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Dragon Warrior Monsters: FAQ/Walkthrough by KurasuSoratobu Version 3.0, Last Updated 2007-10-07 View/Download Original File Hosted by GameFAQs Return to Dragon Warrior Monsters (GBC) FAQs & Guides Liked this FAQ? Click here to recommend this item to other users. DRAGON WARRIOR MONSTERS: WALKTHROUGH/FAQ ---------------------------------------- Written by Kurasu Soratobu ([email protected]) Present Version: 3.0 INDEX: ------- Copyright Info Introduction Why the Walkthrough/FAQ? A) 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 B) WALKTHROUGH 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

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Page 1: Dragon Warrior Monsters

Dragon Warrior Monsters: FAQ/Walkthrough by KurasuSoratobuVersion 3.0, Last Updated 2007-10-07 View/Download Original File Hosted by GameFAQsReturn to Dragon Warrior Monsters (GBC) FAQs & Guides

Liked this FAQ? Click here to recommend this item to other users. DRAGON WARRIOR MONSTERS: WALKTHROUGH/FAQ----------------------------------------Written by Kurasu Soratobu ([email protected])Present Version: 3.0

INDEX:-------Copyright InfoIntroductionWhy the Walkthrough/FAQ?

A) 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 B) WALKTHROUGH 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

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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 C) BREEDING C1 ............. The Library C2 ............. The Greatest Monsters C3 ............. Monsters That Can't Be Caught C4 ............. Breeding Recipes Thanks To....Still To ComeVersion Info

COPYRIGHT INFO--------------Dragon Warrior Monsters: Walkthrough/FAQ, copyright 2007 Kurasu Soratobu. Thisfile may not be published in part, or without this Copyright, without explicitpermission 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 meat [email protected] and ask. I am more than happy to let people post thiselsewhere, so long as I can get the full credit for it, and can be aware ofwhere 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'llfile it under non-spam. All spam is immediately deleted. If you are wantingto speak with me directly, then depending on which IM service you use I am

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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 answerquestions!

INTRODUCTION------------The game known as Dragon Warrior, or Dragon Quest in Japan, was one of thefirst RPGs ever made for a console system. Enix was being daring when theygave it a try, and in that one single experiment, they created a gamingsensation 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 RPGstyle to them, playing a huge variety of Dragon Warrior 'worlds'. And each ofthese 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, DragonWarrior Monsters resembles this famous game only in its most basic level: youcapture monsters and fight with them. It's far, far more detailed thanPoke'mon, however. For one thing, you don't need two separate games to get allthe available monsters; every one of them can be either captured orcombined-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 maynot have had them before. Battles with other trainers can sometimes net youtheir monsters if you're lucky. In addition, there is a storyline to be foundin the game as well as the basic tournament-battling and monster-capturing.This walkthrough and FAQ will serve to bring you through that storyline, aswell as giving you a good idea of how to go along the road of becoming atournament master.

WHY THE WALKTHROUGH?--------------------Because this game (and its sequel: Dragon Warrior Monsters 2) is probably one

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of the most addictive games I have ever managed to get my hands on. I'veplayed it for months on end and not gotten tired of it, trying my best to plowthrough every single dungeon and prove to myself that I'm the best of the bestat fighting and combining monsters. Certainly there's the challenge of beatingthe competition in the tournament, but it's all too easy to get obsessed withmaking 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 aproper walkthrough to be able to direct people on how to get through thedungeons, how to find the secret dungeons, and what sort of levels you'll needto beat the tournament fighters. And that's what I'm here for!

+=+=+=++ FAQ ++=+=+=+

A1) TRAVELERS' GATES--------------------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 roomwould suggest, these are known as Travelers' Gates. They are portals intoanother world, where monsters reside. Although to you, the player, they can beconsidered as a cross between a dungeon and a maze.

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

The one thing that makes the different Gate levels different, aside fromlooks, are the types of 'hazardous ground' that show up. Swamps, which arepurple patches on the ground, will sap two points of damage from your monsters

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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. Thesecan bring you down below 0 HP and kill your monster, so beware! Either avoidthem, keep well-healed, or have a monster with the 'StepGuard' skill to get bythem. This skill is found naturally in DarkCrab, Droll, GiantWorm, Mimic,StubSuck, and WingTree. And while I don't find it as irreplaceable as someskills, it does make a *huge* difference in the lava-filled areas or, godforbid, when the hole is blocked behind 8 squares of striped barrier.

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

A2) MONSTERS AND CAPTURING--------------------------Within the Travelers' Gate, there are monsters of all sorts. Each of the Gatesbelow 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 ofyour gold. To that end, you probably want to keep most of your important itemsand 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 ifyou're strong enough to take it on yet. There may well be times that deathcomes suddenly because of spells or abilities; don't take chances!

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A fight consists of one to three separate enemy monsters, the type decided onwhere 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. Clickingon 'Fight' simply lets your monster attack, using the 'plan' that it iscurrently set in. 'Plan' opens up another menu: Charge, Mixed, Cautious, andCommand. 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 powerfulcombat abilities it has. 'Mixed' makes the creature more likely to use supportabilities, such as shields, stat enhancement, summons, and the like. Inaddition, it is more likely to use status attacks on the enemy, rather thandirectly damaging attacks. 'Cautious' will have your monster doing healing,reviving, removing status ailments, or defending. 'Command' means that you aregiving your monster direct commands only. Of these, three of the four willhave some bearing on what sort of monster they are. More information can befound in 'Personality'. The command 'Item' opens up your item list and letsyou 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 wantto capture last. There is generally a very slim chance that it will join yourparty, though with some, the chance is either none or near to it. If you wanta much better chance (or a chance at all), click on 'Item', go to one of themeat treats, and give one to the enemy. The meat treats consist, from best toworst, of Sirloin, Rib, PorkChop, BeefJerky, and BadMeat. BadMeat will alsopoison the enemy when used on them, so while it doesn't do a lot forconvincing the enemy to join, there's a bit of bonus there. Also, keep in mindthat some monsters are more difficult to capture than others. For some,BeefJerky might be enough, while others might need a Sirloin or two. Inaddition, once you have gotten a monster of that type, getting additional onescan be much more difficult, requiring a number of Ribs or Sirloins.

The exception to this rule are the boss monsters of the dungeons. Here, thereare three different types of creature. There are those which join

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automatically, those who won't join at all, and those who will join you if youfeed them enough meat, the same as any other monster. 'Enough meat' involves anumber of Sirloin and Ribs, so don't be cheap; some of these monsters areextremely difficult to get if you don't capture them here! You may even wishto avoid clearing the gates until you have completed the game, or at leastgained the ability to purchase Sirloins at the bazaar. The various bossmonsters and whether they'll join or not are noted in the individual listingsof their Travelers' Gates.

A3) BREEDING------------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'tbe powerful enough! Besides, after some time, they'll eventually 'top out' inlevels, meaning that they can't get any better. Thus, the best thing that youcan 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 throughcombinations; there's no place that you can capture them (aside from some thatare carried by foreign masters).

The act of combining a monster means that you take one monster and combine itwith a second of the opposite sex. A fairly simple process. The baby will comeout 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 otherhas 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 statgains will take care of the rest. Look to AJackon's file for more informationon this; the address is in 'Special Thanks'.

When monsters are combined, there are certain skills that can be passed overfrom the breeding to the monster. How it works is like this: the baby monsterwill automatically get the three skills that its type of monster gets. It willalso get the three skills that either of its parents would naturally get. Inaddition, it will get any skills the parents had which may or may not be

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naturally theirs. However, these skills must actually be *obtained* by theparent if they're not a natural skill.

Here is an example: You have a Slime and a Dracky. You want to combine them tomake a WingSlime. A Slime has the natural skills Fireball, Radiant, andMegaMagic. The Dracky has the natural skills of Sleep, Antidote, and RobMagic.This means that the WingSlime will have the chance of getting its own threenatural skills (SquallHit, WindBeast, and Tailwind) as well as those of itsparents. 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 thatWingSlime and cross it with a DragonKid. However, the WingSlime never got highenough stats to get MegaMagic, even though it got the other skills from thetwo parents. The baby would have the possibility of the WingSlime's naturalskills, the DragonKid's natural skills, and the skills that the WingSlime andDragonKid had, themselves, earned. However, MegaMagic will not pass on,because the generation got too far-removed from it without the skill showingup.

In addition, crossing monsters will earn plusses to it. These plusses are veryimportant to the monster. For one thing, they will add increases to themaximum 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 secondthing, those plusses will add to the monster's gains in ATK and HP (if fairlysmall numbers; still, every little bit helps). And finally, those plusses giveyou more of a chance to inherit the parents' natural resistances. There aretwo 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. Itdoesn't matter which order you breed them in, the highest of the pair willcarry over, other than in the case of link-breeding (for that, see below). Addto 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

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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 thecombination. In my experience, the ones most likely to give a +2 are breedingswhere family is crossed with a certain, specific monster to create a creature.Possibly, the +2 is given with the combinations that the library reveals asthe 'true' breeding for the monster. For example, while there are several waysto get an Andreal, combining a Dragon Family with a Gulpple will result in thebonus +2.

As many people have done far better breeding charts than I could ever do, I'lldefer 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 combinesinto what is there. The only combinations that I'll be bringing up arespecific ones for various reasons. The only thing I will add to these are thedefinitions of terms I use below: 'High-end', 'Low-end', and 'Mid-level'monsters. These are definitions used to describe how difficult or how manysteps a breeding generally takes, as well as how powerful a monster is. Formonsters that are easily-found and caught, or bred with only the two basicfamilies (aside from those that need ??? monsters), I use the term 'Low-end'.Generally, low-end monsters aren't all that powerful, though they may stillhave good skills, and any monster can be fairly intimidating if it's got agood bloodline. 'High-end' monsters are at the opposite end of the spectrum:these are monsters which require a lot of breeding, difficult monsters tobreed, or are only found in very deep locations in the dungeons. Many high-endmonsters 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 theirpower levels. Mid-level monsters, of course, are the creatures that are rightin the middle of these, neither extremely easy to get, nor the very difficultlevel of high-end monsters.

A4) LINK BREEDING AND OTHER MASTERS-----------------------------------One of the easiest ways to do some of the more advanced breedings is to use a

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link cable, and breed with a friend. When you do this, rather than onlygaining one monster from the breeding, each of the two breeders gets an eggout of it. The monster that you gain is usually the same thing as you wouldhave gotten had you combined those two creatures on your system with yourmonster as the Pedigree. However, there are some exceptions. If the twocreatures combined are the same family, for example, you'll generally get yourown creature back, albeit with extra plusses and extra skills. This can be agood way to 'buck up' a pair of creatures, getting some extra skills on themand a couple extra plusses to go along with it. However, now and again, you'llfind that trying to combine isn't working. This is because their personalitiesaren't compatible with one another. Notice that not all of them are compatiblewith their own selves, even, so don't make the mistake of thinking justbecause you have two of a kind, they can breed! Here is the list of which onesare 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

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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, Whimsy

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

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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*

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compatible, and you'll need to change one or the other monsters. This onlycomes into effect with breeding over a link cable, though. If you arecombining with your own monsters, you're safe.

In addition to the monsters that you're combining yourself, or creatures youcombine with friends over link, there are occasionally Masters in the arenawho will offer to combine a monster with you! This acts like crossbreedingover a link cable: the monster you offer will be used as the pedigree whiletheir monster will add to it. Whatever you do, don't progress in the gameuntil you have bred with these monsters! It is possible that they willdisappear if you go too far in the game. In the order that these will show upand with the special skills that they will supply to your monster (aside fromthe 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)

A5) PERSONALITY---------------One thing that you may notice while fighting your monsters is that they don'talways do what you tell them to do. In some cases, they just stubbornly don'tact the way that someone at that level is supposed to act. And in other, moreextreme 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 ina specific direction. As the monsters get higher in level, however, it becomes

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more and more difficult to raise these points, so you have to either beimmensely patient, or do it when they're young:

CHARGE: Raises Bravery lots, lowers Prudence a littleMIXED: Raises Prudence lots, lowers Caring a littleCAUTIOUS: Raises Caring lots, lowers Bravery a littleRUN: Lowers Bravery lots

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

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

Type | Bravery | Caring | Prudence------------+---------+---------+---------Hotblood | High | High | HighDaring | High | High | AverageDaredevil | High | High | LowLone Wolf | High | Average | HighVain | High | Average | AverageEz Going | High | Average | LowSmug | High | Low | HighSnobby | High | Low | AverageReckless | High | Low | LowCool/Calm | Average | High | HighWhimsy | Average | High | AverageNosy | Average | High | LowWhiz Kid | Average | Average | HighOrdinary | Average | Average | AverageHasty | Average | Average | Low Stubborn | Average | Low | HighRebel | Average | Low | AverageSpoiled | Average | Low | LowHumane | Low | High | HighUncertain | Low | High | AverageCareless | Low | High | LowShrewd | Low | Average | HighCarefree | Low | Average | AverageGullible | Low | Average | LowSly | Low | Low | HighCoward | Low | Low | AverageLazy | Low | Low | Low

In effect, the higher a monster is in the 'necessary area', the better theywill be when using that command. For example, a Lazy monster will likely do

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absolutely nothing unless it is very loyal to you, while a Hotblooded one willgenerally do everything extremely well, unless its loyalty is very, very lowindeed. This means that while changing a personality, you may find that it'sextremely difficult to do because the monster keeps refusing your orders.However, be patient! Even if the monster refuses to do the action, itspersonality will angle in the direction that you're pushing it, so if you keeptrying, it will eventually start to have an effect.

A6) MEDAL MAN-------------Busy busy busy! This man (who bears an odd and striking resemblance to theking... hmmm...) has a thing for TinyMedals. Occasionally, as you go throughyour adventures, you'll find these little tokens laying about on the ground,looking like gold coins. In addition, you can find some inside pots anddressers within GreatTree. Here's the locations of those tree-borne medals, inthe 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 arena3) The first pot in the Bazaar; shopkeeper's place4) Dresser in the little girl's house5) The chest of drawers in the Monster Stable6) 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 alsoearn TinyMedals from the arena battles or from Foreign Masters.

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

13 Medals: ZapBird18 Medals: Trumpeter25 Medals: Spikerous30 Medals: Metabble

Don't be afraid to get this guy's presents, that's for certain! Just don't betoo eager to leave those monsters as unhatched eggs. I suggest you hatch themand let them level on the farm later in the game. Aside from the ZapBird, they

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aren't all that great right out of the shell, and they'll give the same skillswhen you pass them on anyhow.

In addition, getting enough medals will eventually give you access to anotherbonus; 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.

A7) FOREIGN MASTERS-------------------At times, in the various worlds, you'll often come across masters wanderingabout. Each of these masters has a specific prize they'll give you for winninga battle with them. However, if you lose, the same thing happens: they willtake away several random items, a bunch of gold, and hand you a WarpWing. Goodthing they give you a way to return to the castle, huh? Considering they leaveyou with only 1 monster (the first in your lineup) with 1 HP, it's probably agood idea to use said Wing right away, unless you have the chance of finding ahealer on the next level and are right at the hole. In addition, each one hasspecific 'triggers' that will make them show up (except for the basic ArmoredMan master). Remember, though: these triggers do not mean the Master will showup. There's still a random chance of a Master showing up. These 'triggers'essentially just help control which one shows when that 'random chance'occurs:

Armored Man: This is your basic master. He will appear whenever a 'master' hasbeen triggered, but none of the special masters have been activated. When youdefeat him, he will give you a WarpWing and a random object (which can includea TinyMedal!) before he vanishes. This one comes in both 'red armor' and 'goldarmor' variety. If there's a difference between the two, aside from the factthat 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 allthe items on the previous level. However, I have had times when not all itemswere picked up, yet the Master appeared on the next level, so perhaps it's

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just an increase in the chance for it to appear. If you win, he will totallyrestore your monsters' HP and MP, as well as reviving any monsters who died inthe battle.

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

Wizard: This master only shows up if you were last on a level with 16 screensor more. This master gives you a boost; when you win against him, he will sendyou 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 ifyou'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 mastersthat you can find. If you can defeat him, he will raise one random stat oneach of the monsters with you by a whopping 20 points. Permanently. A good wayto get those stats up! In addition, even if one of your monsters isunconscious when the bard gives his medicine, it will get the points from thebattle!

From my own personal experience, this is the order the checklist generallygoes in: dungeon size, items taken. In other words, if you were on a level of16+ rooms and you got every item, you have a better chance of meeting a wizardthan 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 triggerthe bishop or the shopkeeper. Both of those apparently need items to haveactually been picked up (or passed by) to trigger.

The monsters these masters have with them is dependent on your monsters' totallevels. They have nothing to do with the monsters' stats. Therefore, becareful: if you have a bunch of first generation monsters who are at level 35,

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they might well have a very hard time on the masters' creatures. On the otherhand, if you're walking around with a set of high-generation, first levelmonsters, you'll cream any masters that you come across. Use this to youradvantage!

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 asone Rib or a bunch of PorkChops!), be coaxed away from them and into yourparty. This is a fantastic way to get monsters that you couldn't otherwise getin the wild, as well as some unique skills. The masters' monsters all haveabilities that natural creatures of that type can't generally get, with themore 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 willsuddenly 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, aswell, such as Revive, GigaSlash, HealUsAll, and Surge! Because of these 'oddskills' and the monsters' levels, I highly suggest getting these monsters foruse 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 arelisted below (this chart C.O. Jimeous):

Team Lv Monster Lv HPs MPs ATK DEF AGL INT Trainer Skills001-019 AgDevil 5 30 36 32 23 23 45 Berserker, Cover, StrongD020-039 AmberWeed 13 36 64 50 36 39 42 FireBal, DevilCut, BlazeAir120-139 Andreal 45 340 280 200 320 200 250 Revive, Surge, SuckAll020-039 ArcDemon 12 48 46 53 42 18 88 FireSlash, VacuSlash, IceSlash020-039 ArmyCrab 12 46 31 50 36 28 50 Curse, OddDance, ShelDodge120-139 Balzac 33 330 165 210 320 280 180 SleepAll, Paralyze, LureDance140+ Balzac 33 380 190 240 340 300 210 Thordain, HealUs, ThickFog100-119 BattleRex 39 187 122 286 187 200 141 WhiteAir, Curse, Hustle080-099 BigEye 33 155 134 162 122 137 100 HealUs, Farewell, HighJump040-059 Blizzardy 20 72 53 71 46 46 57 Infermore, TwinSlash, HighJump080-099 Blizzardy 33 182 103 121 116 152 107 Sandstorm, SickLick, StormWind100-119 BombCrag 39 210 157 138 239 18 132 VacuSlash, Surge, MouthShut

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100-119 BombCrag 40 260 174 156 233 20 134 Transform, PalsyAir, BigTrip140+ BombCrag 48 290 200 180 260 20 150 RainSlash, Imitate, BeDragon001-019 Cactiball 6 32 37 25 24 17 38 LureDance, LushLicks, BladeD080-099 Centasaur 33 200 126 225 270 320 220 Sacrifice, Vacuum, PoisonHit100-119 Centasaur 40 251 124 290 352 338 211 Vivify, FireSlash, Ahhh!140+ ChopClown 48 310 300 300 200 260 255 Sacrifice, Focus, Meditate060-079 Copycat 26 55 45 82 61 64 57 MagicWall, Imitate, ThickFog120-139 Copycat 38 210 210 120 167 138 200 Transform, Kamikaze, WhiteAir040-059 CurseLamp 20 60 70 62 50 42 59 Snowstorm, Sacrifice, DrakSlash060-079 DanceVegi 25 83 61 59 120 156 85 TwinHits, LureDance, MouthShut060-079 DarkCrab 25 130 64 136 111 54 70 StopSpell, RobDance, SickLick001-019 DarkEye 6 22 42 21 15 36 41 TwinHits, MagicBack, Sidestep040-059 DeadNite 20 80 65 72 67 52 77 Speedup, WarCry, DanceShut120-139 DeadNoble 46 340 240 340 280 280 215 HealAll, FireSlash, Dodge140+ DeadNoble 48 340 350 350 190 290 230 MegaMagic, Sidestep, StrongD120-139 Digster 46 267 115 197 257 110 185 Hustle, LifeDance, Branching040-059 Dragon 21 105 36 83 63 48 64 Heal, CallHelp, Cover020-039 Droll 12 39 50 40 28 31 55 Heal, ThickFog, Cover001-019 DuckKite 5 22 24 25 21 31 34 BeastCut, BirdBlow, Smashlime080-099 EvilArmor 34 185 102 229 420 135 148 SleepAll, Barrier, RainSlash040-059 EvilBeast 20 84 53 110 71 64 100 Bolt, Heal, BigTrip040-059 EvilWand 21 66 55 59 45 53 45 BlazeMore, Boom, ChargeUp060-079 FaceTree 26 125 119 67 74 51 86 MagicWall, Guardian, ShelDodge100-119 FangSlime 33 184 78 166 151 311 141 Increase, EerieLite, WarCry020-039 FireWeed 12 49 42 40 29 30 46 PaniDance, LushLicks, WarCry100-119 FunkyBird 39 178 197 151 227 143 198 Increase, HealUs, Lightning001-019 Gasgon 5 26 6 34 25 14 32 Heal, Dodge080-099 Gasgon 34 164 58 67 117 80 97 HealMore, YellHelp, SuckAll140+ GateGuard 48 340 300 330 210 150 210 WhiteAir, Imitate, Guardian020-039 GiantMoth 12 41 46 40 36 29 57 Heal, PoisonHit, OddDance080-099 Gigantes 33 210 20 226 84 128 18 Imitate, Guardian, Smashlime040-059 Gizmo 21 57 47 69 52 72 46 SleepAll, SlowAll, PoisonAir001-019 Goategon 6 26 10 32 22 26 25 TwinSlash, Ramming, Berserker

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060-079 Goategon 25 133 107 155 82 98 128 HealAll, Vivify, SquallHit120-139 GoatHorn 33 150 190 220 150 190 240 Defense, Curse, SickLick080-099 Golem 33 210 59 108 182 52 192 PaniDance, RobDance, Hustle120-139 GreatDrak 45 350 130 240 210 170 210 Infermost, ChargeUp, Smashlime140+ GreatDrak 50 370 150 250 220 190 230 TwinHits, MultiCut, SickLick060-079 Grendal 26 99 41 135 155 112 113 HealMore, PsycheUp, LifeSong020-039 Grizzly 13 57 43 62 23 48 25 Heal, Massacre, Radiant120-139 GulpBeast 38 340 90 300 185 150 90 Blizzard, HighJump, ZombieCut001-019 HammerMan 5 25 12 28 15 22 45 BoltSlash, VacuSlash, IceSlash140+ HornBeet 48 380 190 240 250 300 200 PoisonHit, Sandstorm, Meditate020-039 IceMan 12 38 41 47 43 21 51 Massacre, SquallHit, Branching060-079 IronTurt 26 140 60 130 100 61 91 Sacrifice, Barrier, Tatsucall060-079 JewelBag 25 68 76 123 126 40 130 HealUs, Sidestep, DiagoCall040-059 KingCobra 21 100 39 80 72 110 41 Beat, TwinHits, EerieLite100-119 KingSlime 38 250 94 218 181 206 200 Blizzard, EvilSlash, DrakSlash040-059 LandOwl 21 95 57 110 57 53 48 Infermore, Heal, Surge040-059 LavaMan 21 80 43 88 49 40 51 BlazeMore, FireSlash, MetalCut080-099 LavaMan 33 180 63 158 179 87 101 Curse, EerieLite, SamsiCall100-119 LavaMan 38 190 113 198 159 140 101 Thordain, TwinSlash, SquallHit060-079 Lionex 26 110 70 100 106 122 117 Firebane, SuckAir, Scorching040-059 Lipsy 20 52 43 46 46 36 57 HealUs, Farewell, Kamikaze001-019 LizardFly 6 36 16 28 16 10 30 FireAir, FrigidAir020-039 LizardMan 13 55 34 52 34 32 48 PanicAll, LureDance, LegSweep080-099 MadCat 34 166 64 159 124 163 107 HealMore, IceSlash, LureDance120-139 MadDragon 33 200 24 335 130 190 30 SuckAir, WhiteAir, MouthShut020-039 MadHornet 13 60 37 54 31 54 55 Curse, SandStorm, TailWind080-099 MadMirror 33 164 62 71 64 170 120 Boom, BirdBlow, RainSlash100-119 MadPecker 38 139 88 197 115 186 127 SleepAll, TwinHits, BeastCut040-059 MadSpirit 20 63 68 85 55 64 60 PanicAll, Defense, Bounce060-079 ManEater 27 88 114 93 45 42 57 Zap, RockThrow, LushLicks120-139 Metabble 38 23 490 190 670 511 255 Bounce, Ramming, YellHelp120-139 MetalDrak 43 310 105 240 220 250 130 Explodet, EvilSlash, IceSlash

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140+ MetalDrak 43 330 120 260 240 250 160 Chance, PaniDance, BigTrip140+ MetalKing 50 25 700 290 700 511 255 NapAttack, Guardian, LifeDance040-059 Metaly 20 10 200 45 44 250 66 Heal, Massacre, Guardian080-099 Metaly 30 15 300 65 400 350 86 Heal, Kamikaze, SuckAll001-019 MistyWing 6 35 34 16 24 32 30 Sleep, WarCry, Tailwind060-079 Ogre 27 134 72 120 107 52 115 TwinSlash, BeastCut, Vacuum020-039 Orc 13 51 29 36 25 44 57 Heal, Vivify, LureDance140+ Orochi 50 360 150 360 350 200 180 Defeat, LureDance, Hustle020-039 Phoenix 12 50 47 53 27 41 47 Heal, BlazeAir, TailWind040-059 Phoenix 20 81 46 77 51 66 40 Heal, MagicWall, VacuSlash060-079 Phoenix 26 110 65 125 70 100 75 CallHelp, PoisonAir, Hustle100-119 Phoenix 40 181 116 177 121 155 81 DevilCut, NapAttack, BazooCall060-079 Rayburn 26 93 55 104 62 136 65 Lightning, IceStorm, Paralyze001-019 Reaper 6 31 17 29 13 22 39 StopSpell, DanceShut, MouthShut120-139 Roboster 38 280 245 340 230 360 210 HealUs, MultiCut, StormWind140+ Roboster 38 300 260 350 240 380 250 HealMore, Focus, SquallHit040-059 RogueNite 21 75 61 103 120 40 61 TakeMagic, Curse, SickLick060-079 RotRaven 26 67 84 114 70 120 102 Beat, VacuSlash, BiAttack140+ Servant 50 240 340 210 320 290 250 WhiteFire, Curse, StormWind020-039 Shadow 13 59 40 54 50 26 46 Sleep, RobMagic, SpeedUp100-119 Skeletor 39 145 160 272 224 128 166 BirdBlow, Focus, ShelDodge080-099 Skullgon 33 164 63 132 174 85 169 Blazemost, TwinSlash, SquallHit100-119 SkyDragon 33 165 164 198 175 123 112 Sacrifice, Speedup, Revive020-039 Slimeborg 12 52 24 43 31 49 61 CleanCut, PyscheUp, WarCry001-019 SlimeNite 5 29 24 31 18 34 33 Upper, Speed, Heal001-019 Snapper 5 30 23 20 10 12 34 Beat, Slow, Sandstorm100-119 Snapper 40 186 161 234 124 127 118 SuckAir, WhiteFire, Branching140+ Snapper 50 250 210 250 160 160 200 HighJump, MultiCut, SickLick100-119 Spikerous 28 204 18 177 300 81 104 Bounce, PoisonHit, ThickFog001-019 SpotKing 6 32 20 25 20 32 43 BiAttack, CallHelp, RainSlash001-019 StagBug 5 27 12 26 28 15 28 VacuSlash, IceSlash, MetalCut080-099 StoneMan 34 220 96 147 220 71 125 Firebolt, HealUs, SuckAll100-119 StoneMan 40 222 126 199 257 107 184 StopSpell, BazooCall, Guardian140+ StoneMan 48 360 160 240 360 100 200 SuckAir, WhiteAir, EerieLite

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080-099 SuperTen 33 156 60 77 60 136 78 Firebolt, FireSlash, QuadHits060-079 Swordgon 25 126 95 95 128 46 67 Zap, Increase, HealMore001-019 TailEater 6 23 20 21 20 24 28 MagicBack, Heal001-019 TreeBoy 5 37 45 16 21 19 37 IceBolt, Heal, Vivify120-139 Trumpeter 45 190 150 330 210 190 130 Blazemost, BoltSlash, DevilCut140+ Trumpeter 48 220 170 250 220 210 150 Explodet, WarCry, DanceShut120-139 Unicorn 45 200 330 200 150 290 255 SquallHit, LureDance, Guardian080-099 Voodoll 33 154 148 168 164 120 133 Bounce, PoisonAir, WarCry120-139 WhipBird 45 480 200 150 250 240 230 Farewell, QuadHits, Sandstorm140+ WhipBird 50 500 200 180 260 250 255 EvilSlash, BazooCall, Hustle040-059 WildApe 20 65 46 78 38 51 47 ChargeUp, MetalCut, CleanCut020-039 WindMerge 12 44 45 38 40 40 51 Heal, Cover, Tailwind060-079 WingSnake 26 132 77 120 89 85 78 Defense, PaniDance, Branching020-039 Wyvern 12 46 32 52 28 48 84 BiAttack, SquallHit, WindBeast080-099 Yeti 34 198 110 170 170 80 94 Infermost, HighJump, Vacuum100-119 ZapBird 39 224 87 187 167 210 222 UltraDown, DanceShut, MouthShut120-139 ZapBird 45 260 120 210 200 240 255 Massacre, VacuSlash, Vacuum

A8) SPECIAL ROOMS-----------------Occasionally in the monster gates, you'll be dropped into a special room. Manyof these, you can save as though you were outside of the dungeon; in otherwords, you don't need to use a bookmark there. These rooms happen at regularlevels within a Gate: every third level starting with Villager/Talisman, whenyou descend in a world, you'll have a chance to find one of these specialrooms. As for which one you'll find... that's random, though you won't comeacross certain types until higher-level dungeons:

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

Treasure Room: There's a number of treasure chests in this room. Either 6 or8, to be exact. Sometimes, every one of the chests holds money or items. Othertimes, all but one of them are Mimics. This is another room you can save in

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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'tfeel bad about opening the chests even if you know they're Mimics.

Shop: This is a shop that appears inside the dungeon. These are extremelyuseful. For one thing, if you sell most items here, rather than selling themfor a little more than half, you're selling them at full price. Which meansmore money. In addition, the prices here are the same as they are outside,thus letting you pick up important supplies; they have all thestatus-repairing objects, as well as the rare WorldLeaf which will get yourdead pals back on their feet. And perhaps most important at all, selling rodsoutside this room gives you only *ten percent* of their worth (a 3000G firestaff sells for 300G back in the Bazaar). Here, though, they're sold for fullprice. 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: 6gLovewater: 80gAntidote: 10gMoonherb: 30gAwakesand: 50gSkybell: 50gLaurel: 80gWorldLeaf: 1000g

Battle Arena: This is what it sounds like: a battle arena. To pass on, you'llneed 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 yourselfsome good items. Just make sure you have the space for items, or you will bekicked out of the arena without a chance to get anything else. The battles inhere are equivalent to meeting up with masters on the overland map, exceptthat the monsters that are in the fight don't have unusual skills, but rathertheir normal ones for the monsters. In some cases it makes them easier, butwith others, it's more dangerous. The first battle is with a group that's twosteps below your own. For instance, if you would normally be at the 120-139area, 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 itemsyou can get in these fights, including books, seeds, and even TinyMedals, if

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you go far enough. In addition to this, these monsters can be captured withmeat, 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 tosave. 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 changelocations. Which means once you know where you're at, finding the way out iseasy.With the slate-grey maze, walk around the path directly to the right. Keepfollowing this path until you've reached the far right-hand corner of themaze, 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 cometo the far right screen. Walk down the path that's the furthest left on thatscreen and keep going to the far left. Follow it around, then turn to thesouth 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 pathsecond from the top. Travel along until you can go up, then go up, head to theright, and then down (not the path that leads along the far right wall, butthe one just to the left of it). Follow this down to the south wall, turnleft, and keep going left until you reach the hole.

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

Conveyer Belts: Another 'maze' sort of thing, this one is a little easier anda lot more fun and less tedious to get through. All you need to do is step onthe conveyers, and they'll slide you to the end. Follow those around andyou'll eventually be dropped off at the hole. And like the other mazes, onceyou 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

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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 eachdirection, go left and take the belt second from the bottom. It will swing youdirectly 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 thebelt to your left or walk upward, then take the left belt of the two beltsdirectly above you. Go right from the belt's end. Then, take the left of thetwo side-by-side belts to the south. It will shunt you to the hole, or walkupwards instead.In the dark blue/gray belt room, you'll be standing in a small area with twobelts 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. Youcan also walk to the end of this without a problem. Go between the two beltswhich are on the far right-hand screen and down. Step in the middle of thetrio 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 theend of the belt, and walk directly right. Take the lowest belt, the one rightalong the wall, and there you are.

+=+=+=+=+=+=+=++ WALKTHROUGH ++=+=+=+=+=+=+=+

*WARNING* *WARNING* *WARNING*This walkthrough is NOT spoiler-free. Generally, walkthroughs aren't. There'slikely a lot of places that are going to be considered 'spoilerriffic'. Inaddition, there are some spoilers to the other Dragon Quest games, primarilyin the 'boss' areas of the games. If you're not interested in findingspoilers, 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 asspoiler-free as possible. On the other hand, if you're stuck and need help, orjust don't mind, then read on!*WARNING* *WARNING* *WARNING*

When I list gates, the information goes in this order:

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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.

B1) BEGINNING: HOME-------------------The game starts out to the view of your sister, Milayou, chasing you aroundthe bedroom. Apparently it's time for bed, but your character, Terry, isn't atall interested in it. You know those stories that Mom used to tell you to makeyou 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 themonsters. Some kids. Anyway, Milayou finally manages to coax him into bed.

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

What's this? Apparently, being awake has nothing to do with the monstersrunning 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

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assuring himself that you're not Milayou, he'll tromp off to the other roomand come back, dragging your sister. Both of them will disappear into thechest of drawers, leaving you alone. And undoubtedly more than a littleconfused. After all, your character hasn't got the benefit of thiswalkthrough.

But never fear! Your savior is here! A white version of Warubou suddenly leapsfrom the drawers and into the room. This is Watabou. And the first person heasks for is Milayou! Boy. Can't win for losing, eh Terry? Fortunately, themonster realizes that he and Terry are speaking the same language (MonsterTalk) 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 overagain. No explanation this time, though; Watabou tells him that if he wants tofind out, follow him. And so Terry does; just follow the monster, check thechest of drawers, and off we go to GreatTree!

B2) STARTING OUT----------------You arrive in a strange room, with a strange man coming up to you and statingthat you must be the Master they're looking for. When you explain that youdon't know where you are, he lets you know: you're in the Kingdom ofGreatTree, brought by Watabou. No more time for other questions,unfortunately. You're due to pay your respects at the castle. Therefore, theold man pulls you out of this strange-looking room and leads you through thekingdom, giving you a good look of... a lot of places that you won't beallowed 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 housedin a giant tree. You're at the bottom, right now, and the castle is at thetop. Thus, he will walk you up to the top. On the way, a fighter will wonderif 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 continueheading up to the castle. The old man will stay outside, telling you to go andtalk to him.

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

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

Once that has been done, the king will immediately ask you if you'll bewilling to help him out. It seems they need someone to compete and win in theStarry Night Tournament. Ah. There's that name again! And despite his earlierinterest in getting to know monsters, Terry is much more interested in findinghis lost sister. The king will explain that winning the tournament, as legendhas stated, will give the winner one wish. Terry can use that wish to find hissister! 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 goodenough for Terry... either that or the king just doesn't give him thechoice... and the king offers him some monsters. After all, no monsters, nomaster. He then sends you to go and talk to Pulio, in the monster farm on theupper level, to ask about getting yourself a set.

Finally, you can control yourself again. Take a little time to talk to thepeople you can reach in the throne room. The minister will explain that theyhaven't been winning the Starry Night Tournament. However, since they'rehosting it this year, he's hoping they'll win! The jesters will explain theStarry Night Tournament for you (finally!). Apparently, it comes after every47th full moon. Because of the fact that it happens on a night when thousandsof falling stars fill the skies, it's named... d'uh... the Starry NightTournament. As celebration, the tournament is held. In addition, to the left

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of the king's room, there's some chests. Unfortunately, both of them arelocked. Read the books in the bookshelf, though; there's some interestinginformation in them, if not altogether helpful. You can even exit the castleand talk to the people there. The old man explains that Watabou brings thepalace 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 intothe 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 variousmonsters. The Slime above Pulio's head will tell you all about the MonsterFarm. A sign will explain that when the tree grows, there are tremors. One ofwhich made the hole that's directly in front of it. You'll notice that there'salso something rather interesting over there. A strange, spinning circle. Youcan't reach it at the moment, though, so just keep it in mind. Now, onceyou've explored the farm, go and talk to Pulio. He's the man just below theSlime.

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

The king will be shocked that you chose this monster out of all the others youcould have chosen. However, the situation will get explained to him. Needlessto say, this doesn't make the king any happier. He will demand to have Puliobrought there. Once he's there, the king will ask if 'Hale' was one of the

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escaped monsters. When he finds out the answer, poor Pulio will be threatenedwith a trip to the dungeon. However, you, like the brave and noble person thatyou 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 Haledisappeared through something they call a 'Travelers' Gate'. He will then letyou 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 isleft behind where he went, but it's blocked firmly by the jester. Don't worryabout 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 throneroom. They'll explain Travelers' Gates to you. In addition, Pulio's niceenough to tell you how to save the game. You should do so, so you don't haveto go through all of this again. Saving can be done anywhere outside thegates, other than in the middle of the arena battles. Make sure to grab thetwo herbs from the chests to the left of the throne room, then go down thenow-uncovered stairs and head to the only open Travelers' Gate. Make sureyou've saved, and in you go!

B3) THE FIRST GATE (BEGINNING)-----------------------------Levels: 5Monsters: 1-4: Slime, Dracky, AnteaterBoss: Healer (Hale)*This gate is only five levels deep, total, and only three types of monsterthat'll show up through the whole thing (aside from the boss). Obviously, thisplace 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 goingto need them while you're doing your first battles with Slib. Use healingherbs whenever Slib seems to need them; with only one monster with you, andhim 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 andprobably a third monster. It's fairly common here for an Anteater and a Drackyto join up with you even without the use of meat. Make sure you accept theiroffer; they may not seem like much, but every little bit helps. The anteater

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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 bevery, very useful later on. As for the Dracky, it won't have anywhere near theattack of the Anteater, but they will later gain the spell of 'Sleep'. This isalso extremely useful, if for a completely different reason. Don't be afraidof using a WarpWing if you find one, especially if you couldn't catch anyadded monsters. Get to the bottom (or as far as you can before your monstersare dangerously weak), toss the wing, and be thrown back to the beginning tohead through again. This might be a little tedious, but it'll get some extralevels for you, more herbs, and another chance at capturing monsters if youhad no luck earlier. In addition, if it seems like you're going to die, don'tbe afraid to let it happen; at this point in the game, you won't have anymoney 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 willmake this fight longer than it needs to be, that's for certain. Plus, if allyou have on your team is Slib, he can do enough damage to make thingsdifficult. Be ready to drop herbs on Slib if you need to. However, if you haveyour full team of three, or even just Slib and the Anteater, things should goalright for you. Just don't be afraid to use herbs when you need them. Minimallevels are needed here; don't worry too terribly much about leveling beforeyou face him, unless Slib is all you have. If he is, then try for level 5. Andwhatever you do, when he asks to join you, *don't turn him down*. He'llprobably be one of the most important members of your party for a good, longtime!

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

B4) BACK FROM THE GATE----------------------Well, it seems like Hale wasn't really all that interested in joining you at

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first because of the boredom he'd been having on the farm. You had to whip himinto shape. The king realizes that maybe he shouldn't force Hale to return tothe farm under his hand, but should instead let him join Terry. Hecongratulates you on your skill with monsters and releases Pulio, just as hesaid he would. Now, the king tells you to go and visit the arena. He says thatif you can defeat all of them, you'll be able to go to the Starry NightTournament. Then, he's off again, leaving you alone in the throne room. Yourmonsters will be healed by the bishop and you'll be sent off to go throughyour fights. He gives you directions to the arena. However, now that we'vebeen given some freedom, we'll want to wander a bit and see what's going on inthis 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 tellyou a secret: a SkyDragon is flying around above the farm. Hmmm. Something toinvestigate, maybe. First, though, put your monsters to sleep. This will openup the 'second side' of the stable. Why is this important? You'll see in aminute. Pass by the fisherman and check his pot for a TinyMedal (probably yourfirst one), then head to the north. Hello, Ms. SkyDragon. Take a step andstand 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 underneathit again. EWWWW! Anyway, now that you've got that, just wander and chat withthe local monsters to get some information. Go back to Pulio and have him putthe other side to sleep. Now, your egg isn't taking up any space in thestable, because it's on the 'sleeping' side. This means it isn't stealingvaluable 'level-raising' space from other monsters that you might catch onyour journey. Now, go down from the farm and head to the main city. The way isfinally open for you!

The arena will be right in front of you once you've gone down the first set ofstairs (or jumped off the first ledge). However, right now, let's not go inthere. Instead, we've got some more places to explore first. Go east of hereand you'll find a red-armored man who'll tell you a little about TinyMedals.

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Go up the stairs and you'll find the Medal Man's room. This is where you candrop that TinyMedal of yours off. Now, we've done everything else we can, solet's go into the arena.

Now that you're in the arena, talk to the first girl on the right. She'll giveyou information about how the various classes work. But before you go to thenext girl and register, let's take a walk around the arena. There is a lot tosee 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 yourmonsters will move to the other three. Here, you can talk to them and get anidea of just what sort of attitude they happen to have. This will give youhints about how to fight them, or what you need to work on to be able todirect them toward certain attitudes. Going to the left introduces you toTeto, one of the arena fighters. He'll tell you that more information can befound 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 alsoa 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 ofhere, there's a cave that leads into a restaurant. Talk to the bard who's atthe 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'llfind a Goopi (that muddy hand-thing) in front of a line of squares: aBombCrag, an ArmyCrab, and a Babble (Bubble Slime in Japan). Are things makingsense all of a sudden? Go up, talk to the Goopi, and then select the panels inthe order given. A set of stairs will be created. Now that that's done, up yougo 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 tothe Starry Shrine. But at least you have the stairs open. Descend them andhead back into the arena, going down from here. Here, there's people who cangive you warnings about some of the gates. Very handy for when you'repreparing to travel there. To the left of here is a man training his BombCrag,

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and another who will give you warnings about who you'll be up against andpossibly what they'll be using. Straight up from here is another cave. Thisone leads into the monster school. Definitely stop off here and see what theyhave to talk about. Check the blackboard and talk to the teacher forinformation. He'll let you know that only the monster you defeat last willjoin you. An excellent hint to remember for later levels, when you'll bemeeting groups of monsters. But anyway, we've learned all that we can. Let'sgo to the arena's entrance again and register, finally!

B5) G-CLASS-----------Checking registration, you'll find something a bit discomforting, at first: itcosts money to get into the various levels. Money's something you don't haveat the moment. However, don't worry about it: the G Class is free, and that'sthe one that we'll be registering for. As you aren't allowed to use items atall in the battle, the party I personally suggest for this level is yourHealer, your Slime, and your Anteater. The Anteater and Slime will supply mostof the good damage, while your Healer will, of course, be keeping them healedin between. If your Anteater isn't a high enough level to keep up with HP, youmay want to swap it for the Dracky, who's likely got a higher level (thanks totheir much faster-leveling) and may even have the Sleep spell if you've beenleveling it enough. If you're finding yourself unable to defeat G-Class (whichis quite possible; don't feel too bad about it), then head back to Beginnerand 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. Youwon't get trapped, even if you can't find a WarpWing. When you get down towhere 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 throughthem multiple times later on, you just need to make it to the bottom toescape. 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, Dracky2nd Match: Slime, StubSuck, Slime3rd Match: Spooky, Hork, Spooky

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Beware of the StubSuck's ability to put you to sleep. It's generally only anannoyance, but having your Healer fast asleep when you've still got twomonsters to take on can be dangerous. Similar is the undead group's ability touse 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 argumentfor having the Dracky there, since it has Antidote. However, when it comes tothe first battle, I prefer to mix two hard-hitting with one healer. It tendsto destroy the enemy before the poison becomes too dangerous.

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

B6) THE BAZAAR--------------The king will congratulate you, letting you know that you're not bad. As thecongratulations come, though, another figure enters the room. This is the kingof GreatLog, not a particularly friendly and kind individual. He insults yourage and skill, then exits, laughing. Needless to say, the king of GreatTreeisn'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'reback to your own devices. Take a moment to talk to the jester in the throneroom who guards the door, and you can find some interesting things out aboutthe next gates. Come back every time you finish an arena battle and he'llcontinue to do you this favor!

Now it's time to wander a bit, first. You'll find that the MadKnight has movedaway 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 thebarrel. Hmmm. Not all that helpful yet, but something to keep in mind. You cantalk to the people around the arena, but for the most part, they still only

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have the same things to say. So instead, go outside and down the set of stairsthat's been opened. Another new area to wander around, and one that's evenmore involved, this time! The stairs are again blocked, this time by a brattylittle girl who doesn't feel much like letting you pass. So once again, we'lldeal 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'sinvestigate 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'vefound 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 youin until you have had 100 pals. Needless to say, this will probably be quitesome time in the future, so let's leave that alone for now and talk to theother 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 himin mind! Check out Chapter C1 (The Library) below if you'd like to know whatgoes where and how to get it; otherwise you'll be able to find it out once youcapture 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 chockfull of information for you about the families of monsters and about secretbreedings, if you can solve the riddles in the Seon Prophecy books.

Once you've finished up skimming through the library, leave and head to theright again. Another cave will be here, this one leading into the vault. Thisis where you can go and drop your things off. Things left in here can't betaken by monsters. Nor can money that's been put in here. All in all, this isa good place to leave things that you might have a use for later, such asstat-up seeds (for monsters that need the gains for specific abilities, or forcreatures who might have a need for extra attack or hit points like metal

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Slimes), books (for the monsters who need to have their attitude tweaked), orsome extra WarpWings that you may have found. Since there's rarely a need fora 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 wouldsuggest, here's where you buy most of your things. Right off the bat, checkthe pots that are surrounding the first shop: a TinyMedal! And the shopkeeperdoesn't mind in the least if you take it with you! Check his inventory: youwon't have any money yet, but at least you'll know what he's got available:Herb: 8gLovewater: 80gAntidote: 10gRepellant: 200gBeefJerky: 20gPorkChop: 80gWarpWing: 100gBeastTail: 400gNow, 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 youtrust it all to his healing; he'll need the MP to keep up with your wholeparty. In addition, keep any WarpWings that you have. While you might need thecash, they will be much more valuable as items; just stow the extras in thevault. Now, continue wandering about the Bazaar. People will give you allsorts 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 tokeep in mind, perhaps. But for now, just talk to the people standing aroundthe barbeque. They'll say they want a monster who can make fire. At themoment, you probably won't have one (unless you've taken a lot of time tolevel Slib up) so just keep these folks in mind. Also, talk to the gypsywoman: she'll give you some hints on the progression of the game.

Anyway, we've gone over the Bazaar, done our selling, talked to variouspeople, 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 thesmall door that is now open. Either of these gates can be taken in eitherorder; the order they're listed in has nothing to do with suggestion, so much

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as random choice:

B7) VILLAGER------------Levels: 5Monsters: 1-2: StubSuck, GoHopper, AntEater, Picky 3-4: StubSuck, GoHopper, Gremlin, PillowRatBoss: Dragon (Dran)*StubSucks can be an annoying creature, as your battle in the arena very likelytaught you. They have a nasty habit of putting your monster to sleep, and anycreatures that you're facing with them get the chance to attack back whenthat's going on. Keep your party high in health just in case it's Hale theyput to sleep. GoHoppers will use the ability 'ChargeUp' to power up and hityou for extra damage, while the Picky will take advantage of ShelDodge toattack any bugs you might have with some good damage, and Sap to lowerdefense. PillowRats have the ability SideStep: this dodge will sometimesdirect an attack back to those who are attacking the monster. They also haveRamming, in which they'll bodily throw themselves at the enemy for addeddamage. Grab a GoHopper while you're here, if you have the space; there's noway to combine to get one, so if you want all the monsters, you'll need toactually capture one of these. Also, if you can, try and capture one of theGremlins 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'tworry. For now, just assume that catching one is a very good idea. They canalso get Heal and StopSpell, so getting a second later on can't hurt. Gettinghold 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 itfor later, when poison swamps and lava fields start showing up. This is thefirst dungeon where a special room will show up. So far, I've found both shopsand healers in this gate. Both of them are extremely handy here. Don't forgetto 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 morecommon in here and in the next few. Collect as many as you can and put awaythe extras. That'll help save money for you. You'll always want to keep atleast one around to flee just in case.

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BOSS BATTLE: Does this cave look familiar? Probably not, although the basicshape of the dungeon and concept of a princess stolen by a dragon might: it'sDragon Warrior I, all over again! I found this to be fairly amusing, to behonest. 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 withfiery 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 withhealing and that you've got herbs to help out. If you managed to catch aStubSuck before meeting him or brought in your Dracky, you may want to try itssleeping ability: the Dragon's fairly susceptible to it, and this can make thebattle a heck of a lot easier on you. If you don't have it, though, then haveHale use Upper (or better yet: Increase if he has it) and proceed to do ageneral smack-down. He's a fairly tough creature, though; have patience anddon't let yourself run low enough on life that a FireAir will kill you.

B8) TALISMAN------------Levels: 6 Monsters: 1-3: Spooky, ArmyAnt, Anteater, MiniDrak 4-6: Spooky, Goopi, ArmyAnt, PickyBoss: Golem (Golm)*This level is just slightly longer than villager, though its creatures aren'tquite as dangerous, I find. The Spookys can lick you into shivering for around, and the ArmyAnts and AntEaters can both deliver fairly good damage withdirect attacks. ArmyAnts, in particular, can be dangerous, what with theirNapAttack 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, andthey can also use CallHelp to get assistance running you down. However, mostof this level is just an experience in keeping healed and beating them upbefore they do the same to you. Still, I suggest taking this Gate second soyou've got a chance to gather a StubSuck in Villager, or leveling your Dracky

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sufficiently to get Sleep for fighting against the boss. As with the previousdungeon, a special room shows up on the third level here. And as before, itseems to be a beneficial one.BOSS BATTLE: Ah, but isn't it refreshing to see Warubou get punted? Golem is acreature who can deliver strong hits to you if you're not careful. He'll throwa *lot* of damage around. However, he's got one very noticeable weakness thatyou may remember from Dragon Warrior I: Sleep. This is another place wherethat StubSuck from earlier would come in handy: have it cast sleep on him andsmack away while he's unconscious. Otherwise, this is another place whereyou'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 ata time. This means that Hale won't have near as much trouble trying to keepyour monsters healed up. Just keep him on 'cautious', and he'll throw a healspell 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 enoughmonsters and enough cash. However, without the ability to combine yourmonsters, the 'strong enough monsters' part will be extremely difficultwithout getting good creatures, or massive levels. Therefore, you probablywant to go through both of these to get some hard-hitting monsters to replaceyour present team with. The Golem/Healer/Dragon team will take you a long wayin the arena. However, you might want to dip in and out of the dungeons a fewtimes, not only to get some levels on your lesser creatures, but to makeenough cash to be able to buy yourself a BeastTail. Soon enough, you'll reallybe wanting that. While the levels are only 5-6 deep, it's not so bad. Lateron, though, they'll get much, much deeper and the levels themselves will getmuch, much more complicated. Plus, one thing the game doesn't mention aboutthe BeastTail is that you can use it in battle to see if you've ever had themonsters that you're presently fighting. Considering that your 'monster pals'info only takes into effect different *types* of monster rather thanindividual monsters, this will be important later on.

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Now, if you've followed my instructions, you'll have captured a Gremlin bynow. Or at the very least, Slib will be at a high enough level to have theattack of FireBal, which will work as well. You could also use the Dragon youhave, though this is by far the most unwise idea of the three; he's probablygoing to carry you through your arena battles, after all, while you're stillnot important enough to do combining. Anyway, take that Firebal-using Slime orGremlin 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 youdon't mind getting rid of permanently, because they'll take it away from youand use its skill to start their barbeque. However, the fire's just a bit toomuch for it: BOOM! And what is this? Why, there's a Travelers' Gate left inthe wake of the explosion! Since we're here, we might as well check it out,right? Right.

B9) BAZAAR GATE---------------Levels: 9Monsters: 1-2: FairyRat, BigRoost, SpotSlime, Crestpent 3-5: BigRoost, DragonKid, Catapila, BeanMan 6-8: Demonite, Catapila, Hork, 1EyeClownBoss: MadKnight (Pash)*You'll want to be careful going through this dungeon. When compared to theones you've just been through, it's got more powerful creatures and more roomsto get into trouble with. In fact, you may want to either leave this gateuntil after you've had some time to level up your monsters, or go wanderingthrough here with those boss monsters that you picked up earlier. You mighteven decide that you want to leave it until after you've won more battles andopened more storyline gates. However, I myself prefer to jump right in ongates as soon as they're available. Thus, this Bazaar Gate is being mentionedhere. Be aware: being more dangerous also means that you'll get more XP out ofit; the experience will be over twice what you'll get in the other Gates youcan presently reach, and the danger level isn't so high as to make itunreasonable. A very handy thing to have when you're trying to get levels upfor battling arena fights! Here's the first place you'll find BigRoosts, whichhave the ability of SandStorm to blind you, and VacuSlash for extra damage, as

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well as Dodge to get out of the way. You'll probably want to stop and pick oneup. There's no way to actually create one in-game, so capturing one is theonly way you'll get one in your book. They haven't got the greatest moves, butat least it'll add to your list of monsters. Plus, combining a BigRoost with aDragon Family will get you a Crestpent. And while Crestpents aren't superioreither, they do have an interesting creature they go into which can't be bredany other way (a WingSnake). Speaking of Crestpents, they appear here as well;they will try and poison you with their PoisonHit attacks, though theirStopSpell and BeDragon abilities don't come through until they're caught andbred. Grab yourself a BeanMan as well; their TwinHits, RobMagic, and MapMagiccan 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 yourSlime creatures with Smashlime, and use Surround to dizzy you, as well as Slowto 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. Inaddition, they have the spell of Imitate, though they won't have access tothis without some considerable breeding. Catapilas can spew out PoisonGaswhich can poison your whole party, as can Horks. Horks also have LushLicks,stunning you the way SpotSlimes do. Demonites are funny little creatures: theystart with BlazeMore, but not enough magic to actually cast it. And finally,the 1EyeClown is a very dangerous creature for this level, having a fairamount 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 reallybig damage, especially with the Massacre and ChargeUp that he's got. While youmight want to throw huge damage on this guy with an all-smackdown team, havingHale here is probably your best plan: you'll want that Heal spell of his tomend up the damage that this guy will be throwing at you and Increase to makethe damage less. Bringing the StubSuck or Dracky for sleep spells might wellbe helpful, but he seems to wake up faster than most monsters, and that's justone extra damaging creature being wasted. Instead, come at him with the

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Dragon and Golem. The AntEater might be better damage than the Golem if it'shigh level, but MadKnight has BeastCut, and he's not afraid to use it! Ifyou're feeling brave, you can take all three hard-hitters, but you'll needlots of herbs, lots of patience, and a little luck; he may throw Massacre onhimself rather than on you, thus making the job a lot easier. Remember: if youcan't take him on, don't be afraid to come back at him for more once you'vehopped up a level or two.

B10) F-CLASS-----------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 thearena (Pash, Hale, and Dran is a good choice) and use that cash you gotthrough the latest bunch of gates to take on the next class. You can also skipclasses if you really want, but I suggest going up one class at a time. Thatway, you don't miss any of the extra information and other good things givenafter the various individual classes are taken out. So while we might be ableto 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, SpotSlime2nd Match: MudDoll, Almiraj, MudDoll3rd Match: PutrePup, MadRaven, SkullRoo

With the creatures that you've got together at the moment, this will be afairly straightforward battle. Beware the ability of the SpotSlimes to callfor 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 bigdamage, and the SkullRoo does its best to confuse you with PaniDance. Don'thesitate to use the dragon's FireAir here, and Pash's BeastCut will come inhandy against the SkullRoo. Just hope he doesn't throw Massacre on your ownparty! You should be able to mince them easily.

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B11) QUEEN AND MORE-------------------Now that you've gotten past that, Teto will inform you that he's alreadypassed E-Class. Oh no! He's ahead of you, finally! But that's alright. We canmake it up in our own due time. Right now, let's focus on investigating thosetwo new Travelers' Gates that have been opened up for us: Memories andBewilder. 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 greenwill keep notes for you, too, so you can check and see lessons from before. Inaddition, you can go and talk to the Queen now, and instead of throwing youout, 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, solong as you bring the monster to her. When these are brought to her, she willgive 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 youwhat monster she wants to see, Mick and the Minister may let you know whatgoes into the combination. The monsters she asks to see, in order (and thesimplest 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 Gizmo/LavaMan)WhiteKing (Skullgon/DeadNoble/BoneSlave/Skeletor + SpotKing/KingSlime/MetalDrak/Andreal/GreatDrak/KingLeo/Blizzardy 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)

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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 adifferent (likely more complicated) breeding, or capture them in the wild orfrom specific foreign masters. How you get them doesn't matter: the Queen justwants to see one. Once she has seen all the above creatures, she will not askto see any others. Instead, she will start to consider perhaps going home.

Down the well, the monster trainer you fought is friendlier now, and promisesto tell you stories later. And even more importantly: the girl who'd beenblocking you before has moved out of the way. You can go down into the bottomlevel 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 stillnot 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 thetop leads into the girl's house, where her father will crow about her. Thereis also a clearly-visible Travelers' Gate here, though Grandpa won't letanyone there. Talk about a stubborn old coot! For now, go through theirdresser for a TinyMedal and then check out the bookshelf. There'll be a diarythere that you can read. Do so; it'll become more important later. In the cavebelow this, there's a man blocking the door and refusing to let anyone come infor 'his Betty'. Again: keep this place in mind. For now, pass it on by and goto the right. There, you'll find the Egg Consultant. He can tell you anyinformation 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 adifferent one. This can be extremely important later on, when monster eggshave only one gender or another. You can't breed two males or two femalestogether, after all. Anyhow, once you're finished with these, let's go to thatall-important place down below: The Starry Shrine!

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B12) STARRY SHRINE ------------------Down here, there's a lot of information on combining and breeding yourmonsters. Don't turn up the chance to learn it all! Read books, talk topeople, and finally discuss with the Master Monster Tamer. You can get all theinformation 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, whichwill bring you to the farm, and get the party of monsters out that you want tolevel. You may, however, want to hatch that SkyDragon egg and let it gainlevels on your farm. If you do that, then you may need to be prepared later onfor 'adjusting' the gender of a parent. However, for the moment, just worryabout letting your SkyDragon get itself some experience. As it's considered abase monster, with no unusual skills, you've got no reason to force it to comealong 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 tojust leave it leveling or take it with you on your trips. I tend to leave iton the farm, as I mentioned, since its stats aren't anywhere near as good asa 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, putthe rest to sleep, and put these two monsters back into the farm (or take themalong with you with a third, since you can never be without a monster withyou). Once they've been bred, an egg will remain. You can then put this 'eggside' of the farm back to sleep and not have any XP lost from those monsterswho are awake. After all, you'll occasionally want to save eggs as eggs,rather than hatching them instantly (especially if you're trying to combinefor specific monsters).

Anyway, we've done all we can right now. Time to go and check out these newestdungeons! Before you go, maybe you want to either bring along some of yourlesser monsters for extra levels (the Gates aren't as dangerous as the BazaarGate) or do some combining. A good choice might be Slib with your Dracky, if

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they're different genders. This will give you a WingSlime. And a WingSlime isone of those monsters that the queen wants to see. However, my suggestion isto level the pair of them a good amount, because your Slime has the skillMegaMagic 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 ofstats. 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 severalRibs or a couple of Sirloins.

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

B13) MEMORIES-------------Levels: 5Monsters: 1-2: Goopi, PillowRat, DragonKid, Catapila 3-4: Picky, FairyRat, Catapila, SpotSlimeBoss: MadCat (Gig)*The monsters on this level are rather mean. Goopi have a bad habit of callingfor help. Likewise with SpotSlimes and PillowRats. In addition, the Goopi havean ability that can direct your attacks onto your own party called 'Dodge'.Ouch! Also beware of the DragonKids and their SleepAir. It can knock yourwhole 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 notas frightening a level as others, and is short. You could possibly leave Haleat home and focus on healing with herbs when it's needed, thus giving you afull team of heavy hitters. The Bazaar Gate is very much better forexperience. This is also the first level which I found foreign masters on (notcounting the Bazaar Gate). Don't hesitate to check out every inch of the placeand see if you can find some.BOSS BATTLE: The MadCat is actually a fairly easy boss to beat. Especially ifyou decided to bring Pash along with you. His BeastCut will help make shortwork of the sabretooth. However, beware of MadCat's SquallHit: with thatability, he can get an attack in before anyone else can so much as move,including your ability to give out items. His LegSweep can temporarilyincapacitate one of your party as well, making them have to spend a round

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picking themselves up off the ground. Sleep is worth trying on this fellow tohelp keep him out of the fight if you don't mind leaving one of your bigdamage creatures elsewhere to bring along either a Dracky or StubSuck. Really,though, in comparison to the Dragon and MadKnight bosses, he's fairly easy totake on with a brute-force group.

B14) BEWILDER-------------Levels: 6Monsters: 1-2: MiniDrak, BigRoost, DragonKid, SpotSlime 3-5: EvilSeed, Demonite, SpotSlime, CrestpentBoss: FaceTree (Face)*Again with the SpotSlimes and their annoying CallHelp, and again with theDragonKids and their SleepAir. MiniDraks kick up sand with SandStorm to blindand 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 thetwo, definitely worry more about the EvilSeeds. Paralysis can be permanent. Ifyour whole party is paralyzed, it's death. Literally. Your party is considereddefeated! However, capturing these things can be a good thing: paralysisdoesn't work as well on enemies as it does on you, but if it does work, theycan'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 StubSuckssurrounding it. They're higher level than the average one, giving better XP(101 apiece!) for only a little extra annoyance. Well worth it, IMO. Onceyou've got rid of them all, go over to the tree and talk to it. The FaceTreehas one of the more annoying and frightening statuses you'll come across:Curse. This will cause random effects on your monsters, from being stunned inbattle, to losing MP, to confusion. Plus, it will occasionally throwStopSpell, keeping your Healer from being able to mend or protect you inbattle. Fortunately, though, said tree doesn't have as much in the way ofphysical ability. Slam it physically, especially with any fire spells youhappen to have. In other words, this is a good place to bring Dran; hisFireSlash will tear the poor tree up. Don't bother with putting it to sleep;it's fairly resistant to status ailments.

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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 suggestkeeping your party as Pash, Dran, and Hale for the next level of the arenabattles. 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 acouple of levels before bringing them battling; take them through the BazaarGate. If you want to do some combining, certainly feel free. I, myself, likewaiting 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 thecreatures 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 considera 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) willmake a WingSlime with good healing powers and superior speed, as well asTailWind, which will be a big help against those dragons in round 2. You'rerisking losing HealUs if it tops out in levels too swiftly, though, so you maywish to wait on that for a while. That AntEater could be combined with yourGolem or a Devil Family of some manner (Gremlin or Demonite) to get yourself aGrizzly: a creature with superior attack power and pure, raw brutality inevery inch. If you want a 'hack and slash' creature, this is a good way to gowith it, though you'll have to be careful with its stats; some of the betterskills require an intelligence minimum and Grizzlies are even less intelligentthan the AntEater; breeding them at high stats is about the only way you canguarantee to get those minimums. In other words, don't use Pash for thiscombination, even if you would really love to see how high you could get theGrizzly's strength. The loss of GigaSlash would be almost guaranteed at thislevel (without massive numbers of seeds) and frankly, that just isn't worth

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the loss. A Goopi and an EvilSeed can be used for creating a Gismo, whichgives two out of three of the skills for combining into BigBang: FireAir andIceAir.

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

B15) E-CLASS------------1st Match: Crestpent, TreeSlime, Poisongon2nd Match: DrakSlime, Dragon, FairyDrak3rd Match: Snaily, Armorpede, Snaily

Be *very* careful with the first match: the Poisongon has an attack that canpoison your entire party, and unless you've brought along your Dracky (orsomething combined from him) you'll be SOL with getting it cured; you'll justneed to have Hale mend it as the damage gets bad. In addition, the TreeSlimehas that dangerous paralysis attack which can take you permanently out of thebattle, and there's nothing you have that can cure this unless you've made aMadPlant, a Snaily, or a CoilBird. Plus, it has SleepAir: an ability that canknock 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 anannoying combination of SleepAir and Surround being tossed by the FairyDrak.Keep yourself healed. You may even want to get Hale his 'HealUs' ability ifyou're patient enough to level him that far (around level 29), which'll keepyou alive just fine through all of this. Having a WingSlime here is also anextremely good idea, since it has the ability to blow those breath attacksback 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 attackslike IceBolt, but nothing compared to the danger of poison/paralysis in thebeginning and the sheer damage of the dragon breath in the second. Theirdanger is in how low your HP and MP will be after those dangerous fights. Justfocus your attacks and keep everyone healed, and you should be able to pickthem apart. Another level down, and another set of Gates opened up: Peace andBravery! Time to go and see what people have to offer again before weinvestigate those, though.

B16) MASTER BREEDING

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

For now, whether you leave Teto's breeding offer for a little or you've takenit, there's other things to check out in the arena. People are giving moreinformation, 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 hasa Catfly. This one doesn't have any specific and interesting combinationsthat'll go with it, so pretty much feel free to combine anything with it. Itwill give you the 'special skills' of what this man's monster has and give youa good bonus in stats for the baby. The green fellow at the bar tells youabout the LavaMan, and how foreign masters will probably have them. You canalso go up to the Queen's room and talk to Mick multiple times. He'lleventually 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 specificmonster aside from Lionex, which can be made from any Devil Family andLizardman. 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 makeit for the breeding, though as said before: any Devil Family will do thetrick. And being as a Lionex gets the mighty HealUsAll, this combination iswell worth getting 'A Devil' for.

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Down in the well, the scientist is asking for a monster with the skill oflightning, which he will exchange his assistant for. Now, there are only a fewlightning skills in the game: Bolt (and its higher-level cousins: Zap andThordain), BoltSlash, HellBlast, and Lightning. Just a few minutes ago, wasn'tthe 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? Lookslike we know which creature to lean toward. Of course, by checking out theskills chart, there are quite a few low-end monsters with 'Lightning'. Youcould probably combine a zombie family with a bird family, for instance, andget yourself a RotRaven who'll have Lightning and BoltSlash, both. All dependson whether you want to go by combining or capturing. However, we'll come backto 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 anotherfor a rather funny scene with Warubou. Leave and return, and you can talk tothe woman to finish it up. Sassy little creature! The bard at the far righthints 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 gottenyour BeastTail by now: you should have the money for it. Finally, make yourway to the Monster Farm, either through the Shrine of Starry Night or throughthe castle. The ArmyAnt has moved off the stairs, so you can go into thestable now!

Down in the Monster Stable, there's a lot of good information you can find onthe various monsters, their abilities, and the like. The Toadstool, forinstance, lets you know that it uses SleepAir. That knowledge will come inhandy 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 newTravelers' Gates. As a suggestion for you, take along one of the monstersyou're considering combining into those beasties offered in the arena. Thatway you can get them some more levels, so the baby that gets made is morepowerful. For instance, you may want to leave Pash behind and take a Dracky or

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BigRoost instead, to get some levels to increase that Blizzardy we'll becreating. Risky if they're weak, but worth the risk, I say. Especially ifyou've got WarpWings in reserve. ... you *have* been saving them instead ofselling them, haven't you? Now that our party is chosen, it's time to getgoing.

B17) PEACE----------Levels: 8Monsters: 1-3: BigRoost, SpotSlime, CoilBird, Crestpent 4-5: DragonKid, Crestpent, BoneSlave, Almiraj 6-7: Hork, Crestpent, Almiraj, BullBirdBoss: FangSlime (Fang)*Hello. Lookie here. BoneSlaves! You've got to get down a few levels to findthem, but they're down there! Make sure you capture one if you don't feel likecombining for your thunder skill; this will be of great importance, as you'llsee later. And the top level's not got anything that you can't handle on yourown: CoilBirds are the only new creature there, and they've not got anydangerous attacks. The only thing they can do is keep your breath attacks fromdamaging their friends, taking it in themselves and spitting it back at you.Good protection, fairly good damage if you've got powerful breath weapons, butnot too good for their health since they take damage from 'inhaling' it. Theydo have the elusive NumbOff spell, though. Further down, there are theBullBirds. While they don't have really good special skills, they can throwfairly good damage; they're a strong-bodied bird, plus they have ChargeUp andRamming, both. Hopefully you should have enough levels that they aren't adanger to you, but if you've chosen to take along the weaker monster as Isuggested, it's possible that they may flatten the poor thing if it's stilllow level. In addition, Almiraj have fairly strong physical attacks as well,along with Berserker, which throws all their defense into attack, making themvulnerable but making them powerful as well. This is the first level I startedto 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 therear), then talk to the FangSlime. This FangSlime is one great big bundle of

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annoyance, more than anything. He has the ability to stun the whole party witha WarCry and CallHelp while they're recovering themselves. He can alsoChargeUp his power and hit twice as hard the next round. Fortunately, youshould be here with at least one heavy-hitting monster and a healer. That willdo a fairly good job of taking the FangSlime on, in all honesty. He doesfairly 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 himsurprisingly easy compared to earlier bosses, especially if you've beencombining already. He does have high HP, though, so don't let him win byattrition if you've not got a good healer with you.

B18) BRAVERY------------Levels: 9Monsters: 1-3: Demonite, BeanMan, 1EyeClown, FloraMan 4-5: BeanMan, FloraMan, SaberMan, GiantWorm 6-8: BeanMan, FloraMan, GiantWorm, BullBirdBoss: BigEyeMostly stuff that we've already dealt with in earlier areas. Don't rushyourself too much. Just focus on dealing with them and getting the experiencewhile you work your way down. Be careful of the FloraMans, who will throwmulti-party attacks of Firebane, and the 1EyeClowns, who'll be trying to takeyou 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 foryourself. Especially if that healer has HealUs instead of justHeal/HealMore/HealAll. Especially if you decide to come in here with plants orother creatures who are weak against fire. GiantWorms have BeastCut, so if youhappen to have Beast Family monsters along with you, they may get a heck of abattering. Likewise with Devils and the SaberMan's DevilCut ability, thoughthose SaberMans have a more dangerous trick: Paralysis. Either have NumbOff orbe prepared to kill them fast!BOSS BATTLE: To get to the BigEye, head to the left side of the ledge, takeone step up, one to the right, then up. What's this about 'Not in here?' Oddman. Don't worry anything about it, though; nothing we can do for now. Worryinstead about beating up the BigEye itself. This creature has fairly powerfulattacks in IceBolt and IceAir. It also has the ability to heal itself

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occasionally, though fortunately you'll be doing enough damage that itshouldn't be able to keep up with you. Just wail on it heavily, keeping yourhealer employed with keeping your people on their feet. And what's this? Nowthat 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 haveto create it. Sorry! And isn't it wonderful for the king to warn you that youdon't need to feed them meat treats now? After you may have wasted good meaton the earlier bosses? ARGH! ... well, hopefully you were reading this FAQwhich told you this one won't join you. Of course, as mentioned earlier, theking 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 oldman down there. He'll take the creature and you'll be shooed off. Leave thewell and come immediately back. The pot will be gone, and in its place... aTravelers' Gate! Because of that, he wants to keep his assistant around, butoffers you the Gate instead. Oh, gee. I wonder which we should choose. Talk tothe assistant for a moment. Hmmm. Apparently we know where things might'vegone wrong! ... but the 'why' isn't important. What's important is that we'vegot ourselves another Gate to check out. Don't hesitate: let's go do thatright now.

B19) WELL---------Levels: 12Monsters: 1-3: BoneSlave, Almiraj, FloraMan, GiantSlug 4-5: Almiraj, TreeSlime, FloraMan, GiantSlug 6-8: GiantWorm, BullBird, FloraMan, MudDoll 9-11: BullBird, SaberMan, FloraMan, MudDoll, MetalyBoss: Gigantes (Gant)#Here we're getting into much deeper dungeons. However, one nice thing aboutthis 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 arecomparatively common here because of this; it's a good way to get stats. Mostof the monsters here are things you've already met and hopefully handled

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fairly well. The GiantSlugs have the very useful skill of Whistle, if you wantto grab one, but other than that, they're fairly pitiful, having onlyLushLicks 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' abilityfor an up-and-coming healer creature if you want to get one. TreeSlimes caninflict 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 rareMETALY. Yes. Metalys appear down here. And while they're very, very difficultto kill, they'll give you a *ton* of experience, 1122 points each, making itwell worth the time. Bring hard-hitters down here and wander about (orWhistle). All you need to do is 4-5 HP of damage to one to kill it, so if youhave someone with a big enough strength (and SquallHit is handy) you can killthem regularly. One hard-hitter, one healer, and one creature that needslevels is a good combination for here. Or you can just leave them all on yourfarm 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 yourcharacters do the damage to them. You'll probably want to specifically directthem 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 whateveryou combined it into that could develop that MetalCut. Just don't trycapturing these things until you have access to Sirloin. They're picky andhard to coax to you, not to mention the fact that it can be hard to kill themlast, with their habit of running off.BOSS BATTLE: Oh dear. Another maze to get to the monster, but this time withholes in the ground. If you fall down one, you'll have to start over, and theholes 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 bigdamage. This fellow will send attacks after you that will tear you apart ifyou're not careful. EvilSlash does immense damage on its own if it hits, andChargeUp on top of it makes it a one-hit kill a lot of the time. Plus, ifyou're silly enough to bring an undead down here he'll throw ZombieCut and get

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rid of them but quick. The only advantage in bringing a zombie type is if theyhave HeavyD or something like it. They can act as a buffer for the rest ofyour team at times, since he seems to like taking down those zombies where hecan. Sleep is effective against him, as are many other status ailments. Usethem to advantage to keep him from hitting you back.

Now that we have ourselves a place to hover and level for a while, let'sassume that we're going to spend a lot of time here (I know *I* sure do). Andin spending a lot of time here, you're going to rack up a lot of money, andlikely a lot of TinyMedals. In fact, this is probably where you'll get thatfirst 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 andit'll tell you that it has a gate to offer you! Leave the cave, re-enter, andpoof. There's the Traveler's Gate, all set up and ready for you. Well, let'snot hesitate! Might as well head through and see what we can see in here,shall we?

B20) MEDAL MAN--------------Levels: 19Monsters: 1-5: NiteWhip, BoxSlime, Gismo, Orc 6-8: BoxSlime, Gismo, Orc, RogueNite 9-18: BoxSlime, Orc, Reaper, RogueNiteBoss: KingSlime (Kix)# Lipsy (LP)# Toadstool (TS)#Oh my goodness. 19 levels! That's a huge jump from the 12 levels that we'dbeen doing just a few minutes ago with the Well Travelers' Gate. And theenemies here are considerably stronger, too. In other words, you may want toleave this place until you've gathered a few levels from the Metalys, andprobably when you've got better creatures. However, while the experience inhere doesn't have the gross amount of a Metaly, it is overall greater sincealmost every monster group gives several hundred XP, and thus a very niceplace to level a lot of creatures up. Plus, there are more interesting itemsdown here, including WorldDew, WorldLeaf, and Sirloin. It is also much more

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dangerous, however. Where the Metalys are almost helpless, these creatureswill beat on you considerably. In addition, they have fairly high HP; makesure 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 thatCurse is a status that you don't want to have on you. It'll give you randomstatus problems in battle, as well as keeping you from regenerating your MPwhen you're out of battle. Get a creature with DeCurse, maybe, or carry alonga lot of Laurels. If you don't, be prepared to be cursed a lot. NiteWhips willthrow Lightning and WindBeast, attacking multiple people at once. The Gismoshave a habit of using SuckAir and then blowing out large gouts of dangerousFireAir or IceAir on you, too, so be ready for that damage, either withTailWind, SuckAll, or with lots of healing. BoxSlimes will both raise defensewith 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 partymembers up, as well as throwing EvilSlash on you. And if you haven't alreadycombined for one with a captured BeanMan, you may want to consider gettingyourself an Orc while you're here. It's a great source of Vivify, a skillwhich 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 thusboth 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 moreto get items. This is like multiple fights with a foreign master. Braceyourself!BOSS BATTLE: Here, you'll get three doors to choose from. Behind each one ofthem is a different monster: KingSlime behind the middle, Toadstool on theright, and Lipsy on the left. And whichever one you defeat, you've finishedthe dungeon out completely; there's no second chance here. So don't dallyaround: go straight up the middle to where the KingSlime is, since it'll giveyou the most experience of the bunch, not to mention has the best skills ifyou've got the Sirloin to spare. He throws fairly high physical damage, but

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nothing you can't handle. The hardest part about killing him will be his largenumber of hit points and his bad habit of healing himself with HealMore whenthings get bad. Make sure you can throw enough damage to eliminate what he'shealing on himself! Have your whole party heap the damage on when he starts toheal; 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'relooking at the arena once again. However, this time, our basic creatures areprobably not going to be strong enough to handle it. Sure, you can spend hourson hours in the Well or Medal Man Gate, leveling Pash, Dran, Golm, Fang, orany of the other heavy-hitting boss monsters up, and maybe be able to handleit. However, it's much better if you instead dig into your farm (which shouldbe getting quite full by now!) and start looking through it to decide what youwant to use in combinations. First off, you'll want to breed with each of theMasters in the arena who are offering. As I mentioned above, it's possiblethat 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'snothing special that CatFly goes into), and a devil family for Mick'sLizardman (which will give you a Lionex). Of course, if you don't feel likewaiting, 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 itfor. Unless you're particularly impatient, you may want to start combining forlevels and power. All the better to reach your next class. Plus, you might beable to get the 100 pals needed for that secret back room in the library! Butlet's not get ahead of ourselves. That will take a long time of work. Let'sassume instead that you just want to do the average amount of breeding, rather

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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 tellyou what's there. For now, I'll leave it undetailed, and instead take you toyour next battle, which is D-Class:

B21) D-CLASS------------1st Match: Saccer, FloraJay, MadPlant2nd Match: MedusaEye, MadGopher, MedusaEye3rd Match: MadCat, RogueNite, MadCat

Your first fight is going to be a battle of the statuses. They will speedthemselves up, armor themselves, and try to suck your defense down. Try andtake the FloraJay out first, if you can, to keep it from using its LifeSong topick its friends up when they go down. Aside from that, the first match isactually very easy. It's the second where things will get annoying, as bothMedusaEyes will do their best to throw Surround at you and make it impossibleto hit anything physically. Bring along someone who's got a magical or breathattack to make this fight easier. They will also be throwing strike attacks atpretty much everyone: Branching against plants, BirdBlow against birds, andZombieCut against undead. They also have Sap, which can ravage your defense,so be prepared with Increase if their attacks are doing too much to healeasily. Fortunately they have fairly low hit points. The third match is withMick, himself. Maybe he should've kept that Lizardman; all he's got with himthis time are two MadCats and a RogueNite. Still, those MadCats will throw aconsiderable amount of damage with SquallHit, getting shots in before you cando 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 youoff it). This is where you're going to be appreciating those powerful babiesthat you've since bred up. If you can't handle Mick, then spend some timeleveling up and try again. Remember: with SquallHit, you'll probably *never*be able to attack before the cats when they get going, so healing preemptivelywill be your number 1 priority unless you've really got some massive defenseon your side.

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Anyhow, another level up, and another level down. And... the king wants tospeak to us again! Let's go off and do that. He'll give you permission tocompete in C-Class and above! .... or, wait. Maybe not? First he demands thatwe fix a little problem. Apparently the rooms of Strength and Anger haveenemies pouring out of them. He can't ignore it! And apparently, neither canwe. 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 theJesters explains why there's no monsters on this side of the world. Anotherwill give you a little hint about breeding. In the monster stable, you can getsome hints about what BattleRex has for skills. Handy! Especially if we cancombine 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 aresealed 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 passingD-Class. The man you bred with in the cafe will tell you about skills andmonsters with weaknesses. Head up and talk to Mick and... he's offering abreeding to you! Hopefully you remembered to breed with the Lizardman the wayI suggested, because otherwise the chance was lost. This time, it's aDeadNite. 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 youcan do here. You can either get a RockSlime (by combining a Slime with it) ora DeadNoble if you create another DeadNite. Of course, like the othercreatures, 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 aboutthe creatures in the Travelers' Gates while you're at it. Now, we leave andtake a quick jaunt to the rest of the city. Talk quickly to the girl outsidethe Master Breeder's ladder; she doesn't have much to say yet, but at least

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you can hear Mick get called a wimp for your troubles. Now, once you'vefinished with your combining with Mick's DeadNite, it's time to take our tripto the Travelers' Gate of Anger.

B22) ANGER----------Levels: 11Monsters: 1-3: GiantWorm, GiantSlug, Poisongon, Catfly 4-5: GiantSlug, Poisongon, Catfly, Eyeder 6-8: Catfly, Poisongon, Eyeder, PutrePup 9-10: Catfly, Eyeder, PutrePup, DrakSlimeBoss: BattleRex (Wrex)*If you got the Medal Man's dungeon like I suggested, this place will be anabsolute 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 upthere. There are a few somewhat dangerous creatures. Poisongons, for example,are venomous in both bite and breath. You'll probably want to carry along acreature with Antidote or Surge with you. Eyeders have Heal, which is a nicething 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 anygood) as well as FireBal. DrakSlimes will take deep breaths and exhale FireAirat you, so prepare to kill them quickly or expect to take fairly considerabledamage. CatFlys will use Slow to slow you down, and OddDance to sap the magicright out of you. PutrePups Slow as well, and Sap your defense while they'reat it.BOSS BATTLE: This BattleRex is surrounded by eggs! Sure, you can go right upthe middle and face her (a boss who's a female!), but instead, I suggest goingaround and kicking open all her eggs, first. Each one will have a DragonKid init that you can mash for extra XP. In addition, you'll need to break at leastone 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! Ourmysterious fellow again, still looking for something. And there goes all thoseeggs that we missed! Good thing that we got them before he appeared, no? Hetakes a moment to insult us for using monsters instead of our own weapon, thenretreats. Hmmm. Odd man indeed... but no time to think about it. We've got an

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angry BattleRex to deal with. And boy, she doesn't do anything half-way. Ifyou don't have people with high HP here, she'll take you down one by one withheavy hits. She also has BlazeAir as an attack, so hopefully you're eitherresistant to fire, have high HP, or you've got a healer with you (why wouldyou ever be without one?). Anyhow, when you take her down, she'll join up withyou. 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 wellGreatTree is doing. Like the king of GreatLog before him, he insults thekingdom and then you, then hobbles off. Fortunately, the king's made ofsterner stuff than that. He opens C-Class and beyond for you to fight in! Andwhat'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 looksas though our tree home has had a growth spurt! Battles? Gates? Heck withthat: let's check out the kingdom and see what changes have been made! Firstoff, let's go to the Monster Farm. A lot has changed up there, after all!

B23) CH-CH-CHANGES------------------The first thing you'll notice on coming here is that instead of the Dracky, aTrumpeter is there now. He will tell you the maximum level potential of themonsters in your party! This is a very useful thing. Now you know how manylevels 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 onthe MadKnight and his Lipsy-love. The cliff has been joined, so they canreunite! This also opens up a gate for us to reach! Let's check that out alittle later. For now, just remember that it's here. See the two pits thathave been left behind? Take the one to the right and you'll have found whatthe hole in those barrels are for: a shortcut right down to the Master MonsterTamer! This'll make our trip a lot quicker for combining later on! In fact, if

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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 therest of the village. As a matter of fact, let's head to the Colosseum and seewhat'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 onhow to make a Unicorn: we need a FangSlime. Well, considering we've alreadygot that FangSlime from the earlier Travelers' Gate, looks like we alreadyhave one. Nice of him to let us know this. Hopefully you haven't already bredit away, now. In the cafe, a woman called May has a Rayburn that she'd like tobreed with. She'll even give you a hint of what to cross with it: seems herRayburn likes birds. Keep that in mind; it's a good combination to make. Headup to talk to the Queen while you're there, and it seems that she has avisitor: The Medal Man! He says if you believe that he's not the king, he'sgot a monster you can breed with. You might as well do it; there's no harm toit. And what you get offered is a FangSlime! So even if you *did* breed yourown FangSlime away, here's one that you can combine with. If you have a spareBeast, bring it up here and you can get yourself a Unicorn. In front of theschool, a man will tell you where to get a bunch of handy skills, in caseyou're interested in them. And inside the school itself, the lesson is stillgender-changing. Once you're done all this inspection, let's go out to thecity. Plenty to check out there, as well. To the Bazaar!

As was promised, the Bazaar has another store open now! The items are quitevaluable to be taking along with you, now that you're getting into moredifficult levels:Potion: 200gWorldDew: 500gSageStone: 1000gWorldLeaf: 1000gMapHerb: 70gBookMark: 100gRib: 300gMistStaff: 700GThe BookMark, especially, is something you'll want to take at least one ofalong with you at all times. It's good insurance. If you get a good item,

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capture a monster, or defeat a difficult Master, you can use the BookMark tosave anywhere in the world, rather than having to descend to a level wheresaving's enabled, or exit the level completely with a WarpWing. SageStones arealso a handy thing to keep around. They'll heal your entire party by a goodhandful of HP (around the same amount as Hustle) and can be used multipletimes. They'll eventually break when used, though, so don't depend on them tobe infinite.

The only other real change that's happened is that the mysterious no-sellmerchant has been separated from the rest of the Bazaar. Looks as though westill won't be able to buy anything from him. The rest of the Bazaar is prettymuch just as it was before, so instead go back into the village and check outthe rest of it. For one thing, the journal in the little girl's house hasgrown a little bit. It's nothing special, but you might be curious to see whatit reads. The old man's still being stubborn about his gate, though; don't gethopeful that he's since changed his mind about that. But going out, there's apath to the lower-right, now, where there wasn't before. Go through there andyou'll find another Goopi! Like the first one, he wants to playRock-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 tofigure 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 beanother Travelers' Gate for you! Just collecting these things, aren't we? Withthat, we've now got three gates open and available for us to check out: theMonster Farm Gate, the Colosseum Gate, and the Gate Of Strength.

B24) STRENGTH-------------Levels: 11Monsters: 1-3: MudDoll, TreeSlime, SkulRider, FairyDrak 4-5: MudDoll, SkulRider, FairyDrak, WingTree 6-8: TreeSlime, SkulRider, WingTree, DrakSlime 9-10: TreeSlime, WingTree, FairyDrak, DrakSlimeBoss: StoneManThere'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 befamiliar, right down to their annoying habit of breathing SleepAir on you and

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possibly paralyzing you when they hit you. You should be able to kill thembefore they can paralyze your whole party, but you may still want to keepMoonHerbs around just in case. FairyDraks will put you to sleep as well, andtheir Surround is even more obnoxious, making it very difficult to hit withphysical attacks. Make certain that you've got either spells or breath on-handjust in case you get a combination of TreeSlimes and FairyDrak together. Mostof the other monsters are fairly basic; you've either been up against thembefore, 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 theirfriends up, as well as ZombieCut to damage any Zombie Family monsters youmight have. This is the first level where I found the Lost Forest specialroom. Just take the right-up road both times and it should lead you to thehole.BOSS BATTLE: When you first come down here, it looks pretty... odd. A strangestatue, a chest, and a pot. Go down and check that pot and chest out. Nothingspecial he-... did that statue just move? ... of course it did. Go and talk toit, then fight it. StoneMan can be a difficult match. For one thing, he'spretty much immune to ice and fire, making your usual spells and breathweapons mostly useless against him. In addition, he's almost immune to statusailments, so trying to put him to sleep or paralyze him shouldn't be botheredwith, either. Instead, hammer on him physically; he may have high defense, buthe's got only moderate HP. Plus, he hasn't got any skills that will rescuehim. No healing spells or anything like it. All he can do is smash you with abasic physical attack. In other words, compared to some of the boss monstersyou've had to face, this one is an absolute breeze.

B25) MONSTER FARM-----------------Levels: 12Monsters: 1-3: FairyDrak, Butterfly, MadRaven, SkullRoo 4-5: FairyDrak, MadRaven, SkullRoo, Mudron 6-8: DrakSlime, MadRaven, SkullRoo, Facer 9-11: DrakSlime, SkullRoo, Mudron, Facer

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Boss: Copycat (Mime)*Here we'll meet a monster called the Mudron. Mudrons have 'Beat', so you wantto be afraid of them when you see them. They can take out monsters in a singletoss of the spell. On the other hand, they've also got Heal and Vivify, socatching one (or more) is generally a very good idea. They make for fantastichealers, if dangerous ones because of their Beat spell. In addition, there area lot of valuable high-end monsters they go into. Aside from that, many of thecreatures here are things you've already dealt with or can deal with fairlyeasily, so don't worry yourself too much. Butterflys throw Surround and Curse,and can CallHelp. MadRavens have HighJump, which can be annoying as you haveno way to attack them when they're in the air, as well as DrakSlash againstyour Dragons. SkullRoos have DrakSlash as well, as well as PaniDance, whichcan confuse your entire party at once. The most dangerous of the bunch,though, are the Facers: they have the ability to destroy themselves andinflict 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 waydown to the bottom; the XP here isn't worth dawdling for. It can be a goodplace to find bishops and bards, though, so feel free to wander a little insearch of masters.BOSS BATTLE: Recognize this place? It's the house that wouldn't let you insidebecause of his Betty! Well, let's have a talk with Betty and see what's sogreat about her. Seems this man's had a crush on something that's not evenhuman. Copycat can a *very* difficult boss. When it's its own self, it's notso bad. However, it can copy one of your team, and has a bad habit of pickingthe 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 ownspells and attacks. Really, one of the best ways to take this creature down isto bring some high HP, mediocre-strength monsters down so what he has to copywon't be as dangerous to you, yet you can still manage to get all the way toit. Then you've just got to whittle through it. And make certain you havespace on your farm! This is a hard monster to get; you can only find it hereor on Foreign Masters.

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B26) COLOSSEUM: LEFT STATUE---------------------------Levels: 16Monsters: 1-5: WingSlime, MadCandle, MedusaEye, MadGopher 6-8: MadCandle, MedusaEye, MadGopher, Slabbit 9-12: MadCandle, MadGopher, WindBeast, Slabbit 13-15: MadGopher, WindBeast, Slabbit, GasgonBoss: 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 thatdangerous, aside from the fact they'll charge their attack and hit youdouble-hard at times, or attack with BirdBlow or ZombieCut. Mind you, thereare monsters here besides them, and some of them can be more tricky.MedusaEyes have that annoying Surround spell to throw at you which will makephysical attacks almost useless. Slabbits will do their best to trip you upwith 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 anattack called 'Sacrifice', where they essentially explode, trying to take youwith them. It can do massive damage or even kill you instantly. Needless tosay, kill Gasgons quickly if you see them before you end up getting exploded.WindBeasts have various wind attacks, both VacuSlash and Infernos, as well assearing IceBolts.BOSS BATTLE: Warubou shows up again! One of your monsters gets to go for adip. And this is the typical 'be truthful' situation: make sure you tell ourmysterious voice the truth all the way through, or you're going to get kickedout early and have to go through the whole Gate again. If you tell the truthall 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, sincehe's got the ability of StrongD. Digster will make you deal only a minusculeamount of damage. In addition, he'll occasionally use SuckAll, which willinhale a breath attack and throw it back at you. To this end, try and leaveyour magic-attackers at home; just bring monsters with a good physical attackand slam on the Digster hard and fast. Eventually, you'll wear through hisdefense and be able to take him down. You probably won't even need to heal in

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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 onyou: sometimes Ebi is female, and sometimes it's male. Which means it'spossible 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.

B27) C-CLASS------------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 expensivehere, but you should be making a lot of money with all your trips into theTravelers' Gates to level your monsters and hunt down creatures forcombinations. As with before, we could skip levels if we wanted, but it'sbetter to take them one at a time so as not to lose anything in between thefights. So rather than jumping all the way down to S-Class, we're just goingto take C-Class:

1st Match: Spikyboy, StubBird, SpikyBoy2nd Match: Healer, RogueNite, Healer3rd Match: BoxSlime, RockSlime, BoxSlime

The first match is going to be filled with genuine danger, not to mention somereally, genuinely annoying HighJumps by the Spikyboys. When they're in theair, you can't actually hit them with physical attacks. Having a breath weaponor 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'? Thething you *should* worry about is their habit of casting Sacrifice, killing orcritically injuring your whole party in one single attack. Make sure you havea fast party to take them out before they can do this. The StubBird is prettymuch decoration: it can up their attack, but very little else. The secondbattle is... well, you know what Healers are like, so you can pretty muchguess. 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 shouldfocus 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

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one, the true danger actually comes in the masters before him; those Spikyboyscan destroy a party before you even get this far. Once you do, however, theseSlimes are easy to take out. Just beware the BoxSlimes' Ramming ability,which will do considerable damage to you at the cost of their HP. TheRockSlime's biggest advantage is that it will use StrongD, thus making itextremely difficult to do the damage needed to kill it. This can eat up turnswhile the BoxSlimes are smacking on you.

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

B28) JOY--------Levels: 14Monsters: 1-5: Snaily, Saccer, Gulpple, MadPecker 6-8: Saccer, Gulpple, EyeBall, MadPecker 9-12: Saccer, EyeBall, Babble, Mummy 13: Babble, EyeBall, MadPecker, MummyBoss: FunkyBird (Func)*Beware of Saccers! In fact, let me say that again: Beware of Saccers! Thesecreatures have the attack of 'PalsyAir', making it possible for them todestroy your whole party in one single attack by having a lucky attack. Killthem off quickly before they get the chance to do it. Mummies can alsoparalyze if they get a hit in, though in their case it's done by attack, oneenemy 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

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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 thatyou'll find down here, it's probably best if you leave the Beasts and Dragonsat home, and instead take along Bugs and Undead, or combined creatures with ahigh resistance. As for the other creatures here, MadPeckers use Infernos andVacuSlash, as well as Sap. Snaily will throw IceBolt as well as CallHelp. Ifyou have the space to do it, you may well want to capture a Gulpple here. Theygo into the creation of an Andreal, and Andreal go into a great many high-endmonsters, some of which you will likely need at some point. Especially ifyou're planning on doing the breeding for bosses.BOSS BATTLE: No special situations here: all you need to do is walk up to thebird and talk to it a couple of times. FunkyBird is an annoying creature. Shehas a habit of dancing the PaniDance, which will confuse your entire party ifit hits them. Again, Bugs and Undead are a good idea, since they're resistantto this (although likely not completely immune; be prepared with a SkyBell ortwo). She also has the ability to dance the Hustle, healing herself of some ofthe damage you've hit her with. Make certain that you can do enough damageeach round to keep the Hustle ineffectual. Even if you're only doing a fewpoints at a time, the FunkyBird will eventually go down.

B29) WISDOM-----------Levels: 15Monsters: 1-5: Facer, Tonguella, FloraJay, Pteranod 6-14: Tonguella, FloraJay, Pteranod, ArmorpedeBoss: SkyDragonLots of new monsters for you to meet up with. Fortunately, most of them arefairly basic in their attacking, without too many scary tricks. Tonguellashave a lot of sleep to toss your way, both in SleepAir and a NapAttack, plusthey've got the LushLicks ability. Because of this, you'll probably want tohave sleep-resistant folks with you. Facers have the ability of Sacrifice, sobeware them; be ready to take them out fast and hard before they explode andtake 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;

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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 tokill. FloraJays have the annoying 'LifeSong' ability which can sing theirfriends back into being, as well as BeastCut to slash those beasties and Speedto make them and their friends faster. Pteranods will throw FireBolt andWindBeast, and have TailWind to help protect from draconic breath attacks.BOSS BATTLE: The SkyDragon is hovering around the top of a cliff. There arefour ropes hanging down. Have the basic idea yet? Yes, it's horribly annoyingto get to it, since SkyDragon doesn't really feel much like staying still andwaiting for you. Still, there's a very simple answer to this puzzle: go to thefar 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 troublebegins. For one thing, it has the attack of Scorching, which can do a massiveamount of fire-breath damage to your whole team. Even worse, it can useSuckAir to make the next attack that much more powerful. Make *sure* you'vegot a good healer to cure up from this. Dragons or Materials might be a goodthing to take along as well, since many of them are resistant or immune tothat attack. It will also throw an attack called MultiCut which doesconsiderable damage, though nowhere near as much as a SuckAir-Scorching combodoes. This is probably the hardest boss battle you've had in a long while, sodon't feel bad if it takes you out a time or two before you can find thebalance (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 thosetwo 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:

B30) B-CLASS------------1st Fight: Hammerman, Hammerman, Hammerman2nd Fight: AgDevil, WindMerge, TreeBoy3rd Fight: ArmyCrab, MadDragon, ArmyCrab

The first fight is damage. Lots and lots of it. Not only do they have a fairlygood physical attack, but they've got EvilSlash and Kamikaze, both of which

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can throw a great deal of damage physically. They can also ChargeUp, makingthe hit do even more the next round. Hopefully you can hit them before theycan get the damage mounting. If not, better make sure your healer can takewhat they throw and stack the healing spells on fast. Especially since thesecond match will involve full-party attacks: IceBolt from the TreeBoy,Infermost from the WindMerge, and Firebane from the AgDevil. Also beware theAgDevil's SleepAir. That'll drop you to sleep while the others continue to ripthrough you with spells. Ensure your healer is resistant to sleep before youcome in here, and having NumbOff on said resistant creature (or Surge) wouldbe very helpful! The final fight introduces you to a MadDragon, who will ripapart your party with Massacre and EvilSlash while the two ArmyCrabs useIncrease for defense. In addition, they can CallHelp, adding to the damage ofthe bunch. Pile on the damage as fast as you can here and keep your healerconstantly on healing for those sudden out-of-nowhere attacks.

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

Another new store! This is probably one of the more important ones to getthings at.Sirloin: 1000GShinyHarp: 3000GWindStaff: 1500GLavaStaff: 3000GBoltStaff: 3000GSnowStaff: 4000GFireStaff: 5000GThe ShinyHarp is essentially an item that uses the 'Whistle' skill: use it anda monster group will attack you. I suggest getting hold of this one andkeeping it with you at all times. Sirloins are the best meat: now that you can

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actually buy them, it's probably best if you ignore any other type of meatthat you can get hold of. These will do all the work for you. The staves arethe same as the ones you'll get behind the gate: they throw a damaging spellat 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 doesthe 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 rootthrough it. Aside from that, though, the city's pretty much unchanged. Afterdoing your wandering and talking and buying and breeding, we can head to theTravelers' Gates and check out the new ones.

B31) HAPPINESS--------------Levels: 18Monsters: 1-4: Oniono, Gophecada, Pixy, Gasgon 5-12: Oniono, Gophecada, Pixy, DeadNite 13-16: Gophecada, Pixy, DeadNite, StubBird 17: Gophecada, DeadNite, SpikyBoy, StubBirdBoss: JamirusGophecadas are everywhere here, which can be a big problem since they have theability of 'Beat'. You'll need a lot of speed to either take them out beforethey can throw it, or Revive to be able to bring back those that go down. Asan alternative, you may want to bring creatures who are either immune orhighly resistant to death attacks such as Slimes, Devils, Undead, orMaterials. Onionos will exhale gouts of SleepAir and slap you around withChargeUp, or suck away your MP with RobMagic. Pixys have Speed and TwinHitsto power their friends up, while StubBirds use RainSlash and TwinHits.SpikyBoys, like Gasgons, will attempt to blow you up with Sacrifice, so bequick on the draw with them. DeadNites are healers extraordinaire, throwingHeal as well as DeChaos and CurseOff: two very useful status healingabilities, and a fairly big step toward getting the all-important Surge.BOSS BATTLE: Sitting on an altar, Jamirus preaches to the masses(?) aboutcreating a great world of monsters. Once you talk to him enough, he'll leaveoff 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,

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as well as hitting with QuadHits, slinging four shots at your party. As longas you have good defense, the QuadHits won't be too much of a concern, but theBlazeMost can be trouble if the monster's not either resistant or immune tofire. Leave your dragons at home, as well: Jamirus has TailWind which can blowtheir breath attacks back at you. This might not cause a lot of extra damageto the dragon since they're generally immune or resistant, but the rest of theparty 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 thegate of Happiness, with 8 sirloins, because he forgot to clear the gate untilhe beat Milayou, and he thought that he could catch a Jamirus just like how Icould 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 feedinggross amounts of Sirloin. However, if someone else is able to capture thisboss monster and can show that it's possible, I'd be most appreciative toknow!

B32) TEMPTATION---------------Levels: 20Monsters: 1-8: Spikyboy, KingCobra, Mommonja, SlimeNite 9-12: KingCobra, Mommonja, SlimeNite, StagBug 13-16: KingCobra, SlimeNite, MistyWing, StagBug 17-19: SlimeNite, MistyWing, DarkEye, StagBugBoss: Servant (Mats)# Centasaur EvilArmorOnce again, we have SpikyBoys and their Sacrifice attack. As usual, bewarethem: hit hard and fast. We also have KingCobras appearing here, who havePoisonHit. Having someone with Antidote is a good idea. They also have thedeadly 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 willuse the LureDance on you, forcing you to dance for their amusement and makingyou lose a turn while you do it. This isn't as dangerous as it is annoying bythis point, but it can be trouble if you're being attacked by SpikyBoys andothers. And DarkEyes are to be avoided at all costs: they have the PalsyAir

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attack which can paralyze your entire party, thus killing you. NumbOff is thebest thing you can do for yourself here, aside from carrying a lot ofMoonHerbs. StagBugs have both the Sleep spell and FireAir. A combination thatcan do a fair amount of damage if you're low level or have fire-weak monsterswith you. SlimeNites are another creature with Heal, combining that with Upperfor defense, and BeastCut for some extra damage. MistyWings have the annoyingSurround ability, as well as EerieLight to make your group susceptible tomagic.BOSS BATTLE: Images like this makes you wish you could save people, don'tthey? ... well, maybe not. This is the only boss battle where instead of justthe boss, you have to handle a pair of flunkies. And both the EvilArmor andCentasaur are tough monsters in their own right, as well. The EvilArmor hasexcellent defense, and will throw slash attacks at your party steadily: Fire,Bolt, and DrakSlash, all. The Centasaur's StopSpell can be deadly for you: ifit hits your healer, you'll be stuck with using only items and Hustle to healyour party. Hopefully you got a healing monster with Hustle for this reason.And Servant, himself, is no pushover. Not only does he have BlazeMost andBlizzard, but he has a deadly habit of using Focus, which will give him tworounds of attacks the next round. That can be killer, since you won't have thetime to get yourself back to your feet. Make sure your HP are kept at full oras close to it as possible in this fight, because otherwise, that double-roundof attack will flatten you with frightening ease. And remember: if you decideyou want to capture the Servant, be certain to kill it last. The othermonsters, as far as I've been able to find, are unable to be captured evenafter six and more Sirloins, so don't waste your Sirloin on something thatwon'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 townstanding clean. Apparently Watabou was able to put the fire out for you whileyou waltzed back to the castle. Hooray! ... unimportant, though.

Since we have nothing else to do right now, you might want to spend a littletime capturing new creatures with Sirloin, leveling your monsters, and going

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for your next generation. The tournament battle could be pretty rough on a newmonster or low generations. Some of the high-end monsters would probably be agood idea, or some well-bred mid-level ones. Once you've got that done to yoursatisfaction, it's time to make our bid for A-Class:

B33) A-CLASS------------1st Match: Fireweed, EvilBeast, Wyvern2nd Match: Grizzly, Lionex, Grizzly3rd Match: Toadstool, Lipsy, Toadstool

The very first match can be your very last if you're not careful: Fireweedthrows PalsyAir, and as has been stated before, this attack can mean instantdeath if your group isn't immune to it. Either make your party one that'sresistant, or just be sure your healer is resistant and that you've gotNumbOff or Surge on it. The Wyvern will likely be trying to keep its partyhealed, so you shouldn't have to worry too much about its IceAir, thoughEvilBeast'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 greatstrength (as all Grizzlys tend to) and will also use SquallHit occasionally,getting their attack in before you can get yours in. Your healer should bekept 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-hittingpartners on their feet. In addition, Lionex will sometimes throw Vacuum, whichis a fairly high-damage wind attack on your party to add to the trouble. Andthe third match is another reason to have status-resistant creatures: bothToadstools 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 indoubly-handy in this battle.

With A-Class down, we can now enter the room of Labyrinth and Judgement. Wecan also talk with Teto and find that he's wanting to help us. By offering abreeding with his Yeti. Where does he get these monsters and why isn't he

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using them? Going up to talk to May, she'll offer to *give* us her monster, asopposed to just wanting to breed with it. Make sure you've got the space inyour 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 amale, they'll take damage. Not a hugely useful skill, honestly, but it doeslet you know what gender the other monster is, and it's worth a laugh toimagine one monster cuddling the other one. Anyway, out of here and let's talkto the others around the kingdom.

Things are just hopping around here now. People are now giving you approvalall the way around. The Metal Man's Metaly reports that The Medal Man islooking nervous, probably because the tournament is approaching. The girl isstill being a brat to us, though; I guess if we want to impress her, we'regoing 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:

B34) LABYRINTH--------------Levels: 23Monsters: 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, WindMergeBoss: 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 keepyou from killing them instantly, plus HighJump to take a round of safety andcome crashing down for fairly good damage. The Chamelgon and DuckKites havePanicAll, 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 beforethey paralyze your whole party. Hopefully. AgDevils use Sacrifice, SleepAir,and FireBal, all. WindMerges match their name with attacks of Infernos, aswell as having access to Barrier. TailEaters will breathe PoisonGas at you,

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attempting to poison your whole party at once; Surge or Antidote will besomething you'll want to have on you unless you want to be dealing with poisondamage 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 inthe Medal Man's place, even. If the twisting corridors don't bother you, youmay want to move your 'level-gaining' to here. Of course, this is only if youhaven'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 comeback later if you need to, but we hopefully shouldn't need it. The path you'relooking 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 forthem just by having come down into this place armed against statuses: he'llhave SleepAll to knock your party out while he slams them with physical. Plus,he can drop StopSpell on you, rendering your healer monster ineffectual exceptfor Hustle. He can also throw PsycheUp, which will make his attackautomatically last, but make it do extra damage. Honestly, this is probablynot going to be a worry for you, since the attack's only on one person, andyou should at the very least have some Lovewater, if not WorldDew to use. Andthat's only if your healer is StopSpelled. In other words, if you've made itdown to him, killing him should be simple.

B35) JUDGEMENT--------------Levels: 25Monsters: 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, LizardFlyBoss: AkubarSpotKings! These creatures are fairly valuable to get hold of, since they cancombine into several things, including a KingSlime (which you'll want to getto show the Queen). They'll try and put you to sleep with NapAttack but asidefrom that, and the fact that they have high HP, they're not that much troubleto 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

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cost of their own HP. Be careful of this; there are monsters who can do enoughdamage to destroy someone who's at a low level of health. TreeBoys will chuckparty-attacking IceBolt spells, though they shouldn't do enough damage to bedangerous unless you're already at low health. Be careful of the confusingability of MadGoose. If those hit, *you'll* be a bigger threat to you than anyother monster in here, as your monsters will be attacking one another. Theycan also use LureDance, which can make you miss a turn while the party dances.GiantMoths are another paralysis creature; watch yourself here. LizardFlys aredangerous with their FireBolt and FireAir attacks. WeedBugs, on the otherhand, are fairly harmless; they'll use Barrier to block attacks, but that'sabout it.BOSS BATTLE: Beware of Akubar's damage-throwing abilities. He's got bothBlizzard and Explodet: two attacks which dole out a large amount of damage toyour whole party. Have a healer with HealUsAll, or make sure you've gotSageStones or WorldDews on hand. In addition, he can Focus, thus throwing twoattacks in one round. Both of these which can be Explodet. In other words, ifyou see him focusing, either take him out hard and fast or, preferably, haveyour healer throw StrongD so at least one party member will survive to bringthe 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 StarryNight Tournament match. Be *certain* you have strong monsters coming intothis: at least one really good healer who's resistant to statuses and aheavy-hitter. You'll want to make certain you have raw physical damage foronce, rather than relying on breath weapons and heavy spells. Why, you ask?The reason will become evident when you get to the last battle:

B36) S-CLASS------------1st Fight: DanceVegi, Voodoll, DanceVegi2nd Fight: Slime, Dracky, ArmyAnt3rd Fight: Metabble, Roboster, MetalDrak

The first fight could easily be your last if you don't have immunity to status

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effects: the DanceVegis will throw K.O. Dance, which has the chance of killingoff your entire party. Plus, the Voodoll will throw Surround, making it harderto 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 breathweapons. Fortunately, the second fight is a break: the Slime can blind youwith Radiant and throw FireBolt, but compared to the damage you've had to dealwith in the Gates, that should be nothing. Be careful of the Dracky'sSleepAll, though; it can knock your party out for the ArmyAnt to do somedamage to with its YellHelp and Kamikaze. In all honesty, the ArmyAnt isdefinitely the most dangerous of the three. And even then, it should be aquick match. Which means on to the third. The Medal Man's group is pretty muchimmune to anything you can throw at them, aside from physical attacks. And theMetabble will throw both FireBolt and Explodet at you for great damage. Inaddition, it's fast; expect it to go first unless you have someone with maxedspeed. 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. Robosterhas several multi-person physical attacks, while MetalDrak's SandStorm canblind you and make it harder to physically do damage. Have patience and whackon them. They'll all go down eventually, and then congratulations! You'vefinished 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 headup 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 ofinteresting Gates there, now. But first, what's this? The king of GreatLogagain! The king gets to introduce you as his representative. Alas, the kingof GreatLog isn't impressed, and insults you again. However, thanks to hiscomments, 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

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you will be the winner or not. Hew then bustles off and leaves you alone inthe throne room again. Another quake rocks the tree after this; apparently thetree's happy at you getting through S-Class, too, and is rewarding you withanother growth spurt! Time to check things out and see what's changed.

B37) BEFORE THE FINAL---------------------Now, despite the king's promise, the Gate Of Reflection is the only one that'sopen to us down here in the Chamber of Travelers' Gates. Still, there's moreto do before we go into there. For instance, one of the jesters is telling thelegend of the Gate Of Reflection. Another one gives you a hint on how to get abetter monster: breed two child-like devils. Two Demonites make the powerfulGateGuard, so he is indeed telling the truth. Keep it in mind: GateGuard isgood for breeding several of the high-end monsters. Check out the Monster Farmwhile you're in the area, too. While most of the creatures are only giving thesame old info, down in the stable, there's a few interesting things. For onething, what in the world is Warubou doing here?! I'm not sure either. Asidefrom 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 skillscertain monsters have. In addition, the KingSlime has been replaced by acreature called the Monster Minister: an Orochi who will give you interestinginformation about the monsters behind the various gates.

Heading down to the arena reveals that you can't register for any fights (gofigure), but there's still good information from the people here. Our tworivals 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 avaluable creature indeed. Plus, if you keep breeding them, you can eventuallyget them powerful enough to pass on the mighty MegaMagic: one of the very fewplaces you can get it. May, too, is talking about breeding mighty monsters: adevil with a creature carrying a big hammer. In other words: a HammerMan. That

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one will get you a mighty physical beast called Ogre. It's definitely good tohave around for raw physical damage. And checking the Metal Master in theQueen's room will give you an offer to combine. His Metaly! This is a trickyone. You can either combine with a Metaly of your own and get a Metabble, orsome sort of 'lesser' combo so you can get the special skills, as long as youdon't mind the HP being brought down by the Metaly's own. The Metabble isprobably the better idea of the two to be honest, even with the almost certainloss of those skills, since it'll give you an easy (if weak) MetalKing lateronce you have Medal Master's final egg. Once you've bred with him, he'll letyou know how to create a Metaly, too. Definitely information you should keepin mind, since you may need it later. Interestingly, talking to your snitchesdoesn't get you much info on the dungeon. For one thing, they don't seem toagree on what monsters are found there. For another, one of them won't tellyou anything about the final boss, and the other only gives you a name. Howsinister! In addition, your tournament 'insider' doesn't know who you'refacing in the Starry Night Tournament. Looks like we'll have to handle thisbattle all on our own. Now that we're finished here, it's time to goinvestigate the rest of the tree.

Down in the Bazaar, there's a few new people to chat to. One of which givesyou a thorough tickling to help cheer you up. I can't help but wonder if itshould have been a puff-puff, but they decided in the US version, they didn'twant things to be quite so... racy. Of course, that's pure conjecture on mypart, from the other Dragon Warrior/Quest games. There's still a gate spinningdown where we can't reach it, unfortunately. Such a tease! However, thestrange shop which wouldn't sell anything *is* open and available now. So takeyour chance and see what he's got: books!QuestBK: 5000GHorrorBK: 5000GBeNiceBK: 5000GCheaterBK: 5000GSmartBK: 5000GComedyBK: 5000GEach 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

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and reduce 'Bravery' respectively. BeNice and Cheater raise and reduce'Caring'. Smart and Comedy raise and reduce 'Prudence'. These are explainedmore in 'Personality', above.

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

B38) REFLECTION---------------Levels: 29Monsters: 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, JewelBagBoss: DurranWell! At least we see why they had such trouble agreeing on what monsters weredown here. There are a *ton* of different types of creatures in the Gate ofReflection. Many of which we've never dealt with, aside from in the hands ofForeign Masters. EvilBeasts throw the horribly annoying spell called Ironize.What this does is turns the enemies into iron for a few rounds. Absolutelynothing 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; trynot 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 youwant to avoid getting involved with. Kill them before they can kill you, andconsider bringing resistant enemies into this Gate. Also be careful ofGrizzlys: they can throw a great deal of damage on you with pure physical, andthey also can use SquallHit to get the slash in before you can do anything.EvilWands will blast with IceAir, while Slimeborgs pull out Lightning andRainSlash on you. LizardMans throw BeastCut and EvilSlash, and they also havethe elusive and deadly GigaSlash in their attack pool, if you can catch them.

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Fortunately they won't use it on you in the wild. Wyverns use Sleep andHealMore, as well as gouts of IceAir. MadHornets are double trouble: they canpoison or paralyze with their attack, in addition to having TailWind to throwbreath attacks off. Lionex have the HealUs ability, as well as Infernos andVacuSlash. And JewelBags are confusion-throwing creatures. BOSS BATTLE: As soon as you arrive, you are greeted by a being known asDurran. He approves of you and your monsters! And then immediately he summonshis 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 ofmeat will interest them in coming with you. Just remember that with twice asmany of them, they can throw twice as many deadly attacks. Hope you broughtalong WorldDew; you may very well need it if your healer monster is fairlyworn 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 outsomeone who's traveled the world in search of a certain sword. For thosewho've played Dragon Quest VI, this will be a familiar situation. You'rehaving to fight against a Terry-monster (or rather, a monster with the samename as you). He will hurl RainSlash at you, throwing damage to your entireparty. He's fairly strong, too; make sure you get ready to heal if yourmonsters haven't got excellent defense! He's also got a *lot* of HP, so bepatient when you're taking him on; you'll bring him down eventually. Once youhave, Durran himself will lunge at you. Durran, himself, has the attacks ofBirdBlow and DrakSlash, so you may want to consider coming here without birdsor dragons, since he'll do a considerable amount of damage to them. He alsohas the attack of Vacuum, so be certain that you've got a multi-person healingability, to keep that attack from slashing through your whole party. LikeTerry?, 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 intothe castle again. Instead, Terry? will walk over to you, having just woken upfrom his KO. He apologizes for having called you a coward before, and asks

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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, hegives you some advice: don't become like him. That power will choke you. He isthen dragged off by Warubou, leaving you alone in the room. Watabou thenappears and, with a very solemn attitude, spirits you out of there.

B39) THE FINAL NIGHT--------------------The king will be a bit disappointed that you didn't find anything out aboutthe 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. Thefirst 'night' we've actually seen. A little cut will come up, talking aboutthe upcoming Starry Night, and then day breaks, and you and your monsters arein the king's room once again. He tells you that you will bring glory to thepalace, and that he's ready to see what you're going to do. Then he's off toprepare. And you're left to your own preparations, as well. Time to have achat with a few people while we're free. Head up to the Monster Farm and firstoff, talk to Slio. He'll offer to join you! For a level 1 Slime, this creatureis surprisingly well-statted. He'll go well into breedings later on, even ifhe 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 forleftovers, 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 discussingthe matches. And the FaceTree gives you a hint: there's apparently a powerfulmonster being sensed in the library. What does this tell us? That maybe it'sfinally time to get that library room opened. Let's finish wandering aroundthe 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 bethe winner. She tells you not to lose. Which is as good as cheering when itcomes to her, I suppose. Going into her father's place, her journal now tellsthe family's secret: they never actually named the girl. Unfortunately, thisdoesn't really give you anything except a dose of pity for their girl. There's

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nothing else special, aside from a lot of people and monsters who are reallyexcited about the Starry Night being here. So let's go and focus on thelibrary.

By now, you should've gotten at least 50 pals, preferably more. Now that youhave access to some fairly good XP in the present rooms, you can get yourmonsters leveled enough to combine into better and better creatures, as wellas different ones. Also, with the Sirloins opened up, you can capture monsterswith ease. Finally, we'll finish our monster combining, get 100, and have theroom behind the library opened and available. What do you know? Amidst thebookshelves, 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 tothis one and clean it out while the chance is there. Don't forget to lookthrough the books, though; they give you important information on how to breedseveral monsters if you haven't already got them.

B40) 100 PALS ROOM----------------------Levels: 25Monsters: 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, LandOwlBoss: OrochiThis level can be opened up at almost any time after you've gotten the StarryNight Shrine opened. And indeed, getting it opened early as opposed to late isa 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'sdungeon, with over 1000 points of XP for every battle. ArcDemons can bedangerous as they like to throw the Bang spell at you, doing explosive damageto the party. Not a lot of creatures are resistant to this, so prepare to needhealing when it happens. AmberWeeds and ArmyCrabs can both toss Upper onthemselves and their friends, making it more difficult to damage them.MadSpirits have the ever-so-popular SleepAir attack, while WildApes will stackdamage on with bouts of YellHelp. Further down, you'll meet the LandOwls, who

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have Infernos and BoltSlash, and Tortagons, who've got the annoying Ironizespell as well as Lightning. Of course, here's a good place to capture monstersthe queen would like to see, if you haven't already combined them. BothCurseLamp and WildApe can be found here, satisfying her curiosity. CurseLampuses Upper, Speed, and TwinHits, bettering its friends. Meanwhile, WildApe hasTwinSlash and CallHelp to pack on the damage, as well as LegSweep to slow downyour group.BOSS BATTLE: The Orochi is no pushover. It has the EvilSlash ability which, ifit hits, can take out even considerably powerful monsters in a single hit. Italso will throw QuadHits fairly regularly, attacking four times to randommembers of your party for fairly big damage, if you're not prepared andbringing 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 toit. Dragons do extremely well against him, as they're both resistant to hisbreath weapon and generally hit hard enough to whittle through his HP at afairly 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.

B41) STARRY NIGHT TOURNAMENT----------------------------Now that we've gone through all the gates that we can, it's time to join theStarry Night Tournament. Now, you'll be wanting to take all your breedingexperience and pack it into three solid monsters. One needs to be a healer ofsome sort. Make sure it has at least HealAll, preferably HealUsAll, Revive,and extremely high speed. Stat-increasing abilities might be handy, too, suchas Increase and TwinHits. Surge is also a good idea, though Antidote will doif you can't get that; poison is the only status to worry about in thisbattle. My favorite combination for this creature is a Unicorn, created with aFangSlime 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 asfairly good attack stats on the Unicorn's side, when it's not needed forkeeping you alive.

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

The third monster in your party should be the 'support' creature. While Ihighly suggest that they have good physical stats, a solid damage spell,probably DrakSlash, and get used mostly for raw physical damage, they shouldbe considered the secondary healer, as well. Get Revive on them. That way, ifyour healer goes down, this monster can bring them back to their feet. Youmight also want to put some status-affecting abilities on them for use againstthe 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 NightTournament:

1st Fight: Centasaur, Orochi, Swordgon2nd Fight: Andreal, Unicorn, MadDragon3rd Fight: MetalKing, Coatol, RainHawk

Just looking at the monsters, it's not hard to tell that it's meant to be adangerous fight. High-end monsters almost all the way across the board, andsome really frightening ones, at that. In the first battle, the fight isdamage versus damage: Centasaur has the StopSpell ability, and will generallytry to use it on you. Aside from that and Swordgon's BladeD, which it willonly occasionally use, this trio will just throw raw damage on you, withOrochi slinging QuadHits, Centasaur and Swordgon using RainSlash, and

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Centasaur and Orochi letting loose with FireSlash in addition. Don't bring aMaterial into this battle if you can help it: Swordgon has CleanCut, and it'lluse it on that Material. This, of course, *can* be used to help draw focusaway 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, HealAlland Revive, and will use it to keep the other two monsters up. Andreal willthrow Surround at you to make hitting difficult, as well as PoisonAir toseverely poison your whole party if you're unlucky. Hopefully you should havehigh-end monsters here, though, and be mostly resistant or even immune to thisattack. The MadDragon will be throwing EvilSlash and Massacre, doling out hugeamounts of damage to you (and to its own party, if Massacre hits them insteadof you), and occasionally using LureDance to keep your party from being ableto attack. Once you've gotten through that fight, though, it's time for thethird fight, and the hardest fight of all. This battle is up against... whoelse? Milayou! And she's apparently become an extremely good Master in her ownright, considering the collection of powerful monsters she has. Beware theRainHawk! It will usually throw MegaMagic right off the bat, and that's aspell that will tear your party apart. The only good news is that once it'sbeen thrown, the RainHawk's MP are completely gone for the battle. On theother hand, its only other two spells are Surge and StrongD, so even withoutMP, it won't be missing much. The MetalKing is like most metal Slimes: only ahandful of HP, but massive defense and agility; its Zap spell can doconsiderable damage to a slow party. Especially if MegaMagic has alreadypeeled through HP and you've not had the time to heal (this is why I suggestkeeping the healer on 'Cautious' through the whole battle). Use GigaSlash ifyou have it. The MetalKing has no defense against this. The Coatol will slamyou with Explodet and EvilSlash as well. However, if you keep healingconstantly, you'll eventually be able to blow it all off and come out thevictor! 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,

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if you lose the other battles, there's always more tournaments. However, theStarry Night only happens once every 47 full moons. That's quite a while towait on your next attempt to find your sister. However, oddly enough, you justget brought back to the entry of the castle and healed as though you'd comeout of a dungeon. No explanation given. Just healed and sent on to mend yourmonsters, get more powerful ones, and try for the big prize again. Seemsrather unfair that you get multiple tries, when everyone else only gets onefight against you before they're considered 'out'. Personally, even if they'ddone something as cliche as 'And then Terry woke up' or 'And that was what hesaw in the Room Of Reflection', it would have explained it. Oh well. Can'thave everything, I suppose.

B42) YOU WON!-------------After the battle is done, Warubou will appear in the arena and strike downMilayou's monsters. He will grab hold of her and drag her off, much to Terry'sconsternation! However, there's nothing to be done for it; we must continuewith the story. After a view of the tree kingdom at night, the scene fadesback in to Terry, the King, and the Queen in the Monster Farm. He willcongratulate 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 thensuggests 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, nomatter which way you go with the 'yes/no', the king realizes that you're stillgoing to be hunting your sister. However, before you go, he suggests you checkout the mysterious chamber beneath the Starry Shrine. Don't be in a hurry forit, though. Go ahead, wander around, and talk to folks. Nothing they have tosay 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 thefarm. he will bring you down to the Starry Shrine.

Once you're down in the shrine, the man will direct you toward the back.

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There, you will find... the altar where you arrived, where the monsters arebred, and where eggs are hatched! The old man lets you know that it's filledwith the stars, and that your visit is making them flare. And indeed, as youstand and watch, the stars will start plummeting all around you from alldirections. And what should appear there afterwards but an egg? An eggcontaining... Watabou?! Apparently, the true meaning of the Starry Night isthat 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 yoursister. 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 thebookshelves holds an encyclopedia of monsters written by Terry. And when youget back, Milayou is awake and telling you that you should go to bed. Becauseif 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 insistit's only a dream. Head toward bed. All of a sudden, she'll notice thatthere's something in your pocket. Look! Meat!

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

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

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

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B43) THE QUEST CONTINUES------------------------The scene starts in your bedroom. Both you and Milayou are asleep, and Wataboucomes wandering in. Once he's woken you up, he tells you that it's time tostart on another journey! He'll be waiting for us at the stable! Well, who canrefuse 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 MasterMonster 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 growthspurt! Now, you'll automatically be sent up to see the king. His Majesty isvery happy to see you. Your winning monsters are happy to see you, too; theyare dropped before you to rejoin your party. In addition, the king has openedup the rest of the Room of Travelers' Gates to us. And then, as usual, he runsoff on us to be able to do... something. But this time, he leaves the doorwayuncovered. Before you go that way, though, talk to the Jesters. One of themhas 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 aKingLeo. 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'twhat we're looking for at the moment. We've got the Monster Farm to check out,first.

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 hisbucket! Not that it does us any good. Head down to the stable, and Watabouwill 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

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brings up that DeadNoble is good at 'call'. Keep that in mind. It'll come inhandy later. Once you've finished checking all the monsters and their commentsout, head out and to the city, and from there, to the arena.

B44) BACK TO THE CITY---------------------The first thing you find out at the arena is that there's someone who's hereto challenge you. Well, that's certainly interesting! Let's go check out therest of the arena first, though. The young man is no longer talking abouthandy skills, but about the greatest attack skills. The two rivals arediscussing getting the ultimate skills. The lower one talks about raising aZapBird, 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'veprobably already seen MegaMagic in action. Or at least know where it comesfrom. 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 thetitle of king will create the king of the zombies. Well, this one's a littlemore complicated: two DeadNites will make a DeadNoble. And a DeadNoble crossedwith a KingSlime, SpotKing, MetalKing, or KingLeo will make a WhiteKing: theking of the zombies. And if you go up to visit the queen, who should be therebut Milayou! And she's looking to breed with us! She has a Skeletor. Well, asone of the men downstairs suggested Servant and Skeletor might be relatedbecause of their arms, the best creature to combine with this is anotherSkeletor: 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'ttell you how to get the monsters, but it does tell you which ones you can'tfind in any other way. However, they miss one: EvilPot. Anyhow, when you'redone here, you've got two choices: you can take on the battle, or you cancontinue 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, verydifficult battle. Harder, even, than the Starry Night Tournament. Even your

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best monsters may not be enough to handle it right now, unless you've donesome huge breeding. So for now, I'll skim over the battle. If, however, youfeel like giving it a try and want to know what you're up against, do a searchfor 'the master battle'. That's where it'll be.

In the Bazaar, people everywhere are glad to see you. The showgirl is stilloffering 'tickles', this time as a reward for your hard work. And all theBazaar shops are open and selling their wares. And down in the southeasternpart of the Bazaar, you'll find that the fellows who had been surrounding theTravelers' Gate before have crossed over to where the new one is and set theirbarbeque right on top of it! Don't ask me where they figured out this was agood idea. Anyhow, one of them demands to see a monster with Call. This is arather inexact translation: what they're looking for isTatsu/Diago/Samsi/BazooCall, as opposed to CallHelp/YellHelp. As you'vealready been told earlier, DeadNoble can get this spell. So can WhipBird, oneof 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 chartabove for the list of them. Once you have the monster with the skill, bring ithere and let the men see it. The monster will cast 'Call', but nothing willhappen. Apparently, the summoned monster doesn't want to be made into a circusact. The man will apologize for making the creature do it, then open up theGate beneath the barbeque. If you stop a moment to talk to the pair, they'llgive you some clues about this Gate: he smells Materials. We'll come back tothis one, though. Right now, we're collecting; not going in just yet. Leavehere 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 wasworried about you. Awwww. Someone has a crush! Talking to her a second timehas 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 thatwe know this, head back outside and talk to her. She will lead you up to the

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house and go inside. When she comes back out, she tells you to talk to hergrandfather. He will agree to let you through! ... but only if you show him aGoldSlime. Good grief; he doesn't do anything by halves. A GoldSlime iscreated by either crossing a MetalKing and a MetalKing, or a GoldGolem with aKingSlime, SpotKing, or MetalKing. I suggest going for the second. Not onlywill you need to show the Queen a GoldGolem at some point, but it will giveyou a GoldSlime with much better HP than one created from MetalKings (whodon't gain HP very well, like all the metal Slime family). He'll warn you thatthere's many dragons within that Gate. But for now, we can go back out andwalk 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 youchange the name of your monsters. Cool! Not very important, but cool! Secondlyis another Goopi who, like his two brothers, wants to play Rock, Paper,Scissors. To beat this Goopi, use Crab, Bomb, Crab, Bomb, Babble. Now thatthat's done, he'll tell you to go back to the arena. Go there and what do youknow? The other statue has moved, revealing yet another hidden Travelers' Gatefor 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 wasbrought from a different world to be the master for GreatTree. The word downhere is that sometimes, combining monsters will get you a rare creature ifthere are enough plusses. A very true statement: two Slimes combined with theresult being a +5 or higher gets you a KingSlime, two SpotSlimes with a +5 orhigher will get you a SpotKing, and two DragonKids or Dragons with a +4 orbetter will get you a GreatDrak.

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

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B45) CONTROL------------Levels: 30Monsters: 1-5: Slime, SpotSlime, Metaly, TreeSlime 6-10: DrakSlime, Snaily, Babble, WingSlime 11-20: Slabbit, SlimeNite, BoxSlime, RockSlime 21-29: RockSlime, SpotKing, Slimeborg, MetabbleBoss: ZomaAs you can see just by looking at it, this is the all-Slime Gate. And evenjust looking at the first level, it'll be fairly obvious why I suggest this asyour primary dungeon of choice. Metalys, and they're much more common an enemythan they are within the Well Dungeon. Not only that, but if you go furtherdown, 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 10HP to their name, but they have an incredibly high defense and speed, as wellas 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* foreach one killed. Needless to say, now that this dungeon is open, combiningmonsters is going to go from slow to super-quick. Getting them up in levels iseffortless, now. Well, 'effortless' as long as you can kill off the Metabbles,which can be tricky at times. MetalCut, GigaSlash, EvilSlash, and MegaMagicare all ways to handle taking these creatures out, although just a basic hitfrom someone with high strength can do it (especially if they're usingSquallHit to make sure they attack before the Metabble can run). As for theother creatures here, you've met every one of them previously, so not a lot ofdiscussion needs to be made of them.BOSS BATTLE: OK. I just have to say that this boss is very, very creepy. Hislittle discussion about sacrifice sounds far too lustful for my comfort.Anyway, in the fight itself, Zoma is quite the hard-hitter. He throws thevicious spell 'BigBang', which will do enormous amounts of damage in itself.He's also got WhiteAir which, though generally not of the damage level BigBangis, will still do massive amounts of breath-based damage to your party. Inaddition, he has the spell DeMagic which will strip you of all your magicalenhancements. Beware: he's very resistant to a lot of the elemental spells;

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spend your MP on throwing physical attacks, Slashes, and the like. I find thatone way to help keep the damage down is to use your healer/reserve partymember 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 orWhiteAir'ing you. When you defeat him, he will make a cryptic remark about aneven more powerful being who will confront you. Oooo. Scary! But, we're donehere.

Now, you have the best leveling place in the game. All you need to do iswander around levels 21-29, use Whistle, or play the ShinyHarp, and take outthe Metabbles as they come. With each one giving you over 20,000 XP for threemonsters (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 theirlevel 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 anddo that if you want to. It can really be done at any time. However, mypreference 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:

B46) AMBITION-------------Levels: 30Monsters: 1-5: GoHopper, ArmyAnt, Catapila, GiantWorm 6-10: GiantSlug, Eyeder, Butterfly, Armorpede 11-20: Gophecada, StagBug, TailEater, WeedBug 21-29: Droll, GiantMoth, ArmyCrab, MadHornetBoss: DracoLordThis is the level of bugs. Many of the creatures you'll find down here you'vefound in previous dungeons, and act exactly the same. Of the new creatures,Droll can throw SlowAll on your party, reducing their agility by aconsiderable amount. They'll also toss Branching on any plant monsters thatyou happen to have; be careful that you don't bring monsters that are too weakto handle a little damage from these creatures. As before, be very carefularound Gophecadas as they have Beat, which can take your monsters out in asingle hit if you haven't got protection against it.BOSS BATTLE: The King Of Kings, he declares himself. DracoLord offers to let

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you become his pal, in return for giving you half of the world. Whether youaccept or not, you'll still have to fight him, of course. DracoLord willgenerally use BeDragon fairly early in the battle, transforming himself into adragon which can throw Snowstorm, Scorching, and DeMagic. While he's in'human' form, however, he can throw FireBolt, doing a fair bit of damage aswell. Plus, if he's too badly injured, he'll use Meditate, which will heal himof 500 points of damage. Fortunately, you shouldn't have to deal with it toolong: eventually, he'll toss up BeDragon, which he can't turn back from or usehis normal skills in. Once he's done this, you can cast enhancing spells onyour party and he will often use DeMagic to bring them down, wasting a turn inwhich he could've burned or iced your party. It's not a sure thing, but itwill help waste his turns occasionally. He's actually a fairly easy Demon Lordto 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.

B47) DEMOLITION---------------Levels: 29Monsters: 1-5: StubSuck, EvilSeed, BeanMan, FloraMan 6-10: WingTree, Gulpple, MadPlant, Oniono 11-20: Cactiball, TreeBoy, AmberWeed, FireWeed 21-28: FireWeed, ManEater, DanceVegi, SnapperBoss: HargonThis, then, would be the 'plant' Gate. With the sheer number of plants thathave various status-affecting attacks, I suggest bringing status-resistantcreatures down here for safety's sake. There are a number of creatures herethat 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 bedangerous because of that second attack. In addition, they are resistant tofire, unlike most plants which are weak against it. Be careful of relying toohard on Blaze, FireAir, or FireBolt around here, because they may get thechance to paralyze you. ManEaters have SleepAir to their name, and will alsotoss PsycheUp, striking last in the battle for good damage. They've also gotDrakSlash, so if you have dragons down here, they'll take more damage than

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they otherwise would from the monsters. DanceVegis are particularly dangerous:they have SideStep, a dodging ability, and LureDance, an annoying statusailment, but even more importantly, they have K.O. Dance, which can destroyyour 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 toheal while they stack the damage up. MadPlants are masters of stat-loweringattacks, throwing both Defense and SlowAll on your party.BOSS BATTLE: What? Did you come here to disturb his rest, even knowing who heis? 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 thegreat 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 rawdamage on your party. He can also use BazooCall, summoning an extra 'partymember' to come after you. This, he will usually do first round, makingcertain he's got the extra damage from round 1. Bazoo will attack your partywith bouts of IceStorm, DeMagic, and the deadly HellBlast. Fortunately, if youthrow multi-monster attacks, such as WhiteFire, MultiCut, FireBolt, or thelike, they will also hit the Bazoo, and it can be killed, forcing Hargon tore-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 havingone 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 isa good idea. It will do good damage to Hargon, as well as taking the Bazoodown, making Hargon waste that all-important turn where he could be doingdamage. When he goes down, he'll declare that some things in this world, youcannot beat. Ooo, sinister.

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

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Boss: SidohBOSS 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'sbattling against you. Although he hasn't the ability to call the second helperlike his priest Hargon does, he's got vicious attack spells of his own: namelyWhiteAir, WhiteFire, *and* HellBlast. Yowsa. Dragons are probably a goodchoice for here to be able to insulate against the breath attacks,particularly high-end dragons like Divinegon and Orochi. A GoldSlime orwell-bred MetalKing would probably be a good idea, too, to watch the damageroll off them like water from a duck's back. You're going to *need* to come inhere with HealUsAll, or at least one monster with Hustle and a collection ofWorldDew and/or SageStones for your own use. WorldLeaves might be a good ideaas 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 oneafter you've done some combining; none of the Demon Lords are pushovers,certainly, but he's decidedly tougher than Hargon.

B48) EXTINCTION---------------Levels: 30Monsters: 1-5: Gremlin, Demonite, 1EyeClown, SkulRider 6-10: EyeBall, MedusaEye, Pixy, DarkEye 11-20: Orc, AgDevil, ArcDemon, EvilBeast 21-29: Lionex, Grendal, Ogre, GoatHornBoss: PizzaroWhat a lovely name for a Travelers' Gate. Anyhow, this is the Devil Gate. Ofcreatures you haven't met before this, there's the Grendal, which attacks withFireSlash, DrakSlash, and raw physical damage, and the Ogre, which does muchthe same, though with bouts of RainSlash and Massacre. If you're lucky, he'llhit his party members. If you're not lucky, he'll hit *you*. GoatHorn has theattack Boom, which does party-wide explosive damage, whittling at your HP agreat deal. It can also throw IceBolt and Infermore, doing a fair amount ofdamage there, as well. Parties of more than one GoatHorn can bring your HPdown fairly low, so be careful. Also, remember: the Lionex have HealUs, sothat's a good hint to either capture them, or at least to take them out quickbefore they heal up their party members.

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BOSS BATTLE: Supposedly, this beastly Lord has just woken as the king of theDemon Lords. Don't let him intimidate you, though; he's far from the scariestof them. IMO, Sidoh has more claim to that title than him. Like all the DemonLords, Pizzaro has a ton of HP and a good attack. He has the multi-monsterspells HellBlast and WhiteFire, as well as QuadHits, which throws fourrandomly-targeted physical attacks into your party. This can mean that it'llbe split up among the three, thus not doing a huge amount of damage, orpossibly targeted on one single target, doing more damage than one singleattack could do. This could bring down even a fairly powerful party member ifit strikes them when they've not had time to heal up from earlier HellBlastsand WhiteFires. Still, it should be a simple matter of keeping your HP up withyour healer-monster and letting the others beat on him as much as they needto. As with most Demon Lords, single-person attacks tend to work best, as it'sconcentrated damage right on them, and they don't have as much in the way ofresistance to avoid it. As he dies, he calls out for Rosalie, who Watabouexplains was his lover. And that the demon should be pitied. A sad tale... ifan unimportant one to the story.

B49) SLEEP----------Levels: 30Monsters: 1-5: Spooky, Hork, BoneSlave, PutrePup 6-10: Mudron, Mummy, DeadNite, NiteWhip 11-20: Reaper, WindMerge, MadSpirit, Shadow 21-29: RotRaven, DarkCrab, Skullgon, Skeletor, DeadNobleBoss: EsterkThe undead Gate. In other words, the first thing you should do in coming downhere is make certain you have status-resistant monsters with you; they'regoing to need it. Of the monsters that you've never dealt with, the mostdeadly 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 restof their party on their feet. And finally, they have the TatsuCall spell totheir names, letting them summon a Tatsu to fight alongside them, which canthrow the spells of HealMore, Cover, and Lightning. However, if you need a

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creature with Call to open the second Bazaar Dungeon, grabbing one of these isa 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 arealso Skeletors here, of which you might want to get one to be able to combinewith Milayou's Skeletor to create yourself a Servant. They will throw QuadHitson you in the battlefield, as well as BirdBlow if you're unlucky enough tohave birds in your party. Skullgons throw TwinSlash, doubling attack, as wellas gouts of IceAir over your whole party.BOSS BATTLE: Another boss who doesn't remember themselves. Are you here todestroy 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 theDemon Lords that you have to fight. In addition, he's got the deadly attack ofGigaSlash, which will rip massive holes in your party's own HP. He will alsothrow RainSlash, attacking the party with a physical attack on each. He alsohas the spell of DeMagic, which has its advantages: use magics to up yourspeed, 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 thatGigaSlash can do upwards of 300 points of damage even against high defensecreatures, this may well be a good idea; the fewer attacks he's throwing, theless healing you'll have to focus on doing.

B50) MASTERMIND---------------Levels: 27Monsters: 1-5: Dracky, Picky, BigRoost, BullBird 6-10: MadRaven, MadPecker, FloraJay, StubBird 11-20: MistyWing, DuckKite, MadGoose, LandOwl 21-26: Wyvern, MadCondor, ZapBird, WhipBirdBoss: BaramosThe 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 thepower of MultiCut, a slashing blade attack that does a great deal of damageand avoids many resistances by being a 'wind' attack; for the most part, onlybirds have good resistances to these (aside from some high-end monsters). Theyalso have the ability of HealUsAll, which will do a good job of keeping

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themselves and their friends up. In addition, they have FireBolt, thoughcompared to MultiCut, this is practically a laugh. It does damage, but nowherenear as much as the deadly MultiCut does. ZapBirds are another viciousdamage-dealing bird: they not only have BoltSlash and Lightning, but thedeadly HellBlast, which is another attack that has only a few resistantcreatures. WhipBirds will attack with ThickFog, suspending everyone's skillsfor a round, and they'll also use Ironize, stopping any damage for threerounds, but not letting their party attack while they're 'iron'. They alsohave the TatsuCall spell, however, so beware. A good reason to capture one ifyou still need to get the Bazaar Gate, however. The only real advantage isthat many birds have fairly low HP when compared to others; only the WhipBirdshave a really troublesome amount, and of these birds, they are probably one ofthe least dangerous physically (but their Call skill makes them annoying).BOSS BATTLE: Ah, Baramos. He wonders who you are to forget your place andchallenge him. Apparently, eating guts in this game makes it so you can't bebrought back or something. He will fling rocks at your party with RockThrow,cast waves of Explodet, and call down HellBlast lightning. However, he hasvery low resistance to most magical attacks, so feel free to stack on thebreaths, blazes, and whatever else you want to toss his way along with thephysical attacks. What with having fairly low HP compared to a lot of theDemon 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 hismulti-monster spells from being too dangerous.

B51) Colosseum: RIGHT STATUE----------------------------Levels: 27Monsters: 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, UnicornBoss: MudouWelcome to the Beast Gate. There are a considerable number of creatures thathave 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

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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 itshouldn't be too terribly much of a problem at this level. SuperTen are deadlycreatures in their own right: they have the K.O. Dance ability, able to killoff an entire party in one go. Be ready to either kill them fast, or hopeyou've got resistant folks! They also have the ability of Hustle, healing theparty they're in, and Imitate, which will let them attack you with whateveryou last attacked them with, so long as it doesn't actually kill them. Thatcan 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 stunyour entire party for a round while they and their friends attack in themeantime. GulpBeasts and Trumpeters, also, have the WarCry ability. The restof GulpBeasts' abilities are simple, brutal attacks: Massacre and Ramming,both of which will do massive damage at the cost of possibly attacking theirparty (for Massacre) or hurting themselves (with Ramming). Trumpeters, on theother hand, can blind you with SandStorm, making your attacks much less likelyto hit, and throw all their attack into a Berserk, lowering their defense thatround while they do so. IronTurts are the tank of the Beast world: they havethe StrongD ability, which will make your hits do only minuscule damage, andGuardian, which means they can take the hits for their entire party. They alsohave MagicBack, which can reflect cast spells back on your party: be carefulwhat you cast on them. Finally, Unicorns are the major healers, what with theability of HealAll, Revive, and Antidote. If you're looking for a healingcreature, capturing one of these to add into the breeding somewhere is usuallyan excellent idea.BOSS BATTLE: Apparently, we were expected. And he was expecting us to beprepared for our doom. Mudou has a particularly mean attack. Generally earlyin a fight, he will blow PoisonAir on the party, seriously poisoning them anddoing a fairly large chunk of damage every turn just for existing. Havingsomeone with Surge is a very good idea: that way, you can heal everyone atonce, rather than having to do it one by one, getting repoisoned while the

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others die off. In addition, by having poison removed every turn, there's moreof a chance that Mudou will cast PoisonAir, rather than his more deadlyWhiteAir and WhiteFire. Leave your dragons at home against Mudou: he is immuneto 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. Ifyou haven't got either of these, set your creatures to purely slamming himphysically; they should do a good amount of damage that way. In addition, hehas no protection against thunder attacks, either: BoltSlash and HellBlast aregood ways to attack him.

B52) BAZAAR GATE #2-------------------Levels: 30Monsters: 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, BombCragBoss: MirudraasAs the man just outside will tell you, this is the Gate to the Materialfamily. This is another Gate that has a considerable number of creatures youhaven't fought before, aside from arena battles and against Foreign Masters.MadMirrors have the ability of Transform, which means that they can turnthemselves into one of your party members, often a rather powerful one, somake certain you take them out swiftly; they will have the exact same statsand 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 partyinstead. Voodolls have the PaniDance, which is an attack that can confuse yourentire party. In addition, they've got Surround, which makes it very difficultto attack them because of illusions, and Defense, which will bring the entireparty's defense down. Balzacs are difficult to make; getting one here isprobably a better idea than combining for one. They have a number of deadlyattacks: MultiCut, Explodet, *and* Bolt, which can be a very difficult attackto find; if you're looking to combine skills to get HellBlast, then here'swhere you can get the Bolt spell for it. MetalDraks have the deadly Massacre

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attack, which can tear into your party for considerable damage. On the otherhand, they'll sometimes attack their own party with it; it's a crap-shoot. Inaddition, they can use RockThrow to chuck damaging stones at your party, andSandStorm to blind you like the Surround spell. However, you'll likely needquite a few MetalDraks if you're getting all 215 monsters, so be ready tocapture them from here if you don't feel like breeding them all. Robosters arerather physical creatures: they have QuadHits and RainSlash, both, onethrowing a random four attacks on your party and the other one sending asingle attack to each party member. They've also got SquallHit: an attack thatwill go before any of your party does. Finally, BombCrags are self-destructivecreatures. They can throw Sacrifice, which will destroy them, but also bringyou either down into critical HP or kill the monster outright. They can alsouse Farewell, which destroys them, but brings the rest of their party back tolife with full HP. Finally, they have the ability Meditate, which allows themto heal 500 HP on themselves only.BOSS BATTLE: This fellow doesn't give you his name immediately. He has to askyou 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 ofthe 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 physicallyattacking. While these do quite a bit of damage, I find that he doesn't tossas much raw damage on you as a lot of the other Demon Lords do, ironicallyenough. 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 downwithout a great deal of difficulty, compared to the others. Also, unlike theother Demon Lords, he mutters about this being some sort of a dream andvanishes. How creepy!

B53) OLD MAN'S GATE-------------------Levels: 30Monsters: 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, GreatDrakBoss: DeathMore

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This is the all-dragon Gate. Do I really need to say that out of all theGates, this one is probably the most dangerous just for the sheer power-levelof the monsters within it? A lot of creatures here that you've never metinside the Travelers' Gates, too. Swordgons have the RainSlash attack, whichsends 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 ofyour physical attack back on you for hitting them. Use magic instead. Inaddition, they've got the ability of CleanCut to do extra damage to Materialcreatures. WingSnakes will use the swift-hitting SquallHit to get their attackin before anyone in your party can (aside from high-dex folks usingSquallHit), PoisonAir to envenom your entire party for considerable amounts ofdamage per turn, and HighJump, which is an attack that lets them leap into theair, getting protection against physical attacks for a round, and come downthe next round with a resounding *thud* on someone's head. Rayburns have apoison attack as well, though in their case, it's the PoisonHit ability,letting them poison someone with a physical attack. Their other attacksconsist of VacuSlash and DevilCut. Spikerous are sacrificing attackers. Theyhave the defense-dropping attack of Berserker and the self-damaging attack ofKamikaze. They also have RockThrow, to be able to do multi-monster damage in asingle sweeping attack, so they're not completely tearing themselves topieces. MadDragons, on the other hand, are dangerous to their party members aswell as themselves: they have the deadly Massacre attack. They've also gotEvilSlash which, in exchange for a lowered hitting percentage, does a massiveamount of damage. Conversely, they can also use the LureDance, which will lureyour party into dancing for a round and be unable to do anything. A dangerouscombination at times. Andreals have Infermost, a somewhat dangerous windattack (if not as deadly as Vacuum) and PoisonAir as well. They can also usethe annoying Surround ability, making it hard to hit them physically. Andfinally, GreatDraks are pure powerhouses of frost: they can use IceSlash, aswell as Blizzard. In addition, they have SuckAll, which inhales a breathattack cast at their party and slings it back at you. Then again, with all the

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dragons here, breath attacks are not something you want to be throwing aroundoften. Especially not the fire breath attacks.BOSS BATTLE: With a name like 'DeathMore', it's safe to assume that it's goingto be a tough fight. And you'd be quite right: DeathMore has some of thehighest 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 dangerousSamsiCall. So while he's throwing heavy damage on your entire party, he'llalso have a Samsi alongside him who can attack with RainSlash, SquallHit, andthe 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 thisdeadly pair gets going. You might, if he sticks with not summoning Samsi andjust slamming you himself, but better safe than sorry. WorldLeaves or asecondary monster with Revive will also be an excellent idea, so you can pickyour 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 inmind. It'll come up later, sort of.

Once you've gotten back from DeathMore's dungeon, the king congratulates youon having taken out the most powerful of the Demon Lords. He will assure youthat the next tournament won't be for a long while, and that he's sure you'llhandle 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 gatewas 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 toWatabou. He will now join your party! He thanks you for the hard work you'vedone, and mentions that Warubou seemed pretty upset. Then he's off, and intoyour stack of monsters on the farm! He has fairly good skills and levelsamazingly 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 fewextra plusses. But whatever you do, do *NOT* combine him away into somethingelse! Seriously! Don't do it! You only get one, and he has a much greater use

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than just bettering your basic monsters' bloodline. If you'd like to know whatit is, check out 'The Greatest Monsters' below.

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

B54) THE MASTER BATTLE----------------------When it comes to the actual fight, I suggest using a set of monsters very muchlike 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 isarmed with GigaSlash. A lot of the hard-hitting spells are going to be uselessin this fight because of our opponents' resistances, so deal more withphysical damage than magical. RainSlash is a handy multi-monster weapon, as itdoesn't rely on magical damage to attack any of the creatures. Be sure youhave at least your healer with Revive (*not* Vivify) and HealUsAll will bealmost necessary to keep you on your feet, as you'll see. Another helpfulspell for this battle is the BazooCall: having a Bazoo on your side as anextra HellBlast-throwing party member can be very handy, if not quite as handyas other battles, thanks to the resistances. Another possible help could beMegaMagic: bring in a monster with MegaMagic, without plans to use any of itsother abilities. If it throws MegaMagic on the enemy party, it should do avast amount of damage to them, and likely still have its physical attacks tokeep going. Check out my 'breeding recipes' for a good MegaMagic monster touse.

And who do we fight in the arena? Why, it's none other than the Master MonsterTamer 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 youthrow at it. The Divinegon, as well, is strongly resistant or immune to just

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about everything. GoldSlime has the spell of HealUs, which it will cast asoften as necessary to keep the rest of its party on their feet. Divinegon hasHellBlast, which will do severe lightning damage to your entire party. Inaddition, it can use Focus, which will let it throw this attack twice in oneround; a near-guaranteed way for it to do monster-slaying damage on you. It'llalso throw bouts of EvilSlash, which will do massive damage if it hits, whichfortunately it doesn't do anywhere near as often as a normal attack. TheRosevine 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-monsterspells such as MultiCut and RainSlash. It will also summon TailWind, givinganother good reason for you not to throw breath spells: they'll be reflectedright back on your party for full damage. However, if you've taken mysuggestion above, your monsters in here should have a minimum of breathspells, thus making this attack fairly useless against you. All thesecreatures have high hit points, as well, in particular the Divinegon which hasseveral thousand HP! In other words, it will not only be difficult because ofthe attacks, but because of how long it will take to take them all down.Particularly with HealUs being thrown every round. Just keep patient, hittingwith your physical and letting the healer throw HealUsAll, and you should beable to come out on top. If not, then just work on breeding up some bettermonsters.

Once you have beaten the Master Monster Tamer, you are hailed as the strongestmaster! Congratulations! Head down and talk to the Master Monster Tamer. He'lltell 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 toget them! Once you've done that, talk to the girl at the library. She'll callyou the Chosen One! Unfortunately, there is no prize for getting every monsterin the game aside from that; even the Master Monster Tamer doesn't haveanything new to say. However, you've got the warm and fuzzy feeling of beingable 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

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this, but unfortunately it's now only accessible via Gameshark. Anyhow, nowthat you've beat him once, you can go through rematches with him, introducinghim to new monsters of yours. Additional wins don't get you anything inparticular, but it's good to be able to prove your superiority.

+=+=+=+=+=+=++ BREEDING ++=+=+=+=+=+=+

C1) THE LIBRARY---------------In the game, there is a location known as 'The Library'. This is where all thelistings 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 trulytime.

Please take note that this library listing is not the be-all and end-all ofthe monsters. There are a number of stats that it doesn't give, such as themonsters' base stats. It also doesn't give you all the combinations possiblefor the monster. Generally, the combination given is only one choice out ofwhat could be a bunch of them, albeit the choice that seems to give a bonus +2to 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 andStubSuck). 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 sakeof completion and accuracy. So please don't write me and complain aboutmissing some spelling/grammar errors, if the errors are in this section! Notunless you've checked and made sure the error isn't (or *is*, as the case maybe!) in the original game.

A final note: the book shows several areas of '???' in the monster's name. Ihave tried to define them where I can. (UNKNOWN) means that the creature canbe combined, but the game will not tell you how; you'll have to find ityourself. (NIL) means there is no way known to combine for this monster. They

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must be captured. If you happen to find out how to combine to get one, pleasefeel 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, '???'family.

DRAKSLIMEType: SlimeBreeding: SLIME + DRAGONSkills: SuckAir, FireAir, BeDragonNote: Moves & jumps with its tail and wings

SPOTSLIMEType: SlimeBreeding: SLIME + BEASTSkills: CallHelp, LushLicks, ImitateNote: Larger than a regular slime & spotted

WINGSLIMEType: SlimeBreeding: SLIME + BIRDSkills: SquallHit, WindBeast, TailWindNote: Flies with wings that grew on its back

TREESLIMEType: SlimeBreeding: SLIME + PLANTSkills: Sap, Paralyze, SleepAirNote: Its leafy top absorbs energy from sunlight

SNAILYType: SlimeBreeding: SLIME + BUGSkills: IceBolt, NumbOff, CallHelpNote: Hides in its shell when under attack

SLIMENITEType: SlimeBreeding: SLIME + DEVILSkills: Upper, Heal, BeastCutNote: The knight riding on this slime is part of it's body

BABBLEType: SlimeBreeding: SLIME + UNDEADSkills: Surround, PoisonHit, EerieLiteNote: Can transform its body into any shape

BOXSLIMEType: SlimeBreeding: SLIME + MATERIALSkills: Blaze, Upper, RammingNote: Being trapped in a box gives this slime it's shape

SLIMEType: SlimeBreeding: ??? + ??? (NIL)Skills: Firebal, MegaMagic, RadiantNote: The most abundane of this popular specie

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HEALERType: SlimeBreeding: SLIME + MadPlantSkills: Upper, Heal, HealUsNote: Uses its powerful tentacles to move about

FANGSLIMEType: SlimeBreeding: SLIME + AlmirajSkills: ChargeUp, CallHelp, WarCryNote: Has a red Mohawk and is very brave and proud

ROCKSLIMEType: SlimeBreeding: SLIME + BombCragSkills: HighJump, RockThrow, StrongDNote: Its skin is as hard as rock

SLIMEBORGType: SlimeBreeding: SLIME + RobosterSkills: RainSlash, Lightning, BladeDNote: Oil flows through its body instead of blood

SLABBITType: SlimeBreeding: SLIME + SkullrooSkills: SideStep, LegSweep, WhistleNote: Flees very fast with its strong hind legs

SPOTKINGType: SlimeBreeding: ??? + ??? (UNKNOWN)Skills: CleanCut, NapAttack, MouthShutNote: Several SpotSlimes combined into one to form this King

KINGSLIMEType: SlimeBreeding: SLIME + ??? (BOSS)Skills: Barrier, Heal, VivifyNote: Several Slimes combined into one to form this King

METALYType: SlimeBreeding: SLIME + MetalDrakSkills: Blaze, IceBolt, BeatNote: Its diet of iron gives this slime a metal body

METABBLEType: SlimeBreeding: Metaly + MetalySkills: Firebal, Bang, SacrificeNote: Produces strong weapons from its body

METALKINGType: SlimeBreeding: Metabble + MetabbleSkills: Bolt, Ironize, HellblastNote: Several Metalys combined to form this King

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GOLDSLIMEType: SlimeBreeding: MetalKing + MetalKingSkills: Chance, BigBang, SurgeNote: The toughest creature in the slime family

DRAGONKIDType: DragonBreeding: DRAGON + SLIMESkills: FireAir, SleepAir, DodgeNote: It does not grow any bigger than this

TORTAGONType: DragonBreeding: DRAGON + BEASTSkills: MagicBack, Ironize, LightningNote: It has a tough shell but it can't hide inside it

PTERANODType: DragonBreeding: DRAGON + BIRDSkills: Firebal, WindBeast, TailWindNote: Flaps its large wings and flies with authority

GASGONType: DragonBreeding: DRAGON + PLANTSkills: Sacrifice, Farewell, BerserkerNote: Traps gas in its belly to float in the air

FAIRYDRAKType: DragonBreeding: DRAGON + BUGSkills: Surround, SleepAir, LushLicksNote: Uses its tongue to suck nectar from flowers

LIZARDMANType: DragonBreeding: DRAGON + DEVILSkills: EvilSlash, BeastCut, GigaSlashNote: Smart enough to skillfully use a sword & shield

POISONGONType: DragonBreeding: DRAGON + UNDEADSkills: PoisonHit, PoisonGas, LushLicksNote: The fluid that is secreted from its fin is poisonous

SWORDGONType: DragonBreeding: DRAGON + MATERIALSkills: CleanCut, RainSlash, BladeDNote: Its body is covered with sword-like spikes

DRAGONType: DragonBreeding: DragonKid + DragonKidSkills: FireSlash, FireAir, SuckAllNote: The oldest living species of dragon

MINIDRAK

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Type: DragonBreeding: DRAGON + PickySkills: Ramming, CallHelp, SandStormNote: Runs by using its hands & long tail for balance

MADDRAGONType: DragonBreeding: DRAGON + GulpBeastSkills: Massacre, EvilSlash, LureDanceNote: Runs by using its hands & long tail for balance

RAYBURNType: DragonBreeding: DRAGON + MadCondorSkills: VacuSlash, DevilCut, PoisonHitNote: Can grab prey with its talons and fly off

CHAMELGONType: DragonBreeding: DRAGON + VoodollSkills: PanicAll, Paralyze, PalsyAirNote: Changes its skin color for camouflage

LIZARDFLYType: DragonBreeding: DRAGON + GoHopperSkills: Firebal, WindBeast, FireAirNote: Hovers in midair with its thin wings

ANDREALType: DragonBreeding: DRAGON + GulppleSkills: Infernos, Surround, PoisongasNote: Sharp claws & fangs are its most deadly weapons

KINGCOBRAType: DragonBreeding: DRAGON + BabbleSkills: PoisonHit, Curse, K.O.DanceNote: Its poisonous bite and sharp fangs are deadly

SPIKEROUSType: DragonBreeding: DRAGON + ArmyCrabSkills: Berserker, Kamikaze, RockThrowNote: Its spiky hard shell protects itself from danger

GREATDRAKType: DragonBreeding: ??? + ??? (UNKNOWN)Skills: IceSlash, FrigidAir, SuckAllNote: The biggest dragon in the dragon family

CRESTPENTType: DragonBreeding: DRAGON + BigRoostSkills: StopSpell, PoisonHit, BeDragonNote: It shakes its crest to terrorize its enemies

WINGSNAKEType: Dragon

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Breeding: Crestpent + CrestpentSkills: HighJump, SquallHit, PoisonGasNote: Glides through the air with its large wings

COATOLType: DragonBreeding: WingSnake + WingSnakeSkills: Bang, EvilSlash, BoltSlashNote: Constricts its enemies with its powerful body

OROCHIType: DragonBreeding: Andreal + MedusaEyeSkills: FireSlash, BiAttack, FireAirNote: Its 5 heads can do different things at the same time

BATTLEREXType: DragonBreeding: DRAGON + LionexSkills: EvilSlash, MetalCut, FireAirNote: Attacks by swinging its powerful giant ax

SKYDRAGONType: DragonBreeding: DRAGON + PhoenixSkills: SuckAir, MultiCut, FireAirNote: Floats freely in midair with its magical powers

DIVINEGONType: DragonBreeding: SkyDragon + OrochiSkills: FrigidAir, BigBang, MeditateNote: If you defeat it, your wish will be granted

TONGUELLAType: BeastBreeding: BEAST + SLIMESkills: NapAttack, SleepAir, LushLicksNote: Moves slowly but its long tongue is deadly

ALMIRAJType: BeastBreeding: BEAST + DRAGONSkills: Sleep, Berserker, ChargeUPNote: When cornered, it charges with its sharp horns

CATFLYType: BeastBreeding: BEAST + BIRDSkills: StopSpell, Slow, OddDanceNote: Can see in the dark and preys at night

PILLOWRATType: BeastBreeding: BEAST + PLANTSkills: Ramming, CallHelp, SideStepNote: Soft & fluffy fur covers its body

SACCERType: BeastBreeding: BEAST + BUG

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Skills: Upper, PsycheUp, PalsyAirNote: Lives in a sack made out of branches

GULPBEASTType: BeastBreeding: ??? + ??? (UNKNOWN)Skills: Ramming, Massacre, WarCryNote: It devours its prey in one big gulp

SKULLROOType: BeastBreeding: BEAST + UNDEADSkills: ChargeUP, DrakSlash, PaniDanceNote: Attacks by throwing skulls at its enemies

WINDBEASTType: BeastBreeding: BEAST + MATERIALSkills: Infernos, IceBolt, VacuSlashNote: Creates tornadoes with its legs to defend itself

ANTEATERType: BeastBreeding: ??? + ??? (UNKNOWN)Skills: MetalCut, SquallHit, LushLicksNote: Uses its tongue to attack & snare prey

SUPERTENType: BeastBreeding: BEAST + MudronSkills: K.O.Dance, Imitate, HustleNote: It likes to show off its dance moves

IRONTURTType: BeastBreeding: BEAST + TortagonSkills: MagicBack, Cover, StrongDNote: Its spiked shell makes its body slam attack deadly

MOMMONJAType: BeastBreeding: BEAST + DuckKiteSkills: IceBolt, LureDance, MouthShutNote: It follows you like a dog

HAMMERMANType: BeastBreeding: BEAST + StubsuckSkills: Kamikaze, EvilSlash, ChargeUPNote: It has a hammer bigger than itself

GRIZZLYType: BeastBreeding: BEAST + DEVILSkills: TwinSlash, SquallHit, LegSweepNote: Uses its strong arms to squeeze its prey

YETIType: BeastBreeding: BEAST + OrcSkills: IceBolt, IceSlash, WarCry

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Note: Its body is covered with a thick fur

MADGOPHERType: BeastBreeding: BEAST + SabreManSkills: ChargeUP, BirdBlow, ZombieCutNote: It can dig very deep holes with its shovel

FAIRYRATType: BeastBreeding: BEAST + LizardFlySkills: Surround, Slow, SmashlimeNote: Its ears act as wings allowing it to fly

UNICORNType: BeastBreeding: BEAST + FangSlimeSkills: Heal, Vivify, AntidoteNote: Its horn is used to make medicines

GOATEGONType: BeastBreeding: BEAST + DrakSlimeSkills: Firebal, Slow, SleepAirNote: Charges enemies with its sharp & twisted horns

WILDAPEType: BeastBreeding: BEAST + MadPeckerSkills: TwinSlash, CallHelp, LegSweepNote: Lives in groups with one dominant male boss

TRUMPETERType: BeastBreeding: WildApe + WildApeSkills: Berserker, SandStorm, WarCryNote: Its tusks are used to create craft work

KINGLEOType: BeastBreeding: Trumpeter + TrumpeterSkills: Firebal, BiAttack, FrigidAirNote: Uses its 4 hands & 4 arms skillfully in combat

DARKHORNType: BeastBreeding: BEAST + ??? (BOSS)Skills: Sleep, StopSpell, PsycheUpNote: Its pelt commands a high price

MADCATType: BeastBreeding: BEAST + DragonSkills: VacuSlash, SquallHit, LegSweepNote: Moves very swiftly to catch its prey

BIGEYEType: BeastBreeding: BEAST + EyeBallSkills: IceBolt, Heal, FrigidAirNote: Looks up at the sky & dozes off all day

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PICKYType: BirdBreeding: BIRD + SLIMESkills: Surround, Sap, SheldodgeNote: It's flightless but it can run quickly

WYVERNType: BirdBreeding: BIRD + DRAGONSkills: Sleep, Heal, FrigidAirNote: It has an eagle's head & a body of a serpent

BULLBIRDType: BirdBreeding: BIRD + BEASTSkills: Ramming, ChargeUP, BranchingNote: Sleeps right after it makes a kill

FLORAJAYType: BirdBreeding: BIRD + PLANTSkills: Speed, BeastCut, LifeSongNote: Its flower like face lures bugs to their doom

DUCKKITEType: BirdBreeding: BIRD + BUGSkills: Sleep, PanicAll, CurseNote: Spreads its wings to make itself look bigger

MADPECKERType: BirdBreeding: BIRD + DEVILSkills: Infernos, Sap, VacuSlashNote: Rips flesh from its prey with its strong beak

MADRAVENType: BirdBreeding: BIRD + UNDEADSkills: HighJump, DrakSlash, TailWindNote: Attacks by dropping skulls from the air

MISTYWINGType: BirdBreeding: BIRD + MATERIALSkills: Surround, Barrier, EerieLiteNote: Its mist like body glows pinkish in the dark

DRACKYType: BirdBreeding: ??? + ??? (UNKNOWN)Skills: Sleep, RobMagic, AntidoteNote: Prefers darkness and sucks blood with its fangs

BIGROOSTType: BirdBreeding: ??? + ??? (UNKNOWN)Skills: VacuSlash, SandStorm, DodgeNote: Its firm flesh is good eating

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STUBBIRDType: BirdBreeding: BIRD + RockSlimeSkills: TwinHits, RainSlash, SheldodgeNote: A very stubborn bird

LANDOWLType: BirdBreeding: ??? + ??? (UNKNOWN)Skills: Infernos, BoltSlash, SideStepNote: A flightless owl with strong talons and sharp claws

MADGOOSEType: BirdBreeding: BIRD + DrollSkills: PanicAll, OddDance, LureDanceNote: A migratory bird that can be very violent

MADCONDORType: BirdBreeding: BIRD + CoilBirdSkills: Firebal, HealUs, MultiCutNote: It has big wings, deadly sharp claws & a powerful beak

BLIZZARDYType: BirdBreeding: BIRD + IceManSkills: Beat, IceSlash, FrigidAirNote: Breathes out freezing air to defeat its prey

PHOENIXType: BirdBreeding: BIRD + GismoSkills: SquallHit, FireAir, TailWindNote: Roasts its prey with its fiery breath

ZAPBIRDType: BirdBreeding: ??? + ??? (UNKNOWN)Skills: BoltSlash, Lightning, HellblastNote: Attacks with the thundercloud that covers its body

WHIPBIRDType: BirdBreeding: BIRD + RayburnSkills: Ironize, ThickFog, TatsuCallNote: Attacks with its whip-like legs & knife-like claws

FUNKYBIRDType: BirdBreeding: BIRD + DanceVegiSkills: PaniDance, Hustle, LifeDanceNote: Likes to dance & sing

RAINHAWKType: BirdBreeding: Blizzardy + PhoenixSkills: MegaMagic, Surge, StrongDNote: It has 4 strong legs & a pair of powerful wings

MADPLANT

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Type: PlantBreeding: PLANT + SLIMESkills: Sap, Slow, NumbOffNote: Secrets sweet sap to attract bugs

FIREWEEDType: PlantBreeding: PLANT + DRAGONSkills: Blaze, DeChaos, PalsyAirNote: Its flame breath is its deadly weapon

FLORAMANType: PlantBreeding: PLANT + BEASTSkills: Firebal, Antidote, CurseOffNote: Can live several hundred years and is very wise

WINGTREEType: PlantBreeding: PLANT + BIRDSkills: Farewell, StepGuard, ZombieCutNote: Stores gas inside its body to float in the air

CACTIBALLType: PlantBreeding: PLANT + BUGSkills: HighJump, Paralyze, OddDanceNote: Stores water inside the body to survive in deserts

GULPPLEType: PlantBreeding: PLANT + DEVILSkills: Infernos, Sleep, NapAttackNote: Gulps up the monsters to stock up on its evil powers

TOADSTOOLType: PlantBreeding: PLANT + UNDEADSkills: NapAttack, SleepAir, MouthShutNote: Plants its spores on its prey to multiply

AMBERWEEDType: PlantBreeding: PLANT + MATERIALSkills: Barrier, TwinHits, MagicWallNote: Secretes sap that hardens its body

STUBSUCKType: PlantBreeding: ??? + ??? (UNKNOWN)Skills: Sleep, StepGuard, ZombieCutNote: Uses its roots to suck out the preys bodily fluid

ONIONOType: PlantBreeding: PLANT + GophecadaSkills: RobMagic, ChargeUP, SleepAirNote: Grows out its roots when its ready to breed

DANCEVEGIType: Plant

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Breeding: PLANT + FacerSkills: K.O.Dance, SideStep, LureDanceNote: Its bad balance forces it to walk like its dancing

TREEBOYType: PlantBreeding: PLANT + PixySkills: IceBolt, Heal, CurseOffNote: A spirit that lives in a very old tree

FACETREEType: PlantBreeding: PLANT + NiteWhipSkills: StopSpell, Curse, OddDanceNote: Its roots suck evil power from the ground

HERBMANType: PlantBreeding: PLANT + FunkyBirdSkills: Focus, Curse, DanceShutNote: Its roots can be used to make a cure medicine

BEANMANType: PlantBreeding: PLANT + PillowratSkills: RobMagic, TwinHits, MapMagicNote: Travels to find a place to plant its seeds

EVILSEEDType: PlantBreeding: PLANT + DarkEyeSkills: CleanCut, Paralyze, RadiantNote: Clings on its host with its tentacles

MANEATERType: PlantBreeding: EvilSeed + EvilSeedSkills: DrakSlash, PsycheUp, SleepAirNote: Dissolves its prey with its digestive acid

SNAPPERType: PlantBreeding: ManEater + ManEaterSkills: StopSpell, CallHelp, RainSlashNote: The 3 buds sink their teeth into its prey

ROSEVINEType: PlantBreeding: PLANT + ??? (BOSS)Skills: BiAttack, UltraDown, BladeDNote: Squeezes its prey with its thorny vines

WATABOUType: PlantBreeding: ??? + ??? (NIL)Skills: Chance, Whistle, ImitateNote: A mischievous mystical creature

GIANTSLUGType: BugBreeding: BUG + SLIME

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Skills: LushLicks, Whistle, DodgeNote: Its mucus contains digestive enzymes

CATAPILAType: BugBreeding: BUG + DRAGONSkills: Upper, PoisonGas, ThickFogNote: This caterpillar does not grow to become a moth

GOPHECADAType: BugBreeding: BUG + BEASTSkills: Beat, MagicBack, CallHelpNote: Since it lives underground, it hates light

BUTTERFLYType: BugBreeding: BUG + BIRDSkills: Surround, CallHelp, CurseNote: Powder on its wings have hallucinogenic effect

WEEDBUGType: BugBreeding: BUG + PLANTSkills: RobMagic, Barrier, MagicWallNote: Its weed-top sucks up energy & emits evil power

GIANTWORMType: BugBreeding: BUG + DEVILSkills: StepGuard, BeastCut, OddDanceNote: Finds its prey with its acute sense of smell

LIPSYType: BugBreeding: BUG + UNDEADSkills: NapAttack, Ahhh, LushLicksNote: Paralyzes its prey with its deadly kiss

STAGBUGType: BugBreeding: BUG + MATERIALSkills: Sleep, FireAir, LegSweepNote: Repels attacks with its hard shell

ARMYANTType: BugBreeding: ??? + ??? (UNKNOWN)Skills: Kamikaze, CallHelp, NapAttackNote: Its body is small, but its jaw is powerful

GOHOPPERType: BugBreeding: ??? + ??? (UNKNOWN)Skills: RobMagic, ChargeUP, CallHelpNote: Makes a weird sound when it flies

TAILEATERType: BugBreeding: BUG + FloraManSkills: IceSlash, PoisonGas, Radiant

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Note: Sucks on its prey with its tail-like mouth

ARMORPEDEType: BugBreeding: BUG + IronTurtSkills: Upper, TwinHits, TwinSlashNote: A shell protects its back but not its belly

EYEDERType: BugBreeding: BUG + AmberWeedSkills: Firebal, Heal, MapMagicNote: Each tentacle has a specific function

GIANTMOTHType: BugBreeding: BUG + SaccerSkills: WindBeast, Paralyze, RadiantNote: Creates a violent wind with its huge wings

DROLLType: BugBreeding: BUG + SpookySkills: Slow, StepGuard, BranchingNote: Protruding eyes gives a large field of vision

ARMYCRABType: BugBreeding: BUG + DarkCrabSkills: Upper, MetalCut, CallHelpNote: Attacks in a group & cuts up its prey with its claws

MADHORNETType: BugBreeding: BUG + FairyRatSkills: PoisonHit, Paralyze, TailWindNote: Paralyzes its prey with its sting

HORNBEETType: BugBreeding: StagBug + StagBugSkills: BoltSlash, DevilCut, RockThrowNote: Charges its prey with its big horn

ARMORPIONType: BugBreeding: HornBeet + HornBeetSkills: EvilSlash, ZombieCut, RainSlashNote: Unprotected joints are its weakness

DIGSTERType: BugBreeding: BUG + ??? (BOSS)Skills: Farewell, StrongD, SuckAllNote: Digs caves to live in a dark humid home

PIXYType: DevilBreeding: DEVIL + SLIMESkills: Speed, TwinHits, AntidoteNote: Loves to play pranks with its magic spells

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ARCDEMONType: DevilBreeding: DEVIL + ??? (BOSS)Skills: Bang, BoltSlash, BirdBlowNote: Too fat to fly but its strength is incredible

AGDEVILType: DevilBreeding: ??? + ??? (UNKNOWN)Skills: Firebal, Sacrifice, SleepAirNote: Very quick witted & cunning

DEMONITEType: DevilBreeding: DEVIL + BIRDSkills: Blaze, FireSlash, FrigidAirNote: Smart but, lacks the power to cast big spells

DARKEYEType: DevilBreeding: DEVIL + PLANTSkills: MetalCut, PalsyAir, RadiantNote: Catches its prey with its tentacles

EYEBALLType: DevilBreeding: DEVIL + BUGSkills: MagicBack, Ironize, WarCryNote: Hunts with its large eye & fast two legs

SKULRIDERType: DevilBreeding: DEVIL + UNDEADSkills: FireSlash, RainSlash, LegSweepNote: Revives dead beasts to use as slaves

EVILBEASTType: DevilBreeding: DEVIL + MATERIALSkills: Firebal, Ironize, FrigidAirNote: Trained hard to attain its evil strength

IEYECLOWNType: DevilBreeding: ??? + ??? (UNKNOWN)Skills: Blaze, Firebal, IceBoltNote: Uses its wand to cast evil spells

GREMLINType: DevilBreeding: DEVIL + BEASTSkills: Firebal, StopSpell, HealNote: Mischievous & likes to play tricks with traps

MEDUSAEYEType: DevilBreeding: DEVIL + DRAGONSkills: Surround, Sap, BranchingNote: A deadly ball of snakes with an eye in the center

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LIONEXType: DevilBreeding: DEVIL + LizardManSkills: Infernos, HealUs, VacuSlashNote: A natural born evil fighter

GOATHORNType: DevilBreeding: DEVIL + DarkHornSkills: Bang, Infernos, IceBoltNote: A powerful monster with the horns & legs of a goat

ORCType: DevilBreeding: DEVIL + BeanManSkills: Sap, Vivify, BirdBlowNote: Its dense pelt acts as natural armor

OGREType: DevilBreeding: DEVIL + HammerManSkills: Massacre, MetalCut, RainSlashNote: Its flail has a metal ball that's bigger than a man

GATEGUARDType: DevilBreeding: Demonite + DemoniteSkills: Blaze, CleanCut, ThickFogNote: Uses a scythe as tall as its own towering height

CHOPCLOWNType: DevilBreeding: 1EyeClown + 1EyeClownSkills: TwinHits, VacuSlash, SquallHitNote: Has achieved the utmost limit of swiftness

GRENDALType: DevilBreeding: DEVIL + MadDragonSkills: FireSlash, DrakSlash, CoverNote: Not too clever, but uses its weapons well

AKUBARType: DevilBreeding: Grendal + GrendalSkills: Bang, Focus, FrigidAirNote: Combined evil power with superhuman strength

MADKNIGHTType: DevilBreeding: DEVIL + RogueNiteSkills: Massacre, BeastCut, GigaSlashNote: Covered with armor that is never removed

GIGANTESType: DevilBreeding: DEVIL + BigEyeSkills: EvilSlash, ChargeUP, ZombieCutNote: The biggest in the devil family, but not very smart

CENTASAUR

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Type: DevilBreeding: ??? + ??? (UNKNOWN)Skills: StopSpell, FireSlash, RainSlashNote: A hybrid devil of man & beast

EVILARMORType: DevilBreeding: DEVIL + ArmorpedeSkills: FireSlash, BoltSlash, DrakSlashNote: Its real identity underneath the armor is unknown

JAMIRUSType: DevilBreeding: Akubar + RainHawkSkills: Blaze, BiAttack, TailWindNote: A hybrid devil of an eagle & a lion

DURRANType: DevilBreeding: Centasaur + GoldGolemSkills: DrakSlash, BirdBlow, WindBeastNote: A strong all-round natural born fighter.

SPOOKYType: UndeadBreeding: UNDEAD + SLIMESkills: Radiant, LushLicks, MouthShutNote: Its hobby is to scare people

SKULLGONType: UndeadBreeding: UNDEAD + SwordgonSkills: TwinSlash, IceSlash, FrigidAirNote: A dragon that's risen from the dead

PUTREPUPType: UndeadBreeding: UNDEAD + BEASTSkills: Sap, Slow, MagicBackNote: It's fearless since it doesn't feel any pain

ROTRAVENType: UndeadBreeding: UNDEAD + BIRDSkills: Kamikaze, BoltSlash, LightningNote: Dozes all day in its half rotted body

MUMMYType: UndeadBreeding: UNDEAD + PLANTSkills: EvilSlash, CallHelp, ParalyzeNote: Its body is filled with herbs to prevent its decay

DARKCRABType: UndeadBreeding: UNDEAD + BUGSkills: MagicWall, Ironize, StepGuardNote: Its shell resembles a human face

DEADNITEType: Undead

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Breeding: UNDEAD + DEVILSkills: Heal, DeChaos, CurseOffNote: Knight revived as a zombie, who never tires

SHADOWType: UndeadBreeding: UNDEAD + MATERIALSkills: FrigidAir, K.O.Dance, ThickFogNote: Real identity is unknown due to its shadow-like body

HORKType: UndeadBreeding: ??? + ??? (UNKNOWN)Skills: PoisonGas, EerieLite, LushLicksNote: Its acidic saliva will dissolve anything

MUDRONType: UndeadBreeding: UNDEAD + GiantSlugSkills: Beat, Heal, VivifyNote: A swamp mud infested spirit of the dead

NITEWHIPType: UndeadBreeding: UNDEAD + MistyWingSkills: WindBeast, Lightning, FireAirNote: Flies in the air leaving a streak of light

MADSPIRITType: UndeadBreeding: UNDEAD + DRAGONSkills: SleepAir, Radiant, ThickFogNote: Lost spirits fused together

WINDMERGEType: UndeadBreeding: UNDEAD + WindBeastSkills: Infernos, Barrier, CurseOffNote: Strangely, there is nothing under its garment

REAPERType: UndeadBreeding: UNDEAD + WeedBugSkills: DevilCut, Curse, EerieLiteNote: Guides dead spirits to the underworld

DEADNOBLEType: UndeadBreeding: DeadNite + DeadNiteSkills: Beat, HealUs, TatsuCallNote: Rides on a horse & attacks enemies with its lance

WHITEKINGType: UndeadBreeding: UNDEAD + ??? (BOSS)Skills: Infernos, Bolt, ChanceNote: Has retained its high INT from when it was alive

BONESLAVEType: UndeadBreeding: Hork + Hork

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Skills: Bang, BoltSlash, BirdBlowNote: Resurrected as a zombie to serve hard labor

SKELETORType: UndeadBreeding: BoneSlave + BoneSlaveSkills: Sap, BirdBlow, BiAttackNote: Attacks with a sword in each of its 6 hands

SERVANTType: UndeadBreeding: Skeletor + SkeletorSkills: Blaze, IceBolt, FocusNote: Created from evil powers, it has a high INT

COPYCATType: UndeadBreeding: ??? + ??? (NIL)Skills: Transform, OddDance, ImitateNote: Can disguise as any creature & mimic any move

JEWELBAGType: MaterialBreeding: MATERIAL + SLIMESkills: Firebal, StopSpell, PanicAllNote: Likes to eat things that are precious & shiny

EVILWANDType: MaterialBreeding: MATERIAL + DRAGONSkills: DeChaos, MapMagic, FrigidAirNote: An evil spirit possessing a wizard's wand

MADCANDLEType: MaterialBreeding: MATERIAL + BEASTSkills: Blaze, PsycheUp, WhistleNote: Its candle will remain lit until it dies

COILBIRDType: MaterialBreeding: MATERIAL + BIRDSkills: NumbOff, DeChaos, SuckAllNote: Emits an eerie noise

FACERType: MaterialBreeding: MATERIAL + PLANTSkills: Infernos, Sacrifice, LifeSongNote: An evil spirit has possessed this wooden mask

SPIKYBOYType: MaterialBreeding: MATERIAL + BUGSkills: Sacrifice, HighJump, SmashlimeNote: Explodes when angered

MADMIRRORType: MaterialBreeding: MATERIAL + DEVILSkills: MagicBack, Transform, MapMagic

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Note: Absorbs anything that reflects on its mirror

ROGUENITEType: MaterialBreeding: MATERIAL + UNDEADSkills: Heal, EvilSlash, MetalCutNote: Life was brought to this armor & it roams for prey

GOOPIType: MaterialBreeding: ??? + ??? (UNKNOWN)Skills: CallHelp, LegSweep, DodgeNote: Grabs and paralyzes any prey that passes

VOODOLLType: MaterialBreeding: MATERIAL + LipsySkills: Surround, PanicAll, SapNote: A clay doll brought to life

METALDRAKType: MaterialBreeding: MATERIAL + AndrealSkills: Massacre, RockThrow, SandStormNote: A dragon constructed from metal

BALZAKType: MaterialBreeding: MATERIAL + ??? (BOSS)Skills: Bang, Bolt, MultiCutNote: A creature created to be the strongest monster

SABREMANType: MaterialBreeding: MATERIAL + GiantWormSkills: RobMagic, DevilCut, ParalyzeNote: Fashioned with so much passion that it came to life

CURSELAMPType: MaterialBreeding: MATERIAL + WingTreeSkills: Upper, Speed, TwinHitsNote: Its been said that there is an evil genie in the lamp

ROBOSTERType: MaterialBreeding: MATERIAL + SkulRiderSkills: BiAttack, SquallHit, RainSlashNote: Last surviving war robot made in an ancient time

EVILPOTType: MaterialBreeding: MATERIAL + SnailySkills: Beat, Sleep, MassacreNote: Lurks in a pot to hide its identity

GISMOType: MaterialBreeding: Goopi + FireWeedSkills: SuckAir, FireAir, FrigidAirNote: Life was brought to this ball of energy

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LAVAMANType: MaterialBreeding: MetalDrak + ArcDemonSkills: Blaze, FireAir, CoverNote: It's composed of an energy core & magma

ICEMANType: MaterialBreeding: Roboster + KingLeoSkills: FireBolt, FrigidAir, StrongDNote: It's composed of an energy core & ice

MIMICType: MaterialBreeding: MATERIAL + BoxSlimeSkills: Blaze, Beat, StepGuardNote: Attacks anyone who tries to steal its treasure

MUDDOLLType: MaterialBreeding: Goopi + GoopiSkills: OddDance, SideStep, HustleNote: A kneaded dried clay doll that came to life

GOLEMType: MaterialBreeding: MudDoll + MudDollSkills: ChargeUP, PsycheUp, StrongDNote: A stack of rock bricks that came to life

STONEMANType: MaterialBreeding: Golem + GolemSkills: Cover, SuckAll, MeditateNote: A statue made from rock that came to life

BOMBCRAGType: MaterialBreeding: SpikyBoy + SpikyBoySkills: Sacrifice, Farewell, MeditateNote: Usually dormant & looks like a normal rock

GOLDGOLEMType: MaterialBreeding: IceMan + LavaManSkills: BigBang, Surge, TatsuCallNote: Made out of an elastic & durable metal

DRACOLORDType: ??? (BOSS)Breeding: Servant + GreatDrakSkills: Firebal, Meditate, BeDragonNote: Tried to unite the monsters to rule the world

DRACOLORDType: ??? (BOSS)Breeding: DracoLord(1) + DivinegonSkills: Massacre, FireAir, SurgeNote: This is the true identity of DracoLord

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HARGONType: ??? (BOSS)Breeding: Whiteking + MetalKingSkills: Firebal, Bang, TatsuCallNote: The one who planned to revive the Destructor

SIDOHType: ??? (BOSS)Breeding: Jamirus + RosevineSkills: FireAir, FrigidAir, HellblastNote: An evil dragon lord, ruler of all destruction

BARAMOSType: ??? (BOSS)Breeding: Hargon + OrochiSkills: Bang, RockThrow, HellblastNote: This evil lord controls all monsters

ZOMAType: ??? (BOSS)Breeding: DracoLord(1) + SidohSkills: FrigidAir, BigBang, DeMagicNote: The source of all evil

PIZZAROType: ??? (BOSS)Breeding: Durran + DivinegonSkills: BiAttack, FireAir, HellblastNote: Attained its power from the pearl of evolution

ESTERK Type: ??? (BOSS)Breeding: Pizzaro + KingLeoSkills: RainSlash, DeMagic, GigaSlashNote: Exists beyond the boundries of time and space

MIRUDRAASType: ??? (BOSS)Breeding: Esterk + GoldSlimeSkills: Blaze, Bang, BoltNote: An evil lord who tried to rule the human world

MIRUDRAASType: ??? (BOSS)Breeding: Mirudrass(1) + SpikerousSkills: SuckAir, FireAir, DeMagicNote: This is the true identity of Mirudrass

MUDOUType: ??? (BOSS)Breeding: Baramos + DarkHornSkills: FireAir, FrigidAir, PoisonGasNote: This evil lord controls all monsters

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

DEATHMORE

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Type: ??? (BOSS)Breeding: DeathMore(1) + ArmorpionSkills: Ramming, FireAir, UltraDownNote: Shed off its disguise to show off its strength

DEATHMOREType: ??? (BOSS)Breeding: DeathMore(2) + MudouSkills: Focus, BigBang, DeMagicNote: Only a true warrior can reveal its real identity

DARKDRIUMType: ??? (BOSS)Breeding: DeathMore(3) + WatabouSkills: Bolt, FireAir, FrigidAirNote: The master of destruction & carnage

C2) THE GREATEST MONSTERS-------------------------Most of the monsters that you can create are part of one family or another. Inaddition, 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 forhow to make them: the Boss category. You'll notice this as '???' in your bookwithin the library. This is where the Demon Lords that you've been fightingfit in. Needless to say, this is a group of monsters that you'll definitelywant. 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 gotthe monsters available, then you can make the bosses. One would think theirpower level and enormous stat-gains generally means that making them as earlyas you can will make for a big advantage in the game, both against the bossesbehind 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 meansthat unless you're ready and willing to do hours upon hours of power-levelingwith them, they may not even be as good as some of the 'lesser' monsters thatyou can make. If you're willing to endure that, though, then these critterswill be well worth every bit of trouble. They're especially handy after you've

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completed the game, when you can get access to the high-experience dungeons.

In addition, the action of combining into these monsters will almost guaranteeyou 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 EggEvaluator to turn your monster to the opposite gender; Bosses always come outas male first. So before you hatch them, double-check with this list (oranother breeding list). Also, many of these can be done out of order, sincecertain bosses take certain monsters to be created. If you felt like makingone 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. AGreatDrak can be made in a few ways: either the Dragon+Dragon orDragonKid+DragonKid mentioned above, or a dragon family combined with any ofthe following: SpotKing, KingSlime, MetalKing, BattleRex, Unicorn, ZapBird,WhipBird, Gigantes, or Centasaur. Andreal is fairly simply made by combining aDragon Family with a Gulpple, or you can make a more complicated version witha 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 DragonGate if you're far enough along, though you'll be missing out on some plussesthat way. The Servant is much easier to breed: either combine a pair ofSkeletors, or a WhiteKing plus something from the Devil family. Combine thedragon-of-choice and the Servant together and you'll have the first monster ofthe bunch: DracoLord, the 'old man' boss that stands behind the Gate OfAmbition (the bug gate). Now, take that monster and combine it with a plant tomake a RoseVine. I know. Seems like a lot of trouble to go through to get onenon-boss monster, but trust me on this. There's no other way to make aRoseVine, and you'll need one coming up. Admittedly, you could do this withany boss monster, rather than a DracoLord, but of the bunch, the DracoLord isthe 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.

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Now, make a third DracoLord. Take this DracoLord and combine it with aDivinegon. Divinegon is created with the combination of a SkyDragon, whichtakes 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 aMedusaEye. This will create... another DracoLord? However, this one looksdifferent: it's DracoLord in his BeDragon form... or rather, DracoLord in the'transformed' form he took in Dragon Quest/Warrior I. It also has differentbase skills than the other DracoLord: Massacre, FireAir, and Surge as opposedto 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 breedingbunch.

You should already know how to make a WhiteKing, and should probably have onethat 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 thiswith a MetalKing. The MetalKing is created by combining a SpotKing orKingSlime with a MetalDrak, or by crossing two Metabbles (which makes a verylow-HP MetalKing *indeed*). This combination will make a Hargon, the firstboss that you find behind the Gate Of Demolition (the plant gate). Once thiscreature is fully-raised, combine it with an Orochi, which you've already beentold how to make. You'll get yourself a Baramos: the boss behind the Gate OfMastermind (the bird gate). Hatch him, raise him, and then combine him with aDarkHorn, which can either be captured from Labyrinth, or must be bred with aBeast and a Boss. This will make Mudou, the boss behind the Goopi's Gate (thebeast gate). Feel free to raise this creature as you want. We'll be needingit, but not just yet.

Now, create a Jamirus. Jamirus is created by the combination of an Akubar anda RainHawk. The RainHawk you should already have made to show the Queen, butjust in case you didn't, it requires a Blizzardy and a Phoenix. Akubar, on the

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other hand, is bred with either a pair of Grendals, or an ArcDemon and aGateGuard. Take that Jamirus and cross it with the Rosevine that I had youcreate earlier (now you know why you needed it). That will create Sidoh: thesecond 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 herup enough, cross Sidoh with that DracoLord you've got (either DracoLord willdo, honestly, but you needed to get the transformed DracoLord2 to get yourentire list of monsters). Together, those creatures create Zoma: the bossbehind the Gate Of Control (the Slime gate). You can raise him any way thatyou 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. Ialready tell how to make a Divinegon up above, for the second face ofDracoLord. For the Durran (yes, this creature is considered a 'devil' ratherthan a 'boss'), combine a Centasaur and a GoldGolem. GoldGolem is made with anIceMan ands a LavaMan. For the Centasaur, cross either an ArcDemon with adragon family, or an Ogre or GateGuard with a beast family. Combine those twomonsters together, and you'll get yourself Pizzaro, the demon lord behind theGate of Extinction (the devil gate). Hatch that and raise him. Then, combinehim with a KingLeo, which you should still have after showing the Queen.If not, then again: making a KingLeo takes either a Trumpeter plus aTrumpeter, MetalDrak, Balzak, or GoldGolem, or a Roboster plus a GulpBeast,SuperTen, Unicorn, Trumpeter, DarkHorn, or MadCat. This will make you anEsterk, which is the demon lord behind the Gate of Sleep. Finally, combinethat Esterk with a GoldSlime, which you've been given instructions for to getinto the Old Man's dungeon (and should still have said Slime, if you haven'tcombined it into something else and kept it like I suggested). That finalcombination will get you the Mirudraas: demon lord behind the Bazaar Gate (thematerial 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'seggs or from the dragon gate, or from combining a dragon family with either aDigster or ArmyCrab. What you'll get with that is.... *whoa*. It's called

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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 ofMirudraas. If you did everything the way I said, Zoma and Mudou should bemale, while Mirudraas is female. Preferably, they should all be at highlevels, as well, if not maxed out. Take your Zoma and combine it with theMirudraas. Again, like the DracoLord, either Mirudraas would work, but sinceyou'll need the second version to fill out your book anyway, might as wellmake 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 gateof dragons. Raise this creature up some, and get an Armorpion while you're atit. You'll likely have gotten one to show the Queen, but if you combined itaway, 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 devilfamily. What you'll get... is *certainly* a far cry from the 'juggling oldman' 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 whenyou battle him in Dragon Quest VI. Needless to say, it's also got differentbase attacks than the original DeathMore: Ramming, FireAir, and UltraDown.Ironically, these aren't as powerful as the HellBlast, BigBang, and TatsuCallthat the original form has. Fortunately, though, all the old skills shouldcarry 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 itfemale. Then, hatch, level, scare the game with your demonic facade, etcetera. 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 finalboss of Dragon Quest VI. This version of DeathMore will add Focus and DeMagicto the stack of spells it can use.

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But wait! There's one more! Take your DeathMore. Make certain that it is adifferent gender than Watabou, either by breeding Watabou with a plant or bybreeding DeathMore with just about anything (as long as DeathMore is thepedigree). I'm sure you know where I'm going with this. Yes, aren't you gladthat you took my advice and didn't combine Watabou away until now? CombineDeathMore3 (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 ofDragon Quest VI: DarkDrium. Who is just a pallet-swap of Durran. Howdisappointing! Still, though he doesn't look like anything special, DarkDriumwill definitely fulfill all your needs for the rest of the game, by being aterrifying brute who gains massive stats in every area. Plus, with all theplusses and the leveling you should have done, he will likely max his statsout long before he reaches level 99.

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

C3) MONSTERS THAT CAN'T BE CAUGHT---------------------------------While you can get most of the monsters in the game either through capturingthem in the various worlds, having them join you as a 'boss monster', orstealing them from Foreign Masters or the Travelers' Gate Arena, there is ahandful of creatures which can be gotten no other way than by actuallycombining creatures for them. In total, there are 14 creatures (other than the??? family, which are all listed above as 'The Greatest Monsters') which canbe gotten in no other way than by breeding. Below is the list of these, plusthe breedings that you can use to be able to get them. Where the name is in

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capital letters, this refers to the general family of creatures, as opposed toone specific creature.

MetalKing + MetalKing ORGoldSlime MetalKing SpotKing + GoldGolem KingSlime Metabble + MetabbleMetalKing OR SpotKing KingSlime + MetalDrak

Pteranod Gasgon DarkHorn Lizardman + MadKnightCoatol BattleRex Copycat SkyDragon StoneMan OR WingSnake + WingSnake

Divinegon SkyDragon + Orochi

Trumpeter MetalDrak Trumpeter + Balzac GoldGolem ORKingLeo GulpBeast SuperTen Unicorn Roboster + Trumpeter DarkHorn MadCat

RainHawk Blizzardy + Phoenix

DanceVegi + PLANTHerbMan OR PLANT + FunkyBird

RoseVine PLANT + ???

Armorpion HornBeet + HornBeet

ArcDemon + GateGuardAkubar OR Grendal + Grendal

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Akubar + RainHawkJamirus OR RainHawk + Akubar

Centasaur + GoldGolemDurran OR GoldGolem + Centasaur

SpotKing KingSlime MetalKing Skullgon Andreal DeadNoble GreatDrakWhiteKing BoneSlave + KingLeo Skeletor Blizzardy ZapBird WhipBird GoldGolem OR ZOMBIE + ???

Gismo + DEVILEvilPot OR MATERIAL + Snaily

GoldGolem IceMan + LavaMan

C3) BREEDING RECIPES--------------------Many of these recipes are either specific combinations which will get you amonster with a certain skill, or combinations of skills that will generallycombine into a single, spectacular attack, though a few other 'specialties'have been created. Please note that these aren't the only way to get theseskills or combinations, but just suggested versions to be able to get themas soon as possible (or the most efficiently). Also keep in mind that some ofthe high-end monsters are better to leave until later in the game, when youhave the higher-level dungeons to be able to level them up effectively.

a) HellBlastThere are very few creatures which can learn HellBlast, and most of them arebosses: Baramos, DeathMore1, MetalKing, Pizzaro, Sidoh, and ZapBird. Not eventhe Foreign Master Monsters have it, aside from the ZapBird (naturally).

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Obviously, the easiest way you'll get HellBlast on a creature is to getyourself 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 youjust want a better creature than something hatched directly from an egg. Theearliest and easiest way to get yourself a ZapBird (which is the easiest wayyou will get HellBlast) is to combine an AntEater and a Gremlin to create aGrizzly, then add a Dracky in, to make yourself a Phoenix. Combine a Slime anda 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 twocreatures, 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-endmonsters (Balzac, MetalKing, and WhiteKing), some boss creatures (Mirudraasand DarkDrium), and one specific Foreign Master monster (the EvilBeast atlevel 40-59). Thus, it's easier to say: 'if you can get Bolt in yourbloodline, make sure to try and keep it around' than it is to give a 'simplecombination' as I do for the other skills. However, by popular demand, hereyou go: don't say I didn't warn you!

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

b) GigaSlashThere are three different creatures who can get this ability: Esterk,

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LizardMan, and MadKnight. Unfortunately, a great many of them don't have thestat-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 aGremlin, unless either the DragonKid or Gremlin have some extra stat-pointsand/or plusses on themselves, the LizardMan probably won't get to be a highenough level, or powerful enough, to actually earn the ability. So instead,combine a DragonKid with a Picky for a MiniDrak, and a Gremlin with anEvilSeed, to get yourself a DarkEye. Cross those two creatures together to geta LizardMan with higher stats and enough plusses that it should be able to getGigaSlash fairly easily.

In addition, the skills of FireSlash, IceSlash, BoltSlash, and VacuSlash willcombine 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), andSuperTen (79-98).

IceSlash is found on Blizzardy, GreatDrak, Skullgon, TailEater, and Yeti. TheForeign 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 itare 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 theArcDemon that the Foreign Master at levels 20-39 has. This creature startswith the skills of VacuSlash, FireSlash, and IceSlash, and as an ArcDemon,will gain the skill BoltSlash naturally. Thus, in one creature, you can get

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all four of those skills. If, however, you want an easy combination to get theskills, combine a Spooky and a BigRoost to get a RotRaven. Combine this with aDemonite to get yourself a DeadNite. Then, combine a GoHopper and StubSucktogether to make a WeedBug. Combine that WeedBug with another plant of somesort (another StubSuck would do fine) to create yourself a TailEater. Takethose final two creatures (DeadNite and TailEater) and combine them togetherin either order (gaining either a Lipsy or a DarkCrab), and you'll have allfour 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 slashesrequires a different spell, combined with ChargeUP, to create: FireSlash needsBlazeMore, IceSlash needs SnowStorm, BoltSlash needs Lightning, and VacuSlashneeds 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 theappropriate creatures for the big combo.

c) MegaMagicAside from one of the Foreign Master monsters (the DeadNoble at level 140+),only two monsters naturally get MegaMagic: RainHawk and (ironically) the lowlySlime. Obviously, the easiest way to get MegaMagic is to breed Slimes. Justtake a pair of Slimes, combine them together, and raise that resultant Slimeto as high a level as it will go. Do this with two other Slimes, and make surethe resulting Slime is the opposite gender. Cross those two. The only'disadvantage' with this is that you'll find yourself with a KingSlime on yourhands after that breeding. However, that KingSlime will generally have thelevel of stats needed to get MegaMagic, so it's not all bad. Plus, with thegains in stats a KingSlime gets, it'll be a fairly intimidating creature whenit 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 thesame monster and have the requisite levels of stats (which, if you've gotten

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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 by1EyeClown, AgDevil, DracoLord, EvilBeast, Eyeder, FloraMan, Goategon, Gremlin,Hargon, JewelBag, KingLeo, LizardFly, MadCondor, Metabble, Pteranod, andSlime.

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

The easiest way to gather these skills together is to do the followingcombinations: combine a 1EyeClown (which has three of the five spells initself) with a BoneSlave. That will create a MedusaEye. Combine a CoilBird anda StubSuck to make yourself a Facer, then combine the MedusaEye with yourFacer. 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 ofMegaMagic with ease.

However, there's one problem with MegaMagic. As awesome as the skill is, andas much damage as it does, its use is still fairly all-or-nothing: you takeevery MP that you have and combine it into one huge blast to destroy theenemy. Once that's done, that's it: your monster no longer has MP, and you'restuck holding the bag, so to speak. Plus, what if you want your monster to useMegaMagic or nothing? What if you want him to let loose with that big attackin a coliseum fight, when you can't control what they're tossing out? Well,

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the easiest way to do that is to make a monster that has no other skills thanMegaMagic. 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 amuch 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 itinto a mix. First off, get yourself a FloraMan and a CoilBird. Those twocreatures, combined together, will get you an AmberWeed with all four of thestatus healing abilities. In the meantime, get yourself a GiantWorm and aMadCandle. Those two together will create a StagBug with Whistle andStepGuard. Now, combine those two creatures, to get yourself an Eyeder withMapMagic, 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 tocombine two Slimes together to get some extra plusses and power. That beingdone, combine the Slime into the mix and make yourself a GiantSlug. With thenumber of plusses and stats it has, this GiantSlug should have MegaMagicavailable. If not, raise it to max level and combine another Slime into themix, 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 thecombination of Antidote, NumbOff, DeChaos, and CurseOff, you can get yourselfSurge if you particularly feel like it. However, considering that this monsterlikely won't be throwing the anti-statuses, it's probably not a particularlyuseful thing. Also notice that because of the number of plusses and the rawstrength of the monster, it will do considerable and vicious damage with abasic physical attack, too. So even when it's out of MP, it won't be helpless.

d) BigBangThis attack belongs to a select few high-end, very powerful monsters andbosses. The only creatures to get BigBang are DeathMore, Divinegon, GoldGolem,GoldSlime, and Zoma. None of these creatures are particularly easy to get. Thesimplest of them all is the Divinegon, and even it takes multiple steps of

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combination: create two DragonKids with a Slime + a Dragon family, then breedthem to get a GreatDrak (it will take +4 or better; if you have enough levelson the monsters, this shouldn't be hard). Crossing Dragons (DragonKid +DragonKid makes one of these) will also do the trick: you need a +4or better here, as well. An Andreal works here as well: cross a StubSuck and aDemonite for a Gulpple, and combine a DragonKid or MiniDrak with that Gulpple.Combine that GreatDrak (or Andreal) with a MedusaEye to get an Orochi. Combinethe SkyDragon that you had hatched from the egg at the beginning of the gamewith 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 followingcreatures: BoneSlave and DragonKid. Combining them together with the BoneSlaveas 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 mustonly level the creature up enough, or breed it again, if those skills aren'tquite enough on their own and it can't quite get the stats.

e) MultiCutThis high-damage wind spell can be learned by only three monsters naturally:Balzac, MadCondor, and SkyDragon. Of the three, the SkyDragon is the one youwill get first; when you walk beneath the SkyDragon on your farm, it will dropan egg for you to hatch. However, if you are hoping for a better-raised

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monster, or don't feel like working with your SkyDragon to get it, the easiestcombination 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 aMadCondor, which can achieve the spell.

In addition, if you're interested in learning this through combination ofskills, all you need to get together is ZombieCut and Vacuum. ZombieCut islearned 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 toget a WingSlime, and cross that with a StubSuck, with either as the pedigree(depending on whether you prefer a MadPlant or a TreeSlime).

f) FocusAn ability that allows the monster to throw two attacks in one turn, using theprevious turn to 'charge up'. This is an extremely useful trick for dealingwith enemies who heal! However, it's another of those skills which is onlyfound 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 arecarrying around with them: ChopClown (140+), Roboster (140+), and Skeletor(100-119). Of the four basic monsters, getting yourself an HerbMan is theeasiest of the three, able to be bred within the first three gates: combine aSlime with a Stubsuck to get yourself a MadPlant, then combine that with anAnteater for a DanceVegi. Breed that DanceVegi with a Gremlin, and you'll haveyourself 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.

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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 Anteaterwith a Demonite to make a Grizzly. Either breed or capture a Gismo, andcombine it with the Grizzly to make a Roboster. Finally combine that Robosterwith a GoHopper to make yourself a BombCrag, which will have all the necessaryskills to Focus.

g) SurgeAnother rare and valuable skill, Surge is naturally found only in thefollowing high-end monsters: DracoLord2, GoldGolem, GoldSlime, RainHawk. Ofthe 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 abird (Dracky is the earliest) with a Grizzly to make a Phoenix, and anotherbird with Teto's Iceman for a Blizzardy. If you want to use the IceMan forsomething else, though, you can use a Goategon: simply breed any Beast with aDrakSlime for this, then combine the bird with the Goategon instead. Breed theBlizzardy and the Phoenix together with the Blizzardy as pedigree, and poof!RainHawk.

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 fewcreatures: Antidote by Dracky, FloraMan, Pixy, and Unicorn; NumbOff byCoilBird, MadPlant, and Snaily; CurseOff by FloraMan, DeadNite, TreeBoy, andWindMerge; and DeChaos by CoilBird, EvilWand, FireWeed, and Shadow. Thus, theeasiest way to get all these skills together is to combine a Dracky with aGoopi, getting a CoilBird, then combining a StubSuck and an Anteater for aFloraMan. Put the CoilBird and FloraMan together (either into an AmberWeed ora Facer) and all four skills will be collected.

h) -CallThe various call spells (TatsuCall, DiagoCall, SamsiCall, and BazooCall) areall essentially the same spell at various levels. These spells are necessaryto get one of the hidden Warp Gates, and also to add a temporary 'extra party

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member' to help fight for you. Only a few monsters, all high-end, can achievethis skill, however: DeadNoble, GoldGolem, and WhipBird, as well as the bossesHargon 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 iscreating a pair of DeadNites and combining them together, thus achieving aDeadNoble. As this spell (or these spells) cannot be 'combined' the way manyof the other above can, make sure you get it at least once in your breedingpool!

THANKS TO...------------Jimeous: For his fantastic skills guide which helped me finish work on myvarious monsters, and his 'enemy monsters' guide to give me the information onmasters in the gates and the creatures they have with them. Check out thedetails 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 andcombining, some of which has been repeated here for ease of bookkeeping. If itwasn't for him, I couldn't have gotten some of the better monsters in order tokeep on playing. Check out his information onhttp://db.gamefaqs.com/portable/gbcolor/file/dragon_warrior_monsters_b.txt.You'll never have want for any other charts when it comes to combinations andinformation.

PhilyBolt: For reminding me that even when a Foreign Master's trigger has beenactivated (the items have been picked up or not; you've gone through a certainnumber 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 onJimeous' chart are inaccurate. These have since been fixed.

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

Lady Osihunni, Rabid Lime, and Damien Ten: For convincing me to take the time

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to test the 'Boss monsters can't be caught' theory by their reports ofcapturing the DarkHorn. If it hadn't been for your urging, I never would haveattempted it and discovered you were right and I (and the game) was wrong!Congratulations and thank you again!

STILL TO COME-------------This is a list of things that I'm still interested in doing (or would like tohave 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 INFO------------06/17/2006- Version 1.0- Completed and uploaded the FAQ

07/17/2006- 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

02/04/2007- Version 1.5.1- Email change!

03/19/2007- Version 2.0- Added chapter 'The Library' to the list

03/27/2007- Version 2.0.1- Added IM information for those who wish to contact me.

05/21/2007- 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'

07/15/2007- Version 2.2- Minor correction to mention of 'magic holes' and their appearance

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10/07/2007- 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'

Dragon Warrior Monsters: FAQ/Walkthrough by KurasuSoratobuVersion 3.0, Last Updated 2007-10-07 View/Download Original File Hosted by GameFAQsReturn to Dragon Warrior Monsters (GBC) FAQs & Guides