Vagrant Story - Miscellaneous Guide Version 0.1
The U.S. Version of Vagrant Story for PSX

By Dan GC (Guardian Cloud) <lbdangc@aol.com>

When Made: 07/22/00 06:38 PM PT
Last Updated: 07/22/00 06:38 PM PT
Document Information: 239 K (244, 796) bytes
                      Designed for, at least, IE 3 or NN 3 at 640x480
                      Resolution and Courier New font enabled
                      244, 796 characters (letters, numbers, etc.)

  Vagrant Story was...
Created by: Square
Licensed by: SquareSoft
Published by: Square EA
Released: May 2000

  Okay, if you have any comments, questions, corrections, or any other
things you can add to this, E-mail them to <LB Dan GC@aol.com>
_________________
Table of Contents
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
1.  Updates
2.  Introduction to Vagrant Story
    1. Legend
    2. Controls
    3. Screen
    4. Menu
       - MAGIC
       - BREAK ARTS
       - BATTLE ABILITIES
       - ITEMS
       - STATUS
       - MAP
       - DATA
       - OPTIONS
       - SCORE
       - QUICK MANUAL
         A. Basic Controls
         B. Game Modes
         C. Status
         D. Damage Effects
         E. RISK Effects
         F. Learning Magic
         G. Chain Abilities
         H. Defense Abilities
         I. Break Arts
         J. Puzzle Cubes
         K. Arms and Armor
         L. Simple Map
         M. Area Map
         N. READ ME!
    5. The Workshops
       - Combining
         A. Useful Info
         B. Hagane, Silver, Damascus
         C. Combination Tables
            * WEAPONS *
            * ARMOR *
3.  MAGIC
    1. Warlock (ATT)
    2. Shaman (REC)
    3. Sorceror (AID)
    4. Enchanter (AFF)
    5. Teleportation
4.  BREAK ARTS
    1.  Dagger
    2.  Sword
    3.  Great Sword
    4.  Axe & Mace
    5.  Great Axe
    6.  Staff
    7.  Heavy Mace
    8.  Polearm
    9.  Crossbow
    10. Bare Hands
5.  BATTLE ABILITIES
    1. Chain Abilities
       - Quick Tips
    2. Defense Abilities
       - Quick Tips
6.  ITEMS
    1. Weapons
    2. Blades
    3. Grips
    4. Shields
    5. Armor
    6. Gems
    7. Misc
7.  AREAS
8.  SCORE
    *  Riskbreaker Rank
    1. Title
    2. Gazette
    3. Record Time
    4. Encyclopaedia
9.  Strategy, Hints, and Tips
10. Secrets
11. Ending Credits
12. Frequently Asked Questions
13. Special Thanks
14. Author Information

Copyright Disclaimer:

Unpublished Work Copyright İ 2000 Dan GC

  This FAQ is for private and personal use only. It may only be
reproduced electronically, and if placed on a Web Page or Site, may be
altered as long as this Disclaimer and the above Copyright Notice
appears in full. This FAQ is not to be used for profitable/promotional
purposes; this includes being used by publishers of magazines, guides,
book, etc. or being incorporated into magazines, etc. in ANY way without
Full Authorization from me and any cohorts I may have.
   Vagrant Story and Squaresoft are Registered Trademarks and Copyright
İ to Square Co., Ltd. Any other things are Copyright to their rightful
owners.

  This FAQ was created and is owned by me, Danny Duong <lbdangc@aol.com>
All Copyrights and Trademarks are acknowledged that are not
specifically mentioned in this FAQ. Please give credit where it is due.

  If you would like to print these document, save it as a Text Document
on your Hard Drive first, then open WordPad (if you have it), then
change the font to a more suitable one, such as Times New Roman with the
size of 10, take out unnecessary things, then print it afterwards.

This FAQ should only be found at:
________________________________________________________________________
GameFAQs                              www.gamefaqs.com
________________________________________________________________________
Part 1:  Updates
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Version 0.1 07/22/00:
  First Edition
________________________________________________________________________
Part 2:  Introduction to Vagrant Story
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
  Vagrant Story...most importantly, this game tries to resemble that of
real life. Which means if you need to know something, just use common
sense. The problem is...common sense is very uncommon. From what I've
seen, some people have a lot of trouble with something easier than they
think. They make it seem so hard, but if they consider and think about
all of the facts, it is actually easier. Also, sometimes it helps if
they tried different things. This applies to everyone.
  This game takes up 3 Slots on a Memory Card. The game manual explains
in more detail of the game features, but I try to help people understand
it a bit more in here. The game also has a "Quick Manual" which you can
always refer to as long as you have access to the Menu. I've typed it up
in here for those who have yet to play/see the game. This also helps
people who haven't played Vagrant Story yet get a little preview.

 ______________________________________________________________________
|My REVIEW for "Vagrant Story":                               |
|______________________________________________________________________|
|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|  Vagrant Story is a wonderful RPG. It's not a typical RPG and so     |
|steers away from the turn-based battle system. Depending on how much  |
|you want to do in this game, the longer it'll take for you to finish  |
|playing it. That also determines how long it'll take you to beat the  |
|game on first play. If you're reckless, you can be killed. You may    |
|also be killed if you're unprepared for an attack.                    |
|                                                                      |
|Alright, now for my ratings:                                          |
|                                                                      |
|Graphics: 10                                                          |
|  I would give it a 9, but the PSX could handle no more and it's been |
|used to its max, so it's only fair to give it a 10. Well, the graphics|
|are superb. Compared to, say...PS2 graphics, it's okay. The polygons  |
|are not blocky, everything has details, and if you can't see something|
|then most likely you aren't supposed to.                              |
|                                                                      |
|Audio/Video stuff: 10                                                 |
|  Music is by Hitoshi Sakimoto, the guy responsible for Final Fantasy |
|Tactics. But this time, he's not with Masaharu Iwata, the other guy   |
|responsible for music for Final Fantasy Tactics. This means 100%      |
|instrumental music. Instrumental music composed greatly sounds        |
|wonderful (in this case, it is). The sounds match whatever the current|
|setting you are currently in. There is only one FMV in the game and   |
|that's the intro. This doesn't mean the graphics in the game are bad, |
|because they aren't (see above).                                      |
|                                                                      |
|Gameplay: 9                                                           |
|  I would give it a 10, but the problem is it isn't perfect (for all  |
|people as a whole) because it seems some first-time players have a    |
|difficult time with this game. I can't see why, though. The game tries|
|to resemble that of real life, so take some things in real life and   |
|put it in this game. Try it when you come upon something difficult in |
|this game and the problem will be so much more simpler. Take the case |
|of blade types: Blunt, Edged, and Piercing. Blunt is used to smash or |
|break things in pieces. Edged is used to slice things apart. And      |
|Piercing is used to cut away flesh and rip it apart.                  |
|  Considering all of that, you can choose what blade type to use      |
|against certain enemies. Something made of bones is easily broken     |
|apart, so use a Blunt weapon against them. Edged can easily cut a     |
|living thing's body parts away as well as slice through bone, so it   |
|works well against living things/skeletons. Something with thick,     |
|scaly skin is difficult to smash or cut, so use a Piercing weapon     |
|against it. Also, armor with any holes in them can be stabbed through,|
|thus hurting the enemy. A Piercing weapon works well here, too.       |
|                                                                      |
|Controls: 10                                                          |
|  The controls are really simple and have no complications. What's    |
|better is there is a Shortcut Menu for access to eight different      |
|parts of the menu: MISC Items, Defense Abilities, Chain Abilities,    |
|Break Arts, Shaman Magic, Sorcerer Magic, Warlock Magic, and Enchanter|
|Magic. This relieves you of the time it takes to go through the menu  |
|and such.                                                             |
|                                                                      |
|Fun: 9                                                                |
|  Vagrant Story is just a blast to play. There's so much you can do,  |
|and then some. Killing a boss with a high-numbered Chain combo...it's |
|just killer. And what's good is the game has replay value: testing you|
|to do things you couldn't do in the first time you played and trying  |
|to beat any records you have. None of it is really necessary, but it  |
|gives you bragging rights if you can do/get everything.               |
|                                                                      |
|Story: 10                                                             |
|  Excellently developed story, featuring as its main characters Ashley|
|Riot, Sydney Losstarot, and Romeo Guildenstern. You take control of   |
|Ashley Riot, a Riskbreaker for the Valendia Knights of Peace (i.e. an |
|agent). As you go through Léa Monde you discover more about Ashley's  |
|past and the history of Léa Monde, and then some.                     |
|  What's even better is the game gives way to a sequel, which can have|
|so much more and almost anything. But you have to know the story for  |
|this game first, and then you can see why.                            |
|                                                                      |
|Overall: 9                                                            |
|  It's almost there to a 10, but not quite. Only 9 and two-thirds.    |
|This game certainly deserves it, but the sales aren't quite high      |
|many people aren't used to this kind of RPG. Another problem may be   |
|that it wasn't endorsed as much. Whatever the reason, if you're       |
|thinking about this game, then you should BUY IT! Forget RENTING IT!  |
|Just BUY IT! What's so bad about it? Nothing? What's so hard about it?|
|If you aren't very smart (common-sense and logic), then it might be   |
|difficult. As long as you know what's going on and what you're doing, |
|you should be fine. So, as I said, consider BUYING THIS GAME if you   |
|haven't already.                                                      |
|  Some people have trouble because realism is tried to be put in this |
|game, and it's too complicated for them. Then they complain about the |
|story and yet they probably haven't even finished the game to know    |
|what the actual story is. Also, a few have said you will spend most of|
|your time in Workshops (a place where you get to combine stuff, etc.),|
|but that's them.                                                      |
|                                                                      |
|Different personalities = different styles of play.                   |
|                                                                      |
|Reviewer's Score: 9 / 10                                              |
|______________________________________________________________________|
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
_______________________________________
         2.1: Legend
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
         []     Square button
          O     Circle button
         /\     Triangle button
          X     X button
         L1     L1 button
         R1     R1 button
         L2     L2 button
         R2     R2 button
      D-Pad     Directional Pad
 Left Stick     Left Analog Stick
Right Stick     Right Analog Stick
_______________________________________
         2.2: Controls
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Controls:

   UL  U  UR       Up-Left        Up           Up-Right
     \ | /
  L -- N -- R      Left           Neutral      Right
     / | \
   DL  D  DR       Down-Left      Down         Down-Right
________________________________________________________
Normal Mode Controls:

   Direction buttons/left stick
  _|Ż|_ - Move + grip (hanging)
 |_   _|         climb (climbing)
   |_|  - Change perspective in Free-look mode

 *Press in the direction in which to climb, and Ashley will grip and
  climb up.

  Right stick - Free-look

  SELECT button       START button
  |ŻŻ| - Zoom in      l> - Free-look
   ŻŻ  - Zoom out        - Skip demo

 *Press the SELECT button to change the screen display size.

  O button - Execute command
           - Draw weapon (enter Battle Mode)

  X button - Cancel
           - Open doors and treasure chests
           - Move cubes (push, carry, place)
           - End Free-look mode

  [] button - Jump
  /\ button - Display menu

  L1 button - Rotate map counterclockwise
  R1 button - Rotate map clockwise

  L2 button - Shortcut commands
  R2 button - Walk, with directional buttons or left stick
_______________________________________________________
Battle Mode Controls:

   Direction buttons/left stick
  _|Ż|_ - Move
 |_   _|- Select target
   |_|  - Change perspective in Free-look mode

 *You can only select a target when the targeting sphere is open.

  Right stick - Free-look

  SELECT button       START button
  |ŻŻ| - Zoom in      l> - Free-look
   ŻŻ  - Zoom out        - Skip demo

  O button - Execute command
           - Open and close targeting sphere

  X button - Cancel
           - Open doors and treasure chests
           - Close targeting sphere
           - Switch to Normal Mode
           - End Free-look mode

  [] button - Jump
  /\ button - Display menu

  L1 button - Rotate map counterclockwise
  R1 button - Rotate map clockwise

  L2 button - Shortcut commands
            - Switch targets
  R2 button - Walk, with directional buttons or left stick

 *You can only switch targets when the targeting sphere is activated.
________________________________________________________
Menu Screen Controls (basic):

   Direction buttons/left stick
  _|Ż|_ - Move cursor
 |_   _|- Switch categories in the Item menu
   |_|

   Right stick - Not used

  SELECT button       START button
  |ŻŻ| - Not used      l> - Not used
   ŻŻ
  O button - Execute command
  X button - Cancel

  [] button - Not used
  /\ button - Exit menu screen

  L1 button - Switch menus
            - Switch characters
  R1 button - Switch menus
            - Switch characters

 *You can only switch characters in the status menu.

  L2 button - Not used
  R2 button - Not used
________________________________________________________
Area Map Controls:

 Direction buttons/left stick
  _|Ż|_ - Shifting the screen
 |_   _|
   |_|

 Right stick  - Rotates the map

      SELECT button - Turns on/off the menu display  
      START button  - Highlights first room visited

 O button - Lists the areas previously visited

 *To view another Area Map, select the area from the list and press the
  O button.

 X button  - Cancel
 [] button - Not used
 /\ button - Exits the Menu screen

 L1 button - Shifts room
 R1 button - Shifts room

 L2 button - Press and use directional buttons/left stick to rotate the
             map
 R2 button - Press and use directional buttons/left stick to zoom in or
             out.
_______________________________________
         2.3: Screen
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
  Here is an example of the screen when in Normal Mode:

|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|[1]HP  ###·###  [3]MP     ##·##                                   |
| |ŻŻŻŻŻŻŻŻŻŻŻŻŻ| |ŻŻŻŻŻŻŻŻŻŻŻŻŻ|                                  |
| |ŻŻŻŻŻŻŻŻŻŻŻŻŻ|  ŻŻŻŻŻŻŻŻŻŻŻŻŻ                                   |
|[2]RISK      ###                                                  |
|                                                                  |
|                                                                  |
|                                                                  |
|                                                                  |
|                                                                  |
|                                                                  |
|                                                                  |
|                                                                  |
|                                                                  |
|                                                                  |
|                                                                  |
|                                               [5]                |
|                                                 |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |
|                                                 |              | |
|                                                 |              | |
| [4]                                             |              | |
|  O                                              |              | |
| /|\                                             |              | |
| / \                                             |______________| |
|__________________________________________________________________|

[1] = HP (Hit Points) with number and bar
[2] = RISK with number (percentage) and bar
[3] = MP (Magic Points) with number and bar
[4] = Hit Locations Limb Gauge
[5] = Simple Map
------------------------------------------------------------------------
  Here is an example of the screen when in Battle Mode:

|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|[1]HP  ###·###  [3]MP     ##·##             [6] BATTLE MODE       |
| |ŻŻŻŻŻŻŻŻŻŻŻŻŻ| |ŻŻŻŻŻŻŻŻŻŻŻŻŻ|                                  |
| |ŻŻŻŻŻŻŻŻŻŻŻŻŻ|  ŻŻŻŻŻŻŻŻŻŻŻŻŻ                                   |
|[2]RISK      ###                                                  |
|                                                                  |
|                                                                  |
|                                                                  |
|                                                                  |
|                                                                  |
|                                                                  |
|                                                                  |
|                                                                  |
|                                                                  |
|                                                                  |
|                                                                  |
|                                               [5]                |
|                                                 |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |
|                                                 |              | |
|                                                 |              | |
| [4]                                             |              | |
|  O_                                             |              | |
|_/|\|                                            |              | |
| / \                                             |______________| |
|__________________________________________________________________|

[1] = HP (Hit Points) with number and bar
[2] = RISK with number (percentage) and bar
[3] = MP (Magic Points) with number and bar
[4] = Hit Locations Limb Gauge (sword/shield shown drawn)
[5] = Simple Map (red frame around it if <FRAME> activated in the Simple
      Map Display under the OPTIONS
[6] = Words "BATTLE MODE" shows you are in Battle Mode
_______________________________________
         2.4: Menu
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
  The Menu Screen is accessed by pushing the /\ button. At the right
side of the screen, the following will appear:

MAGIC	
BREAK ARTS
BATTLE ABILITIES
ITEMS
STATUS
MAP
DATA
OPTIONS
SCORE
QUICK MANUAL

  Below here are what is shown when you select each of the choices.
         ______________________________
         - MAGIC
         ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
  After selecting "MAGIC," you'll see the below except
"Teleportation" until you get it. Here, I'll put a brief
description of each one to its right.

WARLOCK (ATT)   - Attack Magic
SHAMAN (REC)    - Recovery Magic
SORCERER (AID)  - Aiding Magic
ENCHANTER (AFF) - Affinity Magic
TELEPORTATION   - Teleportation Magic
         ______________________________
         - BREAK ARTS
         ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
  When you select "BREAK ARTS" from the menu, at the right of the
screen will appear the weapon type of the weapon you have
currently equipped, the Break Arts for that weapon type, "View Arts,"
and the remaining experience points to get a new Break Art for the
current weapon type. Each weapon type has four Break Arts, and after
you have all four, the Experience Points for the next Break Art will
no longer be shown. If you select "View Arts," a list will pop up
showing the below:

DAGGER      - Edged·Piercing
SWORD       - Edged·Piercing (only Rapier is Piercing)
GREAT SWORD - Edged
AXE & MACE  - Edged·Blunt (Axe = Edge; Mace = Blunt)
GREAT AXE   - Edged
STAFF       - Blunt
HEAVY MACE  - Blunt
POLEARM     - Blunt·Edged·Piercing (all Break Arts are Piercing)
CROSSBOW    - Blunt·Piercing
BARE HANDS  - Blunt

  As you can see, to the right of each weapon type I listed the
blade types weapons in the category may be. I could be wrong since I
have seen all weapons of each weapon type but have not closely inspected
every one to notice which blade type it is. So if I can be corrected,
please do so.
  By selecting one of the weapon types, you will be shown what Break
Arts you currently have for it. If you don't have any, then you will be
unable to select it.

*Note: You cannot use Break Arts when you are not in Battle Mode.
         ______________________________
         - BATTLE ABILITIES
         ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
  After selecting "BATTLE ABILITIES," under it will show the following:

CHAIN ABILITIES
DEFENSE ABILITIES
  NEXT    ####PT
         ______________________________
         - ITEMS
         ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
OPTIONS
- EQUIP
- SETUP
  - Assemble    - Assemble weapons (made of Blade + Grip)
  - Disassemble - Disassemble any assembled weapons/shields
  - Attach Gems - Attach gems to weapon/shield
  - Rename      - Rename weapon
  - Repair      - Repair all equipment
  - Combine     - Combine weapons, shields, or other armor

WEAPONS - see current Weapons
BLADES  - see current Blades
GRIPS   - see current Grips
SHIELDS - see current Shields
ARMOR   - see current Armor
GEMS    - see current Gems
MISC    - see current MISC items
      _________________________________________________
 O   / If a blade, grip, or gem is part of a weapon    \
/|\ <  (or shield for gems), then to the left of it     \
/ \  | (when it is listed) will be the word "SET" with   |
     | an orange circle around it. If you are currently  |
     | equipping something [including a blade, grip, or  |
     | gem that is attached to a weapon (or shield for   |
     | gems)], then the three letters "EQP" with an      |
     | orange circle around it will appear to the left  /
      \of the equipped piece of equipment.             /
       ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
         ______________________________
         - STATUS
         ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Status screen:
|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|[1]HP  ###·###  [3]MP     ##·##      [4]_________________________ |
| |ŻŻŻŻŻŻŻŻŻŻŻŻŻ| |ŻŻŻŻŻŻŻŻŻŻŻŻŻ|       |Ashley Riot              ||
| |ŻŻŻŻŻŻŻŻŻŻŻŻŻ|  ŻŻŻŻŻŻŻŻŻŻŻŻŻ         ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ |
|[2]RISK      #                       [5]R. ARM[]EXCELLENT         |
|                                                                  |
|            [7] /ŻŻ\                    L. ARM[]EXCELLENT         |
|                \  /                                              |
|            /ŻŻŻŻ  ŻŻŻŻ\                  HEAD[]EXCELLENT         |
|           /            \                                         |
|          |  /|      |\  |                BODY[]EXCELLENT         |
|          | | |      | | |                                        |
|          | | |      | | |                LEGS[]EXCELLENT         |
|          | | |      | | |                                        |
|          | | |      | | |                                        |
|          /__\|      | /__\                                       |
|             /  /ŻŻ\  \                                           |
|            /  /    \  \                                          |
|           /  /      \  \                   [6]           ORG/EQP |
|          |  |        |  |                       STRENGTH         |
|          |  |        |  |                   INTELLIGENCE         |
|          |  |        |  |                        AGILITY         |
|         /___|        |___\                                       |
|                                                                  |
|__________________________________________________________________|

[1] - Hit Points (life). The game ends when HP reach 0.
[2] - RISK points. A high RISK means you will receive more damage and be
      less likely to score hits.
[3] - Magic Points. Used for casting spells.
[4] - Name of character
[5] - Body parts and their conditions
[6] - Character's base statistics (ORG); and character's statistics with
      the equipped accessory included (EQP)
       STRENGTH - Strength level. Affects attack and defense power.
   INTELLIGENCE - Intelligence level. Affects magic attacks and defense.
        AGILITY - Agility level. Affects chance to hit and evade.
[7] - The body of the character
      _________________________________________________
 O   / The above isn't exact, but it's close enough.   \
/|\ <  Pretty good for someone who's not exactly good   \
/ \  | at this ASCII art or whatever it's called. Oh     \
     | yeah, there's actually a line connecting the       |
     | body part on the figure to the words. The colors   |
     | too (refer to the Quick Manual "Damage Effects"    |
     | for more information):                             |
     |   (Blue) [] = Excellent                            |
     |  (Green) [] = Good                                 |
     | (Yellow) [] = Average                             /
     | (Orange) [] = Bad                                /
      \   (Red) [] = Dying                             /
       ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
         ______________________________
         - MAP
         ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
* See the Quick Manual "Area Map" for more details.

Basically, it isn't very complicated. Upon accessing this, a map of the
current area you're in will pop up. The room you're in is highlighted
and where you entered the room is a blinking red dot. White dots are
exits out of the room and blue dots are exits out of the area. Controls
while looking at the map are the following:

- Use D-Pad/left stick to shift the screen
- Right stick rotates the map
- SELECT button turns on/off the menu display
- START button highlights the room Ashley Riot is currently in
- L1 shifts one room back
- R1 shifts one room forward
- Hold L2 and use D-Pad/left stick to rotate the map
- Hold R2 and use D-Pad/left stick to zoom in or out


- The O button lists the areas you've previous visited
- To view another Area Map, select the area from the list
  and press the O button (from above)
- The X button is used to Cancel
- The /\ button exits the Menu
         ______________________________
         - DATA
         ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
This game takes 3 Slots.

SAVE is only allowed to be chosen from the menu when standing on a
Magic Circle (save spot). Saving is also possible through a Container,
but you can't choose that from the menu.

LOAD can be chosen anytime from the menu.

SAVE - Saves current game data
- Memory Card Slot 1
- Memory Card Slot 2

LOAD - Loads saved game data
- Memory Card Slot 1
- Memory Card Slot 2
         ______________________________
         - OPTIONS
         ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
  Selecting 'OPTIONS' in the menu will result in showing a list of each
of the headings such as 'SIMPLE MAP' and 'TIMING DISPLAY.' When one of
the headings are highlighted, at the bottom of the screen will show
'Information' on the heading. Here it is to the right of the heading.
  After selecting a heading, possible settings for it will appear under
it. The top possible setting is the default one.

SIMPLE MAP - Select options for the simple map display.
  FRAME
  SIMPLE
  OFF

TIMING DISPLAY - Display signals to help with timing the use of Battle
  ON             Abilities.
  OFF

WEAPON STATUS - Display any weapon status changes in the lower left
  ON            corner of the screen.
  OFF

ARMOR STATUS - Display any armor status changes in the lower left corner
  ON           of the screen.
  OFF

CURSOR MEMORY - Store the cursor's last position in the menu.
  ON
  OFF

INFORMATION - Change the settings for the information displayed at the
  ON          bottom of the screen.
  OFF

PUZZLE MODE - Set the cube puzzle mode ON/OFF. This will only affect
  ON          cleared levels.
  OFF

SOUND - Change sound output settings.
  STEREO
  MONO

VIBRATION - Change vibration mode settings.
  ON
  OFF
         ______________________________
         - SCORE
         ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
TITLE         - Shows all Titles you've obtained
GAZETTE       - Shows records
RECORD TIME   - Shows record times, if any, of The Keep bosses
ENCYCLOPAEDIA - Shows all enemies previously slain (killed)
         ______________________________
         - QUICK MANUAL
         ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

_________________
A. Basic Controls - Explains basic Controller use.
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
 This section explains the basic game controls.
 Controls change depending on the curren mode.

 The following topic are covered.

  1. Normal Mode
  2. Battle Mode
  3. Menu Screen
  4. Shortcut Commands

 *Please refer to the software manual for
  complete descriptions of these functions.
 ___________________________________________________
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
1. Normal Mode Controls

   O    - In Normal Mode, Ashley's weapon and shield
  /|\     are put away.
  / \   - Use this mode for regular movement.
        - See the "Game Modes" section for details.

   Direction buttons/left stick
  _|Ż|_ - Move + grip (hanging)
 |_   _|         climb (climbing)
   |_|  - Change perspective in Free-look mode

 *Press in the direction in which to climb,
  and Ashley will grip and climb up.

  Right stick - Free-look

  SELECT button       START button
  |ŻŻ| - Zoom in      l> - Free-look
   ŻŻ  - Zoom out        - Skip demo

 *Press the SELECT button to change the screen display size.

  O button - Execute command
           - Draw weapon (enter Battle Mode)

 *See the "Game Modes" section for a complete
  description of Battle Mode.

  X button - Cancel
           - Open doors and treasure chests
           - Move cubes (push, carry, place)
           - End Free-look mode

 *See "Puzzle Cubes" below for a complete
  description of cubes.

  [] button - Jump
  /\ button - Display menu

  L1 button - Rotate map counterclockwise
  R1 button - Rotate map clockwise

  L2 button - Shortcut commands
  R2 button - Walk, with directional buttons
              or left stick

 *See "Shortcut Commands" below for
  a complete description of shortcuts.

 ___________________________________________________
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
2. Battle Mode Controls

   O_   - In Battle Mode, Ashley has his weapon
 _/|\|    and shield drawn and ready.
  / \   - Use this mode for combat.
        - See the "Game Modes" quick manual for
          details.

   Direction buttons/left stick
  _|Ż|_ - Move
 |_   _|- Select target
   |_|  - Change perspective in Free-look mode

 *You can only select a target when the
  targeting sphere is open.

  Right stick - Free-look

  SELECT button       START button
  |ŻŻ| - Zoom in      l> - Free-look
   ŻŻ  - Zoom out        - Skip demo

  O button - Execute command
           - Open and close targeting sphere

  X button - Cancel
           - Open doors and treasure chests
           - Close targeting sphere
           - Switch to Normal Mode
           - End Free-look mode

 *For a detailed description of Normal Mode,
  see the "Game Modes" quick manual.

  [] button - Jump
  /\ button - Display menu

  L1 button - Rotate map counterclockwise
  R1 button - Rotate map clockwise

  L2 button - Shortcut commands
            - Switch targets
  R2 button - Walk, with directional buttons
              or left stick

 *You can only switch targets when the
  targeting sphere is activated.

 *For a detailed explanation of Battle
  Abilities, see the "Chain Abilities" and
  "Defense Abilities" sections.

 ___________________________________________________
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
3. Menu Screen Controls

 - Controls differ slightly depending on which
   menu you are using. This section explains
   the basic controls.

   Direction buttons/left stick
  _|Ż|_ - Move cursor
 |_   _|- Switch categories in the Item menu
   |_|

   Right stick - Not used

  SELECT button       START button
  |ŻŻ| - Not used      l> - Not used
   ŻŻ
  O button - Execute command
  X button - Cancel

  [] button - Not used
  /\ button - Exit menu screen

  L1 button - Switch menus
            - Switch characters
  R1 button - Switch menus
            - Switch characters

 *You can only switch characters in
  the status menu.

  L2 button - Not used
  R2 button - Not used

 ___________________________________________________
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
4. Shortcut Commands

 - Pressing the L2 button while in Battle or
   Normal mode opens the shortcut menu.
 - Keeping the L2 button depressed, select
   from an on-screen menu of shortcut commands.
 - There are two kinds of shortcut commands:


 Shortcuts to menu commands
 (Using directional buttons/left stick)

                       ITEMS

                       _|Ż|_
            DEFENSE   |_   _|   CHAIN
                        |_|

                     BREAK ARTS

  ITEMS
    Opens the MISC category of the Items menu.
    The menu is set so that you can immediately
    use items.

  DEFENSE
    Assign Defense Abilities from the Battle
    Abilities menu.

  CHAIN
    Assign Chain Abilities from the Battle
    Abilities menu.

  BREAK ARTS
    Open Break Arts menu.

 Shortcuts to Magic
 (Using /\, O, X, and [] buttons)

                      SHAMAN
                        /\
           SORCEROR []      O WARLOCK
                        X
                    ENCHANTER

 Open menus for each class of magic.

 Special Controls

 - Press the START button when viewing a
   Quick Manual page to return to the top
   of the current section.

 - Press the START button when viewing the
   Map Menu to return the map facing and angle
   to its original orientation.

 - Press the L1, L2, R1, R2, SELECT, and START
   buttons simultaneously to perform a soft reset.






 This ends the Basic Controls section.

_____________
B. Game Modes - Explains the difference between Normal Mode and Battle
ŻŻŻŻŻŻŻŻŻŻŻŻŻ   Mode.

This section explains the difference between
Battle Mode and Normal Mode.

The following topics are covered:

 1. Stance and Movement
 2. Controls
 3. Mode Effects
 4. Mode and Magic

 *Please refer to the software manual for
  complete descriptions of these functions.

 ___________________________________________________
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
1. Stance and Movement
 - The greatest difference between Battle Mode
   and Normal Mode is Ashley's readiness
   for battle.

 Normal Mode

 - Because Ashley does not have his sword and
   shield readied in Normal Mode, he can use
   both hands. This allows gripping (hanging
   from ledges and stairs) and climbing
   (climbing up obstacles).
   Normal Mode is the primary mode used for
   exploring rooms.

 Battle Mode

 - If Ashley is in Normal Mode, he cannot
   use his shield or make attacks, even if
   his sword and shield are equipped.
   To attack or use his shield, Ashley must
   switch to Battle Mode.
   Battle Mode is the mode used for combat.

 *When Ashley switches to Battle Mode,
  BATTLE MODE will appear flashing in the
  top right corner of the screen.
  Ashley's profile, in the bottom left of the
  screen, will also change.
      O                  O_
     /|\ Normal Mode   _/|\| Battle Mode
     / \                / \
 *No matter which mode he is in,
  Ashley can always use Defense Abilities,
  magic, and items.

 ___________________________________________________
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
2. Controls
 - In Normal Mode, Ashley can manipulate
   (push, carry, place) the cubes he finds.
   He can also grip and climb over obstacles.
 - Ashley cannot manipulate cubes when he is
   in Battle Mode, nor can he grip or climb.

 *Ashley is able to run and jump in either
  mode, as well as perform basic actions like
  opening doors and chests.

 *Please refer to the software manual for a
  complete description of these modes. Also
  see "Basic Controls" in the Quick Manual.

 ___________________________________________________
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
3. Mode Effects
 - When Ashley is in Normal Mode, he recovers
   HP and MP at a slightly faster rate. His
   RISK gauge also decreases faster, helping
   get rid of RISK built up by attacking and
   using Chain Abilities.
 - Using weapons and shields in battle increases
   their PP (Phantom Points). PP slowly decrease
   when Ashley is in Battle Mode.
   However, they will not decrease while he
   is in Normal Mode.
 - Switch between Battle Mode and Normal Mode for
   the best tactical advantage.

 *See "RISK Effects" for a detailed description
  of RISK.

 ___________________________________________________
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
4. Mode and Magic
 - Equipping armor helps prevent damage from
   both physical and magical attacks.
 - By equipping strong armor, you can greatly
   improve Ashley's resistance to magic.
   While this reduces damage from magic attacks,
   it also reduces the effects of beneficial
   healing magic.
 - Unequip Ashley's armor for best results when
   using healing magic.

 *Note that shield bonuses also apply when
  Ashley is in Battle Mode, further reducing
  the effects of healing magic.





 This ends the Game Modes section.

_________
C. Status - Explains status abnormalities such as Poison and Paralysis.
ŻŻŻŻŻŻŻŻŻ
This section explains status abnormalities.

*Please refer to the software manual for
 complete descriptions of these game features.

 ___________________________________________________
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Status Abnormalities
  "Effect": the effect of a status abnormality.
  "Remedy": how to cure the effect of a status
            abnormality

 Status Abnormalities Affecting Attributes

 STR STR-down
 \Ż/ Effect: Strength temporarily decreased
     Remedy: - Wait for duration of effect
             - Cast "Dispel"
 /_\
 STR STR-up
     Effect: Strength temporarily increased.
     Remedy: - Wait for duration of effect
             - Cast "Dispel"

 INT INT-down
 \Ż/ Effect: Intelligence temporarily decreased.
     Remedy: - Wait for duration of effect
             - Cast "Dispel"
 /_\
 INT INT-up
     Effect: Intelligence temporarily increased.
     Remedy: - Wait for duration of effect
             - Cast "Dispel"

 AGL AGL-down
 \Ż/ Effect: Agility temporarily decreased.
     Remedy: - Wait for duration of effect
             - Cast "Dispel"
 /_\
 AGL AGL-up
     Effect: Agility temporarily increased.
     Remedy: - Wait for duration of effect
             - Cast "Dispel"


 Status Abnormalities Affecting Actions

     Quicken
     Effect: Movement speed increased
     Remedy: - Wait for duration of effect
             - Cast "Dispel"
  _
 |X| Silent
  Ż  Effect: Cannot cast spells
     Remedy: - Be the target of a spell
             - Move to a different room
   ,
 |Ż\ Paralysis
  ŻX Effect: Physical attacks and Break Arts
             cannot be used temporarily.
     Remedy: - Wait for duration of effect
             - Cast "Clearance"
             - Use "Yggdrasil's Tears"

     Poison
     Effect: HP decrease over time
     Remedy: - Cast "antidote"
             - Use "Faerie Chortle"

     Numbness
     Effect: Battle abilities cannot be used
             temporarily and move 50%.
     Remedy: - Wait for duration of effect
             - Receive damage
             - Caste "Clearance"
             - Use "Spirit Orison"
  _
 (o) Curse
  Ż  Effect: STR, INT, and AGL decreased.
     Remdy: - Cast "Blessing"
            - Use "Angelic Paean"

     Regeneration
     Effect: HP recovery speed increases.
     Remedy: - Be the target of a spell
             - Move to a different room
             - Cast "Dispel"

     Magic Ward
     Effect: Nullifies the next spell cast
             on Ashley.
     Remedy: - Be the target of a spell
             - Cast "Dispel"

     Item Ability Decrease (Equip-down)
     Effect: Weapon and armor temporarily
             weakened.
     Remedy: - Wait for duration of effect
             - Cast "Dispel"

     Item Ability Increase (Equip-up)
     Effect: Weapon and armor temporarily
             strengthened.
     Remedy: - Unequip affected items
             - Wait for duration of effect
             - Cast "Dispel"

 Status Abnormalities Affecting Affinity

       Attach Air
       Effect: Weapon's air affinity increases
               and its earth affinity decreases.
       Remedy: - Wait for duration of effect
               - Cast "Dispel"

       Attach Fire
       Effect: Weapon's fire affinity increases
               and its water affinity decreases.
       Remedy: - Wait for duration of effect
               - Cast "Dispel"

       Attach Earth
       Effect: Weapon's earth affinity increases
               and its air affinity decreases.
       Remedy: - Wait for duration of effect
               - Cast "Dispel"

       Attach Water
       Effect: Weapon's water affinity increases
               and its fire affinity decreases.
       Remedy: - Wait for duration of effect
               - Cast "Dispel"

       Resist Air
       Effect: Armor's air affinity increases
               and its earth affinity decreases.
       Remedy: - Wait for duration of effect
               - Cast "Dispel"

       Resist Fire
       Effect: Armor's fire affinity increases
               and its water affinity decreases.
       Remedy: - Wait for duration of effect
               - Cast "Dispel"

       Resist Earth
       Effect: Armor's earth affinity increases
               and its air affinity decreases.
       Remedy: - Wait for duration of effect
               - Cast "Dispel"

       Resist Water
       Effect: Armor's water affinity increases
               and its fire affinity decreases.
       Remedy: - Wait for duration of effect
               - Cast "Dispel"

 ___________________________________________________
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Incompatible Status Abnormalities

 - While it is possible to have multiple status
   abnormalities, some are incompatible and cannot
   be in effect concurrently.

 Attributes
  _     STR /_\ INT /_\ AGL /_\
 (o)<-->\Ż/ STR \Ż/ INT \Ż/ AGL
  Ż 

 Actions
 Poison<-->Regeneration    Quicken<-->Numbness

 Affinity
 Equip-up &<-->Attach  Attach  Attach  Attach
 Equip-down     Air     Fire    Earth   Water
               Resist  Resist  Resist  Resist
                Air     Fire    Earth   Water



This ends the Status section.

_________________
D. Damage Effects - Explains the effects of hit location damage on
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ   Ashley.

This section explains the effect of hit location
damage.

The following topics are covered:

 1. Hit location damage
 2. DYING status
 3. Remedying hit location damage effects

 *Please refer to the software manual for
  complete descriptions of these game features.
 ___________________________________________________
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
1. Hit Location Damage
 - Ashley and many of his opponents in the game
   have "hit locations." Each location's health
   is calculated separately.
 - You can check each location's health status
   in the Status menu.

      Blue   [] EXCELLENT Excellent condition
      Green  [] GOOD      Good condition
      Yellow [] AVERAGE   Normal condition
      Orange [] BAD       Badly damaged
      Red    [] DYING     Critically injured

  Ashley's profile (limb gauge) on the bottom
  left changes color with his condition.

          Blue                    Blue
     Blue Blue Blue   ->   Yellow Green Green
       Blue  Blue             Green  Green

 The condition reading are meant as a battle
 aid, and do not affect Ashley's performance.
 However, negative side-effects will occur when
 a hit location is DYING.

2. DYING Status
 - When a hit location is DYING, special status
   abnormalities are triggered that dramatically
   reduce Ashley's performance.

    Location: Right Arm
    Effect  : Attack 50%
              Damage dealt by regular attacks and
              Break Arts decreases.

    Location: Left Arm
    Effect  : Parry 50%
              Chance to parry attacks decreases.

    Location: Head
    Effect  : Silent
              Unable to cast spells.

    Location: Body
    Effect  : RISK 200%
              RISK accumulates while the targeting
              sphere is open and only recovers
              at the Battle Mode rate while Ashley
              is in Normal Mode.

    Location: Legs
    Effect  : Move 50%
              Reduces movement speed.

 *Of these effects, only the MOVE 50% status
  abnormality applies to Ashley's foes.
  However, if he reduces a foe's hit location
  to DYING, Ashley can disable some opponent
  special attacks.

3. Remedying Hit Location Damage Effects
 - These status abnormalities are removed when
   the DYING hit location is healed to BAD or
   better condition.
 - Hit locations heal when Ashley uses magic or
   items to recover HP.  Use healing items or
   magic to remedy these status abnormalities.









This ends the Damage Effects section.

_______________
E. RISK Effects - Explains how RISK affects Ashley's battles.
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
This section explains RISK and its effects.

The following topics are covered:

 1. Effect on chance to hit and evade
 2. Effect on damage
 3. Effect on critical hits

 ___________________________________________________
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
1. Effect on Chance to Hit and Evade
 - As RISK increases, Ashley's chance to hit
   with normal attacks (armed and unarmed),
   targeted spells, and Break Arts decreases.
 - Ashley's chances to evade also decline as
   RISK increases.
 - As RISK decreases, Ashley's chance to hit
   and evade improves, returning to normal when
   RISK is zero.

2. Effect on Damage
 - As RISK increases, so does the amount of
   damage Ashley receives from enemy attacks.
 - As RISK decreases, damage received drops,
   returning to normal when RISK is zero.
 - Note that HP recovery spells like "Heal"
   are more effective when Ashley's RISK is high.

3. Effect on Critical Hits
 - As RISK increases, so does Ashley's chance
   of landing a critical hit.







This ends the RISK Effects section.

_________________
F. Learning Magic - Explains how to use magic to help Ashley in battle.
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
This section explains how to acquire magic.

The following topics are covered:

 1. Acquiring Magic
 2. Obtaining Grimoires
 3. Grimoire Effects
 4. Varieties of Grimoires

 *Please refer to the software manual for
  complete descriptions of these game features.

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1. Acquiring Magic
 - In order to acquire magic, you must obtain one
   of the tomes of magic, known as "Grimoires."
 - Using a Grimoire transfers knowledge of the
   spell it contains to Ashley.

2. Obaining Grimoires
 - Grimoires are scattered throughout the city
   of Léa Monde.
 - Sometimes, Ashley will have to vanquish a foe
   or find a treasure chest to obtain a Grimoire.

3. Grimoire Effects
 - Any Grimoire can be used once to cast the
   spell it contains.
 - A Grimoire vanishes once it is used, but at
   the same time, Ashley learns the spells
   that it contains. Ashley can cast any spell
   he learns in this fashion by spending MP.

 *Using Grimoires requires an expenditure of MP.

4. Varieties of Grimoire
   The following types of Grimoire can be found
   in Léa Monde:

  Grimoire Guerir
    Heals target's wounds, restoring HP.
    Ashley can use this Grimoire to learn
    the spell "Heal."

  Grimoire Lux
    Summons a spirit of light to attack enemies.
    Ashley can use this Grimoire to learn
    the spell "Spirit Surge."

  Grimoire Debile
    Temporarily decreases foe's strength.
    Ashley can use this Grimoire to learn
    the spell "Degenerate."

 *There are many more Grimoires that Ashley can
  find in his exploration of Léa Monde.


This ends the Learning Magic section.

__________________
G. Chain Abilities - Explains how to gain and master Chain Abilities.
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
This section explains Chain Abilities.

The following topics are covered:

 1. Chain Abilities
 2. Acquiring Chain Abilities
 3. Assigning Chain Abilities
 4. Using Chain Abilities

 *Please refer to the software manual for
  complete descriptions of these game features.

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1. Chain Abilities
 - Chain Abilities are extra attacks, triggered
   when you press the O, /\, or the [] button at
   the exact time Ashley lands a regular attack.
 - In order to use Chain Abilities, you must
   assign button to them under the Battle
   Abilities menu.

2. Acquiring Chain Abilities
 - As Ashley uses Battle Abilities, he will gain
   Experience Points towards acquiring new
   Abilities.
 - When Ashley accumulates enough experience,
   you may choose new techniques from a list of
   the Chain and Defense Abilities Ashley has yet
   to learn.

 *Every successful use of a Chain or Defense
  Ability earns one Experience Point.
 *See the "Defense Abilities" section for
  a detailed explanation of Defense Abilities.

 - You can confirm the number of Experience Points
   needed to learn the next technique under the
   Battle Ability menu.
 - Ashley cannot learn or use any Battle
   Abilities before defeating the first boss!

3. Assigning Chain Abilities
 - Choose "Chain Abilities" under the Battle
   Abilities menu to see a list of available
   techniques.
 - With this list displayed, select the Ability
   you wish to use with the cursor and press
   the O, /\, or the [] button.
 - An icon indicating the assigned button will
   appear next to the Ability you selected. Press
   this button to use the Chain Ability in battle.

4. Using Chain Abilities
 - Press the assigned button at the exact moment
   that Ashley lands a hit with a weapon or his
   bare hands to trigger a Chain Ability.

 - When Ashley lands a hit on an opponent, an
   exclamation mark appears over his head.

    |Ż|
    | | Press the Chain Ability button at the
    |_|
    |_| exact moment this mark appears!

 - If you time it well, you can "Chain" off a
   Chain Ability.  Just press a button with a
   Chain Ability assigned to it at the exact
   moment Ashley's first Chain Ability attack hits.
   You can continue to string along Chain
   Abilities as long as your timing is accurate!.
 - Note that you cannot use the same Chain Ability
   twice in a row (for example O -> O).
   Instead, you must alternate between Abilities:
   O -> /\ -> O
 - The more Chain Abilities you string together,
   the more difficult the timing becomes.
 - Ashley's RISK increases each time you "Chain"
   an attack.

 *Selecting <OFF> in the Timing Display option
  under the Options menu will hide the timing
  mark.

 *"Chaining" is ineffective against certain foes.
  You will still be able to "chain" multiple
  attacks against these foes, but you won't gain
  any Ability effects other than damage.









This ends the Chain Abilities section.

____________________
H. Defense Abilities - Explains how to gain and master Defense
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ   Abilities.

This section explains Defense Abilities.

The following topics are covered:

 1. Defense Abilities
 2. Acquiring Defense Abilities
 3. Assigning Defense Abilities
 4. Using Defense Abilities

 *Please refer tot he software manual for
  complete description of these game features.

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1. Defense Abilities
 - Defense Abiliteis are special defense
   techniques triggered when you press the
   O, /\, or the [] button at the exact time
   an opponent's attack strikes Ashley.
 - In order to use Defense Abilities, you must
   assign buttons to them under the Battle
   Abilities menu.

2. Acquiring Defense Abilities
 - As Ashley uses Battle Abilities, he will gain
   Experience Points towards acquiring new
   Abilities.
 - When Ashley accumulates enough expierence,
   you may choose new techniques from a list of
   the Chain and Defense Abilities Ashley has yet
   to learn.

 *Every successful use of a Chain or Defense
  Ability earns one Experience Point.

 *See the "Chain Abilities" section for a
  detailed explanation of Chain Abilities.

 - You can confirm the number of Experience Points
   needed to learn the next technique under the 
   Battle Ability menu.
 - You will not be able to learn or use any Battle
   Abilities before defeating the first boss.

3. Assigning Defense Abilities
 - Choose "Defens eAbilities" under the Battle
   Abilities menu to see a list of available
   techniques.
 - With this list displayed, select the Ability
   you with to use with the cursor and press
   the O, /\, or the [] buttons.
 - An icon indicating the assigned button will
   appear next to the ability you selected.
   Press this button to use the Defense Ability
   in battle.

4. Using Defense Abilities
 - Press the asigned button at the exact moment
   Ashley is hit by an opponent's attack or
   offensive magic to trigger a Defense Ability.
 - When Ashley lands a hit on an opponent an
   exclamation mark appears over his head.

    |Ż|
    | | Press the Defense Ability button at the
    |_|
    |_| exact moment this mark appears!

 *Defense Abilities are ineffective against
  certain attacks and types of offensive magic.










This ends the Defense Abilities section.
________________________________________________________________________
_____________
I. Break Arts - Explains how to gain and use Break Arts for tactical
ŻŻŻŻŻŻŻŻŻŻŻŻŻ   advantage in battle.

This section explains the acquisition and use
of Break Arts.

The following topics are covered:

 1. Using Break Arts
 2. Acquiring Break Arts
 3. Break Arts and Weapon Type
 4. Break Arts Experience Points

 *Please refer to the software manual for
  complete descriptions of these features.

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1. Using Break Arts
 - Ashley's HP decrease each time he uses
   a Break Art. Check the Break Arts menu to
   see the HP cost for each Break Art.
 - Ashley will be unable to use a Break Art
   if using it would reduce him below 1 HP.

2. Acquiring Break Arts
 - Each time Ashley bests an opponent, he will
   gain Experience Points towards acquiring new
   Break Arts.
 - When Ashley accumulates enough experience, he
   gain a new Break Art for the weapon he is
   currently using.

 *Every successful battle earns one Experience
  Point.

3. Break Arts and Weapon Type
 - Break Arts are divided by weapon type, and
   Experience Points are calculated separately
   for each.
 - By using one weapon exclusively, you can
   acquire increasingly powerful Break Arts for
   that weapon type.
 - There are 4 Break Arts for each weapon type.

4. Break Arts Experience Points
 - You can see the number of Experience Points
   needed to learn the next Break Art under the
   Break Arts menu.



This ends the Break Arts section.

_______________
J. Puzzle Cubes - Explains the many different types of cubes in the
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ   game.

This section explains the puzzle cubes.

The following topic are covered:

 1. Puzzle Cubes
 2. Cube Types and Features
 3. Puzzle Mode

 *Please reer to the software manual for
  complete descriptions of these game features.

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1. Puzzle Cubes
 - Strange crate-like objects called "cubes" made
   of wood, stone, and metal, are scattered
   throughout Léa Monde.
 - By pressing the X button, you can lift, push,
   and stack any cube within reach that is not
   held in place by another cube resting on top
   of it.
 - a regular attack can destroy some types of cubes.

 *The cube types are described in detail later.

 - Cubes are useful as stepping stones to help
   Ashley jump to otherwise unreachable ledges.
 - If you find a ledge Ashley cannot reach, look
   around for cubes.

 *Just because you find a cube doesn't mean you
  will necessarily have to use it.

 - By leaving and reentering a room, you can reset
   the room's cubes to their original positions.

 *If you mistakenly destroy a cube or drop it
  where you don't want it, you can start over
  by exiting and reentering the room.

 - Use long-hafted weapons to destroy any distant
   cubes that block Ashley's path.

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2. Cube types and features
 - There are 6 different kinds of cubes to be
   found in Léa Monde.

  ____  Rolling Cubes (made of stone)
 /   /|  (indestructible)
|ŻŻŻ| | - Push these cubes to roll them one
|___|/    square.
        - These cubes cannot be rolled over any
          obstacles even 1/2 their height.

  (2)_  Counter Cubes (made of stone)
 /   /|  (indestructible)
|ŻŻŻ| | - Push these cubes to roll them one
|___|/    square.
        - These cubes cannot be rolled over any
          obstacles even 1/2 their height.

 *When Ashley approached a Counter cube,
  a number appears above the cube.
  Every time the cube is pushed, the number
  drops one point. If the number drops
  below 1, the cube disintegrates.

  ____  Push Cubes (made of wood)
 /   /|  (can be destroyed)
|ŻŻŻ| | - Push these cubes to move them one
|___|/    square.
        - These cubes cannot be pushed over an
          obstacle even 1/2 their height.

  ____  Frictionless Cubes (made of metal)
 /   /|  (indestructible)
|ŻŻŻ| | - These cubes will slide in the
|___|/    direction they are pushed.
 ŻŻŻ    - These cubes cannot be pushed over an
          obstacles even 1/2 their height.
        - Once pushed, these cubes will not
          stop until they hit an obstacle or
          fall off a ledge.

  ____  Carry Cubes (made of wood)
 /   /|  (can be destroyed)
|ŻŻŻ| | - Pick these cubes up and place them
|___|/    in the desired location.
        - Ashley cannot carry these cubes up
          steps 1/2 their height or higher.
        - These cubes can be placed on any
          surface lower than Ashley's height.

  ____  Magnet Cubes (made of metal)
 /   /|  (indestructible)
|ŻŻŻ|/| - Pick these cubes up and place them
|ŻŻŻ|/    in the desired location.
 ŻŻŻ    - Ashley cannot carry these cubes up
  ____    steps 1/2 their height or higher.
 /   /| - These cubes can be placed on any
|ŻŻŻ|/|   surface lower than Ashley's height.
|ŻŻŻ|/
 ŻŻŻ
 *Magnet Cubes come in blue and red. Stacking
  cubes of a similar colore causes them to float
  in the air a full cube-height over the cube
  below them. Stacking different-colored cubes
  causes them to fuse together permanently.
 *Magnet cubes only work in a straight,
  vertical line, and only if they are not
  already attached to or floating above another
  cube.

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3. Puzzle Mode
 - Ashley must rearrange cubes in some areas
   of Léa Monde in order to clear a path through
   the rooms.
 - Once Ashley has cleared a path through a room,
   entering the same room a second time will
   activate Puzzle Mode.

 *In Puzzle Mode, you test how fast you can
  move the room cubes to their proper positions
  and make it to the exit.
  You are given a rank depending on your
  performance.

 - By selecting <OFF> in Puzzle Mode, under the
   Option menu, you can turn Puzzle Mode off.
 - When Puzzle Mode is off, room cubes will
   stay in the solved position.

 *Even if Puzzle Mode is turned off, you will
  still have to solve cube puzzles in rooms you
  visit for the first time.









This ends the Puzzle Cubes section.

_________________
K. Arms and Armor - Explains the composition and parameters of weapons
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ   and armor.

This section explains weapons and armor.

The following topics are covered:

 1. Weapons in Vagrant Story
 2. Weapons and Armor Setup
 3. Damage Points and Phantom Points
 4. Weapon and Armor Status
 5. Checking Status

 *Please refer to the software manual for
  complete descriptions of these game features.

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1. Weapons in Vagrant Story
 - Weapons are constructed by assembling a blade
   with a grip. Assembled weapons can be equipped
   for use in battle.
 - Ashley cannot use a blad or grip
   without first assembling them into a weapon.

 - There are three grip types:
   Edged·Blunt·Piercing
   B;ades are also divided into these categories.
 - Grip type is determined by the blade attached
   to it.

    Blade "Scimitar"  (edged)
    Grip  "Short Hilt"
    This combination will form an "edged" weapon.

    Blade "Rapier"  (piercing)
    Grip  "Short Hilt"
    This combination will form a "piercing" weapon.

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2. Weapons and Armor: Setup
 - Some of the options under "Setup" in the Item
   menu can only be used in workshops.
 - Workshops are found throughout Léa Monde.
   While Ashley is in a workshop, you can
   "Assemble" and "Repair" weapons.
 - You can only use Combine to merge blades and
   armor at workshops that support the materials
   you wish to combine. In order to combine items
   made of rarer materials, you will have to
   search Léa Monde for the right workshop.

 *The "Attach Gems," "Disassemble,"
  and "Rename" functions under "Setup" in
  the Item menu can be performed whether Ashley
  is in a workshop or not.

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3. Damage Points and Phantom Points
 - This section explains Damage Points and Phantom
   Points.

  Damage Points (DP)
  - DP reflect the amount of wear on armor and
    weapons.
  - As Ashley uses weapons and armor, their DP drop.
  - When DP reach 0, the weapon or armor's
    effectiveness is halved.

  Phantom Points (PP)
   - PP reflect the Dark energies absorbed by
     weapons and armor used within Léa Monde.
   - PP increase as you use a weapon or piece of
     armor (unlick DP).
   - When PP reach max, the weapon or armor's
     effectiveness doubles.

 - When both DP and PP are full, your weapons and
   armor are at max efficiency.
 - Restore DP at any factory by using the "Repair"
   command under Setup in the Item menu.
   Repairing DP drains an equal amount of PP from
   the weapon or shield.

    *If an item has insufficient PP, repairing
     it will completely restore DP, but reduce PP
     to zero.

 - When Ashley is in Battle Mode, his weapons
   and armor will slowly lose PP.
   Switching to Normal Mode prevents this.

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4. Weapon and Armor Status
 - Weapons and Armor each have an "Affinity"
   and a "Class."
   This section explains these characteristics
   and how they change during the game.

  Affinity
  - There are six affinities:
    Fire, Water, Earth, Air, Light, and Dark
  - If a weapon's fire affinity increases, that
    weapon will deal more damage to water-based
    creatures. When a piece of armor's fire
    affinity increases, its resistance to attacks
    from fire-based creatures rises.
  - The affinities are related as shown below:

                    Opposites
                 FIRE  <--> WATER
                 EARTH <--> AIR
                 LIGHT <--> DARK

  Affinity Changes
  - When Ashley attacks a creature, the weapon he
    uses will gain in the affinity opposite that
    of the creature.
  - Similarly, when a creature attacks Ashley,
    his armor will gain in the same affinity as
    that of the creature.

    If Ashley attacks a fire creature, his
    weapon's water affinity will increase.

    If a fire creature attacks Ashley, his
    armor's fire affinity will increase.

    *Occasionally, when an affinity rises,
     the opposite affinity will drop.

    *There is no opposite affinity to
     Physical-type attacks. Attacking a physical
     affinity foe will not affect Ashley's weapon
     affinity in any way.

    *A weapon's attack affinity is determined
     by that weapon's highest affinity. Check
     weapon status to see which affinity is
     currently the highest.

  Weapon and Armor Class
  - Each of Ashley's foes belongs to one class.
  - By fighting foes of a particular class,
    Ashley's weapon and armor will become more
    effective against foes of that class.

  Class Changes
  - When Ashley attacks or is attacked by foes,
    his weapon (or armor) will gain in the class
    of the foe.

    If Ashley attacks a dragon-class foe, his
    weapon's dragon class rating will increase.

    If a dragon-class foe attacks Ashley, his
    armor's dragon class rating will increase.

    *Like affinity, if one class rises,
     the class below it may drop. See the list
     below for class rankings.

    *Weapon and armor classes are ranked
     by priority as follows:

                          -
                          -
                  /\    EVIL
                  ||    HUMAN
               (strong) BEAST
                        UNDEAD
                        PHANTOM
                        DRAGON
                (weak)  EVIL
                  ||    HUMAN
                  \/      -
                          -

  For instance, if the dragon-class foe from
  the example above attacks Ashley, his armor's
  dragon class rating rises, but the classes
  below dragon (i.e. evil and human) may drop.

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5. Checking Status
 - You can check the status of Ashley's armor
   and weapons by going to "Status" under the
   Item menu.
 - When you change Ashley's equipment setup or
   remove and armor or weapons, the status change
   display resets.

 *By intentionally resetting the status change
  display, you can easily keep track of
  how Ashley's armor and weapons are developing.



This ends the Arms and Armor section.

_____________
L. Simple Map - Explains the features of the room maps.
ŻŻŻŻŻŻŻŻŻŻŻŻŻ
This section explains the Simple Map.

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Viewing the Simple Map

 - The map shown on the lower right side of the
   screen represents the room in which Ashley is
   currently standing.
 - When you change the camera angle with the
   L1 button and R1 button, the Simple Map
   rotates as well.
 - Adjacent rooms that have been visited
   previously are also shown next to the current
   room.
 - Colored markers on map walls show the location
   of exits and other room features.

                   |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
                   |              |
                   | Simple   Map |
                   |              |
                   |   Example    |
                   |              |
                   |______________|

  · White Marker
    Indicates room exits

  · Red Blinking Marker
    Indicated where Ashley entered teh room.

  · Blue Marker
    Indicated an exit to another area.

    Lock Marker
    Indicates door locked with a key or sigil.
    Once the door is unlocked, the marker
    disappears.

 *Open "Simple Map" under the Options menu and
  select "Frame" to have the Simple Map's frame
  flicker red when in Battle Mode.








This ends the Simple Map section.

___________
M. Area Map - Explains how to use area maps.
ŻŻŻŻŻŻŻŻŻŻŻ
This section explains the Area Map.

The following topics are covered:

 1. Area Map Controls
 2. Using Area Map

 *Please refer to the software manual for
  complete descriptions of these game features.

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1. Area Map Controls

 Direction buttons/left stick
  _|Ż|_ - Shifting the screen
 |_   _|
   |_|

 Right stick  - Rotates the map

      SELECT button - Turns on/off the menu display  
      START button  - Highlights first room visited

 O button - Lists the areas previously visited

 *To view another Area Map, select the area
  from the list and press the O button.

 X button  - Cancel
 [] button - Not used
 /\ button - Exits the Menu screen

 L1 button - Shifts room
 R1 button - Shifts room

 L2 button - Press and use directional buttons/
             left stick to rotate the map
 R2 button - Press and use directional buttons/
             left stick to zoom in or out.

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 2. Using Area Map

 - Select "Map" on the Menu screen to see
   Ashley's current location.
   All the rooms previously visited are shown
   here as well.

 - The direction the Area Map faces is the
   same as when the "Map" menu was open
 - Pressing L2 button and directional buttons
   rotates the map, though it will not change
   Ashley's view of the room when you close the
   map.

 - Room names appear on the bottom of the screen.
   Saved games also display the name of the room
   in which the game was saved.
 - Many icons shown on the map may contain
   information necessary to progress through
   the game.

 Icons

           Ashley Icon
           Indicates Ashley's current location

  EXIT     Exit Icon
           Indicates exits to other areas.
           The area names are also shown.

  SAVE     Save Icon
           Indicates that the room has a Save Point.

CONTAINER  Container Icon
           Indicates that the room has a Container
           in which to store equipment and items

 WORKSHOP  Workshop Icon
           Indicates that the room is an equipment
           workshop.

 *If a room has more than one icon, each icon
  will be shown briefly, one at a time.


 Map Exits

     · White Marker
       Indicates room exits.

     · Red Blinking Marker
       Indicates where Ashley entered the room.

       Locked Icon
       Indicates locked doors and names of the
       required keys/sigils.

       Unlockable Icon
       Indicates that you possess the key/sigil
       required to unlock this door.

 *If you don't know where to use a newly-
  acquired key or sigil, check the Area map!



This ends the Area Map section.

___________
N. READ ME! - A summary of the most important facts and information.
ŻŻŻŻŻŻŻŻŻŻŻ
This section reviews important strategy advice
and other useful game hints.

 ___________________________________________________
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
|Ż| 1. Control Tips
| | Basic controls everyone should know.
|_| Essential for the modern Vagrant(tm)!
|Ż|
 Ż
 - /\  Open menu
       Close menu
 - L2  Open shortcut menu
       Quick access to just the item you need!

 - Use moving Cloudstones to add a boost to
   a jump that would normally fall short.
 - To a limited extent, you can change Ashley's
   direction in mid-jump.
 - Use Free-look mode and camera angles to find
   treasure chests and doors you might've missed!


|Ż| 2. Game Mode Tips
| | Read this for the scoop on Vagrant Story's
|_| two game modes: Normal and Battle
|Ż|
 Ż
 - Ashley can use Defense Abilities, magic, and
   items in either mode.
   He can also perform basic actions, such as
   running, jumping, and opening things.
 - HP, MP, and RISK all recover faster in Normal
   Mode.
 - PP (Phantom Points) don't decrease when Ashley
   is in Normal Mode, either.
 - When wearing armor, Ashley's resistance to
   magic also increases. Shield bonuses are also
   added to this resistance in Battle Mode, so
   when you want magic (like healing magic) to
   work, switch to Normal Mode first.


|Ż| 3. Hit Location Damage Tips
| | Damage to Ashley's Hit Locations can cause
|_| status abnormalities. Read the following,
|Ż| and be on your guard!
 Ż
 - Using magic or items to heal Ashley's HP will
   automatically reduce damage on his Hit
   Locations. At the same time, this will cure
   any status abnormalities resulting from
   damage, killing two birds with one stone!


|Ż| 4. RISK Tips
| | When RISK is high, things can get dicey.
|_| Read the following and live up to the
|Ż| "RISK"-breaker name!
 Ż
 - As RISK increases, Ashley's chance to hit
   with normal attacks (armed and unarmed),
   targeted spells, and Break Arts decreases.
 - As RISK increases, so does the amount of
   damage Ashley receives from enemy attacks.
 - As RISK increases, so does Ashley's chance
   of landing a critical hit.
 - Not that HP recovery spells like "Heal" are
   more effective when Ashley's RISK is high.
 - Using multiple Chain Abilities makes RISK
   increase even faster.


|Ż| 5. Tips for Learning Magic
| | You'll need magic to complete your mission,
|_| and you'll need to read the following to
|Ż| learn how to get that magic!
 Ż
 - Ashley learns all his magic from the
   spellbooks known as "Grimoires."
 - Using a Grimoire transfers the knowledge
   of the spell it contains to Ashley, so be sure
   to use the Grimoires you're lucky enough
   to find.
 - Magic doesn't come cheap: using a Grimoire
   costs MP.


|Ż| 6. Chain Ability Tips
| | Chain Abilities can get Ashley through some
|_| pretty tight spots. Read the following and
|Ż| grow strong.
 Ż
 - In order to obtain Chain Abilities, you must
   gain experience by using Battle Abilities.
 - When experience reaches a certain level,
   you can choose a Battle Ability from a list
   of Abilities Ashley has yet to obtain.
 - Each time you use a Chain or Defense Ability,
   you gain one Experience Point.
 - You cannot use the same Chain Ability twice
   in a row. Alternate between two or three
   Abilities to "Chain" multiple attacks.
 - "Chaining" is ineffective against certain foes.
   You will still be able to "Chain" multiple
   attacks against these foes, but you won't gain
   any Ability effects other than damage.


|Ż| 7. Defense Ability Tips
| | Defense Abilities can save Ashley from
|_| severe beatings. Read the following and
|Ż| take cover!
 Ż
 - Defense Abilities are obtained in the same
   manner as Chain Abilities (see above).
 - Match the proper Defense Ability for the
   attack against which you are defending.
   Certain attacks can only be blocked by certain
   Defense Abilities.


|Ż| 8. Break Arts Tips
| | Break Arts are the ultimate in fighting
|_| techniques. Read the following to get the
|Ż| most out of them!
 Ż
 - Using Break Arts consumes HP. If you don't
   have enough HP, you may not be able to use
   some Break Arts.
 - Acquire Break Arts with experience gained from
   vanquishing your foes.
 - When you gain enough Experience Points, you
   will be rewarded with a new Break Art for the
   weapon you are currently using.
 - Every foe felled earns on Experience Point
   towards a new Break Art.
 - Experience Points are calculated separately
   for each type of weapon.
 - Some Break Arts possess their own affinity,
   while others depend on the weapon used. Check
   Break Arts information for more details.


|Ż| 9. Puzzle Cube Tips
| | Cubes--sometimes annoying, but you can't make
|_| it through Léa Monde without them. Read
|Ż| below to find out more!
 Ż
 - If you mistakenly push a cube in the wrong
   direction, or destroy a cube you din't want
   to, you can reset all cubes to their original
   positions by leaving and reentering the room.
 - Use a long-hafted weapon or ranged weapons
   to destroy cubes from a distance.
 - Ashley can move and grab cubes that are on a
   slightly lower surface than him, too.


|Ż| 10. Armor and Weapon Tips
| | Armor and weapons are Ashley's basic combat
|_| tools in the halls of Léa Monde. Read the
|Ż| following and use them well!
 Ż
 - Weapons are comprised of a "blade" and a "grip."
   Assemple these two parts, and equip the
   completed weapon!
 - You can use the "Attach Gem," "Disassemble,"
   and "Rename" commands anywhere--not just in
   workshops.
 - DP reflect the amount of wear on armor and
   weapons. As you use weapons and armor, their
   DP will drop.
 - When DP reach 0, the weapon or armor's
   effectiveness is halved.
 - PP reflect the Dark energies absorbed by
   weapons and armor used within Léa Monde.
   They increase as you use a weapon or a piece
   of armor.
   When PP reach max, the weapon or armor's
   effectiveness doubls.
 - Restore DP at any workshop by using the
   "Repair" command under Setup in the Item
   menu. Repairing DP drains an equal amount of
   PP from the weapon or armor.
 - You can check the status of Ashley's armor
   and weapons by going to "Status" under the
   Item menu. However, when you change setup,
   or remove any armor or weapons, the status
   change display resets.


|Ż| 11. Map Tips
| | The Simple Map and Area Map can help keep
|_| Ashley on the right path. Read the following
|Ż| and you won't get lost!
 Ż
 - When you dont' know where to use a key or a
   sigil you've obtained, just check the Area
   Map. If you check the key or sigil information
   and then look at the Area Map, you should be
   able to find where to use it.





This ends the Read Me! section.

_______________________________________
         2.5: The Workshops
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
  In each Workshop are a Container and Magic Circle (Save spot). You
can put any items you have in your Gadget Bag in the container, as
long as you aren't equipping it or it's an absolutely necessary item
(Keys/Sigils).
  When a workshop is entered (or reading the sign near the door in the
workshop), the following will appear at the bottom of the screen:
================================================
Workshop "[name of workshop]"
The following materials may be combined:
[materials that can be combined at the workshop]
================================================
  For instance, when entering the first workshop in the game:

Workshop "Work of Art"
The following materials may be combined:
W:Wood L:Leather B:Bronze
-------------------------------------------------------------
"Work of Art"
Materials: Wood, Leather, Bronze

"The Magic Hammer" B, I
Materials: Bronze, Iron

"Keane's Crafts"
Materials: Bronze, Iron, Hagane

"Junction Point"
Materials: Wood, Leather, Bronze, Iron, Hagane

"Metal Works"
Materials: Silver, Damascus

"Godhands"
Materials: Wood, Leather, Bronze, Iron, Hagane, Silver, Damascus
------------------------------------------------------------------------
         ______________________________
         - Combining
         ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
  In any Workshop, you are able to 'Assemble Weapons,' 'Repair,' and
'Combine.' What you can combine is based on the materials you can
combine in the shop (see directly above.)
  Out of a Workshop you can 'Disassemble,' 'Attach Gems,' and 'Rename.'
In a Workshop you can do those three as well.
  Those are all accessed in the ITEMS menu. You choose SETUP and you'll
be able to do all of that.

  When you Assemble Weapons, you are putting a blade and a grip
together. The grip

All of the materials are the following:
Wood, Leather, Bronze, Iron, Hagane, Silver, Damascus
______________
A. Useful Info
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Materials (in order of strongest to weakest):
Damascus, Hagane, Iron, Silver, Bronze, Wood, Leather

Materials (in order of weight, from lightest to heaviest):
Leather, Wood, [Silver, Hagane, and Damascus are equal], and
[Bronze and Iron are equal]

  So if you just can't take the time to upgrade your equipment to
Damascus (a somewhat hard and grueling process for armor), then just
keep it at Hagane because it's the second strongest material. Damascus
surpasses it with a +2 STR and +1 INT. The AGL is the same. Silver,
which has the same STR of Iron but has more AGL, is -2 that of Hagane.
      ____________________________________________
 O   / Don't be fooled by what people say. Silver \
/|\ <  is *ACTUALLY* weaker than Hagane. Hagane    |
/ \  \ *IS* the second strongest material.        /
      ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
___________________________
B. Hagane, Silver, Damascus
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Hagane: This material can be made easily. The way to do it on first
        play is to combine one Bronze equipment and one Iron equipment.
        It's simple. And the plus side is that Hagane is the second
        strongest material. So don't feel bad you can't get Silver
        equipment, or even Damascus because Hagane is good enough.

Silver: This material can't be made easily, except for Shields. The
        best way, it seems, to get Silver is to combine one Bronze
        equipment and one Hagane equipment. The Bronze is the first
        combinant and Hagane is the second. This always works for
        Shields. As for weapons and other armor, it seems to be
        more difficult and Silver is only made by certain cases for
        them.

Damascus: This material is even harder to make. The best way, it seems,
          by normal means to get Damascus is to combine one Hagane
          equipment and one Silver equipment. It isn't easy, and is
          only the case for certain cases to turn into Damascus. It
          most likely deals with the number of the equipment on the
          list (the first one is #1, the second one is #2, the third
          one is #3, etc.).
_____________________
C. Combination Tables
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
 /=-=-=-=-==-\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\/
| * WEAPONS * ||||||||||||||||||||||||||||||||||||||||||||||
 \=-=-=-=-=-=//////////////////////////////////////////////\
Format:

|First Slot          |Second Slot         |Result
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ   ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ   ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
  _______
l DAGGERS l
  ŻŻŻŻŻŻŻ
Dirk                 Scramasax            Throwing Knife
Throwing Knife       Scramasax            Kudi
Kudi                 Throwing Knife       Cinquedea
Cinquedea            Kudi                 Kris
Kris                 Cinquedea            Hatchet
Hatchet              Kris                 Khukuri
Khukuri              Hatchet              Baselard
Baselard             Baselard             Stiletto
Stiletto             Stiletto             Jamadhar
  ______
l SWORDS l
  ŻŻŻŻŻŻ
Rapier               Spatha               Short Sword
Firangi              Short Sword          Shamshir
Shamshir             Firangi              Falchion
Falchion             Shamshir             Shotel
Shotel               Falchion             Khora
Khora                Khora                Khopesh
Khopesh              Khopesh              Wakizashi
  ____________
l AXES & MACES l (Axes first, then Maces)
  ŻŻŻŻŻŻŻŻŻŻŻŻ
Francisa             Battle Axe           Tabarzin
Tabarzin             Francisca            Chamkaq
Chamkaq              Tabarzin             Tabar
Tabar                Tabar                Bullova
Bullova              Bullova              Crescent

Ball Mace            Spiked Club          Footman's Mace
Footman's Mace       Ball Mace            Morning Star
Morning Star         Footman's Mace       War Hammer
War Hammer           War Hammer           Bec de Corbin
Bec de Corbin        Bec de Corbin        War Maul
  ____________
l GREAT SWORDS l
  ŻŻŻŻŻŻŻŻŻŻŻŻ
Katana               Broad Sword          Executioner
Executioner          Katana               Claymore
Claymore             Executioner          Schiavona
Schiavona            Claymore             Bastard Sword
Bastard Sword        Bastard Sword        Nodachi
Nodachi              Nodachi              Rune Blade
  __________
l GREAT AXES l
  ŻŻŻŻŻŻŻŻŻŻ
Sabre Halberd        Large Crescent       Balbriggan
Balbriggan           Sabre Halberd        Double Blade
Double Blade         Double Blade         Halberd
  ___________
l HEAVY MACES l
  ŻŻŻŻŻŻŻŻŻŻŻ
Footman's Mace       Sabre Mace           Gloomwing
Gloomwing            Footman's Mace       Mjolnir
Mjolnir              Mjolnir              Griever
Griever              Griever              Destroyer
  ______
l STAVES l
  ŻŻŻŻŻŻ
Summoner's Baton     Clergy Rod           Shamanic Staff
Shamanic Staff       Summoner's Baton     Bishop's Crosier
Bishop's Crosier     Bishop's Crosier     Sage's Cane
  ________
l POLEARMS l
  ŻŻŻŻŻŻŻŻ
Scorpion             Glaive               Corcesca
Corcesca             Scorpion             Trident
Trident              Corcesca             Awl Pike
Awl Pike             Trident              Boar Spear
Boar Spear           Trident              Fauchard
Fauchard             Boar Spear           Voulge
Voulge               Fauchard             Pole Axe
Pole Axe             Pole Axe             Bardysh
Bardysh              Bardysh              Brandestoc
  _________
l CROSSBOWS l
  ŻŻŻŻŻŻŻŻŻ
Target Bow           Gastraph Bow         Light Crossbow
Light Crossbow       Target Bow           Windlass
Windlass             Target Bow           Cranequin
Cranequin            Windlass             Lug Crossbow
Lug Crossbow         Lug Crossbow         Siege Bow
Siege Bow            Siege Bow            Arbalest
__________________   __________________   __________________
|First Slot          |Second Slot         |Result

            \//////////////////////////////////////////////=-=-=-=-=-=\
            |||||||||||||||||||||||||||||||||||||||||||||| * SNOPAEW * |
            /\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\=-=-=-=-=-=/
________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
 /=-=-=-=-=\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\/
| * ARMOR * ||||||||||||||||||||||||||||||||||||||||||||||||
 \=-=-=-=-=////////////////////////////////////////////////\

|First Slot          |Second Slot         |Result
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ   ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ   ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
  _______
l SHIELDS l
  ŻŻŻŻŻŻŻ
Targe                Buckler              Pelta Shield
Pelta Shield         Targe                Quad Shield
Quad Shield          Targe                Circle Shield
Circle Shield        Quad Shield          Tower Shield
Tower Shield         Quad Shield          Spiked Shield
Circle Shield        Tower Shield         Spiked Shield
Spiked Shield        Circle Shield        Round Shield
Round Shield         Tower Shield         Kite Shield
Round Shield         Spiked Shield        Kite Shield
Kite Shield          Round Shield         Casserole Shield 
Casserole Shield     Round Shield         Heater Shield
Casserole Shield     Kite Shield          Heater Shield
Heater Shield        Casserole Shield     Oval Shield
Oval Shield          Heater Shield        Knight Shield
Knight Shield        Oval Shield          Hoplite Shield
Hoplite Shield       Hoplite Shield       Jazeraint Shield
Jazeraint Shield     Jazeraint Shield     Dread Shield
  ____
l HEAD l
  ŻŻŻŻ
Chain Coif           Bone Helm            Spangenhelm
Spangenhelm          Chain Coif           Cabasset
Cabasset             Spangenhelm          Sallet
Sallet               Barbut               Basinet
Basinet              Barbut               Armet
Armet                Basinet              Close Helm
Close Helm           Basinet              Burgonet
Burgonet             Close Helm           Hoplite Helm
Hoplite Helm         Hoplite Helm         Jazeraint Helm
Jazeraint Helm       Jazeraint Helm       Dread Helm
  ____
l ARMS l (one each)
  ŻŻŻŻ
Reinforced Glove     Knuckles             Ring Sleeve
Knuckles             Ring Sleeve          Chain Sleeve
Ring Sleeve          Chain Sleeve         Gauntlet
Gauntlet             Vambrace             Plate Glove
Vambrace             Plate Glove          Rondanche
Rondanche            Plate Glove          Tilt Glove
Tilt Glove           Tilt Glove           Freiturnier
Freiturnier          Rondanche            Fluted Glove
Fluted Glove         Freiturnier          Hoplite Glove
Hoplite Glove        Hoplite Glove        Jazeraint Glove
Jazeraint Glove      Jazeraint Glove      Dread Glove
  ____
l BODY l
  ŻŻŻŻ
Banded Mail          Cuirass              Ring Mail
Ring Mail            Banded Mail          Chain Mail
Chain Mail           Ring Mail            Breastplate
Breastplate          Chain Mail           Segmentata
Segmentata           Breastplate          Scale Armor
Scale Armor          Breastplate          Brigandine
Brigandine           Breastplate          Plate Mail
Brigandine           Scale Armor          Plate Mail
Platemail            Brigandine           Fluted Armor
Fluted Armor         Platemail            Hoplite Armor
Hoplite Armor        Hoplite Armor        Jazeraint Armor
Jazeraint Armor      Jazeraint Armor      Dread Armor
  ____
l LEGS l
  ŻŻŻŻ
Fusskampf            Chain Leggings       Poleyn
Fusskampf            Poleyn               Jambeau
Poleyn               Chain Leggings       Jambeau
Jambeau              Poleyn               Missaglia
Jambeau              Chain Leggings       Missaglia
Missaglia            Poleyn               Plate Leggings
Plate Leggings       Missaglia            Fluted Leggings
Fluted Leggings      Plate Leggings       Hoplite Leggings
Hoplite Leggings     Hoplite Leggings     Jazeraint Leggings
Jazeraint Leggings   Jazeraint Leggings   Dread Leggings
__________________   __________________   __________________
|First Slot          |Second Slot         |Result

            \////////////////////////////////////////////////=-=-=-=-=\
            |||||||||||||||||||||||||||||||||||||||||||||||| * ROMRA * |
            /\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\=-=-=-=-=/
________________________________________________________________________
Part 3:  MAGIC
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
  Magic is obtained by using Grimoires. Once you use a Grimoire, the
knowledge of the spell is tranferred to Ashley (it means you learn the
spell in the Grimoire). Also note that Grimoires are scattered through-
out the game. You can also obtain Grimoires from slain foes or treasure
chests. Once you obtain a Grimoire, it can be used once to cast the
spell it contains. You learn the spell the Grimoire contains, which
vanishes once used. Any spell or Grimoire requires MP usage.

  Below is a list of Grimoires you can get from regular enemies (not
including bosses). It is highly possible you can get some of these
same spells from other enemies. From what I've seen, all Grimoires
Ghosts have Wraiths also have. I believe for every Grimoire
obtainable from regular enemies, there are two per Grimoire (except
for Grimoire Banish). I know Wraith can do Vulcan Lance, Aqua Blast,
and Fireball, so it can be naturally assumed they hold the Grimoires
for those spells.
  This list comes from the Vagrant Story FAQ author Zy Nicholson
<spangenhelm@hotmail.com>. Thanks to him I wouldn't know this info
nor would I have gotten all of the Grimoires.
_______________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Grimoires Obtainable from Slain Foes
_______________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Grimoire Banish (Banish) - Harpy
Grimoire Terre (Vulcan Lance) - Ghost
Grimoire Teslae (Lightning Bolt) - Zombie Mage, Dark Eye
Grimoire Glace (Aqua Blast) - Ghost
Grimoire Incendie (Fireball) - Ghost
Grimoire Patire (Dark Chant) - Wraith, Dark Eye
Grimoire Lux (Spirit Surge) - Ghost, Wraith
Grimoire Zephyr (Solid Shock) - Ghost, Wraith
Grimoire Radius (Radial Surge) - Lich, Lich Lord
Grimoire Avalanche (Avalanche) - Water Elemental, Marid
Grimoire Foudre (Thunderburst) - Air Elemental, Djinn
Grimoire Flamme (Flame Sphere) - Fire Elemental, Ifrit
Grimoire Gaea (Gaea Strike) - Earth Elemental, Dao
Grimoire Meteore (Meteore) - Dark Elemental, Nightmare
_______________________________________
         3.1: WARLOCK (ATT)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Solid Shock
MP    25
Physical Attack; Conjuration; Single Target.
Strikes enemies with an explosive shockwave.

Lightning Bolt
MP    25
Air affinity; Conjuration; Single Target.
Shoots out arrows of lightning.

Fireball
MP    25
Fire affinity; Conjuration; Single Target.
Pummels enemies with balls of fire.

Vulcan Lance
MP    25
Earth affinity; Conjuration; Single Target.
Showers enemies with volcanic debris.

Aqua Blast
MP    25
Water affinity; Conjuration; Single Target.
Engulfs enemies with freezing water blast.

Spirit Surge
MP    28
Light affinity; Conjuration; Single Target.
Summons a spirit of light to attack enemies.

Dark Chant
MP    28
Dark affinity; Conjuration; Single Target.
Afflicts enemies with crippling pain.

Exorcism
MP    22
Light affinity; Evocation; Multiple Targets.
Exorcise undead foes.

Banish
MP    25
Dark affinity; Evocation; Multiple Targets.
Forbidden spell of instant death.

Explosion
MP    LV. 1 = 36, LV. 2 = 44, LV. 3 = 52, LV. 4 = 60
Physical attack; Evocation; Multiple Targets.
A highly focused, devastating blast.

Thunderburst
MP    LV. 1 = 36, LV. 2 = 44, LV. 3 = 52, LV. 4 = 60
Air affinity; Evocation; Multiple Targets.
Calls down a great bolt from the heavens.

Flame Sphere
MP    LV. 1 = 36, LV. 2 = 44, LV. 3 = 52, LV. 4 = 60
Fire affinity; Evocation; Multiple Targets.
Wreaths target in flames.

Gaea Strike
MP    LV. 1 = 36, LV. 2 = 44, LV. 3 = 52, LV. 4 = 60
Earth affinity; Evocation; Multiple Targets.
Creates crushing gravity warp around target.

Avalance
MP    LV. 1 = 36, LV. 2 = 44, LV. 3 = 52, LV. 4 = 60
Water affinity; Evocation; Multiple Targets.
Super-freezes air around target.

Radial Surge
MP    LV. 1 = 38, LV. 2 = 46, LV. 3 = 54, LV. 4 = 62
Light affinity; Evocation; Multiple Targets.
Pierces enemies with focused rays of light.

Meteor
MP    LV. 1 = 38, LV. 2 = 46, LV. 3 = 54, LV. 4 = 62
Dark affinity; Evocation; Multiple Targets.
Rains meteors down on the target.

Drain Heart
MP    12
Dark affinity; Evocation; Single Target.
Steals HP from enemies.

Drain Mind
MP    2
Dark affinity; Evocation; Single Target.
Steals MP from enemies.
_______________________________________
         3.2: SHAMAN (REC)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Heal
MP    5
Light affinity; Evocation; Single Target.
Restore's target's HP.

Restoration
MP    3
Light affinity; Evocation; Single Target.
Cures "Paralysis."

Antidote
MP    3
Light affinity; Evocation; Single Target.
Cures "Poison."

Blessing
MP    17
Light affinity; Evocation; Single Target.
Cures "Curse."

Clearance
MP    15
Light affinity; Evocation; Single Target.
Cures all status abnormalities.

Surging Balm
MP    20
Light affinity; Evocation; Single Target.
Recharges HP over a short period of time.
_______________________________________
         3.3: SORCEROR (AID)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Herakles
MP    12
Support Magic; Evocation; Single Target.
Temporarily increases target's strength.

Degenerate
MP    7
Support Magic; Evocation; Single Target.
Temporarily decreases target's strength.

Enlighten
MP    12
Support Magic; Evocation; Single Target.
Temporarily increases target's intelligence.

Psychodrain
MP    7
Support Magic; Evocation; Single Target.
Temporarily decreases target's intelligence.

Invigorate
MP    12
Support Magic; Evocation; Single Target.
Temporarily increases target's agility.

Leadbones
MP    7
Support Magic; Evocation; Single Target.
Temporarily decreases target's agility.

Prostasia
MP    15
Support Magic; Evocation; Single Target.
Temporarily strengthens target's equipment.

Tarnish
MP    7
Support Magic; Evocation; Single Target.
Temporarily weakens target's equipment.

Silence
MP    7
Support Magic; Evocation; Single Target.
Temporarily prevents target from casting spells.

Magic Ward
MP    21
Support Magic; Evocation; Single Target.
Nullifies the next spell cast on target.

Stun Cloud
MP    7
Support Magic; Evocation; Single Target.
Casts "Paralysis" on target.

Poison Mist
MP    11
Support Magic; Evocation; Single Target.
Casts "Poison" on target.

Curse
MP    17
Support Magic; Evocation; Single Target.
Casts "Curse" on target.

Fixate
MP    3
Support Magic; Evocation.
Freezes the room's Cloudstones in place.

Dispel
MP    10
Support Magic; Evocation; Single Target.
Nullifies any spell currently affecting target.

Unlock
MP    3
Support Magic; Evocation; Treasure Chest.
Opens treasure chests locked with magic.

Eureka
MP    6
Support Magic; Evocation; Multiple Traps.
Reveals all traps in the room.

Analyze
MP    5
Support Magic; Evocation; Single Target.
Analyzes enemies' parameters and stats.
_______________________________________
         3.4: ENCHANTER (AFF)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Luft Fusion
MP    10
Air affinity; Evocation; Single Target.
Temporarily strengthens weapon's air affinity.

Spark Fusion
MP    10
Fire affinity; Evocation; Single Target.
Temporarily strengthens weapon's fire affinity.

Soil Fusion
MP    10
Earth affinity; Evocation; Single Target.
Temporarily strengthens weapon's earth affinity.

Frost Fusion
MP    10
Water affinity; Evocation; Single Target.
Temporarily strengthens weapon's water affinity.

Aero Guard
MP    9
Air affinity; Evocation; Single Target.
Temporarily strengthens armor's air affinity.

Pyro Guard
MP    9
Fire affinity; Evocation; Single Target.
Temporarily strengthens armor's fire affinity.

Terra Guard
MP    9
Earth affinity; Evocation; Single Target.
Temporarily strengthens armor's earth affinity.

Aqua Guard
MP    9
Water affinity; Evocation; Single Target.
Temporarily strengthens armor's water affinity.
_______________________________________
         3.5: TELEPORTATION
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
  The following is the full(?) list of all Magic Circles:

  Worker's Breakroom    (Wine Cellar)
**Wine Guild Hall**     (Wine Cellar)
  Blackmarket           (Wine Cellar)
**Hall of Revenge**     (Catacombs)
  The Withered Spring   (Catacombs)
**Work of Art/WS**      (Catacombs)
**Advent Ground**       (Sanctum)
  Rue Vermillion        (Town Center West)
**Magic Hammer/WS**     (Town Center West)
  The Crossing          (Abandoned Mines B1)
  The Dark Tunnel       (Abandoned Mines B1)
  Rue Bouquet           (Town Center West)
  The Sunless Way       (Undercity West)
  The Faerie Circle     (Snowfly Forest)
**Forest River**        (Snowfly Forest)
  The Wood Gate         (Snowfly Forest)
  Valdiman Gates        (Town Center South)
  The Warrior's Rest    (The Keep)
**Keane's/WS**          (The Keep)
  Sinner's Corner       (Undercity West)
  Crumbling Market      (Undercity West)
  Treaty Room           (Abandoned Mines B2)
  Bandits' Hollow       (Abandoned Mines B2)
  The Ore Road          (Limestone Quarry)
  The Auction Block     (Limestone Quarry)
  Way Down              (Limestone Quarry)
  Rue Lejour            (Town Center East)
  Kesch Bridge          (Town Center East)
**Metal Works/WS**      (Town Center East)
**Junction Pt./WS**     (Town Center East)
**The Dark Coast**      (Temple of Kiltia)
  Plateia Lumitar       (Town Center East)
**Sin and Punishment**  (Great Cathedral L1)
  The Atrium            (Great Cathedral L4)
**Godhands/WS**         (Town Center West)

**[]**= CONTAINER is also in the room
      ____________________________________________
 O   /                                            \
/|\ <  Godhands/WS is not available on first play. |
/ \  \                                            /
      ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
________________________________________________________________________
Part 4:  BREAK ARTS
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
  Each weapon type: Dagger, Sword, Great Sword, Axe & Mace, Great Axe,
Staff, Heavy Mace, Polearm, Crossbow, as well as Bare Hands, each have
FOUR BREAK ARTS. Each Break Art costs an amount of HP to execute and if
you have less than the Break Art's cost, you will be unable to execute
it.
  Generally, the higher the HP cost, the stronger the Break Art. This
usually isn't the case, though, because it is totally dependent on the
enemy (their Affinity and Blade Type weaknesses).
  Break Arts are affected by RISK, so generally, the higher the RISK,
the less accuracy as well as damage. Although I've seen a few Break
Arts (Polearms Break Art #1) increase in damage and accuracy to a
certain extent as RISK increased, then start going down after it
surpassed that RISK. It really means nothing, so the rule still applies
about high RISK = less accuracy, less damage.

  Break Arts give tactical advantage in battle if used correctly. First,
they are RISK-free, meaning they don't add RISK. This means you can do
Break Arts forever until you have insufficient HP.
------------------------------------------------------------------------
________________________
Easy Break Arts Strategy
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
  Do as many Break Arts you want to do then Heal yourself (read: use
the Shortcut menu) or use items. It's so simple, and if you keep using
the Break Art (one that does a high amount of damage but doesn't cost
too much HP), then you can do easy damage. Then all you need to do from
there is Heal.
  What's even better is after doing a lot of Break Arts, you can use
the Chain Ability Raging Ache. It does damage equal to 10% of your total
HP loss. So if you're in a critical state (really low HP) and the
standard damage you do is little, you can keep attacking using Chains
(Raging Ache). The same applies if you do little damage with both Break
Arts AND normal attacks. And when the enemy is about to attack, just
Heal yourself. However, Chain Abilities are ineffective against certain
enemies so it might be useless to do Chains.
------------------------------------------------------------------------
  The first Break Art in each weapon type costs 25 HP. The next costs
40 HP. The third costs 55 HP. And the last costs 70 HP. So it's like
this:

Break Art #    HP Cost
ŻŻŻŻŻŻŻŻŻŻŻ    ŻŻŻŻŻŻŻ
      One      25
      Two      40
      Three    55
      Four     70
_______________________________________
         4.1:  DAGGER
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
[Whistle Sting]
Bludgeons foe with focused power from the blade.
Affinity: As weapon / Type: Blunt

[Shadoweave]
Paralyzes foe with a damaging strike.
Affinity: Dark / Type: Blunt

[Double Fang]
Repeatedly strikes the same location.
Affinity: As weapon / Type: Piercing

[Wyrm Scorn]
Splits the blade to attack from all directions.
Affinity: As weapon / Type: Piercing
_______________________________________
         4.2:  SWORD
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
[Rending Gale]
Launches a sonic wave to shred foe to pieces.
Affinity: As weapon / Type: Piercing

[Vile Scar]
Forms a poisonous cloud to choke the enemy.
Affinity: As weapon / Type: Edged.

[Cherry Ronde]
Encases both blade and foe in an icy sheath.
Affinity: Water / Type: Edged

[Papillon Reel]
Calls heavenly light down into the blade.
Affinity: Light / Type: Edged
_______________________________________
         4.3:  GREAT SWORD
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
[Sunder]
Focused energies cut the life from foe.
Affinity: As weapon / Type: Piercing

[Thunderwave]
Paralyzes foe with a damaging strike.
Affinity: Air / Type: Edged

[Swallow Slash]
A quick flick of the blade deals double damage.
Affinity: As weapon / Type: Edged

[Advent Sign]
Rippling holy energy shreds foe.
Affinity: Light / Type: Edged
_______________________________________
         4.4:  AXE & MACE
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
[Mistral Edge]
Whips a stunning sheet of air at foe.
Affinity: As weapon / Type: Edged

[Glacial Gale]
Numbs foe with a damaging strike.
Affinity: Air / Type: Edged

[Killer Mantis]
A blinding rush damages and saps MP from foe.
Affinity: As weapon / Type: Edged

[Black Nebula]
Blasts foe with a burst of negative energy.
Affinity: Dark / Type: Blunt
_______________________________________
         4.5:  GREAT AXE
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
[Bear Claw]
Smashes foe with a luminescent downward strike.
Affinity: As weapon / Type: Blunt

[Accursed Umbra]
Curses foe with a damaging strike.
Affinity: As weapon / Type: Blunt

[Iron Ripper]
Powerful blow that damages both armor and foe.
Affinity: As weapon / Type: Blunt

[Emetic Bomb]
Unleashes a series of slashing blows.
Affinity: As weapon / Type: Edged
_______________________________________
         4.6:  STAFF
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
[Sirocco]
Searing hot winds and wildfire engulf foe.
Affinity: Fire / Type: Blunt

[Riskbreak]
Focused blow that deals damage and reduces RISK.
Affinity: As weapon / Type: Piercing

[Gravis Aether]
Solidifies aether to crush foe.
Affinity: Earth / Type: Blunt

[Trinity Pulse]
Crushes foe with a triad of shockwaves.
Affinity: As weapon / Type: Blunt
_______________________________________
         4.7:  HEAVY MACE
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
[Bonecrusher]
Energy release meets out a bone-crushing blow.
Affinity: As weapon / Type: Blunt

[Quickshock]
Numbs foe with a damaging strike.
Affinity: Air / Type: Blunt

[Ignis Wheel]
A spreading sheet of flame engulfs foe.
Affinity: As weapon & Fire / Type: Blunt

[Hex Flux]
Fuses powers of Light and Darkness in one.
Affinity: Light & Dark / Type: Blunt
_______________________________________
         4.8:  POLEARM
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
[Ruination]
Lashes out with a focused thrust of energy.
Affinity: As weapon / Type: Piercing

[Scythe Wind]
Inflicts damage and tarnishes arms and armor.
Affinity: Air / Type: Piercing

[Giga Tempest]
Energy storm damages both armor and foe.
Affinity: As weapon / Type: Piercing

[Spiral Scourge]
Whips air moisture into a penetrating whirlwind.
Affinity: Water / Type: Piercing
_______________________________________
         4.9:  CROSSBOW
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
[Brimstone Hall]
Unleashes the fury of the Dark to damage foe.
Affinity: Fire & Dark / Type: Piercing

[Heaven's Scorn]
The haft becomes a conduit for heaven's light.
Affinity: Air & Light / Type: Piercing

[Death Wall]
Fires a bolt of pure demonic energy.
Affinity: Earth & Dark / Type: Piercing

[Sanctus Flare]
Channels the powers of the dragons of light.
Affinity: Water & Light / Type: Piercing
_______________________________________
         4.10: BARE HANDS
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
[Lotus Palm]
Focuses spirit into Ashley's fist.
Affinity: Physical / Type: Blunt

[Vertigo]
Numbs foe with a damaging strike.
Affinity: Physical / Type: Blunt

[Vermillion Aura]
Strikes the Dark using the power of light.
Affinity: Light / Type: Blunt

[Retribution]
Turns the power of the Dark against itself.
Affinity: Dark / Type: Blunt
________________________________________________________________________
Part 5:  BATTLE ABILITIES
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
  Below the Chain Abilities are some Quick Tips. The same goes for
Defense Abilities.

  Here I'll list the name of the Battle Ability, how much RISK it adds
when used, and what it is.
_______________________________________
         5.1: CHAIN ABILITIES
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Heavy Shot
RISK    1
Inflicts an amount of additional damage equal to 70% of damage dealt.

Gain Life
RISK    2
Regenerates an amount of Ashley's HP equal to 30% of damage dealt.

Mind Assault
RISK    1
Reduces foe's MP by an amount equal to 30% of damage dealt.

Gain Magic
RISK    2
Regenerates an amount of Ashley's MP equal to 30% of damage dealt.

Raging Ache
RISK    1
Inflicts an amount of additional damage equal to 10% of the damage
Ashley has sustained.

Mind Ache
RISK    1
Reduces foe's MP by an amount equal to 20% of the MP Ashley has used.

Temper
RISK    2
Inflicts an additional 40% of damage on foe and repairs a small amount
of weapon DP.

Crimson Pain
RISK    2
Inflicts an additional 100% of damage on foe and deals 30% of base
damage to Ashley.

Instill
RISK    1
Inflicts additional damage equal to 10% of damage dealt and adds that
amount to PP.

Phantom Pain
RISK    3
Inflicts additional damage equal to the total accumulated Phantom Points
in Ashley's weapon.

Paralysis Pulse
RISK    3
Adds Paralysis to attack.

Numbing Claw
RISK    3
Adds Numbness to attack.

Dulling Impact
RISK    3
Adds Silence to attack.

Snake Venom
RISK    3
Adds Poison to attack.
         ______________________________
         - Quick Tips
         ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
  These strategies come from the Vagrant Story FAQ author Zy Nicholson
<spangenhelm@hotmail.com>.

  If you want to do pull off a high number of Chains, it is best to
swap back and forth between two easy Chain Abilities. Ones that are
easy to time, which happen to only be pure attacking Chains (Heavy Shot,
Raging Ache, Phantom Pain, and Crimson Pain). Other Chains take
somewhat longer and so may be more difficult to time. All weapon types
have their own way of executing Chains, so some are more complicated
(it doesn't mean it's any more difficult, just has more or less parts
to it). The way Chains are executed also depend on where you are
standing and where the enemy is located.

|Ż|- This model of an exclamation mark is similar to that of the Timing
| |  Display for Battle Abilities in Vagrant Story. Up to the 13th Chain
|_|  you can just simply push one of the buttons set to whatever Chain
|Ż|  Abilities upon seeing the exclamation mark pop up. For the 14th
 Ż   Chain and higher, you must anticipate when it'll appear and push it
     then. Don't anticipate too early though because you'll make an easy
     mistake.
   - The higher the Chain, the harder the timing is because you aren't
     given as much time to continue Chaining. That's why you have to
     anticipate after the 13th one.
   - Anticipation can be done easily in two ways: Push the button...
     * When the weapon comes into contact with the creature
     * At the peak of the sound of the attack 
   - Using both, it is really easy to anticipate Chains (so you can even
     do 30 Chains to receive a Title)
   - After the 8th Chain, your RISK will increase greatly if you continue
     Chaining
   - Against bosses and regular enemies, you _should_ keep your RISK low,
     so only do 8 Chains then stop and do another 8 Chains, and so on.
     That way your RISK doesn't go skyhigh and you can still do things.
   - But it can be good to have really high Chains just as long you can
     keep doing so. With each Chain you do, the more damage it does
     (only 1 HP damage increase per Chain). This way you can eventually
     do some decent damage against troubling foes, although it could be
     smarter to try different Affinities/Blade Types.

  Here are some good Chain Abilities used together:

/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\
\BASIC ATTACK CHAINS/
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
  All of these Chains are only 1 RISK, so they don't increase your RISK
quickly. 'Heavy Shot' and 'Raging Ache' are possibly the most used
Chains (for me they are). 'Instill' I always use to fill up the PP
(Phantom Points) of any weapon (usually repaired). You can do a few easy
8-Chains before your RISK gets too high.

/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\
\THE ACHE AND PAIN OF TWO/
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
  Raging Ache works well against any enemy that isn't immune to Chain
Abilities as long as you have low HP. It's an easy way to damage a tough
enemy. And Crimson Pain (does 100% damage and deals 30% of the damage to
Ashley) can feed it to an extent. But if you're using Raging Ache to
hurt a tough enemy, then it's quite useless to use Crimson Pain. It's
good if you can do some decent damage with it. Although Break Arts can
substitute for Crimson Pain and Raging Ache can do well from there.

Utilizing the Ultimate Chain Ability (under low-damage circumstances)
  Works well against enemies against enemies you can actually do some
damage to get Instill to work (get Phantom Points). Then do Phantom Pain
to do a high amount of damage. It is also possible to do Phantom Pain as
the first Chain then built up your Phantom Points using Instill (and
switch off with something like Raging Ache or Heavy Shot until your PP
are full then do Phantom Pain again). If you want, you can get full PP
with all your weapons in your Gadget Bag and do Phantom Pain with each
weapon.

/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\
\STATUS ABNORMALITY-CAUSING CHAINS/
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
  The four Chains are the following: Paralysis Pulse, Numbing Claw,
Dulling Impact, and Snake Venom. You should only set one of these to one
button (for normal battle unless you want to have some fun and set three
of them to buttons). Numbing Claw must be the last move because a
physical attack cancels Numbness. A Magic attack cancels Silent (Dulling
Impact causes Silent).

/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\
\MY THREE CHAINS/
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
  My personal set of Chains. They are: Heavy Shot (O), Raging Ache ([]),
and Dulling Impact (/\). When I want to build up my PP, I just replace
Raging Ache with Instill. Other status abnormality-causing Chain
Abilities (especially Paralysis Pulse) doesn't really apply to me
because if you are able to use it on an enemy, then it is most likely
the enemy is weak, which means it can easily be killed. Dulling Impact
is different though because it can work on some deadly Magic users. It
also stops them from casting spells all the time, which is really
annoying.
_______________________________________
         5.2: DEFENSE ABILITIES
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Ward
RISK    1
Successful use of this Ability prevents Paralysis and Numbness.

Siphon Soul
RISK    6
Adds 50% of the MP used in foe's magical attack to Ashley's MP.
Effective vs. magical attacks.

Reflect Magic
RISK    2
Reflects 40% of damage. Does not reduce damage received. Effective vs.
magical attacks.

Reflect Damage
RISK    2
Reflects 40% of damage. Does not reduce damage received. Effective vs.
non-magical attacks.

Absorb Magic
RISK    4
Reduces damage received by 20%. Effective vs. magical attacks.

Absorb Damage
RISK    4
Reduces damage received by 20%. Effective vs. non-magical attacks.

Impact Guard
RISK    4
Reduces physical damage by 50%.

Windbreak
RISK    4
Reduces air-affinity damage by 50%.

Fireproof
RISK    4
Reduces fire-affinity damage by 50%.

Terra Guard
RISK    4
Reduces earth-affinity damage by 50%.

Aqua Guard
RISK    4
Reduces water-affinity damage by 50%.

Shadow Guard
RISK    4
Reduces light-affinity damage by 50%.

Demonscale
RISK    4
Reduces dark-affinity damage by 50%.

Phantom Shield
RISK    6
Uses the accumulated Phantom Points in Ashley's shield to counter an
equal amount of damage.
         ______________________________
         - Quick Tips
         ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
  These strategies come from the Vagrant Story FAQ author Zy Nicholson
<spangenhelm@hotmail.com>.

|Ż|- This model of an exclamation mark is similar to that of the Timing
| |  Display for Battle Abilities in Vagrant Story. Just simply push
|_|  one of the Defense Abilities buttons when it appears above Ashley's
|Ż|  head when he's attacked.
 Ż - If you use a Defense Ability that has nothing to do with the attack
     a foe does on you, then it won't work.

  On first play you should always do your best to defend (use Defense
Abilities) against bosses, especially. That's why the Shorcut menu
exists, to give shortcuts to the most used things in battle.
  You should set one type of defense to each button (the types of attacks
include: physical, non-magical, magical, paralysis/numbness, and
elemental). Physical belongs to non-magical.
  Non-magical should go to one button, magical to another, and
Paralysis/Numbness or Elemental to another.
  All Defense Abilities are executed after the attack done on Ashley. So
if you're Paralyzed/Numbed but you successfully execute Ward, then at
the end they will go away.
      ____________________________________________
 O   / Whenever you need to change any Battle     |
/|\ <  Abilities, just simply use the Shortcut    |
/ \  | menu and choose Chain or Defense Abilities.|
     | This saves time and can help you prepare   |
     | for certain enemies quickly. USE IT!       |
      ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      ____________________________________________
 O   / You can literally DIE but if you use the   |
/|\ <  correct Defense Ability, you can still     |
/ \  | live. This is done using a Defense Ability |
     | that reduces or absorbs damage (they are   |
     | both the same). That's basically what makes|
     | up Defense Abilities.                      |
      ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
  It is also possible for a Defense Ability to MISS (the effects don't
work). This is because you may have a Gem that increases the chance to
evade non-magical attacks by 20% or magical attacks by 20%. Also, your
Agility may be too high. It will usually not MISS, but there's that
chance of it missing.

  After beating the game, I got lazy and just decided not to fiddle
around with Defense Abilities and just keep it the same forever. Here
are my settings:

O  = Absorb Damage
[] = Absorb Magic
/\ = Ward
________________________________________________________________________
Part 6:  ITEMS
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

_______________________________________
         6.1: Miscellaneous Info
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Materials:
Wood, Leather, Bronze, Iron, Hagane, Silver, Damascus

Materials (in order of strongest to weakest):
Damascus, Hagane, Iron, Silver, Bronze, Wood, Leather

Materials (in order of weight, or Agility, from lightest to heaviest):
Leather, Wood, [Silver, Hagane, and Damascus are equal], and
[Bronze and Iron are equal]

I'm not sure about Wood and Leather, but I don't really care about
those two materials, they're the weakest and thus, useless.
------------------------------------------------------------------------
_______________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Equipment Enhancement
_______________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
The first two paragraphs come from the Vagrant Story FAQ Author Zy
Nicholson <spangenhelm@hotmail.com>.

  The way to get stronger is to enhance your equipment (other than
combining equipment into better ones and using Elixirs/Wines to get
stronger). The more equipment is used, the stronger it becomes against
the enemies you fight. If you fight a particular enemy for a long time
then your equipment will be better at fighting THAT enemy.
  Under most circumstances you shouldn't discard equipment. Now, when
you don't need certain Wood/Leather equipment (they really don't mean
anything: you can get the same as Bronze or better, and get better
equipment as well).
  As explained in the Quick Manual:

Weapons and Armor each have an "Affinity" and a "Class."

Affinity
- There are six affinities: Fire, Water, Earth, Air, Light, and Dark
- If a weapon's fire affinity increases, that weapon will deal more
  damage to water-based creatures. When a piece of armor's fire affinity
  increases, its resistance to attacks from fire-based creatures rises.
- The affinities are related as shown below:

                    Opposites
                 FIRE  <--> WATER
                 EARTH <--> AIR
                 LIGHT <--> DARK

Affinity Changes
- When Ashley attacks a creature, the weapon he uses will gain in the
  affinity opposite that of the creature.
- Similarly, when a creature attacks Ashley, his armor will gain in the
  same affinity as that of the creature.
- The affinity change will not always occur, but it usually will.

If Ashley attacks a fire creature, his weapon's water affinity will
increase.

If a fire creature attacks Ashley, his armor's fire affinity will
increase.

*Occasionally, when an affinity rises, the opposite affinity will drop.

*There is no opposite affinity to Physical-type attacks. Attacking a
 physical affinity foe will not affect Ashley's weapon affinity in any
 way.

*A weapon's attack affinity is determined by that weapon's highest
 affinity. Check weapon status to see which affinity is currently the
 highest.

Weapon and Armor Class
- Each of Ashley's foes belongs to one class.
- By fighting foes of a particular class, Ashley's weapon and armor will
  become more effective against foes of that class.
- The class change will not always occur, but it usually will.

Class Changes
- When Ashley attacks or is attacked by foes, his weapon (or armor) will
  gain in the class of the foe.

If Ashley attacks a dragon-class foe, his weapon's dragon class rating
will increase.

If a dragon-class foe attacks Ashley, his armor's dragon class rating
will increase.

*Like affinity, if one class rises, the class below it may drop. See the
 list below for class rankings.

*Weapon and armor classes are ranked by priority as follows:

                          -
                          -
                  /\    EVIL
                  ||    HUMAN
               (strong) BEAST
                        UNDEAD
                        PHANTOM
                        DRAGON
                (weak)  EVIL
                  ||    HUMAN
                  \/      -
                          -

For instance, if the dragon-class foe from the example above attacks
Ashley, his armor's dragon class rating rises, but the two classes
below dragon (i.e. evil and human) may drop.
      ____________________________________________
 O   / The two classes below one class are likely |
/|\ <  to drop when raising that one class. Take  |
/ \  | this example: While raising the Human class|
     | the Beast and Undead classes are likely to |
     | drop. But if you raise the Beast class, the|
     | Human class won't d