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
3
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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.
4
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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GAME SYSTEM
The key to success in Time Stalkers is to remember to make all necessary preparations in town in order to negotiate the dungeons.
TOWN
Here you can buy and sell items, gather information and prepare for your next adventure. The following facilities can be found in town:
Item Store . . . . . . . . . .
Church . . . . . . . . . . . . .Revive monster allies
Monster House . . . . . .Register and store your monster
Mr. Noiman’s House .
Sword’s House . . . . . .
You cannot do these things until the story has developed.
DUNGEONS (THE REALM OF ADVENTURE
The dungeons are where the most exciting part of your adventure happens. Here you can fight monsters and pick up items. The floor plan of every dungeon will randomly generate every time you enter, so you will never see exactly the same dungeon twice.
QUESTS(YOUR JOB
As the story develops, you can get new quests (jobs)at Mr. Noiman’s House. You can re-enter previously cleared dungeons and set off on new missions. There are many tasks to complete, such as searching for specific items or defeating specific monsters. (P32
12
Buy and sell equipment and food
allies and download mini-games Quest introduction✽/Sell precious goods to Mr. Noiman Save a game file, store items, and change the character that you wish to play with
)
)
)
STATUS
HP (Hit Points
Physical strength. This is depleted when your character receives damage. If the main character’s HP is reduced to 0, your dungeon quest will end. Also, when the Hunger Meter reaches 0, your character will gradually begin to lose HP.
MP (Magic Points
This is the essential parameter for using magic. MP will decrease spells.
VIT (Vitality
This is the essential parameter for using techniques. VIT will decrease when you use techniques. However, VIT will gradually increase as time passes.
Hunger Meter
This is the essential parameter for inspecting the dungeons. The Hunger Meter will decrease when you inspect orange colored areas. The Hunger Meter will also gradually decrease as time passes.
)
Hunger Meter
)
when you cast magic
)
LV(LEVEL)AND TITLES
LV(Level
Experience levels are only applicable in dungeons. Your character’s level will rise by 1 point for every 100-experience points they acquire in a dungeon. Your character’s fighting power, defensive power, HP, MP and VIT will increase with each successive level up. Similarly, your use However, as will return to
Titles
Every time your character leaves a dungeon (whether through victory or defeat)it may be promoted to a new title. Unlike LV, which restarts from LV 1 every time your character enters a dungeon, titles build on the experience gained from each successive dungeon. When your character is promoted to a new title, they will be able to use new magic and skills. These spells and skills must be registered. Your monster allies can also receive new titles. (P28
)
character will be able to carry more items, and will be able to
magic and equipment which were previously not mastered.
soon as your character leaves the dungeon, their level 1 again. (P28
)
)
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BATTLES AND SPECIAL ABILITY COMMANDS DUNGEON BATTLES
Items (Equipment
There are various “equipment items” such as weapons and armor, and “use items” such as tools.
Techniques (weapon items): There are several ways of attacking using techniques, both bare handed or using weapon items. These are only displayed during battles. Each weapon can be used to perform several techniques, and the total of performable techniques for each weapon increases with the level ups. Techniques deplete VIT.
Magic (Registered
Magic is a highly effective way of attacking. Magic depletes MP. Magic is usually more powerful than techniques are.
Attributes: “Fire,” “Ice,” “Lightning” and “No Attribute.” “Fire” and “Ice” are opposite attributes “Lightning” is an independent attribute, so it is effective against both “Fire” and “Ice.”
Level: Spells also have levels, and become more effective with each level up (P28).
Classifications: Spells are displayed in the selection window using the following prefixes.
Mega-: Every member of a party, Giga-: All enemies
Skills (Registered
Your character will gain many special abilities, such as extra strength when it acquires a new skill.
Level: Skills have levels too, but do not level up (P28). You can acquire separate skills at every level.
MASTERY
During gameplay, your character will acquire “equipment items,” “magic,” and “skills,” which you can then equip or register. However, some items, magic and skills require the character to have specific basic parameters(strength, wisdom, charisma, etc.
P28)in order to be effective. Your character will have to gain experience points, and you will have to allocate bonus points in order to “master” some items, magic and skills.
)
Parties
You can form a party of up to 3, including the main charac­ter. Enemy monsters can form parties of up to 4.
Ally Monsters
If you successfully “capture” a monster during a battle, it can become a member of your party (P30). Register your newly captured monster in the Monster House, and you will be able to revive it in the Church should it be defeated in a dungeon. You can also make it work for you in a mini-game
.
Aggression
This is the level of enthusiasm for battles that every enemy monster has. Aggression has a strong influence on the behav­ior of monsters, because although a monster that likes to fight will attack, monsters that dislike battles will not. (P20
OTHER THINGS
ITEM
TECHNIQUE 1 TECHNIQUE 2 TECHNIQUE 3 TECHNIQUE 4
)
WEAPON
The relation between weapons and techniques
Legendary Items
There are only a few of these precious items in Time Stalkers. At the Blacksmith, you can add skills from other items to your
)
OPPOSITES
FIRE ICE
LIGHT-
NING
INDEPENDENT
Magic: the attribute factor
legendary item (Transfer)or lower the parameter value to master using the item (Improve).
Collection Items
You’ll have a lot of fun collecting these. You can display them in the Collection Room next to Sword’s House and go and admire them whenever you like, just as though you owned your very own museum.
)
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TOWN ACTIONS
The town (Fountain Square etc.)is the main base for the player in Time Stalkers. You can get information from various people, buy and sell items and prepare for the next dungeon. Furthermore, all the events happen in the town, so don’t forget to explore every corner. The events will give you precious information as to what to do next. The actions that you can perform in the town are outlined below.
COMMAND MENU (BUTTON
Press the Button to open the Command Menu to check the condition of your characters. (P22
TALKING AND READING(BUTTON
To collect information, press the Button near other characters and signboards to speak and read. Similarly, press the Button in stores to buy weapons and armor. Don’t forget to drop into stores before entering a dungeon.
ENTERING BUILDINGS (BUTTON
When the name of a building is displayed, press the Button to enter.
The Townsfolk
It is possible to get new information from people with whom you have already spoken to, so talk to the townsfolk as much as possible.
)
)
)
DUNGEON STRUCTURE
DUNGEONS RANDOMLY GENERATE
The layout and floor plan of every dungeon is randomly generated every time your character enters. There are countless completely original and unique dungeons to be discovered in the amazing world of Time Stalkers.
SECTORS
Each floor of the dungeon is divided into units called sectors. Check these sectors for traps and hidden items. During battles, four enemies can fit into one sector.
FLOOR STRUCTURE AND ATTRIBUTES
Dungeons consist of many floors, which have a specific structure. You must clear the floors one by one, but remember that once you have cleared a floor and advanced to the next one, you cannot return. Furthermore, floors can have certain attributes: fire, ice or lightning, which have an influence on magic.
)
SEARCHING FOR ITEMS
Many items (some of which are hidden)are scattered around dungeons. Press the Button to search orange colored sectors. Don’t forget that investigating will affect your character’s stomach, making it hungry(this is displayed in the Hunger Meter). When the stomach is empty, you can no longer search.
SETTING OFF TRAPS
Traps are always hidden and will be set off if your character steps in a sector containing a hidden trap. Press the Button not only to search for items, but also to search for traps.
MONSTER AGGRESSION
Depending on its aggression, there is a chance that if you meet a monster in a dungeon, it won’t attack you. By looking at the Emotion Indicator of a monster, you will usually be able to determine how much a monster enjoys fighting or not.
RECOVERY ROOMS
In all dungeons, and on any floor, there are recovery rooms where you can fully recover lost or spent HP, MP and VIT.
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DUNGEON ACTIONS
The dungeons are where the real action and adventure occur. You must skillfully guide your character through by picking up items, avoiding traps, and by toppling monsters that dare stand in your way, to complete your goal.
There are limits on the number of items that each character
can take into a dungeon (Sword can only take four). Get rid of unnecessary items (either let Mutton take care of them or sell them at a store)before entering a dungeon, to ensure that your character is carrying the correct number of items.
CHECK MODE (BUTTON
Press the Button when you are close to items and monsters and their information will be displayed. This is the Check Mode. Press the Button again to pick up an item or initiate a battle.
COMMAND MENU (BUTTON
Press the Button when your character is moving freely in the dungeon (not engaged in battle)to display the Command Menu. (
)
P22
SEARCH(BUTTON
Press the Button to search the sector that your character is standing in and the surrounding four sectors to search whether or not there are any traps. If anything is found, it will be displayed in the radar. You should be suspicious of orange sectors on the radar, because hidden items can often be found in them. But every time you search an area, your character’s Hunger Meter will be reduced. The Hunger Meter will also gradually decrease as time passes.
)
)
)
Unsearched area (
)
orange
Searched area (
)
green
ESCAPING FROM DUNGEONS
There are three ways to leave a dungeon:
1. Defeat a boss and leave through the exit
2. Use an escape item (or magic spell
)
3. When the main character of your party is defeated Whether you leave a dungeon in success or failure, your
characters’ LV will return to 1. Depending on experience earned in a dungeon, your characters may be promoted and get new “Titles” and they may also have learned new magic or skills. Demotion is impossible.
If the main character is defeated, the following will happen:
1. All the items that are not currently equipped will be lost
2. Currently equipped items may be damaged (
You will have to pay to have them repaired at the Blacksmith
3. Unregistered monsters will disappear
DIFFERENT SORTS OF TRAPS
There are many traps waiting to ruin your day(See chart right
)
Trap Name Blast Blizzard Lightning Jagged Spear Gas Bomb Intruder Alarm Spiked Ceiling Magic Darts Bear Trap Status Clear
Effect
Fire damage Ice damage Lightning damage Physical damage Curse inflicted Monster aggression increases Physical damage Battle parameters decrease Cannot move during the battle Special Effects/Curse is nullified
)
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BATTLE ACTIONS
Dungeon battles can be initiated by the main character or by monsters.
INITIATING A BATTLE
You can use the Check Mode if a monster enters a sector close to the main character. Press the Button to check all possible opponents in the vicinity. Press the Button again to initiate a battle.
Check possibility
indicator.
WHEN A MONSTER INITIATES A BATTLE
Firstly, the monster finds the main character (and allies). If the monster has a high level of aggression, it will rush into battle. In contrast, if the monster has a low level of aggression it is highly likely that it won’t rush into battle.
A monster finds your character.
Press the Button to
use the Check Mode.
If the monster has a high
level of aggression…
Press the Button to initiate a battle.
It will rush into battle.
ENDING A BATTLE
There are three conditions that preclude the end of a battle.
DEFEAT ALL THE MONSTERS
Defeat all the enemy monsters. Your character and any allies will earn experience points, and often a monster will drop an item, which you can then pick up.
RUN AWAY
If you are feeling particularly cowardly and your prospects of defeating the enemy monsters are bleak, you have the option of making your character and any allies run away. Naturally, you will not earn any experience points. (If your sector is enclosed, your chances of a successful escape will lower).
IF THE MAIN CHARACTER IS DEFEATED
If the main character’s HP reaches 0, the present quest will be brought to a sudden end. The main character will then be returned to Sword’s House.
BOSS BATTLES
There is a Boss (or group of bosses)on the last floor of every dungeon. Defeat the Boss to clear, then leave the dungeon.
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COMMAND M ENUS
(
DUNGEONS
)
TOWN AND
Press the Button while moving freely around town and dungeons to display the Command Menus. Use the D-Pad to select a command and press the Button to enter your selection.
You can only register magic and
skills in town.
Command Name Explanation T D
T: Movement Screen (Town)D: movement Screen (Dungeon)S: Set-up Window
Command Menu (
)
Town
Command Menu (
Dungeon
)
ITEMS Item Introductions
Unequipped items are shown in white and equipped items are shown in yellow.
Equip/Remove Equip an item/remove an item Use Drop
✽✽
Identify
✽✽
Repair Details View
✽✽
Skill Registration Required.
Use an item (After command selection, select a target object Throw away an item (It will vanish forever Check the name and functions of an item Repair damaged items Display detailed explanations about hit ratios, techniques, etc. View presently equipped items
)
)
T D
✓ ✓ X ✓ ✓ ✓
X X
✓ ✓ ✓ ✓
SKILLS Skill Introductions
Select to display a list of registered skills. Select one the following:
Remove Remove a skill Seal Register Skill Check Allies’ Skills
Seal a skill Register a skill Check and seal your allies’ skills
(
)
P29
=You can check but you cannot seal.
to display
T D
X
X
X
X
S X
X
Skill Registration
(
Only in Town
)
SPELLS Spell Introductions
Select to display a list of registered magic. Select one to display the following:
Use Cast a spell Remove Register Magic Use Allies’ Magic Use your allies’ magic spell
STATUS Status Screen
Remove magic spell Register magic spell
P26
T D
X
✓ ✓ XX
Magic Registration
X
(
Only in Town
Select to view the status screen.
LIST
Monster Reference
Select to display the following. An entire list of items and monsters that appear in the story are displayed. “???” indicates something not yet discovered. Try and discover all the items and monsters in Time Stalkers.
Monster List Item List Display acquired items with explanations
Display captured monsters with picture and explanations
ALLIES
Let monsters in and out of their capsules and change battle formations. Select to display a list of monsters. Select one to display the following:
Release Let your monster out of its capsule Insert Change Battle Formation
Put your monster back into its capsule Change the formation of your party
You can control but they are not displayed on the screen.
)
T D
✓ ✓
✓ ✓
D ST X X
X
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SET-UP WINDOW(DUNGEONS
Before continuing to the next floor of the dungeon, you can carry out the following:
BONUS POINT DISTRIBUTION
Allocate the bonus points gained through level ups to your character’s basic ability parameters. (P26
Bonus Point Distribution
Allocate bonus points
SKILLS
It is possible to make registered skills ineffective by sealing them. A skill is not effective if the parameter value for “mastering” it is too high.
Seal Seal a skill Check Allies’ Skills Check or seal your allies’ skills
ALLIES (MONSTER CAPSULES
You can let monsters in and out of their capsules. You cannot change the battle formation of your party.
Release Let your monster out of its capsule Insert Put your monster back into its capsule
FAST SAVE
Perform a fast save, and the game will end.
NEXT FLOOR
Continue to the next floor without saving.
(
P29
)
)
)
Sealing a Skill
)
Bonus Point Distribution
Press on the D-Pad to view magic, skills or items, and press on the D-Pad to view every object.
Set-Up Window
Letting Monsters in and out of their Monster Capsules
COMMAND M ENUS(BATTLES
Battle Command Menus are displayed during battles. Press the
Button to select a command.
TECHNIQUES (=WEAPON ITEMS
Attack using a weapon item or even a bare hand. Technique attacks use up VIT.
SPELLS(REGISTERED
Attack using registered magic spells. Magic attacks use up MP.
)
ITEM
Use an item that your main character is presently carrying.
DEFENSE
Defend your characters in the following way:
Block Defend against an attack Dodge Run Away
Your defensive choices are not guaranteed.
Dodge an attack Run away from enemies
MOVEMENT
Move within the your characters’ sector (to one of four squares in your sector). You can do this if your character is equipped with boots, or if you have earned and registered the Movement Skill
CAPTURE (WHEN “CAPTURE” IS REGISTERED
Capture a monster and put it in a capsule. Capture is not necessarily 100% successful.
)
)
)
Command Menu (
)
Battles
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STATUS SCREEN
From the Movement Screen (
town or dungeons)press the
Button to display the Command Menu, then select “Status” to display the Status Screen. View the status of your allies (in a dungeon and if they are with you)by pressing the D-Pad .
Title Ailment Your character’s state of health
Earn dungeon experience to gain a new title (This is not LV
CHARACTERS
)
Level (LV HP MP VIT Hunger Meter EXP BONUS Item Number Gold The amount of gold your character is carrying
Your character’s current level (Only relevant in dungeons Decreases when damage is received (0 = KO’d Decreases when magic is used Decreases when techniques are used; VIT is naturally regained Measures your character’s hunger (0 = Gradual HP loss Win battles to gain experience points (100 EXP = New LV Level up to earn bonus points; allocate points at set-up screen Level up to carry more items
BASIC ABILITY
Strength(STR Dexterity (DEX Constitution (CON Willpower (WILL Wisdom (WIS Charisma (CHA Luck(LUCK
)
)
)
)
)
)
Increases the power of technique attacks Influences the order of battles, hits and evasion
)
Influences defense against attacks Influences defense against magic and hunger Influences the effectiveness of magic and ability to identify items Influences monster allies’ defense and capture probability Influences setting off traps and discovering items
NUMBER VALUES
Yellow: value increases/high Blue: value decreases/low
00/00: present value/
necessary value
BATTLE ABILITY
Attack Power (ATKPWR Penetration (PNTRT Evade (EVADE Armor (ARMOR Defense Power (DEFPWR)Physical defensive power of your character Armor Defense (ARMDEF Magic Evade (MAGEVD Magic Defense (MAGDEF
)
Curse Evade (CRSEVD Attribute Revision Level Revision level after receiving an attribute attack
)
Basic attack power
)
)
)
Armor piercing power; only effective when higher than enemy’s armor Probability of evading technique attacks Ineffective if lower than enemy’s penetration level
)
Defensive power from clothes, etc. (Ineffective if pierced
)
Probability of evading magic spells
)
Defense strength against magic attacks
)
Probability of evading a curse; there are four types of curses
)
QUESTS
)
)
)
)
(
)
P28
Confirm the quest(job)that you are currently undertaking.
AILMENTS
Your character can become sick or cursed depending on certain attacks and traps. Use an item etc. to cure the problem as soon as possible. Leave the dungeon to completely cure your character of all curses.
CONFUSION (CONFUS
Confusion (1 floor Charm(1 floor
WEAKNESS (WEAKNS
Weaken (entire dungeon Headache (some turns Strain (some turns
RESTRICTION (RESTRC
Poison (1 floor Fatigue (1 floor Mute(some turns
BATTLE POWER (BATTLE
Stun (during battle Paralysis (during battle)Your character will be unable to move until the end of the battle
)
)
)
)
)
)
Inputted commands differ from character’s movements Your character will not be able to discern between allies and enemies
)
)
One of the parameters(attack, defense, wisdom, luck)will decrease
)
MP depletion level will increase (only when using magic spells
)
VIT depletion level will increase (only when using techniques
)
HP will reduce for a fixed time VIT will reduce for a fixed time Your character will not be able to use magic
)
)
For 1 turn your character will be unable to move
)
)
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LEVEL-UPS AND MASTERY
LEVEL-UPS
•EXP
Acquire 100 experience points (EXP)in battle and your character’s level will increase by 1. The amount of EXP acquired depends on your character and your enemy’s difference in level and the number of allies vs. enemies and number of parties attacking your party in any given battle. If your main monster allies have a high level and are fighting enemy with a low level, they will acquire relatively few experi­ence points.
•STATUS-UP
When your character level-ups, its status (HP, MP etc.)will increase accordingly. Because the basic ability parameters(strength etc. also increase, the character will be able to master new items and magic. Your character will be able to carry more items, and the level of registered magic will also increase.
*BONUS POINTS
Your main character will receive bonus points after it level-ups. These can be allocated to the basic ability parameters (
strength, etc.)to strengthen your character. You will also be able to add to specific parameters to “master” (P29)new items, skills and magic.
You can only allocate bonus points in the dungeon set-up window(P24).
•MONSTER ALLIES’ LEVEL-UPS
The monster allies who are currently in your party will level up after battles in the same way as your main character. Monsters do not receive bonus points though.
character and
a single
)
EXTRA POINTS
If you pick up items that have a number such as “+3” or “-2” attached, the item will have an effect on some of the parameters.
MASTERY
Some powerful items and skills require specifically high basic ability parameters (
strength etc.
some items require your character to have a specific level in order to master them.
•EQUIPMENT ITEMS (INDIVIDUAL REQUIREMENTS
Some weapons, clothes, shields, boots and rings have specific parameters that must be met in order to be effective. If these requirements are not fulfilled, they will cause the negative effects outlined in the chart below. It is still possible to equip such items.
(
Main negative effects of equipment items
Weapons Clothes Shields Boots Rings Particular skills are ineffective
•Magic (individual requirements
There are special parameters to be met in order to master every type of magic. Similarly, if a required status is unfulfilled, the magic will be unusable.
•Skills (general requirements
The required parameters to master a new skill are equivalent to the sum total of all the presently registered skills. If the character’s status does not fulfill the necessary conditions, the skill will be ineffective.
) (
P26)in order to be effective and therefore mastered. Additionally
)
)
Attack is halved; some techniques impossible; skills ineffective Armor level, defense, and magic defense are halved Armor level, defense, and magic defense are halved Evasion and magic evasion are halved; some skills ineffective
)
Another way to master a skill is to “seal” skills at the set-up window or in a town when the character’s
)
status is still low at the beginning of a dungeon. For example, if you have 4 skills, you will be unable to use any of them if your character’s parameters are too low. Seal one or two of these skills in order to use the others.
Set-Up Window
Required parameters to master using a long sword
SEALING SKILLS
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CAPTURING, GRA ZING, REARING
The main character can capture monsters to make new allies. Register the monsters to rear and graze them.
CAPTURING MONSTERS
Select the command “Capture” during a battle to capture a monster (if the required skill “Capture” is registered). The main character can carry the monsters around at all times in their capsules. Let the monsters in or out of their capsules, reorganize their battle formations or include them in your party using the Command Menu or at the Set-Up Window. You can only cap­ture up to eight monsters at a time.
REGISTERING MONSTERS
Bring captured monsters back to the town and register them at the Monster House. You can make unregistered monsters take part in battles, but if the main character is defeated, the unregistered monster will disappear forever. Register a monster and you can put it to graze in the Monster House or rear it in a mini-game.
GRAZING MONSTERS
If you do not want to put a monster in a capsule you can put it to graze in the Monster House from the Hologram Machine in the Monster House. Select “Encapsulate” to take a grazing monster from the Monster House into a dungeon.
ENLARGING THE MONSTER ROOM
Only eight monsters can graze in the Monster House, but pay the carpenter some money and you will be able to have your Monster House enlarged to accommodate up to twenty-four grazing monsters.
TAKING OUT MONSTERS
You can take registered monsters into a dungeon with your main character as members of your party. To take your favorite monsters to a dungeon, select “Encapsulate” at the Hologram Machine in the Monster House.
REARING MONSTERS
You can rear registered monsters in the VMU (sold separately mini-game “MOONLIGHTER”. Send the monster to the mini-game from the VMU Device in the Monster House. You can then change your monster’s character and gain experience.
)
CAPTURE TRANSPORTATION ALLY
(
Within a dungeon
) (
Monster capsule
) (
An unregistered monster will
be your ally but if it dies in
the dungeon, you can not revive it.
Battles
)
GRAZING REARINGREGISTRATION
(
Monster House
You can put monsters that you cannot take out with you here.
There are also mini-games that you can buy within the world of Time Stalkers
which can be downloaded to your VMU. For more information,
) (
Monster House
ALLY
(
)
Battles
) (
Change the monster’s character and earn tokens.
If you register your allies, you can revive them if they are killed in battle.
VMU
)
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QUESTS
The main characteristic of Time Stalkers is that the dungeons regenerate every time your character enters, creating an infinite number of adventure possibilities. The Quests have been included in the game to add to the enjoyment of being able to reenter countless new dungeons. Types of Quests include defeating a fixed number of a specified species of monster, defeating a different boss than the one defeated the first time you cleared the dungeon and searching for or withdrawing a specific item. Mr. Noiman, the mysterious rabbit that lives in a house on the hill will introduce these quests to you - for a fee of course. Have fun returning to the dungeons that you previously cleared. You will find more than enough fantastic items to deeply enrich your Time Stalkers experience.
THE QUESTS
DEFEAT A DIFFERENT BOSS
CLEAR A NEW NUMBER OF FLOORS
DEFEAT A FIXED NUMBER OF MONSTERS
CAPTURE A SPECIFIC SPECIES
MR. NOIMAN
This rabbit may pretend to know nothing and you will find it hard to figure him out, but Mr. Noiman is an important little rabbit and will give you
plenty of jobs. He
a devoted
husband.
is
32
DEFEAT A FIXED NUMBER OF A MONSTER
SEARCH FOR A SPECIFIC ITEM
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