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: firstname.lastname@example.org. This translation is (c) D. McDonald / Mushin Productions. All rights reserved. PAGE 1 ====== 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 ====== -----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 ====== 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 ====== 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 ====== 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 ====== 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 ====== 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 ====== -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 ====== 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 ======= -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 ======= 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 ======= 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 ======= 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.