|Dragon Quest series character|
|Dragon Quest VI|
Nokturnus, sometimes translated as Dark Dream, is the bonus boss for the Super Famicom version of Dragon Quest VI. He serves as the game's most powerful opponent. He is the strongest monster in most games he appears in.
Dragon Quest VI
Nokturnus is summoned by the king of Castle Graceskull in hope that Nokturnus will kill the Archfiend Mortamor because the castle is under threat from the Archfiend because it holds one of the legendary relics, the Armour of Orgo, but Nokturnus refuses their request and kills most of the people in the castle. The Hero and his party observe the events, but can't do anything to affect them. Nokturnus doesn't appear again in the main story, and can only be fought after beating the game. If the Hero's party defeats him in fewer than 20 turns, Nokturnus will gain some respect for them and willingly kill Mortamor. Nokturnus defeats Mortamor without taking any damage despite letting Mortamor do most of the attacking early on in the battle. After battling Nokturnus a new cutscence involving Terry will play in the credits, replacing the cutscence where Terry finds treasure in the Amor cave. In this cutscence Terry is shown summoning Nokturnus alone, presumably to challenge him to a solo fight. Even if you lose to Nokturnus and then defeat Mortamor this cutscene will still play.
Takes one to three actions every turn.
Leap Attack - Damage to one member.
Double Slash - Damage to two members.
Eye Beams - Damage to three members.
Trance - Inflicts sleep on one member. High-accuracy, bypasses Paladin's Defend.
BiKill (TwinHits)- Doubles physical attack power.
Dragon Cut - Standard attack on one member.
Metal Cut - Standard attack on one member.
Wind Slash - Standard attack on one member.
Breath Attack - Damages all members.
Blazemost (Merazoma) - Fire-elemental attack on one member.
Scorching Breath - Fire-elemental attack on all members. Bypasses Paladin's Defend.
Ice Crystals - Ice-elemental attack on all members. Bypasses resistance and Paladin's Defend.
Lightning (Gigadein) - Thunder-elemental attack on all members.
Grand Cross - Holy-elemental attack on all members.
Freezing Wind - Negates all beneficial status enhancements on the party.
You can either level-build to the 70s and use a standard strategy, or you can try your hand against him at high 40s.
You'll want several characters in Hero class, with two hard-hitters as Sages (Equip Echoing Hat on one) and either a Lamp Demon or a Heal Slime for HealUsAll. The HealUsAll user should have a Speed Ring equipped, as you'll only use the monster for dire situations. Keep your buffs to a minimum if you want to avoid Dark Dream's negation; he appears to use DeMagic more often when more than one character has BiKill up, or several supportive buffs are in place. If you want to avoid your buffs getting nulled, limit yourself to one BiKill and one Increase. Otherwise, reapply your support spells after each DeMagic.
Heroes should attack by using GigaSlash every round. A Hero with BiKill active should use PowerUp->SpiritPunch. Your Sages should unleash Madante as soon as possible. Once both Sages drop their attacks, switch in your fourth Hero, who will be a dedicated HustleDancer to keep health up. If a Hero should run out of MP using GigaSlash, the HustleDancer will exchange roles with him/her. Swap in your healer at any moment you find more healing power is necessary.
Alternatively, you can have one party member master the Metal Babble and Paladin classes. That one member will act as the party's shield by using the Paladin's Defend skill, with one Upper always active to reduce the damage caused by Dark Dream. Metal Babble mastery yields high defence and immunity to several elements, proving as a very useful tank for the party. The other members should use the same attack strategies as above. Keep in mind Dark Dream has abilities that can slip by Defend, so an occasional HustleDance should be done to keep your party safe. Again, a HealUsAll user is always a good idea in case your tank begins to falter. Reapply Upper on the shield if Dark Dream negates it.
If you manage to defeat Dark Dream in less than 20 turns, you will be treated to a special scene. It the same as the normal ending, except there will also be a battle where Nokturnus kills Mortamor.
In The Dragon Warrior Monster Series, his name was changed into Dark Drium.
Dark Dream (Dark Drium) Was supposed to appear in Dragon Warrior monsters, but the producers had trouble making him appear as a final boss. as a result, he was just a monster that you could only obtain by breeding a Deathmore (3) and a Watabou together.
Dragon Quest IX
- He has 8250HP and you get 74600 experience for beating him when he is level 1.
- "Improves his already eye-watering attack with Oomph, then smacks foes silly with a stupidly speedy assault. Brutal bad-dream demon from another dimension. So strong that he makes Mortamor seem more like Snoretamore!" - Dragon Quest IX bestiary
In Dragon Quest IX, Dark Dream is officially named by Square Enix as Nokturnus. He is present in the game as the most powerful of the legacy bosses, obtained from the final quest (#184).
You should have a Priest and/or a Sage in your party. Equip that character with Minstrel's Manual to enable Gritty Ditty. The other three characters can be Warriors and/or Paladins. Equip these with Falcon Blades or Uber Falcon Blades. One of your fighters needs to have learned Fource abilities, equip that character with Armamentalist's Album to use Fources on all party members. Equip your healer and Fource caster with Meteorite Bracers or at least Agility Rings.
Remaining Turns: Continue to Falcon Slash with fighters. Healer can either attack to drain MP or heal as needed.
If the boss uses Disruptive Wave, start the above steps over.
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