Dragon Quest VI: Realms of Revelation: Difference between revisions

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| caption=
| caption=
| developer = [[Heartbeat]] ({{SFC}})<br />[[ArtePiazza]] ({{DS}})
| developer = [[Heartbeat]] ({{SFC}})<br />[[ArtePiazza]] ({{DS}})
| publisher = [[Enix]] (SFC)<br />[[Square Enix]] (NDS)
| publisher = [[Enix]] (SFC)<br />[[Square Enix]] ({{DS}})
| designer = [[Yūji Horii]]
| designer = [[Yūji Horii]]
| artist = [[Akira Toriyama]]
| artist = [[Akira Toriyama]]
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==Plot==
==Plot==
{{spoiler|start}}
{{spoiler|start}}
[[File:DQVI DS Hero.png|thumb|80px|left|The ''Dragon Quest VI'' [[Hero (Dragon Quest VI)|hero]].]]
[[File:DQVI DS Hero.png|thumb|80px|left|The ''Dragon Quest VI'' {{Hero 6}}.]]
''Dragon Quest VI'' opens as the {{Hero 6}}, [[Milly]], and [[Carver]] approach the castle of Murdaw, the demon king. After Milly summons a dragon, the party enters the castle and comes face to face with Murdaw. Overpowering the trio, Murdaw appears to destroy each member of the party. The Hero wakes up in [[Weaver's Peak]], and cannot remember anything before the fight with Murdaw. Tania, a small girl from Weaver's Peak, insists that he is her brother.
''Dragon Quest VI'' opens as the {{Hero 6}}, [[Milly]], and [[Carver]] approach the castle of Murdaw, the demon king. After Milly summons a dragon, the party enters the castle and comes face to face with Murdaw. Overpowering the trio, Murdaw appears to destroy each member of the party. The Hero wakes up in [[Weaver's Peak]], and cannot remember anything before the fight with Murdaw. Tania, a small girl from Weaver's Peak, insists that he is her brother.


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


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


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====Initial Vocations====
====Initial Vocations====
*[[Warrior]]: Strength and HP go up while agility, wisdom and magic points drop. Several basic fencing skills are learned.
*[[Warrior]]: {{Strength}} and {{HP}} go up while {{Agility}}, {{Wisdom}} and magic points drop. Several basic fencing skills are learned.
*[[Martial Artist]]: Agility increases at the cost of MP and resilience, and melee skills are acquired. Additionally, the character's critical hit ratio improves significantly.
*[[Martial Artist]]: Agility increases at the cost of {{MP}} and {{Resilience}}, and melee skills are acquired. Additionally, the character's critical hit ratio improves significantly.
*[[Mage]]: Most attributes go down, except wisdom and MP. Attack and debilitating spells are learned.
*[[Mage]]: Most attributes go down, except wisdom and MP. {{Attack}} and debilitating spells are learned.
*[[Priest]]: Many attributes decrease, but the priest is less frail than the mage. Restorative, support, and woosh spells are learned.
*[[Priest]]: Many attributes decrease, but the priest is less frail than the mage. Restorative, support, and woosh spells are learned.
*[[Dancer]]:  All attributes save for style and agility drop significantly, and a variety of status inducing dances are learned
*[[Dancer]]:  All attributes save for style and agility drop significantly, and a variety of status inducing dances are learned
*[[Thief]]: Agility goes up, but most other stats go down, and skills that help outside battle, such as Eye for Distance, are learned. The thief may also steal an item from an enemy at the end of a battle.
*[[Thief]]: Agility goes up, but most other stats go down, and skills that help outside battle, such as Eye for Distance, are learned. The thief may also steal an item from an enemy at the end of a battle.
*[[Monster Master]]: All stats go down except for agility, wisdom and style. Several breath skills are learned, as well as the puff spell. In the original SFC version, monsters may join the party when there is a monster master present, and in the remake there is a chance that enemies will be asleep at the start of battle.
*[[Monster Master]]: All stats go down except for agility, wisdom and style. Several breath skills are learned, as well as the puff spell. In the original {{SFC}} version, monsters may join the party when there is a monster master present, and in the remake there is a chance that enemies will be asleep at the start of battle.
*[[Merchant]]: Wisdom goes up, but most stats go down, and a random assortment of skills are learned. At the end of battle, a small portion of extra money is added to the party's income.
*[[Merchant]]: Wisdom goes up, but most stats go down, and a random assortment of skills are learned. At the end of battle, a small portion of extra money is added to the party's income.
*[[Gadabout]]: Style slightly goes up, but most stats dramatically drop. Sometimes, instead of doing nothing, the gadabout will perform a beneficial trick, such as singing a lullaby to put enemies to sleep.
*[[Gadabout]]: Style slightly goes up, but most stats dramatically drop. Sometimes, instead of doing nothing, the gadabout will perform a beneficial trick, such as singing a lullaby to put enemies to sleep.


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


====Hidden Vocations====
====Hidden Vocations====
In addition to those accessed through the abbey, there are two hidden classes that require the use of ancient scrolls to be unlocked.
In addition to those accessed through the abbey, there are two hidden classes that require the use of ancient scrolls to be unlocked.
*[[Dragon (Class)|Dragon]]: A powerhouse profession that yields the strongest [[Breath attack|breath]] skills in the game, and significantly increases HP,  strength, and resilience at the cost of all other stats. Requires the [[Dragonic Diligence]] to be in a character's possession.
*[[Dragon (vocation)|Dragon]]: A powerhouse profession that yields the strongest [[Breath attack|breath]] skills in the game, and significantly increases HP,  strength, and resilience at the cost of all other stats. Requires the [[Dragonic Diligence]] to be in a character's possession.
*[[Liquid Metal Slime (Class)|Liquid Metal Slime]]:A high-risk, high reward class that cuts HP by 80%, MP by 30%, strength by 40% and doubles agility and resilience. Teaches the most powerful abilities, and grants full immunity to all elements and ailments once mastered. Requires the [[Liquid Metal Mind]] scroll.
*[[Liquid Metal Slime (vocation)|Liquid Metal Slime]]:A high-risk, high reward class that cuts HP by 80%, MP by 30%, strength by 40% and doubles agility and resilience. Teaches the most powerful abilities, and grants full immunity to all elements and ailments once mastered. Requires the [[Liquid Metal Mind]] scroll.


===Style and the Best Dressed Contest===
===Style and the Best Dressed Contest===
A "Kakkoyosa" (かっこよさ, effectively Charisma) stat makes its debut, allowing the cast to compete in a fashion show. [[List of character statistics#Style|Style]] measures how charismatic and well-dressed the characters are; it will be high for attractive characters and monsters, and low for ugly and non-humanoid ones. Various weapons and armour can increase or decrease the stat; the effects of these equipments can themselves be altered at the [[Fashion Forge|Fashion Forge]]. A matching set of equipment will increase the stat further through hidden bonuses; these pieces of equipment are often joined by a theme such as [[Princess's robe|faerie tale]] [[Glass slippers|elegance]].   
A "Kakkoyosa" (かっこよさ, effectively Charisma) stat makes its debut, allowing the cast to compete in a fashion show. [[List of character statistics#Style|Style]] measures how charismatic and well-dressed the characters are; it will be high for attractive characters and monsters, and low for ugly and non-humanoid ones. Various weapons and armour can increase or decrease the stat; the effects of these equipments can themselves be altered at the [[Fashion Forge]]. A matching set of equipment will increase the stat further through hidden bonuses; these pieces of equipment are often joined by a theme such as [[Princess's robe|faerie tale]] [[Glass slippers|elegance]].   


The Best Dressed Contest has eight ranks, which the player enters in order. Depending on rank, the contest may be limited to men, women, or monsters. While the contest is one of the mini-games in ''Dragon Quest VI'', the party must win the third rank of the contest to gain an important item that will advance the plot.
The Best Dressed Contest has eight ranks, which the player enters in order. Depending on rank, the contest may be limited to men, women, or monsters. While the contest is one of the mini-games in ''Dragon Quest VI'', the party must win the third rank of the contest to gain an important item that will advance the plot.


===Player conveniences===
===Player conveniences===
*There is a system to memorize speeches made by the townspeople. Pushing a button after speaking to someone causes their text to be remembered. Then casting the [[Remember]] "spell" will cause the memorized conversations to be replayed. At higher levels, the Hero can replay more messages or delete messages from the list. This system is also used in the {{SNES}} and {{GBC}} remakes of ''Dragon Quest III'', but not in any later games.
*There is a system to memorize speeches made by the townspeople. Pushing a button after speaking to someone causes their text to be remembered. Then casting the [[Remember]] "spell" will cause the memorized conversations to be replayed. At higher levels, the Hero can replay more messages or delete messages from the list. This system is also used in the {{SNES}} and {{GBC}} remakes of {{Dragon Quest III}}, but not in any later games.
:*This feature was removed in the remake, but the [[Party Chat]] feature serves a similar purpose.
:*This feature was removed in the remake, but the [[Party Chat]] feature serves a similar purpose.
*Walking pace is quickened in towns, castles, and dungeons. The screen no longer scrolls off the edge of a town map; instead the party will begin to move towards the edge of the screen, moving the message window if necessary.
*Walking pace is quickened in towns, castles, and dungeons. The screen no longer scrolls off the edge of a town map; instead the party will begin to move towards the edge of the screen, moving the message window if necessary.
*Wells can now be explored, with some leading to simple dead-ends, others small alcoves with treasure, and many leading to ambushes by [[Scarewell]]s and their relatives.
*Wells can now be explored, with some leading to simple dead-ends, others small alcoves with treasure, and many leading to ambushes by [[Scarewell]]s and their relatives.
*Once acquired, the world map can be accessed via the R button for viewing at any time in the field, with the grayed-out sections filling in as the player explores.
*Once acquired, the world map can be accessed via the R button for viewing at any time in the field, with the grayed-out sections filling in as the player explores.
:*In the DS version, the top screen automatically displays the map, and in the smart phone version it can be opened by pressing an icon on the screen.
:*In the DS Version, the top screen automatically displays the map, and in the smart phone version it can be opened by pressing an icon on the screen.
*The Open command has been deleted, with doors automatically swinging wide when the player walks towards them. Locked doors will notify the player that they do not have the right key.
*The Open command has been deleted, with doors automatically swinging wide when the player walks towards them. Locked doors will notify the player that they do not have the right key.
*The [[Zoom]] spell's MP cost has been dropped from 8 to 1, allowing for less expensive flights.
*The [[Zoom]] spell's MP cost has been dropped from 8 to 1, allowing for less expensive flights.
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[[Monster recruitment|Monster companions]] are treated more like human party members in this game; they stay at [[Patty's Party Planning Place]] and can change vocations, but they will not join the party unless one of the active PCs belongs to the Monster Master vocation. Monster Companions are less valuable in this game, because there are a large number of human characters, who can learn through vocations most of the same skills and powers monsters obtain via leveling up .  However, each bestial buddy boasts resistances that humans do not. There are 18 types of monster that can join the party, but Patty has only 15 seats for monsters in her bar, considerably less than the fifth game.
[[Monster recruitment|Monster companions]] are treated more like human party members in this game; they stay at [[Patty's Party Planning Place]] and can change vocations, but they will not join the party unless one of the active PCs belongs to the Monster Master vocation. Monster Companions are less valuable in this game, because there are a large number of human characters, who can learn through vocations most of the same skills and powers monsters obtain via leveling up .  However, each bestial buddy boasts resistances that humans do not. There are 18 types of monster that can join the party, but Patty has only 15 seats for monsters in her bar, considerably less than the fifth game.


This feature has been removed from the DS version, as the Monster Master is incapable of recruiting monsters. It has been replaced by a system allowing recruitment of [[Slime family]] monsters only through encountering them in towns/dungeons/etc. The available slimes are:
This feature has been removed from the DS Version, as the Monster Master is incapable of recruiting monsters. It has been replaced by a system allowing recruitment of [[Slime family]] monsters only through encountering them in towns/dungeons/etc. The available slimes are:
*[[Goowain]]
*[[Goowain]]
*[[Healie]]
*[[Healie]]
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In order to balance the heavy plots and characterizations that ''IV'' and ''V'' enjoyed with the player's ability to explore at their leisure, the vocation system from ''III'' was re-implemented and given a substantial overhaul. Instead of defining a character in a fixed role, ''VI's'' vocations gave players the ability to completely customize their party as they saw fit.  
In order to balance the heavy plots and characterizations that ''IV'' and ''V'' enjoyed with the player's ability to explore at their leisure, the vocation system from ''III'' was re-implemented and given a substantial overhaul. Instead of defining a character in a fixed role, ''VI's'' vocations gave players the ability to completely customize their party as they saw fit.  


In July 2007, Square Enix announced a series of remakes of {{DQ4}}, ''V'' and ''VI'' for the Nintendo DS. This marked the first time the game was available on another console and outside of Japan. Prior to this, it had only been available through [[fan translation|fan translations]].  ''Dragon Quest VI'' was the final game of the subseries to be released, following ''Dragon Quest IV'' in 2008 and ''Dragon Quest V'' in 2009.   
In July 2007, Square Enix announced a series of remakes of {{DQ4}}, ''V'' and ''VI'' for the Nintendo DS. This marked the first time the game was available on another console and outside of Japan. Prior to this, it had only been available through [[fan translation|fan translations]].  ''Dragon Quest VI'' was the final game of the subseries to be released, following {{Dragon Quest IV}} in 2008 and {{Dragon Quest V}} in 2009.   


In January 2010, the game was re-released in Japan on the Nintendo DS. On December 20, 2010, it was [http://press.nintendo.com/articles.jsp?id=26902 announced] that Nintendo of America would be publishing ''Dragon Quest VI'' on February 14, 2011. The subtitle was officially named "Realms of Revelation."
In January 2010, the game was re-released in Japan on the [[Nintendo DS]]. On December 20, 2010, it was [http://press.nintendo.com/articles.jsp?id=26902 announced] that Nintendo of America would be publishing ''Dragon Quest VI'' on February 14, 2011. The subtitle was officially named "Realms of Revelation."


*A prequel, {{DQM}} (''Dragon Quest Monsters: Terry's Wonderland'' in Japan), was released in 1998. This game featured Terry and Milly years before the events of ''Dragon Quest VI''. It was released in North America the next year, even though ''Dragon Quest VI'' was never released in North America. Along with Terry and Milly, several of the main enemies, including Mortamor, reappear. However, their previous roles have been eliminated, making them appear as just normal enemies. Mortamor and Murdaw (Mudou in the game) do appear as very challenging, very late in-game bosses, though.
*A prequel, {{DQM}} (''Dragon Quest Monsters: Terry's Wonderland'' in Japan), was released in 1998. This game featured Terry and Milly years before the events of ''Dragon Quest VI''. It was released in North America the next year, even though ''Dragon Quest VI'' was never released in North America. Along with Terry and Milly, several of the main enemies, including Mortamor, reappear. However, their previous roles have been eliminated, making them appear as just normal enemies. Mortamor and Murdaw (Mudou in the game) do appear as very challenging, very late in-game bosses, though.
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*Re-equipping armour during battle no longer resets the effects of [[Sap]]/[[Buff]] spells.
*Re-equipping armour during battle no longer resets the effects of [[Sap]]/[[Buff]] spells.
*The layout of some towns and dungeons have been slightly altered.
*The layout of some towns and dungeons have been slightly altered.
*The [[party chat]] function was added, see [[Dragon Quest VI Party Chat|the transcript]].
*The [[Party Chat]] function was added, see [[Dragon Quest VI Party Chat|the transcript]].
*[[Terry]]'s starting level was raised from 23 to 28.
*[[Terry]]'s starting level was raised from 23 to 28.
*[[Amos]] now has a unique sprite model, where as he shared the {{NPC}} warrior sprite before.
*[[Amos]] now has a unique sprite model, where as he shared the {{NPC}} warrior sprite before.
*[[Zoom]] can now be used to warp to both the lower world and upper world versions of [[Alltrades Abbey (Dragon Quest VI)|Alltrades Abbey]].
*[[Zoom]] can now be used to warp to both the lower world and upper world versions of {{Alltrades Abbey 6}}.


====Smartphone alterations====
====Smartphone alterations====
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In volume 81 of ''[[Nintendo Power]]'', the staff wrote an article on ''Dragon Quest VI'', hoping the game would find a U.S. release. They also suggested why the series might not appeal to the American audience: there is too much fighting and not enough adventuring.  
In volume 81 of ''[[Nintendo Power]]'', the staff wrote an article on ''Dragon Quest VI'', hoping the game would find a U.S. release. They also suggested why the series might not appeal to the American audience: there is too much fighting and not enough adventuring.  


''Dragon Quest VI'' was listed as #7 among the 10 Best Japanese Games Never Released in the U.S. by ''GamePro'' magazine in their May 2005 issue. ''Dragon Quest V'', another Japan-only game, was also on the list, placing at #2. (the whole list can be seen here [http://www.woodus.com/den/gallery/graphics/sightings/gamepro_may2005_pg46.jpg])
''Dragon Quest VI'' was listed as #7 among the 10 Best Japanese Games Never Released in the U.S. by ''GamePro'' magazine in their May 2005 issue. {{Dragon Quest V}}, another Japan-only game, was also on the list, placing at #2. (the whole list can be seen here [http://www.woodus.com/den/gallery/graphics/sightings/gamepro_may2005_pg46.jpg])


In terms of contributions to the series as a whole, ''VI'' is considered by several fans as being very significant: the addition of skills allowed further refinement to combat and added significantly more layers of depth to battles, the bag reduced the amount of frustration players could face by putting an end to shuffling items between characters, and the Hero's ability to memorize and recall lines of dialogue directly lead to the creation of Party Chat in ''VII''. Furthermore, the raising of stat limits from 255 to 500 allowed for more dynamic character growth and battle potential, complimented by a significant increase in stat-enhancing accessories. Smaller touches also enhanced the quality of the series from then on, such as the four tone vocal range for men, women, children, and monsters, as well as the mini medal exchange program becoming one where awards are dispensed based on the total collected rather than being used as an alternate type of currency.
In terms of contributions to the series as a whole, ''VI'' is considered by several fans as being very significant: the addition of skills allowed further refinement to combat and added significantly more layers of depth to battles, the bag reduced the amount of frustration players could face by putting an end to shuffling items between characters, and the Hero's ability to memorize and recall lines of dialogue directly lead to the creation of Party Chat in ''VII''. Furthermore, the raising of stat limits from 255 to 500 allowed for more dynamic character growth and battle potential, complimented by a significant increase in stat-enhancing accessories. Smaller touches also enhanced the quality of the series from then on, such as the four tone vocal range for men, women, children, and monsters, as well as the mini medal exchange program becoming one where awards are dispensed based on the total collected rather than being used as an alternate type of currency.
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===<small>Box art</small>===
===<small>Box art</small>===
<center><gallery>
<center><gallery>
DQ VI Super Famicom Box (Front Side).png|Super Famicom box art. (front)
DQ VI Super Famicom Box (Front Side).png|{{Super Famicom}} box art. (front)
Dq6boxb.jpg|Super Famicom box art. (back)
Dq6boxb.jpg|Super Famicom box art. (back)
DQVI DS Box.png|Nintendo DS box art. (NA)
DQVI DS Box.png|Nintendo DS box art. (NA)
Image:DQ6dsEuropeBox.jpg|Nintendo DS box art. (Europe)
DQ6dsEuropeBox.jpg|Nintendo DS box art. (Europe)
</gallery></center>
</gallery></center>


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{{DQVI}}
{{DQVI}}
{{Dragon Quest series}}
{{Dragon Quest series}}
[[Category:Articles on Wikipedia]]
[[Category:Articles on Wikipedia]]
[[Category:Dragon Quest VI|*!]]
[[Category:Dragon Quest VI|*!]]
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