Journeyinto a fantastical world on a quest for revenge in DRAGON QUEST MONSTERS: The Dark Prince.
Psaro is cursed and is unable to harm anything with monster blood. Now, he must become a Monster Wrangler to create an army for battle.
The hunt for high-ranked monsters takes Psaro through the ever-changing seasons of Nadiria and its unique environments, with rivers of bubbling lava, mysterious ancient ruins, and soaring towers of cake. Along the way, Psaro meets the kind-hearted elf, Rose, who joins his adventure to seek out ever-stronger monsters.
The key to Psaro's success lies with synthesis: the ability to combine two monsters and create a stronger offspring. Each new creation brings Psaro one step closer to his goal of becoming the Master of Monsterkind.
**Nintendo Switch Online membership (sold separately) and Nintendo Account required for online play. This game does not support Save Data Cloud backup. Not available in all countries. Internet access required for online features. Terms apply.
nintendo.com/switch-online
Last month, we revealed DRAGON QUEST MONSTERS: The Dark Prince. This monstrous new RPG casts you as a monster wrangler, who must scout monsters and use them in battle in order to become the Master of Monsterkind.
In defiance, Psaro becomes a monster wrangler and soon commands his very own army of loyal monster minions. On his quest for revenge against his father, he meets Rose, a young elvish woman, and a mysterious man who goes by the name of Toilen Trubble. Together they head off to face the perils awaiting them in Nadiria.
This cheeky creature has made it her life's mission to seek out the best and brightest monster wranglers of the world. Fizzy becomes something of a mentor to Psaro, and teaches him the basics of monster wrangling.
Even in Nadiria, time marches on, and the seasons cycle in familiar fashion. As the seasons change, so too does the landscape - and the monsters that inhabit it. A new time of year brings with it fresh discoveries and more monsters to befriend.
DRAGON QUEST MONSTERS: The Dark Prince is the newest game in the DRAGON QUEST MONSTERS series. As tradition dictates, the main character is adept at forming powerful bonds with the monsters they meet. These monster allies will join the hero on their adventure, fighting in their stead against the enemies they encounter.
With over 500 different types of monster, and a revamped synthesis system, there are brand-new monster combinations to discover and many familiar friends - and arch enemies - from other titles in the DRAGON QUEST series to create. And with the game's online capabilities, you can now do battle with monster wranglers the world over.
Three sets of DLC will go on sale to coincide with the release of the main game: The Mole Hole, Coach Joe's Dungeon Gym, and Treasure Trunks! Progress through this additional content to earn rewards that will help you on your quest, as well as new outfits for Psaro to wear. Content will be available to purchase from Nintendo eShop on Nintendo Switch.
Delve underground for a reunion with monster types you've befriended once before. You'll also have the opportunity to scout monsters that are otherwise very tricky to synthesise. This DLC ncludes the 'gothic vestment' outfit.
Explore these randomly generated dungeons and battle legions of powerful monsters. Each dungeon comes with unique requirements that require players to carefully assess and construct their party. Dispatch the boss that awaits in the final room to earn rare items that will aid you in raising ever-stronger allies. This DLC includes the 'cake-maker's clobber' outfit.
Every time you open these mysterious treasure chests, you'll obtain an exciting reward. However, you'll have to wait a little while before you can open the chest up again and obtain the next exciting reward on the list! Keep opening them and you're guaranteed to get your hands on some very enticing items indeed! This DLC includes the 'monstrous mail' outfit.
A Dragon Quest Spin-Off series published by Square Enix (formerly just Enix, before they merged with Square), where you control a youth who wanders the world, collecting, battling, and breeding monsters and eventually using them to save the world. Dragon Quest Monsters and both versions of Dragon Quest Monsters 2 were released in America and Europe as "Dragon Warrior Monsters".
There are also multiple spin-offs of the Monsters series on mobile phones, such as Dragon Quest Monsters: Wanted! and Dragon Quest Monsters: Super Light. Unfortunately, Caravan Heart, Joker 3 and all of the rereleases and mobile games (including Joker 2 Professional) are No Export for You. However, Caravan Heart was translated into English through two years of work by dedicated fans; available here.
Note that the Dragon Quest: Monster Battle Road games, which include three arcade games and Dragon Quest: Monster Battle Road Victory for the Nintendo Wii, are a Collectible Card Game series that plays quite differently from the Monsters series. The cards had a barcode on the back, you scanned 3 cards in the arcade console to determine your party in the arcade, and you fought various monsters in an arena hosted by Morrie the arena master from Dragon Quest VIII. When you first started the game, it spat out 3 random cards, and you could get more random cards by putting in more money.
Dragon Quest Monsters 2 Adaptational Intelligence: In Dragon Quest Monsters 2 the citizens of Great Log don't believe Cobi's or Tara's warnings that Great Log is sinking and don't even notice their island is dying until it is almost too late, not even their parents. In the remake they catch on Great Log is in serious trouble sooner and Cobi's and Tara's parents believe them from the start, their dad even helps directly by giving side-quests to help them train. Anti-Frustration Features: In the second game, to obtain the Ice key, you need to give away an Army Ant and Mad Gopher to a shopkeeper and your father respectively. As such, obtaining these monsters from the Pirate world are mandatory to beat the game, but they are given the highest possible join rate, to where they'll have a decent chance of joining without even being given any meat. And normally when you obtain a monster, in the main worlds it becomes significantly harder to get them to join you even if you no longer have one of it in possession, with even Com Mons having little chance of joining you without Sirloin or copious amount of Ribs. However Army Ant and Mad Gopher are not given this penalty, in case the player obtained one of them and released or bred them, saving the player much frustration in trying to get another one to progress when Sirloin is effectively unfeasible to obtain at this point. Awesome, but Impractical: The combo moves in Dragon Quest Monsters 2. When they actually work, they're awesomely powerful and have some really impressive animations compared to the normal attack skills in the game. But even assuming you knew of their existence and the working combos, while ensuring your monsters had compatible personalities so you can use them, it's a low random chance of them actually working each turn. Thus unless you're lucky, trying to intentionally use them will mostly result in you spamming moves less effective than what you would do in conventional strategy, so unless the skills required for a combo are actually optimal at the time, you're better off using moves that net you more consistent damage than gambling on proccing a combo move. Cassandra Truth: In the original version of Monsters II, nobody believes you about the island sinking, especially not powerful Monster Masters. Not even your character's parents believe you. Dump Stat: In the second game, Agility was squarely this; like in Pokmon it's supposed to be used to determine which monsters go first in battle, but instead of being deterministic with "faster goes first", the game randomly decides the monsters' order each turn with Agility only being an influence, a rather minor influence at that. It's so bad that a monster can have nearly half the Agility of another monster and still frequently go first, making Agility by far the least useful stat and nearly a nonfactor. And other than being used as part of the requirements to learn a few skills, Agility has no other effect at all (not even for running away, which is determined entirely by your monsters' levels). In the first game, turn orders were still decided randomly, but Agility played a much bigger influence in determing the turn order, so faster monsters would actually go first most of the time, making it a bit more useful. Early-Bird Boss: The Hood Squid, the third boss of DQM2 and the first boss of the Pirate world, is the first boss to pose a real threat to the player. While it doesn't have that threatening of skills and its stats aren't outrageous, it's much stronger and durable than anything the player has fought thus far, hitting a lot harder than the Warmup Bosses of Oasis, while the player doesn't have that strong of monsters nor have monsters with access to much skills (as well as likely lacking any healing skills). Green Hill Zone: DQM2 has this in its first world, Oasis. The Oasis world is a desert-themed world, with a simple story, incredibly basic and weak random encounters, and just two very simple bosses that can each just be beaten by taking any random minimally-leveled team of monsters and ordering attack over and over with no strategy at all. Guide Dang It!: Dragon Quest Monsters 2 had the Dream Egg system, which would allow you to get any monster in the game, except for the three hidden monsters (contrary to popular belief). While the game gives you a vague description of how it works, how it really works (which is really convoluted) is not explained. Also in the second game, the combo moves. If your monsters use certain skills on the same turn, they can combine their moves into an ultra-powerful attack that is far more powerful than the attack skills in the game (e.g. one monster uses Blizzard and one uses Blazemost, they can combine their moves into Blitzer, an attack that strikes a single monster for around 800 damage). The existence of this phenomenon is not mentioned in the manual nor even remotely hinted at by any NPC in the game. Then there's actually figuring out what moves combo with each other, and the fact that if you do use the correct moves for a combo, your monsters need to have compatible personalities and it's a random chance for the combo to actually happen if all conditions are satisfied, a random chance that is still pretty low. As such, the vast majority of players weren't even aware of the existence of combo moves, much less knew the working combos in the game. Jerk with a Heart of Gold: Warubou/Rottney is a total jerk in Terry's Wonderland, but turns out to be this in the sequel. He is rude and has a penchant for pranks, but when Great Log is in danger he immediately takes things seriously and gives the player sound advice in saving the island. When it turns out Great Log is on the verge of death, Warubou/Rottney reassures that the player did their best and is not at all hesitant to sacrifice himself to save Great Log. Prince Kameha is a spoiled brat who nonetheless wants to make up for the mischief that endangers his island and goes to great lengths to do this. Knight of Cerebus: Gloom from the remake of DQM2 falls into this, especially in comparison to Darck who was made goofier than in the original version. Missing Secret: In the second game, after beating Kameha's team for the second time in the postgame, talking to him again has him give the same dialogue from between the two battles about how he's training to beat you, implying there's a third battle with him once you satisfy some conditions like the second battle required. However, even if you complete the rest of the postgame content and obtain every monster, he still gives the same dialogue when you talk to him, as there's no third battle. Dialogue in the second game also implies you'll be able to gain access to the door in the Starry Shrine behind the professor and the Starry Night Tournament will happen in this game with you competing in it, yet neither event ever occurs. Oh, Crap!: In DQM2, the people of Great Log finally realize their island is sinking when almost all of it is submerged and react accordingly. One Game for the Price of Two: Dragon Quest Monsters 2 came in two versions, Cobi's Journey and Tara's Adventure. The main differences between the two lied not in the main quest (although they had different random encounter tables), but in the Playable Epilogue, where both versions featured completely different bonus worlds to explore. Each one had its own little plot. And, of course, following the trope to the letter, the best (non-randomly generated) bonus world required an item from both games to access. Optional Boss: In DQM2, after clearing the Pirate world, a King Squid appears in the world and will join you if you defeat it. However, it appears less than halfway through the main game, while being as strong as the demon lord bosses at the end of the main game. So while you gain access to it early, you won't reasonably be able to take it on until near the end of the main game or after some extreme grinding that would make you strong enough to easily handle anything in the main game outside of the final boss. Peninsula of Power Leveling: DQM2's second main world, the Pirate World, has this. In the Pirate world, you immediately have access to water to surf on, where the water possesses random encounters much stronger than what you'll find on land in Pirate World until the very end of it. While the water's random encounters may be too strong for a player who first enters Pirate, they naturally provide much more experience than the random encounters the player will encounter for a while through natural progression, so a player could grind on the water monsters to get some quick levels in and make most of Pirate a breeze. It's also possible to recruit these monsters upon immediately entering the world, so a player could get a relatively strong monster on their team very early on Pirate, especially if they're playing Tara's version and it's an Octoreach (which not only has the highest base stats of any random encounter in Pirate, but also has incredibly high growth rates for an early game monster, potentially being a Disc-One Nuke for the player). DQM2's third main world, the Ice World, prevents the player from accessing the rest of the world before resolving a plot point within the world, with the mountain pass cut off by guards and ice preventing the player from surfing on the world's water. However, next to the port town that is immediately accessible, there's a four square stretch of water before water-blocking ice that can be surfed on, where water-based random encounters can be fought. Like in Pirate, these water monsters are stronger than what you'll find early on in the world and give more experience. Unlike Pirate though, the water monsters here aren't that much stronger than the early inland monsters while being weaker than the later inland monsters, so they're not as helpful for providing quicker levelling and have no potential as a Disc-One Nuke. The Rival: Prince Kameha from Cobi and Tara's Adventure tries to be this, but he is too inept and inexperienced to be one. It isn't until the post-game he gets a proper monster team. Royals Who Actually Do Something: In the second game, the king of the Oasis world actually goes out to address the concerns of his people, going into the well by himself to find the source of the water shortage and then later leading his men to the thieves' hideout, instead of just sitting on his throne and expecting you to solve everything like almost every other member of royalty in the series. Also in the second game, Kameha is a spoiled brat of a prince, but he does try to help in fixing the crisis he caused for Great Log, venturing out alongside you, and while he is mostly inept (including not even getting his own monster team until the post game), he is geninuenly helpful when he helps breaks the two of you and the real Norden king out of the dungeon after being imprisoned by the impostor Norden king. He also legitimately obtains the Light Orb from the Sky world before you do, and after it failed to plug Great Log, he would use the Light Orb to become the Sky world king and create a bounty to give the Orb to anyone who brought him the Heaven equipment, with the intention of trying them to plug Great Log, though you're not informed of this until you bring the Heaven equipment to the Sky world king, still on the quest to get the Light Orb. Secret Character: In Dragon Quest Monsters 2, there are three hidden monsters (Dimensaur, Lamia, and Kagebou), that can't be legitimately obtained ingame by any means. The game's library will also never have any data on them or even count them (even after you obtain the monsters). The only way they could be obtained were through prizes from promotional contests (though since these contest have long since stopped happening, the only way to get them now is through cheat devices). Many myths and theories were thought of to get these monsters ingame, particularly through the Dream Egg system, but all of them have been debunked or never had any proof to back up the claims. Skippable Boss: In Dragon Quest Monsters 2, during the Pirate World you'll typically progress by beating the Hood Squid to get it to join you, where you then take it to the bard in a nearby town to get its dancing to summon a mermaid, which talking to the mermaid queen is required to get the ghost ship to appear. However it's not the Hood Squid's dancing specifically that attracts the mermaid, just any monster on your team with a dancing skill will do, so for example you could go get an Octoreach with Odd Dance instead and skip fighting the Hood Squid altogether. In the same game's Sky World, at the end when you go to see the king with all three Heaven equipment, you'll have to fight some Evil Armors blocking various points in the castle, which serve as some mini-bosses. Using the Change Staff to transform yourself into an Evil Armor to make them think you're one of them doesn't work, as they'll question your rank and who you are, and then attack you when you can't answer. However if instead you use the Change Staff to transform yourself into one of the Demonites around the castle, they'll think you're one of the cooks and will let you through, disappearing permanently in the process and allowing you to skip fighting them. Starter Mon: In the remake of Dragon Quest Monsters 2, you get a special monster whom you can change the appearance and stat growth of. This monster learns special skills no other monster does, is ???-type, and is gifted to you by a godlike monster who wants you to look after her child. Superboss: In the second game, there's Milayou from the first game, whose teams you can fight after beating the Traveler world, though despite being by far the most difficult challenge in the game outside of some top-end magic key world bosses, you get no reward for beating her other than some experience. Temporary Online Content: Predating the "online" part, the Game Boy version had three special monsters that (at least in the US) were only awarded in a Nintendo Power contest where winners had to ship in their game cartridge; much like Mew was distributed in Pokmon Red and Blue: Dimensaur, Lamia, and Kagebou. Warmup Boss: In DQM2, the first boss Beavern fulfills this role, being a simplistic boss with no threatening skills. He's only slightly stronger than the normal enemies you been fighting, and is there to give players experience against an enemy that could pose a threat to them if they're rushing through without levelling up their team at all. The second and final boss of the Oasis world, Curselamp, also qualifies; while its stats, particularly its durability, are a bit beefier than Beavern's, its attack power is mediocre and the only skill it knows is Upper. So with any team that's a bit levelled up, it poses low offensive threat, and by just ordering attack over and over with no strategy, you can easily beat it before it can raise its defense enough with Upper to be impervious to your attacks. Wasted Song: In DQM2, Limbo has its own unique overworld music, but unless you spend a lot of time grinding with Limbo's random encounters before fighting the final boss, you'll get to barely hear it, as the world is extremely short and devoid of content, and once you beat the world, its overworld music reverts to the generic overworld theme that plays in the rest of the main worlds, which then makes the Limbo overworld theme gone on that file. The theme that plays inside the final boss' castle, a remix of the Limbo overworld theme, also qualifies, as unless you grind against the random encounters there, you'll also only hear it for a couple minutes before fighting the final boss, and once you beat him, his castle disappears permanently, making it inaccessible for the rest of that file (you can still enter the entrance area before the castle after beating him and hear the castle's theme, but the bridge to the castle is gone and there's absolutely nothing to do there). The Ice World also has its own unique overworld theme that plays nowhere else in the game, and like Limbo, it turns to the generic overworld theme after clearing the world, making it permanently gone on that file upon clearing the world. However, unlike Limbo, the Ice world is very large and elaborate with a lot to explore, so you'll spend some time there with its unique overworld theme before clearing it.
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