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How to Get to Be an Anchorman on DQM

"Dragon Quest Monsters: Joker" is a role-playing game that was released for the Nintendo DS in 2007. In the game, your character captures and uses the monsters found in the game world in battle. However, not all monsters can be captured using basic methods: Some must be synthesized. Synthesis involves combining two monsters to create a new creature; the Anchorman -- part of the Material family of monsters -- is one such beast. He can be created at any time in the game after you have learned how to synthesize as part of the story.

Instructions

    • 1

      Speak to the woman behind the desk that is located at the back of any scout post.

    • 2

      Select "Synthesize" from the list.

    • 3

      Select the "Monster" listing with the blue background at the top of the screen.

    • 4

      Select the "Dingaling" monster. If you do not currently have a Dingaling, one can be caught on Fert Isle.

    • 5

      Select the second "Monster" listing with the purple background.

    • 6

      Select any monster from the "Demon" family. Applicable monsters include a Dracky, Imp or Gryphon.

    • 7

      Select "Result." The two monsters synthesize, creating an Anchorman.

    • 8

      Enter a name for your Anchorman. (Names can only be eight characters long.) Select "OK" when you are finished.

    • 9

      Select the skills that you want your Anchorman to learn; you may select up to three skills from the list provided. The available skills are dependent on the monsters that are used to create the Anchorman.

    • 10

      Select "Add to Team." The Anchorman is now placed on your team as a current member and is available to do battle immediately. If you do not wish to use the Anchorman immediately, select "Send to Storage" instead.


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