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User manual GAMES SEGA DREAMCAST TIME STALKERS

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Manual abstract: user guide GAMES SEGA DREAMCAST TIME STALKERS

Detailed instructions for use are in the User's Guide.

TSManual2_3_00A 2/25/00 3:47 PM Page 2 Thank you for purchasing Time Stalkers! Please note that this software is designed only for use with the Sega Dreamcast console. Be sure to read this instruction manual thoroughly before you start playing Time S talkers. STARTING AND SAVING . . . . . . . .2 THE STORY . . . . . . . . . . . . . . . . . . .4 CHARACTER INTRODUCTIONS . .5 CONTROLS . . . . . . . . . . . . . . . . . .6 COMMAND MENUS . . . . . . . . . .8 GAME DISPLAY . . . . . . . . . . . . . .10 GAME SYSTEM . . . . . . . . . . . . . . .12 TOWN ACTIONS . . . . . . . . . . . . .16 DUNGEON STRUCTURE . . . . . . . .17 DUNGEON ACTIONS . . . . . . . . .18 BATTLE ACTIONS . . . . . . . . . . . . .20 COMMAND MENUS (TOWN AND DUNGEONS) . . . .22 SET-UP WINDOW (DUNGEONS) .24 COMMAND MENUS (BATTLES) . .25 STATUS SCREEN . . . . . . . . . . . . . .26 LEVEL-UPS AND MASTERY . . . . . .28 CAPTURING, GRAZING, REARING . . . . . . . . . . . . . . . . . .30 QUESTS . . . . . . . . . . . . . . . . . . . . .32 There is so much to Time Stalkers, that we couldn't fit it int o one manual!! Whenever you see this icon, please refer to the Time Stalkers website. http://www.sega.com/timestalkers Time Stalkers is a memory card [Visual Memory Unit, or VMU (sold separately)] compatible game. To save game files and to download mini-games, you mus t have the amount of blocks of space available shown to the right. 1 TSManual2_3_00A 2/25/00 3:47 PM Page 4 STARTING AND SAVING Place the Time S talkers disc into your Dreamcast console, press the disc down until it clic ks into place, close the lid and press the POWER Button to turn ON the power. The play demo will start a few moments later. Press Start during the play demo to display the Title Screen. Press S tart once more to display the Mode Select Screen. Select "NEW GAME" from the Mode Select Screen, then press the Button to enter your selection. You will be shown the opening story in which our hero, Sword, finds himself lost in a fantasy world. Once the opening story is over, the game will start. (You cannot skip the opening story). qSAVING You can save the game in Sword's House during game play. When you restart the game, you will start from the place where you last saved. Within the Fountain Square Piece (Talk to Mutton the Butler) P9 Sword's House qSTARTING A GAME qFAST SAVE You can save when your character is in a dungeon and completes a floor. After saving, the Title Screen will be displayed. Your fast save file will be deleted once you ha ve used the file. Dungeon Set-Up Window P24 qCONTINUING A PREVIOUSLY SAVED GAME Select "LOAD GAME" from the Mode Select Screen, then press the Button to enter your selection. Select a memory card, followed by a game file, then press the Button to continue playing a previously saved game. WHITE: Save file (a file saved at Sword's House) YELLOW:Fast save file (a file saved half way through a dungeon) MUTTON THE BUTLER He looks after Sword's House. FILES The indicators are different for normal saving and fast saving. SAVED DATA (WHITE) FAST SAVED DATA (YELLOW) Select "OPTIONS" from the Mode Select Screen, then press the Button to enter your selection. All the game settings can be changed. qCHANGING GAME SETTINGS 2 3 TSManual2_3_00A 2/25/00 3:47 PM Page 6 THE STORY This is a fantasy world. A medieval world, an ancient world, and even modern Japan... Countless worlds nonsensically bind to form this amazing and yet tiny world. So who created it? And for what reason or purpose? No one knows. A man is summoned. His name is Sword. He is a wandering adventurer. A mysterious old man welcomes Sword to the world and calls him a "hero." The old man gives him a mission. Sword must solve the hidden mystery of this world. Who created this world? And why? And... is it possible to escape from it? Many mysteries and strange labyrinths lie before Sword as he sets off on his adventure. But Sword is undaunted and decides to bravely defy the myriad obs tacles that stand in his path. CHARACTER INTRODUCTIONS These are the main characters. How will Sword meet them? The main character. Sword travels without destination. As much as he tries to pose and appear to be a ladies' man, he's actually rash and careless. His sword ability, however, is first-class. Rao is a halfling; half human and half Rioring Tribe lion soldier. He is uncommunicative, but very brave. Rao is a proud and lonely war rior who seeks fulfillment through fighting. Marion is a doll in every sense of the word! She is a battle machine produced by an unknown manufacturer. She is devoid of emotion, but she is fascinated by humans. Nigel is a treasure hunter. He loves danger. He has an inseparable friend named Friday, who is a Sprite. Pyra is an elf. She is also a magician with a violent temper. Although she is serious, she causes fear and is very scary. She is gifted with advanced offensive magical abilities. Lady is a young woman who has run a way from her distinguished family. She's a real troublemaker. Lady is impulsive, and never considers the consequences of her actions. She has the best fighting ability in the world. qPIECES This world contains a bizarre collection of geographical features from many eras and locations, such as Medieval Europe and 1980s Japan. Each geog raphical feature is known as a "Piece." In every "Piece," the people, who once lived in each place and each era, continue to live their normal everyday lives. The world is enwrapped in the space of a dif ferent dimension, and consequently, its geography frequently changes. Your character must be carrying the Hero's Crest to enter a dungeon. Sword receives the Hero's Crest from the old man at the beginning of the game. As the story develops, Sword is able to pass the Hero's Crest to the following characters once he has met them. You can change the character that you are currently using by selecting "Change Character" in Sword's House. qTHE HERO'S CREST 4 5 TSManual2_3_00A 2/25/00 3:47 PM Page 8 CONTROLS This is a one-player game. Connect your Dreamcast Controller to Control Port A. V Insert a memory card into Expansion Socket 1 of your controller. V To save game files, you must have the following amount of blocks of available space on your memory card. Main game: 16 Mini-games: 54-123 for each game V To soft reset, simultaneously press and hold the , , , and Start Buttons on the controller. qMOVEMENT WINDOW (TOWN) Button Function Analog Thumb Pad Movement (Press fully to run)/Look around (First person view) Directional Pad (D-Pad) Selection/ Look around (First person view) Button Enter a selection/Conversation/Enter a building Button Cancel/Close all the windo ws Button Change camera angle (First person view) Button/Start Button Open the Command Menu (P22) Triggers / and the S tart Button are not used. TRIGGER TRIGGER BUTTON qMOVEMENT WINDOW (DUNGEON) Button Analog Thumb Pad D-Pad D-Pad Button Button Button Button/Start Button Triggers / Left on the D-Pad. Function Movement (Press fully to run) : Change map; : Switch the Map ON or OFF : Change the camera angle (OverheadRear) Check Mode Pick up an item/Initiate a battle (P18) Cancel/Close all the windo ws Search (P18) Open the Command Menu (P22) Rotate the camera angle (During the overhead camera angle) A NA LOG THUMB PA D DIRECTIONAL PAD START BUTTON BUTTON BUTTON BUTTON V Make sure that you insert the Jump Pack into Expansion Socket 2 of the controller. V Do not remove the memory card or Jump Pack while saving. THE JUMP PACKTM (SOLD SEPARATELY) qBATTLE WINDOW (DUNGEON) Button Function Analog Thumb Pad/D-Pad Selection Button Enter your selection Button Cancel Triggers / Party member selection The , and Start Buttons are not used. 6 7 TSManual2_3_00A 2/25/00 3:47 PM Page 10 COMMAND MENUS qMOVEMENT (TOWN) P22 Items Equip your character with, dispose of and view the details of items Skills Skill Menu, registration V, removal, sealVV Spells Spell Menu, registration, remo val Status Display the Status Window (Only for the main character ) ( P26) Lists Display a list of acquired items and captured monsters Allies Let monsters in and out of their capsules, change battle formation V "Registration" is when your character is able to use a newly learned magic skill or a captured monster. Skill and magic registration is automatic. Monster registration is not automatic. VV "Sealing" is necessary at times when your character 's parameters are too low to be able to "master" a registered skill. Sacrifice a skill by sealing it in order to use your character's other skills while its parameters are still low. qSET-UP WINDOW (DUNGEONS) Bonus Point Distribution Skills Allies Fast Save Store Item Collection Save Character ChangeV Options V You can only do this P24 Allocate bonus points (e.g. to the "basic ability parameters") Check and seal your own and your mons ter allies' skills Let your monsters in and out of their capsules Save a game file in a dungeon (P3) qSWORD'S HOUSE (TALK TO MUTTON) Save items Display a collection item Save a game file Replace Sword with a new main character Change game options and view character profiles P3 when the story has developed. Revive registered monster allies (There is a charge for this) Buy an item Sell an item qMOVEMENT (DUNGEON) P22 qTHE CHURCH Monster Revive Items Equip, use, dispose of, identify V, repairV, and view the details of items Skills Skill Menu, check your monster allies' skills Spells Spell Menu, cast magic spells, use the spells of your monster allies Status Status Screen (main character and allies) ( P26) Lists Display a list of acquired items and captured monsters Allies Reorganize the fighting formation of your monsters V Special skills and items are needed to "identify" and "repair." Furthermore, "spells" and "skills" can only be registered outside of dungeons. "Spells" and "skills" are automatically regis tered even when the windo ws are not displayed. qITEM STORE Buy Sell Graze Encapsulate Register Release Download Game Delete Game Tokens Download Monster qHOLOGRAM MACHINE (IN THE MONSTER HOUSE) P30 qBATTLES (DUNGEONS) Attack Spell Item Defend Movement Capture P25 8 Attack techniques, weapons or bare fists (VIT Consumption) Attack using magic (MP Consumption) Use items Defend, dodge and run a way (Not necessarily 100% successful) Move within your sector (Equipped "boots" or skill required ) Capture a monster (Registration "capture" of skill required) Put a monster in the Mons ter House Take a monster out of the Monster House Register a monster (You can also give the monster a name) Remove a monster (A selected monster will be completely deleted) Download a mini-game to your VMU Delete the mini-game that is currently stored in your VMU Buy, Sell and Exchange them for items, download into VMU Download monsters to and from your VMU qVMU DEVICE (IN THE MONSTER HOUSE) 9 TSManual2_3_00A 2/25/00 3:47 PM Page 12 GAME DISPLAY qMOVEMENT SCREEN (TOWN) There are no onscreen indicators when your character is moving around town. and cannot be displayed at the same time in a dungeon. Character Portrait Hunger Meter LV (Level) HP (Hit points) MP (Magic points) VIT (Vitality) Search indicator (Items and monsters that you can search are indicated as your character approaches them ) Compass (This always points north) Elapsed time (Only for the current dungeon) Floor indicator qBATTLE SCREEN (COMMAND MENU) qMOVEMENT SCREEN (DUNGEON) qBATTLE SCREEN (BATTLE FIELD) Radar Auto map Gray . . . . . . . Unexplored area Orange . . . . Unsearched area Green . . . . . Searched area Yellow . . . . . Ally Red . . . . . . . Enemy and/or Trap Blue . . . . . . . Items Attribute icon This displays the attributes of the floor (P17) Command Menu (During battles) (P25) Battle field indicator Blue . . . . . . . Within range Red . . . . . . . Out of range Yellow . . . . . Ally Enemy status display (Only one enemy at a time) Monster name, hit rate, expected damage Modifying the Movement Screen in a Town Button . . . . . Overhead viewFirst person view D-Pad/ . . . . . . Rotate camera angle (Only when Analog Thumb Pad using first person view) Modifying the Movement Screen in a Dungeon D-Pad Up . . . . RadarAuto Map D-Pad Right . . Switch the Radar ON/OFF D-Pad Down . . Overhead camera angleRear angle Triggers / . Rotate camera angle (Only when using overhead camera angle) 10 11 TSManual2_3_00A 2/25/00 3:47 PM Page 14 GAME SYSTEM The key to success in Time Stalkers is to remember to make all necessary preparations in town in order to negotiate the dungeons. qSTATUS HP (Hit Points) Physical strength. This is depleted when your character receives damage. If the main character 's HP is reduced to 0, your dungeon quest will end. Also, when the Hunger Meter Hunger Meter reaches 0, your character will gradually begin to lose HP. MP (Magic Points) This is the essential parameter for using magic. MP will decrease when you cast magic spells. VIT (Vitality) This is th ...

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