Monster Girls and the Mysterious Adventure – Dungeon Guide

Monster Girls and the Mysterious Adventure – Dungeon Guide 1 - steamlists.com
Monster Girls and the Mysterious Adventure – Dungeon Guide 1 - steamlists.com
This guide explains the game’s dungeon systems. It explains the basic mechanics common to many dungeons. It also lists the eight dungeons and explains the mechanics unique to each dungeon.

 
 

Introduction

Dungeons are where most of your activity will take place. The game consists entirely of dungeons and the First Village. You’ll start every dungeon run at level 1, but friends can keep their levels across dungeon runs. That can allow you to enter a dungeon with very powerful friends until you get your own level up. Regardless, you’ll level quickly, and can usually start with powerful gear that makes you more powerful very early on than even much higher level friends. 
 
Other than a brief tutorial, you’ll start at the Beginner Dungeon. You must clear that dungeon in order to get access to any of the others. Completing the Beginner Dungeon unlocks the next five dungeons. You must all five of these dungeons in order to unlock the final two. 
 
 
 

Dungeon floors

Each dungeon has some fixed number of floors. Upon entering a floor, the game randomly generates a floor for you. Different floors of different dungeons often have different algorithms for how the floor is generated. Each floor will be different every time, with the exception of a handful of special floors such as for the very end of a dungeon. 
 
Each dungeon floor has a single exit, which is marked by a yellow square on your mini map. In most cases, the exit is a staircase at a random location in a random room. In some floors, the exit is at the end of a path to the edge of the map, or marked by swirling winds instead of a staircase. You also start in a random location in a random room on the floor, and sometimes by random chance start very near or even right on top of the exit. 
 
As you move to later floors within a dungeon, you meet more powerful and higher level monsters. That is, the monsters get stronger in both ways: new types of monsters that are stronger than the earlier ones even while at level 1, and also monsters being level 3 or 5 or 10 or whatever. Stronger monsters give more experience for defeating them, so when trying to level up your friends, you typically want to get to the later levels quickly, as the earlier ones offer little experience. 
 
The game automatically saves your game whenever you exit a dungeon level, most commonly by going to the next floor. It also immediately saves if you die or return to town. If you close your game in the middle of a dungeon floor, it will not have saved after the start of the floor. Relaunching the game to load your saved game will allow you to restart the floor, and will regenerate a random floor for you that will generally be different from the previous one. Intentionally closing your game when you can see that a floor is going badly will allow you to retry it. The game immediately saves when you die, however, so if you wait until you have died and then try to restart the floor, it is too late, and you’re going back to town. 
 
I recommend always keeping a revival fruit in your inventory. That way, if a floor is going badly and you "die", the revival fruit will revive you and you can still restart the floor. Revival fruits only have this effect if in your main inventory, and not when inside of a bag. 
 
If you spend too long on a given floor (too many moves, not real-life time), it will eventually get foggy. This makes monsters much stronger, and can get you killed. This isn’t a serious risk if you’re just trying to find the exit and move on. It can happen if you’re trying to farm mobs for experience on a particular floor, or trying to befriend a particularly tricky monster. 
 
 
 

Friend orders

The AI used by your friends is configurable. There are six options, and usually at least one of them is pretty much what you want that particular friend to do. You can adjust the AI at any time, at least other than for friends whose love is below 60, so that the only option available is follow. Regardless of the AI settings, if you move onto a friend’s square, then she will move onto yours, effectively swapping positions with you. The options are: 
 

Follow

Your friend will follow you around through the dungeon. She will always try to move toward you, unless already adjacent to you. When choosing where to move, she will ignore hostile monsters. If she is already adjacent to you and also within range to attack a hostile monster, then she will attack a monster. This is the only way that she will attack, however. If your friend gets far enough away from you that she doesn’t know where you are, she will wander randomly until she finds you. Friends will use skills when they think it makes sense if already adjacent to you. 
 

Attack

If your friend sees a monster that she can move to and then attack, then she will attack the monster if she is within range, or move toward it if she is not. If she does not see any hostile monsters, then she will use the same AI as follow. Your friend will use skills when she thinks it makes sense in the attack AI. If your friend loses track of you, such as if you leave a room while she is running over to kill a monster in it, then she will effectively revert to the "free" AI until she finds you. 
 

No Skill

This is the same as the "attack" AI, except that your friend will not use any skills. This is mainly useful as a way to prevent friends from using skills that can harm you or your other friend. For example, a trainee elf will shoot at any monsters within range without regard to whether you or your other friend is between her and her target. For most friends, there isn’t any good reason to use the "no skill" AI over "attack". 
 

Free

As with the attack AI, your friend will go attack any monsters that she can. If she doesn’t see any monsters, she will move through the dungeon randomly looking for them. She will not follow you. This can be useful if your friends are much stronger than the monsters on a given floor, as splitting up will mean killing more monsters and getting more experience more quickly. Don’t use free for friends who aren’t strong enough to take care of themselves, as they’ll just get defeated and go back to town. 
 

Escape

This tells your friend to abandon combat and try to run away from hostile monsters. Ideally, it will let her disengage rather than dying. It isn’t very effective, however, unless your goal is merely to get her not to attack. 
 

Wait

This tells your friend not to move. She will still attack any hostile monsters that come within range, but will not move to try to get in range of them, nor to try to follow you. This can be useful when you need to do something alone rather than having friends follow you. For example, when trying to recruit a new friend, you don’t want your other friends to kill her first. It can allow you to trigger a known or suspected monster room without your friends rushing in and getting killed. 
 
 
 

Traps

Nearly all dungeon floors have a number of traps on them. Some of the traps are pretty harmless, but others can be devastating. A drop item trap will make you drop a number of items on the floor, and sometimes implicitly destroy some, as only some of the items removed from your inventory will be available to pick back up again. I often just restart the floor when I hit a drop item trap, as that’s easier than sifting through my inventory to make sure that I didn’t have anything important get destroyed. 
 
You can remove all of the traps on a floor with a Grimoire of Trap Eraser. You can also make them all visible, both on the floor and on the map, with a Grimoire of Traps Visions. If you swing your sword at an empty square, it will reveal a trap on that square, if one was there. Thus, if you really need to make sure that you can get where you’re going without traps, you can. But that normally slows you way down. Traps do not spawn in the aisle that connect rooms, but only in the rooms themselves. 
 
 
 

Alpha monsters

Some floors have an "alpha" monster, which is basically a much stronger version of a normal monster. The monster is shrouded in purple fog, and appears on the mini-map as a purple dot. An alpha monster is always visible on the mini-map, at least unless you’re at opposite ends of the level such that the monster’s location is outside of the region where the game is willing to draw a mini-map. If a floor has an alpha monster, the game will tell you right as you enter, by saying that you have a bad feeling about this floor. 
 
Alpha monsters can never be recruited to be your friend. All that you can do is kill them or find the exit before either of you die. Depending on how strong your friends are, in some cases, a friend may be able to defeat an alpha monster on her own. That often won’t be the case, however, so you might want to change your friends’ orders to stay with you if they were previously set to free. 
 
When you defeat an alpha monster, she will drop a sword or shield. That sword or shield will already be fully identified with its name, so it does not need Nibi to identify it for you. That also prevents you from having Nibi reroll it many times. The sword or shield will also include a purple mark, even if that particular one normally doesn’t. This is the only way to acquire gear with most of the purple marks in the game, and the only way to get an additional purple mark on gear that normally doesn’t have one. 
 
 
 

Tanukichi’s shop

Some dungeon floors have a room for Tanukichi’s shop. The room is generally a rectangle, though sometimes with the corners blocked off. A smaller rectangle within the room will have carpet laid out with items for sale on top of them. What she offers for sale varies, but can include just about any item in the game. When she sells swords or shields, they do not come identified, so you can buy a sword or shield from Tanukichi, then have Nibi identify it for additional stats. 
 
In order to buy items, you pick them up like any other dungeon item. Tanukichi will move to block the exit to her shop if you do so. You can also use items while in her shop, which will also lead her to block the exit, expecting you to pay for whatever you used. When you talk to her, she’ll tell you the price tag, and if you agree to pay it, then you own the items you picked up and can leave. 
 
You can also sell gear that you have, such as from drops acquired earlier in the dungeon. To sell gear, lay it down on the ground in otherwise empty squares of the shop. This won’t cause Tanukichi to block your exit, but if you face her and talk to her before leaving, she’ll pay you for whatever gear you leave her. You have to talk to her after placing gear or else she won’t pay you for it, as she is happy to keep any free gear that you forget about. 
 
I recommend checking squares for traps before you go laying gear everywhere. Sometimes there will be a hidden mine in the shop, which can blow up and destroy other items that you intended to sell. If a mine destroys some of the items Tanukichi had laid out for sale, she’ll expect you to pay for them. 
 
It is also possible to rob Tanukichi, in several ways. If you pick up or destroy an item from her shop and leave her shop before paying for it, she’ll conclude that you’re a thief and come attack you. Ordinarily, she’ll block the exit, but there are several ways around this. Eating a teleport fruit or reading a grimoire of collective move will usually warp you out of the shop. If her shop borders water, then equipping a water bracelet will allow you to swim out. If her shop is surrounded by walls, then cutting your way into the wall, such as with a grimoire of explosions or a pickax, will allow you to leave her shop, even if it doesn’t let you get very far away. 
 
Alternatively, you can pick a fight with Tanukichi directly. If you throw damaging items at her three times, she’ll decide that she has to attack you to defend herself. If you’re going to fight her, then this can allow you to position yourself and your friends exactly how you want it before starting the fight. 
 
Tanukichi is much stronger than most monsters, and also stronger than most alpha monsters, so don’t pick a fight with her unless you’re ready for it. Befriending any monsters from the imp line requires giving her an item that you stole from Tanukichi on the same floor. It is possible to warp out of her shop, give the item to the imp to befriend her, and then finish the dungeon floor (or leave via a grimoire of return) before Tanukichi tracks you down and either kills you or forces you to kill her to defend yourself. 
 
If you damage Tanukichi enough, you’ll injure her, and she’ll leave you alone and let you keep your stolen goods. That gets you the [BAD] status, however, and she will not appear again in that dungeon run. Instead, you may find her daughter Kotanu wandering in future floors of the dungeon, saying that she’s looking for her mommy. If Tanukichi’s shop would have appeared on later floors, then instead, Kotanu will be there, offering to sell acorns and pinecones, which are useless. 
 
If you injure Tanukichi, then the next time you return to town, neither she nor Kotanu will be there. That means that you can’t buy anything from her shop. While you can’t sell anything to her when she isn’t there, you can still unload unwanted inventory by selling it to Rita. As best as I can tell, Tanukichi won’t return to town until the next time you find her shop in a future dungeon run. That might not be the right trigger for her to return, but she will eventually return, so injuring her doesn’t permanently break your saved game. 
 
 
 

Monster rooms

Some dungeon floors have one room that is designated a "monster house". Monster houses come in two varieties: small and large. 
 
A large monster room is the only room on the entire floor, and will have many monsters, many items, and many traps. Large monster rooms are dangerous because all of the monsters can rush at you at once, and there’s nowhere to hide. You may wish to switch even powerful friends to follow mode to prevent them from running off and trying to beat a bunch of hostile monsters in roughly a 1 on 6 fight. Floor 35 of the Village Exit dungeon is always a large monster room. 
 
A small monster room is not the only room on the entire floor, but just one room out of multiple, and sometimes many. A small monster room has fewer monsters, items, and traps than a large monster room. However, they are far more densely packed, such that nearly every square in the room has either a monster, an item, or a trap. If you realize that a room is a small monster room, it is typically best to switch your friends to wait mode to keep them away, step just inside the room to activate it, then back up by two steps. That way, the monsters will have to approach you one at a time in the aisle and you won’t get overwhelmed. Floor 33 of the Beginner Dungeon always has two rooms, one of which is a small monster room. 
 
Because monster rooms are so dense with traps, I recommend using a grimoire of trap eraser if you have one to remove the traps. If you don’t have such a grimoire, then a grimoire of traps visions is the next best thing. If you have neither of those grimoires, then at least for a small monster room, you should attack every single square before stepping on it so as to reveal whether it is trapped. That will allow you to walk around most traps, and if you must step on a trap to get across, then it lets you at least choose a relatively harmless trap. 
 
The Mysterious Adventure dungeon has some themed monster rooms with other names. For example, the "cat cafe" rooms are basically the same as monster houses, except that the monsters are all cats or foxes. The themed monster rooms don’t appear until you get to very high floors, so they’re very hard to clear. 
 
 
 

Unidentified items

In most dungeons, any fruits, staves, books, and bracelets will be unidentified at the start of a dungeon run. Rather than telling you the real name, it will use fake names like "sour fruit" or "insected fruit". The fake names are the same within a dungeon run, but rerolled for a different dungeon run. The beginner dungeon does not use unidentified items like this. Furthermore, swords, shields, bread, and bags are always identified. 
 
If you eat a fruit or read a book, it will have its normal effects, but it will also identify the fruit or book for you. For the rest of that dungeon run, if you see the same fruit or book, it will already be identified for you. For example, if you eat a "sticky fruit" and are told that it is a poison fruit and it poisons you, the next time you find a poison fruit in the same dungeon run, it will be labeled as a poison fruit, not a sticky fruit. Using a staff or wearing a bracelet will give you the normal effects, but will not identify the item for you. If you return to town, it will identify all items in your inventory. 
 
If you bring items from town into a dungeon where the items are unidentified, any items that you bring from town will remain identified. Furthermore, additional copies of the items you bring from town will already be identified. For example, if you bring a grimoire of trap eraser from town, then find another grimoire of trap eraser in the dungeon, then it will already be labeled, rather than having a fake name such as red book or vermillion book. Other books that you don’t bring a copy of from town won’t be pre-identified for you. 
 
You can identify a single item in your inventory by using a grimoire of identification on it. You can identify all of the items in your inventory by using a grimoire of appraisal. If you eat an amnesia fruit, it will cause you to forget the names of all items in your inventory that can be unidentified, including ones that you brought from town. 
 
If you are wearing an identify bracelet, then picking up an item will automatically identify it for you. Putting the bracelet on doesn’t automatically identify items already in your inventory, though you can identify them by putting them down and then picking them back up. An identify bracelet is very rare, however, and I’ve only ever seen one come from using a mystery key to unlock one of the blue doors that occasionally appear in dungeons. Furthermore, I had never seen a mystery key until I unlocked the Mysterious Adventure dungeon, though I’ve since seen several mystery keys drop in earlier dungeons. Eating an "intelli raw vegetables" meal from Coco’s cafe will give you the same effect for a short time at the start of a dungeon. 
 
 
 

Monster houses

Some dungeon floors will have a monster house, that is, a house where a single, high-level monster lives. There will often be items on the floor that you can pick up, but if you leave the house with them, sometimes the girl who lives there will get mad that you stole from her and come attack you. Other times, she’ll just let you take the items, and even explicitly tell you that you can keep them if you go back and talk to her. You can pick up money on the ground and keep it without angering her, however. 
 
The other use of monster houses is that they often have a kiln that will allow you to perform synthesis once or twice. This allows you to avoid paying the synthesis fee to Oyakata in town. It can also clear a little bit of inventory, if all that you wanted to do with an item was to synthesize it anyway. 
 
 
 

Adventuring parties

Some dungeon floors have an adventuring party with one to three monsters around a campfire. The monsters are very high level, but won’t attack you unless provoked. They also have a barrel with them. If you attack the barrel, sometimes a monster breaks out and attacks, and sometimes it drops an item for you. Attacking the barrel will not make the other adventurers turn hostile. 
 
Damaging any of the adventurers will make them turn hostile. You ordinarily can’t slash them with your sword, as that will just talk to them instead. Throwing something damaging at them will make them turn hostile. You can accidentally make them hostile if you’re fighting other monsters in the area and one of your friends uses an area attack that damages monsters in a large area that accidentally includes one of the adventurers. 
 
 
 

Beginner Dungeon

The Beginner Dungeon is the game’s first dungeon, and has 36 floors in total. A few floors are special and have only major bosses, including Coco, Arachne, and Melt. You only fight the major bosses once, and that floor will subsequently be cleared for you in future dungeon runs. If you clear the entire dungeon in a single run, you can expect to be around level 20-25 by the end of it. 
 
The beginner dungeon is pretty easy most of the way through, though there’s a definite step up in difficulty starting at level 33. Floor 33 has two rooms, one of which is a monster room. If you have the bad luck to start in that room, it’s probably not going to go well for you. You can restart the floor until you start in the other room, which is mostly empty. That allows you to keep your friends back, then peek into the monster room and back up to force monsters to fight you one at a time in the hallway. Alternatively, you could restart the floor until neither your starting location nor the floor exit are in the monster room. 
 
The final floors have a lot of monsters that are level -3, which makes them not recruitable. In particular, there are dragons near the end of the dungeon, but you can’t recruit them. The strongest friends that you can recruit in the dungeon are probably pink slime and gargoyle, largely because of their high max level. They can help you finish the beginner dungeon to unlock the others, and then you can get stronger friends in later dungeons. 
 
 
 

Labyrinth of Crystals

The Labyrinth of Crystals is a purely solo dungeon. It is started at the raft in the river through the center of the village. You cannot bring friends, nor can you recruit any of the monsters in the dungeon to join you. The only equipment that you can bring is your equipped sword and shield, and in particular, you cannot bring bracelets, books, bags, or fruit. Still, the game allows such items to already be identified for you, rather than having to guess at the identity of fruit or books. 
 
You also do not earn any experience by killing monsters in the dungeon, but will stay at your starting level for the entire run. As such, the best cafe meal for this dungeon is the Kiten Tate Soup, so that you can be at level 6 for the entire run rather than level 1. That more than doubles your health, and also increases your attack and defense. This is the only place where the Kiten Tate Soup is useful, as in all other dungeons, you reach level 6 very quickly, and the hundred and some odd experience is basically a rounding error once you get to the higher level, harder areas of the dungeon. 
 
There are 21 floors in the Labyrinth of Crystals, including the final floor with no mobs to fight. The first twenty floors all have numerous crystals, including white crystals that do nothing when you destroy them. You can break green crystals to heal yourself if needed. A number of floors will have an alpha monster, which can be very dangerous, as you’re low level yourself. 
 
It is pretty easy to clear the dungeon by resetting if you get an unfavorable draw. Remember that you have no revival fruits, though, so you’d best be quick to realize that you’re in trouble and reset if you want to go that route. 
 
 
 

Village Exit

The Village Exit dungeon is started at the end of the trail at the southwest corner of the village. The dungeon is 51 floors in total, including the final floor with no monsters. It does not have any restrictions on friends or gear. If you clear the entire dungeon, you can expect to be around level 25-30 by the end of it. Many items in the dungeon are unidentified by default, but that is the only real complication. 
 
The Village Exit dungeon is likely to have several floors where Tanukichi’s shop is available. Floor 35 is always a large monster room. Based on which monsters appear within families, the Village Exit dungeon seems intended as being harder than the Beginner Dungeon, but easier than Demon Kingdom or Elven Hidden Village. It is a good second dungeon to attempt, after finishing the Beginner Dungeon. 
 
 
 

Demon Kingdom

The Demon Kingdom dungeon is started from the purple portal at the end of the Beginner Dungeon. Porter Puree can take you directly there. Once you clear floor 20, Porter sis Serena comes to town and can take you back to floor 20 within the dungeon. Most items are unidentified, as they are with most other dungeons. The entire dungeon has 51 floors, including a final floor with no monsters, and also floor 20 with no monsters. If you clear the entire dungeon in a single run, you can expect to reach level 30-35 by the end of it. 
 
The main complication with the Demon Kingdom dungeon is that you can only bring one friend. You can recruit a second friend while inside the dungeon, but only being able to bring one complicates efforts at using it to level friends. You can also use a grimoire of friend summon while inside the dungeon to summon a second friend as a way to get two high level friends. 
 
 
 

Elven Hidden Village

The Elven Hidden Village dungeon starts at Porter High Elko, in the southeast corner of town. The dungeon has 31 floors, including a final floor with no monsters. The dungeon has no restrictions on bringing friends. If you clear the entire dungeon, you can expect to be about level 25-30 by the end of it. 
 
The main complication of the Elven Hidden Village dungeon is that you cannot bring metal items. That means that the only sword you can bring is a club, the only shield is a wood shield, and you cannot bring any bracelets or bags at all. Bracelets do drop inside the dungeon, but other metal items do not. As a club and wood shield are the weakest sword and shield in the game, you’ll need to roll strong versions of them in order to have something usable for this dungeon. 
 
Items in the dungeon are unidentified by default. You can bring a grimoire of appraisal or grimoire of identification to identify items for you, though you won’t be able to bring an identify bracelet. This dungeon also has amnesia fruits, which can wipe out your knowledge of previously identified items. 
 
 
 

Memory of the Hero

Memory of the Hero starts at a sword in the northwest corner of town, behind the mayor’s house. It has no restrictions on bringing friends or equipment, though it is impossible to recruit other monsters as friends inside the dungeon. The dungeon is very short, with only 7 floors, the last two of which have no monsters. 
 
All five normal floors in the dungeon are large monster rooms. The first two have many weak monsters, and are pretty easy to beat if you bring strong friends. The third floor gives you many allies, and your allies are strong enough to make it easy to clear the floor. 
 
The last two monster room floors are the ones that can be hard. You have many allies, but they are considerably weaker than your enemies. You can make them very easy by bringing grimoires that cripple your enemies. As the entire floor has only a single room, a single grimoire can cripple all enemies on the entire floor. Wait two turns into the battle for your allies to get near your enemies, then use a grimoire of sleep, confusion, swift, or slow to turn the tide in your favor. 
 
 
 

Mysterious Adventure

The Mysterious Adventure dungeon is the main endgame dungeon that doesn’t unlock until you’ve cleared the first six dungeons. It has random floors and random monsters, so it will be very different every time you run it. Most dungeons have each floor have a fixed set of monsters available and a fixed setting. The Mysterious Adventure dungeon randomizes them every time, so the mobs you see on level 50 in one run might be totally different from the ones you see on level 50 in another. 
 
Mysterious Adventure floors come in sets of five, with a new set chosen randomly at every multiple of 5. Five consecutive floors thus have the same basic design parameters and the same monsters available, and then the next set will have a completely independent choice. There is no end to the dungeon, but there are unlimited floors. You can bring any friends or gear into the dungeon, but as with most other dungeons, many items start out unidentified. 
 
As you go to higher floors, the monsters become higher level. One way to think of it is that there is some base level for a dungeon floor, and each type of monster has some offset that reduces the actual level of the monsters. For example, if the base monster level of a floor is 20 and a slime has an offset of 0, then (blue) slimes on the floor will be level 20. If a lamia has an offset of 5, then lamias on the floor will be level 15 (= 20 – 5). If a blue dragon has an offset of 25, then blue dragons would have level -5, so they cannot appear on the floor at all because all monsters must be at least level 1. I’m making up numbers here, but this model seems to fit how the dungeon works pretty well. 
 
As best as I can tell, all recruitable monsters are available in the Mysterious Adventure dungeon. The strongest monster of each group generally isn’t available until you get far into the dungeon. For most of them, you’ll need to be at least floor 80 before they can appear. I’m not sure what the minimum floor required for all monsters to be possible is, but my best guess is somewhere around floor 400. Note that once you reach a high enough floor that a given monster could appear, it won’t necessarily appear immediately, as each set of five floors has only a handful of fixed monster types. So once you reach the minimum floor where a monster could appear, you might not actually see that monster until 100 floors later. 
 
Swords and shields do not drop in the Mysterious Adventure dungeon, other than as drops from alpha monsters. Alpha monsters can become incredibly powerful as you get to deeper floors, however, so you’ll probably want to avoid them once you get very far in. The dungeon does have a hard level cap of 200 for monsters, but a level 200 alpha monster is nearly unbeatable unless you can keep her mostly disabled by various status conditions. 
 
 
 

Village Mayor’s Trial

The Village Mayor’s Trial dungeon is there in case you think the game is too easy. You cannot bring anything into the dungeon, whether equipment, items, or friends. Items also start out unidentified, and unlike other dungeons where this is true, you can’t bring in a means of identifying them. Without a sword or shield, you’re not necessarily stronger than the monsters there. The dungeon nominally has 99 levels, but if you’re hoping to get very far into it, good luck. 
 
 
 

The Beast Road

The Beast Road has 16 floors, including a final floor without any monsters. You cannot take any friends or items to the dungeon. You can’t even take yourself. Instead, you pick one of your friends and play as a monster. 
 
Stamina works differently in The Beast Road than in other dungeons. Instead of slowly draining as you move around, it quickly fills up. You use it to use your skill. That is, it works about like mana does in a lot of other games. 
 
The Beast Road dungeon starts at Tamamo, who doesn’t appear until you’re well into the endgame. I’m not sure what the exact criterion for her to appear is. My best guess is that it requires either reaching some deep floor of the Mysterious Adventure dungeon, recruiting some number of friends, or recruiting a 9tales Fox. 
 

Written by Quizzical

Hope you enjoy the Guide about Monster Girls and the Mysterious Adventure – Dungeon Guide, if you think we should add extra information or forget something, please let us know via comment below, and we will do our best to fix or update as soon as possible!
 
 
 
 


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