Dragon Quest VI: Difference between revisions

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|series = ''[[Dragon Quest]]''
|series = ''[[Dragon Quest]]''
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{{Translation|'''''Dragon Quest VI: Realms of Revelation'''''|ドラゴンクエストVI 幻の大地|Doragon Kuesuto Shikkusu Maboroshi no Daichi|literally meaning; Dragon Quest VI: Land of Illusion}} (in North America, released as '''''Dragon Quest VI: Realms of Reverie''''' in Europe and Australia) is the sixth installment in the [[Dragon Quest (series)|''Dragon Quest'' series]]. It is the final ''[[Dragon Quest]]'' series title for the Nintendo Super Famicom and the last game in the [[Zenithia trilogy]]. It was the first game in the series to be developed by [[Heartbeat]], rather than [[Chunsoft]].   
{{Translation|'''''Dragon Quest VI: Realms of Revelation'''''|ドラゴンクエストVI 幻の大地|Doragon Kuesuto Shikkusu Maboroshi no Daichi|literally meaning; Dragon Quest VI: Land of Illusion}} (in North America, released as '''''Dragon Quest VI: Realms of Reverie''''' in Europe and Australia) is the sixth installment in the [[Dragon Quest (series)|''Dragon Quest'' series]]. It is the final ''[[Dragon Quest]]'' series title for the Nintendo Super Famicom and the last game in the [[Zenithia trilogy]], the first game in the series to be developed by [[Heartbeat]], rather than [[Chunsoft]].   
 
In July 2007, Square Enix announced a series of remakes of ''[[Dragon Quest IV]]'', ''[[Dragon Quest V|V]]'' and ''VI'' for the Nintendo DS. This marked the first time the game was available on another console and outside of Japan. Prior to this, it had only been available through [[fan translation|fan translations]].  ''Dragon Quest VI'' was the final game of the subseries to be released, following ''Dragon Quest IV'' in 2008 and ''Dragon Quest V'' in 2009. 
 
In January 2010, the game was re-released in Japan on the Nintendo DS. On December 20, 2010, it was [http://press.nintendo.com/articles.jsp?id=26902 announced] that Nintendo of America would be publishing ''Dragon Quest VI'' on February 14, 2011. The subtitle was officially named "Realms of Revelation."


An adventure filled with perils and phantasms, the mystery of ''DQ VI'' spans two massive worlds filled with ferocious monsters, devious demons, and soul-shattering revelations.


==Plot==
==Plot==
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''Dragon Quest VI'' opens as the [[Hero (Dragon Quest VI)|Hero]], [[Milly]], and [[Carver]] approach Murdaw, the demon king’s castle. After Milly summons a dragon, the party enters the castle and comes face to face with Murdaw. Overpowering the trio, Murdaw appears to destroy each member of the party. The Hero wakes up in [[Weaver's Peak]], and cannot remember anything before the fight with Murdaw. Tania, a small girl from Weaver's Peak, insists that he is her brother.
''Dragon Quest VI'' opens as the [[Hero (Dragon Quest VI)|Hero]], [[Milly]], and [[Carver]] approach Murdaw, the demon king’s castle. After Milly summons a dragon, the party enters the castle and comes face to face with Murdaw. Overpowering the trio, Murdaw appears to destroy each member of the party. The Hero wakes up in [[Weaver's Peak]], and cannot remember anything before the fight with Murdaw. Tania, a small girl from Weaver's Peak, insists that he is her brother.


On his way to Somnia Castle, where information on Murdaw can be found, the Hero stumbles into a strange portal which brings him to another unfamiliar town. However, no one can see or hear him. After finding a similar portal, the Hero reaches Somnia and meets Soldi, the leader of Somnia's army, and Carver, who appears not to remember the Hero. To defeat Murdaw, they learn, they need the Mirror of Ra. The Hero and Carver discover another portal, which brings them to Port Haven, another town they can neither be heard nor seen. Milly, also appearing to have lost her memory, does see them and helps them become visible.  
On his way to Somnia Castle, where information on Murdaw can be found, the Hero stumbles into a strange portal which brings him to another unfamiliar town. However, no one can see or hear him. After finding a similar portal, the Hero reaches Somnia and meets Captain Blade, the leader of Somnia's army, and Carver, who appears not to remember the Hero. To defeat Murdaw they will need the Mirror of Ra, and the captain sends them fourth to find the missing relic. The Hero and Carver discover another portal along their journey, which brings them to Port Haven where they can neither be heard nor seen. Milly, who does see them, reunites with the two and helps them become visible with the aid of [[Madam Luca]].  


The party discovers a Somnia Castle in the “Phantom World” and learns that the prince is missing and that the Hero looks like him. They also meet General Tom, who bears a striking resemblance to Soldi. Gaining entrance to the Mirror Tower, the party meets [[Ashlynn]], a woman who was invisible in the “Phantom World” at first, too, and together they find the Mirror of Ra.  
The party discovers a Somnia Castle in the “Phantom World” and learns that the prince is missing and that the Hero looks like him. They also meet Captain Rusty, who bears a striking resemblance to Blade. Gaining entrance to the Moon Mirror Tower, the party meets [[Ashlynn]], a woman who was invisible in the “Phantom World” as well and together they find the Mirror of Ra.  


The four of them travel to Murdaw's castle, in the original world. After defeating Murdaw, the Hero uses the Mirror on him. Murdaw then turns into the king of Somnia, confused and unaware of what happened. The king reveals that the original world is in fact the Dream World and the Phantom World is the Real World. Upon travelling back to the Real World, the King of Somnia thanks the party for defeating Murdaw in his dreams, but that the real Murdaw lives and that the party must travel to Ghent to retrieve a boat to get to Murdaw's lair. In Ghent, [[Nevan]], a healer, joins the party and allows them to use the Ghent Clan's ship. During the fight with the real Murdaw, the Hero gets sent back to Weaver's Peak like before. However, with the Mirror of Ra, the Hero warps back into the battle and defeats Murdaw.
The four of them travel to Murdaw's castle in the original world. After defeating Murdaw, the Hero uses the Mirror and Murdaw then turns into the king of Somnia, confused and unaware of what happened. The king reveals that the "original" world is in fact the Dream World and the Phantom World is the Real World. Upon traveling back to the Real World, the King of Somnia thanks the party for defeating Murdaw in his dreams, but that the real Murdaw lives and that the party must travel to [[Ghent]] to retrieve a boat to get to Murdaw's lair. In Ghent, [[Nevan]] the devout joins the party and allows them to use the Ghent Clan's sacred ship. Upon exploring the island, Carver discovers a statue bearing his exact likeness and realizes that Murdaw's actions in the opening scene separated his, Milly's, and the Hero's souls from their bodies, trapping them in the Dream World. During the fight with the real Murdaw, the Hero gets sent back to Weaver's Peak like before; however with the Mirror of Ra the Hero warps back into the battle and defeats Murdaw.


The Queen of Somnia tells the Hero to discover who he really is. The quest leads the party to Arkbolt, where a terrible monster is blocking a nearby cave. The reward for defeating the monster is the famed Sword of Thunder, but before the party can strike the final blow, a warrior by the name of [[Terry]] kills the monster, winning the sword. After travelling both worlds, the party learns that Murdaw was not the only evil in the world, having fought several other monsters that all seem to be connected. [[File:Ashlynn DQVI DS artwork 2.png|thumb|100px|right|The sorceress [[Ashlynn]].]]
After the victory celebration back at the castle, the Queen of Somnia tells the Hero that he is the Prince of Somnia and that his current existence is incomplete--Murdaw's curse still lingers, and his dream-self has not returned to his body. Told to go forth and find himself, the party's journey leads them to Arkbolt, where a [[Lizzie|terrible monster]] is blocking a nearby tunnel to the rest of the continent. The reward for defeating the monster is the famed [[Sunderbolt Sword]], but before the party can confront the beast a warrior by the name of [[Terry]] slays her, winning the sword.  
 
After traveling both worlds, the party learns that Murdaw was not the only evil in the world, having confronted several other powerful monsters that all seem to be connected. [[File:Ashlynn DQVI DS artwork 2.png|thumb|100px|right|The sorceress [[Ashlynn]].]]
As the journey goes on, the party saves several towns and kingdoms from supernatural onslaughts and monstrous sieges, hearing legends of a forgotten city of magic known as [[Sorceria]]. Forbodingly, they also hear tales of a dreaded Arch-fiend who controlled Murdaw and the other powerful ringleaders the common monsters obeyed. After slaying a demonic fish at the depths of the ocean, the ancient city of Sorceria is restored in the Dream World.


In Sorceria, the party learns that this is Ashlynn's home. The elders tell Ashlynn that the Demon Lord is watching her and give her the powerful spell Madante to fight him. The party also learns that the only way to get to the Demon Lord is through Zenith Tower, but to activate the tower, they need to collect the sword, armour, shield, and helmet of legend. While doing so, the Hero meets his double in Real Weaver's Peak, who gets spooked, and speaks 'Y-You. Y-You're m-m-me!', and says that he must prove himself to be faithful to his family if he is to join powers. Returning to Real Somnia, the King and Queen tell the Hero that he is indeed the prince. When he fused with his clone, the Hero gained his memory back, much like Milly and Carver had done.
In Sorceria, the party learns that this is Ashlynn's home. The elders tell Ashlynn that the Demon Lord is watching her and give her the powerful spell Madante to fight him. The party also learns that the only way to get to the Demon Lord is through Zenith Tower, but to activate the tower, they need to collect the sword, armour, shield, and helmet of legend. While doing so, the Hero meets his double in Real Weaver's Peak, who gets spooked, and speaks 'Y-You. Y-You're m-m-me!', and says that he must prove himself to be faithful to his family if he is to join powers. Returning to Real Somnia, the King and Queen tell the Hero that he is indeed the prince. When he fused with his clone, the Hero gained his memory back, much like Milly and Carver had done.
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The party reaches Cloud Castle and meets [[Dhuran]], who claims to have taken over the castle. He summons Terry to fight the party and then fights the party himself. Dhuran then reveals that all the enemies the party has faced were just pawns of Mortamor, the Demon Emperor. Milly reveals that Terry is her brother and Terry decides to join the party and fight against Mortamor.
The party reaches Cloud Castle and meets [[Dhuran]], who claims to have taken over the castle. He summons Terry to fight the party and then fights the party himself. Dhuran then reveals that all the enemies the party has faced were just pawns of Mortamor, the Demon Emperor. Milly reveals that Terry is her brother and Terry decides to join the party and fight against Mortamor.


Once Cloud Castle is back to normal, the party speaks to [[Zenithia|King Zenith]] who informs them of Mortamor's doings and how to reach the Dark World. Mortamor plans on merging both worlds. The party’s horse fuses with Pegasus, allowing the party to fly to the Dark World. With the help of two brothers, Krimut and Masarl, the party enters Mortamor's Castle. After solving many puzzles, they come face to face with Mortamor and defeat him. Masarl reveals that the Dark World is falling apart and Pegasus helps them escape.
Once Cloud Castle is back to normal, the party speaks to [[Zenithia|King Zenith]] who informs them of Mortamor's doings and how to reach the Dark World. Mortamor plans on merging both worlds. The party’s horse fuses with Pegasus, allowing the party to fly to the Dark World. With the help of two brothers, Isaac and Benjamin, the party enters Mortamor's Castle. After solving many puzzles, they come face to face with Mortamor and defeat him. Isaac reveals that the Dark World is falling apart and Pegasus helps them escape.


In a similar fashion to ''Dragon Quest III'', the hero's weapons and armour were renamed for this instalment in the [[Zenithia Trilogy]].  They are known as the [[Zenithian Equipment#Sword of Ramias|Sword of Ramias]], [[Zenithian Equipment#Armour of Orgo|Armour of Orgo]], [[Zenithian Equipment#Helm of Valora|Shield of Valora]] and [[Zenithian Equipment#Helm of Sebath|Helm of Sebath]].  After the events of this game, these armaments become the [[Zenithian Equipment|Zenithian equipment]] and are renamed as such.
In a similar fashion to ''Dragon Quest III'', the hero's weapons and armour were renamed for this installment in the [[Zenithia Trilogy]].  They are known as the [[Zenithian Equipment#Sword of Ramias|Sword of Ramias]], [[Zenithian Equipment#Armour of Orgo|Armour of Orgo]], [[Zenithian Equipment#Helm of Valora|Shield of Valora]] and [[Zenithian Equipment#Helm of Sebath|Helm of Sebath]].  After the events of this game, these armaments become the [[Zenithian Equipment|Zenithian equipment]] and are renamed as such.
{{spoiler|end}}
{{spoiler|end}}


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Like every other [[Dragon Quest games|''Dragon Quest'' game]], the setting in ''Dragon Quest VI'' is very medieval, complete with castles, knights, and magic. The main world is divided into the Real World and the Dream World, each with a separate, but similar map. To get from one world to the other, the party uses special warps (such as in wells) or by ascending/descending stairs on the world map.  
Like every other [[Dragon Quest games|''Dragon Quest'' game]], the setting in ''Dragon Quest VI'' is very medieval, complete with castles, knights, and magic. The main world is divided into the Real World and the Dream World, each with a separate, but similar map. To get from one world to the other, the party uses special warps (such as in wells) or by ascending/descending stairs on the world map.  


If something cannot be found in the Real World, chances are it has appeared in the Dream World, such as with [[Miralgo's Tower]], in the middle of the quest. Also, another similarity to much of the series is the Dark World. This separate map features a dark island with a psychedelic sea surrounding it and some of the toughest monsters in the game. The final boss, [[Mortamor]], lives there. Also, once Mortamor is defeated, the player can access the [[bonus dungeon]] and the secret final boss, [[Nokturnus]].
If something cannot be found in the Real World, chances are it has appeared in the Dream World, such as with Spiegel's Spire , in the middle of the quest. Also, another similarity to much of the series is the Dark World. This separate map features a dark island with a psychedelic sea surrounding it and some of the toughest monsters in the game. The final boss, [[Mortamor]], lives there. Also, once Mortamor is defeated, the player can access the [[bonus dungeon]] and the secret final boss, [[Nokturnus]].


==Gameplay==
==Gameplay==
As the sixth instalment to the ''Dragon Quest'' series, the graphics and gameplay remain close to the other games, with minor additions and upgrades. The graphics were improved from ''[[Dragon Quest V]]'', which was also for the SNES, but had only a 16-megabit cartridge. ''Dragon Quest VI'' uses a 32-megabit cartridge instead. Navigation remains largely unchanged from the previous games and the turn-based battles are still only in first-person. The vocation system from ''Dragon Quest III'' returns, with minor adjustments.
As the sixth installment to the ''Dragon Quest'' series, the graphics and gameplay remain close to the other games, with minor additions and upgrades. The graphics were improved from ''[[Dragon Quest V]]'', which was also for the SNES, but had only a 16-megabit cartridge. ''Dragon Quest VI'' uses a 32-megabit cartridge instead. Navigation remains largely unchanged from the previous games and the turn-based battles are still only in first-person. The vocation system from ''Dragon Quest III'' returns, with minor adjustments.


===Vocation system===
===Vocation system===
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*[[Gadabout]]: Style slightly goes up, but most stats dramatically drop. Skills learned are quite random. Sometimes, instead of doing nothing, the gadabout will perform a beneficial trick, such as singing a lullaby to put enemies to sleep.
*[[Gadabout]]: Style slightly goes up, but most stats dramatically drop. Skills learned are quite random. Sometimes, instead of doing nothing, the gadabout will perform a beneficial trick, such as singing a lullaby to put enemies to sleep.


====Hybrid Classes====
====Advanced Vocations====
*[[Gladiator]] (Warrior+Martial Artist): Strength, HP, speed, and defence go up, making this a strong class. Most skills are super effective against one type of enemy, such as Dragon Slash.  
*[[Gladiator]] (Warrior+Martial Artist): Strength, HP, Agility, and defence go up, making this an excellent melee vocation. Most skills are super effective against a particular type of enemy, such as [[Dragon Slash]].  
*[[Armamentalist]] (Warrior+Mage): Stats mostly go down and strong magic skills/spells are learned.  
*[[Armamentalist]] (Warrior+Mage): Stats mostly go down and strong magic skills/spells are learned, along with elemental slashes that exploit enemy vulnerabilities.
*[[Paladin]] (Martial Artist+Priest): Strength, speed, and wisdom go up and a mixture of Priest and Martial Artist skills are learned.  
*[[Paladin]] (Martial Artist+Priest): Strength, Agility, and Wisdom go up and a mixture of defensive and offensive skills are learned such as [[Forbearance]] and [[Pearly Gates]].
*[[Sage]] (Mage+Priest): Wisdom and HP go up and high level attack and healing spells are learned.  
*[[Sage]] (Mage+Priest): Wisdom and MP go up and high level attack and healing spells are learned. At higher ranks, the Sage will be able to cast spells for fewer MP.
*[[Luminary]] (Dancer+Gadabout): Style is the only stat that goes up and an assortment of skills are learned.  
*[[Luminary]] (Dancer+Gadabout): Style is the only stat that goes up and an assortment of skills are learned.  
*[[Ranger]] (Merchant+Thief+Monster Master): Speed and wisdom go up and an assortment of exploration and defensive skills are learned.
*[[Ranger]] (Merchant+Thief+Monster Master): Agility and Wisdom go up and an assortment of exploration and defensive skills are learned.
*[[Hero (Class)|Hero]] (Gladiator+Sage+Luminary+Ranger): This is the ultimate class and all stats go up. Several attack spells/skills are learned. The [[Hero (Dragon Quest VI)|Hero of Dragon Quest VI]] only has to master one of those classes for Hero class to become available.
*[[Hero (Class)|Hero]] (Gladiator+Sage+Luminary+Ranger): This is the ultimate vocation and all stats go up. Several high power attack spells/skills are learned, such as [[Gigaslash]], and characters will automatically regenerate HP at higher ranks. The [[Hero (Dragon Quest VI)|Protagonist of Dragon Quest VI]] only has to master one of the listed vocations to become a Hero.


===Vehicles===  
===Vehicles===  
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* [[Flying Bed]]
* [[Flying Bed]]
* [[Magic Carpet]]
* [[Magic Carpet]]
* [[Ship|Undersea Ship]]
* [[Pegasus]]
* [[Pegasus]]
<!-- Here are six; I seem to be missing one; perhaps the Mermaid Harp, or whatever it is?
 
-->


===Monster Companions===
===Monster Companions===
[[Monster companion]]s are treated more like human party members in this game; they stay at [[Patty's Party Planning Place]] and can change class like humans. But they will not join the party unless one of the active PCs belongs to the Monster Tamer class. Monster Companions are less valuable in this game, because there are a large number of human characters, who can learn most of the same skills and powers monsters obtain. There are a few powers that can only be obtained by monsters, however. There are 18 types of monster that can join the party; but the Tavern has only 15 slots for monsters, considerably less than the fifth game.
[[Monster recruitment|Monster companions]]s are treated more like human party members in this game; they stay at [[Patty's Party Planning Place]] and can change vocations. But they will not join the party unless one of the active PCs belongs to the Monster Master vocation. Monster Companions are less valuable in this game, because there are a large number of human characters, who can learn most of the same skills and powers monsters obtain. There are a few powers that can only be obtained by monsters, however, and each bestial buddy boasts resistances that humans do not. There are 18 types of monster that can join the party, but Patty has only 15 seats for monsters in her bar, considerably less than the fifth game.


According to [http://www.famitsu.com/game/news/1230051_1124.html Famitsu], this feature has been removed from the DS version, as the Monster Master is incapable of recruiting monsters. It has been replaced by a system allowing recruitment of slime family monsters only through encountering them in towns/dungeons/etc.
This feature has been removed from the DS version, as the Monster Master is incapable of recruiting monsters. It has been replaced by a system allowing recruitment of slime family monsters only through encountering them in towns/dungeons/etc.


===Slime Arena===
===Slime Arena===
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* Characters now move twice as quickly in towns and dungeons than they do in the world map. The screen no longer scrolls off the edge of a town map; instead the party will begin to move towards the edge of the screen, moving the message window if necessary. Doors will now open automatically upon being pushed against, if the player has the appropriate key.
* Characters now move twice as quickly in towns and dungeons than they do in the world map. The screen no longer scrolls off the edge of a town map; instead the party will begin to move towards the edge of the screen, moving the message window if necessary. Doors will now open automatically upon being pushed against, if the player has the appropriate key.


* It is now possible to enter wells by examining them; this takes the party to a special map determined by the well. Some wells have [[Magic Well (monster)|Magic Well]] monsters which attack the party when they try to enter. Other wells may have additional wells inside.
* It is now possible to enter wells by examining them; this takes the party to a special map determined by the well. Some wells house [[Well wisher]] monsters that attack the party when they try to enter. Other wells may have additional wells inside, connecting the two worlds.


* The party combat modes have been changed slightly; there is now a new strategy which causes the other party members to focus exclusively on supporting the Hero. It will also cause monsters to focus on attacking the Hero. The AI takes account of previous events in the round, so it is useful to have some slow characters that act last in the round. Also, other party members will automatically attack enemies' weak points. Because of these things, the AI is more efficient than a human player. The AI is toned down somewhat in ''[[Dragon Quest VII]]''.
* The party combat modes have been changed slightly; there is now a new strategy which causes the other party members to focus exclusively on supporting the Hero. It will also cause monsters to focus on attacking the Hero. The AI now takes account of previous events in the round, so it is useful to have some slow characters that act last in the round. Also, other party members will automatically attack enemies' weak points, having a full understanding fot heir elemental and status ailment vulnerabilities. Because of these traits, the AI is more efficient than a human player. The AI was toned down somewhat in ''[[Dragon Quest VII]]'' and onwards, including ''VI's'' remake.


* Combat arenas now cover the whole screen, and the monsters are animated when they attack (although only the final boss has sound effects). <!--  In addition, each individual character of each command "We JUMON pep talk and how to nail and I immediately BOUGYO" (no particular order) and a six. また、各キャラクターごとの個別コマンドが「こうげき・じゅもん・とくぎ・どうぐ・そうび・ぼうぎょ」(順不同)の6つとなった。 -->
* Combat arenas now cover the whole screen, and the monsters are animated when they attack (although only the final boss has sound effects).
   
   
* There are two full worlds once more, as in ''[[Dragon Quest III]]'', but there is no longer a day/night cycle; it will however become night-time during certain plot events.
* There are two full worlds once more, as in ''[[Dragon Quest III]]'', but there is no longer a day/night cycle; it will however become night-time during certain plot events.
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* There is a [[conversation memory|system to memorize speeches made by the townspeople]]. Pushing a button after speaking to someone causes their text to be remembered. Then casting the [[Remember]] "spell" will cause the memorized conversations to be replayed. At higher levels, the Hero can replay more messages or delete messages from the list. This system is also used in the remake of ''Dragon Quest III'', but not in any later games.
* There is a [[conversation memory|system to memorize speeches made by the townspeople]]. Pushing a button after speaking to someone causes their text to be remembered. Then casting the [[Remember]] "spell" will cause the memorized conversations to be replayed. At higher levels, the Hero can replay more messages or delete messages from the list. This system is also used in the remake of ''Dragon Quest III'', but not in any later games.


===Charisma and the Best Dresser Contest===
===Style and the Best Dressed Contest===
A "Kakkoyosa" (かっこよさ, effectively Charisma, known as [[Style]] in English localizations) stat makes its debut, allowing the PCs to compete in a [[Best Dresser Contest]]. <!-- The "うんのよさ" stat was removed to make room for it. --> [[Style]] measures how charismatic and well-dressed the characters are; it will be high for attractive characters and monsters, and low for ugly-looking ones. Various weapons and armour can increase or decrease the stat; the effects of these equipments can themselves be altered at a [[Fashionable Forge]]. A matching set of equipment will increase the stat further.  
A "Kakkoyosa" (かっこよさ, effectively Charisma, known as [[Style]] in English localizations) stat makes its debut, allowing the PCs to compete in a [[Best Dresser Contest]]. [[Style]] measures how charismatic and well-dressed the characters are; it will be high for attractive characters and monsters, and low for ugly and non-humanoid ones. Various weapons and armour can increase or decrease the stat; the effects of these equipments can themselves be altered at a [[Fashionable Forge]]. A matching set of equipment will increase the stat further through hidden bonuses; these pieces of equipment are often joined by a theme such as [[Princess Robe|faerie tale]] [[Glass slippers|elegance]].


The Best Dresser Contest has eight ranks, which the player enters in order. The contestant with the highest charisma will win the prize. Depending on rank, the contest may be limited to men, women, or monsters. To win a given rank, the player must enter a party member whose charisma (modified by items) exceeds a certain value; otherwise another contestant will win the rank and the party will have to replay that rank. The contest is one of the [[mini-game]]s in ''Dragon Quest VI''; the party must win the third rank of the contest because its prize is an important item.
The Best Dressed Contest has eight ranks, which the player enters in order. Depending on rank, the contest may be limited to men, women, or monsters. While the contest is one of the [[mini-game]]s in ''Dragon Quest VI'', the party must win the third rank of the contest to gain an important item that will advance the plot.


==Development==
==Development==
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The scenario designer, like always, is [[Yuuji Horii]]. As in all other ''Dragon Quest'' games, the art work and design are made by [[Akira Toriyama]] of ''[[Dragon Ball]]'' fame, who also worked on ''[[Chrono Trigger]]'', ''[[Tobal No.1]]'', and ''[[Blue Dragon]]''. This is the last game in the series to belong to the [[Zenithia]] or the [[Tenkuu no Shiro]] (Castle in the Sky) trilogy.
The scenario designer, like always, is [[Yuuji Horii]]. As in all other ''Dragon Quest'' games, the art work and design are made by [[Akira Toriyama]] of ''[[Dragon Ball]]'' fame, who also worked on ''[[Chrono Trigger]]'', ''[[Tobal No.1]]'', and ''[[Blue Dragon]]''. This is the last game in the series to belong to the [[Zenithia]] or the [[Tenkuu no Shiro]] (Castle in the Sky) trilogy.


A prequel, ''[[Dragon Quest Monsters]]'' (''Dragon Quest Monsters: Terry's Wonderland'' in Japan), was released in 1998. This game featured Terry and Milly years before the events of ''Dragon Quest VI''. It was released in North America the next year, even though ''Dragon Quest VI'' was never released in North America. Along with Terry and Milly, several of the main enemies, including Mortamor, reappear. However, their previous roles have been eliminated, making them appear as just normal enemies. Mortamor and Murdaq (Mudou in the game) do appear as very challenging, very late in-game bosses, though.
After the release of ''I + II'' in 1993 development of ''VI'' began in earnest, with a goal of returning to the more adventurous, less on-rails structure of the [[Erdrick trilogy]] and also parodying the ''very'' common trope of the "hidden world" scenario that RPGs employed at the time. By introducing the concept of the Upper and Lower worlds within the first ten minutes of gameplay, Horii avoided the cliche of the late-game introduction of a hidden area where the cast would be forced to explore before confronting the final evil, and allowed ''VI'' to carry an air of genuine mystery from beginning to end.
 
In order to balance the heavy plots and characterizations that ''IV'' and ''V'' enjoyed with the player's ability to explore at their leisure, the vocation system from ''III'' was reimplemented and given a substantial overhaul. Instead of defining a character in a fixed role, ''VI's'' vocations gave players the ability to completely customize their party as they saw fit.
 
In July 2007, Square Enix announced a series of remakes of ''[[Dragon Quest IV]]'', ''[[Dragon Quest V|V]]'' and ''VI'' for the Nintendo DS. This marked the first time the game was available on another console and outside of Japan. Prior to this, it had only been available through [[fan translation|fan translations]].  ''Dragon Quest VI'' was the final game of the subseries to be released, following ''Dragon Quest IV'' in 2008 and ''Dragon Quest V'' in 2009. 
 
In January 2010, the game was re-released in Japan on the Nintendo DS. On December 20, 2010, it was [http://press.nintendo.com/articles.jsp?id=26902 announced] that Nintendo of America would be publishing ''Dragon Quest VI'' on February 14, 2011. The subtitle was officially named "Realms of Revelation."
 
*A prequel, ''[[Dragon Quest Monsters]]'' (''Dragon Quest Monsters: Terry's Wonderland'' in Japan), was released in 1998. This game featured Terry and Milly years before the events of ''Dragon Quest VI''. It was released in North America the next year, even though ''Dragon Quest VI'' was never released in North America. Along with Terry and Milly, several of the main enemies, including Mortamor, reappear. However, their previous roles have been eliminated, making them appear as just normal enemies. Mortamor and Murdaw (Mudou in the game) do appear as very challenging, very late in-game bosses, though.


===Release===
===Release===
The initial release was delayed over a year, Enix wanting to further develop their game. The game was eventually shown at Shoshinkai in November of 1995. ''Dragon Quest VI'' was released a few weeks later on December 9, with the very steep price of 11,400 yen (roughly over 100 U.S. dollars). The game went on to sell over 3.20 million copies. Since then, in Japan, the game actually made the news in 2005, when a Japanese student threatened another student over an argument about what ''Dragon Quest'' is the best, the student doing the threatening favoring ''Dragon Quest VI''.
The initial release date in Spring of 1995 was delayed over a year, Heartbeat wanting to further develop their game. The game was eventually shown at Shoshinkai in November of 1995. ''Dragon Quest VI'' was released a few weeks later on December 9, with the very steep price of 11,400 yen (roughly over 100 U.S. dollars before inflation adjustments). The game went on to sell over 3.20 million copies, becoming the highest-selling title in the series at the time by a wide margin. Since then, in Japan, the game actually made the news in 2005, when a Japanese student threatened another student over an argument about what ''Dragon Quest'' is the best, the student doing the threatening favoring ''Dragon Quest VI''.


====North America====
====North America====
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During the following months, ''Dragon Quest VI'' would be released in Europe and Australia as '''''Dragon Quest VI: Realms of Reverie'''''.  The logo used was identical to that used in the North American release, other than the subtitle, while the actual box art was nearly identical to that of the Japanese release.
During the following months, ''Dragon Quest VI'' would be released in Europe and Australia as '''''Dragon Quest VI: Realms of Reverie'''''.  The logo used was identical to that used in the North American release, other than the subtitle, while the actual box art was nearly identical to that of the Japanese release.


The engine is the same as the DS remakes of ''[[Dragon Quest IV]]'' and ''[[Dragon Quest V]]'', based on the one used in ''[[Dragon Quest VII]]''.
A handful of changes were made to the game, some remaining controversial among fans:
 
*The monster recruiting function of the [[Monster Master]] vocation was removed, replaced with a system of slime companions that can be recruited during the journey. Some of these slimes, like the mottle slime, were not available in the original version.
*The monster recruiting function of the Monster Master class was removed, replaced with a system of slime companions that can be recruited during the journey. Some of these slimes, like the spotted slime, were not available in the original version.
*A new mini-game called [[Slippin' Slime]] can be played, utilizing the DS stylus.
*A new mini-game called [[Slippin' Slime]] can be played, utilizing the DS stylus.
*Enemies generally have 80% HP and give 120% EXP compared to the SFC version. Some enemy groups have been increased in number to compensate for this.
*Enemies generally have 80% HP and give 120% EXP compared to the SFC version. Some enemy groups have been increased in number to compensate for this. This change was decried by some fans as making the game too easy.
*[[Magic Burst]]'s damage multiplier is reduced to 2x MP (similar to later instalments), instead of 3x MP.
*[[Magic Burst]]'s damage multiplier is reduced to 2x MP (similar to later installments), instead of 3x MP.
*The hero's conversational memory spells have been removed.
*The hero's conversational memory spells have been removed.
*Party members' natural resistances are now gone. However, [[Lizzie]] and slime companions retain the native resistances of their monster counterparts.
*Party members' natural resistances are now gone. However, [[Lizzie]] and slime companions retain the native resistances of their monster counterparts.
*Re-equipping armour during battle no longer resets the effects of [[Sap]]/[[Buff]] spells.
*Re-equipping armour during battle no longer resets the effects of [[Sap]]/[[Buff]] spells.
*The layout of some towns and dungeons have been slightly altered.
*The layout of some towns and dungeons have been slightly altered.
*[[Amos]] now has a unique sprite model.
*[[Amos]] now has a unique sprite model, where as he shared the NPC warrior sprite before.
*[[Zoom]] can now be used to warp to both the real world and dream world versions of [[Alltrades Abbey (Dragon Quest VI)|Alltrades Abbey]].
*[[Zoom]] can now be used to warp to both the real world and dream world versions of [[Alltrades Abbey (Dragon Quest VI)|Alltrades Abbey]].


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''Dragon Quest VI'' was listed as #7 among the 10 Best Japanese Games Never Released in the U.S. by ''GamePro'' magazine in their May 2005 issue. ''Dragon Quest V'', another Japan-only game, was also on the list, placing at #2. (the whole list can be seen here [http://www.woodus.com/den/gallery/graphics/sightings/gamepro_may2005_pg46.jpg])
''Dragon Quest VI'' was listed as #7 among the 10 Best Japanese Games Never Released in the U.S. by ''GamePro'' magazine in their May 2005 issue. ''Dragon Quest V'', another Japan-only game, was also on the list, placing at #2. (the whole list can be seen here [http://www.woodus.com/den/gallery/graphics/sightings/gamepro_may2005_pg46.jpg])
In terms of contributions to the series as a whole, ''VI'' is considered by several fans as being very significant: the addition of skills allowed further refinement to combat and added significantly more layers of depth to battles, the bag reduced the amount of frustration players could face by putting an end to shuffling items between characters, and the Hero's ability to memorize and recall lines of dialogue directly lead to the creation of Party Chat in ''VII''. Furthermore, the raising of stat limits from 255 to 510 allowed for more dynamic character growth and battle potential, complimented by a significant increase in stat-enhancing accessories. Smaller touches also enhanced the quality of the series from then on, such as the three tone vocal range for men, women, and children, and the mini medal exchange program becoming one where awards are dispensed based on the total collected, rather than being used as an alternate type of currency.
While ''VI'' may not be among the most popular games in the series, it is assuredly one of the most important in Dragon Quest's history


==Related media==
==Related media==
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==Trivia==
==Trivia==
The game is probably a prequel to at least ''IV'' and ''V''. Here's why:
The game is likely a prequel to ''IV'' and ''V'', based on small details and hints scattered throughout the story. In typical Horii fashion, many of these hints are not concrete and are up to the player to decide for themselves. That being said, the similarities between Zenithia and Cloudsgate Citadel are objectivly clear even at a cursory glance.
 
*The Zenithian equipment is not even the Zenithian equipment yet:
# Zenithian Sword = Sword of Ramias
# Zenithian Helm = Helm of Cevas
# Zenithian Armor = Armor of Orgo
# Zenithian Shield = Shield of Ende


*Not even the Zenithian castle ruler is a Dragon, rather a typical King. And, during the game, there is a dragon egg in the castle that finally hatches during the end credits that is most likely the Zenithian Dragon.
*In ''Dragon Quest IV'', Healie eventually turns into a human, however when Healie appears in the remake of ''Dragon Quest VI'' he is still a healslime.
*There are other minuscule details such as NPCs mentioning deserts and towers that used to be there, geographic locations, etc. However, the ones mentioned above are the main big ones.
*''Dragon Quest IX'' massively contradicts these games that are supposedly thousands of years apart by having characters from ''I''-''VIII'' in the same hotel. However, if one can overlook that it is "just for fun", it becomes clear that the Zenithian Trilogy is ''VI''-''IV''-''V'' (we know that ''V'' comes after ''IV'' because of many mentions to the previous ''DQ4'' hero). Despite Yuji Horii saying these games are not connected, they clearly are.


==Gallery==
==Gallery==
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</gallery></center>
</gallery></center>


==References==
{{Wikipedia|Dragon Quest VI:Realms of Reverie}}
{{wikipedia-ja|ドラゴンクエストVI 幻の大地}}
{{Wikia}}
==External links==
==External links==
*[http://na.square-enix.com/zenithia/ Official Nintendo DS Dragon Quest Zenithia Portal site]
*[http://na.square-enix.com/zenithia/ Official Nintendo DS Dragon Quest Zenithia Portal site]
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[[Category:Android/iOS games]]
[[Category:Android/iOS games]]
{{DEFAULTSORT:Dragon Quest 06}}
{{DEFAULTSORT:Dragon Quest 06}}
{{DISPLAYTITLE:''Dragon Quest VI''}}
{{DISPLAYTITLE:''Dragon Quest VI''}}