Arcana (1992) - SNES Manual Arcana ________________________________________________________________________________ Topics: SNES Manual, Game Manual, SNES, Super Nintendo ________________________________________________________________________________ Collection: manuals_snes; consolemanuals; manuals; additional_collections ________________________________________________________________________________ Language: English ________________________________________________________________________________ https://archive.org/details/arcana-usa ________________________________________________________________________________
Full text:
A strategy guide for Arcana is available from Hal America.
Call
(800) 468-5354
for information on pricing and availability.
WARNING
Please read the enclosed consumer information and precautions booklet carefully before using your Nintendo Hardware system or Game Pak.
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(Nintendo 1 )
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Table of Contents
The Legend of the Card Masters .
The Players ......
The Spirit Cards .
Use of the Controller ..
Main Menu .
Tips on Using the Menus ........
Uso at Spilit Cards ...
The Journey Begins Village of Cal la ...
The Inn / Saving Your Game...
The Ou ti i t! er's Shep ....
The Spirit Healer 1 .„„...
Balnia Temple ....
Draven Pass ........
Reinoil the Elder ......
The Ice Mine ......
The Village of Doraf
Slavery Tower ..
Charts-Items, Weapons,and Armor ...
4
5 9
10
11
12
13
1.4
15
16
17
18
19
20 21 22 23
24-30
The Legend of the Card Masters
The land of Elemen has Long been a gathering place for people from all over the known world. Rich in leg¬ end.. long in tradition, there are many who see it as a land of unltmr ited opportunity. Some, in order to gain fame and fortune, have visited this land to fulfill their dreams.
According to the ancient legends, after the Reign of Evil instituted by the Empress Rimsala was toppled by the combined magic of the ancient order of the Card Masters, a long era of peace began in the kingdom. But there is a dark side of human nature that is ever-present i n even the most ideal of lands. The six kingdoms Oil the island of El omen were less than Utopian,
Disputes broke out constantly among these six kingdoms, hut they were always minor and inconvenient, rather than dan¬ gerous, But in time these seemingly minor disputes spilled over and became as a storm over the land. Eventually the conflict spread out over the whole island, with each of the kingdoms fighting independently for control of the island. This continued on for many years. The cities were turned to mins, and despair covered the land.
Taking advantage of the times of unrest. Cal noon, one of the court magicians, launched a coup against King Wagnali. The King was killed in the conflict, and the evil Galneon ascended to the throne. In the conflict the King's two daughters disappeared. Their whereabouts is still unknown.
4
The Players
No man can go it alone, and a good warrior wants like-minded partners to share the load and the glory, Rooks will have to meet his companions along the road in the midst of adversity - you get to meet them here at your leisure.
Rooks, the Card Master
The ancient art of the Cards has been slowly dying out for over two hundred years. In the distant past, when the Evil Empire of the Empress Rimsala was at its peak, the discipline of the Cards was handed down from father to son through the generations, Through the teachings of the great Card Masters of old, a valiant group of resistors constantly harassed the regime, and made possible the overthrow' of the Evil Empress after a struggle that took the lives of many a brave sorcerer
Now the childhood memories that Rooks lias of his father's use of the Cards is the only thing keeping the struggle alive. Each day Rooks brings out the Cards, shuffles through them, stares into the faces printed on the front, and tries to remember what he's seen his father do with that Card in the past. Each day lie tries to cast a few spells using what he remembers - or thinks he remembers, Sometimes something happens - usually he sits and waits, then tdes again. Through trial and error, and instructions from his old friend Remolt, Rooks struggles to master the art of the Cards before it's too late.
5
Teefa
When Galneon started the coup and dark days fell over Galnia and the surrounding cities, both of the King's daughters disappeared without a trace. Princess Teefa, never known for her loyalty, had originally aligned herself with her old ally Darwin. But now she seems to have switched sides and taken up with her father's arch¬ enemy. What could be her plan - or is there a plan?
Ariel's father. Rooks' father, and Axs made up one of the most famous fighting groups in the his¬ tory of this land - the Three K nigh Es of Lex ford 1'1 in ex ploi ts of these three in defense of their land is legendary. But something lias happened that no one can explain - this son of a great war¬ rior, taught well from birth, given the training of a warrior in accor¬ dance with the wishes of his father, has gone over to the other side, plotting against luniks and his companions. IVhat other unusual things are afoot here?
Salah
The daughter of the slain King Wag noil was entrusted to Axs for safekeeping. As a member of the Royal Family, she carries a secret that Rooks' party needs to get into Slavery Tower to stop the Evil Empress Rimsaia from complet¬ ing her wicked plan of conquest. Clever and brave, Salah has the strength to follow through in the face of dire circumstances, and will never give up until. Ga In eon's plot has been thwarted and peace restored to her homeland.
Axs
The only living member of the legendary Knights of Lex ford, Axs is everything a warrior should be - loyal, intelligent, tear¬ less, resourceful. The children of F lemon learned of the bravery and chivalry of these courageous men, and droamed of one day being asked to join their ranks. King Arthur of the Round Fable was once heard to remark, "'if 1 had but a dozen men the likes of this one, I would rule not only England, but the world."
7
Reinoll
Good old Reinoll - where would our hero be without his kind con¬ cern and sage advice? After fol¬ lowing various disciplines brought into the Kingdom from exotic distant places,, and master¬ ing the strange and powerful ways of magic, Reinoll decided to with¬ draw from the world to lits hol¬ lowed-out tree in the woods, to read, to study, and to ponder the foibles of men, elves, dwarves and fighters.
The Sorcerer has rcma i ncd in the lulls, living like a her¬ mit and meditating on his past as a warrior and Weaver of Spells, for many years now, The focus of his life, the reason for his very existence, has become the guarding of the Crystal Sword in preparation for the day when the uprising against the worked Galneon can. begin. With his com¬ mand of all the disciplines of magic from around the world, the Sorcerer is just the one to protect this valu¬ able treasure from harm.
The Sorcerer
S
Darwin
'l lie first encounter with Darwin takes place when he's doing what he does best - taking on a horde of attacking monsters while politely declining offers of help. Self-reliant and confident, Darwin seems to turn up at the most unusual moments, save the day, then quietly slip away while oth¬ ers are wondering what hap¬ pened- A valuable addition to any team - if you can get him to join!
Sylph, the Wind Spirit
Spirit Cards
Each of the Spirit Cards has an attribute that is effective in attacks against enemies of cer¬ tain other a Unixi tes (Sec the chart on the follow¬ ing page for more infor¬ mation,) Study the strong points of each spirit and use them when
appropriate,
Efrite. the Fire Spiril
Mand, the Waler Spirit
Use of the Controller
S4'2L‘L't H li 111;■ 11
SUrt Button
, A Bu ttOJi
/ I.J’i.vl Ln ui r.i. i com-
ILl.lllds •.I]L'll iV.ep.LI li L.lvnifi'^
IS &uLton
Uhud Lli eatictl li Km mu nil/, nml
menu chokes
L-ukI tu st,Hit the gamine
4 >i 71 |Tl|I P.iC
I J -l- 1.1 to mmv yoi.iT character. Pteh upper arm 16 enter buildings
A, Hi , X, nr V Button can be used Ho scroll through Screen messages.
Starting / Continuing a Game
When you first start the game the title screen will appear as shown. Notice that the words New Game appear in white, while the word Continue is ghosted (Appears as a grey shadow), If menu selections remain ghosted when you try to pick them, it means that this selection is not available at this time.
After your first save you will be able to select Continue and skip the introduction, After selecting Continue, vou will be asked to select your file number ( See, Saving Your Game, pg. 15 ). Up to three games can be saved in your Game Pak, Select the file contain¬ ing your game and enter your selection. You can now begin your game from where you last left off.
10
Main
Menu
Magjc
E-quifuTkiCi t
C*U
Ability
MV* p
Color
Foriftation
412GP
Pushing the A Button during game play will bring up the main menu, Here is an explanation of the entries.
Look
Take a look at what's around you.
Call
Used to call up a spirit to help.
Map
Tn areas where a map is necessary tire map is available. Areas where you've gone are shown with dark lines, and the unexplored areas are shown in Light lines. The cursor will show where you. are and what direction you are facing.
Magic
(lives you a list of the magic spells you have in your inventory
*1
Ability
Clives a list of conditions and how the character is faring. Categories include Strength, endurance, intelligence, etc., as well as your character's I IF, Ml 3 , and Experience points.
Color
Adjusts the color in your text display, Set this Option to make the window the color of your choice.
Equipment
Shows inventory of weapons ana defensive items in your posses¬ sion.
Inventory
Shows cards and items you are presently holding.
Formation
In attacks, Formation determines which characters are in the front line of attack and which are in the back.Select which character yon want to move, then move the square red cursor to the spot you want to move to, and those two positions will exchange
11
Tips on Using the Menus
Armor, shields, and weapons can be distributed to members of your parly. Let's say you want to move the Splint mail from Rooks' inventory to Axs’s inventory. Select Separate from the menu. Then, select Rooks' picture and push the A Button. The cursor will start .flashing around Rooks display Then move the red bar cursor down to the Splint Mail and choose it by using the A Button. Now select Axs's picture, press the A Button, and the Splint Mail will be transferred to Axs.
* Ghosted items are unavailable for use by the selected charac¬ ter. For example, spirits do not need Armor, so Armor will be ghosted if one of the spirits is selected.
* Unneeded equipment can be discarded at any Lime, or sold in the village for cash or other items. Sec the section on the Outfitter's shop.
*
When deciding on your formation,- remember to keep stronger, better-equipped characters in the front, particularly it they're using short-range weapons. Spirits can use magic from the back row of formations.
12
Using the Attributes
'Hfyld
Ufa ter
Attributes of Cards,, enemies, allies, and spells are very important- Certain spells are only effective against enemies of certain attributes, and the attributes of members of your party can mean the effective¬ ness of spells cast by enemies can be increased, diminished, or thwarted complete!, y.
Study and remember the chart above. The chart shows which
which other attributes. A spell with a Fire attribute is effective against an enemy with a Wind attribute, and against an Earth attribute, but not against a Water attribute. If your enemy cast a spell with a Water attribute, you can counteract it by making sure that all the members of your party have an Earth attribute. 1 .earnmg to use the differences in attributes to your advantage is a sure way
13
Chapter 1
The Journey Begins The Village of Galia
Explore the village thoroughly before you lietout on your journey into the unknown - you'll need lots of weapons, magic and equip¬ ment to make it through the countryside. Enter buildings by pressing the upper arm of the Control Pad. Make your selections with the A button. If you change your mind, you can track out of your selection by pushing the B Button. When you've made your selections exit by pushing any of the four buttons (A, B, X, Y>, The gate of the village is the gateway to adventure, but those who pass through the gate unprepared will surely meet their doom.
The Alchemist behind the counter at the Apothecary is the local gossip - he always has a bit of information for you. He doesn't know much, but he'll talk to anyone. Select Conversation to find out what he knows. Pick up tidbits of gos¬ sip from him, but move on when he starts to repeat himself.
When you enter the Apothecary” you'll be asked what you would like. Conversations ivil! help yon along your way, and Elixir items will increase your strength and stami¬ na . You can get water, an elixir, or food items there. All of them will help members of your party.
Wat er
l CP
Elixir
^QP
Fo&d A
iOGP
Food 6
20 GP
14
The Inn of Galia
The inn in Galia is the first roadside stop you'll encounter, but there? is an inn in each of the towns you come across during your journey. A room at the Tun is just what the weary traveler needs to replenish It is energy and clear his head. When you need a break, tell the young lady behind the counter - she will rent you a room. The nex I morning she will wake you up and send you on your way with a word of encouragement.
Saving Your Game
Save your game whenever you are at an Inn. If you can get to an Inn before you attempt a dangerous move you might be able to avert a disaster or reverse a defeat Follow these steps to save your game:
1 . Select Save from the A Room / Save menu while you are in one ol the Inns.
2. Pick a File. Up to three games can be saved on the same Game Pak, Be sure not to write over someone else's game!
3. Be sure that your game is saved. If the save has been suc¬ cessful you will get a message saying, "File successfully saved" If, tor any reason, your file is not saved, you will get a message telling you so. Please try saving your game again, or use another file number.
15
The Outfitter's Shop
The Outfitter has weapons and i Lems to buy, sell, and trade. Scroll through the list of Items or Weapons to sot 1 whet is available. As you select an entry a description of that entry will appear in the display at the bottom of the screen.
The letters at the bottom of the screen stand for the names of
the characters (Rooks, Darwin, Axs, Salah, Tee fa). If a character can use that item the initial will be white - if the initial is ghosted that character can not use that item.
The Oulfitter will also buy back items, and you can trade
'KKXJP J
weapons in your inventory for
4
items you want. After select¬ ing what you want the
1 50CP S.tk-.XM SltiJ'J
Outfitter will ask you how you
1BOGP
want to pays If you select
M Talisman
Trade you will have to choose an item you want to sell bock to him. Of course, the Outfitter
300 GP
40SGP
is in business to make a profit,
and will not offer you as much for an item as you paid for it- Is you don't like the amount you've been offered you can select Refuse and keep the item.
16
The Spirit Heater
The tent in the square in Clalia holds someone who will help you on your joumey. The Spirit l leu lor Iras a habit of appearing out of nowhere, setting up her tent, then disappearing under cover of night- You'll see her in differ¬ ent places on your travels. She can sell you cards of all attributes to help you defeat your enemies, 01 heal, the spirits travelling with you.
Buy
Selecting Buy will bring up the Card, Purchase screen, Select the card you want using the Control Pad and enter your selections with tire A Button.
Whit h Spirit if'duid
i* iicc.vJt-d?
Heal
The Spirit J1 eater can restore any of your spirits that have been destroyed. When she asks about healing spirits, answer her questions and she will bring any spirits you have lost back to health.
17
Balnia Temple
Our brave crew strikes out from Galia to the Balnia Temple searching for the first of the Treasures - the Crystal Sword. Enemies wait around every corner. Bizarre creatures assault the party at every step, The labyrinth stretches on forever,, all the walls look alike. Weren't we here before? Doesn't that corner look familiar? What was that movement? A good place to use the map.
Find exit doors and remember where they are. They arc the only way to get back to the vil¬ lage to restock and recuperate. A visit to the hotel will refresh your tired comrades when they are exhausted.
Treasure chests remain hidden until you are very close to them - only those brave enough to explore into the depths will come across Treasure Chests. Open them carefully and use their contents wisely.
Draven Pass
Between the village of Doraf and the Forest of Doubt lies the labyrinth of Draven Pass and the Crimson Valley. Overrun with fierce beasts and deadly foes, the twisted passageways through the Pass will confuse even the most intrepid of fight ers - watch your step!
As Kooks and Satah try to find their way through the twisting, turiling alleyways in the Pass they come upon a strange sight - a stranger, fighting alone against a score of enemies. They offer their help in the battle,
After defeating the enemies. Kooks finds that they have someone in common - Darwin was the first caretaker ot Princess Teefa alter the over- throw. But now it seems she has gone over to tine other side. Perhaps we'll meet up with her soon.
IV
Reinoll the Elder
Along the way Rooks stops m for a rest and some informa¬ tion at the home of Reinoll the Elder - wizard/ sage, alchemist Renaissance man, Surrounded by his library of rare arid unusual books, Reinoll tells
The four -kinds of spells - Wind, Fire, Water and Earth. Each with their own unique powers and qualities. All four are needed for the bear¬ er to accomplish his assigned task.
Rooks of the Treasures and spirits needed to defeat Rimsala. Then he confirms Rooks' worst fears - the only one who can accomplish the task is a true Card Master. The die is cast.
The Three Treasures - the Spirit Sword, Enchanted Jewel, and Crystal Sword. Farmed in fire, strengthened in adversity, passed down through the genera ¬ tions.
20
The Ice Mine
The Ice Mine - miles of frigid corridors populated by crea¬ tures whose blood runs as cold as the ice stalactites in the dark recesses of the mountain. The goal in this torturous quest - to find tiie Lava Room and its con¬ tents - the Enchanted Jewel, the second in the trio of treasures. Press on to the prize.
After picking up information from Reinoll the Elder,, our party takes oft for the volcanic Crystal Point Mountains and the Ice Cave hidden on its slopes. I Tie mouth is well bids derli, but our party knows the way, and arc soon exploring inside.
The Lava Room - unbelievable heat from pools of molten metal surrounded by bitter cold- Pools of lava make passage impossible. Any enemies met here must be dealt with here - no chance of escape, no chance of flight - and, if a warrior is not quick enough or nimble enough, no chance of survival.
21
The Village of Doraf
.!ext stop - the sleepy viLlagc; of Doraf. The Kittle at tialnia Temple has taken its toll of our party, and Rooks and friends take refuge in the village of Doraf, home of Axs. The party takes advantage of the break in their Irek to rest and re equip before setting out for
After the battle in 13ahua Temple iho party makes iis escape to Axs' house hidden in the woods. It is here that Rooks meets balah, the young daughter of the slain King and the next potential member of the party. Salah may look demure, but she's courageous and resourceful.
The Merchant of Doraf has set up his shop in a back alley in the village.
The local constabulary thinks that he's just selling produce and dry goods, hut he's got a little side busi¬ ness - selling weapons to knights in need. If you know how to ask he'll sell to you, too.
Don't spend any more time with this unscrupulous character than you have to. One look In his face will tell you there’s nothing to be gained by antagonizing this guy. Just get what you need and continue on. I leavier weapons than in Gal in, and. corre¬ spondingly high prices.
12
Stavery Tower
After regrouping in iho Elf Village, the party sets off on the long trek up the mountain to Stavery Tower and the final confrontation. lit the tower is floor after floor filled with ene¬ mies lurking in every dark, dank corner. Remember where you are, and keep a sharp eye on your compass.
bach floor in Slavery Tower has a secre t door leading to the next level. Each door you find brings the party one step closer to the confrontation with Gal neon and Riinsata, ‘['hat's one step closer to total victory - or utter defeat.
The final confrontation with Galneon to deride the fate of our hero, his band of warriors, and the entire island of E lenten will take place in this very room, at the top of Stavery Tower. Final victory is in your hands - and in the cards.
23
Items
Following is <1 Sis* of items yew fa si pick up jklortg Elu> WAV and the effect each one has.Hlie price for each Item varies with each level. Use your money am! items wisely.
Sleeping Bag Tent
Strength I Toney Intelligence Honey Endurance Honey
HP and MP restored to original condition HP and MP restored to original condition- Also reverses Paralysis and Pettily spells.
Increases musele power and physical strength Increases Intelligence and aptitude Increasesendurance and perseverance
Agility 1 luney Restore Honey M P I loney Herbs VI l’lI ifillP
Increases agility and dexterity Maximum I IP is increased Maximum VIP is increased Restores some of your 1 IP Restores larger portion of your HP
Silver Flask Gold Flask Maiden's Fears Moon Oil
Restores some ol your MP Restores larger portion of your MP Reverses Petrify spells {Only 1 Party member) Reverses Paralysis spells (Only 1 Party member)
ARMOR
Bracelets 1
tu Ax Sa At
Tt: Djm
TOP
CP
Talisman
X
X
2D
300
Rune Gauntlet
X
X
40
500
Mi thrill Gauntlet
X
X
ItSi.l
3000
Magic Gauntlet
X
X
ISO
10000
Spirit Gauntlet
X
X
200
2
Moon Gauntlet
X
220
4000
Cursed Gauntlet
X
X
10
2
24
Armor
Rq
Av
Sri
At
Tt*
1 Ipm
or
OF
Allr
Soft Leather
X
X
X
X
X
0
20
too
Hard Leather
X
X
X
X
X
0
30
300
King Mail
X
X
X
0
40
500
Scale Mail
X
X
X
X
0
60
700
Chain Mail
X
X
X
0
m
1000
Breast Mail
X
0
85
1500
Breast Plate
X
X
X
0
100
2000
Seam Mail
X
X
X
0
120
3000
Plale Mail
X
X
0
145
4500
Mithril ( Ihaill
X
X
0
150
5000
Milhril Plate
X
X
0
160
7500
Mithril Mai!
X
X
0
ISO
idoob
Wind
Demon Mail
X
0
205
20000
Earth
1 dragon Mail
X
0
190
20000
Magic Plate
X
X
0
200
25000
Magic Mail
X
X
0
215
30000
1 ■ n.rth Plate
X
0
230
20000
Earth
Grand Armor
X
0
240
30000
Rococo Mail
X
X
X
X
X
0
35
50000
Robes
Robe
X
X
0
25
J50
Silver Robe
X
X
0
100
750
White Robe
X
0
145
1000
Shacnan Robe
X
0
160
20
Magic Robe
X
0
ISO
15000
Robe of Valor
X
0
200
30
Shields
lift Ax
Sii A r Te
1 X.wi
DP
GF
Small Shield
X X
X
Cl
20
ISO
Large Shield
X X
X
0
40
300
Spike Shield
X x
X
0
80
750
Iron Shield
X X
X
0
120
1000
Mithril Shield
X x
X
0
140
1500
0
Driigi.m Shield
X
0
170
2500
Demon Shield
X
0
ISO
2480
Magic Shield
X
0
160
40000
Caesar Shield
X
0
200
45000
Grand Shield
X
D
220
24800
Enchanted Shield
X x
X
0
10
2
Weapons
Axes
Ril A>:
Sj At ft
Dam
If?
GP
Flying Axe
X X
X
50
0
450
Battle Axe
X x
70
0
1700
Great Axe
X
100
0
4800
Demon Axe
X
160
0
0
Whips
Whip
X X
35
00
170
Chain Whip
X X
55
0
850
Blackthorne Whip
X X
60
0
5500
Hammers
Hu Ay
Sa Ar Tr
Dam
or
GP
.VI ace
X
X
65
0
1000
Flail
X
X
90
0
1300
Battle Hammer
X
90
0
1200
Morning Star
X
0
6000
Altr
A m
K fifth
AUr
26
Swords
Ro
As
Sa
Ar
Te
On lit
UP
GP
Altr
nagger
X
X
X
X
X
20
0
100
‘■’ll Lift SWL>rd
X
X
X
X
X
40
0
200
l .ong Sword
X
X
60
0
500
Bread Sword
X
X
BO
0
1000
Scimitar
X
X
X
100
0
1500
Wa ter
Ice Blade
X
X
120
0
2000
Undead Blade
X
140
0
3000
Fine
Fire Blade
X
160
0
5000
Dragon Blade
X
X
ISO
0
7500
Magic Sword
X
X
200
0
HXHKJ
Wind
Lightning Sword
X
X
220
0
13500
DeD nee
X
240
0
201 m
All
Crystal Sword
X
230
0
2
All
Sphit Sword
X
260
0
2
Giant Sword
X
280
0
■2
(loiden Sword
X
X
X
X
X
too
0
30000
Cursed Sword
X
X
X
X
X
TOO
0
0
Wands
Stall
X
X
30
0
E 50
Mage Sta ff
X
X
SO
0
400
Vlernoin,- Wand
X
60
0
700
firebrand
X
100
0
1000
Flder's Staff
X
X
no
0
4500
Wind
Wish Wand
X
120
0
1 0000
staff of Wisdom
X
140
0
7500
Spirit Staff
X
160
0
sooo
Wind
27
Abbreviations Used in Charts
Weapons and Armor Charts
Ro - Rooks, As - Axs, Sa - Salah, Ar - Ariel,. Te - Teefa, Dam - Damage, DP - Damage points, GP - Gold pieces, Alt - Attribute-
Spell Charts
Alt. - attribute, W -Water, w - Wind, F - Fire, E - Earth * column - whether the spell affects all enemies on the screen (All) or one at a time (S). MP - Magic Points
Spell Name
Spells
Att. * MP
Ef fect of Spell
Lightning 1
Wj nd
A
8
All attacked by lightning
Lightning 2
Wind
A
14
All attacked by lightning
Lightning 3
Wind
A
20
All attacked by lightning
Smash 1
Earth
A
8
Throw atones at enemy
Smash 2
Earth
A
14
Throw stones at enemy
Smash 3
Earth
A
2(1
Throw stones at enemy
Water ]
Water
A
8
Enemies are drowned
Water 2
Water
A
14
Fnemies arc drowned
Water 3
Water
A
20
Enemies are drowned
Fimi'ie 1
Fire
A
8
Enemies attacked by fine
name 2
Fire
A
14
Enemies attacked by fire
Flame 3
Fire
A
20
Enemies attacked by fire
Attribute l
w W
S
10
Effective against E & W
Attribute 2
w W
A
15
Effective against E & E
28
Attribute 3
E W A
20
Effective against W k F
Attribute 4
w F S
15
Effective against E k w
Attribute 5
EF S
20
Effective against w & W
Attribute f>
W E A
23
Effective against F & w
Attribute 7
w E W A
24
Effective against E, W A F
Attribute H
wEF S
24
Effective <igainsf E r W & w
Attribute 9
w W F A
30
Effective against E, F & w
Attribute 10
EWF S
30
Effective against W, w & E :
Attribute 11
All A
40
Effective against All
Calf Wind Spirit
w A
40
Summons Wind Spirit
Call Earth Spirit
E A
4(1
Summons Earth Spirit
Call Water Spirit
W A
40
Slj in motis Wa Ik t Spa ri t
Call Fire Spirit
F A
40
Summons Fire Spirit
HP Restore All
A
80
Restores HP for AH
1 IP Restore
A
30
Restores f IP for one
Heal !
S
16
Restores 1 (P
Heal 2
S
24
Restores HP
Heal 3
S
42
Completely Restores 1 IP
Heal Ail 1
s
20
Restores some HP for all
Heal All 2
A
40
Restores some HP for all
Chaos Wind
w A
25
Sweeps enemies away
Entomb
E A
25
buries enemies
Destroy
F A
25
Destroys enemies
Paralyze All
A
23
Paralyzes all enemies
Petrify All
A
23
Turns enemies to stone
Sleep All
A
20
Puts enemies to sleep
Confused Ail
A
20
Prevents logical thinking
Paralyze
S
13
Paralyzes one enemy
Petrify
Water S
Sloop
A
Confused
s
Offense Impair
A
Offense Impair All
S
Defense I mpair
A
Defense Impair All
S
Accuracy Impair
A
Accuracy Impair All
A
Attack Impair
A
Attack Impair All
A
Ruinous Mission
A
Flee
A
Dodge All
A
Wall All
A
Accuracy Increase AH
A
Stomp All
A
Change A Ur. to Wind
A
Change Attr. to Earth
A
Change AtLr. to Water
A
Change A Ur, to Fire
s
Restore All
s
Uii petrify
S
Restoration of Spirit
s
Home
-
] 5 Turns i>nc anemv to stone tO Puts one enemy to sleep 10 Prevents logical thinking 4 t imitH enemy's accuracy 7 Llmits enemies’ a ecu racy
4 Limits enemy's defense 7 Lirn i J . s enernics' dE?fen$e 4 Limits enemy's accuracy 7 Li mils enemies' a ecu racy
4 1 .in’sits enemy s atfack
7 Li nti t s enemies' attsck
20 Satrifrees pla yer's streng L h 32 Retreat to regroup a Attack parry increased
5 Defense strength increased
5 A ttack accu racy inenea sod 5 Attack strength increased 4 Cfr a nget> a ttribute 4 Changes attribute 4 Changes attribute
4 Changes attribute 10 Restores to erri gtnal state 4 Coll n tors 1 ’etri fy 1
a€ Restores a11 of tin? Spirits
8 Return to village
30
Hal America Limited Warranty
Hid America lno, (HAH warrants to tlie original pujehLeer of this HA1 software product ihai the rued in rn on which this computer prod lic L is recorded is free Irani defects in materials and workman¬ ship far a period of 90 days from the dale of purchase.
Hal America hay made arniEige- mettts with most retailers to enable cusiorners to return defective Game PA s to place of pure: ha sc within 90 days of time of purchase, If you are unable to obtain sat is lacs ion. your Came Pak may be returned u> Hat America undet rnasl circum¬ stances.
In order u> receive this service, you most first call Customer Service at Hal America, (503) 644 4117. if the customer Service Represent¬ ative j> unable: to solve your prob¬ lem by phone, and your Game Pafc is judged ii) be defective, you will tv issued a Return Authorisation Number (R.A.) Record Litis number oji Lhe cm is i tie packaging of your Game Pak and send, fruighf pre¬ paid and insured for loss and dam¬ age, along with your stiles slip or similar proof of purchase , lo: Hal America, 7K73 S.W Cirrus Dr. 25- b. Beaverton, OR 97005. if your
Game Jhtk is judged to lie defec¬ tive, you will be sent a new Game Fak. Game Fak* tested and judged
to be in good walking order will be returned io the customer. Hal America will not be responsible lot any Game Ekiks not received at Lhe above address, nor will any Game Pak be accepted by 11 AT without a priorassigned R.A. number.
This warranty is not applicable to normal wear and tear,This warran¬ ty shall not be applicable if t lie defect in the software lias arisen through abuse, imreaso'Tiiibte use, [liisirealitsent yr neglect.
This warranty is in lieu of all other warranties and no other representa¬ tions Or claims of urn nature shall hsbinding or(lbhguie HA! Any implied warranties applicable io ibis software product, including warranties of merchantability amt fitness fora particular purpose, are limited to the 90 day period described ulunc. !u nyeveul wifi EfAl be liable for any special iuct dental, or cotiscquenilai damages iv-:i.ilimgfrom possession, use or malfunction of this E1A3 software product.
Some states (Lo not allow limits lions on (Lumiiyn of an implied warranty or exclusions or limita¬ tions of incidental or consequential damages, so lEk above limitations and/or exclusions of liability may nos apply to you. This warranty gives you specific rights, and you may have other rights which vary from state to state.
31
3 . / >
Tfcl
Copyright and TM 1992 Hal'America All Rights Reserved
"or information on Hai America games a other Funalif products please call us a J {503) 644-4117
I probably still have this cartridge lying around somewhere.
Pretty grindy. The dungeons went on for way too long with way too many random encounters. The story was paper thin with little reason to care about the characters, and the ending was perfunctory and unsatisfying.
On the other hand, it's by the Kirby team so the soundtrack sounds like Niconico's oft used Kirby meme music arranged into a serious jRPG.
Given how much the team's learned and grown since then, I'd honestly like to see how they remake it into something with actually fun mechanics and quirkier characters.