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182 lines
7.6 KiB
182 lines
7.6 KiB
*Moryo Senki Madara*
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*Mini Manual*
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1) Brief History
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2) Character Classes
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3) Combat Explanation
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4) Item descriptions
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5) Spiritual Techniques
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6) Tips for Beginners
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(1) A Brief History
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-------------------
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Thousands of years ago there existed the thriving technological civilization
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of Agartha, and although it no longer exists, evidence of its presence can be
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seen in the many strange ruins and artifacts that litter the Fuduraku
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continent. Nobody is entirely sure what happened to cause the fall of the
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once-great society; all explanations have long since been lost to the mists
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of time. There still exist a few scattered Agarthan families, however.
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One such scion is the aged elder of Niso Forest, an inishe by the name of
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Tatara. That he is old is obvious, but he has been around for as long as any
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can remember, and nobody is quite sure precisely how ancient he is.
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One evening, fifteen years ago, Tatara spotted something strange floating
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down the river from far-away Mount Shumi. This deformed object, once it
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drifted closer, appeared to be a human child, although it had been horribly
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maimed - its arms and legs had been cut off, its eyes and ears were missing,
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its throat had been torn open and its heart was missing. Tatara mercifully
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saved the babe, and fashioned mechanical prosthetics which the child could
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control using its powerful spiritual aura, or chakra. He named the baby
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Madara, and raised it alongside his granddaughter, Kirin.
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In the meantime, darkness was spilling from the peak of Mount Shumi. Armies
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of demons called Moki descended from Shumi's slopes in waves, ransacking
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villages and subverting humans where-ever they went. At first, they only
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sacked the outlying villages, but soon the armies of the Emperor, Miroku,
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began to grow ever more bold. Even Niso Forest, a free Hijuran town,
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eventually fell under the eye of the Moki...
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(2) Character Classes
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---------------------
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Characters in your party will be one of three classes. You can view their
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class on their Status screen.
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*Fighter*
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Fighters are strong. They are able to equip most weapons and armor, granting
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them high offense and defense, and will be the front lines of your fighting
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force during combat situations. They can use "Chants" which will cause damage
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to distant enemies, but are unable to use Spirit techniques or Shaman spells.
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*Shaman*
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Shamen are generally weak offensively and defensively, and are best kept to
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the back rows. They can equip drastically less than fighters in general, and
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favor the bow for their weapon of choice. Shamen cannot use Chants or Spirit
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techniques, but instead favor Shaman spells, which can inflict a variety of
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conditions and increasing levels of damage to foes.
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*Inishe*
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Inishe are the descendents of Agartha of old. They are stronger than Shamen
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and will often take the front lines of combat with fighters, but you will
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find that your Inishe cannot use some of the more powerful equipment that
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you'll find later in the game. Like fighters, Inishe can use Chants. They are
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also able to use Spirit techniques, many of which serve to bolster your
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offenses or defenses.
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(3) Combat Explanation
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----------------------
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Combat proceeds, for the most part, on its own. Characters will act
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autonomously without player input, unless specifically instructed to do
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otherwise. At any point, you may press the A button to give orders to your
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characters, or change their general tactics.
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An explanation of the combat menu is as follows:
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Fight - A persistent tactic. A "fight" command causes a character to actively
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seek and attack enemies until the end of the battle or issued other
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orders. In the right-hand party status pane, it is symbolized by a
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dagger icon.
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Stop - A persistent tactic. Causes the character to stand still, attacking
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when an enemy gets in range. In the right-hand party status pane, it
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is symbolized by an X icon.
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Defend - A persistent tactic. Causes the character to stand still or flee,
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and increases defense. In the right-hand party status pane, it is
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symbolized by a shield icon.
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Run - A persistent tactic. Causes the character to attempt to reach the
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edge of the combat area, and exit the scene. In the right-hand party
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status pane, it is symbolized by a feather icon.
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Spirit - A one-time tactic. Causes the character to use the selected Spirit
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technique. Not all characters can use Spirit techniques.
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Shaman - A one-time tactic. Causes the character to use the selected Shaman
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spell. Not all characters can use Shaman spells.
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Chant - A one-time tactic. Causes the character to use the selected Chant
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ability. Not all characters can use Chant abilities.
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Item - A one-time tactic. Causes the character to use the selected item.
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A character must have an item to use in his or her inventory to be
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able to use this command.
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(4) Item Descriptions
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---------------------
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*Somas*
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Red Soma - Restores some HP.
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Blue Soma - Restores some MP.
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Yellow Soma - Cures Poison.
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Green Soma - Cures Numb.
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Purple Soma - Cures Lure.
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Pale Soma - Restores both HP and MP.
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Brown Soma - Cures Blindness.
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White Soma - Cures Death, Refills HP & MP.
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Baramon Bracelet - Refills HP/MP
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Kabbalah Scroll - Same as Shaman spell, "Silence"
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Gold Beetle - Halves enemy speed
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Zio Coin - Escape from a dungeon
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Echo Bar - Same as Shaman spell, "Illusion"
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Wine - Same as Shaman spell, "Hypnotize"
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Calm Flute - Same as Shaman spell, "Silence"
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Brahman Eye - Won't fall into pits
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Crystal Ball - Raises rate of HP recovery
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Mahni Flame - Lifts curses
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Cobra Fang - Same as Shaman spell, "Poison Fang"
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Tornado Seed - Same as Shaman spell, "Tornado"
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Trick Vision - Same as Shaman spell, "Black Mist"
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Invisible Chain - Same as Shaman spell, "Tied"
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Wind Seal - Escape from a battle
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(5) Spiritual Techniques
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------------------------
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While the Shaman spells all have fairly self-explanatory names, I felt that
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it was necessary to include a description of the Inishe Spirit techniques,
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as well as a translation of their names. Such translations are often not
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appropriate, as they'd neither fit in the rom nor on-screen, but are
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interesting nonetheless.
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Gedatsu - "Deliverance"
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Escapes from a battle.
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Goriki - "Strength of Eternity"
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Protects the target from damage for a given time.
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Yoriki - "Strength of All"
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Casts Goriki on the entire party.
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Enkai - "Cast Out the World"
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Reduces the amount of damage taken.
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Ashura - "Asura"
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Grants the strength of a demon to the target.
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Senri - "Stride of 1,000 Leagues"
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Increases the target's agility.
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Shomei - "Revelation"
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Clears status effects.
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Rinnehu - "Metempsychosis"
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Revives a dead ally.
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Jokahu - "Purification"
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Protects against status effects.
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Shuntenhu - "Passing of the Seasons"
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Advances the season by one. May confuse wildlife.
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Seikanhu - "Safe Haven"
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Escape a dungeon.
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Kanraihu - "The Last Tree"
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Return to the Rain Tree at which you last saved.
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(6) Tips for Beginners
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----------------------
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-Niso Forest's Inn is free. Make use of it!
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-You start with 500 coins. Be sure to spend it on equipment for your
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characters before leaving Niso Forest!
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-Characters lose most of their equipment if they're removed from the party,
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so have them trade to other members anything you want them to keep.
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-Traders will set up shop in some towns. They're seasonal, and each time
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they come they'll train your stats (for a fee.)
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