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    Manual Translation by DMcDonald

    Version: 1.00 | Updated: 01/01/70 | Printable Version | Search Guide | Bookmark Guide

               FRAME GRIDE INSTRUCTION MANUAL TRANSLATION ver. 1.00 
                                  (Pt. 1 of 2)
    
    This document may not be reproduced or distributed, in part or in whole, in any 
    form or media without the express permission of the author. Said author may be 
    contacted at the following email address: tensaikun@jps.net. 
    
    This translation is (c) D. McDonald / Mushin Productions. All rights reserved.
    
    
    PAGE 1
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    Story................................. 2
    
    Glossary.............................. 3
    
    I.   Getting Started.................. 4
    
    II.  Controls & Game Screens.......... 6
         Battle Screen
           Gauges......................... 6
           Controls....................... 7
         Overhead Map Screen
           Controls....................... 8
           Starting & Finishing Battles... 9
         Cavalier Setup
           Frame Selection................ 10
           Cavalier Customization......... 10
           Color Alteration............... 14
           Squires........................ 15
           Battle......................... 15
           Material Fusion................ 16
           Training....................... 16
           Archives....................... 17
    
    III. VS............................... 18
    
    IV.  Net Game......................... 19
    
    V.   Internet......................... 27
    
    VI.  Option........................... 27
    
    
    Thank you for purchasing "Frame Gride". This GD-ROM can only be used with the 
    Sega Dreamcast video game system. Please read carefully all handling and 
    operating precautions in this manual before playing your game.
    
    
    
    
    
    
    
    
    
    PAGE 2
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                 -----In the year 700 of the Imperial Calendar-----
    
    
    Upon the death of Emperor Regillio, chaos was unleashed when Margrave Zolt 
    fomented a rebellion that plunged the entire continent into the flames of a 
    harsh and bloody war. The other six rulers of the empire--each one a candidate 
    for the now-vacant Imperial throne--joined forces and recklessly confronted the 
    nine divisions of knights lead by Lord Zolt. The result: a victory for the 
    Margrave's forces. It was simply a matter of time before the empire would fall 
    into ruin.
    
    
    The citizens of the empire fervently prayed for a final successor--a true 
    inheritor of the Imperial crown. It was for that purpose that the Archbishop 
    Melange existed. Though he was aged and bedridden, the Archbishop had been 
    informed of the return of a lone knight just before this unprecedented crisis 
    came to light. 
    
    
    "I bestow upon thee the honorable title of "Knight of the Realm". Thou shall 
    submit to our guidance, and wield thy sword with great skill. And even in the 
    most distant lands, it shall be known that thou art as one with the Armored 
    Giants..."
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    PAGE 3
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    GLOSSARY
    --------
    
    Frame Gride (FG)
    Ancient weapons excavated from long-abandoned ruins. They are commonly called 
    Cavaliers, or "Armored Giants". Beginning with a Frame (the equivalent of the 
    human skeleton), it is possible to obtain many different configurations by 
    equipping it with a wide variety of armor and weapons. A Frame's classification 
    depends on its size: Light-Armored Cavalier, Medium-Armored Cavalier, or Heavy-
    Armored Cavalier. It is exceptional for an FG to be partnered with a "knight", 
    since in peacetime they are used for territorial patrols. 
    
    Squire
    "Squires" are autonomous machines that were created to assist a knight in his 
    duties. They are released and operated by energies from the FG.
    
    Material
    Rare crystals that have powerful magic hidden within them. They provide the raw 
    matter for the FG's armor, weapons, and Squires.
    
    Quurt Empire
    A vast empire that governs the entire continent of Rood. Each ruler of the 
    empire's seven kingdoms is eligible for the position of Emperor. At the height 
    of his reign, the ruling Emperor selects his successor from among these 
    candidates.  
    
    Margrave Zolt
    Ruler of Fairvelk, a kingdom located in the northwest of Rood; he is the only 
    candidate left to claim the Imperial crown. The Margrave is the one responsible 
    for the excavation of the prehistoric super weapons from the ancient ruins. The 
    desire to subjugate the entire continent burns within him. Zolt seized the 
    opportunity provided by the Emperor Regillio's demise and began to invade the 
    outlying kingdoms of the other succession candidates.
    
    Archbishop Melange
    Lord of Zuria. At present, he continues to resist Zolt's claim to the title of 
    Emperor. It is the Archbishop who bestows the rank of "Knight" upon your 
    character, and charges him with the task of foiling Lord Zolt's ambitions.
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    PAGE 4
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    I. GETTING STARTED
    ------------------
    
    
    -STARTING THE GAME-
    
    Place the GD-ROM into the Dreamcast console and press the Power Button. Wait for 
    the opening CG to finish, or press the Start Button while the opening is playing 
    to display the title screen. Press the Start Button at the title screen to 
    display the mode select screen. Select a mode by pressing up/down on the 
    Directional Pad and press the A Button to accept. 
    
    NEW GAME
    Starts a game from the beginning. You will be asked some questions, and your 
    answers will determine the equipment that your Cavalier will start with. After 
    this you will move to the name entry screen, where you will select a name for 
    your knight and your Cavalier. When you have finished, accept your selection and 
    leave the name entry mode.
    
    CONTINUE
    Continues from a previously saved game. Before you begin, insert a memory card 
    (Visual Memory [sold separately]) into an Expansion Slot; select it and use the 
    A Button to accept. Then select the game data you want to load and press the A 
    Button to accept. 
    
    VS
    Enters the split-screen multiplayer mode. 
    
    NET GAME
    Enters the multiplayer network game mode.
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    PAGE 5
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    INTERNET
    Allows you to connect to the internet.
    
    OPTION
    Setup sound & music volume, etc.
    
    
    * Frame Gride is intended for 1 or 2 player use. Before powering up your 
    console, connect the controllers and other peripherals (if applicable) to the 
    Dreamcast's controller ports. To reset the game and return to the title screen 
    during gameplay, hold the A, B, X, & Y Buttons simultaneously while pressing the 
    Start Button. 
    
    * When powering up the console, DO NOT press the Analog Thumb Pad or the Left 
    and Right Triggers. Doing so prevents proper calibration of the controls, and 
    they may not operate correctly as a result.
    
    
    "Frame Gride" is compatible with the Dreamcast "Jump Pack". ALWAYS use Expansion 
    Slot 2 when utilizing the Jump Pack. If the Jump Pack is inserted into Slot 1, 
    it will not connect properly with the controller, and it may operate incorrectly 
    or fall out during gameplay.
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    PAGE 6
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    II. CONTROLS & GAME SCREENS
    ---------------------------
    
    Controls vary, depending on the game screen.
    
    
    -BATTLE SCREEN-
    
    GAUGES
    
    FP Gauge
    Your level of health. Your FG is destroyed when this reaches zero.
    
    Armor Gauge
    Measures the endurance of each piece of armor. Damage is shown in stages--from 
    good to bad--by the following colors: Blue--> Yellow--> Red--> Black. When a 
    part is displayed in red, it becomes non-functional and incurs a penalty. (e.g. 
    inability to aim, glide, etc.) Black indicates that the piece of armor has been 
    completely destroyed. 
    
    Squire Gauge
    The Squire's level of health. The gauge glows light blue while the Squire 
    remains unused, dark blue when it is operational, and red when it becomes non-
    functional. A red X is drawn across the gauge when the Squire has been 
    completely destroyed.
    
    Lock-on Sight
    Indicates when to attack an enemy.
    
    Reload Gauge
    Shows the level of energy needed to power your weapons. Weapon attacks decrease 
    the amount of available energy; when the energy level becomes insufficient for 
    an attack you will be unable to use your weapons. Given time, the energy is 
    replenished and the gauge will turn blue when it is possible to use your weapon 
    again.
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    PAGE 7
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    CONTROLS
    
    Analog Thumb Pad                            X Button + A Button
    Adjusts the viewing angle                   Releases Squires during a battle
    
    Directional Pad                             Y Button
    up/down- moves the Cavalier                 B Button
    left/right- turns the Cavalier
    While gliding, up/down/left/right moves the Cavalier
    
    Start Button                                A Button
    Pause                                       Jump
    
    R Trigger                                   A Button + Directional Pad
    Strafe right                                Dash
    
                                                L Trigger
                                                Strafe left
    
    
    
    The method of attack depends upon the enemy's proximity.
    
                        Close-Range                     Long-Range
    
    B Button            Attacks w/ Sword
    
    X Button            Defends
    
    Y Button            Punches                         Fires Gun
    
    Y + B Buttons       Fires Cannon                    Defends in mid-air
    
    L + R + B Buttons   Attacks continuously w/ Sword   Magic attack w/ Sword
    
    L + R + Y Buttons   Attacks continuously w/ Punches Launches Floating Mines,      
                                                        Land Mines, or Seeker Mines
    L + R + X Buttons   Creates a defensive barrier
    
    L + R + Y + B Buttons  Emergency Evasion (your Frame 
                           also receives damage)
    
    
    
    
    
    
    
    
    
    
    
    
    PAGE 8
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    -OVERHEAD MAP SCREEN-
    
    
    CONTROLS
    You must select one of the Landmarks displayed on the overhead map screen to 
    move to the Battle Map. In the beginning, only one Landmark is displayed. Once 
    the Landmark has been cleared, the flag above it will disappear and new 
    Landmarks will be shown.  
    
    
    Analog Thumb Pad                   X Button
    Selects Landmark                   Not used
    
    
    Directional Pad                    Y Button
    Selects Landmark                   Not used
    
    
    Start Button                       B Button
    Not used                           Moves to Cavalier setup screen
    
    
    R Trigger                          A Button
    Not used                           Selects Battle Map
    
    
                                       L Trigger
                                       Not used
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    PAGE 9
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    In the "Forsaken Town", it is possible to battle against any of the nine knights 
    that have been vanquished. When the Forsaken Town has been selected, the cards 
    of the currently beaten knights are displayed. Use the Directional Pad to select 
    a card and press the A Button to accept. You will ride into battle against that 
    knight once again! 
    
    
    STARTING AND FINISHING BATTLES
    
    When a Landmark has been chosen, the Knight's card and background information is 
    displayed for a few moments, after which you will move to the Battle Map.
    
    The battle ends when you move to the Material acquisition screen. After the 
    Material you have obtained during the battle has been shown, you will return to 
    the Cavalier setup screen. Equipment and Squires that have been completely 
    destroyed in a battle are lost. Things that have only been damaged have their 
    status fully restored.
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    PAGE 10
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    -CAVALIER SETUP-
    
    Here you can customize your Cavalier, alter its color, select Squires, etc.
    
    
    FRAME SELECTION
    Select a Frame from among the following classes: Light-Armored Cavalier, Medium-
    Armored Cavalier, or Heavy-Armored Cavalier. 
    
    CAVALIER CUSTOMIZATION
    You can make an original FG by combining parts & weapons with the three basic 
    Frame classes: Light-Armored Cavalier, Medium-Armored Cavalier, and Heavy-
    Armored Cavalier. Press up/down on the Directional Pad to select an area, the 
    press left/right to change equipment. Each Frame has only four basic areas to 
    equip: head, chest, arms, and legs. All of the Frame classes have a Mana Drive 
    on their back, which enables the FG to carry weapons and Liberate Stones. When 
    you are customizing your Frame, each part's parameters are displayed in the 
    upper-left corner of the screen. (Parameter List--> Page 12) Use the Y Button to 
    display the equipment list. You can also select parts from this list while it is 
    being displayed. 
    
    
    
    Press the X Button to show the FG's overall performance rating.
    
    
    Overall FP:             The Cavalier's total health
    
    Attack Performance:     The FG's overall offensive performance rating
    
    Endurance Performance:  The FG's overall defensive performance rating
    
    Mobility Performance:   The FG's overall movement performance rating
    
    EN Performance:         The FG's overall estimated energy regeneration and  
                            efficiency rating
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    PAGE 11
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    The armor equipped by an FG is generally divided into nine categories.
    
    HEAD
    Used to detect an enemy's position. Also increases the Liberate Force used to 
    operate Squires, due to its internal storage capacity.
    
    CHEST
    Affects gliding and Reload Gauge regeneration. Also equips Liberate Stones on 
    its back.
    
    ARMS
    Affects attacks made by the arms: punches, sword, etc.
    
    LEGS
    Greatly affects mobility and FG stability.
    
    SHIELD
    The shield decreases damage to your FG and allows you to repel sword attacks. 
    Certain shields also increase your attack power.
    
    SWORD
    Even though they are better suited for close quarter combat, swords also allow 
    you to unleash long-range elemental magic attacks. 
    
    GUN
    A weapon made for long-range attacks. Guns fire element-based ammunition.
    
    CANNON
    A weapon that consumes large amounts of energy for powerful magic attacks.
    
    LIBERATE STONES
    These produce a variety of effects for Cavaliers and Squires.
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    PAGE 12
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    PARAMETER LIST
    
    HEAD  1) Equipment FP: The Cavalier's amount of health. Includes the total  
                           amount from all equipped parts.
          2) Endurance: Measures the amount of damage the armor can withstand before 
                        it is destroyed.
          3) Operational Limit: Measures the amount of damage the armor can 
                                withstand before it is rendered non-functional.   
          4) Detection Capability: The higher the rating, the greater the distance  
                                   at which enemies can be detected.
          5) Retained LF (Liberate Force): The amount of energy used to run Squires.
    
    CHEST 1) Equipment FP: The Cavalier's amount of health. Includes the total  
                           amount from all equipped parts.
          2) Endurance: Measures the amount of damage the armor can withstand before 
                        it is destroyed.
          3) Operational Limit: Measures the amount of damage the armor can 
                                withstand before it is rendered non-functional.   
          4) Glide Performance: The higher the rating, the better movement becomes  
                                while the Frame is airborne.
          5) Energy Regeneration: The higher the rating, the quicker the Reload  
                                  Gauge regenerates. 
    
    ARMS  1) Equipment FP: The Cavalier's amount of health. Includes the total  
                           amount from all equipped parts.
          2) Endurance: Measures the amount of damage the armor can withstand before 
                        it is destroyed.
          3) Operational Limit: Measures the amount of damage the armor can 
                                withstand before it is rendered non-functional.   
          4) Attack Power: Increases close-range offensive power.
          5) Energy Efficiency: The higher the rating, the lower the amount of  
                                energy consumed by close-range attacks.
    
    LEGS  1) Equipment FP: The Cavalier's amount of health. Includes the total  
                           amount from all equipped parts.
          2) Endurance: Measures the amount of damage the armor can withstand before 
                        it is destroyed.
          3) Operational Limit: Measures the amount of damage the armor can 
                                withstand before it is rendered non-functional.   
          4) Stability: The higher the rating, the less your Frame is shaken by 
                        enemy attacks.
          5) Mobility: The higher the rating, the faster your Frame is able to 
                       maneuver.
    
    
    
    
    
    
    
    
    
    
    PAGE 13
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    SHIELD  1) Attack Power: Increases the offensive power of punches.
    
            2) Durability: Measures the amount of damage a shield can withstand 
                           before it is destroyed.
            3) Operational Limit: Measures the amount of damage a shield can  
                                  withstand before it is rendered non-functional.
            4) Impact Defense: The higher the rating, the lower the amount of 
                               damage received from an enemy's close-range attacks.
            5) Magic Defense: The higher the rating, the lower the amount of 
                              damage received from an enemy's long-range attacks.
    
    GUN  1) Attack Power: Measures the amount of damage caused by each shot.
    
         2) Range: Measures the greatest distance at which the gun is still 
                   effective.
         3) Shot Velocity: The higher the rating, the faster the bullet's speed.
         
         4) Rate of Fire: The higher the rating, the more shots that can be fired in  
                          succession.
    
         5) Energy Efficiency: The higher the rating, the lower the amount of energy 
                               consumed by the Reload Gauge.
    
    SWORD 1) Distant Attack Power: Measures the amount of damage given by the 
                                   sword's long-range magic.
          2) Distant Range: Measures the greatest effective range of the sword's 
                            magic.
          3) Close Attack Power: Measures the amount of damage given in a close 
                                 quarter attack.
          4) Close Attack Speed: Measures the quickness of the sword's thrust.
     
          5) Energy Efficiency: The higher the rating, the lower the amount of  
                                energy consumed by the Reload Gauge.
    
    CANNON 1) Attack Power: Measures the amount of damage caused by each shot.
    
           2) Range: Measures the greatest distance at which the cannon is still 
                     effective.
           3) Shot Velocity: The higher the rating, the faster the shell flies.
           4) Regeneration Speed: Measures how quickly the Reload Gauge regenerates 
                                  after each shot.
           5) Energy Efficiency: The higher the rating, the lower the amount of  
                                 energy consumed by the Reload Gauge.
    
    SQUIRE 1) Durability: The Squire's health meter; it indicates how much damage a 
                          Squire can withstand before it is completely destroyed.
           2) Operational Limit: Measures the amount of damage a Squire can take 
                                 before it is rendered immobile and non-functional.
           3) Attack Power: The total estimated value of the damage done by the 
                            Squire's attacks.
           4) Mobility: The higher the rating, the faster the Squire's speed. 
           
           5) Tactical Capability: Measures the Squire's ability to make strategic 
                                   decisions during a battle.