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Video Game / Dragon Quest VI

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The sixth Dragon Quest game, and the third part of the loosely-connected Zenithian trilogy. The evil demon king Murdaw has terrorized your world for too long — while many other adventurers have challenged him and failed, never to return, you and your faithful companions are determined to succeed! Bravely, you storm his castle, charging straight for his throne room unimpeded...

...And then are swiftly defeated. To Murdaw, the three of you are nothing more than irritating flies; all you can do is watch helplessly as he dispatches your companions, then turns his attention towards you...

Then you wake up. Safe in your isolated mountaintop village, where the most exciting thing happening lately is the approaching festival honoring the mountain spirits...

But surely you don't expect things to stay peaceful, right? A simple errand quickly snowballs into your stumbling across a strange phenomenon, and before long you find yourself exploring both the Real World and the Phantom World, discovering the secrets binding them together... and gathering companions, some of whom seem strangely familiar...


Our heroes include:

Has been updated for a DS re-release, Realms of Revelation, also known as Realms of Reverie for its European release. Like Dragon Quest V: Hand of the Heavenly Bride, this is the first official English translation. It was released in English in February 2011.


Dragon Quest VI contains examples of:

  • Absurdly Spacious Sewer: The wells in this game can get ridiculous. Some have houses in them with their own wells next to them. Somnia Castle's well is a dungeon cavern accessible by boat!
  • Affably Evil: Dhuran.
  • All Just a Dream: Subverted. The opening sequence looks like All Just a Dream, but later, the player learns that it's the other way around (but both the events that happen before and after 'waking up' are 'realities' in their own respective rights, as the dreams couldn't be any further from being irrelevant).
  • Alternate Personality Punishment: After the Evil Chancellor is ousted from the realm in the real world, his dream self (a rich and arrogant merchant) is arrested by the king in the dream world despite being completely unrelated to (and ignorant of) the crimes his real-world self committed.
  • Already Done for You: Early on, Terry completes a quest and earns the reward, and tells you straight-out that your efforts were a waste of time. Later on, this is reversed when you find the Legendary Sword, he arrives afterwards and shoves past you to grab it first... then realizes that the blade is rusted, laughs, hands it over, and apologises for wasting your time.
  • Anti-Grinding: Jobs go up in rank by fighting battles, but if you're overleveled compared to the monsters in the area, those fights don't count.
  • Apathetic Citizens: When Amor's river runs red as blood, most of the townspeople panic. Except the shopkeepers, who keep their calm by selling you stuff (to the admiration of your teammates).
    Wazzat? The water's running bloody red? Eh, stuff happens. You here to buy weapons or gab?
  • Badass Boast: "I am destruction. I am genocide. I reduce all to nothing." How Nokturnus introduces itself.
  • Beef Gate: The Somnia Castle well dungeon can be partially accessed before you get full access to it, back when you are about 10-15 levels too weak for it.
  • Bittersweet Ending:
    • Murdaw and the Big Bad are defeated, but the Dream World and its inhabitants are cut off from the Real World as the link between the two worlds were created by Mortamor as part of his plans. Ashlynn, unlike the other Dream World protagonists, never had a real world body so that included her. The game ends with her giving a tearful farewell to the Hero as she is erased from the real world... though a scene after the credits gives a spot of hope, as Ashlynn and King Zenith witness the birth of the Zenith Dragon.
    • Even worse, those who have played the other games in the "Zenithian Trilogy" know that Mortamor's death is only a temporary victory, as it leads to a power vacuum that is ultimately filled by Estark, Aamon, and Nimzo.
  • Broken Bridge: To almost artistic levels thanks to the use of interlocking "no-go" terrain for the boat (land, bridges, and reefs) and for the bed/carpet (forests, hills, and mountains). The interlocking rings of access after the first part of the game must've taken a lot of effort to design.
  • But Thou Must!: A morally-odd one. In the Dread World, you'll find a lake with a treasure chest at the bottom, which everybody wants to get. Someone will tell you that he would sell his soul to get that lake drained and asks, "Wouldn't you?" You have to Yes.
  • Call-Back: As in Dragon Quest III, there is an old man at the Shrine of Dharma/Alltrades Abbey who wants to turn into a little girl.
  • Can't Drop the Hero: Strangely, this applies to Ashlynn as well as the Hero, despite the fact that all events involving her are optional, and, like even the Hero, it is optional to have her in the main party of four. This may be a failed attempt to avoid the player being Strangled by the Red String.
  • Chekhov's Boomerang: The Dream Dew and the Mirror of Ra. Plus the Golden Pickaxe much later on.
  • Chokepoint Geography:
    • The Hero cannot leave Weaver's Peak -the starting town- and begin exploring the first overworld without fighting his way through the Pass to Haggleton.
    • In order to reach Murdaw's Underkeep, you need persuade the King of Somnia to open the checkpoint closing the southern mountain pass. In order to persuade the King, you need the Ra's Mirror. In order to undertake the quest for the Ra's Mirror, you need to cross the north-eastern mountain pass, which is blocked by yet another checkpoint until the Hero and Carver fulfill several previous missions.
    • The heroes need to descend into a cavern called the Lucid Grotto and obtain some Dream Dew to be able interact with the Phantom World. The only way to reach that surrounded-by-mountains cavern is via a narrow bridge.
  • The Chosen People: The people of Ghent (the Ghentiles) believe themselves chosen by the Goddess. This results in some of them being Holier Than Thou types, but they soon get over it.
  • Combat Medic: The Paladin class is an example.
  • Continuity Cameo: The bonus dungeon includes cameos from Dragon Quest IV and Dragon Quest V; the DS version lets you take your pick between those and a Monster Town. Funnily enough, the IV cameos include both Solo and Sofia, and the V cameos include all three possible versions of Parry and Madchen.
  • Continuity Creep: Originally, according to Word of God, Dragon Quest IV-VI were meant only to be linked by a recurring heavenly location named Zenithia and not to take place in the same continuity like I-III. This did not stop fans from theorizing that the three games did take place in the same world, and by the time of the DS remakes an area that opens up in the bonus dungeon that's only accessible after the ending spells out that IV takes place in the near future of VI and V takes place in the far future. Also in VI the egg that hatches in the ending is clearly meant to be the Zenith Dragon in the later games and there is a NPC in Cloudsgate Citadel who is heavily implied to be the same heavenly being who becomes the mother of the Hero in IV.
  • Cool Boat: How about a floating island, with a full bar?
  • Cool Ship: In Clearvale, the party can get a flying bed, a shout-out to Little Nemo.
  • Copy Protection: Playing an unpatched pirate copy results in the opening dream sequence looping over and over infinitely.
  • *Crack!* "Oh, My Back!": In Somnia, the Hero runs into an old man who claims he would give Murdaw a trashing if he was five years younger. Then he groans "Ow, my back!" and rephrases his statement to "Okay, maybe fifteen years younger..."
  • Crapsack World: The Dread Realm, so much so that literally just being there smacks you with a massive stat penalty until a certain event.
  • Crazy Enough to Work: Summoning a giant demon to kill the Archfiend turned out to be a perfectly valid strategy... you just have to be strong enough to defeat it quickly, which the original planners were not.
  • Curb-Stomp Battle: Your party vs. Murdaw at the start of the game. Also, Nokturnus vs. Mortamor if you can beat Nokturnus in under 20 turns.
  • Cut-and-Paste Environments: The bonus dungeon.
  • Cuteness Proximity: Ashlynn goes into baby talk whenever near a cat.
  • Cutscene Boss: The Mother of a Thousand Young in Wayfarer's Pass. You are just in time to see it dispatched effortlessly during an admittedly cool-looking cutscene.
  • Deal with the Devil:
    • Terry ultimately sells his soul to become the strongest swordsman. Then you beat him up.
    • King Falle of Castle Graceskull tries to make one with Nokturnus, an grand archfiend even stronger than Mortamor. Shockingly, despite everyone in the party and half the people in the castle seeing what a very bad idea it is, this backfires on him spectacularly.
      • If you manage to defeat Nokturnus in under twenty turns in his Bonus Boss fight, you can make a deal with him yourself. Despite this seeming just as terrible an idea, doing so has much more successful results.
  • Defeat Means Friendship: Lizzie, the Cutscene Boss you saw Terry finish off, joins your party if Terry's in it.
  • Demon Lords and Archdevils
  • Despair Event Horizon: Mortamor wields despair itself as a weapon, pushing victims past this point. Late in the game, you discover a whole village of victims: Despairia.
  • Dinosaurs Are Dragons: Lizzie, the axe-wielding, spiked and finned hackasaurus starts out as the Dragon class.
  • Disc-One Final Dungeon: Murdaw's Keep, of course. Murdaw's defeat comes about fifteen hours into the game, before you're even introduced to the job system so lovingly detailed in the manual.
  • Distracted by the Sexy: One of the female Gadabout moves involves twirling her skirts, then bashing the enemy while they're (ahem) distracted.
  • Do Not Call Me "Paul": Captain Blade of the Somnian army really does not like his original name, "Rusty".
  • Dream Intro: Subverted. The game starts with a trio of heroes entering Murdaw's Keep, getting their asses kicked, which proceeds with one of the three waking up, starting the game. Turns out it wasn't a dream, as Murdaw turned their bodies into statues, dispersing their statue forms in other locations and sent their spirits directly to the Dream World.
  • Dropped a Bridge on Him: Rusty's punishment for (correctly) vouching for your identity is to be sent to the front line, an act tantamount to a death sentence and Ella's apparent final fate is to be sold as a slave, in a world where slavery equals certain death and the Mayor outright states that nearly every single traveling merchant (such as the one who "bought" Ella) has been picked off by the rapidly increasing monster attacks. Subverted on both counts: If you return to Port Haven after defeating Murdaw, you'll find that Ella has returned and is reunited with Johan, while the mayor that sold her has left the town in grief over his mistake; and Rusty turns up again in the Dread Realm, having been abducted there instead of killed (or rather, his dream world equivalent "Captain Blade" does, but it suggests Rusty may still be alive).
  • Dub Name Change:
    • Hassan became Carver, Mireille/Mireyu became Milly, Chamoro became Nevan and Barbara became Ashlynn. Furthermore, Mudo is now Murdaw, Akbar became Blackmar, Masarl and Krimut became Isaac and Benjamin, Deathtamoor became Mortamor, Dark Dream is Nokturnus, and the kingdom of Reidock becomes Somnia, along with Lifecod and Deathcod become Weaver's Peak and Reaper's Peak. (Terry is still Terry and Amos is still Amos, though.)
    • Minor characters now also have their names changed, mostly to botanical themes or Punny Names.
    • Most strikingly, Puff-Puff also received this. It is not a Bowdlerization; the context is still there, unlike in Dragon Quest IV DS, but after two decades of just transliterating it, they gave it a new name: Pattycake. The Gadabout's level 4 skill, Puff-Puff, kept its name, though.
    • The Spanish translation also changes a lot of names, with the most notable being Terry's rename to Norris, likely because he can use Roundhouse Kick.
  • Electric Jellyfish: The Man O' War enemies (which are clearly just Palette Swapped Healslimes) produce electricity from their tentacles during their attack animations.
  • Elemental Punch: The Flame Slash, Lightning Slash, Kacrackle Slash, and Gust Slash abilities.
  • Escort Mission: What "Howard the Coward" has every right to be afraid of. Where most Escort Missions are dreaded by players due to the escortee getting overzealous and dying, Howard runs away before and during the mission.
  • Even Evil Has Standards: Dhuran, one of the 4 Dread Fiends, heals your team prior to battling you, claiming it's no fun for him to fight strong foes in their weakened state.
  • Evil Is Not a Toy: Zigzagged. King Falle's attempt to use Nokturnus to beat Mortamor resulted in Nokturnus slaughtering every member of the kingdom he could get his hands on. On the other hand, if you beat Nokturnus yourselves, he'll happily destroy Mortamor for you.
  • Experience Penalty: Gaining levels in classes is determined by the number of battles fought against sufficiently strong enemies. If the character's level is too high for the area, battles fought in that area no longer count (the Spiegelspire is the first area with no level cap, making it a Peninsula of Power Leveling despite the enemies not being endgame-difficult).
  • Expy: Dhuran shares many similarities to Rubicante.
  • Finishing Move: When under AI control, Carver has a distinct tendency to finish enemies with a Flying Knee. (Imagining him yelling "KNEE OF JUSTICE!" entirely optional.)
  • Five-Man Band: Not counting the optional party members:
  • Genki Girl: Ashlynn, so much.
  • Global Airship: The white Pegasus. To a lesser degree (they can't go over mountains, hills or forests), the magic carpet and the flying bed.
  • Hello, [Insert Name Here]: As is normal for Dragon Quest, you enter a name for The Hero at the start of the game, while the others can eventually be renamed after obtaining Lorelai's Harp and using it to reach Appello's underwater cave near Ghent.
  • Heroic Sacrifice: The elder Isnomor (say that out loud) teaches Ashlynn the powerful spell Magic Burst despite knowing the town is being watched by the Archfiend, and is instantly struck down.
  • I Am Who?: Let's just say this is used a lot...
  • I Have No Son!: Carver's father did not take him becoming a martial artist well, to the point that he becomes angry at his wife (and Carver's mother) when she laments his disappearance.
  • I'm a Humanitarian: Especially in the Isle o' Smiles arc, it is implied that monsters eat people. Why else do they call their captives "meat"?
  • Improbable Weapon User: Monsters using forged fangs makes sense. Terry using the Orihalcum Fangs does not. Lampshaded in some Fan Art and given a Hand Wave by some as Rule of Funny.
  • Ineffectual Loner: Terry subverts this, as he's actually a talented swordsman who can stand on his own. Eventually, however, he winds up playing this straight following his deal with the devil.
  • Infinity -1 Sword: The non-fashioned Sword of Ramias.
  • Jerk with a Heart of Gold: Carver, most notably.
    • Arguably Nevan, as while his heart is definitely in the right place, he starts out as a massive Jerkass that's pretty full of himself... at least until Rubiss changes his mind about the importance of the heroes that arrived in Ghent.
  • Kick the Dog: In Port Haven, Ivy tries to get her romantic rival Ella in trouble by poisoning the dog she's supposed to care for. This doesn't end well for anyone.
  • Knights and Knaves: In the fifth floor of Gardsbane Tower, the hero finds three doors and three persons. You have to talk to them to figure out which is the right door, but only one of them is telling the truth. The young man on the left claims there is nothing past his door, and the right door is on the right; the old man on the center says you will get hurt if you open his door. And the woman on the right tells the young man is telling the truth. Which of them is is truthful? Actually, the old man, since the center door leads to a spiked floor. Meanwhile, the left door leads to a treasury which is not the one the hero is looking for, and the right door leads to the Tower's real reward.
  • Lotus-Eater Machine:
    • The party is suspicious of the Isle of Smiles, and suspect it may be this. Well, the island that takes you there is certainly one, and it gets you so high you can't resist them. The Isle itself is actually a trap, another suspicion of theirs.
    • There's an obvious one: Lotus Lagoon. It's even more of an example than the previous one, and one reason why it's so effective is that the people who go there came from Despairia...
  • Loyal Animal Companion: In one dream city, you see a man grieving at the grave of someone he calls his best friend and master; when you visit the real world equivalent, it turns out he is in fact the departed's dog.
  • Low-Level Advantage: Due to the way vocations improve (by number of battles, not experience, and areas have caps on the level a character can be before they're considered overpowered), a lower-level character can fight in areas with weaker enemies, which makes the battles easier/faster. Negated by the time you get to areas where the level limit is 99.
  • Magic Carpet: The second-to-last form of transportation.
  • Magic Knight: The Armamentalist class is this.
  • Magikarp Power: Ashlynn is extremely weak at first, especially if you make her first vocation a Mage, but with enough work and patience to make her a Sage (and possibly Armamentalist), she becomes the best spellcaster in the game, with devastating offensive spells and healing spells on par with (or possibly even exceeding) Nevan.
  • Magic Knight: Several character classes combine both magic and fighting ability, most notably the Paladin, Armamentalist, and Hero classes.
  • Manual Leader, A.I. Party: The DS version has several AI settings (though by default, everyone is manually controlled). Once you have enough characters, you can even switch out the hero for someone else, which makes grinding a lot faster by merely having to push the "fight" button every turn instead of going through pages of spells and abilities.
  • Mighty Glacier: Carver fits this mold, with excellent HP and strength but the lowest speed of any human PC. So does the Warrior class, which boosts HP, strength, and resilience but sharply lowers speed.
  • My God, What Have I Done?:
    • Both Ivy and the Mayor of Port Haven eventually realize how horrible they were to allow Ella to be enslaved. Ivy because she only wanted Ella out of the way so she could be with Johan but not actually wanting to hurt her, and the Mayor for realizing that he sold an innocent girl into slavery.
    • The people of Greedmore Valley experience a collective one when they find out the chest they were about to kill each other over (and in fact did) is empty.
  • Murder the Hypotenuse: Ivy doesn't go as far as murder, but she does try to defame Ella by poisoning the mayor's beloved dog. And she succeeds, until you become visible and are able to tell the mayor what really happened.
  • Mythology Gag:
    • A meta example. Those in the west who played the first Dragon Quest Monsters will finally be able to learn the full story behind Dhuran and the Masked Swordsman.
    • In a bookshelf in Port Haven, there's a diary written by either the PC of Dragon Quest V or someone in an extremely similar situation, debating who to marry.
  • New Skill as Reward: When his real self and dream self are reunited, Carver remembers martial arts techniques.
    • When the Hero reunites with his real self, he recalls the Zap spell.
  • Nightmare Fuel:invoked In-universe example: The prisoner in Arkbolt says this about the growling of the Hacksaurus in the cell next to him. Yes, he actually says the phrase "nightmare fuel". Carver also names Pretty Spry for a Dead Guy in party chat after talking to the guard guarding the Hacksaurus's cage. Evidently one of the translators was a troper who couldn't resist...
  • Non-Indicative Name:
    • You'd think that the Armamentalist skill Lightning Slash and the Luminary skill Lightning would be Lightning-elemental, but they aren't. They actually share the same element as the Bang line of spells.
    • The Ranger class has little to do with nature spells compared to, say, DQIX.
  • No Ontological Inertia:
    • Mortamor was the one who created the link between the Real and Dream Worlds, so when he dies, the link is destroyed along with him.
    • Discussed by townspeople, who wonder if the fact that the monsters don't go away after Murdaw is defeated has any significance...
  • No-Sell: Gladiator will occasionally 'shrug off' an attack, negating its effect on them.
  • Not the Fall That Kills You: Our heroes can survive falling several yards into the other world through a chasm completely unscathed. Even earlier, they can survive a multiple-story fall in a cave.
  • Not Quite the Right Thing: In Scrimsley, telling Amos about his transformations might seem like a good idea, despite the game's reluctance to let you, but if you do so, he'll have left town by the time you get back.
  • Oh, Crap!: In the normal version of the final battle, Mortamor is unshakably arrogant up until the moment of his death, to the point where he never once considers the heroes a true threat. If you defeat the Bonus Boss Nokturnus in under 20 turns, you can convince him to kill Mortamor instead. Mortamor immediately drops his arrogance and, for the first and final time, shows genuine fear. Considering how badly Mortamor gets curbstomped in the ensuing battle, his reaction is justified.
  • Only Six Faces: A major criticism of the game at the time — Akira Toriyama was right in the middle of his Dragon Ball Z run, and Goku/Trunks/etc was bleeding out into all his character designs. Contrast the art and character designs of Dragon Quest VII, which was done after his infamous split with his publisher.
  • On Three: the Hero and Carver agree to surround and try to catch a wild mare "on count of three"
    Carver: Alright, Hero, ya ready? Count of three, we'll grab her.
  • Oracular Urchin: Nevan is a male example who changes his tune about your party slightly after sensing your importance. Also, much earlier, Tania is briefly possessed by the Mountain Spirit — actually Rubiss — and encourages you to get going on your epic quest already.
  • Our Mermaids Are Different: While the mermaids in this game physically resemble Western mermaids, the Japanese legend that mermaid meat grants eternal youth also exists.
  • Overrated and Underleveled: Terry suffers from this; while stated to have defeated several guards that you took down as a party and was shown to easily beat a very strong monster by himself, by the time he joins, he is more or less an average party member with an advanced job and strong weapon. It doesn't help that immediately after acquiring him, you can use him to get another party member who — even at level 5 —is better in almost every category except agility and style and starts out with the rare and useful Dragon job and could very easily fit into your party immediately. She's the aforementioned "very strong monster" that Terry beat by himself.
  • Pegasus Was My Cart-Mule
  • Parental Abandonment: The game is most triumphant aversion of this trope in the series. Nearly every party member has parents or a parental figure somewhere. Finding yours kicks off the main plot.
  • Peninsula of Power Leveling:
    • When it comes to leveling vocations (not so much Character Levels; Metal Slime-infested areas would be better for that), the Spiegelspire has relatively weak monsters when it is accessible in the game (assuming you aren't underleveled), but lacks the level requirements of most areas in the game, so beating monsters up here is a quick way to master vocations. It's even possible to zoom there for an easy way to get to and from Alltrades Abbey from there.
    • Real Somnia's well can be entered as soon as you get there, but is pretty much suicide unless the Random Number God takes pity on you.
    • Mortamor's castle contains a free health-and-MP refill room less than halfway through, making it an excellent Level Grinding spot.
  • Permanently Missable Content: Amos, if you tell him the truth before giving him the Seeds of Reason. It pulls out a lot of stops to get you not to do it, but if you do, nothing bad seems to have happened... But then you get the Seeds of Reason, and Amos isn't home.
  • Pre-Order Bonus: For the US DS release, GameStop offered a plush Slime with reservation.
  • Prestige Class: A number of vocations like Gladiator, Armamentalist, Paladin, Sage, Ranger, and Luminary require mastering two (three in the Ranger'"s case) basic jobs first. The Hero class one-ups them by requiring mastery of the advanced jobs, and Dragon and Liquid Metal Slime require special items, except for the actual dragon and liquid metal slime you can recruit.
  • Punny Name:
    • Mr. and Mrs. Tress' son Matt, who gives you his flying bed.
    • Mercury, a Liquid Metal Slime Optional Party Member, is named after the element mercury, which actually is a liquid metal at room temperature.
    • The Somnia Kingdom (like insomnia) and its queen Apnea (named for the condition sleep apnea).
    • The rogue city of Turnscote.
    • The former gangland city of Felonia.
  • Rape as Drama: Milly's past, which involved her father selling her to Felonia's Gandino crime family, who in turn sold her to the former King of Felonia, who had a whole harem of slave girls used as dancers (and possibly worse things, as there exists a room in the castle that was once his "private pleasure chamber"). Given that Milly is on pins and needles the entire time she is in Felonia (as evidenced by party chat) or whenever Felonia is even mentioned, this trope may well be in play. Even if rape is never mentioned, the implication is still there, and Milly herself refuses to talk about it. The whole thing is not helped by the fact that there's a very good chance Milly was quite young when she was sold as a slave, if the mention of Terry being a very young boy at the time is any indication.
  • Reincarnation Romance: Talk to Miralda on the throne after breaking her from the mirror, and she will tell you her backstory. Spigel killed her love, imprisoned in the mirror for thousands of years, and after she was released she knew immediately that Ludwig was a reincarnation of the man she once loved
  • Rhymes on a Dime: The mermaids.
  • Sarcasm Mode: As one NPC comments, "What is it about joining the military that's so alluring? The low pay? The drab uniforms? The all-you-can-eat salt pork?"
  • Secret Character:
    • Amos of Scrimsley, who's a bit under the weather when you first meet him... for good reason. Also, Lizzie the Hacksaurus, who previously was defeated by Terry in the Arkbolt quest, can be recruited after the latter joins the party.
    • In the Updated Re-release, there are a number of "Slime Buddies" for you to do little sidequests for. Each joins after their respective quest is done.
  • Ship Tease: Ashlynn and Milly hint throughout the game that the Hero and Carver are their types, respectively. In the ending, Milly outright says that Carver is her type, and King Somnius acts as Shipper on Deck for Ashlynn & the Hero. Sadly, they all go their separate ways.
  • Shout-Out:
  • Skippable Boss: Averill.
  • Slippy-Slidey Ice World:
  • Spell My Name with an "S": Mireyu/Mireille/Muriel/etc... The localization went for 'Milly'.
    • Which is a borderline Regional Bonus/Broken Base for non-Japanese speakers who have debated her name since DQ6 and Dragon Warrior Monsters first came out. At least it was finally reached. You can rename her after you get Lorelei's Harp, anyway.
  • Stable Time Loop: The Castle Graceskull scene replays itself over and over whenever you return to it from the well.
  • Star-Crossed Lovers:
    • Rod, an injured fisherman, loves the mermaid who saved his life, Unda.
    • The Hero and Ashlynn at the end of the game.
  • Stealth-Based Mission: Following Rod through Pescado and Mermaid's Cave.
  • Stealth Pun:
    • Milly and Terry are brother and sister. Try putting their names together.
    • Ashlynn. Her real world body had been burned to ashes when Sorceria was destroyed in the real world.
  • Squishy Wizard: Ashlynn, Milly, and Nevan all fall under this for their first dozen levels, but the vocation system allows them all to avert this trope. The 'Mage' class you unlock in Alltrades Abbey fits this to a T.
  • Supernatural Team: The hilariously broken Job System lets you keep the spells learned in one job to another, no matter how inappropriate for the job or the character. Thus it's possible to field an entire team of gladiators who have just enough mana to fully heal themselves when they finally get low on HP, or sages who can punch their way through the enemies they didn't set on fire.
  • Taken for Granite:
    • This is what Murdaw does to intruders.
    • The ultimate fate of everyone in Gallows Moor by Mortamor (except the hero's, of course) once Blackmar is killed.
  • Teens Are Short: Though canonically fifteen, Prince Howard's sprite looks very similar to the "little kid" sprite.
  • Tempting Fate: The guy in the striped shirt in the Greedmore Valley event (at least in the "bad" cycle) trips over his bootlaces twice running for the Sage's treasure. He decides to ignore it after the second time, declaring "I'm living dangerously!" Of course, he ends up being the only one not killed by one of the other people rushing for the treasure; instead, he tripped on said bootlaces, fell down some stairs, and broke his neck.
  • Third-Person Person: "Old Amos" and Madame Luca.
  • Too Dumb to Live: King Falle of Castle Graceskull. When the world is under attack by monsters, what does he do? He summons an evil demon in the hopes of getting rid of them. You heard me. He ACTUALLY SUMMONS A DEMON, one that could be very well capable of inflicting more destruction than all the other monsters combined. You can see what happened to Graceskull as a result.
  • Took a Level in Badass:
    • As he reveals in Party Chat, when Amos was little, he was called a coward. That's the whole reason he got into the town hero business.
    • Prince Howard "the Coward" grows a pair in between the second and final tests of royalty.
  • Trapped on the Astral Plane: The first world the game starts in has huge holes in it that let you see another world far below, but the hero and Carver can't interact with the real world until the first MacGuffin is found.
  • Turns Red: Mortamor's first form is a frail old man which can be beaten without too much difficulty. He acknowledges this, and erupts into a Big Red Devil (well, pink), with the game telling you it's his true form. After beating that, however, he turns into a giant disturbing head and disembodied hands.
  • Used to Be a Sweet Kid: Life between Dragon Quest Monsters and Dragon Quest VI was not kind to Terry or his sister. Despite her having it even worse, it's Terry who gets hit by this trope the hardest — to the point that it becomes an unintentional Player Punch to those Americans who were only familiar with his cute and kindhearted kid incarnation.
  • Useless Useful Spell: Most of the large pick of status based spells in the game are useless due to not being effective on bosses and sub-bosses. Also, some attack spells are also not as useful as they could be, due to only hitting more than one enemy when they are grouped. But of course, your party is always considered a group, meaning when a enemy casts, your whole party can take massive damage.
  • Under the Sea
  • Ungrateful Bastard: Real World!Somnia, or at least their guards, after you defeat the fake Murdaw. At least until the King sets them straight. Justified in that you were pretending to be the Prince of Somnia previously and the much loved Captain Rusty was sent to his death because of your actions. (Sure, you actually are the Prince of Somnia, but you didn't know that at the time.)
  • Verbal Tic: Carver has one he picked up from his mother an' everything like that.
  • Voluntary Shapeshifting: After being cured, Amos becomes one, and ends up joining your party — but only if you play your cards right! However, he can't be controlled while transformed.
  • Warrior Prince: The Prince of Somnia leads the group that destroys all 4 Dread Fiends and the Archfiend, is the only person alive who can equip the legendary artifacts and is able to unlock the 'Hero' class much more easily than any other character, only needing to complete one of the four prerequisite classes.
  • What Measure Is a Non-Human?:
    • The fact that humans see nothing wrong with going out and killing mermaids for their meat (or using them as tourist attractions) despite the fact that they look like beautiful women with mermaid tails shows that this trope is clearly in effect. Averted by Rod, obviously.
    • When Terry joins your party, you get asked whether you want to boot someone from the party to make room for him, but when the monsters join, they're automatically sent off to the party planning place.
    • If you have a slime-only party at Slimeopolis, you're not allowed to battle without your "master" present.
  • "Well Done, Son!" Guy: One of the dream Somnia soldiers tells you post-ending that this is the first time he's been called to the throne room, and hopes that this will finally be enough to impress his father.
  • What the Hell, Hero?: Your party sometimes gives you this if you don't go with the obvious choice, like when bringing a man an item his late son had wanted and putting off giving it to him.
    Ashlynn: So funny I forgot to laugh, [Hero].
  • Why Don't You Just Shoot Him?: One of Murdaw's lieutenants lampshades the fact that Murdaw inexplicably chose to send you to another dimension rather than kill you during your first fight immediately before attacking you to try and finish you off himself.
  • Worthy Opponent: Dhuran considers you this. Nice to be respected, even by a Dread Fiend, isn't it?
  • Yakuza: The Gandino clan of Felonia.
  • You ALL Look Familiar: In the original, Amos doesn't have a unique sprite, looking like any other blue-clad warrior, so you're not tipped off that he's recruitable. Much like Tuppence in Dragon Quest V, he gets a unique sprite in the remake, though it is still very similar to the previous sprite. Unlike Tuppence, however, Amos is a hot topic among the people in Scrimsley, so you know that he is important, and are curious enough to go visit him to advance that plotline.
  • You Gotta Have Blue Hair: The hero.
  • You Know What They Say: Lampshaded by Ashlynn during Party Chat after talking to an old man in the first Somnia after defeating Murdaw for the first time.
  • You Can See Me?: From the party when they first meet Milly, and from Ashlynn when the party first meets her.
  • You Can't Fight Fate: Entering the well in the ruins of Graceskull will send you back in time to the events that destroyed it every time you enter it, but you can't save it. A bard on the castle top says this as well. At least in the DS remake you can save a Mottle Slime...
  • Youkai: On Mt. Snowhere lives a Yuki-onna named Gerda.
  • Your Princess Is in Another Castle!: You didn't think Murdaw was the only Dread Fiend out there, did you...?
  • You Shouldn't Know This Already: Zigzagged. You can get into the Spiegelspire as soon as you find it and without having heard how to open it (use Peep on the door), but the cutscene with the Hero's deceased younger sister retroactively changes the name so you're still in the wrong.


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