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Arcana (1992) - SNES Manual

Arcana

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Posted:2022-08-13 02:18
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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.

LICENSED BV

(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

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Limited
Warranty

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to tlie original pujehLeer of this
HA1 software product ihai the
rued in rn on which this computer
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31

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Posted on 14 August 2022, 02:16 by:   bibbidybibbidy    PM
Score +13
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.
Posted on 25 September 2022, 05:36 by:   craigj    PM
Score +17
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.

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