-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- SPLIT INFINITY PRESENTS -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ------------------------------------------------------------------------------- Name of game: Wild Arms: Alter Code F / [NTSC/J], [NTSC-U/C] Type of guide: In-depth walkthrough / FAQ Platform: Playstation 2 Version: Cecilia, released on 3rd February 2008 Author: Damir Kolar (Split Infinity) Copyrighted to: (c) Damir Kolar (Split Infinity) - All rights reserved Made in: MS Word, Courier New, Font Size 10, Chrs/line 80 Best viewed: MS Word, Courier New, Font Size 10, Chrs/line 80 Pic-friend: kolardamir.com/waacf/pic-friend/wild_arms_acf_alpha.zip kolardamir.com/waacf/pic-friend/wild_arms_acf_beta.zip ------------------------------------------------------------------------------- If you like this guide, be sure to drop me an e-mail and tell me about it. =============================================================================== =============================================================================== 01.) LATEST UPDATES - G0100 =============================================================================== =============================================================================== - Version Cecilia (3rd February 2008) # Polishing the guide. =============================================================================== =============================================================================== 02.) LEGAL INFORMATION - G0200 =============================================================================== =============================================================================== This document is copyrighted to me, Damir Kolar. It is intended for *PRIVATE* use only. It cannot be used in ANY form of printed or electronic media involved in a commercial business, in part or in whole, in any way, shape, or form. It cannot be given away freely, as bonus or prize, it can't be given away with the game and so on. It cannot be used for profitable or promotional purposes, regardless of the situation. Breaking any of these rules is in direct violation of copyright law. This document is protected by copyright law and international treaties. Unauthorized reproduction and distribution of this document, or any portion of it, may result in severe civil and criminal penalties, and will be prosecuted to the maximum extent possible under the law. Any characters, names, places, or miscellaneous objects are copyright of their respective companies. If you are a webmaster of the site that wishes to post this document, you may do so under one condition - you must e-mail me first for permission. If permission is granted, you cannot change a single character of this document, and you must leave it in txt format. Permission will *not be granted* to fan based websites. *ONLY* following sites can host this guide: - http://www.gamefaqs.com - http://www.ign.com - http://www.neoseeker.com - http://www.rpgdreamers.com - http://www.gamerstemple.com - http://www.1up.com - www.supercheats.com =============================================================================== =============================================================================== 03.) TABLE OF CONTENTS - G0300 =============================================================================== =============================================================================== ------------------------------------------------------------------------------- SECTION NUMBER AND NAME | CODE | WHAT IS IT ABOUT? ------------------------------------------------------------------------------- 01.) Latest Updates | G0100 | Read what was added in last update. 02.) Legal information | G0200 | Copyright protection and legal info. 03.) Table of Contents | G0300 | Sections of this guide. 04.) Introduction | G0400 | Few words about this guide. 05.) Abbreviations | G0500 | Meaning of the abbreviations. ------------------------------------------------------------------------------- 06.) Characters | G0600 | Who will you be in control of? 07.) Control Basics | G0700 | All the buttons, all the actions! 08.) How to Begin | G0800 | Getting started with your game. 09.) Three Game Modes | G0900 | Basic information on WA:ACF's game modes. 10.) Main Menu | G1000 | Explanation of main menu. ------------------------------------------------------------------------------- 11.) Battle system | G1100 | Become a seasoned battle veteran. 12.) Status condition | G1200 | Information on abnormal statuses. 13.) Inns and shops | G1300 | Utilize inns and shops to their fullest. 14.) Starting tips | G1400 | A bit of advice to make the game easier. 15.) Visual Aid | G1500 | Pictures tell more than thousand words. ------------------------------------------------------------------------------- 16.) Glitches | G1600 | Warning on glitches that exist in game. 17.) Version Differences | G1700 | Differences between versions. 18.) Walkthrough | G1800 | Spoiler-free guide from start to finish. 19.) "Epilogue" Mode | G1900 | Completing optional quests. 20.) The End of Game | G2000 | Final bosses await you! ------------------------------------------------------------------------------- 21.) World Map Items | G2100 | Hunt down hidden spoilage. 22.) Item Checklists | G2200 | Afraid of missing an item? Don't. 23.) Reconstruction | G2300 | Information on rebuilding the town. 24.) Puzzle Boxes | G2400 | A relaxing subquest with lots of boxes. 25.) Secret Garden Quest | G2500 | How to grow restorative items yourself. ------------------------------------------------------------------------------- 26.) Personal Skills | G2600 | All you need to know about PS. 27.) Combination Arts | G2700 | Extra powerful combination moves. 28.) Material Data | G2800 | Info on Cecilia's summons. 29.) Crest Sorcery Data | G2900 | Info on Cecilia's magic spells. 30.) Cartridge Data | G3000 | Info on Rudy's Cartridges. ------------------------------------------------------------------------------- 31.) Fast Draw Data | G3100 | Info on Jack's Fast Draws. 32.) Emulator Data | G3200 | Info on Emma's Emulator skills. 33.) Calamities Data | G3300 | Info on Jane's Calamities skills. 34.) Piled Shots Data | G3400 | Info on SSC's Piled Shots skills. 35.) Weapons Data | G3500 | Info on Magdalens's Weapons skills. ------------------------------------------------------------------------------- 36.) Herb Magic Data | G3600 | Info on flower gal's Herb Magic skills. 37.) Formulae Data | G3700 | Equations on damage formulae, and so on. 38.) ARMs Shop Data | G3800 | Info on ARMs upgrades and modifications. 39.) Magic Guild Data | G3900 | Info on magic guild's selling and binding. 40.) Books Data | G4000 | Info on contents of the books. ------------------------------------------------------------------------------- 41.) Items Data | G4100 | Info on all the items. 42.) EX File Key List | G4200 | Obtain all 25 EX File Keys with ease. 43.) Crest Graph List | G4300 | Obtain all 32 Crest Graphs with ease. 44.) Migrant Seal List | G4400 | Obtain all 20 Migrant Seals with ease. 45.) Devil Saga | G4500 | Quick path thru Devil's Playground fights. ------------------------------------------------------------------------------- 46.) Bestiary | G4600 | All the enemies, all the info. 47.) Past Revisions | G4700 | History of this guide resides here... 48.) Credits | G4800 | All who contributed... Thank you. 49.) Contact Info | G4900 | Find out how to reach me. ------------------------------------------------------------------------------- =============================================================================== =============================================================================== 04.) INTRODUCTION - G0400 =============================================================================== =============================================================================== Hello! I am Damir Kolar and I welcome you to my new project. To cut time while (still) waiting for FF12, I've decided to cover Wild Arms: Alter Code F. This guide is based on Japanese version of the game, but I also plan to grab a copy of US version, when it's released. It was released in November 2003. I've had my sights on the game for a while (Wild Arms series fan and all that stuff... but you know where I'm coming from), but I decided only recently to order it. I completed it for the first time about two weeks later. And so here it is... Wild Arms: Alter Code F guide! Now let me to address some things: - This game is a complete remake of original Wild Arms, released waaay back on the Playstation console. What does that mean? The story remains the same (with few alterations, but that isn't the point of this guide), battle system has been revamped, all dungeons completely remade, new recruitable chrs, and so on. In other words, never has a remake of an old game been more worthy of your money. - Picture coverage - I have a TV Tuner, thus enabling me to play games directly onto PC. Meaning? Since the game is fairly simple in regards to most puzzles, many of them can be explained with words rather nicely. I focused on taking pics of all the treasure chests and items that are obtained thru events or by searching on the screen in towns, and to provide pic assistance on those harder puzzles. - Spoiler issue - I'm the player of the game, just like you (who is reading this guide) are. First time I've played through the game was completely by myself - therefore nothing was spoiled for me. All the story elements that were supposed to surprise me had such effect. Hence why I do not want include any spoilers (except names of cities, dungeons and NPCs you must address to continue the storyline). - Usage of abbreviations. If you've glanced over some of my other guides, you see that long ago I've grown accustomed to using abbreviations for certain words. Plus, if you're a seasoned veteran when it comes to using my guides, the battlefield is already yours to conquer. Old habits die hard... Are you ready? Power up your PS2, open the disc tray, pop in WA:ACF DVD, close the disc tray, wait for Media Vision logo to appear, hit Start button, and then select "New Game". ------------------------------------------------------------------------------- Quick Tips On Importing In order to play a Japanese game for the PS2, you'll need a Japanese PS2. I do not recommend any other methods, such as the mod chip. You can get a Japanese PS2 at the following sites: liksang.com play-asia.com japanvideogames.com ncsx.com If you live in North America, you DO NOT need a power converter. A Japanese PS2 is all you need. If you live in Europe, you will need one. When it comes to memory cards and controllers, you don't need Japanese ones. Unlike the PS2 which has region locks, memory cards and controllers do not have them, therefore it can be said they are region free. This applies to most other accessories unless it's stated otherwise. So, once again, a Japanese PS2 is all you need. Back on the game, you will need a Japanese version of WA:ACF. The game and the console need to be the same region. To get yourself a copy of WA:ACF (Japanese version), you can try the above sites as well. =============================================================================== =============================================================================== 05.) ABBREVIATIONS - G0500 =============================================================================== =============================================================================== Here're the abbreviations I decided to use in the guide: ------------------------------------------------------------------------------- GENERAL PHRASES ------------------------------------------------------------------------------- FA - Force ability | FP - Force points ABM - Auto Battle mode | PS - Personal skill ENG - Encounter Gauge | ML - Migrant level ECO - Encounter commands | BCO - Battle commands AST - Abnormal status | NPC - Non-playable character CP - Counter Points (for Gardening) | PB - Puzzle Box MPQ - Millenium Puzzle Quest | MS - Migrant Seal SS - Search System | FD - Fast Draw DL - Download | RN - random ORS - Original Skills | PS - Piled Shot EMU - Emulator | SC - Special Cartridge ACC - Accelerator | WOMD - Weapon of Miss Destruction CH-WOMD - fully charged WOMD | CH-plane - fully charged plane AU - item received automatically | CH - item found in a chest BR - item found in a barrel | CR - item found in a crate OS - item found on screen | PR - item carried by a NPC SSC - super secret character | ------------------------------------------------------------------------------- ELEMENTS ------------------------------------------------------------------------------- EAR - Earth element | WAT - Water element WIN - Wind element | FIR - Fire element THU - Thunder element | ICE - Ice element LIG - Light (or Holy) element | DAR - Dark element GRA - Gravity element | ------------------------------------------------------------------------------- ELEMENT AFFINITIES ------------------------------------------------------------------------------- HLV - 1/3 dmg taken | RST - no dmg taken WKN - triple dmg taken | ACT - dmg = HP rec., enemy stats raised ABS - dmg = HP recovery | ------------------------------------------------------------------------------- MAGIC AND DOWNLOAD SKILLS ------------------------------------------------------------------------------- LIFDRAIN - Life Drain | GRAV - Graviton FRAGILE - Fragile | FEEBLE - Feeble Mind DOWNLOD - Download | H-M-666 - Hazardous Material 666 IN.BRTH - Insect Breath | SP.COMB - Spontaneous Combustion ------------------------------------------------------------------------------- MONSTER'S / BOSS' ATTACK PROPERTIES ------------------------------------------------------------------------------- EATT - earth magic attack | EATTP - earth based physical attack WIATT - wind magic attack | WIATTP - wind based physical attack FATT - fire magic attack | FATTP - fire based physical attack IATT - ice magic attack | IATTP - ice based physical attack WATT - water magic attack | WATTP - water based physical attack TATT - thunder magic attack | TATTP - thunder based physical attack LATT - light magic attack | LATTP - light based physical attack DATT - dark magic attack | DATTP - dark based physical attack GRATT - gravity magic attack | GRATTP - gravity based phys. attack NATT - non-elemental magic attack | CATT - counterattack VS - versus | chr - single character chrs - multiple characters | MULTI-EL - multiple element STATT - special attack | ------------------------------------------------------------------------------- MONSTER'S / BOSS' ATTACK DESCRIPTIONS ------------------------------------------------------------------------------- phd - physical damage | mgd - magic damage earth phd - earth el. phys. damage | water phd - water el. physical damage wind phd - wind el. physical damage | fire phd - fire el. physical damage thunder phd - thunder el. ph. damage | ice phd - ice el. physical damage light phd - light el. physical damage | dark phd - dark el. physical damage earth mgd - earth el. magical damage | water mgd - water el. magical damage wind mgd - wind el. magical damage | fire mgd - fire el. magical damage thunder mgd - thunder el. mag. damage | ice mgd - ice el. magical damage light mgd - light el. magical damage | dark mgd - dark el. magical damage nemgd - non-el. magical damage | ------------------------------------------------------------------------------- =============================================================================== =============================================================================== 06.) CHARACTERS - G0600 =============================================================================== =============================================================================== -=-=-=-=-=-=-=- MAIN CHARACTERS -=-=-=-=-=-=-=- --------------- RUDY ROUGHNIGHT --------------- AGE: 15 HEIGHT: 158cm WEAPON: ARM (short for "Alte Ratselhaft Machine" in German) (short for "Ancient Relics Machine" in English) SMALL BIO: Leader of the team, and our main protagonist. His past is clouded in mystery - just who exactly is he, where does he come from, and how come he can wield weapons of old, called ARMs? All this and more shall be clear before the end of game. English translation for ARM would be: "Old Unexplainable Machine", but in the past it was "Artificially Rebirthed Matricide Machine". TOOLS / GOODS: 1. Bomb - use to destroy obstacles and blow up cracked walls - use to trigger specially designed switches 2. Radar - use to scan the current room and point out valuables by a distinctive sound and green marker; it can also uncover hidden invisible chests, hidden exits/switches and more; dangerous 'stuff' will be pointed out by red marker and different sound effect 3. Mighty Gloves - use to lift/push heavy objects (you cannot move while heavy object is lifted) - use on handles, which cannot be turned otherwise - can punch certain types of objects - random battles don't trigger if you keep using Gloves 4. Grenade - you can throw one in an arc to reach otherwise unreachable places (that way you can trigger switches or blow up boxes far away) LV100 STATS (without ATT bonus value from upgraded ARM) HP 3000, MP ---, ATT 690, DEF 450, MAG 280, RES 170, REA 260, ACC 500, EVA 520 ---------------------- CECILIA LYNNE ADLEHYDE ---------------------- AGE: 17 HEIGHT: 162cm WEAPON: Staff SMALL BIO: A young woman, sole heir to the throne of Adlehyde kingdom. Currently stationed at Curan Abbey, she has recently turned 17, and is about to depart for her home, and to inherit the Teardrop. Of course, you can't expect everything to go smoothly and the way you want it to, right...? TOOLS / GOODS: 1. Tinder Staff - used to light up various devices - used to melt ice 2. Magic Staff - use on various animals to be able to talk to them (sometimes animals will drop hints of where to go next, and may also give you hints for secrets) 3. Change Staff - changes red gems into red solid platforms, then you can use those to cross gaps (if you use Change Staff on red platform, it will revert back to red gem) - target a white gem, and you will be teleported to that gem's location 4. Wind Staff - when used, produces small tornado (its effects are powering certain devices, lifting bridges or certain animals...) LV100 STATS HP 2200, MP 294, ATT 200, DEF 200, MAG 820, RES 490, REA 510, ACC 370, EVA 420 --------------- JACK VAN BURACE --------------- AGE: 27 HEIGHT: 177cm WEAPON: Sword SMALL BIO: A seasoned warrior and treasure hunter, former member of Arctica Castle knightdom. Several years ago Arctica Castle was attacked, and apparently Jack was the only one successful to escape. He's accompanied by a wind mouse, who goes by a name of Hanpan. TOOLS / GOODS: 1. Hanpan - can be used to step on inaccessible switches - can jump over gaps one square large - can bring you contents of the chests, should you manage to get Hanpan to nail one - when Hanpan is running around, you can control it with D-pad or left analog 3. Wire Hook - use to propel yourself over the chasms toward the hookpost - use to hit crystal switches - can be used to reel in certain objects 3. Jump Boots - use in conjunction with jump panels to reach otherwise inaccessible areas - use in conjunction with switch panels to force them to activate (your usual stepping on switch panel doesn't work otherwise) 4. Guitar - when used inside a dungeon, it will force a random battle - used in triggering several event battles - used in triggering several optional boss battles LV100 STATS (already includes stat power-ups from collected Fast Draws) HP 3600, MP 72, ATT 600, DEF 410, MAG 440, RES 295, REA 810, ACC 730, EVA 850 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- OPTIONAL RECRUITABLE CHARACTERS -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ------------- EMMA HETFIELD ------------- AGE: 39 HEIGHT: 167cm WEAPON: Glove-gun SMALL BIO: Damn, she sure doesn't show that age... Ahem! She's in charge of Lolithia's Coffin excavation team, but she's a bit pushy when it comes to ordering people around (and that includes your team). Also possesses great knowledge on the Golems and is an expert on handling machinery. You will be controlling her several times in the course of the game as a temporary guest combatant. CAN BE RECRUITED WHEN?: She can permanently join your party when: - the final dungeon has been opened - you've knocked out the first boss in final dungeon LV100 STATS HP 1800, MP 220, ATT 155, DEF 165, MAG 480, RES 310, REA 195, ACC 310, EVA 320 Note: It is possible to bump her ATT all the way to 999 by doing this: go to ARMs meister house in Adlehyde and go downstairs into the basement. Examine the table near the machine and you'll be presented with a prompt. Choose first option to be give a choice of upgrading her ATT. Formula is: [1x Alter Part = [+1] to Emma's ATT] ------------ JANE MAXWELL ------------ AGE: 14 HEIGHT: 155cm WEAPON: ARM (called Flegel Jahre) SMALL BIO: Meh, a bratty kid... Kinda funny about her weapon is the thing that "Flegel" means "boor" or "idiot" in English, while "Jahre" is German for "years". Yup, she's definitely in her idiotic years. Hehehe - in any case, she's cleverly "disguised" herself as Calamity Jane. She is travelling around the world and collecting funds to help her father with something (it's not an evil doing), so she's not entirely silly after all. Her trusty butler Magdalen Harts is always trekking alongside her. You will be controlling her several times in the course of the game as a temporary guest combatant. CAN BE RECRUITED WHEN?: She can permanently join your party when: - the final dungeon has been opened - you've knocked out the first boss in final dungeon - you've obtained Hope Shard LV100 STATS (without ATT bonus value from upgraded ARM) HP 2400, MP 128, ATT 380, DEF 180, MAG 640, RES 400, REA 974, ACC 777, EVA 999 ---------------------- SUPER SECRET CHARACTER ---------------------- AGE: Unknown HEIGHT: 175cm WEAPON: Sword SMALL BIO: Can't tell you anything about this chr, but the chr is the one you'd least expect. *mysterious music plays* CAN BE RECRUITED WHEN?: This chr can permanently join your party when: - the final dungeon has been opened - you've progressed past F8 of first half of second part of final dungeon - you have at least one Protector Unit in your inventory - you've defeated this very chr in optional boss battle LV100 STATS (this includes stat power-ups from bought Piled Shots) HP 4200, MP ---, ATT 990, DEF 310, MAG 250, RES 185, REA 870, ACC 470, EVA 390 =-=-=-=-=-=-=-=-=-=-=-=-=- TEMPORARY GUEST CHARACTERS =-=-=-=-=-=-=-=-=-=-=-=-=- -------------- MAGDALEN HARTS -------------- AGE: 51 HEIGHT: 175cm WEAPON: Sword SMALL BIO: Old man? Check! Can perform superb stunts? Check! Owns a sword or some other deadly weapon? Check! Nose bleeding when seeing hot babes? Nope. Can shoot energy streams from hands? Nope... drat, wrong game. He's the trusty butler of Jane's, always following her wherever she goes and, if in danger, ready to pull out all the stops. You will be controlling him several times in the course of the game as a temporary guest combatant. ----------- FLOWER GIRL ----------- AGE: Unknown HEIGHT: 152cm WEAPON: Fists SMALL BIO: Like with one chr above, I cannot tell you anything about her. You will be controlling her once in the course of the game as a temporary guest combatant. So, in closing - alltogether there are 8 playable characters, 6 of which you can get in your party forever. =============================================================================== =============================================================================== 07.) CONTROL BASICS - G0700 =============================================================================== =============================================================================== Directional buttons - move character / vehicle - use together with some Tools/Goods square button actions - navigate menu and submenu selections Left analog stick - move character / vehicle - use together with some Tools/Goods square button actions - navigate menu and submenu selections Right analog stick - zoom in/out on chr when in dungeon/city field L1 button - rotate map counterclockwise - change character on status screen - press both L1 & R1 buttons at the same time to have the compass automatically point N R1 button - rotate map clockwise - change character on status screen - press both L1 & R1 buttons at the same time to have the compass automatically point N L2 button - changes character on field screen R2 button - use together with X button to notice important things on field screen - hold down R2, then press L2 to switch between currently selected chr's tools Start button - display available chr's tools Select button - toggle between several possible map views when on world map - skip some story scenes X button - cancel selection in menus - hold down to be able to sneak (walk slowly) - cancel encounters when on world map - close menu screen Circle button - action button - confirm selection in menus - press and hold near certain objects to hold/move them - press near NPCs to engage in conversations Triangle button - bring up main menu - hold to display help messages when in menus Square button - use chr's tools - activate Search system when on world map Note: Several of the buttons can be reassigned to have other functions. For example, if you hate having Circle as "confirm" and X as "cancel", you can switch their functions in Settings submenu. =============================================================================== =============================================================================== 08.) HOW TO BEGIN - G0800 =============================================================================== =============================================================================== After you have inserted WA:ACF disc in PS2, wait for few official logos to go by before title screen appears. Once you're prompted to hit Start button, do so for memory card screen to appear. It will scan both memory card slots for any possible WA:ACF data (in case you've played before) and offer these options (from left to right): LOAD - This option allows you to continue the game from previously saved data. Select [Load], then select the data you wish to load. You will be asked for confirmation, so select [Yes] and loading is complete. NEW GAME - This option will allow you to start a brand new game. Watch the introduction scene and after a while you will have the control in your hands. Happy gaming! EX. FILE - Meet 25 different special requirements during your gameplay in order to unlock special features - to explain, each time a special requirement is met, you will obtain EX File Key. Pick this option and then select the save you wish to check - game will load it and scan what requirements have been met, then inform you of your success so far via a special screen. Press Start after you're done examining. Oh, before I forget - you will need a memory card to be able to save your progress. It is highly improbable (though possible) you will beat this game in one sitting, and being able to save progress on memory card is invaluable. How does one save anyway? There are three possible ways to save your game. a) at very important story events during the course of game (such as after finishing one chr's prologue before switching to next) b) talk to memory birds you will find in various towns (pick up first option presented, second cancels) c) use a Gimel Coin to save your game (almost) anywhere, but there are times when you'll be unable to do so Once you've activated the save feature, choose memory card slot, and then select a spot you would like to save. You need at least 49KB of space on your memory card to make one save slot. If data already exists on the spot you wish to save, you will be asked if you want to overwrite the previous data. You can fit up to 99 saves onto one memory card. One other feature which is available when you wish to save is "Manage Data". It allows you to copy saves to other memory card/s or delete save you no longer need. Quite handy indeed. MAKE SURE YOU SAVE EARLY AND THAT YOU SAVE OFTEN! You might as well keep multiple saves around, just in case something goes horribly wrong - by having more than one save, you can reload and try to beef yourself up. As for memory card, it's region free which means that if you're playing WA:ACF Japanese version with a Japanese PS2 or a NA/PAL PS2 with modchip or any other method, you don't need a Japanese PS2 memory card. Either Japanese, NA or PAL PS2 memory card is fine. =============================================================================== =============================================================================== 09.) THREE GAME MODES - G0900 =============================================================================== =============================================================================== WA:ACF consists of three main modes. They're briefly explained in this section. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ACTIVE FIELD -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- In this field you walk around in a town or a dungeon, talk to various NPCs for clues on where to go next (sometimes getting an item from them as well), examine barrels and such for hidden items, examine&search for treasure chests, solve puzzles, go crazy shopping for items, and so on. Let's dissect active field screen piece by piece: 1. Encounter gauge in upper left 2. Currently controlled chr's selected tool in upper right corner (if inside town or dungeon) 3. Compass cursor, which indicates north direction 4. Floor number in lower right (if in possession of Tracker item, and if inside a dungeon) 5. X and Y coordinates in lower right (if in possession of World Map item, and correct map view is chosen) Active field screen can be rotated either with L1 or R1 buttons. Pressing both at same time centers active field direction to north. Rotating the screen is helpful in noticing hidden passageways, switches or treasures. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - When inside a town active field, you can do all sorts of stuff... 1. Talk to people to learn about your next destination, obtain clues, hear more about the storyline or just some random chitchat. Depending on chr currently selected conversation can vary, so try switching chrs often when talking to people. 2. Examine chests to obtain the contents. 3. Perform chr's actions (either by tools or activating a device) to have something happen. 4. Enter houses to examine other people's belongings and claim them for yours (if there's anything worth stealing, that is). Sometimes you can also find interesting books on bookshelves. Read these to learn more about the storyline or to obtain helpful hints. 5. Enter shops to sell, buy or upgrade. 6. When talking to people, sometimes a sound effect will be triggered. This denotes that you've just been given a direction of a town/dungeon you haven't yet discovered. Such locations will appear in green font in chat window. 7. Use chrs' tools near animals to see them do some funny stuff. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - When inside dungeon active field, you can do following things... 1. Exploring alone will not be enough. Often times you will have to clear a puzzle or disable a trap to advance. 2. Examine chests to obtain the contents. Chests come in several flavors: - most of them are ordinary red chests and you can open them safely - sometimes you'll see blue chests - these are just like red chests - sometimes you will need to defeat Mimics or Imitators to claim the contents of the chest - some are sealed by magic - to open these you will need to use Duplicator - there are grey chests which cannot be opened until you bomb them with Rudy's Bomb tool - and finally, when you run into light-green chests, open them with Hanpan; otherwise they will blow up in your face, reducing your current HP by 10% 3. Perform chr's tool actions by pressing Square to have something happen (Start button lets you choose chr and a tool you wish to employ; you can switch between chrs only by pressing L2; R2 and L2 pressed together switches between tools of currently selected chr). 4. Engage in monster or boss battles. 5. You will find gems scattered across dungeon. They come in three varieties: - orange gems fill up 10% of your VIT gauge - white gems fill up 10% of your ENC gauge - blue gems (available only in special dungeon) add 1 minute to the timer - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - And now some notices on chr's actions... 1. Dash - hold down Action - dashing in certain things can open new paths or cause something nice to happen 2. Jump down - if you're about to fall, press Action to accomplish this - if dashing, you fall down immediately 3. Pick up - press Action when facing a pickable item - to pick up heavier items, Mighty Gloves are necessary 4. Throw - press Action when carrying pickable item 5. Push - press Action when facing pushable item, then use D-pad to push the item in desired direction - to push heavier items, Mighty Gloves are necessary 6. Pull - press Action when facing pullable item, then use D-pad to pull the item in desired direction - to pull heavier items, Mighty Gloves are necessary 7. Turning - face the handle, then press and hold Action to grab it - you can turn handles clockwise or counterclockwise - Mighty Gloves are required to turn some handles 8. Notice - if you're lost and tools don't seem to help, press R2 and Action to have your chr 'notice' anything of importance in current room in the direction you're facing (turn around and keep pressing Action to readjust field of vision) 9. Hang - you can hang onto certain obstacles, such as gratings - stand beneath the grating and press Action to grab on - move around with D-pad, fall down by pressing Cancel - if at the edge of grating and there's enough space above the grating, press Action to climb atop the grating 10. Search - anything you think is important, stand close to it and press Action to examine the item in question 11. Sneak - sometimes you'll need to move quietly, or walk carefully to get to the other side - you can achieve this by holding down Cancel -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- BATTLE FIELD -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- While walking around on active field in dungeons (and sometimes in towns as well), you may engage in random battles, thus initiating battle mode. The battle ends once: - your party has killed all enemies - your party escapes - you kill some enemies, but then escape - enemies escape from battle After battle ends, you get EXP and gella for enemies killed. There's also a small chance that defeated enemies dropped one of the items they carried - such items are yours to keep. If you killed some enemies, but then escaped, you receive EXP, gella and possibly items for those enemies only. If all of your *frontline* battling chrs become KO-ed or petrified, you receive Game Over. If that happens, you have two choices: top option returns you to title screen, while bottom option allows you to retry the battle you lost once again, but at the cost of one Gimel Coin (if you have no Gimel Coins, you cannot retry the battle). If the battle you lost started as "Surprise Attack!", "Back Attack!" or "Danger!" battle, battle begins as normal encounter with your vanguard squaring off against the enemy. Battle field along with battle system is explained more in-depth below. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- WORLD MAP FIELD -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- When on world map, you can move between towns and dungeons, save your game, fiddle around with main menu, search for items on world map, fight random enemies, etcetera. Pressing Select several times will bring up the Map menu eventually. Here you can check up on five different things: - locations of towns discovered so far (green squares) - locations of dungeons discovered so far (red squares) - locations of Elw Pyramids and Holy Wood Mound (green squares) - locations of Puzzle Box pyramids (brown squares) - locations of your vehicles (blue squares) When overworld is displayed, following info is displayed: 1. Encounter gauge in upper left corner 2. Compass cursor, which indicates north direction When on the overworld, your goal is to explore the unseen lands to discover new cities and dungeons. You can do so by pressing Square, which will activate Search System (SS from now on). However, this alone isn't enough to actually find a town or dungeon. First you MUST BE GIVEN A CLUE to whereabouts of your next destination (some exceptions apply). You can obtain clues by talking to people; sometimes the clue to your next destination will be given automatically, so I suggest you don't rush thru the text people are saying. Once you know where to start looking, check up your map - next destination will show up as a blinking dot, and the name of the town or dungeon will appear as greyed out in the respective section. Once you get close enough to your next destination, press Square to initiate SS, and voila. Town or dungeon has appeared. Approach it and structure's name will appear. Press action button to enter. Please note that SS can also be used to find gella and items on the world map (who in their right mind would drop 10000 gella anyway?). But before you can begin finding these, you'll need to grab Item Scope item. At first your only transport will be your feet. Later in the game more means of transport will be made available: 1. Ship - obtained as part of the story with this ship you can navigate the seas and gain access to lands you can't reach on foot, but you can only land on beaches 2. WOMD - short for Weapon of Miss Destruction - obtained as part of the story, it allows you to cross the seas in shallow waters (such waters appear darker in color), but you cannot make it walk in forests; while you're aboard WOMD, random battles are void, but you cannot use SS; press Action while onboard for a speed boost; press Square after it's powered up to make it deliver a fatality to certain would-be-obstacles 3. Aircraft - also gained as part of the story; straight after obtaining it, you will be unable to fly over mountains; after installing the power-up, only the sky is the limit; aircraft cannot land on rocky terrain, deserts, forests or beaches =============================================================================== =============================================================================== 10.) MAIN MENU - G1000 =============================================================================== =============================================================================== Main menu is accessed by pressing Triangle when on Active field / world map. I has following features (if you don't know what a certain thing means or does, press Triangle to bring up a help line at the very top). 1. Encounter gauge in upper left 2. Party members' avatars (along with their names, current LV, current/MAX HP, current/max MP and remaining VIT gauge) covering most of the middle of the screen - pressing Select will let you view members' current EXP, and amount of EXP needed to reach next LV 3. Six submenus on right side in this order (from top to bottom) - Item, Skill, Form, Status, Auto, System 4. Total gella acquired so far (below System submenu) 5. Total playtime so far -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ITEM SUBMENU -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- - Item submenu is accessed by selecting first command icon in main menu. - Items are divided into three categories: Consumable items, Event items, and Party items. - Consumable items consist of items, which can be used in battles, or on active field screen. - Event items are items, which are needed to progress the story, or to advance within dungeon. - Party items are items, which aid your party in some way. They activate as soon as you get them. - You can switch between categories with R1 and L1 buttons. To the right of items you'll see three commands: 1. Use : When you want to use a certain item for a character, select the item and select which character you wish to use the item for. Items that cannot be used are greyed out. In case of using an event item, standing in correct spot is sometimes necessary to trigger desired results. 2. Switch: Rearrange the items' order manually. Select first item, then select second item to have them switch places. 3. Sort : Rearrange the items' order automatically. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- SKILL SUBMENU -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- - PS submenu is accessed by selecting second command icon in main menu. - First you select the chr whose PS you wish to equip/change. - Each PS costs PS points to be equipped and thus activated. - 1 PS point is gained each time chr levels up, thus single chr can have 100 PS points maximum. - Some PS have stacking effects (example shown below). - To equip PS, choose 1st command shown on right "Put on", and allocate as many PS as you can, provided you have enough PS points to do so. - To unequip PS, choose 2nd command shown on right "Take off". - To sort PS currently equipped on chr, choose 3rd command on right "Organize". Example of PS' effect increasing: There are four different Dark Break skills. They are: - Dark Break 1 (when equipped, 10% less dmg is taken from dark element attacks) - Dark Break 2 (when equipped, 20% less dmg is taken from dark element attacks) - Dark Break 3 (when equipped, 30% less dmg is taken from dark element attacks) - Dark Break 4 (when equipped, 40% less dmg is taken from dark element attacks) If you wish to reduce only 50% of dark damage, you would equip only Dark Break 1 and Dark Break 4, or Dark Break 2 and Dark Break 3. However, that is not exactly what you want - you want to completely nullify the damage, therefore it is best if you equip all four Dark Break skills at once. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- FORM SUBMENU -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- - Formation submenu is accessed by selecting third command icon in main menu. - Use this submenu if you want to change the formation of your party lineup. - Chr top left will have his/her commands inputted first, followed by chrs positioned top middle, top right. - However, this doesn't mean that the chr in top left position will execute his/her command first. That is determined by chr's REA points, ie whoever has highest REA at the current turn gets to go first. - Once more than four chrs are available for choosing, you can switch your frontline setup to a variety of possibilities. For example, when your party consists of four people, you can have one, two, or three people doing the fighting. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- STATUS SUBMENU -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- - Status submenu is accessed by selecting fourth command icon in main menu, and then choosing top one of two further commands. - In here you can examine various statistics of your chrs. Once you select Status command, you will need to select a chr to be taken to that chr's statistic overview. - Switch between chrs with R1/L1 buttons. - Left side of the screen is reserved for chr's statistics. - Middle of the screen is reserved for chr's three other status pages. You can switch between them with left/right buttons. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Now comes an explanation of what do various statistics represent. LV - Chr's current level. HP - Chr's Hit Points. Numbers indicate current HP / MAX HP. If current HP becomes zero, chr becomes fallen and is unable to fight unless treated properly. Color of HP numbers denotes how hurt chr is: blue / blue numbers - chr is at max HP white / white numbers - chr has taken some damage orange / orange numbers - chr is seriusly hurt (between 20%-40% MAX HP) red / red numbers - chr's HP is in critical (below 20% MAX HP) blue or white or red / grey numbers - chr is induced with max-HP-redux grey / grey numbers - chr is fallen MP - Chr's Magic Points. Numbers indicate current MP / MAX MP. If current MP becomes zero, several of playable chrs cannot execute their special abilities. Rudy and secret optional chr do not use MP. VIT - Vitality meter. Numbers indicate current VIT / MAX VIT. After each successful battle, VIT may be used to help recover HP gauge. 1 VIT point is used for 1/100 of HP gauge. VIT points are recovered by collecting orange gems or by spending a night in an inn. EXP - Chr's current experience points. NXT - Amount of EXP needed to advance to next level. ATT - Attack power, which determines damage of physical attacks. Higher it is, more physical damage you inflict. DEF - Defense power, determines damage you take from enemy's physical attacks. Higher it is, less physical damage you receive. MAG - Magic power, which determines damage of magical attacks. Higher it is, more magical damage you inflict. RES - Magic defense power, determines damage you take from enemy's magical attacks. Higher it is, less magical damage you receive. REA - Reaction (also known as Response or Speed), determines how quickly you can act during battles. Higher it is, faster you can act. ACC - Higher it is, more likely you are to hit the enemy with physical attacks. EVA - Evasion, determines how likely you are to dodge the attacks. Higher it is, more likely you are to dodge. LCK - Luck, determines how often you score criticals and pre-emptive strikes (ie battles where your party ambushes enemy's). Higher it is, more criticals you get and more first-attacks. Luck has six possible values: Worst, Bad, Normal, Good, Best, and S-Best. It's in your best interest to try to maintain luck at it's... well, best. S-Best LCK can only be achieved in following way: enter the battle with "Best" LCK and cast Hocus Pocus on that chr - doing so will raise LCK to "S-Best". LCK stat is also often used in damage formulae of chr's attacks, and usually it follows the precedent "higher it is, more damage you do". Maximum HP value is 9999. Maximum MP value is 999. Maximum ATT, DEF, MAG, RES, REA, ACC & EVA values are 999. LCK has no numerical value. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - And exclusive to Rudy and Jane, you have five ARMs stats: SHT - Attack power (also raises chr's ATT) ACC - Aiming accuracy (also raises chr's ACC) BLT - Bullet amount EAS - ARM weight, increases counterattack chance as well as auto-reload chance CRT - Critical percentage - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - And the other three status pages have this information available for you: a) Abilities chr has learned and/or acquired so far - Rudy: - current setup of his ARM - press up/down to view ARM cartridges found so far - when viewing particular cartridge, you can view amount of bullets per cartridge left (note that each special cartridge uses own amount of bullets) - Jack: - Fast Draws acquired so far - press up/down to view details on particular FD (current mastery, amount of times it has been used and MP cost) - Cecilia: - magic spells acquired so far - press up/down to view details on particular spell (MP cost) - Emma: - Download skills acquired so far - press up/down to view details on particular skill (MP cost) - Jane: - current setup of her ARM - press up/down to view details on particular skill (MP cost) - Secret chr: - Piled Shots skills acquired so far - press up/down to view details on particular skill (they work in a manner similar to Rudy's, that is - each skill can only be used limitied amount of times) - Magdalen: - skills acquired so far - press up/down to view details on particular skill (MP cost) - Flower gal: - skills acquired so far (she gains them by leveling up) - press up/down to view details on particular skill (MP cost) b) Force abilities for particular chr - Rudy: - Lock-on, 25 FP - amount of targets depends on type of cartridge used - you can also use a normal attack - ensures 100% hit rate - doubles ATT power for current turn - Jack: - Accelerator, 25 FP - you can use a normal attack, use an item, or perform FD - Jack will act first in current turn, regardless of REA stat of other combatants - If a FD is used in Accelerator round, that FD's effects improve; for example, Speed Fang's damage will be greater than usual - Cecilia: - Material, FP cost depends on medium used - targets are either all enemies or frontline party - invokes the power of the mediums (powers vary from attacking to support and healing) - Emma: - Alchemic Bomb, 25 FP - hits one group of enemies - strength of the attack depends on download skills acquired so far - Jane: - Mystic, 25 FP - all Mystic-able items gain group effect - Secret chr: - Full Power, 25 FP - own ATT is raised by 175% for current turn, REA becomes 0 - you can use either normal attack, or one of chr's skills (in latter case effect of the skill improves) - Magdalen: - Gamble, 25 FP - own ATT is raised by 175% - if one of chr's skills is used, skill's effect improves - Flower gal: - Extension, 25 FP - all of Flower girl's special skills gain group effect c) PS currently equipped on particular chr - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - And finally, if you access bottom command after selecting Status command, you can view several pieces of info regarding your gameplay: - total amount of canceled encounters - total amount of battles fought - total amount of retries using Gimel Coins - total amount of enemies killed - highest damage done in a single attack - total amount of saves made -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- AUTO SUBMENU -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- - Auto-Battle submenu is accessed by selecting fifth command icon in main menu. - If you feel that your chrs can take on regular enemies without your input, you can select Auto-Battle mode (ABM from now on), by selecting the left of the two icons. Three modes are available. a) MANUAL Player must manually choose chr's commands prior to each turn. b) ALL OUT ATTACK Chrs will mainly use Shot / normal attacks during each turn. c) BALANCED ATTACK In addition to Shot, chrs may also employ using Arcana abilites etc., and consider each individual's strengths and weaknesses. You also need to know these: - each time battle commences, you need to press Action to engage ABM - pressing Cancel anytime during ABM sequence will grant you access to commands at start of next turn -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- SYSTEM SUBMENU -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- - System submenu is accessed by selecting sixth command icon in main menu. - Following options can be fiddled with: a) LOAD - load a previously saved game / start a new game / load EX File Key status screen to check up on stuff acquired b) CONTROLLER - choose between normal (default) or customized setting (latter lets you choose the controls to your liking) c) VIBRATION - turn vibration function on or off d) SOUND - choose between Mono or Stereo sound e) VOICE - turn in-battle speeches on or off (you can also selectively choose whose blabber you wish to switch on/off) - NTSC-J only! f) COMPASS - turn compass cursor on or off g) BATTLE COMMAND - changes battle command input system - Neutral recenters highlighted command when D-pad or left analog is released - Fixed doesn't automatically recenter highlighted command h) BATTLE SPEED - choose between Regular or Turbo (set to Turbo ASAP) i) BATTLE MOVIE - switch battle movies on/off (affects Cecilia's Material FA) j) CURSOR - select initial cursor location - selecting Memory automatically highlights battle command used during the last turn k) SCREEN - toy around with screen settings l) SCREEN SAVER - turn screen saver on or off - if on, you need to set time limit from 01:00 to 59:59 m) HDD SUPPORT - switch between DVD-ROM and HDD - NTSC-J only! =============================================================================== =============================================================================== 11.) BATTLE SYSTEM - G1100 =============================================================================== =============================================================================== -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ENCOUNTER -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- When strolling down the dungeon or on world map, a "!" (exclamation mark) may appear above chr's head - this means that you're about to fall into random battle. When "!" appears, you can choose to engage in battle (explained later) or avoid the encounter altogether (explained later). Event battles (usually a boss battle) are not announced by "!", they happen automatically. There are five possible encounters. Normal encounter - Your party and enemies encounter each other normally. Pre-emptive attack! - Your party ambushes enemy party. You have the advantage of launching first attacks. Enemies *cannot* input commands during the first turn (though they can counter). Surprise Attack! - Enemy party ambushes your vanguard party. You *cannot* enter commands during the first turn (but your chrs can counter, if it triggers). Back Attack! - Enemy party ambushes your rearguard party (when four or more chrs are in your party). You *cannot* enter commands during the first turn (but your chrs can counter, if it triggers). Danger! - Randomly selected chr is ambushed. This chr must endure attacks from enemies for one turn. You *cannot* enter commands during the first turn (but chr can counter, if it triggers). On second turn other two chrs from vanguard arrive in battle fray (so far no chrs of mine from rearguard have been put in "Danger!", but that doesn't mean that it can't happen). -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ENCOUNTER GAUGE -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Encounter gauge (ENG for short) is displayed in top left of the screen. ENG helps you avoid the encounters you do not wish to fight. There are three different colored "!" that appear. White "!" - Your Migrant level (ML from now on) is compared to that of the enemy. Press Cancel and ENG will be reduced by a specific difference - doing so also avoids a battle. Usually higher the level of enemy, higher the cost of ENG, so be careful how often you cancel. Red "!" - Should ENG become 0 or you fall into surprise battle, you will not be able to cancel the encounter. Green "!" - When your ML is way higher than that of the enemy, you can press Cancel to cancel the battle with *no* cost to your ENG! Neat, if I do say so myself. IMPORTANT! When white or green "!" appears, press Cancel two times quickly to immediately fall into the battle. You can increase ML by collecting items called Migrant Seal. Each one nailed raises your ML by 1 point. You can replenish ENG by spending night in an inn (full replenish), winning a battle (1 point replenish), or by collecting white gems (replenish 1/10 of the gauge). -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ENCOUNTER COMMANDS -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Encounter commands (ECO from now on) are entered at beginning of each turn. Pressing Triangle brings out help message for any selected ECO. 1. GET SET - select to begin entering battle commands 2. FORM - adjust chr's position and turn order (for former refer to formation menu heading for detailed explanation), found under "Switch" and "Action"* commands respectively 3. AUTO - set ABM settings (refer to auto-battle submenu heading for detailed explanation) 4. STATUS - view chrs' status screens, and several of game's stats (refer to status submenu heading for detailed explanation) 5. SYSTEM - customize game's settings (refer to options menu heading for detailed explanation) * NOTE: Beside REA based turn order in battle, you're given the option of manual turn order. For example, if you wish all enemies to go before you, put Rudy to be the first to execute the command for current turn. Since Rudy is the slowest of the bunch, all enemies will (usually) go before him, followed by Rudy and whatever order you selected. Please note that manual turn order has to be inputted EACH TURN SEPARATELY! TIP: When you get Emma in your party permanently, she's the slowest chr. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- BATTLE COMMANDS -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Battle commands (BCO from now on) are entered after you select Get Set ECO. Pressing Triangle brings out help message for any selected BCO. In addition, it can also display enemy's Analyze screen (provided you have already casted Analyze on it in one of earlier battles). 1. SHOT / ATTACK - attack selected opponent with chr's ARM / weapon - only Rudy and Jane have ARMs, other chrs use melee weapons - if amount of bullets remaining is 0, Rudy and Jane engage in melee combat with selected opponent - Rudy's and Jane's ARM has set amount of bullets they can use before running out - [bullets remaining / max bullets available] gauge is visible above Rudy's or Jane's HP display window when you're inputing BCO for them - reload Rudy's and Jane's ARM by selecting Guard - increase amount of bullets Rudy and Jane can carry by upgrading chr's ARM - each time Cecilia uses a normal attack and delivers a hit, she recovers 1 MP 2. GUARD - reduces amount of damage received for current turn - reduces likelihood of being affected with negative statuses - reloads Rudy's and Jane's ARM - FORMULAE DATA NOTE 0001 3. FORCE - use chr's special powers by using up FP 4. ITEM - use items 5. SPECIAL - use special skills, available only to that chr - Rudy's ORS is called "Cartridge" - Jack's ORS is called "Fast Draw" - Cec's ORS is called "Crest Sorcery" - Emma's ORS is called "Emulator" - Jane's ORS is called "Calamities" - Magdalen's ORS is called "Weapons" - Flower gal's ORS is called "Herb Magic" - SSC's ORS is called "Piled Shots" - Rudy's and super secret chr's ORS can be activated specific number of times before running out, and as such they do not require MP to be cast - Jack's, Cecilia's, Jane's, Emma's, flower girl's, and Magdalen's ORS require MP to be used Hint: When targeting an enemy, pay attention to its possible "Condition", which will appear in top left. Positive statuses appear in blue, negative in red. These statuses are discussed further down. Enemy's Analyze screen is explained further below. Furthermore, if the color of target cursor (when pointing at the enemy) is red, that means this enemy has not been Analyzed yet. If the target cursor is green, this enemy has already been Analyzed. In specific cases red target cursor turns into green automatically once you've killed one sample of specific enemy. Hint: If chrs are affected by harmful status, but you do not wish to heal it, and assuming you have four chrs or more at your disposal, you can use formation command and switch chrs between vanguard and rearguard. For example, this is a convenient way of taking fallen chrs out of vanguard and replacing them by fresh chrs from rearguard. Hint: If chrs are low on HP, but you do not wish to recover it, and assuming you have four chrs or more at your disposal, you can use formation command and switch chrs between vanguard and rearguard. Then when next turn comes up, and assuming hurt chr's VIT gauge is not empty and that chr isn't under sickness status, VIT gauge will automatically be used to recover as much of chr's HP as it can. This is a convenient way of having hurt chrs heal automatically instead of wasting a turn. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- FORCE POINTS -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Force points (FP from now on) are needed to perform chrs' FA. Numbers and bars at the bottom of the HP/MP display show FP for each chr. FP increases as chrs attack enemies, or when enemies attack chrs. When blue bar crosses 25% increments, "FORCE LEVEL UP" message will be briefly displayed. FP acquired in one battle do not carry over in next battle (exceptions are expected, of course). When chr gains 100 FP, thus filling up whole FP gauge, "CONDITION GREEN" message will be briefly displayed. At this point following negative statuses are lifted: poison, sickness, confusion, helpless, sleep, amnesia, and petrify countdown. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- FORCE ABILITIES -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Each playable chr has one Force ability (FA from now on) he/she can choose from. Cecilia is only chr who has multiple choices when selecting what type of FA she wants to use (amount of choices depends on amount of mediums you've collected so far). Chrs' FA have been discussed in Status submenu heading under Main Menu section. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ELEMENTS AND OPPOSING ELEMENTS -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- There are 9 elements you can find in this game. 1. EARTH and its opposing element WIND 2. WIND and its opposing element EARTH 3. FIRE and its opposing element ICE 4. ICE and its opposing element FIRE 5. WATER and its opposing element THUNDER 6. THUNDER and its opposing element WATER 7. LIGHT and its opposing element DARK 8. DARK and its opposing element LIGHT 9. NON-ELEMENTAL property has no opposing element -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- NUMBERS THAT APPEAR IN BATTLE -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- There are few types of coloured numbers that appear in course of battle. In this heading I will tell you what each color represents. 1. WHITE NUMBER - this number indicates HP loss - normal damage has been inflicted to the target 2. GREEN NUMBER - this number indicates HP recovery - damage has been absorbed as HP recovery, or recovery type item has been used on the target 3. GREY NUMBER - this number indicates HP loss - target reduces damage received from such attacks - magical damage is reduced by 66% - physical damage is reduced by predetermined % (you will know this amount by looking at enemy's info in Bestiary section) 4. RED NUMBERS - this number indicates HP loss - target takes more damage from such attacks - magical damage is tripled - in cases of physical attacks, you can inflict a critical strike, but damage indicator will show up as white number 5. YELLOW NUMBER - target's HP is recovered / or nothing happens to target's HP - yellow number appears on the target and something can (maybe) be triggered 6. PURPLE NUMBER - this number denotes MP recovery In addition to those numbers, two more indicators can appear: NO COUNT! - this means that attacks of certain type will have no effect on the target; for example, there are enemies in the game which have chances (in %) that a magic attack on them will fail when executed BLOW AWAY! - if your chr's REA is way superior to REA of selected opponent, if your chr uses a normal attack, and if critical strike occurs, there's a chance for you to instantly remove that enemy from battle, regardless of its status and/or HP (bosses cannot be removed that way) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- NUMBER OF ENEMY TARGETS? -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- When targeting enemies, you can attack either: - single enemy - group of enemies - all enemies Here's how to tell a difference between possible amount of targets. I'll post a sample battle lineup, pointing out all three 'scenarios'. --------- all enemies --------- | |-------------------------| | | Rat Monkey | A B C D | <-- enemy group single enemy --> | Gagison ----------| | Gagison | | Rat Monkey A B C | |-------------------------| Usually, it's like this: - chr's physical attacks target single enemy - chr's magical attacks target single enemy - with some tweaking you can have that same attacks affect enemy group - some ORS target enemy group - Cec's offensive summons affect all enemies And finally, you have moves with "Field" attribute. "Field" affects *all* combatants, that means both your chrs and all fighting enemies. An example of field effect move is Flaming Zone - when cast, fire damage is doubled, and ice damage halved. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- INERTIA CANCEL? -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- An extremely useful feature, but must be used with caution. Few requirements must first be met, though: - chr has accumulated at least 25 FP on FP gauge - chr is attacked with a physical attack (which doesn't target whole team) - chr's counterattack must trigger If the above conditions are met, then there's a chance that word 'CANCELLABLE' will appear below chr in question, with a green bar decreasing to the left. If Cancel button is pressed during this time, Inertia Cancel is activated. Chr loses 25 FP from the gauge, but is instead granted an opportunity to input another command for current turn. Note that this *does not* cancel the first command you gave that chr for current turn. Example: Cec has 50 FP, she was commanded to guard for current turn, she gets attacked and counter triggers, causing 'CANCELLABLE' word appearing. You press Cancel button and you have the ability to enter another command for Cec, like healing other party member. After she executes that other command, she will resume guarding until end of the current turn). -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- INCREASING / DECREASING FP? -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- You may wonder just for how much does FP rise if certain actions are performed in battle, be it you attacking the enemies or vice versa. Following is the list of all actions in battle that make your FP rise (and there's quite a lot of them), and actions which make it drop. ------------------------------------------------------------------------------- ACTION TYPE | FP GAIN ------------------------------------------------------------------------------- Use Shot command* | 8 FP Use Attack command* | 12 FP Use chr's ORS | 12 FP Critical strike occurs | 8 FP Successfully evade enemy's physical attack | 12 FP ------------------------------------------------------------------------------- Use Guard command | 2 FP Combination arts activate (both chrs get FP raise) | 12 FP Use an item | 6 FP Counterattack is triggered | 8 FP Action kills the enemy (if 3 are killed, multiply by 3, and so on) | 8 FP ------------------------------------------------------------------------------- Chr reaches end of turn | 4 FP PS Blocker activates | 8 FP PS Regeneration activates | 6 FP PS Finest Arts activates | 8 FP PS Penetrator activates | 8 FP ------------------------------------------------------------------------------- PS Assist Blitz activates** | Formula FP PS Defend activates | 8 FP PS SOS Auto Guard activates | 6 FP PS SOS FP Up activates | 100 FP Jane or Rudy reload own ARM (same for Auto-reload) | 12 FP ------------------------------------------------------------------------------- Return Damage status kicks in | 12 FP Damage sustained ( + 4 = FP gained)*** | Formula FP FP Reinforce magic raises regular FP gain by 50% | Formula FP ------------------------------------------------------------------------------- * - Regardless of the fact if attack connects or not. ** - Support chr gains FP under same conditions (that is, for normal attack support chr will gain 12 FP). *** - Result is rounded down. NOTE: If chr is under helpless status, *all* FP increases are locked to 1. NOTE: If FA is used, no FP are awarded! ------------------------------------------------------------------------------- ACTION TYPE | FP LOSS ------------------------------------------------------------------------------- Force Ability is used (FP loss depends on chr) | Formula FP Inertia Cancel | 25 FP Chr becomes fallen or petrified (FP drops to zero) | Formula FP Enemy's attack on chr's FP (new FP = old FP / 4) | Formula FP ------------------------------------------------------------------------------- -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- HOW TO RECOGNIZE TYPE OF AN ATTACK? -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- There's a way in which game lets you know what type of damage you're about to receive from enemy's attack, or what type of damage you're about to inflict. Each time an enemy uses a damaging move, a symbol will appear to the left of attack's name. ------------------------------------------------------------------------------- SYMBOL | TYPE OF ATTACK ------------------------------------------------------------------------------- Blue square | - physical attack | - attack's power is governed by ATT stat Red diamond | - can indicate magic attacks, but most of these cannot be used | by your chrs - those that can be are accessed thru Emma's | Download ability (after she has successfully learned it from | the enemy) | - can indicate special occurences in battle (most often enemy | skips the turn) | - most of magic attacks of this nature cannot be reflected | - attack's power is governed by MAG stat White circle | - magic attacks, but these can be used normally by Cecilia | - magic attacks of this nature can be reflected | - attack's power is governed by MAG stat Green triangle | - summon attack | - attack's power is governed by MAG stat | - also denotes FA when used by your chrs Yellow diamond | - indicates using an attack item from your inventory | - attack's power is governed by MAG stat ------------------------------------------------------------------------------- -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- NEGATIVE STATUS INDICATORS -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Each time your party member is affected with bad status, an indicator will appear around affected chr. ------------------------------------------------------------------------------- INDICATOR | WHAT IT MEANS? ------------------------------------------------------------------------------- ? (question mark) | chr has been affected by amnesia status + (red cross) | chr has been affected by sickness status spring | chr has been affected by helpless status purple bubbles | chr has been affected by poison status counter above head | chr has been affected by petrify countdown white statue | chr has been petrified red circles | chr has been affected by confusion status chr kneeling | chr has been affected by fallen status ZZZZZ letters | chr has been affected by sleep status ------------------------------------------------------------------------------- For explanation of what do these statuses do, see Status Condition section found further down in this guide. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- VICTORY OR DEFEAT? -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 1. VICTORY - victory is determined when your party eliminates all opposing monsters - depending on type and amount of monster/s destroyed you win gella, EXP and maybe some items as well - there are few storyline battles which you cannot "win" under normal circumstances, such as bringing enemy's HP down to zero - when battle is won, and if battling chrs aren't at MAX HP, VIT gauge will be used to recover lost HP (1% of VIT can recover 1% of MAX HP) 2. DEFEAT - your party is defeated if all chrs in your vanguard are fallen (their HP is reduced to zero) or have been petrifed - if you are defeated, you can continue by using Gimel coin (in this case battle resumes from start under normal conditions) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- EXPERIENCE AND MULTIPLYING IT -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- After the end of battle EXP received is usually multiplied by 1,0 and added to party members' EXP total. EXP multiplier can be raised in several ways. ------------------------------------------------------------------------------- ACTION | EXP MULTIPLIER ------------------------------------------------------------------------------- Killing an enemy | x 0,1 Killing last enemy | x 0,2 Critical physical strike | x 0,1 Being hit with an attack* | x 0,1 Use Lucky Card** | x 1,0 ------------------------------------------------------------------------------- * NOTE : If chr is guarding while you're hit, EXP bonus does not activate. ** NOTE: Lucky Card works only once. Its effects cannot be stacked in single battle. And finally, EXP multiplier can be raised as high as 9,9. That's the max value. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ESCAPING? -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Normally you cannot escape from battle once it has initiated, but that doesn't hold true forever. Once you have access to magic guild, Escape spell can be bought and bound onto one of the Crest Graphs. If you have already defeated any enemies up until the point when your chrs escaped, you will receive gella, EXP and (maybe) items for those defeated enemies. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- TREASURE CHESTS? -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Sometimes defeated enemies will leave a treasure chest after battle is concluded. You have the option to open it or leave it as it is. Beware, such chests are booby-trapped. Most often it's a bomb, but you can also expect abnormal status traps. It's advised that you let vanguard chr with highest LCK attempt to open the chest*, as such chr has a highest chance of disarming the trap. On the other hand, if chest has poison trap, but all your chrs' luck is worst, have the chr with PS Moon Stones on him/her attempt to open the chest. In both cases you get the goods with chr unharmed. Additionally, the game may offer you a choice of opening the chest with a Duplo, should you be in a possession of one of these and you come across a trapped chest. In this case, chr's LCK matters not - chest is opened, trap disarmed and goods yours. 1. Boom-Boom-trapped chest - if successful, trap is disarmed and you get the goods - if unsuccessful, chr who attempted to open the chest suffers 1/2 of current HP damage, and you get the goods 2. Boom-Boom-trapped multi-hit chest: - if successful, trap is disarmed and you get the goods - if unsuccessful, all vanguard chrs suffer 1/2 of current HP damage, and you get the goods 3. Helpless-trapped (multi-hit) chest - if successful, trap is disarmed and you get the goods - if unsuccessful, you receive helpless status and get the goods - status infliction has a chance of failing as well - can affect whole vanguard (you will know so when trapped chest appears) 4. Poison-trapped (multi-hit) chest - if successful, trap is disarmed and you get the goods - if unsuccessful, you receive poison status and get the goods - status infliction has a chance of failing as well - can affect whole vanguard (you will know so when trapped chest appears) 5. Sickness-trapped (multi-hit) chest - if successful, trap is disarmed and you get the goods - if unsuccessful, you receive sickness status and get the goods - status infliction has a chance of failing as well - can affect whole vanguard (you will know so when trapped chest appears) 6. Amnesia-trapped (multi-hit) chest - if successful, trap is disarmed and you get the goods - if unsuccessful, you receive amnesia status and get the goods - status infliction has a chance of failing as well - can affect whole vanguard (you will know so when trapped chest appears) 7. MAX-HP-redux-trapped chest - if successful, trap is disarmed and you get the goods - if unsuccessful, your MAX HP is reduced by 20% and you get the goods - trap has a chance of failing as well 8. MP-redux trapped chest - if successful, trap is disarmed and you get the goods - if unsuccessful, 10% of chr's MAX MP is sucked away and you get the goods - trap has a chance of failing as well 9. Gella-redux trapped chest - if successful, trap is disarmed and you get the goods - if unsuccessful, 10% of party's gella is gone and you get the goods - trap has a chance of failing as well 10. Fake-chest trapped chest - if successful, trap is disarmed and you get the goods - if unsuccessful, you enter another battle against enemy no.032; defeat it and battle is won - this is the only way to get entry for enemy no.032 in monster book 11. Energy-drain trapped chest - if successful, trap is disarmed and you get the goods - if unsuccessful, following happens: let's say that Jane needs 100000 EXP to reach next level; she already accrued 75000 EXP, meaning she has 25000 left to go; if you now select Jane to open this chest and trap is sprung, it will drain all EXP Jane accumulated so far for next level -> this means, that she must now again accumulate all 100000 EXP needed for next level 12. Booby trapped chest - if successful, trap is disarmed and you get the goods - if unsuccessful, chest explodes and goes sayonara, and you forfeit the goods as well 13. Regular chest - these chests aren't dangerouns, all you have to do is open it to get the goods inside * NOTE: If any of chrs was in sleep, petrified or fallen status at end of battle, you won't be able to select that chr to attempt opening the chest. EXTREMELY IMPORTANT: When it comes to items dropped by enemies when battle has ended, this is of extreme importance for you! Let's assume you defeated enemy party of 4 Gobs with wind summon. Your booty would be EXP, gella and 4x Wind Gem, 2x Heal Berry. But before you get all those goods, Gobs left behind booby-trapped chest. If you decide not to open the chest, you will not get what's inside the chest, BUT YOU WILL ALSO NOT GET THE ITEMS GOBS DROPPED, meaning you'll have to forfeit those 4x Wind Gem and 2x Heal Berry. IF YOU WANT TO RECEIVE EVERYTHING (THAT MEANS CONTENTS OF THE CHEST *AND* ITEMS ENEMY MIGHT HAVE DROPPED), YOU'LL HAVE TO OPEN THE CHEST. However, you still receive any Gimel Coins or Alter Parts. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ANALYZE SCREEN -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Analyze screen opens when you cast Analyze magic over one of your enemies. Here I'll explain how it looks like and how to understand it. I'll go in this order: top of the screen, top left, bottom left, middle, top right, bottom right. 1. NAME - name of the monster you're fighting 2. DROP ITEMS - has information on items monster may drop after battle - monster may have up to four items in this box - monster may drop only one item after battle 3. STEAL ITEMS - has information on items you can steal from monster - monster may have up to four items in this box - you can only steal one item from monster 4. MONSTER - picture of Analyzed monster 5. HP BAR - red bar showing how much HP monster has left 6. LEVEL - level of monster 7. HP - monster's maximum HP (when battle begins) - monster's current HP (after it took at least one damaging hit) - when HP is depleted to 0, monster is defeated 8. EXP - amount of EXP you're awarded when monster is killed 9. GELLA - amount of gella you're awarded when monster is killed 10. ELEMENTAL - each enemy in the game has 8 elemental affinities AFFINITIES - they're displayed in this order, from top to bottom: earth, wind, fire, ice, water, thunder, light (holy), dark - there's five levels of monster's resilience towards elements (they're discussed a bit below) Regarding monster's resilience, these are the levels you should familiarize yourself with: a) WEAKNESS - target takes triple damage b) HALVED - target reduces damage inflicted by 66% c) RESISTANCE - target takes no damage d) ABSORBTION - target absorbs damage as HP recovery e) ACTIVE - target takes no damage, stats are raised for several turns -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- CHARACTER'S SCREEN -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Whenever selecting BCO for chr currently up, you'll see chr's current Condition displayed in top left (assuming chr is under status change). If you wish to view detailed chr's status, you'll need to select Status ECO. =============================================================================== =============================================================================== 12.) STATUS CONDITION - G1200 =============================================================================== =============================================================================== In here I'll explain all the different status conditions chrs and enemies can be affected with. They can be divided in four categories: a) negative character conditions (generally affect target's battle ability) b) negative statistic conditions (generally reduce target's stats) c) positive statistic conditions (generally increase target's stats) d) miscellaneous conditions Generally, GREEN conditions are beneficial to the target (positive status), while RED conditions harm the target in some way (negative status). ------------------------------------------------------------------------------- NEGATIVE STATUS | CONDITION'S EFFECTS CONDITIONS | AND COUNTERMEASURES ------------------------------------------------------------------------------- Fallen | Occurs when chr's HP becomes zero (0). HP counter becomes | red, FP drops to zero, commands cannot be entered. Status can | be removed with Revive magic, Revive Fruit or Life Flame. If | chr is still fallen when battle ends, chr is revived with 1 | HP, but chr's MAX HP is reduced by 20% until cured. If entire | vanguard party becomes fallen, Game Over. ------------------------------------------------------------------------------- Poison | At end of every turn affected chr loses amount of HP, which | equals 20% of MAX HP. Status can be removed with Restore | magic, Antidote or Life Flame. Status persists until end of | battle and can carry into another battle, if not treated. ------------------------------------------------------------------------------- Sickness | Affected chr cannot recover HP by any means (that means | items, magic, mediums, and VIT gauge). Status can be removed | with Restore magic, Medicine or Life Flame. Status persists | until end of battle and can carry into another battle, if not | treated. ------------------------------------------------------------------------------- Amnesia | Affected chr doesn't gain any EXP. Status can be removed with | Restore magic, Toy Hammer or Life Flame. Status persists | until end of battle and can carry into another battle, if not | treated. ------------------------------------------------------------------------------- Helpless | Affected chr cannot execute FA and ORS. Additionally, all FP | increases are locked to 1 FP. Status can be removed with | Restore magic, Peppy Acorn or Life Flame. Status persists | until end of battle and can carry into another battle, if not | treated. ------------------------------------------------------------------------------- Sleep | Affected chr falls asleep and you're unable to enter any | commands. Status can be removed with Restore magic, Breath | Mint or Life Flame. Status persists for six turns (though it | is possible chr will wake up after being hit with physical | attack), and is removed when battle ends. ------------------------------------------------------------------------------- Confusion | Affected chr becomes confused, and his/her actions erratic. | Commands can be entered at start of each turn, but there's a | chance affected chr will perform something else (for example, | you told Rudy to use Heal Berry on self, but instead he'll | shoot Jack). Status can be removed with Restore magic, | Pinwheel or Life Flame. Status persists for six turns (though | it is possible chr will regain senses after being hit with | physical attack), and is removed when battle ends. ------------------------------------------------------------------------------- Petrify | There's two instances of petrification. In first case chr | becomes petrified immediately - FP drops to zero, and you | cannot enter any commands. Status persists until end of | battle, or until chr is hit with a physical attack (chr then | becomes fallen). In second case a countdown of 2 (or 1) turns | begins for affected chr. REA becomes 0, EVA becomes 1, chr | cannot use ORS and FA; then both DEF and RES become 0. Status | can be removed with Restore magic, Hard Grape or Life Flame. | Status lasts one or two turns (depends from which enemy uses | which petrifying skill), and if not treated in time, chr | becomes a statue (status then persists until end of battle). | FP drops to zero, and you cannot enter any commands. If | petrified chr is hit with a physical attack afterwards, | petrify status is void and chr becomes fallen. ------------------------------------------------------------------------------- Helpful hints: a) Resting at an inn recovers all HP, MP, and voids all status changes that persist after battle. Additionally, your ENG and VIT gauges are also recovered, and Rudy's SC ammo is replenished (as well as that of SSC's) b) If chr's FP reaches 100 FP, "CONDITION GREEN" voids poison, sickness, confusion, helpless, sleep, amnesia, and petrify countdown. c) When battle ends, and if chr was fallen or under amnesia, that chr won't gain any EXP from that battle. ------------------------------------------------------------------------------- NEGATIVE STATISTIC | CONDITION'S EFFECTS CONDITIONS | ------------------------------------------------------------------------------- DEF down | Chr's DEF stat is halved. Lasts 6 turns. ------------------------------------------------------------------------------- RES down | Chr's RES stat is halved. Lasts 6 turns. ------------------------------------------------------------------------------- LCK down | Chr's LCK stat is dropped by one level (for example, from | "bad" to "worst"). Lasts: Duration variable 3. ------------------------------------------------------------------------------- EVA down (A) | Chr's EVA stat is halved. Lasts 3 turns. ------------------------------------------------------------------------------- REA down (A) | Chr's REA stat is halved. Lasts 3 turns. ------------------------------------------------------------------------------- MAX HP down | Chr's MAX HP has been reduced as a result of not reviving | him/her before previous battle ended. Condition persists | until treated properly. ------------------------------------------------------------------------------- CURSE | Target's resistance to poison, sickness, sleep, confusion | and petrify is halved. Lasts 6 turns. ------------------------------------------------------------------------------- EVA down (B) | Chr's EVA stat equals 1. Lasts 1 turn. ------------------------------------------------------------------------------- REA down (B) | Chr's REA stat equals zero. Lasts 1 turn. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- POSITIVE STATISTIC | CONDITION'S EFFECTS CONDITIONS | ------------------------------------------------------------------------------- ATT up | Chr's ATT stat is doubled. Lasts: Duration variable 1. ------------------------------------------------------------------------------- DEF up | Chr takes 25% less damage from physical attacks. Lasts: | Duration variable 1. ------------------------------------------------------------------------------- MAG UP | Chr's MAG stat is doubled. Lasts: Duration variable 1. ------------------------------------------------------------------------------- RES up | Chr takes 25% less damage from magical attacks. Lasts: | Duration variable 1. ------------------------------------------------------------------------------- ACC up | Chr's ACC stat is raised by 50%. Lasts: Duration variable | 1. ------------------------------------------------------------------------------- EVA up | Chr's EVA stat is raised by 50%. Lasts: Duration variable | 2. ------------------------------------------------------------------------------- REA up | Chr's REA stat is doubled. Lasts: Duration variable 1. ------------------------------------------------------------------------------- ATT up, DEF down | Chr's ATT stat is doubled, enemies' DEF stat is halved. | Lasts: Duration variable 2. ------------------------------------------------------------------------------- FP gain up | Chr's FP gain rate is raised by 50%. Lasts: Duration | variable 1. ------------------------------------------------------------------------------- Element shield | Chr takes 25% less damage from all elemental attacks. | Lasts: Duration variable 1. ------------------------------------------------------------------------------- Status Lock | Chr voids all negative status changes except fallen. | Lasts: Duration variable 2. ------------------------------------------------------------------------------- Retaliation | Chr intercepts and blocks enemy's physical attack, and | returns the damage to attacker. The extra charm lies in | following: if blocked attack carries negative status, that | status is returned to the attacker as well. | Unfortunately it has two drawbacks - condition works only | once (then you need to recast it), and is effective only | against physical attacks, that target one chr. Lasts: | Duration variable 1. ------------------------------------------------------------------------------- Reflect | Chr reflects certain magic attacks back to the caster. | Lasts: Duration variable 2. ------------------------------------------------------------------------------- LCK up | Chr's LCK stat is raised by one level (for example, from | "worst" to "bad"). Lasts: Duration variable 1. ------------------------------------------------------------------------------- Replay | Chr's action taken in current turn will be executed again, | if same conditions are met. Lasts: Duration variable 2. ------------------------------------------------------------------------------- Counterattack | When affected chr takes damage, chr will counter by | returning same amount of damage to the attacker. Activates | for both physical and magical damage, but does not work if | affected chr takes damage greater than his/her current HP | (in other words, chr becomes KO-ed). Works even if | multi-hit attacks were used. Lasts until end of battle or | when chr becomes fallen. ------------------------------------------------------------------------------- Active Element | This condition occurs on enemies only. Let's say that the | enemy has active element affinity for fire element. If you | hit an enemy with fire attack, damage will be absorbed as | HP recovery, and that enemy's ATT and MAG will be | increased by 50%! This is not all, however - some enemies | in the game can automatically raise own ATT and MAG by 50% | when an element zone is cast. Say an enemy has fire as | active element property, and you cast Flaming Zone - that | enemy's offensive power will increase. Lasts until the | monster is defeated. ------------------------------------------------------------------------------- Auto-Revive | Chr will remain at 1 HP, when fatal damage is incurred. ------------------------------------------------------------------------------- Helpful hints: a) If enemy's attack carries harmful statuses, a colored cloud will usually appear around your chr just as attack is connecting (clouds also appear when opening trapped chests left after battle). Here's the colors of those clouds and explanations for statuses they carry: - black cloud: fallen status - white cloud: petrify status - white cloud: current MP-redux status (trap chests) - purple cloud: poison status - yellow cloud: sickness status - blue cloud: sleep status - red cloud: MAX HP-redux status (trap chests) - red cloud: confusion status - green cloud: amnesia status - light green: helpless status - white cloud: current gella-redux (trap chests) - red cloud: EXP reset (trap chests) ------------------------------------------------------------------------------- MISCELLANEOUS | CONDITION'S EFFECTS CONDITIONS | ------------------------------------------------------------------------------- EXP bonus | Chr's EXP bonus rate has been increased by x 1,0. Lasts | until end of battle. ------------------------------------------------------------------------------- Double gella | Target enemy will drop double amount of gella once the | battle has ended. Lasts until the target enemy is killed. ------------------------------------------------------------------------------- Duration of several status changes is dictated by chr's LCK stat, and there's three duration variables present - below is a table listing them. Now here's an example of how to read it: - Status Lock is positive status with variable 2, and chr's LCK stat at the time when Status Lock was cast on chr was Good. From the table it is evident that chr will be under Status Lock effect for 5 turns. ------------------------------------------------------------------------------- DURATION VARIABLE TABLES ------------------------------------------------------------------------------- LCK \ VARIABLE | 1 | 2 | 3 ------------------------------------------------------------------------------- S-BEST | 7 turns | 8 turns | 3 turns BEST | 5 turns | 6 turns | 4 turns GOOD | 4 turns | 5 turns | 5 turns NORMAL | 3 turns | 4 turns | 6 turns BAD | 2 turns | 3 turns | 7 turns WORST | 1 turn | 2 turns | 8 turns ------------------------------------------------------------------------------- =============================================================================== =============================================================================== 13.) INNS AND SHOPS - G1300 =============================================================================== =============================================================================== -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- INNS -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Inns are one of the most nifty features. Whenever you spend a night in an inn, all HP/MP are recovered, as well as VIT gauge and ENG. Additionaly all status effects are lifted, and MAX. Spending the night is accomplished by talking to the owner and selecting Stay. Fee payed depends on party's level = all of current party members' LVL added together and multiplied by 5 equals inn's price. When innkeeper is addressed, you'll be given three choices: - Lodging - Sell (items) - Talk Select stay to be given the price for one night, along with choice of "Yes" and "No". Choose "Yes" to stay, while choosing "No" exits. If you're low on gella, sell some items to get the cash. Choosing "Talk" may reveal some interesting background or yield useful information, but sometimes this option is required to advance the story. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ITEM SHOP -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Talking to shopkeeper will bring up three options: Buy, Sell, Talk. 1. BUY Step 1 - Select this to bring up shop's wares display. In left half of thw screen items available for buying will be displayed. Those you cannot buy (insufficient funds or you already hold 99 units of particular item) will be greyed out. Step 2 - In upper right your current gella will be displayed. I'll discuss Total Cost a bit later. Step 3 - In middle right you'll see two entries: Quantity (discussed below) and Inventory. Number next to Inventory tells you how many units of item you wish to buy you already possess. Step 4 - Select the item you wish to buy (press Triangle to view item's description). Number 1 will appear next to Quantity entry, and cursor will move there as well. Item's cost for a single unit of that item will appear next to Total Cost entry. You can increase or decrease amount of item you wish to buy in increments of 1 by left/right D-pad, or in increments of 10 by pressing up/down D-pad. Step 5 - Once satisfied with the amount and cost, press Action to complete the purchase. 2. SELL Step 1 - Select this to bring up your wares display. In left half of the screen items available for selling will be displayed. Step 2 - In upper right your current gella will be displayed. I'll discuss Total Price a bit later. Step 3 - In middle right you'll see two entries: Quantity (discussed below) and Inventory. Number next to Inventory tells you how many units of item you wish to buy you already possess. Step 4 - Select the item you wish to sell (press Triangle to view item's description). Number 1 will appear next to Quantity entry and cursor will move there as well. Item's sell price for a single unit of this item will appear next to Total Price entry. You can increase or decrease amount of item you wish to sell in increments of 1 by left/right D-pad, or in increments of 10 by up/down D-pad. Step 5 - Once satisfied with the amount and price, press Action to complete the procedure. 3. TALK Just some (interesting) gibberish from shopkeeper. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ARMS SHOP -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Explained in detail in respective section of this guide. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- MAGIC GUILD -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Explained in detail in respective section of this guide. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- GARDENING -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Explained in detail in respective section of this guide. =============================================================================== =============================================================================== 14.) STARTING HINTS AND TIPS - G1400 =============================================================================== =============================================================================== 1. Save early, save often. Don't worry about Gimel Coins, they're not that hard to obtain. Every regular enemy can drop Gimel Coins. The best time to save your game is usually right when you find Gimel Coins in tresure chests, when you're inside a dungeon. One more good reason for saving often: in some dungeons you may meet more than one boss enemy. Sometimes you'll need to fight two bosses consecutively! 2. When you meet unfortunate Game Over, you can use one Gimel Coin to retry that battle. However, if you manage to win that battle, you will not gain any EXP and gella afterwards. 3. Be spareful with Heal, Potion and Mega Berries! You cannot buy them anywhere unless you work hard for it. For a good portion of the game you'll be stuck with Heal Berries (and the rest of the gang) which you get from treasure chests or defeated enemies. Later in the game, when you have access to Secret Garden, you will be able to breed Berries and some other recovery items. 4. When exploring the dungeons/cities, you will often cross ways with doors and chests, which have been sealed by magic. The only way to open these is by using Duplicators. Duplos are also used to open trapped chests which are left by enemies at end of battles. 5. If you find some white gems in the dungeon and your ENG is full, leave those gems for later. Same would go for orange gems - if VIT gauge is full, leave them for later. 6. Later in the game when your levels are over 40 already, it is useless to fight enemies which give 1 EXP (Balloons and like). Just skip these fights - you won't lose any points on ENG. 7. Sometimes you may find a strange switch/feature in a dungeon and no matter what you do, you cannot seem to activate it. If everything has indeed failed (including dropping PS2 on the floor), there is only one explanation - you don't possess the tool and/or item necessary to activate the feature in question. Remember such places! You need to progress further in the story in order to obtain that particular item. Only then will you be able to return and solve the puzzle. 8. Every time you engage in boss battle, try to use Gella card on boss/es to earn double amount of Gella. Using Gella cards on regular enemies is a waste, cos they don't drop much cash anyway (but there are a couple of rare enemies, which do drop heavy amounts of gella, only problem is that these same enemies are usually very strong). 9. Considering status recovery items: buy as much status recovery items as you can, but prioritize in Medicines, Antidotes, Toy Hammers and Peppy Acorns. These items cure statuses that persist after battle. I'd say that by having around 30 of each with you at all times is not an overkill. Many regular enemies has a status change attack. 10. Talk to people over and over. Try switching chrs and then talk to same person again. Response may be different. After crucial storyline points most people's responses change yet again. The purpose of this chat-hunt is to obtain as much clues as possible and to help you understand the storyline better. 11. Whenever you encounter new enemy type, make sure you cast Analyze on it! Doing this will enable you to track HP and elemental weaknesses for this and any future battles. This comes in very handy, trust me. 12. Jane's Mystic FA is extremely handy. If you use Lucky Card on say Rudy, only he gets double EXP. However, Lucky Card used via Mystic will award double EXP for all three vanguard chrs. You just spared two Lucky Cards. 13. Almost *every enemy* in the game will drop element gems if defeated with elemental summons. 14. Once you recruit Emma, she will prove to be a great chr. She is able to steal enemy's abilities and "download" them for personal use. 15. HOARD ALL THE CASH YOU GET AND DO NOT WASTE IT FOR BUYING STUFF UNTIL I SAY OTHERWISE! You'll thank me later. After starting credits have rolled someway in the game, you should have more than 12000 gella. 16. Lack of gella an issue? This is true especially when you want to upgrade ARMs or buy stuff from Black Market. Your target enemy is Rat Monkey - this el cheapo can be encountered on world map around Adlehyde. However, one more requirement must be met - Jane must be in your party, as she's the only one that can steal stuff from enemies. Anyway, what you're looking for is PS MP Repair, which is Rat Monkey's rarest steal. Once Jane manages to swipe several of them (note that you'll need to be patient, as you will often steal other crappier items), go and sell them. One PS MP Repair sells for 999999 gella. You'll be rolling in money in no time. 17. In dire need of EXP, because next boss is too stubborn to die, and regular enemies give crap EXP? Been there, done that... here's what you can do. Grow Apple: this enemy can be fought anywhere on the world map, where you can walk on foot. You'll recognize it straight away - an enemy with red apple for a head, hehe. At your starting levels it's a bit speedy (20 REA), but you'll soon be able to outrun it with Jack's speed. EXP this fella drops depends on amount of damage you inflicted when sending it to the graveyard. The formula is [damage inflicted - 1 = EXP awarded]. So if Jack kills it with an attack that deals 1500 dmg to Grow Apple, all chrs get 1499 base EXP. Mega Apple: this enemy can be fought anywhere on the world map, where you can set sail on your ship. Like Grow Apple, you'll recognize it straight away - an enemy with green apple for a head. But unlike red brother, Mega Apple has a REA value of 320! So it may be a while before your REA is higher. Jack is likely to be the first to have that much of REA. EXP this fella drops also depends on amount of damage you inflicted when sending it to the graveyard. The formula is: [(damage inflicted - 1) x 10 = EXP awarded] That's right, folks, multiplied by ten! So if Jack kills it with an attack that deals 1500 dmg to Grow Apple, all chrs get 14990 base EXP. 18. In dire need of gella, because you *really* want to buy that item, and regular enemies give crap gella? Been there, done that... here's what you can do. Melchom: this enemy can be fought anywhere on the world map, where you can walk on foot. You'll recognize it straight away - an enemy with two small wings on its back, dressed up in green robe and carrying red purse. When you cast Analyze on it, you'll see that it drops 0 gella - but there's a trick involved which can cause it to drop many gella. Melchom's element affinities are all of ACT type, so cast any element spell on it and it will gain "Active element" positive status. Keep pouring elemental magic damage! It all goes towards gella award. When you think you have enough, kill the chap with normal attack. Gella this fella drops depends on amount of elemental damage it sustained before being sent to the graveyard. The formula is: [(elemental damage absorbed as HP recovery) x 3 = gella awarded] So if total amount of element damage Melchom received was 1500 dmg, you will hoard 4500 gella. Double that with Gella Card and we have a deal! 19. A bit of advice on magic it is good to prioritize in... I'd say you'd be cool learning magic in this order: - Heal - Analyze - Shield - Protect - Escape - 8 elemental spells - Devastate - Dispel - Revive Afterwards it's free sailing until the end of game, though I will still tell you what to bind on Crest Graph/s when necessary. 20. This is perhaps a glitch in the game's system... when you use Shot command against an enemy with innate Blocker skill, and enemy blocks your shot, user's bullet count will *not* be decreased. 21. Gella Cards should be used with caution. If you sell them, they fetch 1500 gella. If boss drops 750 gella or less, it's useless to waste a Gella Card on it, so you better spare it for later bosses or for selling it. 22. Running out of MP, VIT is low and you're deep in a dungeon? Use a Gimel Coin. If this confuses you, here's what you do: *lose* a battle, and when you're asked if you wish to continue, choose second option to consume one Gimel Coin and restart the battle. You will not obtain any EXP or gella from this battle, but your HP, MP, VIT gauge, and ammunition for Rudy's carts (as well as SSC's Piled Shots) will fully recover/replenish. 23. During course of the game, you're bound to notice this: some enemies, when killed (either by reducing enemy's HP to zero, or via "Blown Away!"), don't croak straight away. Instead such enemy will use one last ace - if this happens, we say that the enemy used desperation move. You cannot predict if the enemy will use a desperation move. Usually such a move is quite annoying, however... if the enemy uses it, you survive it and emerge victorious from that fight, amount of EXP received from that enemy will be tripled! =============================================================================== =============================================================================== 15.) VISUAL AID - G1500 =============================================================================== =============================================================================== To further expand your enjoyment with this fine title, I have made an assortment of pictures. I invite you to check out and download two pictorial reference guides available at: kolardamir.com/waacf/pic-friend/wild_arms_acf_alpha.zip kolardamir.com/waacf/pic-friend/wild_arms_acf_beta.zip Both contains hundreds of pictures pertaining to locations of treasure chests and items you gain thru events or by searching around. I hope you'll enjoy. Additionally, I have uploaded several scenes from japanese version of the game. Reason for doing so is because they have been edited in US version - an example is a certain scene missing vocals after you defeat a boss in Adlehyde. Links to these scenes are scattered throughout the guide and you will find them at the respective spots. All of these scenes have been made in [avi] file format. To view them, you will need DivX Player. Windows Media Player may also play them, but you're likely to be missing some codecs. If this is the case, search for missing codecs or download DivX Player. Do not ask me where to get them, because I do not know. =============================================================================== =============================================================================== 16.) GLITCHES - G1600 =============================================================================== =============================================================================== Unfortunately, ACF isn't without glitches. So far these bug/s has/have been discovered: GLITCH #1 - DISAPPEARING LANDSCAPE Where: japanese version & US version Cause: Each time you pick up an overworld item, a portion of the landscape will disappear, and you won't be able to enter that area. Sometimes it happens that the land around the item you picked up disappears, preventing you from continuing. Fix : Fall in random battle, enter a town or dungeon; if the landscape nearby the item you picked up disappears, save your game via Gimel Coin, and then load that save. Doing one of the above things will fix the glitch. GLITCH #2 - GAME LOCKS UP AT CERTAIN POINT Where: US version, before Jane joins you for Volcannon Trap trip Fix : Save your game in Rosetta Town, and do the events necessary. When you exit the town, Jane will approach your party and ask if she can tag along. *Don't* advance the text too quickly (this is where it usually locks up) and you may be able to get past the lock-up point. If it locks up, reload and try again. As of now, there's no other fix known yet - it doesn't happen with all US copies, though. If I find any more bugs, I'll be sure to write about them. =============================================================================== =============================================================================== 17.) VERSION DIFFERENCES - G1700 =============================================================================== =============================================================================== Japanese: There was voice acting in battles. US : Voice acting in battles was removed. Because of this, there's also no Voice option in Settings menu. Entire voice collection (from japanese version) can be found here: kolardamir.com/waacf/voice-clips Japanese: There were some tracks with vocals. US : Vocals in those tracks were removed. Japanese: Among other things, EX File Keys unlocked 10 voice libraries. US : Since voice acting was removed, 10 voice libraries were replaced by 10 more image galleries. Japanese: All images are divided in 8 Image Galleries (103 images total). Entire image collection (from japanese version) can be found here: kolardamir.com/waacf/pictures US : As there's 18 galleries, one would expect more images. Sadly, you'll be disappointed. All they did was take all images from Image Galleries in japanese version, and divide them more 'evenly' among 18 Image Galleries presented in US version (usually 5 per gallery). Japanese: It supports HDD, thus decreasing loading times. Personally I don't own HDD, but contributors say that decrease in loading wasn't that significant. US : HDD support was removed, and relevant Settings option also removed. =============================================================================== =============================================================================== 18.) WALKTHROUGH - G1800 =============================================================================== =============================================================================== Welcome to Wild Arms: Alter Code F! TIP: Usually the levels of enemies you encounter (check them out under Analyze screen) are suggested levels your chrs should be at to ensure you're not underleveled. This comes in especially handy when facing boss enemies. TIP: There will be many times when we shall return to towns / dungeons we have already visited, because we need to grab that loot we couldn't reach before etc. But sometimes you'll need to return to a town or village just to gather info on where to go next or to talk to specific person. In those cases only names of towns / dungeons, and their coordinates will be mentioned. Before you press Start at title screen, I would suggest you wait few minutes so that introductory scene begins, telling how the story came to be... or if you're impatient, press Start now. Choose "New Game" and let the games begin. kolardamir.com/waacf/videos/story_start.avi TUTORIAL: Set up game's settings to your liking, then press Start to continue. When the first prologue screen comes up, press C