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    Miscellanous Guide by Dan GC

    Version: 0.1 | Updated: 07/22/00 | Printable Version | Search This Guide

    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.
     ___________________________________________________
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    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
    
     ___________________________________________________
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    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.
    
     ___________________________________________________
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    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.
    
     ___________________________________________________
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    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.
    
     ___________________________________________________
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    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.
    
     ___________________________________________________
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     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 drop.                    |
          ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
    It is best to use one weapon for at least two classes. You can do any
    two classes, although if you use the same weapon for two classes that
    are weak to each other (Human and Phantom; Beast and Dragon; Undead and
    Evil) then they will never drop. Although if you use the same weapon for
    two classes not like the above, one may drop while raising the other,
    but not vice versa.
      People have said "IT IS IMPOSSIBLE to have a weapon for more than two
    classes and the classes you raise HAVE to be next to each (i.e., Human
    and Beast, Undead and Phantom, Dragon and Evil)."
      Now, I must laugh at that a great deal, but it's not funny, it's just
    PLAIN STUPID!
    
      Allow me to explain:
    You can use a weapon against any two classes, and it's even possible to
    have a weapon good against all six classes. Under any circumstances,
    class points will drop (except for Human and Phantom, Beast and Dragon,
    and Undead and Evil). If your class points are exceedingly high (about
    100 each), then you can have all six at that value and have no worries
    about the weapon being reduced to worthlessness.
      The only problem with this is DP will lower quickly because you're
    using the same weapon against ALL enemies. Furthermore, some enemies may
    have a strong defense against the blade type of the weapon you are
    using. But Edged is the basic killer and works against MOST enemies.
          ____________________________________________
     O   / It doesn't really matter, though. You can  |
    /|\ <  do whatever you do. Don't blame me or Dan  |
    / \  | GC for any problems you run into based on  |
         | problems dealing with weapons. Remember,   |
         | Different personalities = different styles |
         | of play.                                   |
          ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    ------------------------------------------------------------------------
    _______________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    The Spoils of Foes
    _______________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    This comes from the Vagrant Story FAQ Author Zy Nicholson
    <spangenhelm@hotmail.com>.
    
      Equipment enemies have can be quite useful in upgrading your own
    equipment. There is always a base percentage of receiving any piece of
    equipment from an enemy. But there also seems to be a way to increase
    the percentage of receiving a certain piece of equipment. And that is to
    keep attacking the body part where the equipment is (that means killing
    them like that as well). It is best to do high damaging attacks to that
    body part (gets the body part to DYING status). This really only affects
    enemies with almost/about full equipment, so, say an Ogre with only a
    weapon and an accessory, it doesn't really matter what body part you
    attack because it's useless. The reason is you'll either get the
    equipment or not, so the more you kill the enemy, the more likely you'll
    get that piece of equipment. The percentage isn't higher, it's just
    after killing the enemy a lot, you'll eventually get some equipment. The
    faster you kill the monster, the more you can kill it, so you'll get it
    eventually faster (possibly).
      From certain enemies you automatically can only get specific pieces of
    equipment or will always get certain pieces of equipment.
      For example, if you want the boots they're carrying, keep on attacking
    the legs. 
    
    For REAL HUMANS (body part and what they hold):
    
    R. ARM - Weapon, R. Arm Armor
    L. ARM - Shield (if equipped), L. Arm Armor
    HEAD   - Head Armor, Accessory
    BODY   - Body Armor, and partially affects all other equipment
    LEGS   - Leg Armor
    
      In reality, all you do is just attack the body part that is holding
    whatever equipment you want. Weapon is sometimes R. Arm, L. Arm, or even
    both (two-handed weapons only). Only weapons and shields can appear in
    different body parts out of all creatures (Human, Beast, Undead, Dragon,
    and Evil). All Humans have some equipment (real Humans have full
    equipment), Beasts have some equipment (Ogres), Undead always
    have some equipment, Dragons have some equipment (Lizards), and all
    Evil foes have some equipment (except Golems, Crabs, Gargoyles, and
    Imps).
      Know only that attacking a specific body part only increases the
    probability of getting a certain piece of equipment. Just because the
    probability of something is increased it certainly doesn't mean you WILL
    get that. There is still a base percentage of getting the other
    equipment.
    ------------------------------------------------------------------------
    _______________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    "Titles of Equipment" (music plays) dun dun dun!
    _______________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    This comes from the Vagrant Story FAQ Author Zy Nicholson
    <spangenhelm@hotmail.com>.
    
      When a piece of equipment (weapons or armor, except accessories) are
    highlighted, then at the bottom left of the screen is the following
    (example):
    
    Title: Armor
    Hagane Glove
    
      So it has the title of the piece of equipment, what material it is
    made of, and what kind of equipment it is. For a weapon, it's the
    weapon (including gems), not the blade. For a shield, it's the shield
    (including gems).
      The title doesn't mean much, except that you have two stats that are
    low to exceedingly high. Titles are actually determined by the second-
    highest stat out of all three things (Class, Affinity, and Type).
    Depending on what the value of the second-highest stat is determines
    what the title of the weapon or armor is.
      Since it's determined by the second-highest stat, then the highest
    stat is either equal to or higher than the second-highest stat.
      Here are all the titles (Shields are Armor):
    
    Required Attributes     Title
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ     ŻŻŻŻŻ
    Below 10                Weapon / Armor 
    10 to 19                Warrior's Weapon / Armor
    20 to 29                Knightly Weapon / Armor
    30 to 39                Prestigious Weapon / Armor
    40 to 49                Brave Weapon / Armor
    50 to 59                Warlord's Weapon / Armor
    60 to 69                Champion's Weapon / Armor
    70 to 79                Glorious Weapon / Armor
    80 to 89                Legendary Weapon / Armor
    90 to 99                Supreme Weapon / Armor
    Above 99                Divine Weapon / Armor
    ------------------------------------------------------------------------
    _-_-_-_-_-_-_Blade Types:=+=+=+=+=+=+=+
                    A                       _____
    BBB  L         /A\     DDDDD   EEEEE   |TTTTT| Y   Y PPPP  EEEEE   SSS
    B  B L        /A A\    D    D  E        \|T|/   Y Y  P   P E     SSS
    BBB  L       /A___A\   D     D EEEE      |T|     Y   PPPP  EEEE    SSS
    B  B L      /AAAAAAA\  D    D  E         |T|     Y   P     E         SSS
    BBB  LLLLL /A/     \A\ DDDDD   EEEEE     |T|     Y   P     EEEEE   SSS
               ŻŻ       ŻŻ                   \V/
    
    Blunt - used to smash or break things in pieces
    Edged - used to slice things
    Piercing - used to stab hard-to-reach areas and is a concentrated stab
    
      Considering all of that, it shouldn't be very difficult to choose
    what blade type to use against different enemies.
    - A skeleton creature is very frail (made of purely bones) and can be
    easily broken apart, so a Blunt weapon can work well against them.
    - A living creature (such as a human or beast) without much armor
    protection can have their body parts sliced off, so Edged works well
    here.
    - A rock creature or dragon has a very tough hide and something
    concetrated is required to penetrate it, so use a Piercing weapon
    against it. Some people would first consider to destroy a rock creature
    with a Blunt weapon, it works, but think about what they do to actually
    destroy rocks in real life...a Piercing tool (like a pickax to dig
    through the rock-hard ground) or a drilling tool, which is _supposed_ to
    be a piercing tool. And since a Piercing weapon can be used to hit hard-
    to-reach areas, it can be used against something _with_ armor protection
    because it can go right through the armor (or hit a small, open area),
    thus hurting the enemy.
    
      It is quite shocking (to me) that some people actually have difficulty
    with the blade types. All you have to remember is that this game tries
    to resemble that of *REAL LIFE* by including things from real life in
    this game. Like this: an animal (that includes humans) can be stabbed
    so easily with a pocketknife, so in Vagrant Story, anything with flesh
    can be stabbed as well (remember: REAL LIFE). If you didn't figure out
    what blade type goes with this example, it's Piercing.
    ------------------------------------------------------------------------
    _______________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Training Dummies
    _______________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    This comes from the Vagrant Story FAQ Author Zy Nicholson
    <spangenhelm@hotmail.com>.
    
      If you walk into a room with a training dummy, then the sound you will
    hear is similar to that of undead skeletons. Damage to dummies are very
    low (only around 5, but calculated, it is only 0). Your RISK does not
    really have any affect on your accuracy and damage, since your accuracy
    will always be 100% and even as low as 99% (understand? Just some bad
    humor on my part). This means you can raise your Class the dummy is
    really quickly and high.
      Also, you can do easy Chains to get those
    Battle Abilities experience points. Although you can only gain a Battle
    Ability by killing an enemy.
      The Affinity of dummies is actually Physical, and is the only
    exception that you can lose other Affinities' points. Remember that
    Physical attacks are direct attacks and aren't affected (damage-wise) by
    other affinities.
      Know that only the first attack can gain/lose you Class/Affinity
    points. If you Chain, you won't lose or gain anything.
    
    Format:
    CLASS of dummy (NAME of dummy)
    Area: Room
    
    HUMAN (CRIMSON BLADE)
    Wine Cellar: Blackmarket
    Wine Cellar: Worker's Restroom
    
    BEAST (OGRE)
    Abandoned Mines B1: The Dark Tunnel
    
    UNDEAD (SKELETON KNIGHT)
    Catacombs: Hall of Sworn Revenge
    
    PHANTOM (GHOST)
    City Walls North: From Boy To Hero
    
    DRAGON (LIZARDMAN)
    City Walls South: The Boy's Training Room
    
    EVIL (GREMLIN)
    Town Center East: Gharmes Walk
    
          ____________________________________________
     O   / The dummies are not there the first time   |
    /|\ <  you reach the room. After beating or going |
    / \  | to certain areas, then the dummy will be   |
         | there if you so happen to go to the room   |
         | as listed above.                           |
          ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
          ____________________________________________
     O   / If you have a turbo controller, then use it|
    /|\ <  against a dummy. You can sleep while doing |
    / \  | so. This is how you do it: activate turbo  |
         | for O, then put something to weigh down on |
         | on the button so Ashley will automatically |
         | attack. After he's done killing the dummy, |
         | you will usually gain about 30+ in the     |
         | Class of the dummy.                        |
          ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
          ____________________________________________
     O   / It doesn't really matter, though. You can  |
    /|\ <  do whatever you do. Don't blame me or Dan  |
    / \  | GC for any problems you run into based on  |
         | problems dealing with weapons. Remember,   |
         | Different personalities = different styles |
         | of play.                                   |
          ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      Dummies have items for you when you kill them. They always give you a
    'Cure' and 'Mana' item. It depends on the dummy for which you will
    receive. In addition, under certain circumstances you will get another
    item, an Elixir, which is also totally dependent on the dummy.
      You get the Elixir by doing the following:
    - Attacking only the BODY (and killing it by doing so)
    - Beating or doing the same number of Chains as your Chain Record
    * If you do this, there is about an 84% chance of getting the Elixir.
    
      Here are the items you get from the dummies (I haven't gotten a chance
    to get the Elixirs from all the dummies):
    
    Dummy     Cure & Mana   Elixir of
    ŻŻŻŻŻŻŻ   ŻŻŻŻŻŻŻŻŻŻŻ   ŻŻŻŻŻŻŻŻŻ
    Human     Bulbs         Queens(?)
    Beast     Potions       ???
    Undead    Potions       Kings
    Phantom   Bulbs         ???
    Dragon    Potions       ???
    Evil      Potions       ???
    ------------------------------------------------------------------------
      Below is listed the stats format for weapons and armor.
    ORG: the stats of the piece of equipment
    EQP: the total stats of Ashley himself and piece of equipment
    
    Weapon stats:
               ORG/EQP
         Range   #/  #
          RISK   #/  #
    Attack/STR   #/  #
    Attack/INT   #/  #
       Agility   #/  #
    
    Range: Weapon's range of attack.
    RISK: RISK points added with each use of the weapon.
    Attack/STR: Weapon attack strength. Increases physical weapon damage.
    Attack/INT: Magic attack strength. Increases magic potency.
    Agility: Speed attribute based on weight.
             Increases chance to hit and evade attacks.
    ------------------------------------------------------------------------
    Armor stats (except accessories):
                ORG/EQP
    Defense/STR   #/  #
    Defense/INT   #/  #
        Agility   #/  #
    
    Defense/STR: Defense strength. Increases resistance to physical attacks.
    Defense/INT: Magic defense strength. Increases resistance to magical attacks.
    Agility: Speed attribute based on weight.
             Increases chance to hit and evade attacks.
    ------------------------------------------------------------------------
    Accessory stats:
                 ORG/EQP
        Strength   #/  #
    Intelligence   #/  #
         Agility   #/  #
    
    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.
    ------------------------------------------------------------------------
    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
    _______________________________________
             6.2: BLADES
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Daggers
    ŻŻŻŻŻŻŻ
    Battle Knife
    Scramasax
    Dirk
    Throwing Knife
    Kudi
    Cinquedea
    Kris
    Hatchet
    Khukuri
    Baselard
    Stiletto
    Jamadhar
    
    Swords
    ŻŻŻŻŻŻ
    Spatha
    Scimitar
    Rapier
    Short Sword
    Firangi
    Shamshir
    Falchion
    Shotel
    Khora
    Khopesh
    Wakizashi
    Rhomphaia
    
    Axes & Maces
    ŻŻŻŻŻŻŻŻŻŻŻŻ
    Hand Axe
    Battle Axe
    Francisca
    Tabarzin
    Chamkaq
    Tabar
    Bullova
    Crescent
    Goblin Club
    Spiked Club
    Ball Mace
    Footman's Mace
    Morning Star
    War Hammer
    Bec de Corbin
    War Maul
    
    Great Swords
    ŻŻŻŻŻŻŻŻŻŻŻŻ
    Broad Sword
    Norse Sword
    Katana
    Executioner
    Claymore
    Schiavona
    Bastard Sword
    Nodachi
    Rune Blade
    Holy Win
    
    Great Axes
    ŻŻŻŻŻŻŻŻŻŻ
    Guisarme
    Large Screscent
    Sabre Halberd
    Balbriggan
    Double Blade
    Halberd
    
    Heavy Maces
    ŻŻŻŻŻŻŻŻŻŻŻ
    Langdebeve
    Sabre mace
    Footman's Mace
    Gloomwing
    Mjolnir
    Griever
    Destroyer
    Hand of Light
    
    Staves
    ŻŻŻŻŻŻ
    Wizard Staff
    Clergy Rod
    Summoner Baton
    Shamanic Staff
    Bishop's Croiser
    Sage's Cane
    
    Polearms
    ŻŻŻŻŻŻŻŻ
    Spear
    Glaive
    Scorpion
    Corcesca
    Trident
    Awl Pike
    Boar Spear
    Fauchard
    Voulge
    Pole Axe
    Bardysh
    Brandestoc
    
    Crossbows
    ŻŻŻŻŻŻŻŻŻ
    Gastraph Bow
    Target Bow
    Light Crossbow
    Windlass
    Cranequin
    Lug Crossbow
    Seige Bow
    Arbalest
    _______________________________________
             6.3: GRIPS
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     ______________________________________________________________________
    |Grip Name   |   |STR·INT·AGL|  |Blunt·Edged·Piercing|  |# of Gem Slots|
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    ==Grips for Daggers/Swords/Great Swords==++++++++++++++++++++++++++++++
    |Short Hilt        1 · 0 · -1      0  ·  4  ·   1        0             |
    |Swept Hilt        1 · 1 · -1      0  ·  2  ·   4        0             |
    |Cross Guard       2 · 1 · -1      8  ·  6  ·   2        1             |
    |Counter Guard     ? · ? · -?      0  ·  8  ·   7        1             |
    |Knuckle Guard     2 · 2 · -2      0  ·  5  ·   9        2             |
    |Side Ring         3 · 3 · -2      10 ·  12 ·   10       2             |
    |Murderer's Hilt   4 · 3 · -3      0  ·  13 ·   17       2             |
    |Power Palm        4 · 3 · -3      0  ·  15 ·   12       3             |
    |Spiral Hilt       5 · 4 · -3      20 ·  20 ·   20       3             |
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    ==Grips for Axes/Maces/Staves==________________________________________
    |Wooden Grip       1 · 0 · -2      5  ·  1  ·   0        0             |
    |Czekan Type       2 · 1 · -2      8  ·  4  ·   0        0             |
    |Sand Face         1 · 2 · -2      3  ·  6  ·   0        1             |
    |Sarissa Grip      2 · 2 · -3      6  ·  9  ·   0        1             |
    |Heavy Grip        3 · 1 · -3      6  ·  15 ·   0        1             |
    |Gendarme          3 · 2 · -3      13 ·  5  ·   0        2             |
    |Runkasyle         4 · 3 · -3      17 ·  7  ·   0        2             |
    |Grimoire Grip     1 · 8 · -4      21 ·  9  ·   0        2             |
    |Bhuj Type         5 · 1 · -4      8  ·  19 ·   0        3             |
    |Elephant          6 · 3 · -4      11 ·  22 ·   0        3             |
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    ==Grips for Polearms==-------------------------------------------------
    |Wooden Pole       1 · 0 · -3      11 ·  0  ·   1        0             |
    |Winged Pole       3 · 2 · -4      2  ·  6  ·   16       0             |
    |Spiculum Pole     2 · 1 · -3      2  ·  12 ·   4        1             |
    |Ahlspies          ? · ? · -?      10 ·  14 ·   12       1             |
    |Framea Pole       4 · 3 · -4      16 ·  4  ·   10       2             |
    |Spiral Pole       6 · 5 · -5      15 ·  6  ·   21       3             |
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     ==Grips for Crossbows=================================================
    |Simple Bolt       1 · 0 · -1      1  ·  0  ·   10       0             |
    |Steel Bolt        2 · 0 · -1      1  ·  0  ·   13       1             |
    |Javelin Bolt      3 · 1 · -1      17 ·  0  ·   2        1             |
    |Falarica Bolt     4 · 1 · -1      3  ·  0  ·   20       1             |
    |Stone Bullet      2 · 0 · -2      23 ·  0  ·   4        1             |
    |Sonic Bullet      4 · 2 · -2      5  ·  0  ·   25       1             |
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    _______________________________________
             6.4: SHIELDS
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      Some people have said something like this, "Shields aren't exactly
    weapons, but they are. And they aren't armor."
      I don't like that, if they actually paid attention while playing
    Vagrant Story, they would've noticed that under the "Shields" category
    in the ITEM menu, it obviously says Shields are armor.
    
    Buckler
    Targe
    Pelta Shield
    Quad Shield
    Circle Shield
    Tower Shield
    Spiked Shield
    Round Shield
    Kite Shield
    Casserole Shield
    Heater Shield
    Oval Shield
    Knight Shield
    Hoplite Shield
    Jazeraint Shield
    Dread Shield
    _______________________________________
             6.5: ARMOR
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
          _________________________________________________
     O   / Dread armor (that includes shields, of course)  \
    /|\ <  lose about 3 INT but also gain about 3 STR from  \
    / \  | Jazeraint armor. So, in reality, Jazeraint armor  \
         | are the strongest in INT, and Dread armor are best |
         | in STR. As for AGL, they're both the same. The INT |
         | and STR are not much; the use of Gems easily       |
         | makes up for it. Then, it's just a preference      |
         | for which equipment you want. Once you get to      |
         | Jazeraint, you _can_ just stop there. And          |
         | know this, if you worked hard on your             /
         | Jazeraint armor, then upgrading to Dread         /
          \may cause you to lose some of that work.        /
           ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Head
    ŻŻŻŻ
    Bandana
    Bear Mask
    Wizard Hat
    Bone Helm
    Chain Coif
    Spangenhelm
    Cabasset
    Sallet
    Barbut
    Basinet
    Armet
    Close Helm
    Burgonet
    Hoplite Helm
    Jazeraint Helm
    Dread Helm
    
    Arms (one each)
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Bandage
    Leather Glove
    Reinfored Glove
    Knuckles
    Ring Sleeve
    Chain Sleeve
    Gauntlet
    Vambrace
    Plate Glove
    Rondanche
    Tilt Glove
    Freiturner
    Fluted Glove
    Hoplite Glove
    Jazeraint Glove
    Dread Glove
    
    Body
    ŻŻŻŻ
    Jerkin
    Hauberk
    Wizard Robe
    Cuirass
    Banded Mail
    Ring Mail
    Chain Mail
    Breastplate
    Segmentata
    Scale Armor
    Brigandine
    Plate Mail
    Fluted Mail
    Hoplite Armor
    Jazeraint Armor
    Dread Armor
    
    Legs
    ŻŻŻŻ
    Sandals
    Boots
    Long Boots
    Cuisse
    Light Greaves
    Ring Legging
    Chain Leggings
    Fuzzkampf
    Polelyn
    Jambau
    Missaglia
    Plate Leggings
    Fluted Leggings
    Hoplite Leggings
    Jazeraint Leggings
    Dread Leggings
          _________________________________________________
     O   / If you noticed, there are 16 pieces of armor    \
    /|\ <  total for each type (Shields, Head, Arms, Body,  \
    / \  | and Legs. The corresponding one on each list is   |
         | on the same line (exp. Buckler, Bandana, Bandage, |
          \ Jerkin, and Sandals).                           /
           ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
    Accesories (31 total)
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Rood Necklace - Necklace with the rood of the Iocus
                    priesthood. Once owned by Tia.
    
    Rune Earrings - Silver earrings engraved with ancient Kildean lettering.
    
    Lionhead - Necklace with a lion's head motif.
    
    Rusted Nails - Claws of iron worn by Rinomy,
                   the ancient Kildean tactician.
    
    Sylphid Ring - Ring imbued with the essence of a sylph air spirit.
    
    Marduk - Nose-ring that is said to have been owned
             by Marduk, the storm deity.
    
    Salamander Ring - Ring imbued with the essence of
                      a salamander fire spirit.
    
    Tamulis Tongue - Tongue stud favored by the fire god Tamulis.
    
    Gnome Bracelet - Bracelet imbued with an earth spirit.
    
    Palolo's Ring - White gold ring adorned with the wings
                    of the earth deity, Palolo.
    
    Undine Bracelet - Arm bracelet imbued with the essence
                      of an undine water spirit.
    
    Talian Ring - Delicate ring used by the sea spirit, Talia,
                  to pacify the Kraken.
    
    Agrias's Balm - Balm used by the great knight Agrias
                    as told in the Zodiac Brave Story.
    
    Kadesh Ring - Silver ring with rose and snake motif, symbol of
                  the love and fertility goddess, Kadesh.
    
    Agrippa's Choker - Choker imbued with evil, made by the alchemist
                       Agrippa. Said to now imprison Agrippa's soul.
    
    Diadra's Earring - Earring favored by the famed beauty Diadra,
                       who was fated to bring sadness and ruin.
    
    Titan's Ring - Ring worn by the Titans of legend, large enough
                   to be used as a bracelet by mortals.
    
    Lau Fei's Armlet - Armlet of might worn by the legendary
                       queen of the Titans, Lau Fei.
    
    Swan Song - Brooch a poor craftsman made for his wife.
                Lauded for its quality after his death.
    
    Pushpaka - Earring made in ancient times to talk with the
               Pegasi drawing the chariot 'Pushpaka.'
    
    Edgar's Earrings - Earring possessed by a demon-wight,
                       worn by the great necromancer Edgar.
    
    Cross Choker - Decorative leather choker with a
                   pendant in the shape of a cross.
    
    Ghost Hound - Armlet imbued with the vain ambition of those
                  whose names the storytellers do not sing.
    
    Beaded Anklet - Anklet worn by Müllenkamp, a dancer, and
                    the head priestess of ancient Kiltia.
    
    Dragonhead - Talisman made from dragon skull.
                 A aids slightly in battles against dragons.
    
    Faufnir's Tear - Necklace bearing a crystal, Faufnir's Tear, wept
                     from the dragon's eye when it died.
    
    Agales's Chain - Necklace forged to torment Agales, the duke
                     of the underworld, by the great sage Solomon.
    
    Balam Ring - Ring bearing one of the 47 scattered shards of the
                 great devil Balam, guardian of knowledge.
    
    Nimje Coif - Coif worn by the water nymph Nimje
                 in the tales of the old land.
    
    Morgan's Nails - Nails worn by the evil sorceress Morrighan
                     in the tales of the old land.
    
    Marlene's Ring - Ring worn by the sage Marlene, said to
                     prove her half-devil, half-human blood.
    
          _________________________________________________
     O   / For 'Dragonhead,' it's supposed to have "Aids   \
    /|\ <  slightly in battles against dragons." But while  \
    / \  \ they were making the game there were some errors,/
          ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    _______________________________________
             6.6: GEMS
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Talos Feldspar - Feldspar imbued with the dark powers of Talos.
                     Increases the power of direct attacks.
    
    Titan Malachite - Malachite with a Titan's soul bound inside.
                      Increases the power of direct attacks.
    
    Sylphid Topaz - Topaz imbued with the power of the Sylphs.
                    Slightly increases air affinity.
    
    Djinn Amber - Amber imbued with the power of Djinn.
                  Increases air affinity.
    
    Salamander Ruby - Ruby imbued with the power of the Salamanders.
                      Slightly increases fire affinity.
    
    Ifrit Carnelian - Carnelian imbued with the power of Ifrit.
                      Increases fire affinity.
    
    Gnome Emerald - Emerald imbued with the power of the Gnomes.
                    Slightly increases earth affinity.
    
    Dao Moonstone - Moonstone imbued with the power of Dao.
                    Increases earth affinity.
    
    Undine Jasper - Jasper imbued with the power of the Undines.
                    Slightly increases water affinity.
    
    Marid Aquamarine - Aquamarine imbued with the power of Marid.
                       Increases water affinity.
    
    Angel Pearl - Pearl imbued with the power of the angels.
                  Slightly increases light affinity.
    
    Seraphim Diamond - Diamond with a seraph's soul bound inside.
                       Increases light affinity.
    
    Morlock Jet - Jet stone sealed with Morlock's magical power.
                  Slightly increases dark affinity.
    
    Berial Blackpearl - Blackpearl with Berial's soul bound inside.
                        Increases dark affinity.
    
    Haeralis - Star sapphire with the power of Haeralis the Brave.
               Slightly increases power against humans.
    
    Orlandu - Actinolite containing a fragment of Orlandu's skeleton.
              Increases power against hmans.
    
    Orion - Black coral holding the hair of Orion the Beast.
            Slightly increases power against beasts.
    
    Ogmius - Amethyst containing Ogmious the Guardian's soul.
             Increases power against beasts.
    
    Iocus - Lazurite containing St. Iocus's prayer.
            Slightly increases power against undead.
    
    Balvus - Chiastrite containing the ashes of Balvus.
             Increases power against undead.
    
    Trinity - Jade containing the Nordic holy spirits.
              Slightly increases power against phantoms.
    
    Beowulf - Armandine holding Beowulf the Great's hair.
              Increases power against phantoms.
    
    Dragonite - Serpentine containing a dragon's power.
                Slightly increases power against dragons.
    
    Sigguld - Fire agate with the soul of Sigguld the Dragoon.
              Increases power against dragons.
    
    Demonia - Blood opal containing the blood of devils.
              Slightly increases power against evil enemies.
    
    Altema - Garnet containing Altema the Fallen's spirit.
             Increases power against evil enemies.
    
    Polaris - An artificial malachite made by the ancient
              Kildeans, named after a legendary knight.
    
    Basivalen - An artificial serpentine made by the ancient
                Kildeans, named after a legendary knight.
    
    Galerian - An artificial cat's eye made by the ancient
               Kildeans, named after a legendary knight.
    
    Vedivier - An artificial amethyst made by the ancient
               Kildeans, named after a legendary knight.
    
    Berion - An artificial moonstone made by the ancient
             Kildeans, named after a legendary knight.
    
    Gervin - An artificial topaz made by the ancient
             Kildeans, named after a legendary knight.
    
    Tertia - An artificial emerald made by the ancient
             Kildeans, named after a legendary knight.
    
    Lancer - An artificial ruby made by the ancient
             Kildeans, named after a legendary knight.
    
    Arturos - An artificial diamond made by the ancient
              Kildeans, named after a legendary king.
    
    Braveheart - Increases the success rate of non-magical attacks by 20%.
                 Must be equipped on a weapon.
    
    Hellraiser - Increases the success rate of magic by @0%.
                 It must be equipped on a weapon.
    
    Nightkiller - Increases the chance to evade non-magical attacks by 20%.
                  Must be equipped on a shield.
    
    Manabreaker - Increases the chance to evade magical attacks by 20%.
                  It must be equipped on a shield.
    
    Powerfist - Increases the chance to evade 'STR-down' by 20%.
                It must be equipped on a shield.
    
    Brainshield - Increases the chance to evade 'INT-down' by 20%.
                  It must be equipped on a shield.
    
    Speedster - Increases the chance to evade 'AGL-down' by 20%.
                It must be equipped on a shield.
    
    Silent Queen - Increases the chance to evade 'Silent' by 20%.
                   It must be equipped on a shield.
    
    Dark Queen - Increases the chance to evade 'Paralysis' by 20%.
                 It must be equipped on a shield.
    
    Death Queen - Increases the chance to evade 'Poison' by 20%.
                  It must be equipped on a shield.
    
    White Queen - Increases the chance to evade 'Numbness' by 20%.
                  It must be equipped on a shield.
    _______________________________________
             6.7: MISC
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Cure Root - Roots of an herb that restores strength. Restores 50 HP.
    
    Cure Bulb - Bulbs of an herb that restores strength. Restores 100 HP.
    
    Cure Tonic - Extract of an herb that restores strength. Restores 150 HP.
    
    Cure Potion - Potion made from an herb that restores strength.
                  Restores all HP.
    
    Mana Root - Roots of an herb that restores mental acuity.
                Recharges MP by 25 points.
    
    Mana Bulb - Bulbs of an herb that restores mental acuity.
                Recharges MP by 50 points.
    
    Mana Tonic - Extract of an herb that restores mental acuity.
                 Recharges MP by 100 points.
    
    Mana Potion - Herbal potion that restores mental acuity.
                  Recharges all MP.
    
    Vera Root - Roots of an herb that restores concentration.
                Lowers RISK by 25 points.
    
    Vera Bulb - Bulbs of an herb that restores concentration.
                Lowers RISK by 50 points.
    
    Vera Tonic - Extract of an herb that restores concentration.
                 Lowers RISK by 75 points.
    
    Vera Potion - Potion made from an herb that restores concentration.
                  Clears all RISK.
    
    Acolyte's Nostrum - Nostrum used by the acolytes in Léa Monde.
                        Restores 100 HP and MP.
    
    Saint's Nostrum - The nostrum that a high priest received from the
                      heavens. Restores all HP and MP.
    
    Alchemist's Reagent - An experimental potion made by Valnain's
                          alchemists. Restores 25 HP; lowers RISK by 25.
    
    Sorceror's Reagent - Reagent made by sorcerers in ancient times.
                         Restores 50 HP; lowers RISK by 50 points.
    
    Yggdrasil's Tears - Extract of Yggdrasil known to heal status
                        abnormalities. Cures "Paralysis."
    
    Faerie Chortle - Made by the faerie king as a remdy for use in battle
                     against serpents. Cures "Poison."
    
    Spirit Orison - Pellets made from flower petals and dried yak livers.
                    Cures "Numbness."
    
    Angelic Paean - A talisman bearing the icon of St. Iocus. Cures "Curse."
    
    Panacea - Potion made with odd bits of herbs.
              Cures "Paralysis," "Poison," and "Numbness."
    
    Snowfly Draught - Potion of dried snowfly wings.
                      Cancels magical effects cast on target.
    
    Faerie Wing - Powder that fairies use to accelerate movement and improve
                  jumps temporarily.
    
    Elixir of Kings - Elixir used by the first king of Valendia.
                      Adds a few points of STR.
    
    Elixir of Sages - Elixir given to St. Iocus by the Seven Wisemen of Ologo.
                      Adds a few points of INT.
    
    Elixir of Dragoons - Elixir used by the dragoons.
                         Adds a few points of AGL.
    
    Elixir of Queens - Elixir given to soldiers by Léa Monde monks in
                       ancient times. Adds a few points of HP.
    
    Elixir of Mages - Elixir the mages of Léa Monde once used.
                      Adds a few points of MP.
    
    Valens - A Léa Monde red wine with a delicate, yet robust flavor.
             (Same as Elixir of Kings.)
    
    Prudens - The most elegant red wine, with a gentle flavor and bouquet.
              (Same as Elixir of Sages.)
    
    Volare - A Léa Monde white wine known for its honey-like fragrance.
             (Same as Elixir of Dragoons.)
    
    Audentia - A Léa Monde quality sweet wine allowed to age to perfection.
               (Same as Elixir of Queens.)
    
    Virtus - A sparkling wine made from a blend of three grapes.
    
    Eye of Argon - Temporarily enables Ashley to see traps set in the room.
    
    Bronze Key - Open doors locked with the Bronze Key.
    
    Iron Key - Open doors locked with the Iron Key.
    
    Silver Key - pen doors locked with the Silver Key.
    
    Gold Key - Open doors locked with the Gold Key.
               (Not available during first play.)
    
    Platinum Key - Open doors locked with the Platinum Key.
                   (Not available during first play.)
    
    Steel Key - Open doors locked with the Steel Key.
                (Not available during first play).
    
    Crimson Key - Open doors locked with the Crimson Key.
    
    Chest Key - Opens locked treasure chests.
    ________________________________________________________________________
    Part 7:  AREAS
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      These Traps information comes from the Vagrant Story FAQ Author Zy
    Nicholson <spangenhelm@hotmail.com>.
    
      There are rooms in all areas, of course. In addition, there are traps
    in some rooms as well. Here are all of the traps:
    
    Trap Name      Effect
    ŻŻŻŻŻŻŻŻŻŻŻŻ   ŻŻŻŻŻŻ
    Eruption       Physical affinity attack
    Gust           Air affinity attack
    Inferno        Fire affinity attack
    Terra Thrust   Earth affinity attack
    Freeze         Water affinity attack
    Death Vapor    Light affinity attack
    Diabolos       Dark affinity attack
    
    Poison         Causes "Poison"
    Paralysis      Causes "Paralysis"
    Curse          Causes "Curse"
    
    Heal Panel     Light Affinity; Restores HP, restores full concentration
    Cure Panel     Light Affinity; Cures Poison, Numbness, and Paralysis
    Trap Clear     Inactivates all trap panels in the room
    
    * Traps are not killers. At base they are percentage attacks, which means
      they make you lose a certain amount of HP based on your total HP. You
      can lower the damage by going into Battle Mode (if you have equipment
      equipped). It is also possible for the trap to MISS.
    * Traps are exactly like attacks, except they're activated when you step
      on them (so Elemental affinities take a role as well).
    * All Traps in the room can be located by using the item 'Eye of Argon'
      or using the Sorcerer spell 'Eureka' (only 3 MP).
    
    Here are all of the Areas of this game (according to the "Map" accessed
    through the menu):
    
    Wine Cellar
    Catacombs
    Sanctum
    Abandoned Mines B1
    Abandoned Mines B2
    Limestone Quarry
    Temple of Kiltia
    Great Cathedral B1
    Great Cathedral L1
    Great Cathedral L2
    Great Cathedral L3
    Great Cathedral L4
    The Paling (unlisted; last area; top of Great Cathedral)
    Forgotten Pathway (not available on first play)
    Escapeway (not available on first play)
    Iron Maiden B1
    Iron Maiden B2 (not available on first play)
    Iron Maiden B3 (not available on first play)
    Undercity West
    Undercity East
    The Keep
    City Walls West
    City Walls South
    City Walls East
    City Walls North
    Snowfly Forest
    Snowfly Forest East (not available on first play)
    Town Center West
    Town Center South
    Town Center East
    
    
      Here are some things dealing with the 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 (the compass direction Ashley is is facing when looking
       forward by pushing Up on the D-Pad/left stick).
     - 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!
    ________________________________________________________________________
    Part 8:  SCORE
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    *  Riskbreaker Rank
    
    Lv. #    Rank Name                Required Score
    ŻŻŻŻŻŻ   ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ   ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Lv. 1    Normal Agent             Default rank
    Lv. 2    Gladiator                ???
    Lv. 3    Daredevil                ???
    Lv. 4    Berserker                ???
    Lv. 5    Destroyer                3,000,000
    Lv. 6    Spectrebane              4,000,000
    Lv. 7    Paladin                  5,000,000
    Lv. 8    Mystic Wanderer          7,000,000
    Lv. 9    Blademaster              13,000,000 (my current rank)
    Lv. 10   ???                      ???
    Lv. 11   ???                      ???
    Lv. 12   ???                      ???
    Lv. 13   ???                      ???
    Lv. 14   ???                      ???
    Lv. 15   ???                      ???
    Lv. 16   ???                      ???
    _______________________________________
             8.1: TITLE
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    01. Seeker of Truth - Finished the game once.
    02. Conqueror of the Dark - Finished the game within ten hours.
    03. Treasure Hunter - Checked all the chests in the game.
    04. Wanderer in Darkness - Visited every map location in the game.
    05. Destroyer of Gaeus - Defeated Damascus Golem in Forgotten Passage.
    06. Hunter of the Snowplains - Defeated Damascus Crab
                                   in Snowfly Forest East.
    07. Ally of the Wood - Defeated ravana in Iron Maiden B2.
    08. Slayer of the Wyrm - Defeated Dragon Zombie in Iron Maiden B2.
    09. Vanquisher of Death - Defeated Death and Ogre Zombie
                              in Iron Maiden B2.
    10. Warrior of Asura - Defeated Asura in Iron Maiden B3.
    11. Conqueror of Time - Received an 'Excellent!!' rating for
                            all the Time Attack battles.
    12. Knight of Brilliance - Turned out more than
                               30 Chain Abilities in a row.
    13. Bearer of the New World - Found the rare item Gold Key.
    14. Hoard-Finder - Found the rare item Chest Key.
    15. Hands of Might - Mastered all Break Arts.
    16. Hands of Skill - Mastered all Battle Abilities.
    17. Wanderer of the Wyrding - Finished the game without
                                  saving at any point.
    18. Adventurer of Legend - Finished the game without using magic.
    19. Lone Werreour - Finished the game without using Battle Abilities.
    20. Finished the game without using Break Ars.
    21. Blood-thirsty Hunter - Defeated each class of monster 500 times.
    22. Master of Arms - Attacked enemies 5000 times
                         with each type of weapon.
    23. Silent Assassin - Attacked over 500 times with
                          a weapon in the Dagger group.
    24. Great Swordsman - Attacked over 500 times with
                          a weapon in the Sword group.
    25. Master of Blades - Attacked over 500 times with
                           a weapon in the Great Sword group.
    26. Steel Dragoon - Attacked over 500 times with
                        a weapon in the Axe & Mace group.
    27. The Earthshaker - Attacked over 500 times with
                          a weapon in the Great Axe group.
    28. Sweeper of the Dark - Attacked over 500 times with
                              a weapon in the Staff group.
    29. Acolyte of Iron - Attacked over 500 times with
                          a weapon in the Heavy Mace group.
    30. Spearsman of the Gale - Attacked over 500 times with
                                a weapon in the Polearm group.
    31. Heaven's Huntman - Attacked over 500 times with
                           a weapon in the Crossbow group.
    32. Master Martial Artist - Attacked over 500 times
                                with bare hands.
    _______________________________________
             8.2: GAZETTE
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Games Completed                       #
    Record Completion Time      R# --:--:--
    Current Chest Count                  #%
    Chest Count Highscore                #%
    Current Map Completion               #%
    Map Completion Highscore             #%
    Chain Ability Highscore               #
    Kill List: Human                      #
               Beast                      #
               Undead                     #
               Phantom                    #
               Dragon                     #
               Evil                       #
    Weapon Usage: Dagger                  #
                  Sword                   #
                  Great Sword             #
                  Axe & Mace              #
                  Great Axe               #
                  Staff                   #
                  Heavy Mace              #
                  Polearm                 #
                  Crossbow                #
                  Unarmed                 #
    _______________________________________
             8.3: RECORD TIME
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    _____________                       SCORE
     Player Time |                      RECORD TIME
    ŻŻŻŻŻŻŻŻŻŻŻŻŻ                          Minotaur
      _________________                    Dragon
     | 1ST  --:--:--   |                   Earth Dragon
     |       ROUND #   |                   Snow Dragon
     |                 |                   Damascus Golem
     | 2ND  --:--:--   |                   Damascus Crab
     |       ROUND #   |                   Death & Ogre Zombie
     |                 |                   Asura
     | 3RD  --:--:--   |
     |       ROUND #   |
      ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    _______________
     Reference Time|
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      _________________
     |      --:--:--   |
      ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
    
    Time Attack Battle 1
    Mission: Vanquish the Minotaur!
    Reference Time     00:25:00
    MY BEST TIME       00:01:69
                        ROUND 1
    
    Time Attack Battle 2
    Mission: Vanquish the Dragon!
    Reference Time     00:30:00
    MY BEST TIME       00:00:65
                        ROUND 1
    
    Time Attack Battle 3
    Mission: Vanquish the Earth Dragon!
    Reference Time     00:40:00
    MY BEST TIME       00:01:39
                        ROUND 2
    
    Time Attack Battle 4
    Mission: Vanquish the Snow Dragon!
    Reference Time     00:50:00
    MY BEST TIME       00:00:75
                        ROUND 2
    
    Time Attack Battle 5
    Mission: Vanquish the Damascus Golem!
    Reference Time     01:00:00
    MY BEST TIME       00:01:46
                        ROUND 2
    
    Time Attack Battle 6
    Mission: Vanquish the Damascus Crab!
    Reference Time     01:15:00
    MY BEST TIME       00:04:09
                        ROUND 2
    
    Time Attack Battle 7
    Mission: Vanquish Death & the Ogre Zombie!
    Reference Time     01:00:00
    MY BEST TIME       00:41:20
                        ROUND 2
    
    Time Attack Battle 8
    Mission: Vanquish Asura!
    Reference Time     01:25:00
    MY BEST TIME       00:14:85
                        ROUND 2
    _______________________________________
             8.4: ENCYCLOPAEDIA
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    01. Zombie (UNDEAD) - Once the inhabitants of Léa Monde, zombies emerge
        from the Dark to attack the living.
    02. Mummy (UNDEAD) - Ancient Kildean corpses infused with the power of
        the Dark.
    03. Ghoul (UNDEAD) - Ghouls lurk in the Catacombs, longing for human
        flesh. Attacking their heads proves effective.
    04. Ghast (UNDEAD) - The living dead, given power by demons of the
        Underworld.
    05. Zombie Fighter (UNDEAD) - Corpses of Léa Monde's soldiers, brought
        back to life through the Dark's taint.
    06. Zombie Knight (UNDEAD) - Zombies of the Knights of the Cross, still
        in possession of potent martial skills.
    07. Zombie Mage (UNDEAD) - Zombies of Léa Monde's mages, who employ
        powerful offensive magic.
    08. Skeleton (UNDEAD) - Skeletal remains of zombie corpses. they lurk in
        darkness to attack the living.
    09. Dark Skeleton (UNDEAD) - Skeletons the Dark has bestowed with more
        power and better defense.
    10. Skeleton Knight (UNDEAD) - The bleached skeletons of former
        Kingsguard knights. Still possess great skill with blades.
    11. Ghost (PHANTOM) - Souls of the deceased that attack any living
        thing in sight.
    12. Wraith (PHANTOM) - Ghosts of the Underworld capable of casting
        potent magic.
    13. Goblin (HUMAN) - Stocky demihumans that form bands to attack their
        prey.
    14. Goblin Leader (HUMAN) - Goblins endowed with the ability to use
        magic. They make their abode in the Undercity.
    15. Orc (HUMAN) - Porcine demihumans that are able to use magic spells
        and any weapon they can find.
    16. Orc Leader (HUMAN) - Commanders of the orcs. Like their goblin kin,
        they attack in packs with weapons and magic.
    17. Lizardman (DRAGON) - A species of demihuman known for their agility
        and strength.
    18. Blood Lizard (DRAGON) - A subspecies of lizardmen with superior
        protection against fire and heat.
    19. Lich (EVIL) - Evil mages who have gained powerful magic and eternal
        life through demonic pacts.
    20. Lich Lord (EVIL) - Liches with even greater magical knowledge who
        are said to practice ancient Kildean sorcery.
    21. Death (EVIL) - The reaper of the Underworld, tasked with claiming
        the souls of the possessed.
    22. Gargoyle (EVIL) - Sculptures of mythical creatures that have come to
        life.
    23. Imp (EVIL) - Messengers of the Underworld that swoop down to attack
        with weapons and magic.
    24. Gremlin (EVIL) - Pernicious demons that use varied weaponry and cast
        magic.
    25. Mimic (BEAST) - Large insects that mimic chests of treasure to lure
        unawary treasure hunters.
    26. Shadow (EVIL) - Shadows bereft of bodies, commanded by the Dark.
    27. Silver Wolf (BEAST) - Wolves, twisted into ferocious man-hunters by
        the Dark's influence.
    28. Hellhound (BEAST) - These hounds once guarded the gates of the
        Underworld.
    29. Bat (BEAST) - Large, agile bats that swooop down to strike from the
        air.
    30. Stirge (BEAST) - Giant vampire bats rumored to drain a victim's life
        in a single blow.
    31. Slime (BEAST) - These normally slothful and large amoeba-like
        creatures can leap to assault their prey.
    32. Poison Slime (BEAST) - Slime with the ability to spew poisonous
        spores.
    33. Dark Eye (PHANTOM) - Often called "the Devil's Eye," these monsters
        are well versed in magic.
    34. Basilisk (BEAST) - Powerful jaws give these small, agile reptiles a
        savage attack.
    35. Ichthious (BEAST) - Fish-lke forest spirits with armored heads.
        Their magic gives them an extra edge in battle.
    36. Harpy (BEAST) - Birds of the Underworld feared for their unmerciful
        spell of death.
    37. Quicksilver (EVIL) - Dolls possessed by the souls of children who
        lost their lives to war or illness.
    38. Shrieker (EVIL) - Dolls possessed by evil spirits. Their shrieks
        kill all within earshot.
    39. Minotaur (BEAST) - Half-beast, half-human monster well known for its
        expert use of a viciously heavy mace.
    40. Minotaur Lord (BEAST) - Minotaurs with tattoos of magic protection
        enscribed upon their bodies.
    41. Minotaur Zombie (UNDEAD) - Minotaur zombies. They feel no pain, and
        they fight till their final death.
    42. Dullahan (EVIL) - Knightly armor possessed by the Dark and capable
        of magical and physical attacks.
    43. Dark Crusader (EVIL) - An armor relic of the holy wars. It's only
        weakness is the gap below its chest plate.
    44. Nightstalker (EVIL) - Spirits of fallen soldiers, unaffected by
        chain abilities.
    45. Last Crusader (EVIL) - Possessed crimson armor, once the special
        raiment of the Holy Knights.
    46. Golem (EVIL) - Creatures molded from granite, they deliver
        tremendous physical attacks.
    47. Iron Golem (EVIL) - Golems crafted from iron. Their strong bodies
        are impervious to physical attacks.
    48. Damascus Golem (EVIL) - Golem made of the rare alloy Damascus.
        Highly resistant to both magical and physical attacks.
    49. Ogre (BEAST) - Demons that fought humans in mythic times. Extremely
        agile and strong.
    50. Ogre Lord (BEAST) - Highly intelligent ogres with arcane spell
        knowledge.
    51. Ogre Zombie (UNDEAD) - Dead ogres restored to life by necromancy.
    52. Giant Crab (BEAST) - Giant crabs whose acidic breath can melt even
        the strongest armor.
    53. Iron Crab (BEAST) - Crabs with shells of iron. Employ their massive
        weight as a lethal weapon.
    54. Damascus Crab (BEAST) - Crabs with shells as hard as Damascus.
        Weapons made from their shells are rare and valued.
    55. Air Elemental (PHANTOM) - Lesser air spirits. Use earth affinity
        spells against them.
    56. Djinn (PHANTOM) - Air daeva. This violent, angry spirit serves no
        mortal master.
    57. Fire Elemental (PHANTOM) - Lesser fire spirits. Vicious opponents
        with fiery magic at their disposal.
    58. Ifrit (PHANTOM) - Fire daeva. An arrogant spirit who enjoys burning
        humans with its spells.
    59. Earth Elemental (PHANTOM) - Low-level earth spirits. Originally
        benevolent spirits, magic has twisted them to evil.
    60. Dao (PHANTOM) - Earth daeva. An evil spirit who casts baneful spells
        to sate its yearning for human life.
    61. Water Elemental (PHANTOM) - Lesser water spirits. Do not approach
        them without first preparing a suitable defense.
    62. Marid (PHANTOM) - Water daeva. Sunk Léa Monde into the waters 25
        years ago with the aid of Dao, the earth daeva.
    63. Dark Elemental (PHANTOM) - Lesser spirits of darkness. More powerful
        than other elemental spirits in Léa Monde.
    64. Nightmare (PHANTOM) - Dark daeva. It is filled with an insatiable
        craving to see the living suffer.
    65. Wyvern (DRAGON) - Lesser wyrm with deadly breath attacks.
    66. Wyvern Knight (DRAGON) - A ferocious subspecies of dragon. They
        rarely appear above ground.
    67. Wyvern Queen (DRAGON) - Queen of dragons. Her rule is total and her
        spawn would readily give their lives for her.
    68. Dragon (DRAGON) - These legendary creatures possess a cruel and
        cunning intellect.
    69. Sky Dragon (DRAGON) - Large dragons inhabiting clouds, they are also
        known as Thunder Dragons.
    70. Flame Dragon (DRAGON) - Large dragons who draw energy from magma.
    71. Earth Dragon (DRAGON) - Also known as Land Dragons, their tough
        hides are nigh impossible to pierce.
    72. Snow Dragon (DRAGON) - Because of their freezing breath attack,
        these dragons are often called the 'Wyrms of Ice.'
    73. Arch Dragon (DRAGON) - The most intelligent of all dragons, but at
        the same time, one of the most evil.
    74. Dark Dragon (DRAGON) - Dragons of the Underworld who feast on human
        flesh and souls.
    75. Dragon Zombie (UNDEAD) - Powerful zombies who crave souls tainted by
        the Dark.
    76. Kali (HUMAN) - Statue of the goddess of destruction the Dark
        instilled with unholy life.
    77. Ravana (HUMAN) - A mechanical statue of a deity engineered in the
        era of Müllenkamp.
    78. Asura (HUMAN) - A deity that lay imprisoned in the depths of Lea
        Monde for centuries.
    
    Humans (no particular order):
    Ashley Riot
    Tia
    Marco
    Callo Merlose
    Duke Bardorba
    Sydney Losstarot
    Hardin
    Romeo Guildenstern
    Samantha
    Jan Rosencrantz
    Father Grissom
    Faemdos (a Crimson Blade; w/ Grissom)
    Lamkin (a Crimson Blade; w/ Grissom)
    Sir Tieger
    Lady Neesa
    Father Duane
    Sarjik (a Crimson Blade; w/ Father Duane)
    Bejart (a Crimson Blade; w/ Father Duane)
    Müllenkamp Soldier
    Crimson Blade
    Goodwin  (a Crimson Blade)
    Sackheim (a Crimson Blade)
    Mandel (undead)
    ________________________________________________________________________
    Part 9:  Strategy, Hints, and Tips
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      This section has important stratgies, hints, and tips. It's like a
    "READ ME!" document, similar to the "READ ME!" section in the Quick
    Manual.
    _______________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Thought Bubbles
    _______________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      This comes from the Vagrant Story FAQ Author Zy Nicholson
    <spangenhelm@hotmail.com>.
    
      Below here are some examples of thought bubbles (the crazy stick-
    figure will explain what they are after he does them):
      _____
     | ... |
     | ____|
     |/   _________________________________
     O   | This means I'm charging up      |
    /|\ <  for my turn. First it starts    |
    / \  | out as one dot, then two, then  |
         | finally three. Next, I'll       |
         | explain what happens afterwards.|
          ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    * Every fight-able living thing usually charges up when they know where
      you are. This only applies to attacking/attack magic. Some just cast
      magic without knowing you're exact location.
      _____
     |  !  |
     | ____|
     |/   _________________________________
     O   | Okay, so it's supposed to be    |
    /|\ <  larger than that. Well, it means|
    / \  | I'm finished charging up for my |
         | turn and can attack/cast magic/ |
         | use items.                      |
          ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    * All fight-able living things can attack/cast magic/use items when the
      ! is there.
    
     ?
          _________________________________
     O   | This means I know you're in the |
    /|\ <  area, but you lost me and I have|
    / \  | no idea where you've gone. I    |
         | freeze to ponder, then continue |
         | looking until you're seen or    |
         | leave the room.                 |
          ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    * "Lost me" refers to the term "Lose 'em" or "Shake 'em" that is quite
      commonly used when someone or something is chasing a person. Usually
      heard often in military movies, especially ones with fighter jets or
      fast vehicles.
    * This can be done by getting out of range of the enemy's sight range
      (they can't see you).
    
    \|/
          __________________________________
     O   |Okay, so the lines are supposed   |
    /|\ < to be more connected. Well, it's  |
    / \  |a state of "Shock," I'm kinda'    |
         |surprised/confused. This happens  |
         |when I'm attacked by an ally.     |
         |Usually, if I don't see my enemy  |
         |then I'll get revenge on my ally  |
         |who attacked me. Unfortunately,   |
         |my ally will get me back for it   |
         |as well, even though I deserved   |
         |to attack back (one for one). It  |
         |is possible for this to go on     |
         |forever. Once I see my enemy, I'll|
         |go after him (I DO have a job).   |
          ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    * Even if the attack is a MISS, the attacked ally will still be Shocked.
    * What's kinda' funny is to call this state "Shell Shock." Some people
      may not understand it, so...
    
    Shell shock (noun) - post-traumatic stress disorder in soldiers as a
                         result of combat experience
    Shell-shocked (adjective) - 1. affected with shell shock
                                2. mentally confused, upset, or exhausted as
                                   a result of excessive stress
                                             /\
      Just some bad battle humor on my part. || (above)
      ______
     |/Ż\/Ż\|
     |\    /|
     | \  / |
     |  \/  |
     |/ŻŻŻŻŻ
     O    _________________________________
    /|\ < If this EVER happens, it means I |
    / \  |have been "Charmed," or i.e., be-|
         |friended by you. The symbol is   |
         |actually supposed to be a red    |
         |heart. Unfortunately it isn't    |
         |colored and round. Close, though.|
          ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    * It seems only regular enemies (not bosses or allies) can be Charmed.
      An enemy is Charmed by basically restoring their HP either by using
      the spell 'Heal' or using an item (preferably 'Cure Root'). It may
      take one restoration or several restorations to Charm the enemy.
      Remember, they must have lost some HP.
    * If it works, the enemy (when not charging up for an attack/magic/
      item) will follow you with the above symbol. When the foe does
      charge, then the "..." will take the heart's place. When the foe is
      done with all that, then the heart will come back. The heart will
      never be shown while charging up or ready to attack, so if you
      restore the foe's HP while it is charging/ready to attack, then you
      won't visibly know it worked.
    * The remedy for Charm is to be attacked by the charmer, or befriender
      (Ashley). The once befriended foe will be Shocked temporarily, then go
      after you once again.
    
    * The method the original sender (Daniel Day <D_Day2001@hotmail.com>) to
      Zy Nicholson said is like this:
      - The Shock symbol must occur three times on an enemy uninterrupted by
        you attacking it
      - After the third one, just simply restore that enemy's HP using the
        spell 'Heal' or using items of HP restoration (it may take one time
        or several depending on the enemy)
      - If it works, the red heart will appear
      - As explained above, "The heart will never be shown while charging up
        or ready to attack, so if you restore the foe's HP while it is
        charging/ready to attack, then you won't visibly know it worked."
    
    EXTRA THOUGHT BUBBLES-RELATED INFO
    * It is possible to attack enemies before they spot you, but after doing
      so, they'll know your location immediately (you can always lose them
      though).
    
    * When an enemy is ready to attack, it only tries to attack you when you
      are standing on the ground or hanging from a ledge. If you are falling
      or jumping, then they won't attack until you land (or hang on a
      ledge). The enemy will attack once you land on the ground.
    * Briefly, I explain: While jumping, enemies cannot attack you. So it's
      possible to get across a room full of enemies without getting hit once
      just by jumping.
    ------------------------------------------------------------------------
    _______________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    "Take Cover!"
    _______________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      This comes from the Vagrant Story FAQ Author Zy Nicholson
    <spangenhelm@hotmail.com>.
    
      It is possible to hide behind something, thus making an attack hit an
    object instead of you. Single target attack spells and normal attacks
    will always MISS if you are hiding behind an object (purposely or
    accidentally). Multiple target spells will still hit, and Special
    Attacks and Break Arts should MISS as well from what I recall.
      It doesn't have to be an object though, it can be an enemy. See the
    section above to see what happens when the enemy you are hiding behind
    is attacked by its own ally (state of Shock, symbol shown = \|/ ).
      If you are able to do this, then enemies can too (hide behind objects
    or allies, and sometimes, even you).
    ------------------------------------------------------------------------
    _______________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Status Abnormalties
    _______________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      This comes from the Vagrant Story FAQ Author Zy Nicholson
    <spangenhelm@hotmail.com>.
    
      Basically, enemies will usually not do anything to rid you of a
    negative status abnormality unless they do something worse, which
    includes attacking to get rid of Numbness, or doing a spell to get rid
    of Silence, etc.). Of course they won't use an item or magic to rid you
    of the status abnormality. For sake of reference, I will list all
    negative status abnormalities and their effects/remedies (as well as
    what they won't do to you to lose the abnormality):
    
    Status Abnormalities
      "Effect": the effect of a status abnormality.
      "Remedy": how to cure the effect of a status abnormality
      "Enemy" : what the enemy won't do to rid you of the abnormality that
                they normally would if you didn't have the abnormality
      _
     |X| Silent
      Ż  Effect: Cannot cast spells
         Remedy: - Be the target of a spell
                 - Move to a different room
         Enemy : - Cast magic on you
    
         Numbness
         Effect: Battle abilities cannot be used
                 temporarily and move 50%.
         Remedy: - Wait for duration of effect
                 - Receive damage
                 - Caste "Clearance"
                 - Use "Spirit Orison"
         Enemy : - Attack you
    
      For many negative status abnormalities (STR-down, INT-down, AGL-down,
    Silent, Paralysis, Poison, Numbness, Curse, and Equip-down), if an enemy
    causes a status abnormality on you and you get rid of it, there is a
    high chance they will try to put the same status abnormality on you. And
    since the AI takes longer to attack, you can get in about three free
    attacks on that foe. ("Free" means "no cost," so you get three attacks
    without any consequences.)
    ------------------------------------------------------------------------
    _______________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    The Spoils of Foes
    _______________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    This comes from the Vagrant Story FAQ Author Zy Nicholson
    <spangenhelm@hotmail.com>.
    
      Equipment enemies have can be quite useful in upgrading your own
    equipment. There is always a base percentage of receiving any piece of
    equipment from an enemy. But there also seems to be a way to increase
    the percentage of receiving a certain piece of equipment. And that is to
    keep attacking the body part where the equipment is (that means killing
    them like that as well). It is best to do high damaging attacks to that
    body part (gets the body part to DYING status). This really only affects
    enemies with almost/about full equipment, so, say an Ogre with only a
    weapon and an accessory, it doesn't really matter what body part you
    attack because it's useless. The reason is you'll either get the
    equipment or not, so the more you kill the enemy, the more likely you'll
    get that piece of equipment. The percentage isn't higher, it's just
    after killing the enemy a lot, you'll eventually get some equipment. The
    faster you kill the monster, the more you can kill it, so you'll get it
    eventually faster (possibly).
      From certain enemies you automatically can only get specific pieces of
    equipment or will always get certain pieces of equipment.
      For example, if you want the boots they're carrying, keep on attacking
    the legs. 
    
    For REAL HUMANS (body part and what they hold):
    
    R. ARM - Weapon, R. Arm Armor
    L. ARM - Shield (if equipped), L. Arm Armor
    HEAD   - Head Armor, Accessory
    BODY   - Body Armor, and partially affects all other equipment
    LEGS   - Leg Armor
    
      In reality, all you do is just attack the body part that is holding
    whatever equipment you want. Weapon is sometimes R. Arm, L. Arm, or even
    both (two-handed weapons only). Only weapons and shields can appear in
    different body parts out of all creatures (Human, Beast, Undead, Dragon,
    and Evil). All Humans have some equipment (real Humans have full
    equipment), Beasts have some equipment (Ogres and Orcs), Undead always
    have some equipment, Dragons have some equipment (Lizards), and all
    Evil foes have some equipment (except Golems, Crabs, Gargoyles, and
    Imps).
      Know only that attacking a specific body part only increases the
    probability of getting a certain piece of equipment. Just because the
    probability of something is increased it certainly doesn't mean you WILL
    get that. There is still a base percentage of getting the other
    equipment.
    ------------------------------------------------------------------------
    _______________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    "Titles of Equipment" (music plays) dun dun dun!
    _______________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    This comes from the Vagrant Story FAQ Author Zy Nicholson
    <spangenhelm@hotmail.com>.
    
      When a piece of equipment (weapons or armor, except accessories) are
    highlighted, then at the bottom left of the screen is the following
    (example):
    
    Title: Armor
    Hagane Glove
    
      So it has the title of the piece of equipment, what material it is
    made of, and what kind of equipment it is. For a weapon, it's the
    weapon (including gems), not the blade. For a shield, it's the shield
    (including gems).
      The title doesn't mean much, except that you have two stats that are
    low to exceedingly high. Titles are actually determined by the second-
    highest stat out of all three things (Class, Affinity, and Type).
    Depending on what the value of the second-highest stat is determines
    what the title of the weapon or armor is.
      Since it's determined by the second-highest stat, then the highest
    stat is either equal to or higher than the second-highest stat.
      Here are all the titles (Shields are Armor):
    
    Required Attributes     Title
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ     ŻŻŻŻŻ
    Below 10                Weapon / Armor 
    10 to 19                Warrior's Weapon / Armor
    20 to 29                Knightly Weapon / Armor
    30 to 39                Prestigious Weapon / Armor
    40 to 49                Brave Weapon / Armor
    50 to 59                Warlord's Weapon / Armor
    60 to 69                Champion's Weapon / Armor
    70 to 79                Glorious Weapon / Armor
    80 to 89                Legendary Weapon / Armor
    90 to 99                Supreme Weapon / Armor
    Above 99                Divine Weapon / Armor
    ------------------------------------------------------------------------
    _-_-_-_-_-_-_Blade Types:=+=+=+=+=+=+=+
                    A                       _____
    BBB  L         /A\     DDDDD   EEEEE   |TTTTT| Y   Y PPPP  EEEEE   SSS
    B  B L        /A A\    D    D  E        \|T|/   Y Y  P   P E     SSS
    BBB  L       /A___A\   D     D EEEE      |T|     Y   PPPP  EEEE    SSS
    B  B L      /AAAAAAA\  D    D  E         |T|     Y   P     E         SSS
    BBB  LLLLL /A/     \A\ DDDDD   EEEEE     |T|     Y   P     EEEEE   SSS
               ŻŻ       ŻŻ                   \V/
    
    Blunt - used to smash or break things in pieces
    Edged - used to slice things
    Piercing - used to stab hard-to-reach areas and is a concentrated stab
    
      Considering all of that, it shouldn't be very difficult to choose
    what blade type to use against different enemies.
    - A skeleton creature is very frail (made of purely bones) and can be
    easily broken apart, so a Blunt weapon can work well against them.
    - A living creature (such as a human or beast) without much armor
    protection can have their body parts sliced off, so Edged works well
    here.
    - A rock creature or dragon has a very tough hide and something
    concetrated is required to penetrate it, so use a Piercing weapon
    against it. Some people would first consider to destroy a rock creature
    with a Blunt weapon, it works, but think about what they do to actually
    destroy rocks in real life...a Piercing tool (like a pickax to dig
    through the rock-hard ground) or a drilling tool, which is _supposed_ to
    be a piercing tool. And since a Piercing weapon can be used to hit hard-
    to-reach areas, it can be used against something _with_ armor protection
    because it can go right through the armor (or hit a small, open area),
    thus hurting the enemy.
    
      It is quite shocking (to me) that some people actually have difficulty
    with the blade types. All you have to remember is that this game tries
    to resemble that of *REAL LIFE* by including things from real life in
    this game. Like this: an animal (that includes humans) can be stabbed
    so easily with a pocketknife, so in Vagrant Story, anything with flesh
    can be stabbed as well (remember: REAL LIFE). If you didn't figure out
    what blade type goes with this example, it's Piercing.
    ------------------------------------------------------------------------
    _______________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Training Dummies
    _______________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    This comes from the Vagrant Story FAQ Author Zy Nicholson
    <spangenhelm@hotmail.com>.
    
      If you walk into a room with a training dummy, then the sound you will
    hear is similar to that of undead skeletons. Damage to dummies are very
    low (only around 5, but calculated, it is only 0). Your RISK does not
    really have any affect on your accuracy and damage, since your accuracy
    will always be 100% and even as low as 99% (understand? Just some bad
    humor on my part). This means you can raise your Class the dummy is
    really quickly and high.
      Also, you can do easy Chains to get those
    Battle Abilities experience points. Although you can only gain a Battle
    Ability by killing an enemy.
      The Affinity of dummies is actually Physical, and is the only
    exception that you can lose other Affinities' points. Remember that
    Physical attacks are direct attacks and aren't affected (damage-wise) by
    other affinities.
      Know that only the first attack can gain/lose you Class/Affinity
    points. If you Chain, you won't lose or gain anything.
    
    Format:
    CLASS of dummy (NAME of dummy)
    Area: Room
    
    HUMAN (CRIMSON BLADE)
    Wine Cellar: Blackmarket
    Wine Cellar: Worker's Restroom
    
    BEAST (OGRE)
    Abandoned Mines B1: The Dark Tunnel
    
    UNDEAD (SKELETON KNIGHT)
    Catacombs: Hall of Sworn Revenge
    
    PHANTOM (GHOST)
    City Walls North: From Boy To Hero
    
    DRAGON (LIZARDMAN)
    City Walls South: The Boy's Training Room
    
    EVIL (GREMLIN)
    Town Center East: Gharmes Walk
    
          ____________________________________________
     O   / The dummies are not there the first time   |
    /|\ <  you reach the room. After beating or going |
    / \  | to certain areas, then the dummy will be   |
         | there if you so happen to go to the room   |
         | as listed above.                           |
          ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
          ____________________________________________
     O   / If you have a turbo controller, then use it|
    /|\ <  against a dummy. You can sleep while doing |
    / \  | so. This is how you do it: activate turbo  |
         | for O, then put something to weigh down on |
         | on the button so Ashley will automatically |
         | attack. After he's done killing the dummy, |
         | you will usually gain about 30+ in the     |
         | Class of the dummy.                        |
          ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
          ____________________________________________
     O   / It doesn't really matter, though. You can  |
    /|\ <  do whatever you do. Don't blame me or Dan  |
    / \  | GC for any problems you run into based on  |
         | problems dealing with weapons. Remember,   |
         | Different personalities = different styles |
         | of play.                                   |
          ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      Dummies have items for you when you kill them. They always give you a
    'Cure' and 'Mana' item. It depends on the dummy for which you will
    receive. In addition, under certain circumstances you will get another
    item, an Elixir, which is also totally dependent on the dummy.
      You get the Elixir by doing the following:
    - Attacking only the BODY (and killing it by doing so)
    - Beating or doing the same number of Chains as your Chain Record
    * If you do this, there is about an 84% chance of getting the Elixir.
    
      Here are the items you get from the dummies (I haven't gotten a chance
    to get the Elixirs from all the dummies):
    
    Dummy     Cure & Mana   Elixir of
    ŻŻŻŻŻŻŻ   ŻŻŻŻŻŻŻŻŻŻŻ   ŻŻŻŻŻŻŻŻŻ
    Human     Bulbs         Queens(?)
    Beast     Potions       ???
    Undead    Potions       Kings
    Phantom   Bulbs         ???
    Dragon    Potions       ???
    Evil      Potions       ???
    ------------------------------------------------------------------------
    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
    ------------------------------------------------------------------------
    _______________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    TRAPs
    _______________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      These Traps information comes from the Vagrant Story FAQ Author Zy
    Nicholson <spangenhelm@hotmail.com>.
    
      There are rooms in all areas, of course. In addition, there are traps
    in some rooms as well. Here are all of the traps:
    
    Trap Name      Effect
    ŻŻŻŻŻŻŻŻŻŻŻŻ   ŻŻŻŻŻŻ
    Eruption       Physical affinity attack
    Gust           Air affinity attack
    Inferno        Fire affinity attack
    Terra Thrust   Earth affinity attack
    Freeze         Water affinity attack
    Death Vapor    Light affinity attack
    Diabolos       Dark affinity attack
    
    Poison         Causes "Poison"
    Paralysis      Causes "Paralysis"
    Curse          Causes "Curse"
    
    Heal Panel     Light Affinity; Restores HP, restores full concentration
    Cure Panel     Light Affinity; Cures Poison, Numbness, and Paralysis
    Trap Clear     Inactivates all trap panels in the room
    
    * Traps are not killers. At base they are percentage attacks, which means
      they make you lose a certain amount of HP based on your total HP. You
      can lower the damage by going into Battle Mode (if you have equipment
      equipped). It is also possible for the trap to MISS.
    * Traps are exactly like attacks, except they're activated when you step
      on them (so Elemental affinities take a role as well).
    * All Traps in the room can be located by using the item 'Eye of Argon'
      or using the Sorcerer spell 'Eureka' (only 3 MP).
    ------------------------------------------------------------------------
      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
    ------------------------------------------------------------------------
    _______________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Easy Break Arts Strategy
    _______________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      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.
    ------------------------------------------------------------------------
    _______________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Quick Chain Abilities Tips
    _______________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      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.
    ------------------------------------------------------------------------
    _______________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Quick Defense Abilities Tips
    _______________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      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 10: Secrets
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      None, really, except when you beat the game for the first time, you'll
    have the Rood Inverse when you start a 'Clear'ed game. With the Rood
    Inverse, you are able to get the following titles:
    
    03. Treasure Hunter - Checked all the chests in the game.
    04. Wanderer in Darkness - Visited every map location in the game.
    05. Destroyer of Gaeus - Defeated Damascus Golem in Forgotten Passage.
    06. Hunter of the Snowplains - Defeated Damascus Crab
                                   in Snowfly Forest East.
    07. Ally of the Wood - Defeated ravana in Iron Maiden B2.
    08. Slayer of the Wyrm - Defeated Dragon Zombie in Iron Maiden B2.
    09. Vanquisher of Death - Defeated Death and Ogre Zombie
                              in Iron Maiden B2.
    10. Warrior of Asura - Defeated Asura in Iron Maiden B3.
    11. Conqueror of Time - Received an 'Excellent!!' rating for
                            all the Time Attack battles.
    13. Bearer of the New World - Found the rare item Gold Key.
    
      Of course you have to go through a lot of stuff first, but you get to
    start with everything you had when you finished the game (except MISC
    items). That includes your Items in your Gadget Bag as well as the
    Container, your Magic, Battle Abilities, Break Arts, and Score (and
    everything within the Score submenu). What you don't keep are the MISC
    items, map completion (it goes on record, but not progress) and the
    same goes for checking the chests.
      Experience Points towards your Break Arts and Battle Abilities (if any
    more needed) are not added until you beat the first boss, Minotaur.
    
      After beating the game (at the end of the credits) the game will show
    your score and rank. There is a background picture as well. Every time
    you beat the game there is a different background (well, just actually
    each play you beat...for example, on first play there is one picture and
    that's the only one you get to see if you keep beating the game on first
    play, but on second play there is another picture and you keep seeing
    that picture if beat the game on second play).
    ________________________________________________________________________
    Part 11: Ending Credits
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      To pay tribute to the development team of Vagrant Story, I will list
    the ending credits. And furthermore, I must say this: If you are a
    burner (one who gets/makes burned games), then you can burn anything you
    like, just not RPGs. RPGs should be the games you buy because the game
    companies that make them really rely on sales, otherwise they won't make
    RPGs (or any games) any longer after some time.
    
      Here are the credits (from beginning to end; the centering is not
    exact...I'm not finished and...I had to do my best x_x):
    
    
    
                                      The Phantom Pain
    
    
    
    
    
    
                                          Starring
                                          ŻŻŻŻŻŻŻŻ
                                         Ashley Riot
                                      Sydney Losstarot
                                     Romeo Guildenstern
    
    
                                       Supporting Cast
                                       ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
                                        Callo Merlose
                                         John Hardin
                                       Jan Rosencrantz
                                       Commander Duane
                                      Commander Grissom
                                      Commander Samantha
                                       Commander Tieger
                                       Commander Neesa
                                   Joshua Corrinne Bardorba
                                     Aldous Byron Bardorba
    
    
    
                                     Executive Producers
                                     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
                                     Hironobu Sakaguchi
                                      Tomoyuki Takechi
                                       Hisashi Suzuki
    
    
    
                                    Produced & Directed by
                                    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
                                        Yasumi Matsuno
    
    
    
                                        Co-producer
                                        ŻŻŻŻŻŻŻŻŻŻŻ
                                       Michio Okamiya
    
    
    
                                        Art Direction
                                        ŻŻŻŻŻŻŻŻŻŻŻŻŻ
                                       Hiroshi Minagawa
    
    
    
                                      Character Design
                                      ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
                                      Akihiko Yoshida
    
    
    
                                      Main Programmer
                                      ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
                                        Taku Murata
    
    
    
                                  BATTLE ALGORITHM SECTION
                                  ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
    
    
                                        Battle Design
                                        Yasumi Matsuno
    
    
    
                                     Planner (Strategy)
                                      Takayuki Suguro
    
    
    
                                      Assistant Planner
                                         Minori Miura
    
    
    
                                         Programmer
                                         Taku Murata
    
    
    
                                     Programmer (Logic)
                                     Yoshiki Kashitani
    
    
    
                                     BACKGROUND SECTION
                                     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
    
    
                                    Planned & Directed by
                                      Kazutoyo Maehiro
    
    
    
                                     Assistant Planners
                                        Ryu Nakamura
                                         Tai Yasue
    
    
    
                                    Artistic Supervisors
                                       Akihiki Yoshida
                                       Akiyoshi Masuda
    
    
    
                                  Background Model Creators
                                       Yoshinari Hirata
                                        Takafumi Hori
                                        Hiroyuki Sano
                                      Takahiro Yamashita
    
    
    
                                 Background Texture Creators
                                         Akiko Honne
                                        Tsutomu Mouri
                                         Rena Sasaki
                                        Yukiko Sasaki
    
    
    
                                     Assistant Creators
                                     Ryoutaro Hashimoto
                                      Tsutomu Inagaki
                                        Keiji Inoue
                                     Tomokazu Kawamata
                                       Toru Shiozaki
    
    
    
                                         Programmer
                                       Kunio Yamaguchi
    
    
    
                                     CHARACTER SECTION
                                     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
    
    
                                 Character Model Supervisor
                                      Hiroshi Minagawa
    
    
    
                                  Character Model Creators
                                      Eiichiro Nakatsu
                                      Tsuyoshi Namiki
    
    
    
                                  Character Texture Creator
                                        Tonomi Fujino
    
    
    
                                  Character Motion Creators
                                        Yasuhide Hino
                                        Tadashi Soeda
                                      Kazuhiko Takahashi
                                      Tsunataro Yoshida
    
    
    
                                  Assistant Motion Creators
                                        Kouji Machida
                                       Shinichi Matsuda
                                       Hiroaki Saotome
                                       Takahiro Sugita
    
    
    
                                         Programmer
                                     Yoshinori Tsuchida
    
    
    
                                   VISUAL EFFECT SECTION
                                   ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
    
    
                                    Artistic Supervisor
                                        Jiro Mifune
    
    
    
                                      Designer (Artist)
                                        Noriko Ikeda
    
    
    
                                         Programmer
                                        Satoshi Ogata
    
    
    
                                        EVENT SECTION
                                        ŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
    
    
                                         Directed by
                                         Jun Akiyama
    
    
    
                                         Written by
                                       Yasumi Matsuno
    
    
    
                                          Planner
                                       Hidehito Tanba
    
    
    
                                      Assistant Planner
                                          Yaeko Sato
    
    
    
                                         Programmer
                                       Mitsuo Yoshioka
    
    
    
                                   MENU & LAYOUT SECTION
                                   ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
    
    
                                     Artistic Supervisor
                                       Hiroshi Minagawa
    
    
    
                                      Designer (Artist)
                                     Takahiro Yamashita
    
    
    
                                         Programmer
                                      Tadashi Tsushima
    
    
    
                                          ADDITIONAL PROGRAM SECTION
                                          ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
    
    
                                          CG Programmer
                                          Ryusuke Sasaki
    
    
    
                                          Additional Tool Programmers
                                          Shun Moriya
                                          Toshinori Shimono
    
    
    
                                          PRODUCTION MANAGEMENT SECTION
                                          ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
    
    
                                          Production Manager
                                          Makoto Kurabayashi
    
    
    
                                          Production Assistants
                                          Yuki Nishimura
                                          Kaori Shibayama
                                          Miho Uchida
    
    
    
                                          SOUND SECTION
                                          ŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
    
    
                                          "SQUARE SOUNDS Co.,Ltd."
    
    
    
                                          Production Manager
                                          Kensuke Matsushita
    
    
    
                                          Production Coordinator
                                          Naoto Echizen
    
    
    
                                          Music & Original Score by
                                          Hitoshi Sakimoto
    
    
    
                                          Sound Programmer
                                          Minoru Akao
    
    
    
                                          Recorded & Mixed by
                                          Kenji Nagashima
    
    
    
                                          Sound Edited & Engineered by
                                          Tomohiro Yajima
    
    
    
                                          Assistant Sound Editors
                                          Jun Nakamura
                                          Shojiro Nakaoka
                                          Makoto Yamaguchi
    
    
    
                                          Synthesizer Programmer
                                          Takeharu Ishimoto
    
    
    
                                          MOVIE SECTION
                                          ŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
    
    
                                          "SQUARE VISUAL WORKS Co.,Ltd."
    
    
    
                                          CG Supervisor
                                          Satoshi Tsukamoto
    
    
    
                                          Chief CG Designer
                                          Hiroyuki Honda
    
    
    
                                          CG Designers
                                          Yuko Akiyama
                                          Tomohiko Osugi
                                          Takeshi Tateishi
                                          Ken Yuasa
    
    
    
                                          Technical Coordinator
                                          Yoshinori Moriizumi
    
    
    
                                          Motion Capture Engineer
                                          Masaharu Inoue
    
    
    
                                          Motion Capture Artists
                                          Shuntaro Furukawa
                                          Keiko Imamura
                                          Kaoru Minemoto (SQUARE Co., Ltd.)
    
    
    
                                          VFX & Composite Designers
                                          Hiroshi Matsuyama (SQUARE Co., Ltd.)
                                          Teruaki Shiraishi
                                          Masaya Suzuki (SQUARE Co., Ltd.)
    
    
                                          CG Programmer
                                          Keisuke Miyazaki
    
    
    
                                          Digital Recording Engineer
                                          Keita Takagi
    
    
    
                                          Production Manager
                                          Norimichi Kurosawa
    
    
    
                                          Production Assistant
                                          Noriko Abe
    
    
    
                                          Motion Actor as "Ashley"
                                          Tesshin Murata
    
    
    
                                          Motion Actress as "Müllenkamp"
                                          Miho Miyagawa
    
    
    
                                          Accessories Designer
                                          Yusuke Naora (SQUARE Co., Ltd.)
    
    
    
                                          LOCALIZATION
                                          ŻŻŻŻŻŻŻŻŻŻŻŻ
    
    
    
                                          "SQUARE CO.,LTD."
    
    
    
                                          General Manager
                                          Koji Yamashita
    
    
    
                                          Deputy General Manager
                                          Akira Kashiwagi
    
    
    
                                          Director
                                          Aki Ito
    
    
    
                                          Assistant
                                          Yoshiki Yamamoto
    
    
    
                                          Translators
                                          Alexander O. Smith
                                          Amanda Jun Katsurada
    
    
    
                                          "SQUARE SOFT, INC."
    
    
    
                                          Editors
                                          Brian Bell
                                          Richard Amtower
    
    
    
                                          Associate Producer
                                          Aki Kozu
    
    
    
                                          Localization Manager
                                          Yutaka Sano
    
    
    
                                          QA Manager
                                          Jonathan Williams
    
    
    
                                          Lead Analyst
                                          Matthew B. Rhoades
    
    
    
                                          Assitant Lead Analyst
                                          Mohammed A.C. Wright
    
    
    
                                          Analysts
                                          Kelly Chun
                                          Mathew Clift
                                          Jared Ellott
                                          Michael Alan Erickson
                                          Jeff Love
                                          Judah Mehler
                                          James J. Robles
    
    
    
                                          QA Translators
                                          Kenji Nakamura
                                          Rintaro Yoshida
    
    
    
                                          Technical Coordinator
                                          Bennett Neale
    
    
    
                                          "SQUARE ELECTRONIC ARTS L.L.C."
    
    
    
                                          Senior Customer Service Manager
                                          Rick Thompson
    
    
    
                                          Assitant Customer Service Manager
                                          Fernando Bustamante
    
    
    
                                          Customer Service Lead
                                          Alaine DeLeon
    
    
    
                                          Customer Support Representatives
                                          Caroline Liu
                                          Patrick Cervantes
                                          John Mont
                                          James Dilonardo
                                          Mark Abarca
                                          Mark Acero
                                          Alan Deguzman
                                          Ryan Riley
    
    
    
                                          Public Relations & Events Manager
                                          Lisa M. Ahern
    
    
    
                                          Assistant Public Relations Manager
                                          Francine DeMore
    
    
    
                                          Business Development Manager
                                          Elaine Di Iorio
    
    
    
                                          Product Coordinator
                                          Beth Faust
    
    
    
                                          Sales Coordinator
                                          Sean Montgomery
    
    
    
                                          Media Planner
                                          Kyoko Yamashita
    
    
    
                                          Creative Planner
                                          Keiko Kato
    
    
    
                                          Product Associates
                                          Andy Hsu
                                          Irene Sam
    
    
    
                                          Product Administrative Assitant
                                          Mari Nishikawa
    
    
    
                                          Marketing Assistant
                                          Rika Maruya
    
    
    
                                          Assistant Product Manager
                                          Andrew Shiozaki
    
    
    
                                          Marketing Manager
                                          Kenji Mimura
    
    
    
                                          Vice Chairman
                                          Yoshihiro Maruyama
    
    
    
                                          President
                                          Jun Iwasaki
    
    
    
                                          "SQUARTZ CO.,LTD."
    
    
    
                                          Executive Director
                                          Hiromi Masuda
    
    
    
                                          Supervisors
                                          Hideaki Matsuoka
    
    
    
                                          Assistant Coordinators
                                          Shingo Kamata
    
    
    
                                          System Coordinator
                                          Shin Yamamoto (SQUARE Co.,Ltd.)
    
    
    
                                          SPECIAL THANKS
                                          ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
    
    
                                          "Our European Friends"
    
    
    
                                          Patrick Beja
                                          Nicolas Di Costanzo
                                          Frank Glaser
                                          Warren Harrod
                                          François Hermellin
                                          Christophe Kagotani
                                          Arnaud Saint-Martin
    
    
    
                                          "DENTSU Inc."
    
    
    
                                          Kentaro Kawai
                                          Takuya Nashimoto
                                          Noriyuki Ueno
                                          Kensuke Tanaka
                                          Makoto Takeuchi
                                          Shunsuke Iwai
    
    
    
                                          "DENTSU TEC Inc."
    
    
    
                                          Kouji Fukuoka
    
    
    
                                          "VACANCES Inc."
    
    
    
                                          Kunikazu Mori
                                          Nobuyuki Takaishi
                                          Shiro Ataka
    
    
    
    
    
    
                              Copyright İ2000 SQUARE Co., Ltd.
                                    ALL RIGHTS RESERVED
    
    
    
    
    
                                        İ2000 SQUARE
    
    
    
    
    
    
    
    
    
    
    
    
    
                                                                        Fin.
    ________________________________________________________________________
    Part 11: Frequently Asked Questions
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Q = Question
    C = Comment
    A = Answer
    
    1. Q: 
       A: 
    ________________________________________________________________________
    Part 12: 
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Zy Nicholson <spangenhelm@hotmail.com>
      Various sections: Grimoires Obtainable from Slain Foes, Quick Chain
    Abilities Tips, Quick Defense Abilities Tips, Equipment Enhancement,
    The Spoils of Foes, Titles of Equipment, Training Dummies, TRAPs,
    Thought Bubbles, Take Cover, and Status Abnormalities.
    
    People who helped Zy Nicholson with the above topics.
    
    Red Phoenix <red_phoenix_1@hotmail.com>
      The little 'Dragon' ASCII art in the Author Information section.
    
    Chris MacDonald (AKA Kao Megura):
      His old disclaimer which I'm using
    ________________________________________________________________________
    Part 13: Author Information
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
                   .      .
              '    }\    /{    '
             / \   ) \__/ (   / \
            /   \  (*\  /*)  /   \
           /     \_ \    / _/     \
          (        \|\../|/        )
          /         | VV |         \
         /          Dan GC          \
        /                            \
       (       LB Dan GC@aol.com      )
        \                            /
       /          Web Page          \
      /           ŻŻŻŻŻŻŻŻ           \
     /           The Shrine           \
    (     http://come.to/theshrine     )
     |  /\  /~\|T|\/~\/~\/|T|/~\  /\  |
     | /  \/   '|'   ))   '|'   \/  \ |
     |/             ((               \|
     '               )\               '
                    (\/)
                     \/
    
    "You're funny. But keep it up and you'll just piss me off." ~ Xenogears'
                                                                  Fei
    Don't plagiarize! It's bad! And always give credit where it is due!
    
    My other FAQs:
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Neo-Geo: Blazing Star (FAQ/Walkthrough)
             NAM-1975 (FAQ/Walkthrough)
             Sengoku 2 (FAQ/Walkthrough)
             Shock Troopers (FAQ/Walkthrough)
             Shock Troopers; 2nd Squad (FAQ/Walkthrough)
    
    PlayStation:
    Ehrgeiz (Arcade/PSX): Cloud Character Guide
                          FAQ/Move List
                          Quest Mode Guide
                          Sasuke Character Guide
                          Secrets FAQ
                          Sephiroth Character Guide (PSX)
    Gran Turismo 2: Quick Cash Guide
                    Tuning Guide
    Legend of Legaia: Misc FAQ
    Star Ocean: The Second Story: Claude Boss Guide
                                  Fighter Battle Strategies
                                  Rena Boss Guide
                                  Secret Dungeon Boss Guide
    Wu-Tang: Shaolin Style: Basics FAQ
                            Chang Dao Fo
                            Expert FAQ
                            Gan Wuyin
                            Ghostface Killah
                            Gza
                            Hei-Mudan
                            Inspectah Deck
                            Jin Gang
                            Juwen Long
                            Lei Gong
                            Masta Killa
                            Method Man
                            Mong Zhu
                            Nan Wang
                            ODB
                            Raekwon
                            Secrets FAQ
                            Shrui Shan
                            Suang Dao
                            U-God
                            Wudi SO
                            Wuji
    Xenogears: Battling FAQ
    
    Reviews (for PlayStation):
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Ehrgeiz
    Vagrant Story
    Wu-Tang: Shaolin Style
    
    ________________________________________________________________________
    Unpublished Work Copyright İ 2000 Dan GC
    ________________________________________________________________________
    END