Monster Girls and the Mysterious Adventure

Monster Girls and the Mysterious Adventure

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Friends Guide
Tekijältä Quizzical
This explains the friends system and lists the monsters in the game that you can recruit to be your friends.
   
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Basics
There are 111 types of recruitable monsters in the game, and they are split into 29 groups. All groups except reapers and foxes have either 3 or 4 monsters, and each monster has an initial level cap 5 levels higher than the previous, in addition to being otherwise generally stronger while at a given level. All monsters except Blue Fox can have their level cap increased by Melt, of course. I list the initial level cap for the weakest monster in each group.

In order to befriend a monster, you can use the "look over" option while standing next to her, and it will show you how much she likes you. In most cases, the monster randomly has one to four colored hearts. All monsters must have at least three hearts in order for you to recruit them. A monster with two hearts will talk to you, and you can give her gifts to increase her number of hearts. A monster with one heart will not talk to you and cannot be recruited.

Some monsters require that you max their hearts before recruiting them. If a monster has at least two hearts, you can give her gifts to increase how much she likes you, up to five hearts. You can think of the "max" level as being the boundary between five and six hearts, as there is more precision under the hood than just an integer number of hearts. When you give a monster gifts, if you have maxed her like level, the game will give you a message saying so.

Monsters with a single gray heart did not roll the one heart randomly, but can never be recruited in that dungeon. All monsters in the Labyrinth of Crystals, Memory of the Hero, and The Beast Road dungeons, all alpha monsters, and a handful of particular monsters near the end of dungeons (e.g., dragons in the Beginner Dungeon) have a single gray heart.

Different monsters want a variety of things in order for you to recruit them. Many monsters want a particular gift. For this, you don't use the normal gift option between the talk and invite options. Rather, you invite the monster, and she'll request a gift from your inventory. That opens your inventory screen, and you pick the gift she wants, if you have it. The gift must come from your main inventory, and not be inside a bag. The monster's request is vague, but if you don't understand it, it will explain more precisely in the monster book after you've tried to invite the monster to join your party. Or you could just read this guide.

Some monsters want some particular thing to happen, and then will get a yellow star above her head, indicating that she'd like to be your friend. If you talk to her and invite her after the yellow star appears, she'll join your party. For many such monsters, when the necessary event happens, there's only a chance that the yellow star will appear. More hearts tends to make it more likely.

The names for particular monsters are in the game. The names for groups of monsters are my own. In some cases, I picked the most recognizable of the monster names. In others, it's just my own description. In addition to the initial level cap for the weakest monster of the group, I'll list the monsters in the group. In most cases, I'll list the recruitment method, as well as any notable skills.

For most groups of monsters, all but the final one are available to recruit on fixed floors of fixed dungeons in at least one of the first six dungeons, while the last and strongest monster is available only in the endgame dungeons, most notably the Mysterious Adventure. I'll mention any exceptions to this rule.
Small slimes (10)
Slime, Yellow Slime, Poison Slime, Pink Slime

You can recruit the first two by letting her hit you without attacking back. For Poison Slime, you have to let her poison you. For Pink Slime, you have to max her hearts have Slime (that is, the blue one) with you as one of the friends in your party.

Pink Slime is available to recruit as early as the Beginner Dungeon, and is the only monster that you can get above level 20 before completing the Beginner Dungeon. The small slimes are generally very weak, however. Their most notable skill is that most of them can split into multiple slimes when hit. The extra copies will disappear at the end of the level, or earlier if killed.
Big slimes (10)
Queen Slime, Honey Slime, Venom Slime, Succubus Slime

To recruit any of the large slimes, you must max her hearts and have Slime (the blue one, monster #001) in your party as one of your friends. Furthermore, Slime must be strong enough to be enhanced by Melt, meaning her love must be at 100 and her level must be at least 80% of her current cap. Slime has such a low cap that you might as well just level her to the cap.

The big slimes all have a Throw Slime skill to hit enemies from a distance.
Wolves (15)
Were Wolf, Fenrir, Red Fang, Kerberos

To recruit any of the wolves, you must fight her and get both her health and your own health low without killing her. As usual, this requires her to have at least three hearts. Once both of your health levels are low, she can get a yellow star over her head, and then you can recruit her.

The wolves all have a Turning Kick skill to knock back enemies. All but Kerberos have a Charging skill to power up both herself and all allies around her. All but Were Wolf have a breath attack to cause some negative effects to all enemies in a cone. Kerberos's Curse Breath skill is rather dangerous as she can catch you with it, so you may wish to be careful about bringing her.
Cats (15)
Were Cat, Nekomata, Cait Sith, Bastet

The cats are all easy to recruit: give her a silver vine.

The cats all have a steal skill to try to steal items out of your inventory. An Anti-Theft mark on you shield can disable this for most of them, but Bastet has an improved version of the skill that can ignore your mark and steal things anyway. All of the cats except Were Cat have a Cat Jump attack that requires one turn to charge, but then can hit from a few squares away and do considerable damage.
Fairies (10)
Fairy, Periwinkle, Flame Lily, Titania

Most of the fairies can be recruited by just letting her hit you without fighting back. For Flame Lily, you have to freeze her, and then once she comes unfrozen, she will likely be recruitable. There are several ways to freeze her, the simplest of which is to use a Grimoire of Ice Magic.

The fairies all have the Floating skill that allows them to fly over water or go off a cliff, though they can't go through walls. They also all have the Act Twice skill allowing two moves per turn instead of one, though some can only attack once per turn. They also all have the Spirits Blessing skill for charm immunity, which can help you against succubi. The fairies are all pretty fragile and easily killed, however.
Wind Spirits (15)
Aery, Sylph, Tempest, Jinn

To recruit Aery or Sylph, you just have to max her hearts. For Tempest or Jinn, you have to be as fast as she is. The latter two get three moves per turn, and a swift buff only gets you to two. In order to be as fast as her, you must both have a swift buff yourself and also put a slow debuff on her. There is more than one way to do that, but the simplest is to read a grimoire of swift and a grimoire of slow on consecutive turns. Skip your turn a few times and she should get a yellow star to be recruitable.

The wind spirits all have a Floating skill that allows them to fly over water or off a cliff. They also get the Act Twice or Act Three Times skill to be able to move or attack two or three times per turn. They have a Wind Blessing skill which causes thrown items to miss them, so trying to throw a Slow Fruit at one to debuff her does not work. They also have the Get Tired Easily skill, which means that if they attack multiple times in a turn, each attack does less damage than the previous.
Alraunes (15)
Alraune, Delphine, Nemophila, Dandelion

To recruit Alraune or Dandelion, you just give her a revival fruit. For Delphine or Nemophila, you must max her hearts and have the previous one in your group. That is, you must have Alraune with you to recruit Delphine, and must have Delphine with you to recruit Nemophila.

The alraunes all have the Hate Flying Items skill that causes them to become angry if you throw something at them. That causes them to use the Thorn Attack skill, which is a ranged attack to hit back. Hostile alraunes don't otherwise move, but they will move if they are your friends.
Bees (15)
Bee, Slow Bee, Paraly Bee, Killer Bee

To recruit a bee, you have to give her money. The price increases with the stronger bees, from 2000 to 5000 to 20000 to 50000. She'll name her price when you try to invite her.

The bees all have the floating skill, which allows them to move over water or go off a cliff. They also each have a needle skill with various effects, most of which inflict a negative condition.
Lamias (15)
Lamia, Medusa, Echidna, Melusine

To befriend a lamia, you have to give her a fox item. Most foxes with six or fewer tails start out as either a fruit or book on the ground. For a one or two tailed fox, it will normally jump out and attack if you try to step on the item. You can pick it up and get it into your inventory by having a friend step on it, then trading places with her. Alternatively, foxes with three to six tails will allow you to step on the item and pick it up without jumping out and attacking. You can recognize a fox item in your inventory by checking the info screen, which will say, "Something about it smells bestial..."

The lamias all have the Tale [sic] Beat skill, which will knock you down and cause you to miss a turn. Echidna and Melusine have a more powerful version of it that will knock items out of your inventory, just like a drop item trap. Unlike the drop item trap, however, you can't neutralize the attack with a Hold Bracelet.
Lizards (20)
Lizard, Blue Lizard, Red Lizard

To recruit a lizard, you need to give her a weapon or shield with multiple colors of marks. It takes two on a weapon for Lizard, three for a Blue Lizard, or five for a Red Lizard. Multiple marks of the same color don't count. The restriction is not just the total number of marks, but the number of marks of distinct colors. For a Red Lizard, that means you need a weapon with one of each color of mark--and it can't be a shield, as there are no red shield marks.

The lizards all have the Damage Reflect skill to automatically deal some damage to whoever hits them. They also have the Walk of Peace skill to slow everyone within range, whether friendly or hostile. For the plain lizard, that generally doesn't do much, but the others are immune to the slow effect, which makes them relatively faster than whoever was slowed by it.
Elves (10)
Trainee Elf, Elf, Dark Elf, High Elf

Most of the elves want bread. You can recruit a Trainee Elf with Big Bread, a plain Elf with Magic Bread, and a High Elf with Large Bread. To recruit the Dark Elf, you have to max her hearts, then use a Grimoire of Explosion near her. The High Elf is recruitable in the Elven Hidden Village dungeon, as are most or possibly all of the other elves.

All of the elves have a skill to use some arrow, which allows them to shoot enemies from a distance. All but the Trainee Elf have the Companionship skill, which means that they'll hold their fire if they would hit an ally rather than an enemy. Even so, the Dark Elf and sometimes the High Elf will use explosive arrows, which can harm allies in addition to the enemy that she hits directly. You can prevent them from killing allies by setting them to the "No Skills" AI when necessary.
Imps (10)
Naughty, Imp, Brownie, Gremlin

To recruit an imp, you have to give her an item stolen from Tanukichi's shop on the same floor. Only imps on floors that have the shop are recruitable, though you can restart the game to reroll the level if you need to. The item must officially be stolen, as you can't recruit an imp by giving her a shop item while still in the shop. Tanukichi's wrath can be quite severe if you steal several items at once, so it's best to steal only a single item to befriend an imp. A Naughty or Imp will be satisfied with any item, while a Brownie wants one that costs at least 2000, and a Gremlin requires one that costs at least 5000.

There are two basic approaches to stealing items. One is to pick up the item, then use a Grimoire of Collective Move to warp out of the shop with it, effectively making it stolen. Then you find the imp, give her the item to befriend her, and either run for the stairs or use a Grimoire of Return to go back to town before Tanukichi finds you and attacks. This can recruit an imp without getting you [BAD] status or injuring Tanukichi, so there aren't any longer term consequences. Having to keep away from Tanukichi makes it tricky, however.

The other approach to stealing items is to defeat Tanukichi first. Get everyone positioned to fight her, then throw damaging items at her. After the third, she'll say that she has to attack you to defend herself, and then you'll be able to attack and injure her. Once you've done that, her shop is yours to loot freely, and without the severe consequences of teleporting out with several stolen items. This will prevent you from accessing her shop for the rest of the dungeon run, or in town for a while thereafter, however.

A Naughty, Imp, or Brownie can readily be recruited by either approach. A Gremlin is much harder by the first approach, as if you steal any item (or combination of items) worth 5000 or more, Tanukichi's wrath will be swift and severe. She summons many additional monsters to attack you, as well as thick fog to make them extremely strong. Even if you can immediately find a gremlin and recruit her, your new friend will die in a single hit and likely won't make it back to town. The second approach of defeating Tanukichi before robbing her shop is much easier.

The other complication of recruiting Gremlin is that Tanukichi's shop sometimes doesn't have an item that costs 5000 or more. You can solve this by bringing your own. Bring an item that Tanukichi would charge 5000 money or more for, lay it on the ground in her shop, and talk to her to sell it to her. She'll immediately put that item for sale, making it possible for you to steal it.

The notable skills that imps have is that they can use items. Naughty and Imp can only throw them at you, but Brownie and Gremlin can also use them in the same sense that you do, such as reading a grimoire to debuff you.
Slugs (15)
Forest Slug, Moutain Slug [sic], Freelance Slug

Slugs want swords or shields that they can eat. To recruit them, you have to give a Forest Slug one that is enhanced to +3 or better, a Mountain Slug one that is enhanced to +5 or better, or a Freelance Slug one with at least three marks.

Slugs have the Aquatic skill, which allows them to travel through water. They also have a corrosion skill, which for the Forest Slug or Mountain Slug, reduces the enhancement level of your gear. For the Freelance Slug, it removes a mark from your gear. Those corrosion skills can all be blocked by a rustproof mark, however.
Succubi (10)
Succubus, Empusa, Hekate, Lilyth

To recruit a succubus, you must resist her charm attacks. For a Succubus or Empusa, this is most easily done by eating the pumpkin soup from Coco's cafe. That doesn't work for Hecate or Lilyth, however. I recruited Hecate and Lilyth by both eating pumpkin soup and having a fairy adjacent to me, which gave two anti-charm measures. The fairy alone with no soup is not enough to resist Lilyth's charms. From text, I'm guessing that it would have worked for Hekate.

The most notable skill of succubi is that they can charm you. A Succubus can only charm from melee range, while the others all have the ranged Throw Kiss attack. Additionally, Lilyth has a Charming Dance skill that charms everyone in a large area.
Harpies (15)
Harpy, Maya Sibayu, Jabberwock, Seiren

Harpies are readily recruited by giving them bracelets. Harpy or Maya Sibayu will settle for just any bracelet. Jabberwock requires one that costs at least 5000, while Seiren wants one that costs at least 10000.

All harpies have the Floating skill, which allows them to move over water or go off a cliff. All but Harpy also have a song skill that allows them to inflict some condition on all enemies in a large area. Seiren's Lullaby skill will put you to sleep even if you have an anti-sleep effect on your shield.
Griffins (15)
Griffin, Cockatrice, Quetzalcoatl, Hraesvelgr

Any of the griffins are easily recruited by giving her a Nale [sic] Article.

All griffins have the Grab skill, which allows them to grab an enemy and warp to one of their allies. For a griffin who is your friend, she'll either warp to you or to your other friend. The Heavy Equipment skill can prevent most griffins from being able to grab you, but Hraesvelgr is strong enough that it will work on you even with the mark.
Mermaids (15)
Mermaid, Merrow, Loreley, Undine

Most mermaids are easily recruited by giving them a Smooth Conditioner. Loreley wants a Sake Muraichiban instead.

All mermaids have the Aquatic skill, allowing them to move through water. They also have the Water Blessing and Water Healing skills, which improve their stats and heal them while in the water. Additionally, all but Merrow get Healing Melody to heal all allies in the area, while all but Mermaid get Recover Melody to remove status conditions from allies in the area. While Undine is the strongest of the mermaids, she's also a nuisance to have in your party, as her Splash skill is bugged and will leave white boxes that cover your screen until you close the game or return to the title screen.
Krakens (15)
Scylla, Tentacle, Kraken, Charybdis

To recruit any of the krakens, you must max her hearts and not have any friends with you. Typically, you have friends with you, then when you want to recruit a kraken, you send your friends back to the village so that you can be alone and recruit her. Neither Kraken nor Charybdis can be recruited before the Mysterious Adventure dungeon. Kraken does appear in the Memory of the Hero dungeon, but she can't be recruited there.

All krakens have the Aquatic skill, allowing them to move through water. They also have the Water Blessing and Water Healing skills, which improve their stats and heal them while in the water. They also all have a skill to blind enemies, with the later ones getting better skills
Gargoyles (15)
Gargoyle, Guardian, Jargoyle

It generally isn't reliable to recruit any particular gargoyle, but you can readily recruit them by accident. When you defeat a gargoyle, there's a small chance that she'll ask to join your party.

The notable gargoyle skill is a ranged attack that requires a turn to charge, but can hit with fixed damage up to five squares away. Gargoyles get no such attack, while Guardians get one that does 30 damage in a line. Jargoyles get a devastating attack that does 60 damage, is three columns wide, and paralyzes the target for quite a long time.
Rabbits (15)
Were Rabbit, Amazones, Zulur, Carbuncle

To recruit a rabbit, you must deal very high damage in a single attack. Don't worry about killing them, as if you succeed, they'll ask to join you after being defeated. For Were Rabbit or Amazones, this is easy. For Zulur or Carbuncle, you'll have to stack some buffs, as a simple +99 sword doesn't get you there on its own.

Rabbits all attack with a spear that has a range of two squares. They're perfectly willing to hit an ally on one of those two squares so long as an enemy is on the other. All except Were Rabbit have a charged attack that does more damage, but takes a turn to charge.
Bats (15)
Were Bat, Hematophagus, Dark Bat

Recruiting a bat who is recruitable is easy, as you just have to give her an item. For a Were Bat or Hematophagus, you need a Grimoire of Dispel. For a Dark Bat, you need an Aomori Garlic.

Most bats are not recruitable, however. Only bats who were summoned by a vampire are recruitable. In particular, you cannot recruit a Were Bat in the Village Exit dungeon, nor can you recruit a Hematophagus in the Elven Hidden Village dungeon. They can be recruited near the end of the Demon Kingdom dungeon when summoned by a Vampire or Rich, respectively. Similarly, a Dark Bat is only recruitable if summoned by a Demi Rich.

Bats have the Floating skill, which allows them to move over water or off a cliff. They are also immune to confusion and blindness. Hematophagus can inflict confusion on enemies in a cone, while Dark Bat inflicts both confusion and blindness.
Witches (10)
Blue Witch, Purple Witch, Red Witch

Witches are easily recruited by giving them a Cacao Cake.

Witches are very weak monsters who only have one skill, which casts a spell to put some condition on an ally or enemy. A Blue Witch causes anger, a Purple Witch swift, and a Red Witch invisibility. Invisibility can be a nuisance, as it prevents your friends from staying with you, so while a Purple Witch may have a little value for her buff, the others are pretty useless.
Goblins (15)
Goblin, Hob Goblin, Goblin Hero, Goblin Lord

Goblins are easily recruited by giving her a Sake Muraichiban.

All goblins have only a single skill, which is some flip attack. Depending on which goblin, it will attempt to knock something to the ground off of you, whether an unequipped item, or whatever sword, shield, or bracelet you have equipped. The flip attacks can all be disabled by an Anti-Flip mark on your shield.
Ogres (15)
Ogre, Ogre Head, Kijin

To befriend an ogre, you have to win her power contest. It's the same basic contest as trying to escape from Coco in the very early boss fight. If the ogre has at least three hearts, she'll give you a chance to try to escape. If you succeed, she'll ask to be your friend. If you fail, she'll then have one heart and not give you another chance. Your power level affects the number of directions you have to press in order, while your current stamina determines how long you'll have to press them. You may wish to load up on power fruits and large breads and then eat a bunch early in a run (before meeting the ogre) to clear space in your inventory on runs where you plan to try to recruit an ogre. Alternatively, you could have a sword and shield loaded with many Rise in Pow marks that you switch to when trying to recruit her.

Ogres have the Tossing skill, which will attempt to grab you and throw you. If your shield has a Heavy Equipment mark, the skill usage will fail, except that Kijin is strong enough that she can throw you anyway. Ogres also have the Plump skill, as they are big and heavy enough that they cannot themselves be thrown.
Moths (15)
Moth, Artemis, Oberon

To befriend a Moth or Artemis, you have to give her a frozen fruit. There are a variety of ways to freeze fruit, but the easiest is to put an arbitrary fruit on the ground in front of you and then use a Grimoire of Ice Magic. The fruit will only remain frozen for the rest of the floor, so do that at the start of a floor that you know contains a moth that you want to recruit.

To recruit an Oberon, you have to give her a sealed bracelet. That is, a bracelet that has been sealed so as to have no effect when worn, not a Sealed Bracelet that prevents you from being sealed. When an item is sealed, it only remains so for a few floors before coming unsealed, so you'll need to meet an Oberon immediately after the bracelet gets sealed in order to recruit her.

The simplest way to recruit an Oberon is to start by having a fox item for a fox with exactly five or six tails. The only reliable source of such items is 5tails Fox items on floor 50 of the Demon Kingdom dungeon, though you can also find them by chance in the Mysterious Adventure. Get such an item and keep it in your inventory when you head out to do the Mysterious Adventure dungeon, preferably by jumping to start on floor 201, as an Oberon can't appear until you're quite a ways in. As you head through the dungeon, accumulate some bracelets that you wouldn't mind losing and keep them (possibly in bags) rather than selling them to Tanukichi when given the chance.

Once you find a floor with an Oberon, shuffle your inventory to get several junk bracelets in your main inventory. Set your friends to follow and throw the fox item to let the fox out. Don't attack her, but let her approach and use her Youko Dance skill to seal a random item in your inventory. If she seals something you can't do without (e.g., your sword or shield), then reset the floor. Otherwise, as soon as she seals one of your junk bracelets, kill her. You now have a gift ready to present to an Oberon to recruit her as your friend. Be sure to do so before leaving the floor so that the bracelet won't come unsealed on its own after all that work.

All moths have exactly one skill, which affects either buffs allies or debuffs enemies in a large area. A Moth paralyzes enemies who try to use a skill, while an Artemis heals her allies. In spite of their appearance, moths cannot fly.
Vampires (20)
Vampire, Rich, Demi Rich

Vampires want to drink your blood. When you ask one to join you, she'll suck your blood and bring you down to 1 health. A Vampire will join you if she took at least 100 health, a Rich will join if she took at least 150, and a Demi Rich requires 300 health in order to join. You may want to save up life fruits and use them at the start of a run when you plan to recruit a vampire. For a Demi Rich, you're going to have to get very high level to have enough health to recruit her.

Vampires have a Familiar Summon skill to summon bats. Such summoned bats are the only recruitable bats. They also have the skill Hp Absorption, which heals them for some of the damage they deal. They have the skill Evil Eye, which can force you to do something random, such as using an item in your inventory.
Dragons (20)
Dragon, Blue Dragon, Dark Dragon

To recruit a dragon, you have to win her power contest. It's exactly the same as for recruiting an ogre. You cannot recruit Dragon from the Beginner Dungeon, nor Dark Dragon from the Demon Kingdom.

Dark Dragon is extremely difficult to recruit--much more so than Kijin, even. In addition to reaching very high power yourself, it's basically necessary to use several poison arrows to bring Dark Dragon's own power way down before attempting her power contest. Just be careful not to kill her with the poison arrows, as you can't recruit her after she's dead.

All dragons have Breath of Fire, which can burn an enemy. Dragon fires it in a straight line, like an elf shooting an arrow, and it can damage allies who get in the way. Blue Dragon can lob her fire to hit any enemy in the same room, and will not harm allies. Dark Dragon can lob her fire to hit enemies even outside of her room. Dragon fire can burn items in your inventory, though a shield with a Fire Guard mark will prevent this.
Reapers (20)
Shi no Tsukai, Shinigami, Watcher

To recruit a reaper, you have to max her hearts and convince her that you're a good person. The latter is done by either maxing the hearts of another monster or charming her and then talking to her and convincing her not to fight you. Do this once to get marked as [GOOD] on your stats screen. If you're already [GOOD] and do it again, you'll get marked as [GENTLE]. As best as I can tell, there is no rating above [GENTLE]. This status drops by one at the end of a floor, but is not affected by killing other monsters. You need to be [GOOD] to recruit a Shi no Tsukai, or [GENTLE] to recruit a Shinigami. You can do this by giving gifts to other monsters at the start of a floor, then go looking for the reaper to recruit.

You can also get to the [GOOD] and then [GENTLE] status by having a friend with you who can charm other monsters. If you talk to a charmed monster who has at least three hearts, you can convince her to leave without fighting you, at least unless she also has some other condition such as confusion that will prevent her from talking. If you want to go this route, it is easiest with Lilyth, as she has a large area charm that reliably works.

Reapers have the Floating skill, which allows them to pass over water or go off a cliff. They also have the 5 way Attack skill, which can hit up to five enemies in a wide arc in front of them.

Watcher is not recruitable. Rather, she will only spawn if you are evil. If you kill a neutral monster (Tanukichi, other adventurers, or a monster in her house), you will get the [BAD] reputation for the rest of the run. Killing four gets you to [VILLAIN]. Killing four is not enough to make Watcher spawn on the next level, but six is. Watcher spawns at the start of the next floor, not as soon as you kill enough monsters to make her spawn.

Watcher is incredibly powerful and can probably one-shot you. If you talk to her, she'll say, "You've done too much mischief... You have one of two choices... Either you'll fall down here or you'll get away from me... Come on, I'll send you..." That's enough to get her added to your monster book as a friend in slot #102. And then you'll die, as using a Grimoire of Return will not get you away. If you want to add her to your friends book, don't bring any uninsured equipment that you don't mind losing, as you're going to die.
Foxes
Fox, 2tails Fox, 3tails Fox, 4tails Fox, 5tails Fox, 6tails Fox, 7tails Fox, 8tails Fox, 9tails Fox

Foxes do not follow the normal progression of groups. For starters, there are nine of them, not three or four. The first five are available in the first six dungeons, but the last four are not. Foxes have an initial max level ranging from 15-30, but there are multiple foxes with the same initial max level.

Foxes with 1 or 2 tails typically come disguised as items, but will pop out and attack when you attempt to pick up the item. Foxes with 3-6 tails also typically come disguised as items, and will allow you to pick them up while remaining disguised. They will pop out and attack when you attempt to use the item, or when you take it out of a bag if you had placed it in a bag. You can also force a fox to end the disguise by throwing the item. I typically recommend throwing it to hit a wall two squares away, as that way, you'll get the first attack rather than the fox getting to attack you first. Foxes with 7-9 tails do not disguise themselves as items.

Recruiting foxes is easy, as you just have to give them the item they want. Foxes with 1-4 tails want Highest Aburaage, foxes with 5-6 tails want Legendary Aburaage, and foxes with 7-9 tails want a Magic Ball. Aburaage seems to be a failed translation that should have come out as fried tofu.

Foxes with 1-4 tails use the Tail Whip skill to reduce the attack of their target. Foxes with 5-6 tails use Youko Magic to seal an item in your inventory, making it unusable, though it will come unsealed on its own in a few floors Foxes with 7-9 tails use Item Change to turn items in your inventory into Highest Aburaage. When those skills are used against other monsters, they merely debuff the monster's attack and/or defense.
Special
There are nine other monsters that fill out numbers 112-120 in the monster book and don't spawn as random monsters in any dungeon. I'll list them here, as well as where they come from.

#112 Kotanu

Kotanu is the shopkeeper's daughter, and you'll meet her very early on.

#113 Tanukichi

Tanukichi is the game's main shopkeeper, and you'll meet her very early on.

#114 Tanukichi sis

Tanukichi's sister is the shopkeeper in the Beast Road dungeon. If you want to pick a fight, she's massively stronger than Tanukichi.

#115 Coco

Coco is the first major boss in the Beginner Dungeon, then opens a cafe in town once you beat her.

#116 Blue Fox

Blue Fox is Tamamo's daughter, and will join you as your friend once you clear the Beast Road dungeon as six different types of monsters. Unlike the others in this section, she'll accompany you as a normal friend in other dungeons.

Blue Fox's base stats are very weak, making her possibly the most fragile monster in the game at a given level. However, her level cap is 200 right from the start, making her by far the easiest monster to get to very high levels, as you'll never need Melt to reset her level. She also has the Quick skill to move or attack twice per turn. As best as I can tell, this is identical to the Act Twice skill that several other monsters get.

#117 Arachne

Arachne is the second major boss in the Beginner Dungeon, then comes to town and will remove curses from items for you.

#118 Melt

Melt is the third major boss in the Beginner Dungeon, and is the end boss of the dungeon. She comes to town and offers to increase the level cap of your friends at the expense of resetting their level to 1.

#119 Tarte

After filling out the entire rest of your monster book, including befriending all 111 monsters possible, talk to Tarte. She'll explain that she's supposed to be in the book, too, but was too embarrassed to tell you sooner. She'll also give you a Bond Bracelet.

#120 Lord Tarte

If you think the game should have an end boss, then Lord Tarte is pretty much it. If you have strong enough gear, then the sword that starts the Memory of the Hero dungeon will glow red. Upon entering the dungeon, you'll start at level 80 on an already cleared floor 5. Floor 6 will have only Lord Tarte to fight.

Lord Tarte is incredibly strong, with 9650 HP, 280 attack, and 160 defense. She is also completely immune to all conditions, can clear conditions off of you and your friends, attacks twice per turn when she uses her normal attack, and has some super powerful charged skills that can deal devastating conditions or even occasionally instant kill very powerful friends. (I've seen Lord Tarte one-shot a level 50 Melusine who had full health.) Beat her to add her to your friends list.

If you want to beat her, then bring your strongest gear, your strongest friends, and a whole lot of revival fruits. Try to keep Tarte attacking you instead of your friends, as your friends will die very quickly. Switch a friend to follow briefly in order to pull her away from Tarte and keep her alive if she ends up much closer to Tarte than you are.