The essentials
Make a metal slime (or better) appear for sure, to level up fast:
- Put a treasure map last in the map menu. The quest 15 map (Upover) is enough to start.
- Go to one of the places in the tables (Quarantomb, the Bad Cave, the Bowhole, the Slime Hill) and do the move shown: turn, open then close the map menu…
- The monster you want appears, in 9 to 60 s depending on the method.
The simplest: in the Pool of Spirits cave, on Slime Hill (Angel Falls region), open and close the map menu, go outside and stop moving. The first monster is a metal slime (9 s).
“EXP manipulations” make a chosen metal monster appear. The community methods come from videos by Gradis, cleartonic and TKG (the “exp manipulation” channel of The Quester's Rest Discord; TKG's “[DQ9] Map Methods” playlist, 2025-2026), with tutorials by Sylwer, halgorithm, DaisukeDaisuke and Eru1203 (see Sources and credits); the others are computed here. They all rely on table A (see The game's randomness). The game's code was read, then run frame by frame in a tunable simulator that imitates several machines; each method was replayed in DeSmuME and in melonDS from the same starting point, with frame-exact inputs.
Which method to use
Everything depends on the last map on the page of the treasure map menu (see “The principle”) and on the Zoom spell. Times are counted from opening the map menu on the spot; the hero alone and a party of 4 have the same methods, unless stated otherwise.
- You have a “good map” (one of the 19 seeds below, or a seed for which the tool at the bottom of the page gives a metal on roll 2 for your place): face the wall on arrival, map menu, 1 s, turn: the 1st monster is the metal, 3 to 4 s after opening the menu, on every machine, without Zoom.
- After the Observatory (the hero knows Zoom): quest 15 map, menu, Zoom ×2, turn: metal on roll 60, in 13 to 15 s (TKG's methods).
- Otherwise: the quest 15 map, “Granite Tunnel of Woe Lv. 1” (seed 0032), and the “without Zoom” tables.
With a good map (party or alone; checked with seed 04AF: 24 real attempts out of 24, DeSmuME and melonDS)
| Place | Method | Monster |
|---|---|---|
| Quarantomb, big room | from the entrance room, go in holding Left during the fade; map menu; 1 s; Up | metal slime |
| The Bad Cave, B1 | from L1, go down holding Up during the fade; menu; 1 s; Left | metal medley |
| The Bad Cave, B2 | arrive by the stairs coming from the other part of B2, holding Right during the fade; menu; 1 s; Down | metal medley |
| The Bowhole, B3 | from B2, go down holding Right during the fade; menu; 1 s; Up | liquid metal slime |
| Slime Hill | map menu in the cave, go out, do not move (with one of the 19 seeds) | liquid metal slime |
The 19 seeds that work everywhere (metal in the 4 dungeon places, liquid metal slime at the Slime Hill, every machine): 04AF 2036 2122 220E 3281 336D 3459 3545 3631 371D 4EF4 4FE0 6053 613F 622B 6403 64EF 65DB 729E 1,798 seeds work in the dungeons only. A map's seed is the 2nd part of its ID (“Decode my treasure map”, Grottoes page).
With Zoom (after the Observatory; quest 15 map; checked for real, DeSmuME and melonDS, party and alone)
| Place | Method | Monster (roll 60) | Time |
|---|---|---|---|
| Quarantomb, big room | Left during the fade; menu; Zoom ×2; Up | metal slime | 13-14 s |
| The Bad Cave, B1 | Up during the fade; menu; Zoom ×2; Left | metal medley | 12-13 s |
| The Bad Cave, B2 | from the other part of B2: Right during the fade; menu; Zoom ×2; Down. From B1: Left up to the wall, short Down-Right; menu; Zoom ×2; Whistle | metal medley | 13-15 s |
| The Bowhole, B3 | from B2: Right during the fade; menu; Zoom ×2; Up | liquid metal slime | 13-14 s |
| Slime Hill | menu in the cave; Zoom ×3 in the cave; go out, stand still | hero alone on DeSmuME: liquid metal slime (149); otherwise metal slime (150) | 22 s |
Without Zoom, quest 15 map: party of 4
| Place | Everywhere (DeSmuME, melonDS, DS) | DeSmuME, and DS according to the videos | melonDS |
|---|---|---|---|
| The Bowhole | 9 round trips, then 1 more as long as the 1st monster is not the liquid metal slime (54 to 65 s) | 7 round trips, liquid metal slime 2nd (48 s) | 6 round trips, liquid metal slime 2nd (46 s) |
| The Bad Cave | 4 round trips (36 s) | community method (22 s) | 4 round trips (37 s) |
| Quarantomb | frozen table: 1 round trip and 1 Attributes page (21 s) | community method (16 s) | frozen table (21 s) |
| Slime Hill | map menu in the cave, go out and do not move: 1st monster = metal slime (9 s) | same method | same method |
Without Zoom, quest 15 map: hero alone
| Place | Everywhere (DeSmuME, melonDS, DS) | DeSmuME | melonDS |
|---|---|---|---|
| The Bowhole | 10 round trips: liquid metal slime first (60 s) | same method | same method |
| The Bad Cave | 4 round trips (36 s) | same method | same method |
| Quarantomb | frozen table: 1 round trip and 1 Attributes page (21 s) | same method | same method |
| Slime Hill | same method as with a party (9 s) | same method | same method |
- Speedrun: with the quest 15 map and without Zoom, these are also the fastest on average. At the Bowhole, the community's waiting method only beats round trips for a player accurate to ±2 frames (45 s on average against 48 s); at ±5 frames it needs 59 s, at ±10 frames 86 s. With no manipulation at all (wait for a few monsters, otherwise a round trip), it takes 77 s on average at the Bowhole, 100 s at the Bad Cave, 79 s at Quarantomb and 32 s at the Slime Hill: this is never faster than the safe methods (before the frozen table, it was on melonDS at Quarantomb, where the only safe method took 3 minutes).
- DS, DSi, 3DS: the game runs at the same speed on all of them. Gradis's videos, filmed on a 3DS, show the community methods working at the Bad Cave and the Bowhole: the console slows down like DeSmuME, not like melonDS. The 1st monster after arriving may fall one roll later depending on the machine: the “everywhere” methods allow for it, and the “Measuring your console” test below tells it in a minute.
The principle
The treasure map menu resets table A to a value that only depends on the last map on the page; after that, each monster that appears takes the next roll. A method counts the rolls up to the monster you want, without letting time or steps add any.
Under the hood
- The treasure map menu sets table A (X, X, Up, X: Items → Treasure maps). It reseeds it with the seed of the last map on the page (the only one, if you have a single map), then generates that map's grotto. This takes 33 rolls for every map: with the quest 15 map (seed 0032), table A is always 0xA74FFD63 when the menu opens, with a party or alone. The menu does not stop the world: rolls and spawns go on while it is open.
- Which map is last on the page: the menu sorts undiscovered maps, then discovered ones, then cleared ones, each group by increasing level (the map you follow becomes “discovered” when you enter its grotto). A cleared map with a higher level than your other cleared maps therefore always stays last. Select (sort) regenerates the last map's grotto: with several maps, it may change the seed.
- Every monster that appears rolls its species in table A: k = ⌊sum of weights × (roll − 1) ÷ 32,767⌋, first monster whose running total of weights exceeds k. The species only depends on the roll number counted from the menu (tool at the bottom of the page).
- Freezing table A (TKG's methods, checked here): facing a direction with no spawn zone in front of him, the hero makes no roll at all, for as long as he likes: left (or up-left, up-right, right) when arriving in the big room of Quarantomb, up on B1 of the Bad Cave. The safe move: hold the direction during the fade (a short press before the hero can move is lost). On B3 of the Bowhole and outside at the Slime Hill, no direction freezes the table near the arrival point.
- Menu screens reload the area: closing a character's “Attributes” page advances the table by a fixed number, the floor's arrival block (27 in Quarantomb, 1 on B1 of the Bad Cave, 15 on B2 of the Bowhole), and resets the spawn timer to 0: wait until it passes its threshold again (3 s in Quarantomb and at Angel Falls, 4 s in the Bad Cave, 5 s in the Bowhole) before turning. This block comes from the map's animated objects (2 rolls each: 13 in Quarantomb). “Battle Records” does the same, but the fairy talks there (and announces new accolades): extra dialogue. TKG adds Zoom, which hits the ceiling in a dungeon (+29), but the hero only learns it when he wakes up after the first trip to the Observatory.
- What advances table A (read in the code): when you arrive on a floor, a fixed block (1 on B3 of the Bowhole, 27 in the Quarantomb corridor, 1 on B1 of the Bad Cave, 0 outside at the Slime Hill); then one roll per game frame (30 per second), plus one when a spawn zone near the walking hero is free; the monster appears when the spawn timer, which counts real time in microseconds (50 ms at most per frame), passes its threshold, and it rolls its species. A room without monsters rolls nothing.
- The formula: roll of the 1st monster after arriving = base + step × round trips; at the Bowhole, in the corner, the next monster comes 3 rolls later. Measured bases (DeSmuME / melonDS): Bowhole 124 / 125 (step 1; hero alone: 124 / 124), Bad Cave 94 / 94 (step 10), Quarantomb 89 / 90 (step 27), Slime Hill 62 or 63 (step 0, standing still outside). melonDS finishes loading a floor a little later: the hero can move 24 frames later and, at the Bowhole and Quarantomb, the monster falls one roll later. Each console has its own base; an “everywhere” method must allow for this gap, for example by looking at the 1st monster.
- When the game slows down, the count changes. With some monsters on screen (one mean spirit in Quarantomb is enough), the game drops from 30 to 20 field frames per second: fewer rolls before the next monster. DeSmuME slows down like the console; melonDS does not. Methods aiming at the 2nd or 3rd spawn depend on it (the community ones at the Bad Cave and Quarantomb); those aiming at the 1st spawn after arriving do not.
- In the fields (Slime Hill), every frame of walking adds rolls: a held path gives the same roll on two machines only to within a quarter of a step. Standing still, the 1st monster falls on roll 62 or 63 depending on the machine: two metal slimes in a row, hence a method with no timing at all.
- Walking is betting: near spawn zones, every frame of walking adds rolls (at the Bowhole, the 1st monster moves forward one roll every 2 frames of walking). All the walking routes tried (directions, direction changes, durations) are therefore chance methods with 2-frame windows, and the same path does not give the same result on DeSmuME and on melonDS. Safe methods come from moments when nothing rolls: round trips, menus, the Attributes screen, standing still.
- What rolls in table A from the menu (every screen and item tried): Zoom in a dungeon or a house (+29: the hero hits his head on the ceiling); Whistle (Courage skill, +2: the monster appears next to you and charges); Nose for Treasure (Acquisitiveness skill: +1 per blue chest or pot whose contents are rolled in the area, +7 on B2 of the Bowhole; a 2nd one in a row may give 0); closing the “Attributes” page, Equip or the Battle Records (+ the floor's block); the map menu (it resets the table to the seed); the quicksave (back to the title screen: tables reseeded from the clock). Nothing else rolls: herbs and medicines (table B only), seeds, holy water, Tactics, skills, party tricks, volume, profile, item lists.
- No item helps here: at full HP, medicinal herbs and First Aid are refused (“nothing happens”) and roll nothing in table A; the chimaera wing does nothing in a dungeon or in the Pool of Spirits cave (it only hits the ceiling in a town house: 29 rolls, wing kept). The Zoom spell, however, hits the ceiling in a dungeon (+29), once learnt (after the Observatory). The “Air Punch” party trick (B + Up) rolls nothing.
- The only possible surprise: every 60 s spent on the field, the game goes through the sparkly spots and rolls twice for each empty spot that refills. No NPC moves in these places. Don't pick anything up just before (or let the spots refill); if a result is off, redo the method.
- Slime Hill, roll 62 or 63: it is the parity of the number of slowed frames while the outside area loads (even: 62, odd: 63). DeSmuME with a party and melonDS give 63, DeSmuME with the hero alone 62. No walking route brings both together (6,000 simulations): a map whose rolls 62 and 63 are two metals settles it.
- Pre-emptive strike (ov17 0x021970A0): one roll ⌊100 × (roll − 1) ÷ 32,767⌋ on contact, using the roll that follows table A's state at that moment. From the side: pre-emptive if the roll is below 2 + 5% of the party's highest deftness (otherwise a 2nd roll: the monster strikes first below 2). From behind: pre-emptive below 12 + 5% of the deftness. If the monster touches you from behind, it strikes first below 12. Bobbing rolls nothing: it is only a time cue.
- Touching the metal before any other roll: the roll is then the one that follows its own. With the base map, the metal on roll 134 (Bowhole, Quarantomb, Bad Cave) is followed by a roll of 2: a sure pre-emptive from behind, and from the side as soon as the highest deftness reaches 20. You must touch it less than a second after it appears, or stay where no zone is free. On roll 137: 75; on 217: 83; the Masayuki map's liquid metal slime (186): 20.
The methods, place by place
The Bowhole, B3: liquid metal slime
- Round trips
- On B3, go down to B4 (no monsters) and do X, X, Up, X there, then B. Go back up to B3 and right back down, as many times as planned (on B3, no more than a second and a half; on B4, take your time). On the last arrival on B3, hold Right within 2 seconds until the hero stops in the corner, then do not move. 1st monster on roll base + number of round trips, the next one 3 rolls later; liquid metal slime on rolls 134 and 137.
- Everywhere
- 9 round trips: if the 1st monster is the liquid metal slime (base 125, melonDS), you are done; otherwise (living statue on DeSmuME), one more round trip and look again, at most three times.
- DeSmuME
- 7 round trips: sculpture vulture then liquid metal slime (48 s); or 10 round trips, liquid metal slime first (55 s).
- melonDS
- 6 round trips: sculpture vulture then liquid metal slime (46 s); or 9, liquid metal slime first (54 s).
- Hero alone
- Same method: base 124 on DeSmuME and on melonDS, so 10 round trips (liquid metal slime first, roll 134; 9 give a living statue on 133).
- Waiting method (community)
- Same menu on B4, Up to go back up, then wait at the foot of the stairs before going to the corner. Liquid metal slime 1st or 2nd for a wait of 147-148, 153-154, 159-160, 175-176 or 181-182 frames after the floor change on DeSmuME (22 frames more on melonDS, where the hero starts later; counted from the moment he can move, the gap is only 2 frames). 2-frame windows every 6: 40% success per attempt at ±2 frames, 31% at ±5, 22% at ±10.
- Checked
- DeSmuME: 7 and 10 round trips (liquid metal slime on roll 134). melonDS: 7 and 10 missed (roll 135), 6 and 9 successful. The corner is about 3 s of walking from the slime: the pre-emptive strike is not guaranteed.
- B2, coming from B3
- A frozen area exists about ten units from the arrival point (facing right): menu, 2 “Attributes” pages, 3 Nose for Treasure and the Whistle give the liquid metal slime (roll 53) without Zoom, in 25 to 30 s; with 2 Zooms and the Whistle, in 14 to 16 s (checked for real, 6 out of 6). Visible landmarks: at the top of the stairs, go below the two stone statues (Down-Right for a moment: straight ahead, the hero bumps into them), then hold Right along the back wall and stop, facing right, when the hero (in front) is under the right half of the brown sand patch at the foot of the wall, before the corner where the wall turns (about 2.5 units of leeway, same result on DeSmuME and melonDS). B3 stays simpler.
The Bad Cave, B1: metal medley
- Everywhere: 4 round trips
- From B1, go up to L1. Wait for the screen to come back (and “Ⓧ Menu” to show), then X; wait for each menu to appear before the next button (X, Up) and open the maps between 5.5 and 7.5 s after arriving on L1, then B, and Up to go back down. Do 4 round trips B1 → L1 → B1, letting go of the D-pad as soon as it fades. On B1, hold Left for 2 to 3 s (without going to the ledge) and do not move: the first monster is the metal medley (roll 134 = 94 + 10 × 4, same base on DeSmuME and melonDS).
- DeSmuME and DS: community
- From B1, go up to L1. X, X, Up; wait for the cursor to spin 12 times (solo) or 7 times (with a party), then X. Mash B while holding Up to go back down to B1. Hold Left up to the ledge: the metal medley is the 2nd spawn (roll 217, about 22 s). It depends on how much the game slows down with the 1st monster on screen: successful on DeSmuME and on Gradis's 3DS, missed on melonDS (hunter mech, roll 279). On melonDS the menu also takes longer to open: a 2nd X pressed too fast is lost.
- Hero alone
- Same method: 4 round trips, metal medley on roll 134, on DeSmuME and melonDS. The community method has not been checked with the hero alone yet.
- Checked
- 4 round trips, with a party and alone: DeSmuME and melonDS; party: six simulator settings. Community, party: all successful in DeSmuME (30 attempts), missed in melonDS.
Quarantomb, L1: metal slime
- Everywhere: frozen table (the fastest)
- From the entrance room, go through the top door holding Left during the fade, until you bump into the wall: facing left, the hero rolls nothing more. Open then close the map menu: table at 0. Go back down to the entrance room (a monster appears in the corridor when the hero turns down: this is expected) and come straight back up, again holding Left during the fade: +31. Open the hero's “Attributes” page (X, Down, Down, A, A) and close it (B): +27, table at 58. Wait 4 s without moving, then Up: the metal slime appears at once (roll 60), about 21 s after the map menu. No roll depends on time: same result on every machine. Without a round trip, 10 pages also give a metal slime (roll 272, about 1 min).
- Round trips (old method)
- In the entrance room (no monsters), open then close the map menu. Go through the top door and come straight back into the room: each round trip adds 27 rolls. The 1st monster in the corridor falls on roll base + 27 × round trips: metal slime on 980 (33 round trips, DeSmuME's base 89) or 1,008 (34, melonDS's base 90). Look at the 1st monster after 33 round trips; if it is not the metal slime, one more. About 3 minutes.
- DeSmuME and DS: community
- Open then close the map menu in the entrance room. Go through the top door and walk up the corridor holding Up for at least 3.5 s, then wait without moving (cleartonic keeps the Zoom menu open): mean spirit, mean spirit, then metal slime (roll 134, about 16 s). The 3rd monster depends on how much the game slows down while the mean spirit is on screen: missed on melonDS (mummy boy, earthenwarrior, mummy boy: rolls 90, 152, 155).
- Hero alone
- Same method (1 round trip + 1 page): metal slime on roll 60 on DeSmuME and melonDS, and the same monster sequence afterwards.
- Checked
- Round trips: metal slime on roll 980 in DeSmuME (33 round trips, 2 min 58 s) and on 1,008 in melonDS (34, 3 min 14 s). Community: 9 out of 9 in DeSmuME (Up held 210 to 300 frames; 120 to 180: missed), 0 out of 5 in melonDS. Frozen table: metal slime on roll 60 with a party and alone, in DeSmuME and in melonDS, and 272 with 10 pages and no round trip.
Angel Falls Region, Slime Hill: metal slime
- Everywhere: standing still
- In the Pool of Spirits cave (no monsters, the one of quests 55 and 142), open then close the map menu. Go outside and do not move: the 1st monster is a metal slime (roll 62 or 63 depending on the machine, two metals in a row), about 4 s after going out (9 s in all). No timing. Opening the “Attributes” screen 1 to 4 s after going out also gives the metal first.
- Checked
- Standing still: DeSmuME 4 out of 4 (party and alone), melonDS 2 out of 2 (party and alone); with the Attributes screen opened 1.3 to 4.3 s after the menu: DeSmuME 9 out of 10, melonDS 6 out of 6.
- Masayuki map (community)
- Ruby Path of Doom Lv. 87 (B5-0E5C), at the bottom of a page. In the Pool of Spirits cave (the one of quests 55 and 142): open then close the map menu. Go outside, hold Up for 1.6 to 2 s, then do not move: the liquid metal slime is the 2nd spawn (roll 186). Successful on DeSmuME and on Gradis's 3DS; it is a held path in the fields, so it differs on melonDS. Going in and out of the cave changes nothing (0 rolls).
The community's methods, checked in our code
Each method was recomputed with the game's generator: when a video shows the table A counter (DeSmuME with TKG's Lua script), its values are exactly those of our table, and the monster spawns on a “metal” roll. The video's counter then shows the moment of contact, a few rolls later. Map: quest 15's (0032, “Usugura”) unless stated.
| Method | Place | What you do | Needs | Check |
|---|---|---|---|---|
| Usugura + Zoom ×2 (TKG and shimokia) | Quarantomb, Bad Cave, Bowhole | Turn to freeze the table, map menu, Zoom twice, turn towards the monster. | Zoom | Metal on roll 60 in all three places; done for real in DeSmuME and melonDS (see “Which method to use”). |
| Swag Strat (TKG: DeSmuME, 3DS, v2) | Bowhole, B3 | Same principle; then a 2nd map menu, turning around while it opens: the liquid metal slime comes to the hero. | Zoom | Video counter = our table. Liquid metal slime on roll 60, then on 118 after the 2nd menu (it reaches the hero on 123): two “metal” rolls. |
| Fastest POP 2 (TKG: v1, v2, on console; DaisukeDaisuke's v3) | Bowhole, B3 | Hero alone, no Whistle or Zoom: wait for the spawn timer to pass 1 s, run left then down. v2 with Zoom; v3 timed with the “Clap” party trick ×3. | nothing (v2: Zoom) | Liquid metal slime spawned on roll 229 (“33 + 229” in their words; contact on 252): a “metal” roll. v3 filmed on console, without a counter. |
| Agility Ring (DaisukeDaisuke) | Bowhole, B3 | Liquid metal slime killed with Thunder Thrust: it drops the agility ring (common item, 1 in 32). | Thunder Thrust | Spawned on roll 174 (battle on 180); loot roll on 196: 616, under the 1,024 limit, so the ring drops with our formula. |
| halgorithm: Easy LMS, Alternate LMS | Bowhole, B3 (from B4) | Easy: Right and R during the transition, pause between the 2nd and 3rd blue line of the stairs, map menu, Zoom twice, Right to the liquid metal slime on the bridge. Alternate: menu on B4 (X, X, Up, X then B), X and B at the water's corner. | Easy: Zoom | Easy: same principle as the Swag Strat (the pause freezes the table, roll 60). Alternate: the B4 menu of our round trips. No counter in the videos. |
| Eru1203: “surprised” metals | Quarantomb, Bad Cave, Bowhole, Slime Hill | Quarantomb: straight ahead, stop at the 2nd hop. Bad Cave: menu opened twice, left then down-right. Bowhole: 8 hops then contact. Slime Hill: 40 deftness. | nothing | On console, without a counter: the principle matches (stopping freezes the table), the rolls cannot be checked. |
| Sylwer: “Manipuler le spawn des monstres” (in French) | Quarantomb, Bad Cave, Bowhole | Quarantomb: straight ahead, stop at the 2nd mean spirit. Bad Cave: wait 1 to 2 s, menu, Left until blocked. Bowhole: Up, then Left until blocked. | nothing | Same moves as the “community” methods described above, done in DeSmuME. |
| DaisukeDaisuke: liquid metal slime by Whistle, sure pre-emptive strike | Bowhole, B3 | Evac, Zoom, then Whistle: surprised liquid metal slime in 22 s. | Whistle (Courage, 28 points), Zoom | The Whistle spawns the monster on the current roll and takes the next one for the pre-emptive strike (read in the code). |
| TKG: Quicksave Metal Slime | Quarantomb | Quick save, console off then on: the starting seed is known (318DD). Find it with heals (Hoimi table), then advance to a metal slime. | a console that keeps its seed | Quarantomb's metal slime comes out for a roll from 30,721 to 32,767, as they say (the area's weights). The seed depends on the console. |
| TKG: Slime Hill, Zoom ×3, with a party | Angel Falls Region | Map menu and Zoom three times in the Pool of Spirits cave, go out, stand still. | Zoom | Hero alone in DeSmuME: liquid metal slime on roll 149 (our tests); elsewhere, metal slime on 150. |
Metal king slimes in the Tower of Nod: they never appear on the field, only as reinforcements, in about 1% of battles. Their arrival is rolled in table B: the map method cannot aim at them.
In a grotto: metal king slime and platinum king jewel
TKG's method (“How to Create Map Method MKS/PKJ” tutorial), read in the game's code and successful for real (DeSmuME and melonDS, party and alone): metal king slime 4 out of 4, platinum king jewel 8 out of 8.
- Two maps. The secondary one is the grotto you enter: the chosen floor must have the target in its monster table. Metal king slime: “cave” floor of rank 10, “water” floor of rank 8 or “fire” floor of rank 9; platinum king jewel: “ruins” floor of rank 12 (a floor's rank = the 1st floor's rank + 1 every 4 floors; see Grottoes). The primary one is the map whose seed makes the target appear: it must be the last map on the menu page. The safest is a primary you have already cleared (the secondary becomes “discovered” when you enter; see the menu order above).
- Why on the spot: when you enter a floor, the game reseeds table A from the clock. Only the map menu, opened on the floor, brings it back to a known value.
- The move: on the chosen floor, stand on a square next to the stairs going up and face the stairs. Table A is frozen: the game picks the stairs as a spot for a monster, then gives up without rolling anything. Open then close the map menu, wait 5 s, turn towards another square: the monster that appears is the target (35th roll after the seed, i.e. the tool's roll 2; 34th, roll 1, if a square is straight ahead).
- Which primary: pick “Grotto: …” in the tool below and enter your map's seed: the target must fall on roll 2. Out of the 32,466 possible seeds, 4,625 make a metal king slime appear (on one of the three tables) and 1,817 the platinum king jewel. Checked example: “water” floor of rank 8, cleared primary 008B, turning left or down: metal king slime.
- Platinum king jewel, checked example: a “ruins” floor of rank 12 is floor 13 to 16 of a ruins grotto whose 1st floor is rank 9, for example B5-00BB (“Ruby World of Doom Lv. 83”, floor 13). Stand on the square just right of the stairs going up, face the stairs (Left), map menu (cleared primary 5701), wait 5 s, then the Whistle: the platinum king jewel appears, charges at the party and “is too stunned to move” (pre-emptive strike). Turning up or right instead of the Whistle also makes it appear, but it does not come into contact; turning down, nothing appears.
- Pre-emptive strike: on contact, the game uses the next roll; depending on the seed, the pre-emptive strike is certain from behind or needs deftness (for example 0016 on the “water” floor of rank 8: certain from behind, 200 deftness from the front). The Whistle makes the monster charge at you: with 008B and under 160 deftness, the metal king slime strikes the party first. With the Whistle, the pre-emptive roll is the tool's roll 3; if it fails, a 2nd roll (roll 4) can give the monster the first strike. Platinum king jewel: 41 seeds make it appear and give the pre-emptive strike with no deftness at all:
570157ED58B258D95900599E59C559EC5AB15AD85B9D5BC45C895CB05CD75D755D9C5DC35E885EAF5F745F9B60606087614C6173619A625F6286634B63726437645E6523654A6571660F6636665D6722680E; with 010A, you need 620 deftness.
Measuring your console
One minute per place, without fighting: note the monster symbols that appear, in order, with the quest 15 map alone or at the bottom of a page (with a party or alone: same bases).
- Bowhole: on B4, open then close the map menu; 6 round trips B3 → B4 → B3 without lingering; on the 7th return, Right to the corner, then stand still. Tongue fu then living statue: base 123; living statue then living statue: 124 (like DeSmuME); sculpture vulture then liquid metal slime: 125 (like melonDS); living statue then sculpture vulture: 126 or more.
- Quarantomb: menu in the entrance room, then Up in the corridor for 4 s. 1st monster mean spirit: base 89; mummy boy: 90. If the 3rd one is the metal slime, the console slows down like DeSmuME and the community method works on it.
- Slime Hill: menu in the cave, go out, do not move. Metal slime first: like both emulators (62 or 63).
With several consoles
In multiplayer, each player makes their own spawn attempts, one per frame (see Randomness): to keep the table frozen, everyone must stand on a stop spot. A guest standing still in the right place advances nothing.
- Whistle Duty (TKG, two 3DS): one whistles while the other gets into place.
- Platinum King Medley (TKG, 4 consoles): map menu then Whistle on a grotto's 13th floor: several platinum king jewels in the same battle.
- Rare items: TKG's guides say how many guests are needed (see Rare items); records with 4 players: 5 items and 8 items in one battle, the maximum.
Read in the code: up to 4 players counted each frame, and the 3.5-unit circle around each member. The methods themselves need several consoles: not tried here.
On an emulator
- DeSmuME (desmume.org): version 0.9.9 or later, “Advanced Bus-Level Timing” on and no dynamic recompiler for manipulations, as Sylwer and the Discord advise (the recompiler changes the results). Our successful DeSmuME tests were done with both settings.
- melonDS (melonds.kuribo64.net): frozen-table methods work there as in DeSmuME; those that depend on the game's slowdown may differ (see each place). Setup: Playing on PC.
- The table A counter (TKG's Lua script, DQIX/desmume-scripts repository): seed, roll number since the map menu and next metal; it works on DeSmuME 0.9.13. Lua setup: pokemonrng.com.
- Save editor: yabd.org's (version 0.7, Sylwer's tutorial, in French) and the DQIX group's. Handy to write a treasure map (seed and rank) and try a method.
Which monster on which roll?
Pick a place (or a grotto floor table) and the seed of the last map on the menu page. The seed is the 2nd part of a map's ID, for example 0032 in 02-0032; see Grottoes. The tool gives the monster rolled on each roll counted from the menu; metal monsters (and the platinum king jewel) are in bold. Good map = a metal on roll 2 (and on rolls 62 and 63 at the Slime Hill).
- Table A after the menu
- 0xA74FFD63
- Monster weights
- Sculpture vulture 7 · Drakularge 3 · Living statue 7 · Liquid metal slime 2
- “Metal” rolls
- Liquid metal slime: 19, 36, 40, 52, 53, 60, 68, 79, 118, 134, 137, 148, 164, 174, 199, 212, 217, 229, 258, 263, 272, 282, 294
Every roll
1 Drakularge · 2 Living statue · 3 Living statue · 4 Sculpture vulture · 5 Sculpture vulture · 6 Sculpture vulture · 7 Living statue · 8 Living statue · 9 Sculpture vulture · 10 Sculpture vulture · 11 Drakularge · 12 Drakularge · 13 Drakularge · 14 Living statue · 15 Living statue · 16 Sculpture vulture · 17 Living statue · 18 Living statue · 19 Liquid metal slime · 20 Sculpture vulture · 21 Living statue · 22 Sculpture vulture · 23 Sculpture vulture · 24 Living statue · 25 Sculpture vulture · 26 Living statue · 27 Living statue · 28 Living statue · 29 Sculpture vulture · 30 Drakularge · 31 Sculpture vulture · 32 Drakularge · 33 Living statue · 34 Living statue · 35 Drakularge · 36 Liquid metal slime · 37 Sculpture vulture · 38 Living statue · 39 Living statue · 40 Liquid metal slime · 41 Living statue · 42 Sculpture vulture · 43 Living statue · 44 Drakularge · 45 Living statue · 46 Living statue · 47 Sculpture vulture · 48 Living statue · 49 Living statue · 50 Living statue · 51 Living statue · 52 Liquid metal slime · 53 Liquid metal slime · 54 Living statue · 55 Sculpture vulture · 56 Sculpture vulture · 57 Sculpture vulture · 58 Sculpture vulture · 59 Drakularge · 60 Liquid metal slime · 61 Living statue · 62 Living statue · 63 Living statue · 64 Drakularge · 65 Sculpture vulture · 66 Drakularge · 67 Sculpture vulture · 68 Liquid metal slime · 69 Living statue · 70 Living statue · 71 Sculpture vulture · 72 Sculpture vulture · 73 Sculpture vulture · 74 Sculpture vulture · 75 Living statue · 76 Sculpture vulture · 77 Living statue · 78 Sculpture vulture · 79 Liquid metal slime · 80 Living statue · 81 Living statue · 82 Sculpture vulture · 83 Drakularge · 84 Sculpture vulture · 85 Drakularge · 86 Drakularge · 87 Drakularge · 88 Living statue · 89 Sculpture vulture · 90 Drakularge · 91 Living statue · 92 Sculpture vulture · 93 Drakularge · 94 Drakularge · 95 Drakularge · 96 Drakularge · 97 Sculpture vulture · 98 Living statue · 99 Sculpture vulture · 100 Drakularge · 101 Living statue · 102 Living statue · 103 Living statue · 104 Drakularge · 105 Living statue · 106 Living statue · 107 Living statue · 108 Living statue · 109 Living statue · 110 Living statue · 111 Sculpture vulture · 112 Living statue · 113 Sculpture vulture · 114 Living statue · 115 Sculpture vulture · 116 Sculpture vulture · 117 Sculpture vulture · 118 Liquid metal slime · 119 Sculpture vulture · 120 Sculpture vulture · 121 Drakularge · 122 Sculpture vulture · 123 Drakularge · 124 Sculpture vulture · 125 Sculpture vulture · 126 Sculpture vulture · 127 Sculpture vulture · 128 Drakularge · 129 Sculpture vulture · 130 Living statue · 131 Sculpture vulture · 132 Living statue · 133 Living statue · 134 Liquid metal slime · 135 Sculpture vulture · 136 Sculpture vulture · 137 Liquid metal slime · 138 Living statue · 139 Sculpture vulture · 140 Living statue · 141 Living statue · 142 Sculpture vulture · 143 Drakularge · 144 Living statue · 145 Sculpture vulture · 146 Living statue · 147 Sculpture vulture · 148 Liquid metal slime · 149 Living statue · 150 Living statue · 151 Sculpture vulture · 152 Living statue · 153 Living statue · 154 Living statue · 155 Drakularge · 156 Sculpture vulture · 157 Sculpture vulture · 158 Sculpture vulture · 159 Sculpture vulture · 160 Sculpture vulture · 161 Sculpture vulture · 162 Living statue · 163 Sculpture vulture · 164 Liquid metal slime · 165 Sculpture vulture · 166 Living statue · 167 Living statue · 168 Sculpture vulture · 169 Sculpture vulture · 170 Sculpture vulture · 171 Sculpture vulture · 172 Sculpture vulture · 173 Drakularge · 174 Liquid metal slime · 175 Sculpture vulture · 176 Living statue · 177 Sculpture vulture · 178 Living statue · 179 Sculpture vulture · 180 Living statue · 181 Sculpture vulture · 182 Sculpture vulture · 183 Sculpture vulture · 184 Drakularge · 185 Sculpture vulture · 186 Living statue · 187 Drakularge · 188 Living statue · 189 Drakularge · 190 Living statue · 191 Sculpture vulture · 192 Drakularge · 193 Living statue · 194 Sculpture vulture · 195 Living statue · 196 Sculpture vulture · 197 Sculpture vulture · 198 Sculpture vulture · 199 Liquid metal slime · 200 Living statue · 201 Living statue · 202 Living statue · 203 Drakularge · 204 Sculpture vulture · 205 Living statue · 206 Living statue · 207 Sculpture vulture · 208 Drakularge · 209 Sculpture vulture · 210 Living statue · 211 Sculpture vulture · 212 Liquid metal slime · 213 Living statue · 214 Drakularge · 215 Drakularge · 216 Drakularge · 217 Liquid metal slime · 218 Living statue · 219 Sculpture vulture · 220 Sculpture vulture · 221 Sculpture vulture · 222 Living statue · 223 Living statue · 224 Living statue · 225 Drakularge · 226 Sculpture vulture · 227 Living statue · 228 Sculpture vulture · 229 Liquid metal slime · 230 Sculpture vulture · 231 Living statue · 232 Sculpture vulture · 233 Drakularge · 234 Sculpture vulture · 235 Living statue · 236 Living statue · 237 Sculpture vulture · 238 Drakularge · 239 Living statue · 240 Living statue · 241 Living statue · 242 Sculpture vulture · 243 Sculpture vulture · 244 Living statue · 245 Sculpture vulture · 246 Living statue · 247 Drakularge · 248 Living statue · 249 Drakularge · 250 Living statue · 251 Sculpture vulture · 252 Living statue · 253 Living statue · 254 Drakularge · 255 Drakularge · 256 Living statue · 257 Living statue · 258 Liquid metal slime · 259 Sculpture vulture · 260 Living statue · 261 Drakularge · 262 Sculpture vulture · 263 Liquid metal slime · 264 Drakularge · 265 Sculpture vulture · 266 Living statue · 267 Drakularge · 268 Sculpture vulture · 269 Living statue · 270 Sculpture vulture · 271 Sculpture vulture · 272 Liquid metal slime · 273 Drakularge · 274 Drakularge · 275 Drakularge · 276 Living statue · 277 Living statue · 278 Drakularge · 279 Living statue · 280 Living statue · 281 Sculpture vulture · 282 Liquid metal slime · 283 Sculpture vulture · 284 Sculpture vulture · 285 Sculpture vulture · 286 Living statue · 287 Living statue · 288 Sculpture vulture · 289 Living statue · 290 Sculpture vulture · 291 Drakularge · 292 Sculpture vulture · 293 Sculpture vulture · 294 Liquid metal slime · 295 Living statue · 296 Sculpture vulture · 297 Sculpture vulture · 298 Drakularge · 299 Sculpture vulture · 300 Sculpture vulture
DQ9 Encyclopedia