Games SEGA DREAMCAST TIME STALKERS User Manual

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Thank you for purchasing Time Stalkers! Please note that this software is designed only for use with the Sega Dreamcast console. Be sure to read this instruction manual thor­oughly
before you start playing Time Stalkers.
STARTING AND SAVING . . . . . . . .2
THE STORY . . . . . . . . . . . . . . . . . . .4
CHARACTER INTRODUCTIONS . .5
COMMAND MENUS . . . . . . . . . .8
GAME DISPLAY . . . . . . . . . . . . . .10
GAME SYSTEM . . . . . . . . . . . . . . .12
TOWN ACTIONS . . . . . . . . . . . . .16
DUNGEON STRUCTURE
. . . . . . . .17
DUNGEON ACTIONS . . . . . . . . .18
There is so much to Time Stalkers, that we couldn’t fit it into one manual!! Whenever you see this icon, please refer to the Time Stalkers website.
BATTLE ACTIONS . . . . . . . . . . . . .20
COMMAND MENUS
(
TOWN AND DUNGEONS) . . . .22
SET-UP WINDOW(DUNGEONS) .24 COMMAND MENUS (BATTLES) . .25
STATUS SCREEN . . . . . . . . . . . . . .26
LEVEL-UPS AND MASTERY . . . . . .28
CAPTURING, GRAZING,
REARING . . . . . . . . . . . . . . . . . .30
QUESTS . . . . . . . . . . . . . . . . . . . . .32
http://www.sega.com/timestalkers
Time Stalkers is a memory card[Visual Memory Unit, or VMU (sold separately)]compatible game. To save game files and to download mini-games, you must have the amount of blocks of space available shown to the right.
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STARTING AND SAVING
Place the Time Stalkers disc into your Dreamcast console, press the disc down until it clicks into place, close the lid and press the POWER Button to turn ON the power. The play demo will start a few moments later. Press Start during the play demo to display the Title Screen. Press Start once more to display the Mode Select Screen.
STARTING A GAME
Select “NEW GAME” from the Mode Select Screen, then press the Button to enter your selection. You will be shown the opening story in which our hero, Sword, finds himself lost in a fantasy world. Once the opening story is over, the game will start. (You cannot skip the opening story).
CONTINUING A PREVIOUSLY SAVED GAME
Select “LOAD GAME” from the Mode Select Screen, then press the Button to enter your selection. Select a memory card, followed by a game file, then press the Button to continue playing a previously saved game.
WHITE: Save file (a file saved at Sword’s House YELLOW:
Fast save file (a file saved half way through a dungeon
CHANGING GAME SETTINGS
Select “OPTIONS” from the Mode Select Screen, then press the
Button to enter your selection. All the game settings can be
changed.
)
SAVING
You can save the game in Sword’s House during game play. When you restart the game, you will start from the place where you last saved.
Within the Fountain Square Piece Sword’s House (
Talk to Mutton the Butler
)
P9
FAST SAVE
You can save when your character pletes a floor. After saving, the Title Screen will be displayed. Your fast save file will be deleted once you have used the file.
Dungeon Set-Up Window
F I L E S
The indicators are different for normal saving and fast saving.
)
SAVED DATA(WHITE
FAST SAVED DATA(YELLOW
)
)
is in a dungeon and com-
P24
MUTTON THE BUTLER
He looks after Sword’s House.
2
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THE STORY
This is a fantasy world. A medieval world, an ancient world, and even modern Japan… Countless worlds nonsensically bind to form this amazing and yet tiny world. So who created it? And for what reason or purpose? No one knows. A man is summoned. His name is Sword. He is a wandering adventurer. A mysterious old man welcomes Sword to the world and calls him a “hero.” The old man gives him a mission. Sword must solve the hidden mystery of this world. Who created this world? And why? And… is it possible to escape from it? Many mysteries and strange labyrinths lie before Sword as he sets off on his adventure. But Sword is undaunted and decides to bravely defy the myriad obstacles that stand in his path.
PIECES
This world contains a bizarre collection of geographical features from many eras and locations, such as Medieval Europe and 1980s Japan. Each geographical feature is known as a “Piece.” In every “Piece,” the people, who once lived in each place and each era, continue to live their normal everyday lives. The world is enwrapped in the space of a different dimension, and consequently, its geography frequently changes.
THE HERO’S CREST
Your character must be carrying the Hero’s Crest to enter a dungeon. Sword receives the Hero’s Crest from the old man at the beginning of the game. As the story develops, Sword is able to pass the Hero’s Crest to the following characters once he has met them. You can change the character that you are currently using by selecting “Change Character” in Sword’s House.
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CHARACTER INTRODUCTIONS
These are the main characters. How will Sword meet them?
The main character. Sword travels without destination. As much as he tries to pose and appear to be a ladies’ man, he’s actually rash and careless. His sword ability, however, is first-class.
Rao is a halfling; half human and half Rioring
Tribe lion soldier. He is uncommunicative, but very brave. Rao is a proud and lonely warrior
who seeks fulfillment through fighting.
Marion is a doll in every sense of the word! She is a battle machine produced by an unknown manufacturer. She is devoid of emotion, but she is fascinated by humans.
Nigel is a treasure hunter. He loves
danger. He has an inseparable
friend named Friday, who is a Sprite.
Pyra is an elf. She is also a magician with a violent temper. Although she is serious, she causes fear and is very scary. She is gifted with advanced offensive magical abilities.
Lady is a young woman who has run away
from her distinguished family. She’s a real
troublemaker. Lady is impulsive, and never
considers the consequences of her actions.
She has the best fighting ability in the world.
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CONTROLS
This is a one-player game. Connect your Dreamcast Controller to Control Port A.
Insert a memory card into Expansion Socket 1 of your controller.To save game files, you must have the following amount of blocks of available
space on your memory card.
Main game: 16 Mini-games: 54-123 for each game
To soft reset, simultaneously press and hold the , , , and Start Buttons on
the controller.
TRIGGER TRIGGER
B U T TO N
A NA LOG THUMB PA D
DIRECTIONAL PAD
STA RT BUTTO N
THE JUMP PACK™ (SOLD SEPARATELY
Make sure that you insert the Jump Pack into
Expansion Socket 2 of the controller.
Do not remove the memory card or Jump Pack
while saving.
B U T TO N B U T TO N B U T TO N
)
MOVEMENT WINDOW(TOWN
Button Analog Thumb Pad Directional Pad (D-Pad
Button Button Button Button/Start Button
Triggers / and the Start Button are not used.
Function
Movement (Press fully to run)/Look around (First person view
)
Selection/ Look around (First person view Enter a selection/Conversation/Enter a building Cancel/Close all the windows Change camera angle (First person view Open the Command Menu
)
MOVEMENT WINDOW(DUNGEON
Button Analog Thumb Pad D-Pad D-Pad
Button Button Button
Button/Start Button Triggers / Left on the D-Pad.
BATTLE WINDOW(DUNGEON
Button Analog Thumb Pad/D-Pad
Button
Button Triggers / The , and Start Buttons are not used.
Function
Movement (Press fully to run
: Change map; : Switch the Map ON or OFF
: Change the camera angle (Overhead↔Rear Check Mode→Pick up an item/Initiate a battle Cancel/Close all the windows
(
Search Open the Command Menu Rotate the camera angle (During the overhead camera angle
P18
)
)
Function
Selection Enter your selection Cancel Party member selection
)
(
P22
)
)
)
)
)
)
(
)
P18
(
)
P22
)
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COMMAND M ENUS
MOVEMENT (TOWN
Items Skills Spells Status Lists Allies
“Registration” is when your character is able to use a newly learned magic skill or a captured monster. Skill and magic registration is automatic. Monster registration is not automatic.
✽✽
“Sealing” is necessary at times when your character’s parameters are too low to be able to “master” a registered skill. Sacrifice a skill by sealing it in order to use your character’s other skills while its parameters are still low.
MOVEMENT (DUNGEON
Items Skills Spells Status Lists Allies
Special skills and items are needed to “identify” and “repair.” Furthermore, “spells” and “skills” can only be registered outside of dungeons. “Spells” and “skills” are automatically registered even when the windows are not displayed.
BATTLES (DUNGEONS
Attack Spell Item Defend Movement Capture
)
Equip your character with, dispose of and view the details of items Skill Menu, registration✽, removal, seal Spell Menu, registration, removal Display the Status Window(Only for the main character Display a list of acquired items and captured monsters Let monsters in and out of their capsules, change battle formation
✽✽
)
Equip, use, dispose of, identify✽, repair✽, and view the details of items Skill Menu, check your monster allies’ skills Spell Menu, cast magic spells, use the spells of your monster allies Status Screen (main character and allies Display a list of acquired items and captured monsters Reorganize the fighting formation of your monsters
) (
)
P26
)
Attack techniques, weapons or bare fists (VIT Consumption Attack using magic (MP Consumption Use items Defend, dodge and run away(Not necessarily 100% successful Move within your sector (Equipped “boots” or skill required Capture a monster (Registration “capture” of skill required
)
SET-UP WINDOW(DUNGEONS
P22
Bonus Point Distribution Skills Allies Fast Save
Allocate bonus points (e.g. to the “basic ability parameters” Check and seal your own and your monster allies’ skills Let your monsters in and out of their capsules Save a game file in a dungeon
SWORD’S HOUSE (TALK TO MUTTON
) (
)
P26
P22
Store Item Collection Save Character Change Options Change game options and view character profiles
You can only do this when the story has developed.
Save items Display a collection item Save a game file
Replace Sword with a new main character
THE CHURCH
Monster Revive Revive registered monster allies (There is a charge for this
)
(
)
P3
)
)
P24
)
P3
ITEM STORE
P25
)
) )
Buy Sell
HOLOGRAM MACHINE (IN THE MONSTER HOUSE
Graze Encapsulate Register Release
VMU DEVICE (IN THE MONSTER HOUSE
Download Game
)
Delete Game Tokens Download Monster
Buy an item Sell an item
)
Put a monster in the Monster House Take a monster out of the Monster House Register a monster (You can also give the monster a name Remove a monster (A selected monster will be completely deleted
P30
)
)
Download a mini-game to your VMU Delete the mini-game that is currently stored in your VMU Buy, Sell and Exchange them for items, download into VMU Download monsters to and from your VMU
)
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GAME DISPLAY
MOVEMENT SCREEN (TOWN
MOVEMENT SCREEN (DUNGEON
)
There are no onscreen indicators when your character is moving around town.
and cannot be displayed at the
same time in a dungeon.
Character Portrait Hunger Meter LV(Level HP (Hit points MP (Magic points VIT (Vitality Search indicator (Items and monsters
t
)
your character approaches them Compass (This always points north Elapsed time (Only for the current
dungeon Floor indicator
)
)
)
)
hat you can search are indicated as
)
Radar
BATTLE SCREEN (COMMAND MENU
)
)
BATTLE SCREEN (BATTLE FIELD
)
Auto map
Gray . . . . . . . Unexplored area
Orange . . . . Unsearched area
Green . . . . . Searched area
Yellow . . . . . Ally
Red . . . . . . . Enemy and/or Trap
Blue . . . . . . . Items
Attribute icon This displays the attributes of the floor (P17
Command Menu (During battles (
P25
Battle field indicator
Blue . . . . . . . Within range
)
Modifying the Movement Screen in a Town
Button . . . . .
D-Pad/ . . . . . .
Analog Thumb Pad using first person view
Modifying the Movement Screen in a Dungeon
D-Pad Up . . . . Radar↔Auto Map
D-Pad Right . . Switch the Radar ON/OFF D-Pad Down . . Overhead camera angle↔Rear
Triggers / .
Red . . . . . . . Out of range
Yellow . . . . . Ally
Enemy status display(Only one enemy at a time
Monster name, hit rate, expected damage
Overhead view↔First person view Rotate camera angle (Only when
angle
Rotate camera angle (Only when
using overhead camera angle
)
)
)
)
)
)
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