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User manual GAMES SEGA DREAMCAST TIME STALKERS
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User guide GAMES SEGA DREAMCAST TIME STALKERS
Detailed instructions for use are in the User's Guide. TSManual2_3_00A
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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.
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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
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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
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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.
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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)
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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)
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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 the essential parameter for using techniques. VIT will decrease when you use techniques. However, VIT will gradually increase as time passes. Hunger Meter This is the essential parameter for inspecting the dungeons. The Hunger Meter will decrease when you inspect orange colored areas. The Hunger Meter will also gradually decrease as time passes. LV (Level) Experience levels are only applicable in dungeons. Your character's level will rise by 1 point for every 100-experience points they acquire in a dungeon. Your character's fighting power, defensive power, HP, MP and VIT will increase with each successive level up. Similarly, your character will be able to carry more items, and will be able to use magic and equipment which were previously not mastered. However, as soon as your character leaves the dungeon, their le vel will return to 1 again. (P28) Titles Every time your character leaves a dungeon (whether through victory or defeat) it may be promoted to a new title. Unlike LV, which restarts from LV 1 every time your character enters a dungeon, titles build on the experience gained from each successive dungeon. When your character is promoted to a new title, they will be able to use new magic and skills. These spells and skills must be registered. Your monster allies can also receive new titles. (P28)
qTOWN
Here you can buy and sell items, gather information and prepare for your next adventure. The following facilities can be found in town: Item Store . . . . . . . . . .Buy and sell equipment and food Church . . . . . . . . . . . . .Revive monster allies Monster House . . . . . .Register and store your monster allies and download mini-games Mr. Noiman's House .Quest introductionV/Sell precious goods to Mr. Noiman Sword's House . . . . . .Save a game file, store items, and change the character that you wish to play withV
V You cannot do these things until the story has developed.
qLV (LEVEL) AND TITLES
The dungeons are where the most exciting part of your adventure happens. Here you can fight monsters and pick up items. The floor plan of e very dungeon will randomly generate every time you enter, so you will ne ver see exactly the same dungeon twice. As the story develops, you can get new quests (jobs) at Mr. Noiman's House. You can re-enter previously cleared dungeons and set off on new missions. There are many tasks to complete, such as searching for specific items or defeating specific monsters. (P32)
qDUNGEONS (THE REALM OF ADVENTURE)
qQUESTS (YOUR JOB)
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Items (Equipment) There are various "equipment items" such as weapons and armor, and "use items" such as tools. Techniques (weapon items): There are several ways of attacking using techniques, both bare handed or using weapon items. These are only displayed during battles. Each weapon can be used to perform several techniques, and the total of performable techniques for each weapon increases with the level ups. Techniques deplete VIT. Magic (Registered) Magic is a highly effective way of attacking. Magic depletes MP. Magic is usually more powerful than techniques are. Attributes: "Fire," "Ice," "Lightning" and "No Attribute." "Fire" and "Ice" are opposite attributes "Lightning" is an independent attribute, so it is effective against both "Fire" and "Ice." Level: Spells also have levels, and become more effective with each level up (P28). Classifications: Spells are displayed in the selection window using the following prefixes. Mega-: Every member of a party, Giga-: All enemies Skills (Registered) Your character will gain many special abilities, such as extra strength when it acquires a new skill. Level: Skills have levels too, but do not level up (P28). You can acquire separate skills at every level.
During gameplay, your character will acquire "equipment items," "magic," and "skills," which you can then equip or register. However, some items, magic and skills require the character t o have specific basic parameters (strength, wisdom, charisma, etc. P28) in order to be effective. Your character will have to gain experience points, and you will have to allocate bonus points in order to "master" some items, magic and skills.
qMASTERY
qBATTLES AND SPECIAL ABILITY COMMANDS
qDUNGEON BATTLES
Parties You can form a party of up to 3, including the main character. Enemy monsters can form parties of up to 4. Ally Monsters If you successfully "capture" a monster during a battle, it can become a member of your party (P30). Register your newly captured monster in the Monster House, and you will be able to revive it in the Church should it be defeated in a dungeon. You can also make it work for you in a mini-game . Aggression This is the level of enthusiasm for battles that every enemy monster has. Aggression has a strong influence on the behavior of monsters, because although a monster that likes to fight will attack, monsters that dislike battles will not. (P20)
TECHNIQUE 1
WEAPON TECHNIQUE 2 ITEM TECHNIQUE 3
TECHNIQUE 4
The relation between weapons and techniques
Legendary Items There are only a few of these precious items in Time Stalkers. At the Blacksmith, you can add skills from o ther items to your legendary item (Transfer) or lower the parameter value to master using the item (Improve). Collection Items You'll have a lot of fun collecting these. You can display them in the Collection Room next to Sword's House and go and admire them whenever you like, just as though you owned your very own museum.
qOTHER THINGS
OPPOSITES
FIRE
LIGHTNING
ICE
INDEPENDENT Magic: the attribute factor
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TOWN ACTIONS
The town (Fountain Square etc.) is the main base for the player in Time Stalkers. You can get information from various people, buy and sell items and prepare for the next dungeon. Furthermore, all the events happen in the town, so don't forget to explore every corner. The events will give you precious information as to what to do next. The actions that you can perform in the town are outlined below. Press the Button to open the Command Menu to check the condition of your characters. (P22)
DUNGEON STRUCTURE
The layout and floor plan of every dungeon is randomly generated every time your character enters. There are countless completely original and unique dungeons to be discovered in the amazing world of Time S talkers.
qDUNGEONS RANDOMLY GENERATE
qSECTORS
Each floor of the dungeon is divided into units called sectors. Check these sectors for traps and hidden items. During battles, four enemies can fit into one sector.
qCOMMAND MENU (
BUTTON)
qFLOOR STRUCTURE AND ATTRIBUTES
Dungeons consist of many floors, which have a specific structure. You must clear the floors one by one, but remember that once you have cleared a floor and advanced to the next one, you cannot return. Furthermore, floors can have certain attributes: fire, ice or lightning, which have an influence on magic. Many items (some of which are hidden ) are scattered around dungeons. Press the Button to search orange colored sectors. Don't forget that investigating will affect your character's stomach, making it hungry (this is displayed in the Hunger Meter). When the stomach is empty, you can no longer search. Traps are always hidden and will be set off if your character steps in a sector containing a hidden trap. Press the Button not only to search for items, but also to search for traps. Depending on its aggression, there is a chance that if you meet a monster in a dungeon, it won't attack you. By looking at the Emotion Indicator of a monster, you will usually be able to determine how much a monster enjoys fighting or not.
To collect information, press the Button near other characters and signboards to speak and read. Similarly, press the Button in stores to buy weapons and armor. Don't forget to drop into stores before entering a dungeon.
qTALKING AND READING (
BUTTON)
qSEARCHING FOR ITEMS
qENTERING BUILDINGS (
When the name of a building is displayed, press the enter.
BUTTON)
qSETTING OFF TRAPS
Button to
qMONSTER AGGRESSION
The Townsfolk It is possible to get new information from people with whom you have already spoken to, so talk to the townsfolk as much as possible.
qRECOVERY ROOMS
In all dungeons, and on any floor, there are recovery rooms where you can fully recover lost or spent HP, MP and VIT.
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DUNGEON ACTIONS
The dungeons are where the real action and adventure occur. You must skillfully guide your character through by picking up items, avoiding traps, and by toppling monsters that dare stand in your way, to complete your goal. There are limits on the number of items that each character can take into a dungeon (Sword can only take four). Get rid of unnecessary items (either let Mutton take care of them or sell them at a store) before entering a dungeon, to ensure that your character is carrying the correct number of items.
There are three ways to leave a dungeon: 1. Defeat a boss and leave through the exit 2. Use an escape item (or magic spell) 3. When the main character of your party is defeated Whether you leave a dungeon in success or failure, your characters' LV will return to 1. Depending on experience earned in a dungeon, your characters may be promoted and get new "Titles" and they may also have learned new magic or skills. Demotion is impossible. If the main character is defeated, the following will happen: 1. All the items that are not cur rently equipped will be lost 2. Currently equipped items may be damaged (You will have to pay to have them repaired at the Blac ksmith) 3. Unregistered monsters will disappear
qESCAPING FROM DUNGEONS
qCHECK MODE (
Press the Button when you are close to items and monsters and their information will be displa yed. This is the Check Mode. Press the Button again to pick up an item or initiate a battle.
BUTTON)
Press the Button when your character is moving freely in the dungeon (not engaged in battle) to display the Command Menu. (P22)
qCOMMAND MENU (
BUTTON)
qDIFFERENT SORTS OF TRAPS
There are many traps waiting to ruin your day (See chart right)
Trap Name Blast Blizzard Lightning Jagged Spear Gas Bomb Intruder Alarm Spiked Ceiling Magic Darts Bear Trap Status Clear Effect Fire damage Ice damage Lightning damage Physical damage Curse inflicted Monster aggression increases Physical damage Battle parameters decrease Cannot move during the battle Special Effects/Curse is nullified
qSEARCH (
Press the Button to search the sector that your character is standing in and the surrounding four sectors to search whether or not there are any traps. If anything is found, it will be displayed in the radar. You should be suspicious of orange sectors on the radar, because hidden items can often be found Unsearched area in them. But every time you search an area, your character's Hunger Meter will (orange) be reduced. The Hunger Meter will also Searched area (green) gradually decrease as time passes.
BUTTON)
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BATTLE ACTIONS
Dungeon battles can be initiated by the main character or by monsters. You can use the Check Mode if a monster enters a sector close to the main character. Press the Button to check all possible opponents in the vicinity. Press the Button again to initiate a battle.
There are three conditions that preclude the end of a battle. DEFEAT ALL THE MONSTERS Defeat all the enemy monsters. Your character and any allies will earn experience points, and of ten a monster will drop an item, which you can then pick up. RUN AWAY If you are feeling particularly cowardly and your prospects of defeating the enemy monsters are bleak, you have the option of making your character and any allies run away. Naturally, you will not earn any experience points. (If your sector is enclosed, your chances of a successful escape will lower). IF THE MAIN CHARACTER IS DEFEATED If the main character's HP reaches 0, the present quest will be brought to a sudden end. The main character will then be returned to Sword's House.
qENDING A BATTLE
qINITIATING A BATTLE
Check possibility indicator.
Press the Button to use the Check Mode.
Press the Button to initiate a battle.
Firstly, the monster finds the main character (and allies). If the mons ter has a high level of aggression, it will rush into battle. In contrast, if the monster has a low level of aggression it is highly likely that it won't rush into battle.
qWHEN A MONSTER INITIATES A BATTLE
qBOSS BATTLES
There is a Boss (or group of bosses) on the last floor of every dungeon. Defeat the Boss to clear, then leave the dungeon.
A monster finds your character.
If the monster has a high level of aggression...
It will rush into battle.
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TOWN AND COMMAND MENUS ( DUNGEONS ) Press the Button while moving freely around town and dungeons to display the Command Menus. Use the D-Pad to select a command and press the Button to enter your selection. V You can only register magic and skills in town.
Command Name
qSPELLS Spell Introductions Select to display a list of regis tered magic. Select one to display the following:
Use Remove Register Magic V Use Allies' Magic Cast a spell Remove magic spell Register magic spell Use your allies' magic spell
T X X
D X X
Magic Registration (Only in Town)
Command Menu (Town)
Command Menu (Dungeon)
Explanation TD T: Movement Screen (Town) D: movement Screen (Dungeon) S: Set-up Window T X X X D
qSTATUS Status Screen P26 Select to view the status screen.
Monster Reference
qITEMS Item Introductions Unequipped items are shown in white and equipped items are shown in yellow.
Equip/Remove Use Drop Identify VV Repair VV Details View
VV
Equip an item/remove an item Use an item (After command selection, select a tar get object) Throw away an item (It will vanish forever) Check the name and functions of an item Repair damaged items Display detailed explanations about hit ratios, techniques, etc. View presently equipped items
qLIST
Select to display the following. An entire list of items and monsters that appear in the story are displayed. "???" indicates something not yet disco vered. Try and discover all the items and monsters in Time Stalkers.
Monster List Item List Display captured monsters with picture and explanations Display acquired items with explanations
T
D
qSKILLS
Skill Registration Required. Skill Introductions Select to display a list of regis tered skills. Select one to display the following: TDS
Remove Seal Register Skill V Check Allies' Skills Remove a skill XX Seal a skill (P29) X Register a skill XX Skill Registration Check and seal your allies' skills X (Only in Town) =You can check but you cannot seal.
qALLIES
Let monsters in and out of their capsules and change battle formations. Select to display a list of monsters. Select one to display the following:
Release Insert Change Battle Formation TDS Let your monster out of its capsule X Put your monster back into its capsule X Change the formation of your party X You can control but they are not displa yed on the screen.
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SET-UP WINDOW (DUNGEONS)
Before continuing to the next floor of the dungeon, you can carry out the following: Allocate the bonus points gained through le vel ups to your character's basic ability parameters. (P26) Bonus Point Distribution Press on the qSKILLS D-Pad to view It is possible to make registered skills ineffective by sealing them. magic, skills or items, A skill is not effective if the parameter value for "mastering" it is and press on too high. the D-Pad to view every object. Seal Seal a skill (P29)
Check Allies' Skills Check or seal your allies' skills Bonus Point Distribution Allocate bonus points
COMMAND MENUS (BATTLES)
Battle Command Menus are displayed during battles. Press the Button to select a command. Attack using a weapon item or even a bare hand. Technique attacks use up VIT.
qBONUS POINT DISTRIBUTION
qTECHNIQUES (=WEAPON ITEMS) qSPELLS (REGISTERED)
Command Menu Attack using registered magic spells. Magic attacks use up MP. (Battles)
qITEM
Use an item that your main character is presently carrying.
You can let monsters in and out of their capsules. You cannot change the battle formation of your party.
Release Insert Let your monster out of its capsule Put your monster back into its capsule
qALLIES (MONSTER CAPSULES)
qDEFENSE
Defend your characters in the following way:
Block Dodge Run Away Defend against an attac k Dodge an attack Run away from enemies
Set-Up Window
V Your defensive choices are not guaranteed.
qFAST SAVE
Perform a fast save, and the game will end. Continue to the next floor without saving.
qMOVEMENT
Move within the your characters' sector (to one of four squares in your sector). You can do this if your character is equipped with boots, or if you have earned and registered the Movement Skill Sealing a Skill Letting Monsters in and out of their Monster Capsules Capture a monster and put it in a capsule. V Capture is not necessarily 100% successful.
qNEXT FLOOR
qCAPTURE (WHEN "CAPTURE" IS REGISTERED) 25
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STATUS SCREEN
From the Movement Screen (town or dungeons) press the Button to display the Command Menu, then select "Status" to display the S tatus Screen. View the status of your allies (in a dungeon and if they are with you) by pressing the D-Pad .
Title Ailment
qBATTLE ABILITY
NUMBER VALUES Yellow: value increases/high Blue: value decreases/low 00/00: present value/ necessary value
Attack Power (ATKPWR) Penetration (PNTRT) Evade (EVADE) Armor (ARMOR) Defense Power (DEFPWR) Armor Defense (ARMDEF) Magic Evade (MAGEVD) Magic Defense (MAGDEF) Curse Evade (CRSEVD) Attribute Revision Level Basic attack power Armor piercing power; only effective when higher than enemy's armor Probability of evading technique attacks Ineffective if lower than enemy's penetration le vel Physical defensive power of your character Defensive power from clothes, etc. (Ineffective if pierced) Probability of evading magic spells Defense strength against magic attacks Probability of evading a curse; there are four types of curses Revision level after receiving an attribute attack
Earn dungeon experience to gain a new title (This is not LV) Your character's state of health Your character's current level (Only relevant in dungeons) Decreases when damage is received (0 = KO'd) Decreases when magic is used Decreases when techniques are used; VIT is naturally regained Measures your character 's hunger (0 = Gradual HP loss) Win battles to gain experience points (100 EXP = New LV) Level up to earn bonus points; allocate points at set-up screen (P28) Level up to carry more items The amount of gold your character is carrying Increases the power of technique attacks Influences the order of battles, hits and evasion Influences defense against attac ks Influences defense against magic and hunger Influences the ef fectiveness of magic and ability to identify items Influences monster allies' defense and capture probability Influences setting off traps and discovering items
qCHARACTERS
Level (LV) HP MP VIT Hunger Meter EXP BONUS Item Number Gold
qQUESTS
Confirm the quest (job) that you are currently undertaking.
qAILMENTS
Your character can become sick or cursed depending on certain attacks and traps. Use an item etc. to cure the problem as soon as possible. Leave the dungeon to completely cure your character of all curses.
CONFUSION (CONFUS) Confusion (1 floor) Charm (1 floor) WEAKNESS (WEAKNS) Weaken (entire dungeon) Headache (some turns) Strain (some turns) RESTRICTION (RESTRC) Poison (1 floor) Fatigue (1 floor) Mute (some turns) BATTLE POWER (BATTLE) Stun (during battle) Paralysis (during battle) Inputted commands dif fer from character's movements Your character will not be able to discern between allies and enemies One of the parame ters (attack, defense, wisdom, luck) will decrease MP depletion level will increase (only when using magic spells) VIT depletion level will increase (only when using techniques ) HP will reduce for a fixed time VIT will reduce for a fixed time Your character will not be able to use magic For 1 turn your character will be unable to move Your character will be unable to move until the end of the battle
qBASIC ABILITY
Strength (STR) Dexterity (DEX) Constitution (CON) Willpower (WILL) Wisdom (WIS) Charisma (CHA) Luck (LUCK)
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LEVEL-UPS AND MASTERY
qLEVEL-UPS
·EXP Acquire 100 experience points (EXP) in battle and your character's level will increase by 1. The amount of EXP acquired depends on your character and your enemy's difference in level and the number of allies vs. enemies and number of parties attacking your party in any given battle. If your main character and monster allies have a high level and are fighting a single enemy with a low level, they will acquire relatively few experience points. ·STATUS-UP When your character level-ups, its status (HP, MP etc.) will increase accordingly. Because the basic ability parameters (strength etc.) also increase, the character will be able to master new items and magic. Your character will be able to car ry more items, and the level of registered magic will also increase. *BONUS POINTS Your main character will receive bonus points af ter it level-ups. These can be allocated to the basic ability parameters (strength, etc.) to strengthen your character. You will also be able to add to specific parameters to "master" (P29) new items, skills and magic. V You can only allocate bonus points in the dungeon set-up window (P24). ·MONSTER ALLIES' LEVEL-UPS The monster allies who are currently in your party will level up after battles in the same way as your main character. Monsters do not receive bonus points though.
qMASTERY
Some powerful items and skills require specifically high basic ability parameters (strength etc.) (P26) in order to be effective and therefore mastered. Additionally some items require your character to have a specific level in order to master them. ·EQUIPMENT ITEMS (INDIVIDUAL REQUIREMENTS) Some weapons, clothes, shields, boots and rings have specific parameters that must be met in order to be effective. If these requirements are not fulfilled, they will cause the negative effects outlined in the chart below. It is still possible to equip such items. (Main negative effects of equipment items)
Weapons Clothes Shields Boots Rings Attack is halved; some techniques impossible; skills ineffective Armor level, defense, and magic defense are hal ved Armor level, defense, and magic defense are hal ved Evasion and magic evasion are halved; some skills ineffective Particular skills are inef fective
Required parameters to master using a long sword
Set-Up Window
qEXTRA POINTS
If you pick up items that have a number such as "+3" or "-2" attached, the item will have an effect on some of the parameters.
·Magic (individual requirements) There are special parameters to be met in order to master every type of magic. Similarly, if a required status is unfulfilled, the magic will be unusable. ·Skills (general requirements) The required parameters to master a new skill are equivalent to the sum total of all the presently registered skills. If the character's status does not fulfill the necessary conditions, the skill will be ineffective.
qSEALING SKILLS
Another way to master a skill is to "seal" skills at the set-up window or in a town when the character's status is still low at the beginning of a dungeon. For example, if you have 4 skills, you will be unable to use any of them if your character's parameters are too low. Seal one or two of these skills in order to use the o thers.
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CAPTURING, GRAZING, REARING
The main character can capture monsters to make new allies. Register the monsters to rear and graze them. Select the command "Capture" during a battle to capture a monster (if the required skill "Capture" is registered). The main character can carry the monsters around at all times in their capsules. Let the monsters in or out of their capsules, reorganize their battle formations or include them in your party using the Command Menu or at the Set-Up Window. You can only capture up to eight monsters at a time.
qCAPTURING MONSTERS
You can take registered monsters into a dungeon with your main character as members of your party. To take your favorite monsters to a dungeon, select "Encapsulate" at the Hologram Machine in the Mons ter House.
qTAKING OUT MONSTERS
You can rear registered monsters in the VMU (sold separately) mini-game "MOONLIGHTER". Send the monster to the mini-game from the VMU Device in the Monster House. You can then change your monster's character and gain experience.
qREARING MONSTERS
qREGISTERING MONSTERS
Bring captured monsters back to the town and register them at the Monster House. You can make unregistered monsters take part in battles, but if the main character is defeated, the unregistered monster will disappear forever. Register a monster and you can put it to g raze in the Mons ter House or rear it in a mini-game.
CAPTURE
(Within a dungeon)
TRANSPORTATION
(Monster capsule)
ALLY
(Battles) An unregistered monster will be your ally but if it dies in the dungeon, you can not revive it.
If you do not want to put a monster in a capsule you can put it to graze in the Mons ter House from the Hologram Machine in the Monster House. Select "Encapsulate" to take a grazing monster from the Monster House into a dungeon. ENLARGING THE MONSTER ROOM Only eight monsters can graze in the Mons ter House, but pay the carpenter some money and you will be able to have your Monster House enlarged to accommodate up to twenty-four grazing monsters.
qGRAZING MONSTERS
GRAZING
(Monster House) You can put mons ters that you cannot take out with you here.
REGISTRATION
(Monster House)
REARING
(VMU) Change the monster's character and earn tokens. If you register your allies, you can revive them if they are killed in battle.
ALLY
(Battles)
V There are also mini-games that you can buy within the world of Time Stalkers which can be downloaded to your VMU. For more information,
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QUESTS
The main characteristic of Time Stalkers is that the dungeons regenerate every time your character enters, creating an infinite number of adventure possibilities. The Quests have been included in the game to add to the enjoyment of being able to reenter countless new dungeons. Types of Quests include defeating a fixed number of a specified species of monster, defeating a different boss than the one defeated the first time you cleared the dungeon and searching for or withdrawing a specific item. Mr. Noiman, the mysterious rabbit that lives in a house on the hill will introduce these quests to you - for a fee of course. Have fun returning to the dungeons that you previously cleared. You will find more than enough fantastic items to deeply enrich your Time Stalkers experience.
MR. NOIMAN
This rabbit may pretend to know nothing and you will find it hard to figure him out, but Mr. Noiman is an important little rabbit and will give you plenty of jobs. He is a devoted husband.
THE QUESTS
DEFEAT A DIFFERENT BOSS
CLEAR A NEW NUMBER OF FLOORS DEFEAT A FIXED NUMBER OF MONSTERS
CAPTURE A SPECIFIC SPECIES DEFEAT A FIXED NUMBER OF A MONSTER
SEARCH FOR A SPECIFIC ITEM
32
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