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    Monster Arena FAQ by BNii

    Version: 1.03 | Updated: 01/16/06 | Printable Version | Search This Guide

    Dragon Quest VIII: Monster Arena FAQ
    Version 1.03
    January 16, 2006
    By Brian Nii (bnii at hawaii dot edu)
    
    Table of Contents
    -----------------
    1.  Version History
    2.  An Introduction to the Monster Arena
    3.  Basics of the Monster Arena
    4.  Ranks
    5.  Monster Information
    6.  Special Teams
    7.  Acknowledgements
    
    O--------------------O
    | 1. Version History |
    O--------------------O
    
    Version 1.03 (January 16, 2006)  Clarified the location of Stoneman in the 
    monster information section, since it seems a lot of people are having a hard 
    time locating him. Also added more detail to Bishop's location.
    Version 1.02 (December 26, 2005)  Added the locations of Fletch and Snap Case 
    in the monster information section. Apparently I forgot to add them in. Special 
    thanks go to Albert Chu for pointing it out to me. Also added a popular team to 
    the Rank S strategy section.
    Version 1.01 (December 18, 2005)  Updated the monster information section. It 
    turns out that Curer and Sugi can be found in two locations, not one. I also 
    clarified a bit on Skeledoid's location.
    Version 1.0 (November 28, 2005)  First completed version of FAQ. Completed the 
    monster information section and corrected a mistake it in. Metabble appears 
    after clearing the B rank, and not always available from the start.
    Version 0.2 (November 28, 2005)  Revised the rank section including in depth 
    strategy for the S rank. Updated the monster information section, including all 
    of the monster you can obtain after completing the game. Completed the 
    special teams section.
    Version 0.1 (November 26, 2005) - First version of FAQ.
    
    O-----------------------------------------O
    | 2. An Introduction to the Monster Arena |
    O-----------------------------------------O
    
    Q: What is the monster arena?
    A: The monster arena is a special side quest/mini game in Dragon Quest VIII. 
    You don't have to participate in it to finish the game. In fact you can ignore 
    it completely if you like. However, there are several tangible benefits to 
    playing and winning the contests in the monster arena, and it can be fun to 
    boot. 
    
    Q: Where is the monster arena?
    A: The monster arena is located to the southeast of Pickham. You'll probably 
    come across it when you're making your way from Ascantha, but you won't be able 
    to access it at that time. You can however start the side quest necessary to 
    open the monster arena when you arrive there.
    
    Q: How do I open the monster arena?
    A: First of all, you'll need to talk to Morrie, who is in charge of the arena. 
    Try to open the doors to the arena when you get there. You'll see Morrie 
    standing on the roof (he looks kind of like Mr. Satan/Hercule from Dragon Ball 
    Z). Go around to the right and up the stairs to the top of the roof. Go to 
    Morrie and talk to him. He won't say anything to you at first. Attempt to leave 
    and he'll talk to you. Afterwards, he'll give you three memos detailing 
    monsters he wants you to scout for the arena. When you've collected all three 
    of them return to Morrie and he'll let you into the arena. Inside he'll explain 
    all the rules and give you a key so you can access the arena at any time.
    
    Q: Where are the three monsters and how do I scout them?
    A: All three monsters are relatively easy to locate, but you won't find the 
    last one until much later in the game. Scouting them is easy. All you need to 
    do is to defeat them in battle. Once you defeat them you can add them to your 
    team. They are easy to spot, since they appear on the field walking around.
    
    Monster #1: Smiles (a.k.a. Slimy Smiley)
    Location: South of Trodain Castle.
    Description: A regular blue slime.
    Comments: Smiles is the monster in the first memo, but he's also the last one 
    you'll scout. You can't miss him since he's right in front of the path to 
    Trodain Castle. Smiles is tougher than the average slime, but that's not saying 
    much.
    
    Monster #2: Lonely Joe (a.k.a. Hollow Knight)
    Location: Southeast of Maella Abbey, on the path to the ruined abbey.
    Description: A suit of knight armor with a sword and shield.
    Comments: You'll encounter Lonely Joe before you even get to the arena, but you 
    can't recruit him until you talk to Morrie first. He'll put up much more of a 
    fight than Smiles or Squiggles, but he shouldn't be too much of a problem to 
    defeat.
    
    Monster #3: Squiggles (a.k.a. Squiggly Squiggler)
    Location: Beach south of Pickham, southeast from Red's house.
    Description: A pink squid with a shell wand.
    Comments: Squiggles is the easiest initial monster to recruit since he's near 
    the monster arena. You should have no problems bashing him into submission 
    since he doesn't put up much of a fight.
    
    Once all three monsters have been scouted, return to Morrie at the monster 
    arena. He'll collect the three memos he gave you and allow you to enter the 
    arena. You can save your game inside, and then head downstairs to the arena 
    proper. There are several people there you can talk to. When you're finished 
    talk to Morrie and he'll explain the basics of the arena.
    
    Q: I see other monsters walking around. Why can't I scout them?
    A: You need to scout the initial three monsters Morrie requested and get back 
    to him before you can scout other monsters. While you can defeat the monsters 
    they won't join you before that time.
    
    O--------------------------------O
    | 3. Basics of the Monster Arena | 
    O--------------------------------O
    
    There are eight ranks in the arena from G to S. To win a rank your team of 
    three monsters must go through three rounds of fighting three teams consisting 
    of three monsters each. In other words, in the first round your team will fight 
    against three other monsters, in the second another three monsters, and in the 
    third and final round three more monsters. There are a few catches though. Your 
    team of monsters does not recover any of their HP or MP between each match, and 
    you must win all three matches consecutively to win the rank. Also you cannot 
    control your monsters in any way during the battle, so they will fight and act 
    on their own, for good or for ill. And finally, the monsters you'll be fighting 
    against in the arena are much stronger than the versions that you fight against 
    in the field and dungeons.
    
    You cannot change any of your monsters between each match, so the initial team 
    will need to last through all three matches. You can only enter each rank after 
    winning the rank before it. The first rank will be G, then F, and so on until 
    rank A. Winning rank A unlocks the final rank S. Entering a rank costs a 
    certain amount of gold for the entry fee, and winning each rank for the first 
    time gives you an award. In addition, Morrie will give you an award as well for 
    clearing each rank. Initially you can only recruit three monsters, but as you 
    advance up the ranks you can hold additional monsters in reserve, and 
    eventually you'll end up getting a second team.
    
    While you have no control over what your monsters do in the arena, there are 
    some things you can take advantage of. Most of the monsters that you can 
    recruit gain HP, MP, Attack, Defense, and Agility as your hero advances in 
    level. If your monsters seem a bit weak for the rank, try to gain some levels 
    and try again. While the improvements aren't drastic every little bit helps in 
    the arena. Certain monsters do not improve at all no matter your current level, 
    but they are exceptions to the rule (such as Talos). Note that all monsters 
    that you can recruit in the field improve in this fashion regardless of whether 
    or not they are in your team or reserves.
    
    Another thing you can take advantage of is that certain combinations of 
    monsters can form special teams that give the team members bonuses and/or allow 
    them to perform a special move. For example, if all the monsters on your team 
    have swords, they will form "The Blade Runners" team and gain the special 
    attack Triple Swords. If your team is composed of slimes, they will become the 
    team "Slime Power!" and the max HP for each team member will double. In 
    addition to these special teams, there can be sub teams within a special team 
    category. For example, if your team is composed of all metal slimes, they 
    become "The Metal Mob" and gain the special attack Multi Masher in addition to 
    the double HP for being an all slime team.
    
    It is important to note that special effects such as Oomph (which increases 
    attack), Kabuff (which increases defense), and Kasap (which lowers defense) 
    carry onto the next match, which can be good or bad depending on the status 
    effect.
    
    O---------O
    |4. Ranks |
    O---------O
    
    [RANK G]
    Fee: 100G
    Reward: Strength Ring (Accessory  Attack +5  Equip: All)
    Morrie's Reward: Three additional reserve monster slots
    Round One: She-slime x2, Slime Knight
    Round Two: Frogface x2, Treeface
    Final Round: Hammerhood, Gorerilla, Bullfinch
    Strategy: This isn't a difficult rank to win, but your initial team leaves much 
    to be desired. Get rid of Smiles and Squiggles ASAP and replace them with 
    better monsters. Lonely Joe is a decent fighter for this rank, but you can 
    recruit much stronger creatures in the field. I'd highly recommend scouting 
    strong attackers like Hackzilla, Potbelly, and Snap Case. Brickman is a good 
    choice as well due to his strong defense. If you get Brickman, don't release 
    him and keep him in reserve. He'll play a big role later in the arena. Having 
    Healer on your team keeps your monsters healthy, but at this point early in the 
    game you'll probably want to stick to a totally offensive team. Winning this 
    rank gets you the strength ring, but even better gives you the ability to hold 
    three monsters in reserve, allowing you to recruit a total of six monsters 
    (three in your team and three in reserve). 
    
    [RANK F]
    Fee: 200G
    Reward: Bunny Suit (Armor  Defense +38  Equip: Jessica)
    Morrie's Reward: Option to fight against your team
    Round One: Khalamari Kid x2, King Kelp
    Round Two: Dingaling x2, Jargon
    Final Round: Dancing Devil, Wailin' Weed, Redtail Hipster
    Strategy: The same team that you used in Rank G can take you through this rank 
    as well. The main thing to worry about is the Redtail Hipster in the final 
    round. It has a special attack that can hit all of your team members for major 
    damage. Winning this rank allows you to fight against your own team in the 
    arena, and causes new monsters to appear on the field for you to recruit.
    
    [RANK E]
    Fee: 300G
    Reward: Ring of Clarity (Accessory  Resist Confusion  Equip: All)
    Morrie's Reward: Call Team ability for hero
    Round One: Jailcat x2, Terror Tabby
    Round Two: Hipster, Minidemon, Witch
    Final Round: Magic Marionette, Tap Devil, Volpone
    Strategy: Now that you've cleared rank F there are new monsters to recruit in 
    the field. Among them is Capers, a strong attacker that complements an 
    offensive team well. Curer also becomes available, but you're probably not 
    going to be able to recruit it until later in the game. If you do you'll add a 
    powerful healer to the team. When you reach Orkutsk make sure to recruit Roborg 
    ASAP to add a powerful attacker to your group. Winning this rank gives the hero 
    the Call Team ability, which allows him to summon his monster team to fight in 
    place of the party once per battle for a short time.
    
    [RANK D]
    Fee: 400G
    Reward: Mighty Armlet (Accessory  Attack +15  Equip: All)
    Morrie's Reward: Three additional reserve monster slots
    Round One: Night Fox, Night Emperor, Night Sneaker
    Round Two: Skeleton, Walking Corpse, Mummy
    Final Round: Brownie x2, Hood
    Strategy: The main thing to worry about here is that in the final round the 
    Brownies will raise their tension before they attack, which will most likely 
    kill your weakened team members. Fortunately, they don't have much HP so strong 
    attacks should take them out before they take you out. Winning rank D adds 
    three more slots to your reserves, and causes additional monsters to appear in 
    the field.
    
    [RANK C]
    Fee: 500G
    Reward: Saint's Ashes (Item  Used to remove curses in alchemy)
    Morrie's Reward: None
    Round One: See Urchin x2, Siren
    Round Two: Mecha-mynah, Hunter Mech, Clockwork Cuckoo
    Final Round: Fencing Fox, Bone Baron, Phantom Fencer
    Strategy: It's all about brute force here. The mechanical enemies in the second 
    round are tough, so be sure to bring some tough monsters of your own. I'd 
    recommend bringing Cybot (now available after Rank D) and Roborg (if you have 
    it too) along to the party. I don't recommend another sword monster with them, 
    as using the special attack will hurt you here more than it helps. Talos 
    becomes available after rank D, and if you have the two killing machines and 
    him in the party this rank should be a breeze. You don't get anything from 
    Morrie for winning this rank, but he promises that he'll give you something 
    good next time.
    
    [RANK B]
    Fee: 700G
    Reward: Bardiche of Binding (Scythe  Attack +83  Equip: Yangus)
    Morrie's Reward: Second monster team
    Round One: Dragurn, Tyrantosaurus, Snapdragon
    Round Two: Stone Guardian, Boss Troll, Golem
    Final Round: Rockbomb, Stone Golem, Living Statue
    Strategy: And now for something completely different. There is a major 
    difficulty jump between this rank and the last one. The enemies here all have 
    powerful attacks and major HP (in the 400 to 800 range). You'll need to counter 
    brute force with brute force here. I recommend bringing Roborg, Cybot, and 
    Talos. Whichever team you decide to stick with, I highly suggest that Talos be 
    a part of it. Not only does he do quite a bit of damage, but also his high HP 
    and defense lets him stay in this fight longer than any other monster that you 
    can recruit at this point. 
    
    In the first match both the Dragurn and Tyrantosaurus have quite a bit of HP, 
    and the Snapdragon can attack twice each round for loads of damage. In the 
    second match you'll face three enemies with both loads of HP and defense. In 
    the final match the Stone Golem will use tension (sometimes twice) to deal 
    severe damage to a party member. Hopefully Talos will take the brunt of the 
    attack while the other members of the team take the golem down. Winning this 
    rank earns you a second monster team, giving you in effect another three 
    monsters that you can have in reserve. Better yet, clearing rank B makes the 
    final (and strongest) monsters available to recruit in the field.
    
    [RANK A]
    Fee: 1,000G
    Reward: Hero Spear (Spear  Attack +100  Equip: Hero)
    Morrie's Reward: Unlock Rank S
    Round One: Frou-frou, Cyclops, Troll
    Round Two: Jumping Jackal x2, Great Sabrecat
    Final Round: Zombie Gladiator, Treevil, Bomboulder
    Strategy: It's very tempting to use the "My Three Golems" (Brickman, Goldman, 
    Stoneman) team here. While Mazin can go through the first two monster teams 
    like wet toilet paper, he might have problems with the last team. The reason is 
    Mazin will keep killing the Bomboulder (since it has the lowest HP), the 
    Treevil will keep resurrecting it, and the Zombie Gladiator will hack away at 
    Mazin each round. Fortunately, I got lucky when Mazin took out the Treevil when 
    it forgot to resurrect the Bomboulder. By the time Mazin took out the Zombie 
    Gladiator he had less than 100 HP. So if you decide to use the all golem team 
    it can be a bit risky. A good alternative to the golem team is the killing 
    machine team (Roborg, Cybot, Nohi). If you decide to go with a rogue team there 
    are several good monsters that you can use. Talos is still as strong as ever. 
    Octurion is the best healer in the game. Pair these two with a strong attacker 
    like Skeledoid or Steropes and you'll have a powerful combination. Winning this 
    rank unlocks the final rank S match.
    
    [RANK S]
    Fee: 1,000G
    Reward: Dragon Robe (Armor  Defense +103  Equip: Jessica, Angelo)
    Morrie's Reward: No entry fees, hero statue
    Round One: Goodybag, Mimic King, Mimic
    Round Two: Dullahan, Healslime, Gigantes
    Final Round: Liquid Metal Slime, Hell Gladiator, Cureslime
    Strategy: This is it. The final rank is, not surprisingly, the hardest of them 
    all. Since this is the rank that's probably going to give you the most problems 
    to clear, I've decided to go more in depth in explaining whom you're going to 
    face, and the teams that can possibly beat this rank. Note that even with the 
    optimal teams there is always a chance you'll get unlucky and get wiped out in 
    the final round (or even the second round).
    
    In the first round you'll be up against a Goodybag, Mimic King, and Mimic. The 
    main threat here damage wise is the Mimic King, since its hits deal roughly 100 
    damage. Sometimes it will also cast Fuddle. The Mimic can attack twice in a row 
    and can also cast Whack, which instantly kills its target if successful. The 
    Goodybag doesn't do much damage, but it can potentially be the most devastating 
    monster of all if it casts Kasap to lower the defense of your entire team. 
    Remember that effects like this carry on to the next match, which basically 
    means a death sentence for most teams if they get hit with it.
    
    The second round is pure beat down. The Gigantes is the main threat here, since 
    it can do a desperate attack that can deal 300-400 damage. If you're unlucky it 
    will do this several times in a row. The Dullahan will spend most of the time 
    building up tension, which will be devastating for one of your teammates when 
    it finally attacks. The Healslime can be annoying but fortunately it doesn't 
    heal much more than about 80 HP to a team member, if it decides to heal at all.
    
    The last round is the hardest of all, not surprising considering it's Morrie's 
    team. The Hell Gladiator can attack twice each turn, and each hit can cause the 
    target to fall asleep. The Cureslime doesn't do much in the battle, but it has 
    a lot of HP, and will drive you nuts if it ends up healing the Liquid Metal 
    Slime. Speaking of which, this one doesn't run away, but it still has its 
    trademark metal defense, which causes virtually any attack to do 1 damage, if 
    it hits at all. It also casts Kasizzle quite frequently.
    
    So there you have it. Three tough teams that you need to take on consecutively. 
    How do you go about doing it? Here are some possible teams you might want to 
    consider. Note that my testing was done with the hero at level 45, which is a 
    relatively high level by the end of the game.
    
    [Triple Trouble (and why you shouldn't use them)]
    You might think that because of the way they handled rank B and rank A that 
    rank S should be no problem, right? Unfortunately, this isn't the case here. 
    The saying that a chain is only as strong as its weakest link applies here. The 
    weakest link in this case is Roborg. While the Triple Trouble team can 
    consistently reach the final match with its members intact, by that time Roborg 
    is pretty much dead (if he wasn't killed in the last match already). And if 
    Roborg (or any other member) of the team dies in the last round, you can kiss 
    the Stream Killer Attack (SKA) goodbye. It should be noted that even the SKA 
    deals at most 2 damage to the Liquid Metal Slime. Unless you get really lucky 
    and the team focuses all its attacks on the Hell Gladiator, there's no way to 
    keep your team intact since they'll divide their attacks at either the Liquid 
    Metal Slime or the Cureslime (which has a large number of HP), while the Hell 
    Gladiator kills off your team. The Kasizzle that the Liquid Metal Slime casts 
    will also pretty much guarantee that someone is going to die fairly quickly.
    
    [My Three Golems (why you should use them and what to look out for)]
    Not even the mighty golem team is safe from rank S. The weakest link in this 
    team is Goldman, as his HP doesn't increase much, if at all, as you gain 
    levels. If a strong attack kills him before they can form Mazin it's all over. 
    In the first round the only thing you need to worry about is Goldman dying as I 
    mentioned previously. Once Mazin is on the field you've pretty much won the 
    match, as he is immune to Fuddle and Whack, and the Kasap doesn't carry over to 
    the next match when the team breaks up into individuals. The second round is 
    another story. Even if you form Mazin early on, the Gigantes can perform a 
    desperate attack that can knock off 300+ HP. If you're very unlucky he can 
    perform it over and over again. I recall one time I ended the match with less 
    than 100 HP. The final match depends on a great deal of luck (well, actually 
    all the monster arena fights depend on luck, but this time in particular even 
    more so). What surprised me is that Stoneman once performed a desperate attack 
    against the Liquid Metal Slime that ending up killing it before they even 
    formed Mazin. Even if by some miracle that does happen, you're not out of the 
    woods just yet. The Hell Gladiator's attacks can put Mazin to sleep as a side 
    effect. Since he can attack twice per round that doubles the chances of that 
    happening. If you're unlucky (like I was) Mazin will keep falling asleep while 
    the Hell Gladiator hacks him to pieces. If Mazin kills the Hell Gladiator with 
    a desperate attack, you've pretty much won the match. The only remaining 
    problem is dealing with the Liquid Metal Slime. Mazin's attacks deal 1 damage 
    (if they hit at all) to the metal slime. His desperate attack will kill it 
    instantly though.
    
    To recap, the golem team stands a very good chance of winning the S rank unless 
    one of the following occurs:
    1. Goldman is killed before Mazin can be formed.
    2. The Gigantes does a desperate attack over and over again (super cheese!).
    3. Mazin keeps falling asleep when the Hell Gladiator attacks.
    
    [Fight Fire With Fire]
    Okay. This isn't an actual team, but I got the idea by seeing how effective 
    Morrie's team was in the finals. Basically what you do is duplicate the same 
    team that Morrie uses. This means forming a team with a healer, an ass kicker, 
    and a metal slime. I figured that if that team worked well for him, it might 
    work for me as well (and it turns out that I was right).
    
    For the healer you can use either Curer or Octurion. I would highly recommend 
    bringing Curer instead of Octurion. While Octurion has great healing spells, he 
    tends to forget that he's supposed to play a supporting role and attacks over 
    and over again with multi thrust, while his teammates are taking severe damage. 
    Curer can sometimes act like this as well, but what really sets him apart from 
    Octurion is his high agility. Curer does a great job at evading attacks. Not 
    only does this keep him alive to heal everyone, but also it makes strong 
    enemies waste their attacks (hence keeping your allies healthy) trying to hit 
    Curer.
    
    For the ass kicker you have quite a bit of choices to choose from, but Morrie's 
    choice is the one you'll probably want to use. Skeledoid is a Hell Gladiator 
    just like Morrie's. It has the same two attacks each round that can cause its 
    target to fall asleep. And yes, this works on the Hell Gladiator. Talos might 
    work as well, but two attacks per round and sleep effects make Skeledoid much 
    more attractive.
    
    For the metal slime you'll probably want to use Metabble over Metaly, since 
    Metaly has half the HP and Defense that Metabble does. If by some miracle you 
    have Hev in your possession (like I do) use him instead as he has 10 HP 
    compared to Metabble's 6. It should be noted that the metal slimes that you 
    encounter in the field have a defense score in the thousands (4000+ to be 
    exact), while in the arena the defense tops out at 999 (for Hev). I actually 
    had the Healslime hit Hev for one damage in the second round. How embarrassing. 
    The main purpose of the metal slime is to divert attacks away from the healer 
    and ass kicker. The metal slime will also join in the attack with offensive 
    spells (Metabble casts Kasizzle, while Hev casts Kafrizzle). When the metal 
    slime's HP gets low (about 50%) hopefully the healer (i.e. Curer) will take 
    notice and restore them back to full health.
    
    I'll assume for example's sake that you'll be using Curer/Metabble/Skeledoid. 
    The strategy for each round is pretty much the same. Skeledoid will attack 
    twice each round, hopefully putting one or more enemies to sleep. Metabble will 
    cast Kasizzle or attack. Curer will attack, do nothing, or heal a party member 
    (or the entire party) with Multiheal or Fullheal spells. When the enemy team 
    attacks they'll either target Curer (who will hopefully dodge) or Metabble 
    (which will hopefully miss). It's not too much of a problem if Skeledoid gets 
    hit since he has a decent number of HP. The real problem is if he gets killed 
    with a strong attack (like the Gigantes desperate attack) it's game over. If 
    Curer gets killed early on you probably won't make it to the final match. If 
    Curer gets killed in the final match you still have a chance to win as long as 
    the Hell Gladiator concentrates on Metabble long enough for Skeletoid to kill 
    him. It's interesting to note that metal slimes seem to have an easier time 
    hitting other metal slimes with their attacks.
    
    [The Popular Team]
    One of the most popular teams currently seems to be the combination of Talos, 
    Skeledoid, and Octurion. While theoretically this is a solid team, personally I 
    haven't won a single Rank S match with them. It could be due to bad luck, or it 
    could just be me. As long as Octurion heals consistently, Talos and Skeledoid 
    should have no problem beating the competition. Unfortunately, Octurion 
    sometimes (or in my case always) forgets to use Fullheal and starts attacking 
    with multi thrust instead. This of course results in him getting killed quite 
    fast, and once your primary healer is dead your other teammates are in serious 
    trouble, especially against the Skeledoid in the final round.
    
    O----------------------O
    | 5. Monster Locations |
    O----------------------O
    
    Note that certain monsters can only be found during the day or night, and some 
    monsters appear in multiple locations. If you can't find a monster in one 
    location try going to the next one.
    
    [ALWAYS AVAILABLE]
    
    These monsters are always available to recruit in the field regardless of which 
    rank you're at. However, getting to some of them will require either a ship or 
    the Godbird.
    
    ARCHER (a.k.a. Sharpshooter)
    Species: Bodkin Bowyer
    Family: Humanoid
    Experience: 46
    Gold: 17
    Coin: Copper
    Location: Between Maella Abbey and Ascantha Castle, area between two mountain 
    ranges.
    Teams: The Angry Archers, Not Quite Human
    Comments: Archer is probably the best archer, but that's not saying much. While 
    its multishot attack is useful, its only good for the early ranks.
    
    ARCHFIEND (a.k.a. Arch-archdemon)
    Species: Archdemon
    Family: Demon
    Experience: 466
    Gold: 31
    Coin: Gold
    Location: West of Tryan Gully, on the southwest bridge.
    Teams: Far From Heaven
    Comments: With over 900 HP and the ability to cast Kaboom and Insulate, 
    Archfiend makes a good addition to most teams.
    
    ARGES (a.k.a. Big Blue Bully)
    Species: Cyclops
    Family: Demon
    Experience: 346
    Gold: 66
    Coin: Silver
    Location: East of Tryan Gully. You'll have to walk around counterclockwise from 
    the bridge to get to him.
    Teams: Club Club, Far From Heaven
    Comments: Arges is a strong fighter to be sure, but by the time you can recruit 
    him you can also recruit Brontes and Steropes, both of which are much better.
    
    BIG AL (a.k.a. Al Gee)
    Species: King Kelp
    Family: Aquatic
    Experience: 181
    Gold: 33
    Coin: Copper
    Location: Beach south of Argonia. (requires boat)
    Teams: The Psyche Wards, The Aqua Marines
    Comments: Big Al's primary attack is his song, which unfortunately only hits 
    one enemy at a time. He's good for laughs but not much else.
    
    BLIZAG JR. (a.k.a. Cold Fire)
    Species: Frostburn
    Family: Elemental
    Experience: 224
    Gold: 63
    Coin: Copper
    Location: Northeast of Orkutsk.
    Teams: Demented Elements
    Comments: Blizag Jr. knows the Thwack spell, which can kill an enemy outright 
    if it's successful. This can be helpful in the lower ranks, but this doesn't 
    affect opponents in the higher ranks. Blizag Jr. can also blow icy breath on 
    the entire enemy team.
    
    BONES (a.k.a. Old Soldier)
    Species: Skeleton
    Family: Zombie
    Experience: 173
    Gold: 26
    Coin: Copper
    Location: Southwest of the Dark Ruins.
    Teams: The Blade Runners, The Zombebops
    Comments: Bones is a pretty average attacker, alternating between swinging his 
    sword or throwing his skull and casting Kazap on enemies.
    
    BRICKMAN (a.k.a. Bricklayer)
    Species: Golem
    Family: Material
    Experience: 275
    Gold: 55
    Coin: Silver
    Location: Southeast of Peregrin Quay near some ruins.
    Teams: My Three Golems, Materialistic
    Comments: Brickman is a solid defensive player. He primary serves to soak up 
    damage for your team while they attack. Most of the time he builds tension, and 
    can do some damage once he lets lose with his attack. One of the three members 
    of the My Three Golems team.
    
    BRONTES (a.k.a. Gigantes Guardsman)
    Species: Gigantes
    Family: Demon
    Experience: 381
    Gold: 75
    Coin: Gold
    Location: West of Empycchu, east of the poison marsh. (Day only)
    Teams: Two Eyes, Club Club, Far From Heaven
    Comments: Brontes doesn't beat around the bush. He beats on people's heads. 
    Pairs up with his stronger brethren Steropes to form the mighty Two Eyes team.
    
    BUSH-W. (a.k.a. Bushwhacker)
    Species: Berserker
    Family: Humanoid
    Experience: 326
    Gold: 83
    Coin: Silver
    Location: Small island in middle of lake north of the monster arena.
    Teams: The Hackers, Not Quite Human
    Comments: Bush-W. is a reliable attacker for your team, since that is pretty 
    much all he does.
    
    CLIO (a.k.a. Colossal Clione)
    Species: See Angel
    Family: Aquatic
    Experience: 120
    Gold: 40
    Coin: Silver
    Location: Small island west of Empycchu, northwest of the poison marsh.
    Teams: The Aqua Marines
    Comments: With spells like Acceleratle, Multiheal, and Zing, Clio makes a great 
    support monster in the arena. Unfortunately, its low HP makes it unsuitable for 
    the middle and higher ranks.
    
    COWBOY (a.k.a. Buffalo Bill)
    Species: Bullfinch
    Family: Beast
    Experience: 42
    Gold: 21
    Coin: Copper
    Location: Road between Alexandria and the Tower of Alexandria.
    Teams: Just Beastly
    Comments: Cowboy is a fairly mediocre fighter. There are much better choices 
    this early on in the arena.
    
    DOLLDRUMS (a.k.a. Puppet Pugilist)
    Species: Puppet Master
    Family: Humanoid
    Experience: 173
    Gold: 56
    Coin: Copper
    Location: East of Empycchu.
    Teams: Valentine's Day, Not Quite Human
    Comments: Dolldrums casts a lot of spells, but none of them are particularly 
    effective. His HP are too low for any serious combat in the arena.
    
    DOUG (a.k.a. Mole Major)
    Species: Mad Mole
    Family: Beast
    Experience: 106
    Gold: 32
    Coin: Copper
    Location: North of Ascantha Castle, before the mole tunnel entrance.
    Teams: Just Beastly
    Comments: Doug alternates between building up tension and attacking. This would 
    be effective if Doug were a strong fighter, but Doug's stats are rather weak.
    
    DUMBKING (a.k.a. King of Dumbira)
    Species: Notso Macho
    Family: Humanoid
    Experience: 206
    Gold: 71
    Coin: Copper
    Location: Southeast of Argonia, along the northern bank of the river near the 
    outlet.
    Teams: The Blade Runners, Not Quite Human
    Comments: Dumbking is a fantastic addition to your team for the early and 
    middle ranks. Not only can he perform a desperate attack, but he can cast the 
    Oomph spell on your team members as well.
    
    FAT CAT (a.k.a. Death Tabby)
    Species: Jailcat
    Family: Beast
    Experience: 109
    Gold: 38
    Coin: Copper
    Location: West of Red's house, in the forest on the west side of the mountain 
    range.
    Teams: Just Beastly
    Comments: Fat Cat will spend its turns rolling around the ground, purring, and 
    licking itself. Needless to say, this is not a winning strategy in the arena.
    
    FAUNUS (a.k.a. Fertiliser)
    Species: Silenus
    Family: Humanoid
    Experience: 136
    Gold: 66
    Coin: Copper
    Location: West of the Seaview Chapel.
    Teams: The Fatal Attraction, Not Quite Human
    Comments: If you don't mind waiting a while to start the monster arena, Faunus 
    is a great choice for the early ranks. He can put enemies to sleep, and his 
    sheep attack does loads of damage to the enemy team.
    
    FLAMEMAN (a.k.a. Living Flame)
    Species: Dancing Flame
    Family: Elemental
    Experience: 164
    Gold: 44
    Coin: Copper
    Location: Near the Dragon Graveyard.
    Teams: Demented Elements
    Comments: As you might expect, Flameman attacks the enemy team with fire-based 
    attacks. As an elemental he has good resistance to magic, with the exception of 
    ice based attacks.
    
    FLETCH (a.k.a. Shortshooter)
    Species: Bodkin Archer
    Family: Humanoid
    Experience: 36
    Gold: 8
    Coin: Copper
    Location: Road west of Farebury, east of Trodain castle. (Day only)
    Teams: The Angry Archers, Not Quite Human
    Comments: Fletch is probably best as a part of The Angry Archers team, where 
    his Buff and Kabuff spells can be put to good use.
    
    FOWL FOWL (a.k.a. Raging Rooster)
    Species: Fowlfighter
    Family: Bird
    Experience: 181
    Gold: 33
    Coin: Copper
    Location: Northeast of Baccarat. (Day only)
    Teams: The Blade Runners, The Avian Attackers
    Comments: Fowl Fowl is fairly weak as far as offensive monsters go, and is only 
    good for the early ranks. He can attack twice in each turn and let out a war 
    cry that can make the enemy party members lose their turn.
    
    GOLDMAN (a.k.a. Goldbricker)
    Species: Gold Golem
    Family: Material
    Experience: 121
    Gold: 239
    Coin: Gold
    Location: Neos, near town. (Day only)
    Teams: The Treasure Hunters, My Three Golems, Materialistic
    Comments: There isn't anything particularly special about Goldman, but as a 
    golem he has high defense and resistance to most status effects. One of the 
    three members of the My Three Golems team.
    
    HACKZILLA (a.k.a. Axoraptor)
    Species: Hacksaurus
    Family: Dragon
    Experience: 103
    Gold: 31
    Coin: Silver
    Location: North of Farebury.
    Teams: The Hackers, The Drag Racers
    Comments: Hackzilla is a fantastic monster to recruit for the early ranks, and 
    the fact that he keeps on improving as you gain levels makes him a contender in 
    later ranks as well. While his regular attack is strong, he can occasionally 
    hit an enemy with a double strike, or breathe fire on the entire enemy team. 
    His fire attack isn't as impressive in later ranks, but his physical attacks 
    are solid. 
    
    HEALER (a.k.a. Family Doctor)
    Species: Healslime
    Family: Slime
    Experience: 44
    Gold: 26
    Coin: Copper
    Location: Beach between the Tower of Alexandria and Port Prospect.
    Teams: Slime Therapy, Trauma Centre, The King and Us, Wizards o' Z, Slime Power
    Comments: As his name implies, Healer spends most of his time healing your team 
    with Heal and Midheal. This can benefit any team, but works exceptionally well 
    in an all slime team.
    
    HOODWINK (a.k.a. Hooded Hacker)
    Species: Hoodlum
    Family: Humanoid
    Experience: 213
    Gold: 56
    Coin: Gold
    Location: West of Argonia Castle, by the T intersection north of the lake. 
    (Night only)
    Teams: The Hackers, Team Goodnight, Not Quite Human
    Comments: Hoodwink is a powerful, if unpredictable, attacker. He can attack 
    several times per round, but spends most of them building tension or trying to 
    blind the enemy team.
    
    HORI (a.k.a. Slime Creator)
    Species: King Slime
    Family: Slime
    Experience: 261
    Gold: 103
    Coin: Gold
    Locations: 1.West of Argonia, east of the lake. 2.North of Argonia, near road 
    going to Arcadia.
    Teams: The Legends, Slime Power!
    Comments: Hori is a decent fighter with the ability to heal your teammates. One 
    of the members of The Legends team.
    
    HORK (a.k.a. Old-school Drooler)
    Species: Walking Corpse
    Family: Zombie
    Experience: 102
    Gold: 36
    Coin: Copper
    Location: North of Red's house, southwest of the Swordsman's Labyrinth.
    Teams: The Zombebops
    Comments: All Hork pretty much does is attack. While his HP and attack grow 
    along with your hero's, his defense sadly does not.
    
    JEWELBAG (a.k.a. Jewel Juggler)
    Species: Goodybag
    Family: Material
    Experience: 89
    Gold: 261
    Coin: Silver
    Location: Small island west of Maella Abbey.
    Teams: The Treasure Hunters, The Psyche Wards, Happy Together, Materialistic
    Comments: Jewelbag spends most of its turns smiling, and can occasionally do a 
    dance that causes an enemy to lose its turn. Other than that, don't expect 
    Jewelbag to do much in battle.
    
    KLUB KONG (a.k.a. Abominable Ape)
    Species: Gorerilla
    Family: Beast
    Experience: 128
    Gold: 22
    Coin: Copper
    Location: Southwest of Chateau Felix.
    Teams: Club Club, Just Beastly
    Comments: Klub Kong is a strong attacker. Unfortunately, he often spends turns 
    doing nothing but scratching his butt.
    
    LONELY JOE (a.k.a. Hollow Knight)
    Species: Restless Armor
    Family: Material
    Experience: 56
    Gold: 34
    Coin: Copper
    Location: Southeast of Maella Abbey, on the path to the ruined abbey.
    Teams: The Blade Runners, Materialistic
    Comments: The strongest monster on your initial team, Lonely Joe is a decent 
    straightforward fighter, but there are much better monsters that you can 
    recruit out there.
    
    MCHAMMER (a.k.a. Mullet Mallet)
    Species: Brownie
    Family: Humanoid
    Experience: 53
    Gold: 28
    Coin: Copper
    Location: Southeast of Peregrin Quay.
    Teams: Not Quite Human
    Comments: McHammer alternates between building up tension and attacking. 
    Unfortunately it tends to use this technique unwisely, such as attacking an 
    enemy that's pretty much already dead.
    
    MECHABUBO (a.k.a. Automaton Aviator)
    Species: Mecha-mynah
    Family: Machine
    Experience: 36
    Gold: 14
    Coin: Copper
    Location: Southeast of Farebury, northeast of the bridge.
    Teams: Clank and Spank
    Comments: Although Mechabubo completes the Clank and Spank Team without Nohi, 
    it's nowhere near as powerful as the Triple Trouble team.
    
    MOPPET (a.k.a. Punchin' Judy)
    Species: Puppeteer
    Family: Humanoid
    Experience: 116
    Gold: 31
    Coin: Copper
    Location: Southeast of Trodain Castle.
    Teams: Valentine's Day, Not Quite Human
    Comments: Moppet relies primarily on status effects, which doesn't work that 
    well in the arena. Still, watching him tell a story with his puppets is good 
    for a laugh or two.
    
    NIGHTWING (a.k.a. Nightstalker)
    Species: Night Emperor
    Family: Demon
    Experience: 166
    Gold: 89
    Coin: Copper
    Location: I shaped island east of Empycchu. (Night only)
    Teams: Team Goodnight, Far From Heaven
    Comments: Nightwing is one of the weaker demons in the game, but its special 
    sweet breath attack can put the entire enemy team to sleep.
    
    ORCUS (a.k.a. Wild Spearman)
    Species: Orc King
    Family: Beast
    Experience: 151
    Gold: 40
    Coin: Copper
    Location: Area south of the Seaview Church across the river.
    Teams: The Javelinas, Just Beastly
    Comments: An average attacker. Great for the lower ranks, and he can cast Zing 
    on fallen team members.
    
    PA TROLL (a.k.a. Troll Patroller)
    Species: Boss Troll
    Family: Demon
    Experience: 466
    Gold: 79
    Coin: Gold
    Location: Southwest of Dark Ruins, on high plateau. (requires Godbird)
    Teams: Club Club, Far From Heaven
    Comments: Pa Troll's 999 HP and high attack is balanced out by his dismal 
    defense and agility. Still, if you start the monster arena late in the game 
    (and I mean very late) Pa Troll can pretty much decimate the lower ranks. While 
    he can perform a desperate attack, his attacks frequently miss.
    
    POTBELLY (a.k.a. Potty Dragon)
    Species: Jargon
    Family: Dragon
    Experience: 374
    Gold: 53
    Coin: Silver
    Location: Peninsula southwest of Trodain Castle.
    Teams: The Drag Racers
    Comments: Potbelly is a great monster for the lower ranks considering how early 
    you can get it. It has a breath attack like Hackzilla, and can blind the enemy 
    team with its sand attack.
    
    ROBORG (a.k.a. Roboster Mk I)
    Species: Killing Machine
    Family: Machine
    Experience: 351
    Gold: 35
    Coin: Silver
    Location: Ravine south of Orkutsk.
    Teams: The Blade Runners, Clank and Spank, Triple Trouble
    Comments: Roborg complements any offensive team well since it can attack twice 
    in a row and is immune to many status effects. Among its many moves is a high-
    powered laser that can hit the entire enemy party, a powerful slashing attack, 
    and an ice based slash attack. One of the three members of the powerful killing 
    machine team.
    
    ROBSTER (a.k.a. Little Nipper)
    Species: Yabby
    Family: Aquatic
    Experience: 64
    Gold: 27
    Coin: Copper
    Location: Beach south of Ascantha.
    Teams: The Aqua Marines
    Comments: Robster's primary skill is its ability to drain MP from the enemy 
    team. This is unfortunate, since Robster has no abilities or spells to use them 
    with.
    
    SAGITTARI (a.k.a. Poisonous Sniper)
    Species: Bodkin Fletcher
    Family: Humanoid
    Experience: 83
    Gold: 26
    Coin: Copper
    Location: North of Arcadia on the road.
    Teams: The Angry Archers, Not Quite Human
    Comments: Sagittari's most interesting feature is that he can use a multishot 
    attack that can possibly poison the entire enemy party.
    
    SALSA (a.k.a. Pelvic Thruster)
    Species: Redtail Hipster
    Family: Demon
    Experience: 116
    Gold: 49
    Coin: Copper
    Location: Southwest of Pickham.
    Teams: Far From Heaven
    Comments: Salsa has a spin attack that does loads of damage to the enemy team 
    in the early ranks. Unfortunately, he's just as likely to do a dance that has 
    no effect.
    
    SCORPIUS (a.k.a. Sand Slayer)
    Species: Scorpion
    Family: Bug
    Experience: 100
    Gold: 16
    Coin: Copper
    Location: West of Red's house, east of the mountains. (Day only)
    Teams: None
    Comments: Scorpius can poison enemies with its attack, which is great for the 
    early ranks.
    
    SIPPY (a.k.a. Pain in the Neck)
    Species: Dracky
    Family: Bird
    Experience: 30
    Gold: 3
    Coin: Copper
    Location: Southeast of the lumberjack's cabin south of Farebury. (Night only)
    Teams: The Drack Pack, The Avian Attackers
    Comments: Sippy is just an ordinary Dracky, unless you combine him with Slurpy 
    and Sugi to form The Drack Pack team.
    
    SLIME SHADY (a.k.a. Gloopy Groupie)
    Species: Slime
    Family: Slime
    Experience: 73
    Gold: 1
    Coin: Copper
    Location: Near the tip of the mountains at the midpoint between Rydon's Tower 
    and the tunnel to Orkutsk (if you drew a line between the two).
    Teams: Slime Time, The Slime Squad, Slime Power!
    Comments: Will the real Slime Shady please stand up? Slime Shady is pretty much 
    your average slime, unless you put him in The Slime Squad team.
    
    SLIMEHOPPER (a.k.a. One Knight Stand)
    Species: Slime Knight
    Family: Slime
    Experience: 28
    Gold: 15
    Coin: Copper
    Location: Northwest of the lumberjack's house south of Farebury, in the forest.
    Teams: The Fatal Attraction, The Nightriders, Slime Power!, The Blade Runners
    Comments: There isn't anything special about Slimehopper, except that he can 
    mix and match between no less than four teams.
    
    SLURPY (a.k.a. All Day Sucker)
    Species: Dracky
    Family: Bird
    Experience: 138
    Gold: 23
    Coin: Copper
    Location: Near the Mystical Spring. (Night only)
    Teams: The Drack Pack, The Avian Attackers
    Comments: Slurpy is pretty much an ordinary Dracky, but he's also one of three 
    members of The Drack Pack team.
    
    SMILES (a.k.a. Slimy Smiley)
    Species: Slime
    Family: Slime
    Experience: 40
    Gold: 1
    Coin: Copper
    Location: South of Trodain Castle.
    Teams: Slime Time, The Slime Squad, Slime Power
    Comments: One of the initial monsters on your team. Smiles has no special moves 
    whatsoever and is very weak, but as a part of "The Slime Squad" team can 
    transform into Ultrus, the ultimate slime.
    
    SNAP CASE (a.k.a. Man-eater Chest)
    Species: Cannibox
    Family: Material
    Experience: 110
    Gold: 33
    Coin: Copper
    Location: Area southwest of Trodain castle, area north of the southwest path 
    leading to the castle.
    Teams: Materialistic
    Comments: Snap Case is great for the first few ranks since he has high attack 
    and can attack twice each turn. His lack of HP and defense becomes an issue 
    with later ranks though.
    
    SQUIGGLES (a.k.a. Squiggly Squiggler)
    Species: Khalamari Kid
    Family: Aquatic
    Experience: 48
    Gold: 9
    Coin: Copper
    Location: Beach south of Pickham, southeast of Red's house.
    Teams: Club Club, The Aqua Marines
    Comments: One of the initial monsters on your team, and sadly also the weakest 
    in the game. Squiggles spends most of its turns doing absolutely nothing, which 
    is rather detrimental to your team.
    
    TRICK BAG (a.k.a. Bundle of Joy)
    Species: Bag O' Laughs
    Family: Material
    Experience: 92
    Gold: 32
    Coin: Copper
    Location: Area northwest of the desert chapel.
    Teams: The Psyche Wards, Materialistic
    Comments: Trick Bag is a fairly weak monster that casts spells such as Frizz 
    and Fizzle, and occasionally does a dance to drain MP from enemies.
    
    TWIGGY (a.k.a. Root of Evil)
    Species: Treeface
    Family: Plant
    Experience: 78
    Gold: 39
    Coin: Copper
    Location: Forest southeast of Simpletown, south of the road midway to the 
    bridge to the east.
    Teams: None
    Comments: Twiggy can heal other team members by using a medicinal herb. He can 
    also drain MP from an enemy by doing a dance. If you're looking for a support 
    character there are much better choices out there.
    
    [AFTER RANK F]
    
    These monsters become available to recruit in the field after clearing rank F 
    in the arena.
    
    CAPERS (a.k.a Fantom of Chopera)
    Species: Phantom Fencer
    Family: Zombie
    Experience: 219
    Gold: 39
    Coin: Gold
    Location: Southwest of Ascantha Castle, on the path to Wisher's Peak. (Night 
    only)
    Teams: Team Goodnight, The Blade Runners, The Zombebops
    Comments: Capers is a solid attacker, and you can get him relatively early on. 
    His special move is a powerful lightning slash.
    
    CURER (a.k.a. Angle of Curing)
    Species: Cureslime
    Family: Slime
    Experience: 309
    Gold: 72
    Coin: Silver
    Location: 1. Forest north of Arcadia. 2. Near chapel north of Rydon's tower.
    Teams: Slime Therapy, Trauma Centre, The King and Us, Wizards o' Z, Slime Power
    Comments: Curer is similar to Healer, except that he uses the more powerful 
    Multiheal and Fullheal spells. Works well in most teams, especially with an all 
    slime team.
    
    HAZEL (a.k.a. Femme Fatale)
    Species: Witch
    Family: Demon
    Experience: 188
    Gold: 68
    Coin: Copper
    Location: Northwest of Red's house, area north of the mountain range.
    Teams: The Fatal Attraction, The Psyche Wards, Far From Heaven
    Comments: Hazel has the unique ability to raise her tension to 50 in one turn. 
    Unfortunately, she usually follows up by casting a spell like Fizzle, or doing 
    the Puff-Puff. Hazel can complete two funky teams: The Fatal Attraction and The 
    Psyche Wards.
    
    METALY (a.k.a. Quick Silver)
    Species: Metal Slime
    Family: Slime
    Experience: 135
    Gold: 5
    Coin: Gold
    Locations: 1. West of Alexandria south of bridge. 2. Area south of the Tower of 
    Alexandria. 3. Area northeast of Alexandria. 4. Northeast of Port Prospect.
    Teams: Slime Time, Slime Therapy, Metal Power, Trauma Centre, The Metal Mob, 
    Full Metal Power, Slime Power
    Comments: Catching Metaly can be somewhat of a pain since he runs away from you 
    (rather quickly I might add) before the fight even starts. When you do defeat 
    him you'll have a 3 HP metal slime on your team (with 400+ defense). If you 
    have an all slime team Metaly makes a great addition since his HP doubles.
    
    ORRID (a.k.a. Ochre Ogre)
    Species: Buffalogre
    Family: Beast
    Experience: 261
    Gold: 103
    Coin: Silver
    Location: Southeast of Empycchu.
    Teams: The Dynamic Duo, Just Beastly
    Comments: Orrid is a powerful attacker and builds up tension to unleash a 
    powerful blow. His defense is a bit too low for the upper rank competitions 
    though. One part of the Dynamic Duo team along with Spike.
    
    SEASAW (a.k.a. Terror Talons)
    Species: Riptide
    Family: Humanoid
    Experience: 227
    Gold: 80
    Coin: Copper
    Location: Small island northeast of Farebury.
    Teams: Not Quite Human
    Comments: Seasaw is a decent attacker that can use a spin attack to hit the 
    entire enemy team. He also can cast Whack to instantly kill an enemy. 
    Unfortunately, this isn't as effective in the higher ranks, as most of the 
    enemies there are immune to it.
    
    SPIKE (a.k.a. Muscly Mohawk)
    Species: Mohawker
    Family: Beast
    Experience: 199
    Gold: 88
    Coin: Silver
    Location: Area west of Red's house, west of the mountain range.
    Teams: The Dynamic Duo, Just Beastly
    Comments: The second half of the Dynamic Duo team along with Orrid. While not 
    as strong as Orrid, Spike can cast Multiheal in battle, which is important 
    since both of them have rather low defense.
    
    [AFTER RANK D]
    
    These monsters become available to recruit in the field after clearing rank D 
    in the arena.
    
    BLADEWOLF (a.k.a. Loopy Lupus)
    Species: Jumping Jackal
    Family: Beast
    Experience: 216
    Gold: 43
    Coin: Silver
    Location: Small island in the southwest corner of the world map. (it doesn't 
    show up on it)
    Teams: Just Beastly
    Comments: Bladewolf is a great offensive fighter to have for the middle ranks. 
    Finding him can be difficult, since the island that he appears on doesn't even 
    show up on the world map.
    
    CYBOT (a.k.a. Attack Bot Mk II)
    Species: Killing Machine
    Family: Machine
    Experience: 336
    Gold: 121
    Coin: Silver
    Location: West of Orkutsk. (Day only)
    Teams: The Blade Runners, Clank and Spank, Triple Trouble
    Comments: Cybot is the basically the same as Roborg with slightly better stats. 
    If you pair him with his robot sibling you will pretty much decimate the lower 
    ranks. Since Nohi (the final member of the killing machine team) isn't 
    available until you've cleared rank B, try pairing Roborg and Cybot with 
    another strong attacker (such Talos) for the rank B matches.
    
    DEADNOBLE (a.k.a. Occult Rider)
    Species: Bone Baron
    Family: Zombie
    Experience: 224
    Gold: 89
    Coin: Copper
    Location: East side of the island where the dark ruins are.
    Teams: The Javelinas, The Nightriders, The Zombebops
    Comments: Deadnoble is a decent fighter, but there are better options out 
    there, such as Cybot and Talos.
    
    JACK FROST (a.k.a. Big Blizzard)
    Species: Frostburn
    Family: Elemental
    Experience: 328
    Gold: 109
    Coin: Copper
    Locations: 1.In front of the Herb Grotto. 2.Northeast of Orkutsk.
    Teams: Demented Elementals
    Comments: Jack Frost is a more powerful version of Blizag Jr., and can cast 
    Thwack to instantly kill a target.
    
    JOCKEY (a.k.a. Bone Racer)
    Species: Skullrider
    Family: Demon
    Experience: 169
    Gold: 108
    Coin: Copper
    Location: Southeast of Dragon Graveyard.
    Teams: The Blade Runners, The Nightriders, Far From Heaven
    Comments: Jockey is a decent fighter that can attack twice in a turn. He can 
    occasionally perform a fire slash, and sometimes causes an enemy to lose a 
    turn.
    
    TALOS (a.k.a. Crazed Colossus)
    Species: Living Statue
    Family: Material
    Experience: 226
    Gold: 109
    Coin: Silver
    Location: Neos, south of town.
    Teams: Materialistic
    Comments: Unlike most monsters, Talos doesn't improve as your hero gains 
    levels. On the other hand, Talos is great right out of the box so to speak. 
    With 800 HP and high attack and defense, Talos will last a long time in the 
    arena, even in the A and S ranks. Better yet, Talos does nothing but attack or 
    stomp on enemies, so you can have peace of mind if you put him on your team.
    
    TORCHMAN (a.k.a. Living Torch)
    Species: Dancing Flame
    Family: Elemental
    Experience: 365
    Gold: 123
    Coin: Copper
    Location: 1. East of Desert Chapel. 2. South of Desert Chapel.
    Teams: Demented Elements
    Comments: Torchman is basically an upgraded version of Flameman. His fire 
    attacks are much more powerful and can do some real damage to the enemy party.
    
    TORI (a.k.a. Slime Designer)
    Species: Slime
    Family: Slime
    Experience: 54
    Gold: 1
    Coin: Gold
    Locations: 1. North of Empycchu. 2. Southwest of Empycchu, south of the small 
    lake.
    Teams: Slime Time, The Slime Squad, Slime Power!, The Legends
    Comments: Tori is a part of The Slime Squad and The Legends team, but other 
    than that there isn't anything particularly exciting about him.
    
    [AFTER RANK B]
    
    These monsters become available to recruit in the field after clearing rank B 
    in the arena.
    
    METABBLE (a.k.a. Metal Babble)
    Species: Liquid Metal Slime
    Family: Slime
    Experience: 1010
    Gold: 18
    Coin: Gold
    Locations: 1. Small island west of Maella Abby. 2. Small I shaped island east 
    of Empycchu. 3. Area east of Godbird's Eyrie. (requires Godbird) 4. Southwest 
    of Empycchu, west of the mountain range on small island (does not appear on 
    map).
    Teams: Metal Power, The Metal Mob, Wizards o' Z, Mega Metal Maniacs, Slime 
    Power!
    Comments: Good luck finding Metabble. He can appear in four possible locations, 
    and sometimes he may not even appear at all. When/if you do get him on your 
    team, you'll find that he can be quite useful. Metabble only has 6 HP, but 
    that's more than compensated by his defense, which is 700+. If you can get him 
    on an all slime team his HP jumps to a whopping 12. As you might expect from 
    liquid metal Metabble is quite fast, attacking twice each turn. He can also 
    cast fire-based spells such as Kasizzle, giving him some offensive punch as 
    well.
    
    NOHI (a.k.a. Killer Director)
    Species: Killing Machine
    Family: Machine
    Experience: 496
    Gold: 118
    Coin: Gold
    Locations: 1. Area south of the Dragon Graveyard (requires Godbird). 2. Island 
    in center of lake south of Ascantha (requires Godbird). In both locations Nohi 
    only appears at night.
    Teams: The Blade Runners, Clank and Spank, The Legends, Triple Trouble
    Comments: Nohi is the final and most powerful of the killing machines. Paired 
    with Roborg and Cybot to form the Triple Trouble team, the killing machine team 
    is capable of taking on all comers in the arena.
    
    OCTURION (a.k.a. Octavius Maximus)
    Species: Octavian Sentry
    Family: Aquatic
    Experience: 289
    Gold: 63
    Coin: Silver
    Location: Beach south of Argonia Castle.
    Teams: The Javelinas, The Aqua Marines
    Comments: With the ability to cast Fullheal and Zing, Octurion can keep a team 
    healthy throughout the toughest battle. Its special move is a multi thrust 
    attack that randomly hits enemies. Be warned however that sometimes Octurion 
    forgets to heal completely and keeps attacking in battle.
    
    SKELEDOID (a.k.a. Man-at-arms)
    Species: Hell Gladiator
    Family: Zombie
    Experience: 373
    Gold: 99
    Coin: Gold
    Location: Southwest of the Dark Ruins. He's in the west most valley on the 
    island where the Dark Ruins are.
    Teams: The Blade Runners, Club Club, The Zombebops
    Comments: Arguably one of the best monsters in the game, Skeledoid is an 
    offensive powerhouse. It can attack twice per round with its swords, and each 
    attack has a chance to put the enemy to sleep. Its stats are great to boot, so 
    it's a contender for the A and S ranks.
    
    STEROPES (a.k.a. Gigantes Gangster)
    Species: Gigantes
    Family: Demon
    Experience: 398
    Gold: 103
    Coin: Silver
    Location: West side of Princess Minnie's Castle.
    Teams: Two Eyes, Club Club, Far From Heaven
    Comments: Steropes, like Talos, is pure offensive goodness. His normal attacks 
    are powerful and his desperate attacks are icing on the cake. He can form a 
    special team with his weaker brethren Brontes.
    
    STONEMAN (a.k.a. Stonemason)
    Species: Stone Golem
    Family: Material
    Experience: 388
    Gold: 63
    Coin: Silver
    Location: Southwest of the Dark Ruin on hill. It's the same hill that you can 
    find Pa Troll on. Pa Troll should be located on the southeast tip of that hill. 
    If you look at the map you can see a circular plateau on that hill. From where 
    Pa Troll is head northwest to that plateau and go around it counter clockwise. 
    On the other side you should run into Stoneman. (requires Godbird)
    Teams: My Three Golems, Materialistic
    Comments: The final and strongest member of the golem team. You won't get him 
    until much later in the game, but when you do you'll be able to form the My 
    Three Golems team with Brickman and Goldman. This team is powerful enough to 
    win the rank S battle, so if you're interested be sure to collect them all.
    
    SUGI (a.k.a. Shadow Conductor)
    Species: Dracky
    Family: Bird
    Experience: 345
    Gold: 68
    Coin: Gold
    Location: 1. Southwest of the Dark Ruins on a high plateau. (requires Godbird, 
    Night only) 2. Area east of Godbird's Eyrie. (requires Godbird, Night only)
    Teams: The Drack Pack, The Avian Attackers, The Legends
    Comments: Sugi's main claim to fame is that he's a part of The Drack Pack and 
    The Legends team. Other than that there isn't anything special about him.
    
    [CLEAR GAME]
    
    These monsters become available to recruit in the field after clearing the 
    game.
    
    BISHOP (a.k.a. Wight Highpriest)
    Species: Wight Priest
    Family: Zombie
    Experience: 458
    Gold: 103
    Coin: Silver
    Location: East of Simpleton. If you look at the map you can see two roads 
    leading out of Simpleton. The roads join together into one road to the east. 
    Bishop is located near that eastern road to the north nearby. I think he was 
    wandering about in a small depression. I've heard that he also might be located 
    to the south of that road instead of the north, but I haven't confirmed that. 
    (Night only)
    Teams: The Zombebops
    Comments: Bishop can cast the Kaboom spell, which can really do a lot of damage 
    in the lower ranks.
    
    FRILLSAUR (a.k.a. Jumbo Dilophosaur)
    Species: Frou-frou
    Family: Dragon
    Experience: 471
    Gold: 71
    Coin: Gold
    Location: West of Tryan Gully, forest north of the bridge. (Day only)
    Teams: The Drag Racers
    Comments: Frillsaur is a strong attacker, but Talos has a higher defense, which 
    makes him more attractive in the long run.
    
    GRYPHUS (a.k.a. Gryphon General)
    Species: War Gryphon
    Family: Bird
    Experience: 526
    Gold: 59
    Coin: Gold
    Location: West of Argonia Castle, northwest of the lake on a high plateau. 
    (requires Godbird, Day only)
    Teams: The Avian Attackers
    Comments: Gryphus is definitely a team player and can cast Kabuff on your 
    entire party, sometimes twice in a row. He can also breathe fire like 
    Hackzilla. Gryphus' ability to boost the defense of your entire team goes a 
    long way in the arena, since its effects last into the next match.
    
    HEV (a.k.a. Heavy Metal)
    Species: Metal King Slime
    Family: Slime
    Experience: 543
    Gold: 165
    Coin: Gold
    Location: South of Trodain Castle near the lake. (see comments below)
    Teams: The King and Us, Full Metal Power, Mega Metal Maniacs, The Metal Mob, 
    Slime Power!
    Comments: Finishing the game is only one requirement on getting Hev to appear. 
    When you load the clear game save a new area will become available on the map. 
    It's located east of Chateau Felix on a high plateau accessible only by air. 
    Examine the stone marker on the altar and you will appear in the land of 
    Dragovians. It's an optional dungeon area that has many powerful enemies. If 
    you manage to clear that you can access a secret town, where you can access yet 
    another optional dungeon with even more powerful enemies. Survive all that and 
    you have the pleasure of fighting an incredibly powerful boss. Defeating the 
    boss allows you to access the "good ending" when you defeat Rhapthorne. But 
    we're still not done yet. You can go back through the trial dungeon and fight 
    the boss again. Every time you fight the boss he assumes an even stronger form. 
    But each time you defeat him he will give you a special prize from a list. 
    These include an upgrade to the alchemy pot that allows it to create items 
    instantly, a unique sword for the hero that can be combined with the liquid 
    metal sword via alchemy to create the most powerful sword in the game, a unique 
    armor, helmet, and shield for the hero (which when all three are combines 
    changes the hero's appearance), and last but not least a "Legendary Monster". 
    That monster is Hev. Most people will choose to save him for last, but that 
    means you need to defeat the boss in its most powerful form (well actually the 
    second most powerful to be precise). While technically you can get Hev the 
    second time you defeat the boss as the first prize you receive, you would have 
    to be insane to pass up getting the upgraded alchemy pot. In terms of 
    performance, outside of the arena Hev can create some of the most powerful 
    teams using the Call Team ability, as they tend to deal loads of damage to your 
    enemies. Inside the arena he can be useful as a buffer for your other teammates 
    (he has 999 defense from the start) and casts Kafrizzle in battle. A word of 
    advice though. Do not make metal slime teams to use in the arena, since their 
    deathblows completely drain all of their MP. When this happens they spend most 
    of their turns casting spells they no longer have MP for.
    
    MORNSTAR (a.k.a. Headless Flailsman)
    Species: Dullahan
    Family: Zombie
    Experience: 362
    Gold: 93
    Coin: Gold
    Location: Northwest of Rydon's Tower, in front of the tunnel that leads to 
    Orkutsk. (Night only)
    Teams: The Zombebops
    Comments: Mornstar spends most of its time building up tension, and then 
    unleashing a devastating attack. It can also cast Oomph on a team member, 
    making it a welcome addition to any offensive team.
    
    SPOT (a.k.a. Greater Sabrecat)
    Species: Great Sabrecat
    Family: Beast
    Experience: 760
    Gold: 104
    Coin: Gold
    Location: A little southeast of Chateau Felix. Just take the road that you took 
    to get to the Dragon Graveyard. He's along the way and you can't miss him. (Day 
    only)
    Teams: Just Beastly
    Comments: Spot is a solid attacker with high attack and the ability to do a 
    desperate attack. If you start the monster arena in earnest after the game, 
    Spot can pretty much tear through the lower and middle ranks.
    
    O------------------O
    | 6. Special Teams | 
    O------------------O
    
    Note that special team deathmoves and bonuses are cumulative if they meet all 
    of the conditions. For example, The Metal Mob team has the deathmove Multi 
    Masher (for having all the metal slimes) and Magic Burst (for having two metal 
    slimes in the group), in addition to having the Slime Power! team bonus of 
    double max HP (all three members are slimes).
    
    Name: Clank and Spank
    Description: All team members are of the machine family.
    Deathmove: Metal Panic  All team members attack a single foe, doing 50% more 
    damage than normal.
    Team Bonus: None
    Possible Team Members: Cybot, Mechabubo, Nohi, Roborg
    Comment: If Cybot, Nohi, and Roborg are in the team, the team becomes the 
    Triple Threat team instead.
    
    Name: Club Club
    Description: All team members have clubs.
    Deathmove: Mind Breaker  All team members attack one enemy, and that enemy 
    loses their turn.
    Team Bonus: None
    Possible Team Members: Arges, Brontes, Klub Kong, Pa Troll, Skeledoid, 
    Squiggles, Steropes
    
    Name: Demented Elements
    Description: All team members are of the element family.
    Deathmove: Elemental Storm  All team members and party members resistance to 
    fire and ice damage increases, and a barrier reflects spells back to their 
    caster. 
    Team Bonus: None
    Possible Team Members: Blizag Jr., Flameman, Jack Frost, Torchman
    
    Name: Far From Heaven
    Description: All team members are of the demon family.
    Deathmove: None
    Team Bonus: Team fights an additional turn with the Call Team ability.
    Possible Team Members: Archfiend, Arges, Brontes, Hazel, Jockey, Nightwing, Pa 
    Troll, Salsa, Steropes
    
    Name: Full Metal Power
    Description: Team includes Hev and Metaly
    Deathmove: Magic Burst  Hev and Metaly expend all remaining MP to deal heavy 
    damage to all enemies.
    Team Bonus: If the third member of the team is of the slime family, all team 
    members' max HP is doubled.
    Team Members: Hev, Metaly
    Comment: This deathmove is quite detrimental in the arena, as it completely 
    drains all the MP from both metal slimes. Outside of the arena it's quite 
    effective with the Call Team ability.
    
    Name: Happy Together
    Description: Team includes Jewelbag and Trick Bag.
    Deathmove: None
    Team Bonus: None
    Comments: This particular team has no effect at all. It's just for the amusing 
    description. =)
    
    Name: Just Beastly
    Description: All team members are of the beast family.
    Deathmove: None
    Team Bonus: All team members attack is increased by 15.
    Possible Team Members: Bladewolf, Cowboy, Doug, Fat Cat, Klub Kong, Orcus, 
    Orrid, Spike, Spot
    
    Name: Materialistic
    Description: All team members are of the material family.
    Deathmove: None
    Team Bonus: Team fights an additional turn with the Call Team ability.
    Possible Team Members: Brickman, Goldman, Jewelbag, Lonely Joe, Snap Case, 
    Stoneman, Talos, Trick Bag
    Comments: If Brickman, Goldman, and Stoneman are together as a team, they form 
    the My Three Golems team instead. If Jewelbag and Trick Bag are in the team, 
    the team becomes the Happy Together team. If Goldman and Jewelbag are in the 
    team, the team becomes The Treasure Hunters team.
    
    Name: Mega Metal Maniacs
    Description: Team includes Hev and Metabble
    Deathmove: Magic Burst  Hev and Metabble expend all remaining MP to deal very 
    heavy damage to all enemies.
    Team Bonus: If the third team member is of the slime family, all team members' 
    max HP is doubled.
    Team Members: Hev, Metabble
    Comments: This deathmove is the same as the one used in the Full Metal Power 
    team, except it deals much more damage.
    
    Name: Metal Power
    Description: Team members include Metabble and Metaly.
    Deathmove: Magic Burst  Metabble and Metaly expend all remaining MP to deal 
    damage to all enemies.
    Team Bonus: If the third team member is of the slime family, all team members' 
    max HP is doubled.
    Team Members: Metabble, Metaly
    
    Name: My Three Golems
    Description: All team members are golems.
    Deathmove: The Golemator  All three golems fuse into the mighty Mazin.
    Team Bonus: None
    Team Members: Brickman, Goldman, Stoneman
    Comments: While having three golems makes for a powerful defensive team the 
    real draw here is their deathmove The Golemator, which fuses all three golems 
    into the monstrous mega golem Mazin. Mazin has 999 HP, very high attack and 
    defense, is immune to just about every status effect, and his critical attack 
    can kill most enemies in one blow. The best part is that when Mazin wins the 
    match, all golems on the team recover their HP in the next battle. If Mazin 
    dies the entire team is defeated, but that's a small risk in comparison to the 
    power that Mazin offers. If you're pondering which team to take into the final 
    rank, consider what the golem team has to offer.
    
    Name: Not Quite Human
    Description: All team members are of the humanoid family.
    Deathmove: None
    Team Bonus: All team members' max HP is increased by 15.
    Possible Team Members: Archer, Bush-W., Dolldrums, Dumbking, Faunus, Fletch, 
    Hoodwink, McHammer, Moppet, Sagittari, Seasaw
    
    Name: Slime Power!
    Description: All team members are of the slime family.
    Deathmove: None
    Team Bonus: All team members max HP is doubled.
    Possible Team Members: Curer, Healer, Hev, Hori, Metabble, Metaly, Slime Shady, 
    Slimehopper, Smiles, Tori
    Comments: This is a very flexible team due to the fact that any team completely 
    composed of slimes gains the benefits of this team in addition to any special 
    team they might form. Works well with metal slimes due to their impressive 
    defense but low HP.
    
    Name: Slime Therapy
    Description: Two team members from the list below.
    Deathmove: Multiheal  Restores about 100 HP to the entire team and party.
    Team Bonus: If all team members are of the slime family, max HP is doubled.
    Possible Team Members: Curer, Healer, Metaly
    Comments: Multiheal heals the party when used with the Call Team ability, so 
    it's a great way to heal in the field or dungeons.
    
    Name: Slime Time
    Description: Team consists of Metaly and two normal slimes.
    Deathmove: Slime Spank  All team members attack a single foe, doing 50% more 
    damage than usual.
    Team Bonus: All team members' max HP is doubled.
    Possible Team Members:
    
    Name: Team Goodnight
    Description: Team consists of Capers, Hoodwink, and Nightwing.
    Deathmove: Dirge  Reduces the defense of all team members and enemies to 0.
    Team Bonus: None
    Team Members: Capers, Hoodwink, Nightwing
    
    Name: The Angry Archers
    Description: All team members have bows.
    Deathmove: Harrowing Arrow  Arrows hit the entire enemy group.
    Team Bonus: All team member's max HP increases by 15.
    Team Members: Archer, Fletch, Sagittari
    
    Name: The Aqua Marines
    Description: All team members are of the aquatic family.
    Deathmove: None
    Team Bonus: All team members' defense increases by 30.
    Possible Team Members: Big Al, Clio, Octurion, Robster, Squiggles
    
    Name: The Avian Attackers
    Description: All team members are of the bird family.
    Deathmove: None
    Team Bonus: All team members' agility is increased by 30.
    Possible Team Members: Foul Fowl, Gryphus, Sippy, Slurpy, Sugi
    
    Name: The Blade Runners
    Description: All team members have swords.
    Deathmove: Triple Swords  All team members attack a single foe, doing 50% 
    more damage than normal.
    Team Bonus: None
    Possible Team Members: Bones, Capers, Cybot, Dumbking, Foul Fowl, Jockey, 
    Lonely Joe, Nohi, Roborg, Skeledoid, Slimehopper
    Comments: This might seem like a powerful deathmove, but in practice it's not 
    all that it's cracked up to be. In fact if your team has monsters that can 
    attack twice (like the killing machines), it's actually detrimental to use this 
    team since they end up doing less damage than if they were allowed to attack 
    individual targets.
    
    Name: The Drack Pack
    Description: All team members are drackies.
    Deathmove: Fat Drack  All team members fuse into Gracky, the Great Dracky.
    Team Bonus: All team members' agility increases by 30.
    Team Members: Sippy, Slurpy, Sugi
    
    Name: The Drag Racers
    Description: All team members are of the dragon family.
    Deathmove: None
    Team Bonus: All team members' attack increased by 30.
    Possible Team Members: Frillsaur, Hackzilla, Potbelly
    
    Name: The Dynamic Duo
    Description: Team members include Orrid and Spike.
    Deathmove: Sapper Slapper  Orrid and Spike attack a single foe, and its 
    defense is reduced.
    Team Bonus: If the third member of this group is of the beast family, all team 
    members' attack increases by 15.
    
    Name: The Fatal Attraction
    Description: Team members are Faunus, Hazel, and Slimehopper.
    Deathmove: Love Typhoon  A pink whirlwind hits a group of foes.
    Team Bonus: None
    Team Members: Faunus, Hazel, Slimehopper
    
    Name: The Hackers
    Description: All team members have axes.
    Deathmove: Typhoeus' Maul  All team members attack a single foe, doing 50% 
    more damage than normal. If the target is of the beast family, damage is 
    doubled.
    Team Bonus: None
    Possible Team Members: Bush-W., Hackzilla, Hoodwink, Skeledoid
    
    Name: The Javelinas
    Description: All team members have javelins.
    Deathmove: Jolly Jousters  All team members attack eight enemies at random. 
    Each attack deals 50% less damage than normal.
    Team Bonus: None
    Team Members: Deadnoble, Octurion, Orcus
    
    Name: The King and Us
    Description: Team members are Healer, Curer, and Hev
    Deathmove: Maximaster  All dead team members are brought back to life and all 
    team members are fully healed. All team members' defense is increased and all 
    enemies' defense are decreased.
    Team Bonus: All team members' max HP is doubled.
    Possible Team Members:
    
    Name: The Legends
    Description: Three of the team members below.
    Deathmove: Big Bang  An explosion hits all enemies for big damage.
    Team Bonus: None
    Possible Team Members: Hori, Nohi, Sugi, Tori
    
    Name: The Metal Mob
    Description: Team members are Hev, Metabble, and Metaly
    Deathmove: Multi Masher  All team members expend all remaining MP to attack 3 
    to 10 times at random.
    Team Bonus: All team members' max HP is doubled.
    Team Members: Hev, Metabble, Metaly
    
    Name: The Nightriders
    Description: All team members are mounted.
    Deathmove: Riders' Carnival  All team members attack a single foe, dealing 
    double damage.
    Team Bonus: None
    Team Members: Deadnoble, Jockey, Slimehopper
    
    Name: The Psyche Wards
    Description: Three of the team members below.
    Deathmove: Tension Boost  All team members and party tension increase by two 
    levels.
    Team Bonus: None
    Possible Team Members: Big Al, Hazel, Jewelbag, Trick Bag
    
    Name: The Slime Squad
    Description: All team members are normal slimes.
    Deathmove: Supersize Slimey  All team members merge into Ultrus, the Ultra 
    Slime.
    Team Bonus: All team members' max HP is doubled.
    Team Members: Slime Shady, Smiles, Tori
    
    Name: The Treasure Hunters
    Description: Team members include Goldman and Jewelbag.
    Deathmove: Good as Gold  Goldman and Jewelbag attack a single foe, and the 
    party receives gold equal to half the damage dealt. Note that this cannot be 
    used in the monster arena.
    Team Bonus: If the third member of the team is of the material family, the team 
    fights an extra turn when the Call Team ability is used.
    
    Name: The Zombebops
    Description: All team members are of the zombie family.
    Deathmove: None
    Team Bonus: All team members max HP increases by 30.
    Possible Team Members: Bishop, Bones, Capers, Deadnoble, Hork, Mornstar, 
    Skeledoid
    
    Name: Trauma Centre
    Description: Team members are Metaly, Curer, and Healer.
    Deathmove: Omniheal  All team members recover all HP, and the party recovers 
    some HP.
    Team Bonus: All team members' max HP is doubled.
    Team Members: Metaly, Curer, Healer
    
    Name: Triple Trouble
    Description: All team members are killing machines.
    Deathmove: Stream Killer Attack  All team members attack a single foe, 
    dealing triple the usual damage.
    Team Bonus: None
    Team Members: Cybot, Nohi, Roborg
    Comments: Unlike the Triple Swords deathmove, the Stream Killer Attack is worth 
    using since the killing machines already have a high attack. Unless you're in a 
    high rank battle it's unlikely that any enemy will survive the attack.
    
    Name: Two Eyes
    Description: Team includes Brontes and Steropes.
    Deathmove: Sapper Slapper  Brontes and Steropes attack a single foe, and its 
    defense is reduced.
    Team Bonus: If the third member of the team is of the demon family, the team 
    fights an extra turn when the Call Team ability is used.
    
    Name: Valentine's Day
    Description: Team includes Dolldrums and Moppet.
    Deathmove: None
    Team Bonuses: All team members' agility is increased by 15. If the third member 
    of the team is of the humanoid family, the team becomes the Not Quite Human 
    team and all team members' max HP is increased by 15 (in addition to the 
    agility bonus).
    
    Name: Wizards o' Z
    Description: Team members are Metabble, Curer, and Healer.
    Deathmove: Zingslinger  All dead team members are returned to life and all 
    team members are completely healed.
    Team Bonus: All team members' max HP is doubled.
    Team Members: Metabble, Curer, Healer
    
    O---------------------O
    | 7. Acknowledgements |
    O---------------------O
    
    Special thanks go to Armor Project/Bird Studio/Level-5/Square Enix for making 
    one of the greatest RPGs of all time.
    
    This document may not be reproduced under any circumstances except for 
    personal, private use. It may not be placed on any web site or otherwise 
    distributed publicly without advance written permission by the author. Use of 
    this guide on any other web site or as a part of any public display is strictly 
    prohibited, and a violation of copyright.
    
    Currently this FAQ/Walkthrough is only hosted at the following websites:
    
    www.gamefaqs.com
    faqs.ign.com
    
    Do not post this document on other websites without permission from the author.
    
    Copyright 2005 Brian Nii
    -------------------------------------------------------------------------------