave of darkness. The
first 'night' we've actually seen. A little cut will come up, talking about
the upcoming Starry Night, and then day breaks, and you and your monsters are
in the king's room once again. He tells you that you will bring glory to the
palace, and that he's ready to see what you're going to do. Then he's off to
prepare. And you're left to your own preparations, as well. Time to have a
chat with a few people while we're free. Head up to the Monster Farm and first
off, talk to Slio. He'll offer to join you! For a level 1 Slime, this creature
is surprisingly well-statted. He'll go well into breedings later on, even if
he hasn't got any unusual skills. I highly suggest that you pick him up.
Heading down to the stable, you'll find Warubou is still here. If you ask for
leftovers, you'll get yourself a mouthful of BadMeat before he runs off. Ugh!
Fortunately, it doesn't do any damage. The monsters down here are discussing
the matches. And the FaceTree gives you a hint: there's apparently a powerful
monster being sensed in the library. What does this tell us? That maybe it's
finally time to get that library room opened. Let's finish wandering around
the rest of the city, though, and see what they have to say.

Down at the bottom of the ladder, the girl is finally believing that you'll be
the winner. She tells you not to lose. Which is as good as cheering when it
comes to her, I suppose. Going into her father's place, her journal now tells
the family's secret: they never actually named the girl. Unfortunately, this
doesn't really give you anything except a dose of pity for their girl. There's
nothing else special, aside from a lot of people and monsters who are really
excited about the Starry Night being here. So let's go and focus on the

By now, you should've gotten at least 50 pals, preferably more. Now that you
have access to some fairly good XP in the present rooms, you can get your
monsters leveled enough to combine into better and better creatures, as well
as different ones. Also, with the Sirloins opened up, you can capture monsters
with ease. Finally, we'll finish our monster combining, get 100, and have the
room behind the library opened and available. What do you know? Amidst the
bookshelves, there's a Travelers' Gate! Like we didn't see that one coming.
Since there's no other new gates that we can get to right now, let's go to
this one and clean it out while the chance is there. Don't forget to look
through the books, though; they give you important information on how to breed
several monsters if you haven't already got them.

B40) 100 PALS ROOM
Levels: 25
Monsters: 1-5: ArcDemon, AmberWeed, ArmyCrab, MadSpirit
          6-10: ArcDemon, CurseLamp, WildApe, ArmyCrab, MadSpirit
          11-15: ArcDemon, CurseLamp, WildApe, ArmyCrab, Tortagon
          16-20: ArcDemon, MadSpirit, WildApe, ArmyCrab, Tortagon
          21-24: ArcDemon, MadSpirit, Tortagon, WildApe, LandOwl
Boss: Orochi
This level can be opened up at almost any time after you've gotten the Starry
Night Shrine opened. And indeed, getting it opened early as opposed to late is
a very good idea; it is an excellent place to get XP at the early levels of 
the game, since the experience gain here is even greater than the Medal Man's
dungeon, with over 1000 points of XP for every battle. ArcDemons can be
dangerous as they like to throw the Bang spell at you, doing explosive damage
to the party. Not a lot of creatures are resistant to this, so prepare to need
healing when it happens. AmberWeeds and ArmyCrabs can both toss Upper on
themselves and their friends, making it more difficult to damage them.
MadSpirits have the ever-so-popular SleepAir attack, while WildApes will stack
damage on with bouts of YellHelp. Further down, you'll meet the LandOwls, who
have Infernos and BoltSlash, and Tortagons, who've got the annoying Ironize
spell as well as Lightning. Of course, here's a good place to capture monsters
the queen would like to see, if you haven't already combined them. Both
CurseLamp and WildApe can be found here, satisfying her curiosity. CurseLamp
uses Upper, Speed, and TwinHits, bettering its friends. Meanwhile, WildApe has
TwinSlash and CallHelp to pack on the damage, as well as LegSweep to slow down
your group.
BOSS BATTLE: The Orochi is no pushover. It has the EvilSlash ability which, if
it hits, can take out even considerably powerful monsters in a single hit. It
also will throw QuadHits fairly regularly, attacking four times to random
members of your party for fairly big damage, if you're not prepared and
bringing heavily armored folks in. To top it all off, Orochi has Scorching,
which will also do good damage if you've not got monsters who are resistant to
it. Dragons do extremely well against him, as they're both resistant to his
breath weapon and generally hit hard enough to whittle through his HP at a
fairly quick rate. This is something you'll want to do, too. He has a *lot*
of HP. Possibly more than any creature you've faced so far, including Durran.

Now that we've gone through all the gates that we can, it's time to join the
Starry Night Tournament. Now, you'll be wanting to take all your breeding
experience and pack it into three solid monsters. One needs to be a healer of
some sort. Make sure it has at least HealAll, preferably HealUsAll, Revive,
and extremely high speed. Stat-increasing abilities might be handy, too, such
as Increase and TwinHits. Surge is also a good idea, though Antidote will do
if you can't get that; poison is the only status to worry about in this
battle. My favorite combination for this creature is a Unicorn, created with a
FangSlime who's the product of a Healer. That way, you'll get HealUsAll, Heal,
and Upper from the Healer and Antidote and Revive from the Unicorn, as well as
fairly good attack stats on the Unicorn's side, when it's not needed for
keeping you alive.

Your second monster should be there for raw damage and attacking. Leave
healing abilities off and instead focus on the hard-hitting abilities.
WhiteAir, WhiteFire, or Explodet would be a good start, though if you can get
BigBang or HellBlast, do so; the more damage you can throw at the enemy party
in a single round, the better. With all the dragons the match has, you might
want to spend the slot for DrakSlash. GigaSlash is also an extremely smart
idea for this creature. You'll have a need to do single-person damage in
battle, as opposed to the whole party. I tend to go for a high-end monster for
this, such as GoldGolem, RainHawk, Coatol, or GoldSlime. However, if the
creature's got enough breeding, just about anything can be good for this
position. Just make certain they have the MP to be able to keep up with the
damage you'll want them to throw.

The third monster in your party should be the 'support' creature. While I
highly suggest that they have good physical stats, a solid damage spell,
probably DrakSlash, and get used mostly for raw physical damage, they should
be considered the secondary healer, as well. Get Revive on them. That way, if
your healer goes down, this monster can bring them back to their feet. You
might also want to put some status-affecting abilities on them for use against
the enemy, though many of the creatures here are going to be very resistant,
if not immune.

Got your creatures together? Good. Then let's enter the Starry Night

1st Fight: Centasaur, Orochi, Swordgon
2nd Fight: Andreal, Unicorn, MadDragon
3rd Fight: MetalKing, Coatol, RainHawk

Just looking at the monsters, it's not hard to tell that it's meant to be a
dangerous fight. High-end monsters almost all the way across the board, and
some really frightening ones, at that. In the first battle, the fight is
damage versus damage: Centasaur has the StopSpell ability, and will generally
try to use it on you. Aside from that and Swordgon's BladeD, which it will
only occasionally use, this trio will just throw raw damage on you, with
Orochi slinging QuadHits, Centasaur and Swordgon using RainSlash, and
Centasaur and Orochi letting loose with FireSlash in addition. Don't bring a
Material into this battle if you can help it: Swordgon has CleanCut, and it'll
use it on that Material. This, of course, *can* be used to help draw focus
away from the rest of your party; that's up to you. In the second battle,
things will get dangerous. The enemy's got itself a fairly well-rounded team,
and will be using it fairly effectively. The Unicorn has, of course, HealAll
and Revive, and will use it to keep the other two monsters up. Andreal will
throw Surround at you to make hitting difficult, as well as PoisonAir to
severely poison your whole party if you're unlucky. Hopefully you should have
high-end monsters here, though, and be mostly resistant or even immune to this
attack. The MadDragon will be throwing EvilSlash and Massacre, doling out huge
amounts of damage to you (and to its own party, if Massacre hits them instead
of you), and occasionally using LureDance to keep your party from being able
to attack. Once you've gotten through that fight, though, it's time for the
third fight, and the hardest fight of all. This battle is up against... who
else? Milayou! And she's apparently become an extremely good Master in her own
right, considering the collection of powerful monsters she has. Beware the
RainHawk! It will usually throw MegaMagic right off the bat, and that's a
spell that will tear your party apart. The only good news is that once it's
been thrown, the RainHawk's MP are completely gone for the battle. On the
other hand, its only other two spells are Surge and StrongD, so even without
MP, it won't be missing much. The MetalKing is like most metal Slimes: only a
handful of HP, but massive defense and agility; its Zap spell can do
considerable damage to a slow party. Especially if MegaMagic has already
peeled through HP and you've not had the time to heal (this is why I suggest
keeping the healer on 'Cautious' through the whole battle). Use GigaSlash if
you have it. The MetalKing has no defense against this. The Coatol will slam
you with Explodet and EvilSlash as well. However, if you keep healing
constantly, you'll eventually be able to blow it all off and come out the
victor! Congratulations! You're the champion of the Starry Night!

Now, I know what you're thinking: what happens if I lose this battle? I mean,
if you lose the other battles, there's always more tournaments. However, the
Starry Night only happens once every 47 full moons. That's quite a while to
wait on your next attempt to find your sister. However, oddly enough, you just
get brought back to the entry of the castle and healed as though you'd come
out of a dungeon. No explanation given. Just healed and sent on to mend your
monsters, get more powerful ones, and try for the big prize again. Seems
rather unfair that you get multiple tries, when everyone else only gets one
fight against you before they're considered 'out'. Personally, even if they'd
done something as cliche as 'And then Terry woke up' or 'And that was what he
saw in the Room Of Reflection', it would have explained it. Oh well. Can't
have everything, I suppose.

After the battle is done, Warubou will appear in the arena and strike down
Milayou's monsters. He will grab hold of her and drag her off, much to Terry's
consternation! However, there's nothing to be done for it; we must continue
with the story. After a view of the tree kingdom at night, the scene fades
back in to Terry, the King, and the Queen in the Monster Farm. He will
congratulate you and thank you for winning the Starry Night for his kingdom.
However, he suggests that you can find your sister again if you make a wish.
And at that moment, the stars begin to fall through the sky. The king then
suggests that rather than going home, you should stay here, in the castle!
That way, they'll never be wanting for a great master, I suppose. However, no
matter which way you go with the 'yes/no', the king realizes that you're still
going to be hunting your sister. However, before you go, he suggests you check
out the mysterious chamber beneath the Starry Shrine. Don't be in a hurry for
it, though. Go ahead, wander around, and talk to folks. Nothing they have to
say is of dire importance, of course, but it's nice to know you're so loved!
When you're ready to go, talk to the old man at the upper right corner of the
farm. he will bring you down to the Starry Shrine.

Once you're down in the shrine, the man will direct you toward the back.
There, you will find... the altar where you arrived, where the monsters are
bred, and where eggs are hatched! The old man lets you know that it's filled
with the stars, and that your visit is making them flare. And indeed, as you
stand and watch, the stars will start plummeting all around you from all
directions. And what should appear there afterwards but an egg? An egg
containing... Watabou?! Apparently, the true meaning of the Starry Night is
that the spirit of the kingdoms is born from the power of the masters'
battles. You can continue on by touching Watabou, to be able to hunt for your
sister. And so, forward you go to do just that. The screen fades out and...

... suddenly you're home! And the pair of you are in bed. Was it all a dream?
Wander around a little bit. Nothing in the dresser next door. One of the
bookshelves holds an encyclopedia of monsters written by Terry. And when you
get back, Milayou is awake and telling you that you should go to bed. Because
if you stay up too late, the monsters will carry you off. Moments later,
however, she murmurs about a dream she had. The same dream you did, it seems.
Let her know that it's the truth; she'll believe you for a moment, but insist
it's only a dream. Head toward bed. All of a sudden, she'll notice that
there's something in your pocket. Look! Meat!

Roll credits. Congratulations! You've now completed the game of Dragon Warrior
Monsters! Let the credits roll and enjoy. It'll give you not only a good view
of the various people who created the game, but also of several of the
monsters: Watabou, GoldSlime, RainHawk, FloraJay, KingLeo, FangSlime, Mudron,
Swordgon, Digster, AgDevil, GoldGolem, MadKnight, Gigantes, Centasaur, MadCat,
HornBeet, Mimic, GateGuard, Durran, Divinegon, and finally Slime (at the
copyright screen). 

However, things aren't over yet! The scene: back in the bedroom, the meat
sitting beside the bed. Watabou comes leaping into the room and offers to be
your pal if you give him the meat.

... to be continued. And a chance to record your quest. Do so! The Gameboy
will then tell you to turn off the power. Do that, turn it back on, and...

The scene starts in your bedroom. Both you and Milayou are asleep, and Watabou
comes wandering in. Once he's woken you up, he tells you that it's time to
start on another journey! He'll be waiting for us at the stable! Well, who can
refuse something like that? Head for the other room and check out the drawers.
Off we go to the world of GreatTree again.

Upon arriving, you'll find yourself back in the Starry Shrine. The Master
Monster Tamer brings you out, telling you to go see the king. However, first,
the tree has to welcome us back as well: with another earth-quaking growth
spurt! Now, you'll automatically be sent up to see the king. His Majesty is
very happy to see you. Your winning monsters are happy to see you, too; they
are dropped before you to rejoin your party. In addition, the king has opened
up the rest of the Room of Travelers' Gates to us. And then, as usual, he runs
off on us to be able to do... something. But this time, he leaves the doorway
uncovered. Before you go that way, though, talk to the Jesters. One of them
has a hint about how to breed great monsters. Monkeys turn into elephants,
turn into lions? Two WildApes go into a Trumpeter, and two Trumpeters make a
KingLeo. A very strong high-end monster. Anyhow, let's check out the tunnel.
It goes... directly to the Medal Man's room! Probably not a surprise, really,
but it gives us another shortcut through the kingdom. Still, a shortcut isn't
what we're looking for at the moment. We've got the Monster Farm to check out,

All across the farm, we've got monsters who are chatting rather cheerfully.
The fishing man has also caught a doozy: he's got an entire star piece in his
bucket! Not that it does us any good. Head down to the stable, and Watabou
will be there. He says that if you can beat the monsters behind all the Gates,
he'll be your pal. Well now. That's a challenge that we can take! But for now,
before we get caught up in that, let's finish our exploration of the stable.
Creatures will talk about monsters and skills, as usual. Including one who
brings up that DeadNoble is good at 'call'. Keep that in mind. It'll come in
handy later. Once you've finished checking all the monsters and their comments
out, head out and to the city, and from there, to the arena.

The first thing you find out at the arena is that there's someone who's here
to challenge you. Well, that's certainly interesting! Let's go check out the
rest of the arena first, though. The young man is no longer talking about
handy skills, but about the greatest attack skills. The two rivals are
discussing getting the ultimate skills. The lower one talks about raising a
ZapBird, while the upper one is amazed at the skill his Slime learned: Meg-...
something. Ah, but if you've done the raising of Slimes for the Queen, you've
probably already seen MegaMagic in action. Or at least know where it comes
from. Inside the cafe, there's more hints about how to create great monsters.
A knight becomes a noble and follows the path to the throne. The one with the
title of king will create the king of the zombies. Well, this one's a little
more complicated: two DeadNites will make a DeadNoble. And a DeadNoble crossed
with a KingSlime, SpotKing, MetalKing, or KingLeo will make a WhiteKing: the
king of the zombies. And if you go up to visit the queen, who should be there
but Milayou! And she's looking to breed with us! She has a Skeletor. Well, as
one of the men downstairs suggested Servant and Skeletor might be related
because of their arms, the best creature to combine with this is another
Skeletor: you'll get a Servant out of the deal. And in the monster classroom,
the lecture is about monsters who can only be created through combining.
Obviously, this is one of those lectures you'll want to listen to. It doesn't
tell you how to get the monsters, but it does tell you which ones you can't
find in any other way. However, they miss one: EvilPot. Anyhow, when you're
done here, you've got two choices: you can take on the battle, or you can
continue exploring the city. I suggest the exploration of the city, first.
There's quite a few things you'll want to do. Plus, this is a very, very
difficult battle. Harder, even, than the Starry Night Tournament. Even your
best monsters may not be enough to handle it right now, unless you've done
some huge breeding. So for now, I'll skim over the battle. If, however, you
feel like giving it a try and want to know what you're up against, do a search
for 'the master battle'. That's where it'll be.

In the Bazaar, people everywhere are glad to see you. The showgirl is still
offering 'tickles', this time as a reward for your hard work. And all the
Bazaar shops are open and selling their wares. And down in the southeastern
part of the Bazaar, you'll find that the fellows who had been surrounding the
Travelers' Gate before have crossed over to where the new one is and set their
barbeque right on top of it! Don't ask me where they figured out this was a
good idea. Anyhow, one of them demands to see a monster with Call. This is a
rather inexact translation: what they're looking for is
Tatsu/Diago/Samsi/BazooCall, as opposed to CallHelp/YellHelp. As you've
already been told earlier, DeadNoble can get this spell. So can WhipBird, one
of which you'll likely have gotten if you combined a bird with May's Rayburn.
Certain foreign masters' monsters have this skill as well; check the chart
above for the list of them. Once you have the monster with the skill, bring it
here and let the men see it. The monster will cast 'Call', but nothing will
happen. Apparently, the summoned monster doesn't want to be made into a circus
act. The man will apologize for making the creature do it, then open up the
Gate beneath the barbeque. If you stop a moment to talk to the pair, they'll
give you some clues about this Gate: he smells Materials. We'll come back to
this one, though. Right now, we're collecting; not going in just yet. Leave
here and head further into the city.

When we talk to the girl, we find that she still manages to be a brat to you,
even after you've won! Although after her long rant, she admits that she was
worried about you. Awwww. Someone has a crush! Talking to her a second time
has her wondering if you know her name. At the moment we don't. However,
there's one place we can find out: head into her house and read Dad's journal.
This time it's finally complete. Apparently the girl's name is Santi. Now that
we know this, head back outside and talk to her. She will lead you up to the
house and go inside. When she comes back out, she tells you to talk to her
grandfather. He will agree to let you through! ... but only if you show him a
GoldSlime. Good grief; he doesn't do anything by halves. A GoldSlime is
created by either crossing a MetalKing and a MetalKing, or a GoldGolem with a
KingSlime, SpotKing, or MetalKing. I suggest going for the second. Not only
will you need to show the Queen a GoldGolem at some point, but it will give
you a GoldSlime with much better HP than one created from MetalKings (who
don't gain HP very well, like all the metal Slime family). He'll warn you that
there's many dragons within that Gate. But for now, we can go back out and
walk to the right. There's a new door open there.

Inside this new doorway are two things. One of them is a man who will let you
change the name of your monsters. Cool! Not very important, but cool! Secondly
is another Goopi who, like his two brothers, wants to play Rock, Paper,
Scissors. To beat this Goopi, use Crab, Bomb, Crab, Bomb, Babble. Now that
that's done, he'll tell you to go back to the arena. Go there and what do you
know? The other statue has moved, revealing yet another hidden Travelers' Gate
for you. One more place to go: the Starry Shrine.

Down in the Starry Shrine, the people are talking about combinations again.
All but the Master Monster Tamer: he's talking about how, like you, he was
brought from a different world to be the master for GreatTree. The word down
here is that sometimes, combining monsters will get you a rare creature if
there are enough plusses. A very true statement: two Slimes combined with the
result being a +5 or higher gets you a KingSlime, two SpotSlimes with a +5 or
higher will get you a SpotKing, and two DragonKids or Dragons with a +4 or
better will get you a GreatDrak.

Now, you've found all the Gates available. It's time to start going through
them one by one. You'll notice that each and every gate is the home of a
specific family of monster. They don't need to be handled in any specific
order, but of all the Gates, the one you should be most familiar with first
and foremost is Control. It's in the Room of Travelers' Gates, in the far
right room and down:

Levels: 30
Monsters: 1-5: Slime, SpotSlime, Metaly, TreeSlime
          6-10: DrakSlime, Snaily, Babble, WingSlime
          11-20: Slabbit, SlimeNite, BoxSlime, RockSlime
          21-29: RockSlime, SpotKing, Slimeborg, Metabble
Boss: Zoma
As you can see just by looking at it, this is the all-Slime Gate. And even
just looking at the first level, it'll be fairly obvious why I suggest this as
your primary dungeon of choice. Metalys, and they're much more common an enemy
than they are within the Well Dungeon. Not only that, but if you go further
down, there's another monster that you've not yet had the pleasure of meeting:
the Metabble. These are rather like pumped-up Metalys: they only have about 10
HP to their name, but they have an incredibly high defense and speed, as well
as a habit of running away from you rather than letting themselves be killed.
However, if you can take them out, you're left with a whopping *60,000 XP* for
each one killed. Needless to say, now that this dungeon is open, combining
monsters is going to go from slow to super-quick. Getting them up in levels is
effortless, now. Well, 'effortless' as long as you can kill off the Metabbles,
which can be tricky at times. MetalCut, GigaSlash, EvilSlash, and MegaMagic
are all ways to handle taking these creatures out, although just a basic hit
from someone with high strength can do it (especially if they're using
SquallHit to make sure they attack before the Metabble can run). As for the
other creatures here, you've met every one of them previously, so not a lot of
discussion needs to be made of them.
BOSS BATTLE: OK. I just have to say that this boss is very, very creepy. His
little discussion about sacrifice sounds far too lustful for my comfort.
Anyway, in the fight itself, Zoma is quite the hard-hitter. He throws the
vicious spell 'BigBang', which will do enormous amounts of damage in itself.
He's also got WhiteAir which, though generally not of the damage level BigBang
is, will still do massive amounts of breath-based damage to your party. In
addition, he has the spell DeMagic which will strip you of all your magical
enhancements. Beware: he's very resistant to a lot of the elemental spells;
spend your MP on throwing physical attacks, Slashes, and the like. I find that
one way to help keep the damage down is to use your healer/reserve party
member throw Increase, Speed, or TwinHits and let Zoma throw DeMagic on you;
it will waste a turn of his time where he could have been BigBang'ing or
WhiteAir'ing you. When you defeat him, he will make a cryptic remark about an
even more powerful being who will confront you. Oooo. Scary! But, we're done

Now, you have the best leveling place in the game. All you need to do is
wander around levels 21-29, use Whistle, or play the ShinyHarp, and take out
the Metabbles as they come. With each one giving you over 20,000 XP for three
monsters (more than that if you only have one or two with you, of course),
even the most powerful and slow-leveling creatures can be brought to their
level maximum with only an hour or so of work down here. In other words,
taking on the arena match is going to be much easier. So feel free to go and
do that if you want to. It can really be done at any time. However, my
preference is to finish off the various worlds first and pick up Watabou.
There's a very good reason for this, which I'll get into at the end of it all.
For now, though, here's the rest of the Travelers' Gates:

Levels: 30
Monsters: 1-5: GoHopper, ArmyAnt, Catapila, GiantWorm
          6-10: GiantSlug, Eyeder, Butterfly, Armorpede
          11-20: Gophecada, StagBug, TailEater, WeedBug
          21-29: Droll, GiantMoth, ArmyCrab, MadHornet
Boss: DracoLord
This is the level of bugs. Many of the creatures you'll find down here you've
found in previous dungeons, and act exactly the same. Of the new creatures,
Droll can throw SlowAll on your party, reducing their agility by a
considerable amount. They'll also toss Branching on any plant monsters that
you happen to have; be careful that you don't bring monsters that are too weak
to handle a little damage from these creatures. As before, be very careful
around Gophecadas as they have Beat, which can take your monsters out in a
single hit if you haven't got protection against it.
BOSS BATTLE: The King Of Kings, he declares himself. DracoLord offers to let
you become his pal, in return for giving you half of the world. Whether you
accept or not, you'll still have to fight him, of course. DracoLord will
generally use BeDragon fairly early in the battle, transforming himself into a
dragon which can throw Snowstorm, Scorching, and DeMagic. While he's in
'human' form, however, he can throw FireBolt, doing a fair bit of damage as
well. Plus, if he's too badly injured, he'll use Meditate, which will heal him
of 500 points of damage. Fortunately, you shouldn't have to deal with it too
long: eventually, he'll toss up BeDragon, which he can't turn back from or use
his normal skills in. Once he's done this, you can cast enhancing spells on
your party and he will often use DeMagic to bring them down, wasting a turn in
which he could've burned or iced your party. It's not a sure thing, but it
will help waste his turns occasionally. He's actually a fairly easy Demon Lord
to beat, so long as you can keep healed from the multi-monster breath weapons,
which should actually do only a fairly small amount of damage in comparison.

Levels: 29
Monsters: 1-5: StubSuck, EvilSeed, BeanMan, FloraMan
          6-10: WingTree, Gulpple, MadPlant, Oniono
          11-20: Cactiball, TreeBoy, AmberWeed, FireWeed
          21-28: FireWeed, ManEater, DanceVegi, Snapper
Boss: Hargon
This, then, would be the 'plant' Gate. With the sheer number of plants that
have various status-affecting attacks, I suggest bringing status-resistant
creatures down here for safety's sake. There are a number of creatures here
that you've not met in any other dungeons. FireWeeds throw BlazeMore at you,
as well as the insidious PalsyAir. Be very careful around them; they can be
dangerous because of that second attack. In addition, they are resistant to
fire, unlike most plants which are weak against it. Be careful of relying too
hard on Blaze, FireAir, or FireBolt around here, because they may get the
chance to paralyze you. ManEaters have SleepAir to their name, and will also
toss PsycheUp, striking last in the battle for good damage. They've also got
DrakSlash, so if you have dragons down here, they'll take more damage than
they otherwise would from the monsters. DanceVegis are particularly dangerous:
they have SideStep, a dodging ability, and LureDance, an annoying status
ailment, but even more importantly, they have K.O. Dance, which can destroy
your entire party in a single attack if you haven't got resistant members
(thus another reason to suggest status-resistant creatures down here).
Snappers will use StopSpell and YellHelp, both, keeping you from being able to
heal while they stack the damage up. MadPlants are masters of stat-lowering
attacks, throwing both Defense and SlowAll on your party.
BOSS BATTLE: What? Did you come here to disturb his rest, even knowing who he
is? Either way you answer, again, you'll have to fight him, but if you say
'no', there's a little bit of interest: supposedly he's the oracle of the
great god. Not that he tells you *which* god, of course. Give it time, though.
Anyhow, Hargon has the spells of Explodet and FireBolt, both, to throw raw
damage on your party. He can also use BazooCall, summoning an extra 'party
member' to come after you. This, he will usually do first round, making
certain he's got the extra damage from round 1. Bazoo will attack your party
with bouts of IceStorm, DeMagic, and the deadly HellBlast. Fortunately, if you
throw multi-monster attacks, such as WhiteFire, MultiCut, FireBolt, or the
like, they will also hit the Bazoo, and it can be killed, forcing Hargon to
re-summon it. Just beware: it's immune to WhiteAir and the other ice attacks.
Like other DeMagic-throwing foes, you can also slow the Bazoo down by having
one party member use party-affecting spells and making the Bazoo DeMagic you.
This is one of the few Demon Lords where throwing the multi-monster attacks is
a good idea. It will do good damage to Hargon, as well as taking the Bazoo
down, making Hargon waste that all-important turn where he could be doing
damage. When he goes down, he'll declare that some things in this world, you
cannot beat. Ooo, sinister.

After you've finished this level ... hmmm. Watabou says he still smells a
monster down on that level. And strangely enough, when we go to the Gate and
check it out, it's still spinning, suggesting that there's still a boss in
there. So head back down to the bottom to check it out!

Boss: Sidoh
BOSS BATTLE: Aha! *Here's* that evil god that Hargon was talking about. Sidoh:
the God Of Destruction. And believe me: he'll live up to his name when he's
battling against you. Although he hasn't the ability to call the second helper
like his priest Hargon does, he's got vicious attack spells of his own: namely
WhiteAir, WhiteFire, *and* HellBlast. Yowsa. Dragons are probably a good
choice for here to be able to insulate against the breath attacks,
particularly high-end dragons like Divinegon and Orochi. A GoldSlime or
well-bred MetalKing would probably be a good idea, too, to watch the damage
roll off them like water from a duck's back. You're going to *need* to come in
here with HealUsAll, or at least one monster with Hustle and a collection of
WorldDew and/or SageStones for your own use. WorldLeaves might be a good idea
as well, in case, you can't heal someone in time, particularly if that
'someone' is your healer. You may want, or even need, to come back at this one
after you've done some combining; none of the Demon Lords are pushovers,
certainly, but he's decidedly tougher than Hargon.

Levels: 30
Monsters: 1-5: Gremlin, Demonite, 1EyeClown, SkulRider
          6-10: EyeBall, MedusaEye, Pixy, DarkEye
          11-20: Orc, AgDevil, ArcDemon, EvilBeast
          21-29: Lionex, Grendal, Ogre, GoatHorn
Boss: Pizzaro
What a lovely name for a Travelers' Gate. Anyhow, this is the Devil Gate. Of
creatures you haven't met before this, there's the Grendal, which attacks with
FireSlash, DrakSlash, and raw physical damage, and the Ogre, which does much
the same, though with bouts of RainSlash and Massacre. If you're lucky, he'll
hit his party members. If you're not lucky, he'll hit *you*. GoatHorn has the
attack Boom, which does party-wide explosive damage, whittling at your HP a
great deal. It can also throw IceBolt and Infermore, doing a fair amount of
damage there, as well. Parties of more than one GoatHorn can bring your HP
down fairly low, so be careful. Also, remember: the Lionex have HealUs, so
that's a good hint to either capture them, or at least to take them out quick
before they heal up their party members.
BOSS BATTLE: Supposedly, this beastly Lord has just woken as the king of the
Demon Lords. Don't let him intimidate you, though; he's far from the scariest
of them. IMO, Sidoh has more claim to that title than him. Like all the Demon
Lords, Pizzaro has a ton of HP and a good attack. He has the multi-monster
spells HellBlast and WhiteFire, as well as QuadHits, which throws four
randomly-targeted physical attacks into your party. This can mean that it'll
be split up among the three, thus not doing a huge amount of damage, or
possibly targeted on one single target, doing more damage than one single
attack could do. This could bring down even a fairly powerful party member if
it strikes them when they've not had time to heal up from earlier HellBlasts
and WhiteFires. Still, it should be a simple matter of keeping your HP up with
your healer-monster and letting the others beat on him as much as they need
to. As with most Demon Lords, single-person attacks tend to work best, as it's
concentrated damage right on them, and they don't have as much in the way of
resistance to avoid it. As he dies, he calls out for Rosalie, who Watabou
explains was his lover. And that the demon should be pitied. A sad tale... if
an unimportant one to the story.

Levels: 30
Monsters: 1-5: Spooky, Hork, BoneSlave, PutrePup
          6-10: Mudron, Mummy, DeadNite, NiteWhip
          11-20: Reaper, WindMerge, MadSpirit, Shadow
          21-29: RotRaven, DarkCrab, Skullgon, Skeletor, DeadNoble
Boss: Esterk
The undead Gate. In other words, the first thing you should do in coming down
here is make certain you have status-resistant monsters with you; they're
going to need it. Of the monsters that you've never dealt with, the most
deadly of the bunch is the DeadNoble. For one thing, they can throw Defeat,
killing your whole party in a single stroke if you're not resistant or immune.
For another, they have the spell HealUsAll, which can keep them and the rest
of their party on their feet. And finally, they have the TatsuCall spell to
their names, letting them summon a Tatsu to fight alongside them, which can
throw the spells of HealMore, Cover, and Lightning. However, if you need a
creature with Call to open the second Bazaar Dungeon, grabbing one of these is
a great idea. Plus, they combine quite well into a lot of high-end monsters.
Just be prepared: they have quite a few HP for 'field monsters'. There are
also Skeletors here, of which you might want to get one to be able to combine
with Milayou's Skeletor to create yourself a Servant. They will throw QuadHits
on you in the battlefield, as well as BirdBlow if you're unlucky enough to
have birds in your party. Skullgons throw TwinSlash, doubling attack, as well
as gouts of IceAir over your whole party.
BOSS BATTLE: Another boss who doesn't remember themselves. Are you here to
destroy him? Well, if you say 'no', you're stuck until you talk to him again,
so you might as well say 'yes'. Esterk has one of the higher HP totals of the
Demon Lords that you have to fight. In addition, he's got the deadly attack of
GigaSlash, which will rip massive holes in your party's own HP. He will also
throw RainSlash, attacking the party with a physical attack on each. He also
has the spell of DeMagic, which has its advantages: use magics to up your
speed, defense, and/or attack, and he will often use DeMagic to take it down,
wasting a turn on that rather than slamming you down. Considering that
GigaSlash can do upwards of 300 points of damage even against high defense
creatures, this may well be a good idea; the fewer attacks he's throwing, the
less healing you'll have to focus on doing.

Levels: 27
Monsters: 1-5: Dracky, Picky, BigRoost, BullBird
          6-10: MadRaven, MadPecker, FloraJay, StubBird
          11-20: MistyWing, DuckKite, MadGoose, LandOwl
          21-26: Wyvern, MadCondor, ZapBird, WhipBird
Boss: Baramos
The bird Gate, obviously. There's a number of birds that you've not met yet,
and fairly dangerous ones, at that. The MadCondors, for example, have the
power of MultiCut, a slashing blade attack that does a great deal of damage
and avoids many resistances by being a 'wind' attack; for the most part, only
birds have good resistances to these (aside from some high-end monsters). They
also have the ability of HealUsAll, which will do a good job of keeping
themselves and their friends up. In addition, they have FireBolt, though
compared to MultiCut, this is practically a laugh. It does damage, but nowhere
near as much as the deadly MultiCut does. ZapBirds are another vicious
damage-dealing bird: they not only have BoltSlash and Lightning, but the
deadly HellBlast, which is another attack that has only a few resistant
creatures. WhipBirds will attack with ThickFog, suspending everyone's skills
for a round, and they'll also use Ironize, stopping any damage for three
rounds, but not letting their party attack while they're 'iron'. They also
have the TatsuCall spell, however, so beware. A good reason to capture one if
you still need to get the Bazaar Gate, however. The only real advantage is
that many birds have fairly low HP when compared to others; only the WhipBirds
have a really troublesome amount, and of these birds, they are probably one of
the least dangerous physically (but their Call skill makes them annoying).
BOSS BATTLE: Ah, Baramos. He wonders who you are to forget your place and
challenge him. Apparently, eating guts in this game makes it so you can't be
brought back or something. He will fling rocks at your party with RockThrow,
cast waves of Explodet, and call down HellBlast lightning. However, he has
very low resistance to most magical attacks, so feel free to stack on the
breaths, blazes, and whatever else you want to toss his way along with the
physical attacks. What with having fairly low HP compared to a lot of the
Demon Lords (still several thousand, though), he isn't that hard to take out,
as long as you make sure to keep yourself healed every few turns to keep his
multi-monster spells from being too dangerous.

B51) Colosseum: RIGHT STATUE
Levels: 27
Monsters: 1-5: PillowRat, FairyRat, Almiraj, CatFly, SkullRoo
          6-10: Saccer, Tonguella, MadGopher, WindBeast, Mommonja
          11-20: Goategon, HammerMan, WildApe, Grizzly, SuperTen
          21-26: Yeti, IronTurt, GulpBeast, Trumpeter, Unicorn
Boss: Mudou
Welcome to the Beast Gate. There are a considerable number of creatures that
have never shown up anywhere but in the Arena or a Foreign Master's group.
Goategons have the attack of FireBolt for damage, plus they will breathe
SleepAir on the party to knock them all unconscious if you're not resistant.
They also have the ability of SlowAll to eat into your agility, though it
shouldn't be too terribly much of a problem at this level. SuperTen are deadly
creatures in their own right: they have the K.O. Dance ability, able to kill
off an entire party in one go. Be ready to either kill them fast, or hope
you've got resistant folks! They also have the ability of Hustle, healing the
party they're in, and Imitate, which will let them attack you with whatever
you last attacked them with, so long as it doesn't actually kill them. That
can be painful with a multi-monster attack. Yeti are, of course, icy beasts:
they have IceSlash and IceBolt, both, and will occasionally use WarCry to stun
your entire party for a round while they and their friends attack in the
meantime. GulpBeasts and Trumpeters, also, have the WarCry ability. The rest
of GulpBeasts' abilities are simple, brutal attacks: Massacre and Ramming,
both of which will do massive damage at the cost of possibly attacking their
party (for Massacre) or hurting themselves (with Ramming). Trumpeters, on the
other hand, can blind you with SandStorm, making your attacks much less likely
to hit, and throw all their attack into a Berserk, lowering their defense that
round while they do so. IronTurts are the tank of the Beast world: they have
the StrongD ability, which will make your hits do only minuscule damage, and
Guardian, which means they can take the hits for their entire party. They also
have MagicBack, which can reflect cast spells back on your party: be careful
what you cast on them. Finally, Unicorns are the major healers, what with the
ability of HealAll, Revive, and Antidote. If you're looking for a healing
creature, capturing one of these to add into the breeding somewhere is usually
an excellent idea.
BOSS BATTLE: Apparently, we were expected. And he was expecting us to be
prepared for our doom. Mudou has a particularly mean attack. Generally early
in a fight, he will blow PoisonAir on the party, seriously poisoning them and
doing a fairly large chunk of damage every turn just for existing. Having
someone with Surge is a very good idea: that way, you can heal everyone at
once, rather than having to do it one by one, getting repoisoned while the
others die off. In addition, by having poison removed every turn, there's more
of a chance that Mudou will cast PoisonAir, rather than his more deadly
WhiteAir and WhiteFire. Leave your dragons at home against Mudou: he is immune
to all the breath attacks, and also to the various air attacks such as Vacuum,
Infermost, and even the deadly MultiCut. Go for the raw physical damage,
particularly GigaSlash (which he has no resistance to) and Call/YellHelp. If
you haven't got either of these, set your creatures to purely slamming him
physically; they should do a good amount of damage that way. In addition, he
has no protection against thunder attacks, either: BoltSlash and HellBlast are
good ways to attack him.

Levels: 30
Monsters: 1-5: Goopi, SaberMan, CoilBird, MudDoll
          6-10: Facer, MadCandle, SpikyBoy, RogueNite
          11-20: Gismo, CurseLamp, EvilWand, JewelBag, MadMirror
          21-29: Voodoll, Balzac, MetalDrak, Roboster, BombCrag
Boss: Mirudraas
As the man just outside will tell you, this is the Gate to the Material
family. This is another Gate that has a considerable number of creatures you
haven't fought before, aside from arena battles and against Foreign Masters.
MadMirrors have the ability of Transform, which means that they can turn
themselves into one of your party members, often a rather powerful one, so
make certain you take them out swiftly; they will have the exact same stats
and attacks as the one they transform into. They can also throw MagicBack,
which means that spells cast on them will be bounced back onto your party
instead. Voodolls have the PaniDance, which is an attack that can confuse your
entire party. In addition, they've got Surround, which makes it very difficult
to attack them because of illusions, and Defense, which will bring the entire
party's defense down. Balzacs are difficult to make; getting one here is
probably a better idea than combining for one. They have a number of deadly
attacks: MultiCut, Explodet, *and* Bolt, which can be a very difficult attack
to find; if you're looking to combine skills to get HellBlast, then here's
where you can get the Bolt spell for it. MetalDraks have the deadly Massacre
attack, which can tear into your party for considerable damage. On the other
hand, they'll sometimes attack their own party with it; it's a crap-shoot. In
addition, they can use RockThrow to chuck damaging stones at your party, and
SandStorm to blind you like the Surround spell. However, you'll likely need
quite a few MetalDraks if you're getting all 215 monsters, so be ready to
capture them from here if you don't feel like breeding them all. Robosters are
rather physical creatures: they have QuadHits and RainSlash, both, one
throwing a random four attacks on your party and the other one sending a
single attack to each party member. They've also got SquallHit: an attack that
will go before any of your party does. Finally, BombCrags are self-destructive
creatures. They can throw Sacrifice, which will destroy them, but also bring
you either down into critical HP or kill the monster outright. They can also
use Farewell, which destroys them, but brings the rest of their party back to
life with full HP. Finally, they have the ability Meditate, which allows them
to heal 500 HP on themselves only.
BOSS BATTLE: This fellow doesn't give you his name immediately. He has to ask
you whether you know who he is, first. Once the answer's been... well,
answered, then it's time to fight. And Mirudraas is a deadly opponent. King of
the Demon Lords, he says. With his attacks, he will throw BlazeMost, Explodet,
and Thordain on you, as well as doing quite a bit of pure physically
attacking. While these do quite a bit of damage, I find that he doesn't toss
as much raw damage on you as a lot of the other Demon Lords do, ironically
enough. You should be able to handle him fairly well, without too much effort.
A little healing here and there, and you should be able to take him down
without a great deal of difficulty, compared to the others. Also, unlike the
other Demon Lords, he mutters about this being some sort of a dream and
vanishes. How creepy!

Levels: 30
Monsters: 1-5: MiniDrak, DragonKid, Crestpent, Poisongon
          6-10: FairyDrak, Pteranod, Gasgon, KingCobra, Chamelgon
          11-20: LizardFly, Tortagon, LizardMan, Swordgon, WingSnake
          21-29: Rayburn, Spikerous, MadDragon, Andreal, GreatDrak
Boss: DeathMore
This is the all-dragon Gate. Do I really need to say that out of all the
Gates, this one is probably the most dangerous just for the sheer power-level
of the monsters within it? A lot of creatures here that you've never met
inside the Travelers' Gates, too. Swordgons have the RainSlash attack, which
sends a physical attack to each member of your party. They also have BladeD,
which is a defensive ability which helps protect them, and sends a portion of
your physical attack back on you for hitting them. Use magic instead. In
addition, they've got the ability of CleanCut to do extra damage to Material
creatures. WingSnakes will use the swift-hitting SquallHit to get their attack
in before anyone in your party can (aside from high-dex folks using
SquallHit), PoisonAir to envenom your entire party for considerable amounts of
damage per turn, and HighJump, which is an attack that lets them leap into the
air, getting protection against physical attacks for a round, and come down
the next round with a resounding *thud* on someone's head. Rayburns have a
poison attack as well, though in their case, it's the PoisonHit ability,
letting them poison someone with a physical attack. Their other attacks
consist of VacuSlash and DevilCut. Spikerous are sacrificing attackers. They
have the defense-dropping attack of Berserker and the self-damaging attack of
Kamikaze. They also have RockThrow, to be able to do multi-monster damage in a
single sweeping attack, so they're not completely tearing themselves to
pieces. MadDragons, on the other hand, are dangerous to their party members as
well as themselves: they have the deadly Massacre attack. They've also got
EvilSlash which, in exchange for a lowered hitting percentage, does a massive
amount of damage. Conversely, they can also use the LureDance, which will lure
your party into dancing for a round and be unable to do anything. A dangerous
combination at times. Andreals have Infermost, a somewhat dangerous wind
attack (if not as deadly as Vacuum) and PoisonAir as well. They can also use
the annoying Surround ability, making it hard to hit them physically. And
finally, GreatDraks are pure powerhouses of frost: they can use IceSlash, as
well as Blizzard. In addition, they have SuckAll, which inhales a breath
attack cast at their party and slings it back at you. Then again, with all the
dragons here, breath attacks are not something you want to be throwing around
often. Especially not the fire breath attacks.
BOSS BATTLE: With a name like 'DeathMore', it's safe to assume that it's going
to be a tough fight. And you'd be quite right: DeathMore has some of the
highest HP of the Demon Lords. In addition, he's no pushover with the damage:
he's got the deadly HellBlast, the terrifying BigBang, *and* the dangerous
SamsiCall. So while he's throwing heavy damage on your entire party, he'll
also have a Samsi alongside him who can attack with RainSlash, SquallHit, and
the dangerous EvilSlash. *Ouch*. HealUsAll is pretty much a necessity here;
you're not going to have much time to heal your party one by one when this
deadly pair gets going. You might, if he sticks with not summoning Samsi and
just slamming you himself, but better safe than sorry. WorldLeaves or a
secondary monster with Revive will also be an excellent idea, so you can pick
your healer up if they're taken down suddenly. Once you've defeated him...
hmmm. Supposedly he's supposed to be more powerful than that. Keep that in
mind. It'll come up later, sort of.

Once you've gotten back from DeathMore's dungeon, the king congratulates you
on having taken out the most powerful of the Demon Lords. He will assure you
that the next tournament won't be for a long while, and that he's sure you'll
handle that one, too. And thanking you for the TinyMedals, while he's at it.
Also, you can go and talk to the little girl, Santi. She'll ask if the gate
was useful to you. If you say yes, you get blushed at. See? Crush. 

Anyhow, now that we've finished all the Gates off, let's go and talk to
Watabou. He will now join your party! He thanks you for the hard work you've
done, and mentions that Warubou seemed pretty upset. Then he's off, and into
your stack of monsters on the farm! He has fairly good skills and levels
amazingly fast, and many of his stats go up at an absolutely incredible rate.
Plus, if you want to make him even better, you can combine him with a plant,
using Watabou as the pedigree, and get yourself another Watabou with a few
extra plusses. But whatever you do, do *NOT* combine him away into something
else! Seriously! Don't do it! You only get one, and he has a much greater use
than just bettering your basic monsters' bloodline. If you'd like to know what
it is, check out 'The Greatest Monsters' below.

Congratulations on having beaten all the Gates. Now there's just the new arena
battle to take on, if you haven't already. Combine, create, and get ready for
it, because this is going to be the battle of a lifetime.

When it comes to the actual fight, I suggest using a set of monsters very much
like what you used in the Starry Night: a healer, a heavy-hitter, and a
'reserve' monster. All three of them should have high hit points and defense;
you're going to need it in this battle. Make certain that your heavy-hitter is
armed with GigaSlash. A lot of the hard-hitting spells are going to be useless
in this fight because of our opponents' resistances, so deal more with
physical damage than magical. RainSlash is a handy multi-monster weapon, as it
doesn't rely on magical damage to attack any of the creatures. Be sure you
have at least your healer with Revive (*not* Vivify) and HealUsAll will be
almost necessary to keep you on your feet, as you'll see. Another helpful
spell for this battle is the BazooCall: having a Bazoo on your side as an
extra HellBlast-throwing party member can be very handy, if not quite as handy
as other battles, thanks to the resistances. Another possible help could be
MegaMagic: bring in a monster with MegaMagic, without plans to use any of its
other abilities. If it throws MegaMagic on the enemy party, it should do a
vast amount of damage to them, and likely still have its physical attacks to
keep going. Check out my 'breeding recipes' for a good MegaMagic monster to

And who do we fight in the arena? Why, it's none other than the Master Monster
Tamer himself!

The Master Battle: GoldSlime, Divinegon, Rosevine

As said before, this is easily the hardest battle you'll have to deal with.
For one thing, the GoldSlime is invulnerable to pretty much every spell you
throw at it. The Divinegon, as well, is strongly resistant or immune to just
about everything. GoldSlime has the spell of HealUs, which it will cast as
often as necessary to keep the rest of its party on their feet. Divinegon has
HellBlast, which will do severe lightning damage to your entire party. In
addition, it can use Focus, which will let it throw this attack twice in one
round; a near-guaranteed way for it to do monster-slaying damage on you. It'll
also throw bouts of EvilSlash, which will do massive damage if it hits, which
fortunately it doesn't do anywhere near as often as a normal attack.  The
Rosevine uses Imitate fairly often. This means that whatever you hit it with,
it will throw right back at you. Dangerous when you're throwing multi-monster
spells such as MultiCut and RainSlash. It will also summon TailWind, giving
another good reason for you not to throw breath spells: they'll be reflected
right back on your party for full damage. However, if you've taken my
suggestion above, your monsters in here should have a minimum of breath
spells, thus making this attack fairly useless against you. All these
creatures have high hit points, as well, in particular the Divinegon which has
several thousand HP! In other words, it will not only be difficult because of
the attacks, but because of how long it will take to take them all down.
Particularly with HealUs being thrown every round. Just keep patient, hitting
with your physical and letting the healer throw HealUsAll, and you should be
able to come out on top. If not, then just work on breeding up some better

Once you have beaten the Master Monster Tamer, you are hailed as the strongest
master! Congratulations! Head down and talk to the Master Monster Tamer. He'll
tell you that the only thing you have left to do is to tame all the monsters.
There are 215 monsters in total. It's a good challenge for you to be able to
get them! Once you've done that, talk to the girl at the library. She'll call
you the Chosen One! Unfortunately, there is no prize for getting every monster
in the game aside from that; even the Master Monster Tamer doesn't have
anything new to say. However, you've got the warm and fuzzy feeling of being
able to say that you've captured and bred every single monster. At one time,
there was a 99-depth dungeon in the game which may have been unlocked by doing
this, but unfortunately it's now only accessible via Gameshark. Anyhow, now
that you've beat him once, you can go through rematches with him, introducing
him to new monsters of yours. Additional wins don't get you anything in
particular, but it's good to be able to prove your superiority.


In the game, there is a location known as 'The Library'. This is where all the
listings for those monsters you've managed to catch and/or breed show up.
While obviously, you need to get them yourself if you want to fill your book,
this list will show you just what your library has to say when it's truly

Please take note that this library listing is not the be-all and end-all of
the monsters. There are a number of stats that it doesn't give, such as the
monsters' base stats. It also doesn't give you all the combinations possible
for the monster. Generally, the combination given is only one choice out of
what could be a bunch of them, albeit the choice that seems to give a bonus +2
to your monster's 'plusses'. In addition, there are a few combinations which
*can* be bred, but the book is reticent on the 'how' (such as Goopi and
StubSuck). If you want a full breeding FAQ, go to AJackson's FAQ on GameFAQs.
You'll never get a better-detailed FAQ than that! 

All typos in 'notes' are present in the game, itself, and left for the sake
of completion and accuracy. So please don't write me and complain about
missing some spelling/grammar errors, if the errors are in this section! Not
unless you've checked and made sure the error isn't (or *is*, as the case may
be!) in the original game.

A final note: the book shows several areas of '???' in the monster's name. I
have tried to define them where I can. (UNKNOWN) means that the creature can
be combined, but the game will not tell you how; you'll have to find it
yourself. (NIL) means there is no way known to combine for this monster. They
must be captured. If you happen to find out how to combine to get one, please
feel free to write and let me know! And finally: (BOSS) indicates that the
'???' in the list is indicating 'Boss Family'. Or, as the game lists it, '???'

Type: Slime
Breeding: SLIME + DRAGON
Skills: SuckAir, FireAir, BeDragon
Note: Moves & jumps with its tail and wings

Type: Slime
Breeding: SLIME + BEAST
Skills: CallHelp, LushLicks, Imitate
Note: Larger than a regular slime & spotted

Type: Slime
Breeding: SLIME + BIRD
Skills: SquallHit, WindBeast, TailWind
Note: Flies with wings that grew on its back

Type: Slime
Breeding: SLIME + PLANT
Skills: Sap, Paralyze, SleepAir
Note: Its leafy top absorbs energy from sunlight

Type: Slime
Breeding: SLIME + BUG
Skills: IceBolt, NumbOff, CallHelp
Note: Hides in its shell when under attack

Type: Slime
Breeding: SLIME + DEVIL
Skills: Upper, Heal, BeastCut
Note: The knight riding on this slime is part of it's body

Type: Slime
Breeding: SLIME + UNDEAD
Skills: Surround, PoisonHit, EerieLite
Note: Can transform its body into any shape

Type: Slime
Skills: Blaze, Upper, Ramming
Note: Being trapped in a box gives this slime it's shape

Type: Slime
Breeding: ??? + ??? (NIL)
Skills: Firebal, MegaMagic, Radiant
Note: The most abundane of this popular specie

Type: Slime
Breeding: SLIME + MadPlant
Skills: Upper, Heal, HealUs
Note: Uses its powerful tentacles to move about

Type: Slime
Breeding: SLIME + Almiraj
Skills: ChargeUp, CallHelp, WarCry
Note: Has a red Mohawk and is very brave and proud

Type: Slime
Breeding: SLIME + BombCrag
Skills: HighJump, RockThrow, StrongD
Note: Its skin is as hard as rock

Type: Slime
Breeding: SLIME + Roboster
Skills: RainSlash, Lightning, BladeD
Note: Oil flows through its body instead of blood

Type: Slime
Breeding: SLIME + Skullroo
Skills: SideStep, LegSweep, Whistle
Note: Flees very fast with its strong hind legs

Type: Slime
Breeding: ??? + ??? (UNKNOWN)
Skills: CleanCut, NapAttack, MouthShut
Note: Several SpotSlimes combined into one to form this King

Type: Slime
Breeding: SLIME + ??? (BOSS)
Skills: Barrier, Heal, Vivify
Note: Several Slimes combined into one to form this King

Type: Slime
Breeding: SLIME + MetalDrak
Skills: Blaze, IceBolt, Beat
Note: Its diet of iron gives this slime a metal body

Type: Slime
Breeding: Metaly + Metaly
Skills: Firebal, Bang, Sacrifice
Note: Produces strong weapons from its body

Type: Slime
Breeding: Metabble + Metabble
Skills: Bolt, Ironize, Hellblast
Note: Several Metalys combined to form this King

Type: Slime
Breeding: MetalKing + MetalKing
Skills: Chance, BigBang, Surge
Note: The toughest creature in the slime family

Type: Dragon
Breeding: DRAGON + SLIME
Skills: FireAir, SleepAir, Dodge
Note: It does not grow any bigger than this

Type: Dragon
Breeding: DRAGON + BEAST
Skills: MagicBack, Ironize, Lightning
Note: It has a tough shell but it can't hide inside it

Type: Dragon
Breeding: DRAGON + BIRD
Skills: Firebal, WindBeast, TailWind
Note: Flaps its large wings and flies with authority

Type: Dragon
Breeding: DRAGON + PLANT
Skills: Sacrifice, Farewell, Berserker
Note: Traps gas in its belly to float in the air

Type: Dragon
Breeding: DRAGON + BUG
Skills: Surround, SleepAir, LushLicks
Note: Uses its tongue to suck nectar from flowers

Type: Dragon
Breeding: DRAGON + DEVIL
Skills: EvilSlash, BeastCut, GigaSlash
Note: Smart enough to skillfully use a sword & shield

Type: Dragon
Skills: PoisonHit, PoisonGas, LushLicks
Note: The fluid that is secreted from its fin is poisonous

Type: Dragon
Skills: CleanCut, RainSlash, BladeD
Note: Its body is covered with sword-like spikes

Type: Dragon
Breeding: DragonKid + DragonKid
Skills: FireSlash, FireAir, SuckAll
Note: The oldest living species of dragon

Type: Dragon
Breeding: DRAGON + Picky
Skills: Ramming, CallHelp, SandStorm
Note: Runs by using its hands & long tail for balance

Type: Dragon
Breeding: DRAGON + GulpBeast
Skills: Massacre, EvilSlash, LureDance
Note: Runs by using its hands & long tail for balance

Type: Dragon
Breeding: DRAGON + MadCondor
Skills: VacuSlash, DevilCut, PoisonHit
Note: Can grab prey with its talons and fly off

Type: Dragon
Breeding: DRAGON + Voodoll
Skills: PanicAll, Paralyze, PalsyAir
Note: Changes its skin color for camouflage

Type: Dragon
Breeding: DRAGON + GoHopper
Skills: Firebal, WindBeast, FireAir
Note: Hovers in midair with its thin wings

Type: Dragon
Breeding: DRAGON + Gulpple
Skills: Infernos, Surround, Poisongas
Note: Sharp claws & fangs are its most deadly weapons

Type: Dragon
Breeding: DRAGON + Babble
Skills: PoisonHit, Curse, K.O.Dance
Note: Its poisonous bite and sharp fangs are deadly

Type: Dragon
Breeding: DRAGON + ArmyCrab
Skills: Berserker, Kamikaze, RockThrow
Note: Its spiky hard shell protects itself from danger

Type: Dragon
Breeding: ??? + ??? (UNKNOWN)
Skills: IceSlash, FrigidAir, SuckAll
Note: The biggest dragon in the dragon family

Type: Dragon
Breeding: DRAGON + BigRoost
Skills: StopSpell, PoisonHit, BeDragon
Note: It shakes its crest to terrorize its enemies

Type: Dragon
Breeding: Crestpent + Crestpent
Skills: HighJump, SquallHit, PoisonGas
Note: Glides through the air with its large wings

Type: Dragon
Breeding: WingSnake + WingSnake
Skills: Bang, EvilSlash, BoltSlash
Note: Constricts its enemies with its powerful body

Type: Dragon
Breeding: Andreal + MedusaEye
Skills: FireSlash, BiAttack, FireAir
Note: Its 5 heads can do different things at the same time

Type: Dragon
Breeding: DRAGON + Lionex
Skills: EvilSlash, MetalCut, FireAir
Note: Attacks by swinging its powerful giant ax

Type: Dragon
Breeding: DRAGON + Phoenix
Skills: SuckAir, MultiCut, FireAir
Note: Floats freely in midair with its magical powers

Type: Dragon
Breeding: SkyDragon + Orochi
Skills: FrigidAir, BigBang, Meditate
Note: If you defeat it, your wish will be granted

Type: Beast
Breeding: BEAST + SLIME
Skills: NapAttack, SleepAir, LushLicks
Note: Moves slowly but its long tongue is deadly

Type: Beast
Breeding: BEAST + DRAGON
Skills: Sleep, Berserker, ChargeUP
Note: When cornered, it charges with its sharp horns

Type: Beast
Breeding: BEAST + BIRD
Skills: StopSpell, Slow, OddDance
Note: Can see in the dark and preys at night

Type: Beast
Breeding: BEAST + PLANT
Skills: Ramming, CallHelp, SideStep
Note: Soft & fluffy fur covers its body

Type: Beast
Breeding: BEAST + BUG
Skills: Upper, PsycheUp, PalsyAir
Note: Lives in a sack made out of branches

Type: Beast
Breeding: ??? + ??? (UNKNOWN)
Skills: Ramming, Massacre, WarCry
Note: It devours its prey in one big gulp

Type: Beast
Breeding: BEAST + UNDEAD
Skills: ChargeUP, DrakSlash, PaniDance
Note: Attacks by throwing skulls at its enemies

Type: Beast
Skills: Infernos, IceBolt, VacuSlash
Note: Creates tornadoes with its legs to defend itself

Type: Beast
Breeding: ??? + ??? (UNKNOWN)
Skills: MetalCut, SquallHit, LushLicks
Note: Uses its tongue to attack & snare prey

Type: Beast
Breeding: BEAST + Mudron
Skills: K.O.Dance, Imitate, Hustle
Note: It likes to show off its dance moves

Type: Beast
Breeding: BEAST + Tortagon
Skills: MagicBack, Cover, StrongD
Note: Its spiked shell makes its body slam attack deadly

Type: Beast
Breeding: BEAST + DuckKite
Skills: IceBolt, LureDance, MouthShut
Note: It follows you like a dog

Type: Beast
Breeding: BEAST + Stubsuck
Skills: Kamikaze, EvilSlash, ChargeUP
Note: It has a hammer bigger than itself

Type: Beast
Breeding: BEAST + DEVIL
Skills: TwinSlash, SquallHit, LegSweep
Note: Uses its strong arms to squeeze its prey

Type: Beast
Breeding: BEAST + Orc
Skills: IceBolt, IceSlash, WarCry
Note: Its body is covered with a thick fur

Type: Beast
Breeding: BEAST + SabreMan
Skills: ChargeUP, BirdBlow, ZombieCut
Note: It can dig very deep holes with its shovel

Type: Beast
Breeding: BEAST + LizardFly
Skills: Surround, Slow, Smashlime
Note: Its ears act as wings allowing it to fly

Type: Beast
Breeding: BEAST + FangSlime
Skills: Heal, Vivify, Antidote
Note: Its horn is used to make medicines

Type: Beast
Breeding: BEAST + DrakSlime
Skills: Firebal, Slow, SleepAir
Note: Charges enemies with its sharp & twisted horns

Type: Beast
Breeding: BEAST + MadPecker
Skills: TwinSlash, CallHelp, LegSweep
Note: Lives in groups with one dominant male boss

Type: Beast
Breeding: WildApe + WildApe
Skills: Berserker, SandStorm, WarCry
Note: Its tusks are used to create craft work

Type: Beast
Breeding: Trumpeter + Trumpeter
Skills: Firebal, BiAttack, FrigidAir
Note: Uses its 4 hands & 4 arms skillfully in combat

Type: Beast
Breeding: BEAST + ??? (BOSS)
Skills: Sleep, StopSpell, PsycheUp
Note: Its pelt commands a high price

Type: Beast
Breeding: BEAST + Dragon
Skills: VacuSlash, SquallHit, LegSweep
Note: Moves very swiftly to catch its prey

Type: Beast
Breeding: BEAST + EyeBall
Skills: IceBolt, Heal, FrigidAir
Note: Looks up at the sky & dozes off all day

Type: Bird
Breeding: BIRD + SLIME
Skills: Surround, Sap, Sheldodge
Note: It's flightless but it can run quickly

Type: Bird
Breeding: BIRD + DRAGON
Skills: Sleep, Heal, FrigidAir
Note: It has an eagle's head & a body of a serpent

Type: Bird
Breeding: BIRD + BEAST
Skills: Ramming, ChargeUP, Branching
Note: Sleeps right after it makes a kill

Type: Bird
Breeding: BIRD + PLANT
Skills: Speed, BeastCut, LifeSong
Note: Its flower like face lures bugs to their doom

Type: Bird
Breeding: BIRD + BUG
Skills: Sleep, PanicAll, Curse
Note: Spreads its wings to make itself look bigger

Type: Bird
Breeding: BIRD + DEVIL
Skills: Infernos, Sap, VacuSlash
Note: Rips flesh from its prey with its strong beak

Type: Bird
Breeding: BIRD + UNDEAD
Skills: HighJump, DrakSlash, TailWind
Note: Attacks by dropping skulls from the air

Type: Bird
Skills: Surround, Barrier, EerieLite
Note: Its mist like body glows pinkish in the dark

Type: Bird
Breeding: ??? + ??? (UNKNOWN)
Skills: Sleep, RobMagic, Antidote
Note: Prefers darkness and sucks blood with its fangs

Type: Bird
Breeding: ??? + ??? (UNKNOWN)
Skills: VacuSlash, SandStorm, Dodge
Note: Its firm flesh is good eating

Type: Bird
Breeding: BIRD + RockSlime
Skills: TwinHits, RainSlash, Sheldodge
Note: A very stubborn bird

Type: Bird
Breeding: ??? + ??? (UNKNOWN)
Skills: Infernos, BoltSlash, SideStep
Note: A flightless owl with strong talons and sharp claws

Type: Bird
Breeding: BIRD + Droll
Skills: PanicAll, OddDance, LureDance
Note: A migratory bird that can be very violent

Type: Bird
Breeding: BIRD + CoilBird
Skills: Firebal, HealUs, MultiCut
Note: It has big wings, deadly sharp claws & a powerful beak

Type: Bird
Breeding: BIRD + IceMan
Skills: Beat, IceSlash, FrigidAir
Note: Breathes out freezing air to defeat its prey

Type: Bird
Breeding: BIRD + Gismo
Skills: SquallHit, FireAir, TailWind
Note: Roasts its prey with its fiery breath

Type: Bird
Breeding: ??? + ??? (UNKNOWN)
Skills: BoltSlash, Lightning, Hellblast
Note: Attacks with the thundercloud that covers its body

Type: Bird
Breeding: BIRD + Rayburn
Skills: Ironize, ThickFog, TatsuCall
Note: Attacks with its whip-like legs & knife-like claws

Type: Bird
Breeding: BIRD + DanceVegi
Skills: PaniDance, Hustle, LifeDance
Note: Likes to dance & sing

Type: Bird
Breeding: Blizzardy + Phoenix
Skills: MegaMagic, Surge, StrongD
Note: It has 4 strong legs & a pair of powerful wings

Type: Plant
Breeding: PLANT + SLIME
Skills: Sap, Slow, NumbOff
Note: Secrets sweet sap to attract bugs

Type: Plant
Breeding: PLANT + DRAGON
Skills: Blaze, DeChaos, PalsyAir
Note: Its flame breath is its deadly weapon

Type: Plant
Breeding: PLANT + BEAST
Skills: Firebal, Antidote, CurseOff
Note: Can live several hundred years and is very wise

Type: Plant
Breeding: PLANT + BIRD
Skills: Farewell, StepGuard, ZombieCut
Note: Stores gas inside its body to float in the air

Type: Plant
Breeding: PLANT + BUG
Skills: HighJump, Paralyze, OddDance
Note: Stores water inside the body to survive in deserts

Type: Plant
Breeding: PLANT + DEVIL
Skills: Infernos, Sleep, NapAttack
Note: Gulps up the monsters to stock up on its evil powers

Type: Plant
Breeding: PLANT + UNDEAD
Skills: NapAttack, SleepAir, MouthShut
Note: Plants its spores on its prey to multiply

Type: Plant
Skills: Barrier, TwinHits, MagicWall
Note: Secretes sap that hardens its body

Type: Plant
Breeding: ??? + ??? (UNKNOWN)
Skills: Sleep, StepGuard, ZombieCut
Note: Uses its roots to suck out the preys bodily fluid

Type: Plant
Breeding: PLANT + Gophecada
Skills: RobMagic, ChargeUP, SleepAir
Note: Grows out its roots when its ready to breed

Type: Plant
Breeding: PLANT + Facer
Skills: K.O.Dance, SideStep, LureDance
Note: Its bad balance forces it to walk like its dancing

Type: Plant
Breeding: PLANT + Pixy
Skills: IceBolt, Heal, CurseOff
Note: A spirit that lives in a very old tree

Type: Plant
Breeding: PLANT + NiteWhip
Skills: StopSpell, Curse, OddDance
Note: Its roots suck evil power from the ground

Type: Plant
Breeding: PLANT + FunkyBird
Skills: Focus, Curse, DanceShut
Note: Its roots can be used to make a cure medicine

Type: Plant
Breeding: PLANT + Pillowrat
Skills: RobMagic, TwinHits, MapMagic
Note: Travels to find a place to plant its seeds

Type: Plant
Breeding: PLANT + DarkEye
Skills: CleanCut, Paralyze, Radiant
Note: Clings on its host with its tentacles

Type: Plant
Breeding: EvilSeed + EvilSeed
Skills: DrakSlash, PsycheUp, SleepAir
Note: Dissolves its prey with its digestive acid

Type: Plant
Breeding: ManEater + ManEater
Skills: StopSpell, CallHelp, RainSlash
Note: The 3 buds sink their teeth into its prey

Type: Plant
Breeding: PLANT + ??? (BOSS)
Skills: BiAttack, UltraDown, BladeD
Note: Squeezes its prey with its thorny vines

Type: Plant
Breeding: ??? + ??? (NIL)
Skills: Chance, Whistle, Imitate
Note: A mischievous mystical creature

Type: Bug
Breeding: BUG + SLIME
Skills: LushLicks, Whistle, Dodge
Note: Its mucus contains digestive enzymes

Type: Bug
Breeding: BUG + DRAGON
Skills: Upper, PoisonGas, ThickFog
Note: This caterpillar does not grow to become a moth

Type: Bug
Breeding: BUG + BEAST
Skills: Beat, MagicBack, CallHelp
Note: Since it lives underground, it hates light

Type: Bug
Breeding: BUG + BIRD
Skills: Surround, CallHelp, Curse
Note: Powder on its wings have hallucinogenic effect

Type: Bug
Breeding: BUG + PLANT
Skills: RobMagic, Barrier, MagicWall
Note: Its weed-top sucks up energy & emits evil power

Type: Bug
Breeding: BUG + DEVIL
Skills: StepGuard, BeastCut, OddDance
Note: Finds its prey with its acute sense of smell

Type: Bug
Breeding: BUG + UNDEAD
Skills: NapAttack, Ahhh, LushLicks
Note: Paralyzes its prey with its deadly kiss

Type: Bug
Breeding: BUG + MATERIAL
Skills: Sleep, FireAir, LegSweep
Note: Repels attacks with its hard shell

Type: Bug
Breeding: ??? + ??? (UNKNOWN)
Skills: Kamikaze, CallHelp, NapAttack
Note: Its body is small, but its jaw is powerful

Type: Bug
Breeding: ??? + ??? (UNKNOWN)
Skills: RobMagic, ChargeUP, CallHelp
Note: Makes a weird sound when it flies

Type: Bug
Breeding: BUG + FloraMan
Skills: IceSlash, PoisonGas, Radiant
Note: Sucks on its prey with its tail-like mouth

Type: Bug
Breeding: BUG + IronTurt
Skills: Upper, TwinHits, TwinSlash
Note: A shell protects its back but not its belly

Type: Bug
Breeding: BUG + AmberWeed
Skills: Firebal, Heal, MapMagic
Note: Each tentacle has a specific function

Type: Bug
Breeding: BUG + Saccer
Skills: WindBeast, Paralyze, Radiant
Note: Creates a violent wind with its huge wings

Type: Bug
Breeding: BUG + Spooky
Skills: Slow, StepGuard, Branching
Note: Protruding eyes gives a large field of vision

Type: Bug
Breeding: BUG + DarkCrab
Skills: Upper, MetalCut, CallHelp
Note: Attacks in a group & cuts up its prey with its claws

Type: Bug
Breeding: BUG + FairyRat
Skills: PoisonHit, Paralyze, TailWind
Note: Paralyzes its prey with its sting

Type: Bug
Breeding: StagBug + StagBug
Skills: BoltSlash, DevilCut, RockThrow
Note: Charges its prey with its big horn

Type: Bug
Breeding: HornBeet + HornBeet
Skills: EvilSlash, ZombieCut, RainSlash
Note: Unprotected joints are its weakness

Type: Bug
Breeding: BUG + ??? (BOSS)
Skills: Farewell, StrongD, SuckAll
Note: Digs caves to live in a dark humid home

Type: Devil
Breeding: DEVIL + SLIME
Skills: Speed, TwinHits, Antidote
Note: Loves to play pranks with its magic spells

Type: Devil
Breeding: DEVIL + ??? (BOSS)
Skills: Bang, BoltSlash, BirdBlow
Note: Too fat to fly but its strength is incredible

Type: Devil
Breeding: ??? + ??? (UNKNOWN)
Skills: Firebal, Sacrifice, SleepAir
Note: Very quick witted & cunning

Type: Devil
Breeding: DEVIL + BIRD
Skills: Blaze, FireSlash, FrigidAir
Note: Smart but, lacks the power to cast big spells

Type: Devil
Breeding: DEVIL + PLANT
Skills: MetalCut, PalsyAir, Radiant
Note: Catches its prey with its tentacles

Type: Devil
Breeding: DEVIL + BUG
Skills: MagicBack, Ironize, WarCry
Note: Hunts with its large eye & fast two legs

Type: Devil
Breeding: DEVIL + UNDEAD
Skills: FireSlash, RainSlash, LegSweep
Note: Revives dead beasts to use as slaves

Type: Devil
Skills: Firebal, Ironize, FrigidAir
Note: Trained hard to attain its evil strength

Type: Devil
Breeding: ??? + ??? (UNKNOWN)
Skills: Blaze, Firebal, IceBolt
Note: Uses its wand to cast evil spells

Type: Devil
Breeding: DEVIL + BEAST
Skills: Firebal, StopSpell, Heal
Note: Mischievous & likes to play tricks with traps

Type: Devil
Breeding: DEVIL + DRAGON
Skills: Surround, Sap, Branching
Note: A deadly ball of snakes with an eye in the center

Type: Devil
Breeding: DEVIL + LizardMan
Skills: Infernos, HealUs, VacuSlash
Note: A natural born evil fighter

Type: Devil
Breeding: DEVIL + DarkHorn
Skills: Bang, Infernos, IceBolt
Note: A powerful monster with the horns & legs of a goat

Type: Devil
Breeding: DEVIL + BeanMan
Skills: Sap, Vivify, BirdBlow
Note: Its dense pelt acts as natural armor

Type: Devil
Breeding: DEVIL + HammerMan
Skills: Massacre, MetalCut, RainSlash
Note: Its flail has a metal ball that's bigger than a man

Type: Devil
Breeding: Demonite + Demonite
Skills: Blaze, CleanCut, ThickFog
Note: Uses a scythe as tall as its own towering height

Type: Devil
Breeding: 1EyeClown + 1EyeClown
Skills: TwinHits, VacuSlash, SquallHit
Note: Has achieved the utmost limit of swiftness

Type: Devil
Breeding: DEVIL + MadDragon
Skills: FireSlash, DrakSlash, Cover
Note: Not too clever, but uses its weapons well

Type: Devil
Breeding: Grendal + Grendal
Skills: Bang, Focus, FrigidAir
Note: Combined evil power with superhuman strength

Type: Devil
Breeding: DEVIL + RogueNite
Skills: Massacre, BeastCut, GigaSlash
Note: Covered with armor that is never removed

Type: Devil
Breeding: DEVIL + BigEye
Skills: EvilSlash, ChargeUP, ZombieCut
Note: The biggest in the devil family, but not very smart

Type: Devil
Breeding: ??? + ??? (UNKNOWN)
Skills: StopSpell, FireSlash, RainSlash
Note: A hybrid devil of man & beast

Type: Devil
Breeding: DEVIL + Armorpede
Skills: FireSlash, BoltSlash, DrakSlash
Note: Its real identity underneath the armor is unknown

Type: Devil
Breeding: Akubar + RainHawk
Skills: Blaze, BiAttack, TailWind
Note: A hybrid devil of an eagle & a lion

Type: Devil
Breeding: Centasaur + GoldGolem
Skills: DrakSlash, BirdBlow, WindBeast
Note: A strong all-round natural born fighter.

Type: Undead
Breeding: UNDEAD + SLIME
Skills: Radiant, LushLicks, MouthShut
Note: Its hobby is to scare people

Type: Undead
Breeding: UNDEAD + Swordgon
Skills: TwinSlash, IceSlash, FrigidAir
Note: A dragon that's risen from the dead

Type: Undead
Breeding: UNDEAD + BEAST
Skills: Sap, Slow, MagicBack
Note: It's fearless since it doesn't feel any pain

Type: Undead
Breeding: UNDEAD + BIRD
Skills: Kamikaze, BoltSlash, Lightning
Note: Dozes all day in its half rotted body

Type: Undead
Breeding: UNDEAD + PLANT
Skills: EvilSlash, CallHelp, Paralyze
Note: Its body is filled with herbs to prevent its decay

Type: Undead
Breeding: UNDEAD + BUG
Skills: MagicWall, Ironize, StepGuard
Note: Its shell resembles a human face

Type: Undead
Breeding: UNDEAD + DEVIL
Skills: Heal, DeChaos, CurseOff
Note: Knight revived as a zombie, who never tires

Type: Undead
Skills: FrigidAir, K.O.Dance, ThickFog
Note: Real identity is unknown due to its shadow-like body

Type: Undead
Breeding: ??? + ??? (UNKNOWN)
Skills: PoisonGas, EerieLite, LushLicks
Note: Its acidic saliva will dissolve anything

Type: Undead
Breeding: UNDEAD + GiantSlug
Skills: Beat, Heal, Vivify
Note: A swamp mud infested spirit of the dead

Type: Undead
Breeding: UNDEAD + MistyWing
Skills: WindBeast, Lightning, FireAir
Note: Flies in the air leaving a streak of light

Type: Undead
Skills: SleepAir, Radiant, ThickFog
Note: Lost spirits fused together

Type: Undead
Breeding: UNDEAD + WindBeast
Skills: Infernos, Barrier, CurseOff
Note: Strangely, there is nothing under its garment

Type: Undead
Breeding: UNDEAD + WeedBug
Skills: DevilCut, Curse, EerieLite
Note: Guides dead spirits to the underworld

Type: Undead
Breeding: DeadNite + DeadNite
Skills: Beat, HealUs, TatsuCall
Note: Rides on a horse & attacks enemies with its lance

Type: Undead
Breeding: UNDEAD + ??? (BOSS)
Skills: Infernos, Bolt, Chance
Note: Has retained its high INT from when it was alive

Type: Undead
Breeding: Hork + Hork
Skills: Bang, BoltSlash, BirdBlow
Note: Resurrected as a zombie to serve hard labor

Type: Undead
Breeding: BoneSlave + BoneSlave
Skills: Sap, BirdBlow, BiAttack
Note: Attacks with a sword in each of its 6 hands

Type: Undead
Breeding: Skeletor + Skeletor
Skills: Blaze, IceBolt, Focus
Note: Created from evil powers, it has a high INT

Type: Undead
Breeding: ??? + ??? (NIL)
Skills: Transform, OddDance, Imitate
Note: Can disguise as any creature & mimic any move

Type: Material
Skills: Firebal, StopSpell, PanicAll
Note: Likes to eat things that are precious & shiny

Type: Material
Skills: DeChaos, MapMagic, FrigidAir
Note: An evil spirit possessing a wizard's wand

Type: Material
Skills: Blaze, PsycheUp, Whistle
Note: Its candle will remain lit until it dies

Type: Material
Skills: NumbOff, DeChaos, SuckAll
Note: Emits an eerie noise

Type: Material
Skills: Infernos, Sacrifice, LifeSong
Note: An evil spirit has possessed this wooden mask

Type: Material
Breeding: MATERIAL + BUG
Skills: Sacrifice, HighJump, Smashlime
Note: Explodes when angered

Type: Material
Skills: MagicBack, Transform, MapMagic
Note: Absorbs anything that reflects on its mirror

Type: Material
Skills: Heal, EvilSlash, MetalCut
Note: Life was brought to this armor & it roams for prey

Type: Material
Breeding: ??? + ??? (UNKNOWN)
Skills: CallHelp, LegSweep, Dodge
Note: Grabs and paralyzes any prey that passes

Type: Material
Breeding: MATERIAL + Lipsy
Skills: Surround, PanicAll, Sap
Note: A clay doll brought to life

Type: Material
Breeding: MATERIAL + Andreal
Skills: Massacre, RockThrow, SandStorm
Note: A dragon constructed from metal

Type: Material
Breeding: MATERIAL + ??? (BOSS)
Skills: Bang, Bolt, MultiCut
Note: A creature created to be the strongest monster

Type: Material
Breeding: MATERIAL + GiantWorm
Skills: RobMagic, DevilCut, Paralyze
Note: Fashioned with so much passion that it came to life

Type: Material
Breeding: MATERIAL + WingTree
Skills: Upper, Speed, TwinHits
Note: Its been said that there is an evil genie in the lamp

Type: Material
Breeding: MATERIAL + SkulRider
Skills: BiAttack, SquallHit, RainSlash
Note: Last surviving war robot made in an ancient time

Type: Material
Breeding: MATERIAL + Snaily
Skills: Beat, Sleep, Massacre
Note: Lurks in a pot to hide its identity

Type: Material
Breeding: Goopi + FireWeed
Skills: SuckAir, FireAir, FrigidAir
Note: Life was brought to this ball of energy

Type: Material
Breeding: MetalDrak + ArcDemon
Skills: Blaze, FireAir, Cover
Note: It's composed of an energy core & magma

Type: Material
Breeding: Roboster + KingLeo
Skills: FireBolt, FrigidAir, StrongD
Note: It's composed of an energy core & ice

Type: Material
Breeding: MATERIAL + BoxSlime
Skills: Blaze, Beat, StepGuard
Note: Attacks anyone who tries to steal its treasure

Type: Material
Breeding: Goopi + Goopi
Skills: OddDance, SideStep, Hustle
Note: A kneaded dried clay doll that came to life

Type: Material
Breeding: MudDoll + MudDoll
Skills: ChargeUP, PsycheUp, StrongD
Note: A stack of rock bricks that came to life

Type: Material
Breeding: Golem + Golem
Skills: Cover, SuckAll, Meditate
Note: A statue made from rock that came to life

Type: Material
Breeding: SpikyBoy + SpikyBoy
Skills: Sacrifice, Farewell, Meditate
Note: Usually dormant & looks like a normal rock

Type: Material
Breeding: IceMan + LavaMan
Skills: BigBang, Surge, TatsuCall
Note: Made out of an elastic & durable metal

Type: ??? (BOSS)
Breeding: Servant + GreatDrak
Skills: Firebal, Meditate, BeDragon
Note: Tried to unite the monsters to rule the world

Type: ??? (BOSS)
Breeding: DracoLord(1) + Divinegon
Skills: Massacre, FireAir, Surge
Note: This is the true identity of DracoLord

Type: ??? (BOSS)
Breeding: Whiteking + MetalKing
Skills: Firebal, Bang, TatsuCall
Note: The one who planned to revive the Destructor

Type: ??? (BOSS)
Breeding: Jamirus + Rosevine
Skills: FireAir, FrigidAir, Hellblast
Note: An evil dragon lord, ruler of all destruction

Type: ??? (BOSS)
Breeding: Hargon + Orochi
Skills: Bang, RockThrow, Hellblast
Note: This evil lord controls all monsters

Type: ??? (BOSS)
Breeding: DracoLord(1) + Sidoh
Skills: FrigidAir, BigBang, DeMagic
Note: The source of all evil

Type: ??? (BOSS)
Breeding: Durran + Divinegon
Skills: BiAttack, FireAir, Hellblast
Note: Attained its power from the pearl of evolution

Type: ??? (BOSS)
Breeding: Pizzaro + KingLeo
Skills: RainSlash, DeMagic, GigaSlash
Note: Exists beyond the boundries of time and space

Type: ??? (BOSS)
Breeding: Esterk + GoldSlime
Skills: Blaze, Bang, Bolt
Note: An evil lord who tried to rule the human world

Type: ??? (BOSS)
Breeding: Mirudrass(1) + Spikerous
Skills: SuckAir, FireAir, DeMagic
Note: This is the true identity of Mirudrass

Type: ??? (BOSS)
Breeding: Baramos + DarkHorn
Skills: FireAir, FrigidAir, PoisonGas
Note: This evil lord controls all monsters

Type: ??? (BOSS)
Breeding: Zoma + Mirudraas(1)
Skills: Hellblast, BigBang, TatsuCall
Note: An evil lord that lives between reality & fantasy

Type: ??? (BOSS)
Breeding: DeathMore(1) + Armorpion
Skills: Ramming, FireAir, UltraDown
Note: Shed off its disguise to show off its strength

Type: ??? (BOSS)
Breeding: DeathMore(2) + Mudou
Skills: Focus, BigBang, DeMagic
Note: Only a true warrior can reveal its real identity

Type: ??? (BOSS)
Breeding: DeathMore(3) + Watabou
Skills: Bolt, FireAir, FrigidAir
Note: The master of destruction & carnage

Most of the monsters that you can create are part of one family or another. In
addition, a good many of them have hints in the game as to how to create them.
However, there's one that you can't access directly and has no real clues for
how to make them: the Boss category. You'll notice this as '???' in your book
within the library. This is where the Demon Lords that you've been fighting
fit in. Needless to say, this is a group of monsters that you'll definitely
want. Of course, this is also a group that you can't simply *catch* members of
(at least not without a Gameshark), so you'll have to do it the hard way:
through combining.

Any of these combinations can be done at any time in the game: if you've got
the monsters available, then you can make the bosses. One would think their
power level and enormous stat-gains generally means that making them as early
as you can will make for a big advantage in the game, both against the bosses
behind the gates and against the masters in the arena. While this is true,
there's one thing that you should remember: these creatures tend to level up
*extremely* slowly. It takes 100XP for them to reach even level 2. This means
that unless you're ready and willing to do hours upon hours of power-leveling
with them, they may not even be as good as some of the 'lesser' monsters that
you can make. If you're willing to endure that, though, then these critters
will be well worth every bit of trouble. They're especially handy after you've
completed the game, when you can get access to the high-experience dungeons.

In addition, the action of combining into these monsters will almost guarantee
you a lot of plusses and a lot of skills, so they'll be even more powerful.
Just be prepared: there's going to be times that you need to use the Egg
Evaluator to turn your monster to the opposite gender; Bosses always come out
as male first. So before you hatch them, double-check with this list (or
another breeding list). Also, many of these can be done out of order, since
certain bosses take certain monsters to be created. If you felt like making
one before the other, then feel free! This is just my suggested pattern.

To start, you'll need to get a Servant and either a GreatDrak or an Andreal. A
GreatDrak can be made in a few ways: either the Dragon+Dragon or
DragonKid+DragonKid mentioned above, or a dragon family combined with any of
the following: SpotKing, KingSlime, MetalKing, BattleRex, Unicorn, ZapBird,
WhipBird, Gigantes, or Centasaur. Andreal is fairly simply made by combining a
Dragon Family with a Gulpple, or you can make a more complicated version with
a Gasgon, MadDragon, BattleRex, or SkyDragon combined with a Goategon,
Trumpeter, MadCondor, WhipBird, FunkyBird, ArcDemon, Lionex, GoatHorn, Ogre,
Akubar, DeadNoble, or Golem. Whew. These can also be captured in the Dragon
Gate if you're far enough along, though you'll be missing out on some plusses
that way. The Servant is much easier to breed: either combine a pair of
Skeletors, or a WhiteKing plus something from the Devil family. Combine the
dragon-of-choice and the Servant together and you'll have the first monster of
the bunch: DracoLord, the 'old man' boss that stands behind the Gate Of
Ambition (the bug gate). Now, take that monster and combine it with a plant to
make a RoseVine. I know. Seems like a lot of trouble to go through to get one
non-boss monster, but trust me on this. There's no other way to make a
RoseVine, and you'll need one coming up. Admittedly, you could do this with
any boss monster, rather than a DracoLord, but of the bunch, the DracoLord is
the easiest to create. Yes, believe it or not; you'll soon see what I mean.
Keep that monster aside for now; it'll become important later.

Now, make a third DracoLord. Take this DracoLord and combine it with a
Divinegon. Divinegon is created with the combination of a SkyDragon, which
takes a dragon family and a Phoenix if you don't still have the egg-dragon,
and an Orochi, which is the combination of an Andreal or GreatDrak and a
MedusaEye. This will create... another DracoLord? However, this one looks
different: it's DracoLord in his BeDragon form... or rather, DracoLord in the
'transformed' form he took in Dragon Quest/Warrior I. It also has different
base skills than the other DracoLord: Massacre, FireAir, and Surge as opposed
to FireBal, Meditate, and BeDragon. This creature can now be set aside (well,
once it's raised) if you want. We'll move to the next group of this breeding

You should already know how to make a WhiteKing, and should probably have one
that you went and showed the Queen, if you didn't combine it away. If you did,
or didn't know how, then create one now: either any undead with a boss (yes,
that means *another* DracoLord, probably) or a Skullgon, DeadNoble, BoneSlave,
or Skeletor combined with a SpotKing, KingSlime, MetalDrak, Andreal,
GreatDrak, KingLeo, Blizzardy, ZapBird, WhipBird, or GoldGolem. Cross this
with a MetalKing. The MetalKing is created by combining a SpotKing or
KingSlime with a MetalDrak, or by crossing two Metabbles (which makes a very
low-HP MetalKing *indeed*). This combination will make a Hargon, the first
boss that you find behind the Gate Of Demolition (the plant gate). Once this
creature is fully-raised, combine it with an Orochi, which you've already been
told how to make. You'll get yourself a Baramos: the boss behind the Gate Of
Mastermind (the bird gate). Hatch him, raise him, and then combine him with a
DarkHorn, which can either be captured from Labyrinth, or must be bred with a
Beast and a Boss. This will make Mudou, the boss behind the Goopi's Gate (the
beast gate). Feel free to raise this creature as you want. We'll be needing
it, but not just yet.

Now, create a Jamirus. Jamirus is created by the combination of an Akubar and
a RainHawk. The RainHawk you should already have made to show the Queen, but
just in case you didn't, it requires a Blizzardy and a Phoenix. Akubar, on the
other hand, is bred with either a pair of Grendals, or an ArcDemon and a
GateGuard. Take that Jamirus and cross it with the Rosevine that I had you
create earlier (now you know why you needed it). That will create Sidoh: the
second boss behind the Gate Of Demolition. However, don't hatch him yet.
Instead, turn 'him' into a 'her'. Once you've done that, and have raised her
up enough, cross Sidoh with that DracoLord you've got (either DracoLord will
do, honestly, but you needed to get the transformed DracoLord2 to get your
entire list of monsters). Together, those creatures create Zoma: the boss
behind the Gate Of Control (the Slime gate). You can raise him any way that
you want. You won't need him for a little while.

For the last 'non-boss-bred' boss, you'll need a Durran and a Divinegon. I
already tell how to make a Divinegon up above, for the second face of
DracoLord. For the Durran (yes, this creature is considered a 'devil' rather
than a 'boss'), combine a Centasaur and a GoldGolem. GoldGolem is made with an
IceMan ands a LavaMan. For the Centasaur, cross either an ArcDemon with a
dragon family, or an Ogre or GateGuard with a beast family. Combine those two
monsters together, and you'll get yourself Pizzaro, the demon lord behind the
Gate of Extinction (the devil gate). Hatch that and raise him. Then, combine
him with a KingLeo, which you should still have after showing the Queen.
If not, then again: making a KingLeo takes either a Trumpeter plus a
Trumpeter, MetalDrak, Balzak, or GoldGolem, or a Roboster plus a GulpBeast,
SuperTen, Unicorn, Trumpeter, DarkHorn, or MadCat. This will make you an
Esterk, which is the demon lord behind the Gate of Sleep. Finally, combine
that Esterk with a GoldSlime, which you've been given instructions for to get
into the Old Man's dungeon (and should still have said Slime, if you haven't
combined it into something else and kept it like I suggested). That final
combination will get you the Mirudraas: demon lord behind the Bazaar Gate (the
material gate). Once you have your Mirudraas leveled to where you want him,
combine him with a Spikerous. You can get one of these from the Medal Man's
eggs or from the dragon gate, or from combining a dragon family with either a
Digster or ArmyCrab. What you'll get with that is.... *whoa*. It's called
Mirudraas, but it sure doesn't look like any Mirudraas you've ever seen! Well,
that is, unless you've played Dragon Quest V. Before you hatch this beast,
though, turn him into a female.

Now, you should have three bosses: Zoma, Mudou, and the second version of
Mirudraas. If you did everything the way I said, Zoma and Mudou should be
male, while Mirudraas is female. Preferably, they should all be at high
levels, as well, if not maxed out. Take your Zoma and combine it with the
Mirudraas. Again, like the DracoLord, either Mirudraas would work, but since
you'll need the second version to fill out your book anyway, might as well
make it and use it in this way. With the pair of them combined together,
you'll get DeathMore, in his 'old man' form that Watabou talked about.
DeathMore, of course, being the demon lord behind the old man's gate, the gate
of dragons. Raise this creature up some, and get an Armorpion while you're at
it. You'll likely have gotten one to show the Queen, but if you combined it
away, all you need to do to get one is to combine a HornBeet and a HornBeet.
HornBeets can be gotten from either two StagBugs, or an Armorpede and a devil
family. What you'll get... is *certainly* a far cry from the 'juggling old
man' that the first DeathMore is! This, then, would be the 'more powerful'
DeathMore that Watabou was talking about, and the second form he'll wear when
you battle him in Dragon Quest VI. Needless to say, it's also got different
base attacks than the original DeathMore: Ramming, FireAir, and UltraDown.
Ironically, these aren't as powerful as the HellBlast, BigBang, and TatsuCall
that the original form has. Fortunately, though, all the old skills should
carry over (thanks to skill breeding), so you'll still have them around.
Anyway, take that second DeathMore you've got. Before you hatch it, turn it
female. Then, hatch, level, scare the game with your demonic facade, et
cetera. Once that's done, combine your DeathMore (and unlike the others, this
*must* be the second DeathMore) with your Mudou. What comes out this time...
GOOD GRIEF! It's a deadly head and hands! AKA, the final form of the final
boss of Dragon Quest VI. This version of DeathMore will add Focus and DeMagic
to the stack of spells it can use.

But wait! There's one more! Take your DeathMore. Make certain that it is a
different gender than Watabou, either by breeding Watabou with a plant or by
breeding DeathMore with just about anything (as long as DeathMore is the
pedigree). I'm sure you know where I'm going with this. Yes, aren't you glad
that you took my advice and didn't combine Watabou away until now? Combine
DeathMore3 (and it must be the third face; the other two won't work for this)
with Watabou. What will come from this breeding, but... the secret boss of
Dragon Quest VI: DarkDrium. Who is just a pallet-swap of Durran. How
disappointing! Still, though he doesn't look like anything special, DarkDrium
will definitely fulfill all your needs for the rest of the game, by being a
terrifying brute who gains massive stats in every area. Plus, with all the
plusses and the leveling you should have done, he will likely max his stats
out long before he reaches level 99.

As a final note, I name this chapter 'The Greatest Monsters'. Even though they
do give massive stat gains and generally have incredible skills to boot, this
doesn't mean they are the only good monsters. A well-bred GoldGolem,
GoldSlime, WhiteKing, Divinegon, or the like can still do a fantastic job of
being a dangerous monster in the arenas. So don't worry that you *have* to
have the Boss monsters to do well. They'll give you a boost, but they're not
necessary. Of course, they do count toward that 215 monsters, so if you're
going for *that* benchmark, you'll need to make them eventually.

While you can get most of the monsters in the game either through capturing
them in the various worlds, having them join you as a 'boss monster', or
stealing them from Foreign Masters or the Travelers' Gate Arena, there is a
handful of creatures which can be gotten no other way than by actually
combining creatures for them. In total, there are 14 creatures (other than the
??? family, which are all listed above as 'The Greatest Monsters') which can
be gotten in no other way than by breeding. Below is the list of these, plus
the breedings that you can use to be able to get them. Where the name is in
capital letters, this refers to the general family of creatures, as opposed to
one specific creature.

           MetalKing + MetalKing
GoldSlime  MetalKing
           SpotKing  + GoldGolem
           Metabble  + Metabble
MetalKing          OR
           KingSlime + MetalDrak

           Gasgon       DarkHorn
           Lizardman +  MadKnight
Coatol     BattleRex    Copycat
           SkyDragon    StoneMan
           WingSnake +  WingSnake

Divinegon  SkyDragon +  Orochi

           Trumpeter +  Balzac
KingLeo                 GulpBeast
           Roboster  +  Trumpeter

RainHawk   Blizzardy +  Phoenix

           DanceVegi +  PLANT
HerbMan             OR
           PLANT     +  FunkyBird

RoseVine   PLANT     +  ???

Armorpion  HornBeet  +  HornBeet

           ArcDemon  +  GateGuard
Akubar              OR
           Grendal   +  Grendal

           Akubar    +  RainHawk
Jamirus             OR
           RainHawk  +  Akubar

           Centasaur +  GoldGolem
Durran              OR 
           GoldGolem +  Centasaur

           Skullgon     Andreal
           DeadNoble    GreatDrak
WhiteKing  BoneSlave +  KingLeo
           Skeletor     Blizzardy
           ZOMBIE    +  ???

           Gismo     +  DEVIL
EvilPot             OR   
           MATERIAL  +  Snaily

GoldGolem  IceMan    +  LavaMan

Many of these recipes are either specific combinations which will get you a
monster with a certain skill, or combinations of skills that will generally
combine into a single, spectacular attack, though a few other 'specialties'
have been created. Please note that these aren't the only way to get these
skills or combinations, but just suggested versions to be able to get them
as soon as possible (or the most efficiently). Also keep in mind that some of
the high-end monsters are better to leave until later in the game, when you
have the higher-level dungeons to be able to level them up effectively.

a) HellBlast
There are very few creatures which can learn HellBlast, and most of them are
bosses: Baramos, DeathMore1, MetalKing, Pizzaro, Sidoh, and ZapBird. Not even
the Foreign Master Monsters have it, aside from the ZapBird (naturally).
Obviously, the easiest way you'll get HellBlast on a creature is to get
yourself the ZapBird Egg from the Medal Man. All it takes is 13 TinyMedals,
and it will be born with the capability of learning this vicious skill.
However, maybe you're having trouble finding those TinyMedals. Or maybe you
just want a better creature than something hatched directly from an egg. The
earliest and easiest way to get yourself a ZapBird (which is the easiest way
you will get HellBlast) is to combine an AntEater and a Gremlin to create a
Grizzly, then add a Dracky in, to make yourself a Phoenix. Combine a Slime and
a MiniDrak (or a DragonKid; whichever you get to first) to make a DrakSlime,
then take a Goopi and combine it with that to make a Gismo. Cross those two
creatures, and you'll have yourself a ZapBird.

The skills of Bolt and Lightning can also be combined to create HellBlast.
However, while Lightning can be found in several monsters (NiteWhip, RotRaven,
Slimeborg, Tortagon, ZapBird), Bolt is only found within a few high-end
monsters (Balzac, MetalKing, and WhiteKing), some boss creatures (Mirudraas
and DarkDrium), and one specific Foreign Master monster (the EvilBeast at
level 40-59). Thus, it's easier to say: 'if you can get Bolt in your
bloodline, make sure to try and keep it around' than it is to give a 'simple
combination' as I do for the other skills. However, by popular demand, here
you go: don't say I didn't warn you!

The earliest breeding for this (and believe me, it isn't easy!) will be to
combine SpotSlimes until you achieve a SpotKing (this will take a +5 or
above). Using a KingSlime would also work, but it is easier to breed multiple
SpotSlimes than to capture multiple Slimes. Combine a Spooky with a Dracky to
make yourself a RotRaven, and a DragonKid and Goopi for a Swordgon. Then
combine that RotRaven with the Swordgon: you'll have a Skullgon with the skill
of lightning. Combine that Skullgon with the SpotKing you made earlier, with
the Skullgon as pedigree, and you'll have yourself a WhiteKing with the skills
of Lightning and Bolt, both.

b) GigaSlash
There are three different creatures who can get this ability: Esterk,
LizardMan, and MadKnight. Unfortunately, a great many of them don't have the
stat-gains to get this ability if you create them from two first-gen monsters.
Therefore, while you can create a LizardMan by combining a DragonKid and a
Gremlin, unless either the DragonKid or Gremlin have some extra stat-points
and/or plusses on themselves, the LizardMan probably won't get to be a high
enough level, or powerful enough, to actually earn the ability. So instead,
combine a DragonKid with a Picky for a MiniDrak, and a Gremlin with an
EvilSeed, to get yourself a DarkEye. Cross those two creatures together to get
a LizardMan with higher stats and enough plusses that it should be able to get
GigaSlash fairly easily.

In addition, the skills of FireSlash, IceSlash, BoltSlash, and VacuSlash will
combine together to make GigaSlash. 

FireSlash is found on Centasaur, Demonite, Dragon, EvilArmor, Grendal, Orochi,
and SkulRider. The Foreign Master Monsters that also have it are ArcDemon
(20-39), Centasaur (98-118), DeadNoble (120-139), LavaMan (40-59), and
SuperTen (79-98).

IceSlash is found on Blizzardy, GreatDrak, Skullgon, TailEater, and Yeti. The
Foreign Master Monsters that also have it are ArcDemon (20-39), HammerMan
(1-18), MadCat (79-98), MetalDrak (120-139), and StagBug (1-18).

BoltSlash is found on ArcDemon, BoneSlave, Coatol, EvilArmor, HornBeet,
LandOwl, RotRaven, and ZapBird. The Foreign Master monsters that also have it
are Hammerman (1-18) and Trumpeter (120-139).

VacuSlash is found on BigRoost, ChopClown, Lionex, MadCat, MadPecker, Rayburn,
and WindBeast. The Foreign Master monsters who also have it are ArcDemon
(20-39), BombCrag (98-118), HammerMan (1-18), Phoenix (40-59), RotRaven
(59-78), StagBug (1-18), and ZapBird (120-139).

The single easiest way to get these skills all in one is to capture the
ArcDemon that the Foreign Master at levels 20-39 has. This creature starts
with the skills of VacuSlash, FireSlash, and IceSlash, and as an ArcDemon,
will gain the skill BoltSlash naturally. Thus, in one creature, you can get
all four of those skills. If, however, you want an easy combination to get the
skills, combine a Spooky and a BigRoost to get a RotRaven. Combine this with a
Demonite to get yourself a DeadNite. Then, combine a GoHopper and StubSuck
together to make a WeedBug. Combine that WeedBug with another plant of some
sort (another StubSuck would do fine) to create yourself a TailEater. Take
those final two creatures (DeadNite and TailEater) and combine them together
in either order (gaining either a Lipsy or a DarkCrab), and you'll have all
four of the slashes in one place, just as you'd like.

Another way to get the slashes is by combining for them. Each of the slashes
requires a different spell, combined with ChargeUP, to create: FireSlash needs
BlazeMore, IceSlash needs SnowStorm, BoltSlash needs Lightning, and VacuSlash
needs WindBeast. ChargeUP can be found in Almiraj, BullBird, FangSlime,
Gigantes, GoHopper, Golem, HammerMan, MadGopher, Oniono, and Skullroo.
Combining for them is a little time consuming, but keeping in mind that they
*can* be combined for may make it easier to get them if you don't have the
appropriate creatures for the big combo.

c) MegaMagic
Aside from one of the Foreign Master monsters (the DeadNoble at level 140+),
only two monsters naturally get MegaMagic: RainHawk and (ironically) the lowly
Slime. Obviously, the easiest way to get MegaMagic is to breed Slimes. Just
take a pair of Slimes, combine them together, and raise that resultant Slime
to as high a level as it will go. Do this with two other Slimes, and make sure
the resulting Slime is the opposite gender. Cross those two. The only
'disadvantage' with this is that you'll find yourself with a KingSlime on your
hands after that breeding. However, that KingSlime will generally have the
level of stats needed to get MegaMagic, so it's not all bad. Plus, with the
gains in stats a KingSlime gets, it'll be a fairly intimidating creature when
it does pitch the skill.

In addition, MegaMagic can also be gotten through combining skills: BlazeMost,
Blizzard, Explodet, FireBolt, and Infermost. Just get all those skills on the
same monster and have the requisite levels of stats (which, if you've gotten
all those spells, isn't hard to get) and you'll get yourself MegaMagic.

Blaze (which levels up to BlazeMost) is used by 1EyeClown, BoxSlime, Demonite,
FireWeed, GateGuard, Jamirus, LavaMan, MadCandle, Metaly, Mimic, Mirudraas1,
and Servant.

IceBolt (which levels to Blizzard) is used by 1EyeClown, BigEye, GoatHorn,
IceMan, Metaly, Mommonja, Servant, Snaily, TreeBoy, WindBeast, and Yeti.

Bang (which becomes Explodet) is used by Akubar, ArcDemon, Balzak, Baramos,
BoneSlave, GoatHorn, Hargon, Metabble, and Mirudraas.

Firebal (which becomes FireBolt) is an exceedingly common spell: it's used by
1EyeClown, AgDevil, DracoLord, EvilBeast, Eyeder, FloraMan, Goategon, Gremlin,
Hargon, JewelBag, KingLeo, LizardFly, MadCondor, Metabble, Pteranod, and

And finally Infernos (which turns into Infermost) is used by Andreal, Facer,
GoatHorn, Gulpple, LandOwl, Lionex, MadPecker, WhiteKing, WindBeast, and

The easiest way to gather these skills together is to do the following
combinations: combine a 1EyeClown (which has three of the five spells in
itself) with a BoneSlave. That will create a MedusaEye. Combine a CoilBird and
a StubSuck to make yourself a Facer, then combine the MedusaEye with your
Facer. This will make you an EvilBeast with all the important skills together.
In addition, it should have enough power to it to be able to get the spell of
MegaMagic with ease.

However, there's one problem with MegaMagic. As awesome as the skill is, and
as much damage as it does, its use is still fairly all-or-nothing: you take
every MP that you have and combine it into one huge blast to destroy the
enemy. Once that's done, that's it: your monster no longer has MP, and you're
stuck holding the bag, so to speak. Plus, what if you want your monster to use
MegaMagic or nothing? What if you want him to let loose with that big attack
in a coliseum fight, when you can't control what they're tossing out? Well,
the easiest way to do that is to make a monster that has no other skills than
MegaMagic. Is that even possible? No. Not in the least. However, you *can*
make one that has no *combat* skills aside from MegaMagic. However, this is a
much more involved breeding than the basics, since we're combining for skills.

First off, we're going to use the Slime. However, don't immediately throw it
into a mix. First off, get yourself a FloraMan and a CoilBird. Those two
creatures, combined together, will get you an AmberWeed with all four of the
status healing abilities. In the meantime, get yourself a GiantWorm and a
MadCandle. Those two together will create a StagBug with Whistle and
StepGuard. Now, combine those two creatures, to get yourself an Eyeder with
MapMagic, Whistle, StepGuard, Antidote, DeChaos, CurseOff, and NumbOff. Now,
you could just add the Slime in if you want, but the smarter thing to do is to
combine two Slimes together to get some extra plusses and power. That being
done, combine the Slime into the mix and make yourself a GiantSlug. With the
number of plusses and stats it has, this GiantSlug should have MegaMagic
available. If not, raise it to max level and combine another Slime into the
mix, either a base one or, more preferably, one made with two Slimes.

In the end, this is our grouping of skills: MegaMagic, MapMagic, StepGuard,
Whistle, Antidote, NumbOff, DeChaos, CurseOff. Also notice that with the
combination of Antidote, NumbOff, DeChaos, and CurseOff, you can get yourself
Surge if you particularly feel like it. However, considering that this monster
likely won't be throwing the anti-statuses, it's probably not a particularly
useful thing. Also notice that because of the number of plusses and the raw
strength of the monster, it will do considerable and vicious damage with a
basic physical attack, too. So even when it's out of MP, it won't be helpless.

d) BigBang
This attack belongs to a select few high-end, very powerful monsters and
bosses. The only creatures to get BigBang are DeathMore, Divinegon, GoldGolem,
GoldSlime, and Zoma. None of these creatures are particularly easy to get. The
simplest of them all is the Divinegon, and even it takes multiple steps of
combination: create two DragonKids with a Slime + a Dragon family, then breed
them to get a GreatDrak (it will take +4 or better; if you have enough levels
on the monsters, this shouldn't be hard). Crossing Dragons (DragonKid +
DragonKid makes one of these) will also do the trick: you need a +4
or better here, as well. An Andreal works here as well: cross a StubSuck and a
Demonite for a Gulpple, and combine a DragonKid or MiniDrak with that Gulpple.
Combine that GreatDrak (or Andreal) with a MedusaEye to get an Orochi. Combine
the SkyDragon that you had hatched from the egg at the beginning of the game
with that Orochi to create Divinegon.

However, it can also be created if the following skills are combined:
WhiteFire, WhiteAir, and Explodet.

FireAir (which evolves into WhiteFire) is used by a great many creatures:
BattleRex, DarkDrium, DeathMore, DracoLord, Dragon, DragonKid, DrakSlime,
Gismo, LavaMan, LizardFly, Mirudraas, Mudou, NiteWhip, Orochi, Phoenix,
Pizzaro, Sidoh, SkyDragon, and StagBug.

FrigidAir (which becomes WhiteAir) is fairly common as well: Akubar, BigEye,
Blizzardy, DarkDrium, Demonite, Divinegon, EvilBeast, EvilWand, Gismo,
GreatDrak, IceMan, KingLeo, Mudou, Shadow, Sidoh, Skullgon, Wyvern, and Zoma.

Bang (which becomes Explodet) is mentioned above in the 'MegaMagic' section.

The easiest way to get all these skills together is to combine the following
creatures: BoneSlave and DragonKid. Combining them together with the BoneSlave
as the pedigree, you'll get yourself a Skullgon. Right there, in the Skullgon,
are all three of the skills you will need to get yourself BigBang. You must
only level the creature up enough, or breed it again, if those skills aren't
quite enough on their own and it can't quite get the stats.

e) MultiCut
This high-damage wind spell can be learned by only three monsters naturally:
Balzac, MadCondor, and SkyDragon. Of the three, the SkyDragon is the one you
will get first; when you walk beneath the SkyDragon on your farm, it will drop
an egg for you to hatch. However, if you are hoping for a better-raised
monster, or don't feel like working with your SkyDragon to get it, the easiest
combination to get for these creatures would be to combine a bird of any sort
(a Dracky, if you want the earliest one) with a CoilBird. This will make you a
MadCondor, which can achieve the spell.

In addition, if you're interested in learning this through combination of
skills, all you need to get together is ZombieCut and Vacuum. ZombieCut is
learned by Armorpion, Gigantes, MadGopher, StubSuck, and WingTree. WindBeast
(which levels up into Vacuum) is learned by Durran, GiantMoth, LizardFly,
NiteWhip, Pteranod, and WingSlime. 

The quickest way to get this creature is to combine a Slime with a Dracky to
get a WingSlime, and cross that with a StubSuck, with either as the pedigree
(depending on whether you prefer a MadPlant or a TreeSlime).

f) Focus
An ability that allows the monster to throw two attacks in one turn, using the
previous turn to 'charge up'. This is an extremely useful trick for dealing
with enemies who heal! However, it's another of those skills which is only
found in a few hard-to-get monsters: Akubar, DeathMore3, HerbMan, and Servant.
This can also be found on a few creatures that the Foreign Masters are
carrying around with them: ChopClown (140+), Roboster (140+), and Skeletor
(100-119). Of the four basic monsters, getting yourself an HerbMan is the
easiest of the three, able to be bred within the first three gates: combine a
Slime with a Stubsuck to get yourself a MadPlant, then combine that with an
Anteater for a DanceVegi. Breed that DanceVegi with a Gremlin, and you'll have
yourself an HerbMan.

It is also possible to combine for Focus, through the following spells:
ChargeUp, SuckAir, and Meditate. 

Meditate can be found on BombCrag, Divinegon, DracoLord1, and StoneMan.

ChargeUp is much more common, being used by the following creatures: Almiraj,
BullBird, FangSlime, Gigantes, GoHopper, Golem, HammerMan, MadGopher, Oniono,
and Skullroo.

SuckAir can be gotten on DrakSlime, Gismo, Mirudraas2, and SkyDragon.

To combine for this skill, the easiest way to do it is to combine an Anteater
with a Demonite to make a Grizzly. Either breed or capture a Gismo, and
combine it with the Grizzly to make a Roboster. Finally combine that Roboster
with a GoHopper to make yourself a BombCrag, which will have all the necessary
skills to Focus.

g) Surge
Another rare and valuable skill, Surge is naturally found only in the
following high-end monsters: DracoLord2, GoldGolem, GoldSlime, RainHawk. Of
the Foreign Master monsters, a few of them have this ability as well: Andreal
(120-139), BombCrag (100-119; the one without Transform), and LandOwl (40-59).
Of all the above, the easiest one to get is the RainHawk. For this, combine a
bird (Dracky is the earliest) with a Grizzly to make a Phoenix, and another
bird with Teto's Iceman for a Blizzardy. If you want to use the IceMan for
something else, though, you can use a Goategon: simply breed any Beast with a
DrakSlime for this, then combine the bird with the Goategon instead. Breed the
Blizzardy and the Phoenix together with the Blizzardy as pedigree, and poof!

Surge can also be combined out of the four status-healing skills: Antidote,
NumbOff, CurseOff, and DeChaos. Each of these, however, are only held by a few
creatures: Antidote by Dracky, FloraMan, Pixy, and Unicorn; NumbOff by
CoilBird, MadPlant, and Snaily; CurseOff by FloraMan, DeadNite, TreeBoy, and
WindMerge; and DeChaos by CoilBird, EvilWand, FireWeed, and Shadow. Thus, the
easiest way to get all these skills together is to combine a Dracky with a
Goopi, getting a CoilBird, then combining a StubSuck and an Anteater for a
FloraMan. Put the CoilBird and FloraMan together (either into an AmberWeed or
a Facer) and all four skills will be collected.

h) -Call
The various call spells (TatsuCall, DiagoCall, SamsiCall, and BazooCall) are
all essentially the same spell at various levels. These spells are necessary
to get one of the hidden Warp Gates, and also to add a temporary 'extra party
member' to help fight for you. Only a few monsters, all high-end, can achieve
this skill, however: DeadNoble, GoldGolem, and WhipBird, as well as the bosses
Hargon and DeathMore (first incarnation). A number of the Foreign Masters'
creatures hold these skills, as well: IronTurt (60-79; TatsuCall), JewelBag
(60-79; DiagoCall), LavaMan (80-99; SamsiCall), Phoenix (100-199; BazooCall),
and StoneMan (100-199; BazooCall). The easiest combination to get this one is
creating a pair of DeadNites and combining them together, thus achieving a
DeadNoble. As this spell (or these spells) cannot be 'combined' the way many
of the other above can, make sure you get it at least once in your breeding

Jimeous: For his fantastic skills guide which helped me finish work on my
various monsters, and his 'enemy monsters' guide to give me the information on
masters in the gates and the creatures they have with them. Check out the
details of them at GameFAQs: The Skills list and the Foreign Master list.

AJackson: For all the information that he was able to give on monsters and
combining, some of which has been repeated here for ease of bookkeeping. If it
wasn't for him, I couldn't have gotten some of the better monsters in order to
keep on playing. Check out his information on
You'll never have want for any other charts when it comes to combinations and

PhilyBolt: For reminding me that even when a Foreign Master's trigger has been
activated (the items have been picked up or not; you've gone through a certain
number of rooms in the previous level), the Masters may not actually show up;
it's a random chance. Also to PhilyBolt for discovering that the numbers on
Jimeous' chart are inaccurate. These have since been fixed.

Trevor Smith: For pointing out a mystic hole *can* appear in the space you
drop into. Particularly in a two-room level. Oops!

Lady Osihunni, Rabid Lime, and Damien Ten: For convincing me to take the time
to test the 'Boss monsters can't be caught' theory by their reports of
capturing the DarkHorn. If it hadn't been for your urging, I never would have
attempted it and discovered you were right and I (and the game) was wrong!
Congratulations and thank you again!

This is a list of things that I'm still interested in doing (or would like to
have done), though haven't got around to just yet or have any ability to do.
If you can help out with these, feel free to let me know!

-- A list of what you can win from the arena battles in the gates
-- The 'extra' skills of the monsters the other trainers will offer you if any
   were missed
-- Exact stats of the boss monsters behind the gates
-- A possible list of the combinations which give the bonus +2

- Version 1.0
- Completed and uploaded the FAQ

- Version 1.5
- Added a reminder that Foreign Masters don't always show up, even when
  specific triggered are tweaked
- Adjusted the numbers in the 'Masters' trigger list; they should be right now

- Version 1.5.1
- Email change!

- Version 2.0
- Added chapter 'The Library' to the list

- Version 2.0.1
- Added IM information for those who wish to contact me.

- Version 2.1
- Slight reformatting in 'Breeding Recipes' section
- Added recipe for combining for 'Hellblast: Bolt + Lightning'
- Added skill recipe for 'Focus', 'Surge', and '-Call'

- Version 2.2
- Minor correction to mention of 'magic holes' and their appearance

- Version 3.0
- Re-went through the game in order to test boss monsters which can be caught
- Major adjustments to the rules of 'capturing bosses'
- Adjustments in the walkthrough to correct the 'can't capture bosses'
- A few minor additions or adjustments in other areas
- A few small edits and spellchecks I missed the first time through
- Added mention of combining for the slashes in 'Gigaslash'
- 'Dangerous ground' detailed in the Travelers' Gate chapter
- Alphabetized the monster personalities for ease of reading
- The 'Foreign Masters' table slightly reformatted. The lack of spaces drove
  me insane
- Comment about needing to breed DarkHorn removed from 'Greatest Monsters'