help of two Supreme Sage brothers, Benjamin and Isaac, the party enters Mortamor's Castle. After solving many puzzles, they come face to face with Mortamor and defeat him. Isaac reveals that the Dread Realm is falling apart and Pegasus helps them escape. After returning to the Real World, everyone parts ways, with Ashlynn having to return to the Dream World since her Real World self no longer exists. With Mortamor's link between the Real World and the Dream World severed, the Dream World vanishes, with only Cloudgate Castle remaining visible in the Real World. Ashlynn is then shown in the castle, taking care of the newly hatched Zenithian Dragon. Development Production The scenario designer, as in all previous Dragon Quest games, was Yuji Horii. Similarly, the lead artist was Akira Toriyama and the sound was composed by Koichi Sugiyama. This is the last game in the series to feature in the Zenithia (天空の城, Tenkū no Shiro lit. "Sky Castle") trilogy. A prequel, Dragon Warrior Monsters (Dragon Quest Monsters: Terry's Wonderland in Japan), was released in 1998. This game featured Terry and Milly years before the events of Dragon Quest VI. It was released in North America the next year, even though Dragon Quest VI was never released in North America. Along with Terry and Milly, several of the main enemies, including Mortamor, reappear. Their previous roles have been eliminated, however, making them appear as just normal enemies. Mortamor and Murdaw (DeathMore and Mudou, respectively, in the localization) do appear as very challenging, very late in-game bosses, though. Release The initial release was delayed over a year because of Enix wanting to further develop their game. The game was eventually shown at Shoshinkai in November 1995. Dragon Quest VI was released a few weeks later on December 9, with the very steep price of 11,400 yen (roughly over 100 U.S. dollars). The game went on to sell over 3.2 million copies. In Japan, the game made the news in 2005, when a Japanese student threatened another student over an argument about which Dragon Quest is the best, the student doing the threatening favoring Dragon Quest VI. Like its predecessor, Dragon Quest VI did not receive an English-language localization because of being cost-ineffective. At 4MB, it was one of the largest games made for the Super Famicom as well as the largest the console could support without adding bank-switching circuitry to the