RPGM Completed Monster Girl Quest: Paradox [Part 3 Demo v3.00] [Torotoro Resistance]

4.70 star(s) 32 Votes

Lord Darkstar

New Member
May 5, 2018
8
20
Awhile back I put together a debug room mod, to skip grinding. I have no idea if other people find it useful, but here goes.



DEBUG ROOM FEATURES
*Doesn't modify scripts, variables, or common events.

*A LOC skill teacher.
*Sorcery teacher.

*Maid, LOC Papi, UP Rabbit, and Promstein are available to assist.
*Baseline stat maxer.
*Experience trainer. With a spoken word, your characters receive 999,999 XP for level and current roles.

*Lingerie and milk shop.
*Role change and makina vendor.
*Standard and LOC item shops. The LOC stores are set at 20,000 rare points. Some of the LOC stores are broken, and will mention that. Broke stores cause CTD.

*Slot Machines. You can get Chaos gear through them. Use the machines if a shop is broken.
*Rare drop enemies. Grinding these things to complete the library is a real pain, so this should help.


MGQ Paradox Duology - Debug Room screen.png




Use one of the two instruction sets below to apply the Debug Room.


Simple Update: This method will only supply a translation that is likely outdated by the time you read this. Use the Full Installation instructions to integrate Debug Room functionality into the latest translation.

A - Have a copy of MGQ Paradox 2. It is assumed that you have combined it with Part 1. Only having one part will likely break your installation.
B - Drop the contents of the Debug Room RAR "data" into the data folder. Overwrite as needed.
C - Play the game, and speak to the shrooms in the Cave of Trials B1. They will take you to the Debug Room.


Full Installation: I am not exactly sure if it is possible to properly update the Debug Room when official patches come out. That said, the instructions below allow for updating with unofficial translations.

1 - Use the GameSelector on your copy of MGQ Paradox 2. It is assumed that you have combined it with Part 1. Keep the original copy for future installations.
2 - Apply the translation patch, overwrite as needed.
3 - Run the Translator tool.
4 - Apply a decrypter to "Out". Tick the "Generate Project" option. Create the output in a seperate folder. Make a copy of it. Hereon referred to as "Out", and "Copy".
5 - Drop the contents of the Debug Room RAR "data" folder into "Copy", in the data folder. Overwrite as needed.
6 - Open the "Copy" with the RPGMaker VX Ace editor. That would be the RVPROJ file.
7 - Find the "Debug Room" MAP, at the highest level. Copy it.
8 - Close your RPGMaker editor. Open the "Out" RVPROJ. Paste the map at the highest level.
9 - Go into the map with the editor, and copy the shrooms at the top-left. Paste them at the Cave of Trials B1, by the rock at the entrance.
10 - Edit those shrooms, deleting the empty instruction page.
11 - Play the game, and speak to the shrooms in the Cave of Trials B1. They will take you to the Debug Room.




AliceLovesTaters
 
Last edited:

Lord Darkstar

New Member
May 5, 2018
8
20
Question. Should I play the supposed prequel parts first? Or is paradox a complete remake?
I recommend it, unless you utterly hate VN-style games.

There is plenty of actual combat in the game, but it is rife with instant kills and a fair bit of chance. Every death is unique, with commentary from our lady Ilias. There is lots of dialogue, and the scenario is unique to the game(s) - Paradox is a universe that very much split off from this original series, and it is nice to see the assorted references and differences that entails. It should be noted that the original series has a lock-on feature, in which you can combine all three games into a single cohesive program.
 

joeys88

Member
Oct 10, 2017
271
385
Having played through the game a while before the collab came out, nice to see they've added blue mage to the job list and its skills are busted just like most games that have one.
 

Keysen11

New Member
Oct 17, 2022
10
3
Damn Carnage LoC scaling is fucked up, but the rewards are so good that i want to keep trying it, Est carried me through LoC but it seems like DEX builds falls offs later, is ATK the way to go? stacking buffs and weaknesses and all that stuff? or i'm dumb and DEX is fine?
 

Lord Darkstar

New Member
May 5, 2018
8
20
Damn Carnage LoC scaling is fucked up, but the rewards are so good that i want to keep trying it, Est carried me through LoC but it seems like DEX builds falls offs later, is ATK the way to go? stacking buffs and weaknesses and all that stuff? or i'm dumb and DEX is fine?
Based on my experiences with the LOC, the biggest thing of importance is charge skills that amplify damage. If you can manage it, get characters who have abilities that give them extra actions each turn. This is because the high-end LOC bosses can dispel party (de)buffs, along with doling out assorted instant deaths and eventually 1,000,000+ damage regardless of your stats. Basically, it becomes a game of 10+ charged shots vs being owned in 1-shot, so you need to pump out actions, revives, barriers, and so on.

There is gear that erects a 1-hit shield at 50% odds every turn, the "High Deflector" heavy shield mitigates some of the hurt. "High Security" is a heavy helm worth finding, as it prevents nearly all status effects. "Busty Goddess Bra", skimpy, nullifies pleasure damage. I feel it is best to reduce vectors for incoming enemy damage and debuffs, so that you can focus on attacking them.

When grinding the LOC, I feel it is best to not go deep. The benefits of going deeper is to recruit a Monster Lord, and to generate chaos gear with higher levels (20,000 points is the max), or just to encounter certain events again. I *think* the RNG seed of a expedition is locked when you start, meaning you can encounter the same content repeatedly - such as skill-giving events. That last one might be worth sticking out an trip, but otherwise it doesn't feel worthwhile to go beyond 200+ floors. Better to just start over and over in the dedicated gear labyrinth to find stuff that suits your playstyle.
 
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Keysen11

New Member
Oct 17, 2022
10
3
Based on my experiences with the LOC, the biggest thing of importance is charge skills that amplify damage. If you can manage it, get characters who have abilities that give them extra actions each turn. This is because the high-end LOC bosses can dispel party (de)buffs, along with doling out assorted instant deaths and eventually 1,000,000+ damage regardless of your stats. Basically, it becomes a game of 10+ charged shots vs being owned in 1-shot, so you need to pump out actions, revives, barriers, and so on.

There is gear that erects a 1-hit shield at 50% odds every turn, the "High Deflector" heavy shield mitigates some of the hurt. "High Security" is a heavy helm worth finding, as it prevents nearly all status effects. "Busty Goddess Bra", skimpy, nullifies pleasure damage. I feel it is best to reduce vectors for incoming enemy damage and debuffs, so that you can focus on attacking them.

When grinding the LOC, I feel it is best to not go deep. The benefits of going deeper is to recruit a Monster Lord, and to generate chaos gear with higher levels (20,000 points is the max), or just to encounter certain events again. I *think* the RNG seed of a expedition is locked when you start, meaning you can encounter the same content repeatedly - such as skill-giving events. That last one might be worth sticking out an trip, but otherwise it doesn't feel worthwhile to go beyond 200+ floors. Better to just start over and over in the dedicated gear labyrinth to find stuff that suits your playstyle.
Getting multiple actions is the way to go, i see. I'm still getting familiarized with legendary gears and i did some testing with equipping cards to supports so i could get more actions but i wasn't sure if it was the best option or way to go about it.
I was already aware that deflectors would be a huge part of the gameplan for harder fights, got myself a Omega Adeptas and taught Aqua Pentagon to the succubus with haste on White Magic, maintaining it through the fight is still something i gotta work on.
Since the first few floors are doable for me, i'll keep grinding for equip and trying out some different characters and comps to see how it goes. Also i already got the recruitable companion from LoC so it seems there's no need to rush things now.
 

Darkenedlight

Member
Apr 25, 2018
110
85
Based on my experiences with the LOC, the biggest thing of importance is charge skills that amplify damage. If you can manage it, get characters who have abilities that give them extra actions each turn. This is because the high-end LOC bosses can dispel party (de)buffs, along with doling out assorted instant deaths and eventually 1,000,000+ damage regardless of your stats. Basically, it becomes a game of 10+ charged shots vs being owned in 1-shot, so you need to pump out actions, revives, barriers, and so on.

There is gear that erects a 1-hit shield at 50% odds every turn, the "High Deflector" heavy shield mitigates some of the hurt. "High Security" is a heavy helm worth finding, as it prevents nearly all status effects. "Busty Goddess Bra", skimpy, nullifies pleasure damage. I feel it is best to reduce vectors for incoming enemy damage and debuffs, so that you can focus on attacking them.

When grinding the LOC, I feel it is best to not go deep. The benefits of going deeper is to recruit a Monster Lord, and to generate chaos gear with higher levels (20,000 points is the max), or just to encounter certain events again. I *think* the RNG seed of a expedition is locked when you start, meaning you can encounter the same content repeatedly - such as skill-giving events. That last one might be worth sticking out an trip, but otherwise it doesn't feel worthwhile to go beyond 200+ floors. Better to just start over and over in the dedicated gear labyrinth to find stuff that suits your playstyle.
Just to add on to this a little, in Carnage at least, you'll find there's a point where it doesn't matter how high your agility is, you won't outspeed your opponents, so you want to make sure you have gear that has skill haste: "insert skill type here" so those always have priority. Weapons that change damage types to Chaos elements help a lot as well, as they deal damage around what the normal damage type's resistances would be.
 

_Moon_Rabbit_

New Member
Feb 5, 2021
11
35
Information from ToroToro Resistance dlsite page regarding mgq paradox part 3 (translated in deepl):

We are sorry, but the last chapter of Monmusu RPG will not be released before the end of this year.
The last chapter of MonMusu RPG will be released by the end of 2023.
The amount of material is more than the previous and middle chapters combined, and the number of items to be checked, adjusted, and revised is very large.
The amount of checkpoints, adjustments, and corrections will be very large.
The amount of dialogue is more than 50 paperbacks.
The total number of H-scenes in all chapters is more than 2,000, which is a Guinness record.
However, because of the long waiting time, there are a lot of event CGs and so on.
The event CGs in the previous chapters and the middle chapters are much more than those in the book.
Furthermore, due to the success of the previous and middle chapters, a budget was also invested in the music.
Thanks to this, the BGM that colors the adventure is also wonderful.
Thus, the final chapter of MonMusu RPG is being presented on an unprecedented scale. ......
We are in the final stages of production, so please wait a little longer.

Now, about the outlook after the release of the last chapter of Monmusu RPG.
We have reflected on the fact that MonMusu RPG has grown to a very long game.
We plan to make future games of a medium scale and keep the production period compact.
Even so, the game will be long enough in the general sense of the word.
There are currently two games that are already in production.
One of them is a game that takes place in the world of Cthulhu.
The following short story-like situations will unfold.

 

Magadan

Newbie
Dec 3, 2018
19
22
Information from ToroToro Resistance dlsite page regarding mgq paradox part 3 (translated in deepl):

We are sorry, but the last chapter of Monmusu RPG will not be released before the end of this year.
The last chapter of MonMusu RPG will be released by the end of 2023.
The amount of material is more than the previous and middle chapters combined, and the number of items to be checked, adjusted, and revised is very large.
The amount of checkpoints, adjustments, and corrections will be very large.
The amount of dialogue is more than 50 paperbacks.
The total number of H-scenes in all chapters is more than 2,000, which is a Guinness record.
However, because of the long waiting time, there are a lot of event CGs and so on.
The event CGs in the previous chapters and the middle chapters are much more than those in the book.
Furthermore, due to the success of the previous and middle chapters, a budget was also invested in the music.
Thanks to this, the BGM that colors the adventure is also wonderful.
Thus, the final chapter of MonMusu RPG is being presented on an unprecedented scale. ......
We are in the final stages of production, so please wait a little longer.

Now, about the outlook after the release of the last chapter of Monmusu RPG.
We have reflected on the fact that MonMusu RPG has grown to a very long game.
We plan to make future games of a medium scale and keep the production period compact.
Even so, the game will be long enough in the general sense of the word.
There are currently two games that are already in production.
One of them is a game that takes place in the world of Cthulhu.
The following short story-like situations will unfold.

More excited about this than any triple A release, just need to survive for another year lol
 

adoltin

Newbie
Oct 22, 2021
32
11
Information from ToroToro Resistance dlsite page regarding mgq paradox part 3 (translated in deepl):

We are sorry, but the last chapter of Monmusu RPG will not be released before the end of this year.
The last chapter of MonMusu RPG will be released by the end of 2023.
The amount of material is more than the previous and middle chapters combined, and the number of items to be checked, adjusted, and revised is very large.
The amount of checkpoints, adjustments, and corrections will be very large.
The amount of dialogue is more than 50 paperbacks.
The total number of H-scenes in all chapters is more than 2,000, which is a Guinness record.
However, because of the long waiting time, there are a lot of event CGs and so on.
The event CGs in the previous chapters and the middle chapters are much more than those in the book.
Furthermore, due to the success of the previous and middle chapters, a budget was also invested in the music.
Thanks to this, the BGM that colors the adventure is also wonderful.
Thus, the final chapter of MonMusu RPG is being presented on an unprecedented scale. ......
We are in the final stages of production, so please wait a little longer.

Now, about the outlook after the release of the last chapter of Monmusu RPG.
We have reflected on the fact that MonMusu RPG has grown to a very long game.
We plan to make future games of a medium scale and keep the production period compact.
Even so, the game will be long enough in the general sense of the word.
There are currently two games that are already in production.
One of them is a game that takes place in the world of Cthulhu.
The following short story-like situations will unfold.

That all sounds really awesome, but also makes me wonder about an English translation and how long that might take considering the volume of content.
 

Lord Darkstar

New Member
May 5, 2018
8
20
I wish that JAST USA or another English company that doesn't censor would pick up MGQ. Unfortunately, I suspect the games are too large and controversial to get official and complete treatment.
 
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Aug 22, 2021
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How are they supposed to be controversial?
Could be the wide variety of non-humanoid monster girl porn, the vore, the character rape on defeat, or any other of the things in the tag section.

Either way, it wouldn't help the situation since the art itself would still be produced in a country where censorship is mandated by law. The best they could do (and it would be an absolute fuckton of work) would be to skirt the law like others and build in a censor filter into the game engine rather than manually censoring the images themselves. Then someone could make an edit to disable that on our end.

It doesn't really bother me though since this series has fully transcended the porn I originally sought it out for.
 

mememema

Newbie
Aug 16, 2020
57
74
How are they supposed to be controversial?
Spending a lot of time on this site and playing these games, it can be easy to forget that something like the four bandits near the beginning of the game does not fly with most people. Thats just one small example out of the aforementioned wide variety. Definitely a key factor keeping this niche.
 
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Etheric

Member
May 30, 2017
337
418
Just finished all the content on Hell difficulty with Alice, here is my thoughts:
The Difference between Hell and Paradox Difficulty is Absurd, on Hell you can still play the game with your waifu if you know how to make your party work, on Paradox, seems like you are forced to use the META™. on Paradox Difficulty the Cave of Trials you will receive OHK all the time... attacks dealing three times your HP, I like difficulty but this is absurd.

Most of the game on Hell Difficulty I didn't face any great problem or forced grinding.

I tried some combinations, some of them worked, like Dark Dragoon Luka, others were completely failure, Gamble Eva and Maid Nuruku. Alice become very strong when she get her Dual Wield Ability. Shirohebi was a disappointment.

I will attempt a new game, Spellsword Luka, Bow Ilias, Dancer Reina and (maybe?) Promestian.
 
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4.70 star(s) 32 Votes