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Tunic Translation

May 1st, 2025 (edited)
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  1. Tunic Translation
  2. [Updated 23 May 2025]
  3.  
  4. pg. 2 Table of Contents
  5.  
  6. Cards...20
  7. Praying...23
  8. The Far Shore...41
  9.  
  10. -----------------------------------------
  11. pg. 3-5
  12. A LONG, LONG TIME AGO...
  13.  
  14. There lived a CIVILIZATION of great power. They built a city, and within that city they built a palace. They held sacred the secret of the HOLY CROSS, and understood the planar nature of reality. They ventured to the far shore and sought power from the spaces between.
  15.  
  16. As is usual, an alluring old power was discovered. Fossils of self, annealed visions of the future, entombed and cast into sarcophagi and buried. A lever in the canonical plane, a store of potential. Perhaps it is the fabled prize, THE POWER TO DEFY DEATH.
  17.  
  18. A TERRIBLE POWER RISES
  19.  
  20. The discovering HERO opened a tomb and revealed a terrible truth. A CATHEDRAL was built to venerate this new origin of life, and the faithful were granted the grace of holy oblivion.
  21.  
  22. THE WORLD IS THROWN INTO RUIN
  23.  
  24. The lever overworked! The fulcrum shattered! A hole in truth will thunder open and all manner of disquiet [sic] contradictions will on uput(???) the canonical plane. The thread is snagged into a squirming coil, with no beginning and no end. Flee to your arks, old ones, and become your predestined selves!
  25.  
  26. A PRISON & A BEACON
  27.  
  28. ...But one must live outside the shivering ring, THE HEIR seeking an HEIR-TO-THE-HEIR. A beacon to bring about a ruin seeker. To either grow strong and replace an ailing heir, or to hold sacred HOLY CROSS, and ensure their wisdom lives on.
  29.  
  30. AWAITING A WORTHY SUCCESSOR
  31.  
  32. Which will you be, ruin seeker? Have you arrived here seeking treasure and glory? Or do you seek to uncover deeper truths? Look carefully, for THE GOLDEN PATH lies everywhere...
  33.  
  34. -----------------------------------------
  35. pg. 6
  36. Canonical Plane The Shadow Oubliette The Far Shore
  37.  
  38. -----------------------------------------
  39. pg. 7
  40. AGAIN THE SAME BATTLE, FOUGHT UNCOUNTABLE TIMES!
  41.  
  42. And so the cycle continues. Ruin seekers, drawn to the beacon, are tested. Those who abandon their quest are forgiven, and simply disappear.
  43.  
  44. Those who are strong enough to remember their true hero selves will, through violence, begin the cycle anew.
  45.  
  46. Will you be the HEIR-TO-THE-HEIR, and wait within the shadow oubliette? Before long a ruin seeker will be drawn to you. Their gifts will recall your past life, and you will grant them the same false hope you were given.
  47.  
  48. To break the curse, a ruin seeker must by some miracle invoke a relic from beyond this plane...
  49. -----------------------------------------
  50. pg. 9
  51. DATA MANAGEMENT
  52.  
  53. CONTINUE Continue most recent file
  54. NEW GAME Begin a fresh quest
  55. OPTIONS Adjust settings
  56. LOAD GAME Go to SAVE DATA screen
  57.  
  58. SAVE DATA
  59. [money] Money
  60. [black star] Harder quest
  61. [black page] Unknown
  62.  
  63. Select a file
  64.  
  65. [thought] Who's is this!?
  66.  
  67. OPTIONS
  68. Adjust settings to customize your play experience.
  69.  
  70. Options mean you can keep playing if the challenge is too much right now. You are allowed!!
  71.  
  72. DATA REMOVAL
  73.  
  74. Load file and resume play!
  75.  
  76. Choose DELETE to remove a file forever.
  77. -----------------------------------------
  78. pg. 10
  79. BEGINNING YOUR ADVENTURE
  80.  
  81. A secret legend says that a great treasure lies in this far away land. Maybe it is the power to defy death! Why do you seek this power, tiny one? Time to begin your adventure! Here is what you will do...
  82.  
  83. RINGING THE EAST BELL
  84.  
  85. EAST FOREST Enter the woods.
  86. HERO'S GRAVE A SWORD lies at the grave...
  87. GUARD CAPTAIN Powerful foe! Be careful!
  88.  
  89. RINGING THE WEST BELL
  90.  
  91. OLD HOUSE You will need a key (KEY)
  92. FLOODED WELL P. 29
  93. DARK TOMB Dark! Need a light...
  94. WEST GARDEN P. 27
  95. ???
  96. -----------------------------------------
  97. pg. 11
  98. THE GAME SCREEN
  99.  
  100. Ruin Seeker (you)
  101.  
  102. Strange Gate to The Far Shore
  103.  
  104. IMPORTANT!
  105. Keep your eye on your STAMINA-POINTS! When you have 0 SP you are in danger!
  106.  
  107. -----------------------------------------
  108. pg. 12
  109.  
  110. Controls
  111.  
  112. Focus (ZL)
  113. ! Focus is crucial!
  114.  
  115. Inventory/Gear (L)
  116.  
  117. Move (L stick)
  118.  
  119. (ZR) Shield
  120.  
  121. (R) Potion
  122.  
  123. (BYX) Use Item
  124.  
  125. (A) Roll, Run, Talk
  126. -----------------------------------------
  127. pg. 13-14
  128.  
  129. (A) Button
  130. This button has many uses. One is secret, but if you read this book you will learn it.
  131.  
  132. Talk: Talk to signs, doors, & more.
  133.  
  134. Pray: Forbidden technique. Offer reverence to the tombs of those who came before.
  135.  
  136. Roll: Press to roll! Very very important for surviving.
  137. Press! (A) You cannot be hit at the start of the roll!
  138.  
  139. Run: Press & hold the button to run. It is faster than rolling over and over.
  140. Press...(A) ...& HOLD
  141.  
  142. (ZL) Button
  143. This button has one main use, but it is a powerful one. Use it all the time, ruin seeker!
  144.  
  145. Lock: FACE YOUR ADVERSARIES
  146. Hold this to focus on a nearby foe.
  147.  
  148. +(A) FOCUS & EVADE to roll and dodge while still staying ready to strike.
  149.  
  150. +(ZR) FOCUS & BLOCK to raise your shield and face the foe.
  151.  
  152. -----------------------------------------
  153. pg. 15
  154. UNDERSTANDING STAMINA-PONTS
  155.  
  156. STAMINA-POINTS represent your poise and strength to perform certain actions. When you evade or perform other moves, your STAMINA-POINTS go down. When at 0 SP, you can still do many actions [misspelled with final /s/ instead of /z/], but at a disadvantage.
  157.  
  158. MOMENT OF SAFETY
  159. At the start of evasion you have INVULNERABILITY briefly, so evade at just the right moment!
  160.  
  161. STABILITY
  162. Take enough hits and you will FLINCH! If a hit is really big, you can even be KNOCKED OVER.
  163.  
  164. The hidden STABILITY gauge is 25% of your total HP.
  165.  
  166. -----------------------------------------
  167. pg. 16
  168. With Vigor
  169. Use vigor to roll. You are safe for a tiny moment.
  170.  
  171. Found the shield? Block! Vigor fills more slowly. Hits will use up vigor.
  172.  
  173. No Vigor (0%)
  174. Oh no! You ran out of vigor! You can only hop and are highly vulnerable.
  175.  
  176. Watch out!
  177. NO SAFETY
  178. LOW STABILITY
  179. HURT MORE
  180.  
  181. -----------------------------------------
  182. pg. 17
  183. TREASURES & TOOLS
  184.  
  185. SWORD
  186. Is this the hero's blade? Or a forgery?
  187.  
  188. STICK
  189. Just a stick!
  190.  
  191. SHIELD
  192. Left by a RUDELING
  193. Use to deflect blows.
  194.  
  195. (ICE) BOMB
  196. Unstable powder made from the furry [sic; probably meant "fury"] of the West Garden.
  197.  
  198. (BOOM) BOMB
  199. Made from slorm, the pudding that goes boom.
  200.  
  201. (FIRE) BOMB
  202. Fire fire everywhere, and owowowowow.
  203.  
  204. KEYS
  205. You need a key to open one of the rare old doors. The key disappears...
  206.  
  207. FRUITS
  208. Eat fruits to restore HP or MP. They are gone forever, so snack sparingly.
  209.  
  210. HOT PEPPER/IVY
  211. One is spicy, one is minty. Gives a boost to ATT or SP.
  212.  
  213. EFFIGY
  214. Betray for coins. Each betrayal is sweeter than the last.
  215.  
  216. LURE
  217. Doll of the beloved hero. Foes will be tricked!
  218.  
  219. GOLDEN COIN
  220. A special treasure that allows a wish. Use at well to give to wish eater.
  221.  
  222. MAGIC ITEMS
  223. Some items use the power of your soul. MAGIC-POINTS refill when you rest, but there is a finite number of souls in the world.
  224.  
  225. Shows uses left. Even a drop of MP is enough.
  226.  
  227. NOTE: HOLY CROSS is more than a mere item!
  228.  
  229. MAGIC POTION
  230. Life blood of the hero. Quaff to restore your will to go on. Mysteriously refills whenever you touch a CHECK-POINT.
  231.  
  232. [FRAGMENT] Find some and you get a free flask!
  233.  
  234. [ASH] Offer up ash to make your magic potions more potent! It is said the ash of heroes fortifies the blood.
  235.  
  236. Cards are ways to be inspired to unusual greatness.
  237.  
  238. -----------------------------------------
  239. pg. 18
  240. IF YOU SEEK TO INCREASE YOUR POWER...
  241. Risk an offering to the heir
  242.  
  243. [money] The price goes up each time...
  244.  
  245. As the shore [outlined] bleeds one of falsehoods and memories, the heir [outlined] hungers for reminders of the corporeal world. Offer these mementos and share a delusion of power.
  246.  
  247. Warning! Pilgrims to the shore [outlined] are stripped of this false power.
  248. -----------------------------------------
  249. pg. 19
  250. OH NO!
  251. Bad news! The ruin seeker has run out of HEALTH-POINTS!
  252.  
  253. But wait!? A strange being has given us another chance!
  254.  
  255. Such a debt is a dangerous thing to have...
  256.  
  257. What was but is now not
  258.  
  259. The ghostly form is an ECHO-OF-SELF. Touch it to break its connection to this cycle and let it drift back into the shore. Be kind, as this is your fate as well.
  260.  
  261. Cards can change its nature...
  262.  
  263. "YOU CAN DO IT!"
  264.  
  265. GARDEN KNIGHT
  266.  
  267. Future cycles look back with faith, knowing the course! Persevere and be sure to boost your power despite the cost.
  268. -----------------------------------------
  269. pg. 20
  270. CYAN PERIL RING
  271. Raises DEF when you are in PERIL.
  272.  
  273. INVERTED ASH
  274. Quaffed potions restore MP instead of HP.
  275.  
  276. LUCKY CUP
  277. Foes leave hearts to help you a bit. Rare. (15%)
  278.  
  279. MUFFLING BELL
  280. Sneak sneak sneak...foes notice you less.
  281.  
  282. There are many more cards! What do they all do? It's a secret..!
  283.  
  284. Cards
  285. Cards can grant powerful inspiration! Change them often, depending on the challenge you face.
  286.  
  287. 1. Open the inventory
  288.  
  289. 2. Choose the slot icon
  290.  
  291. 3. Choose a card to memorize
  292.  
  293. Wells and Coins
  294. Granting wishes requires payment, and further inspiration requires wishes. Those who wish enough can be formidable indeed...but to whom are you giving payment?
  295.  
  296. Choose wisely, ruin seeker!
  297.  
  298. -----------------------------------------
  299. pg. 21-22
  300. HELP! HINTS AND CLUES
  301. Stumped? Here are some clues for you! Try to help your friends if you can.
  302.  
  303. I entered THE TEMPLE but it was empty. What now?
  304. Here is where a ruin seeker would would place 3 KEYS.
  305.  
  306. Where are the keys?
  307. You can't find any without prayer...try [totem].
  308.  
  309. How do I get to THE RUINED ATOLL?
  310. Traverse the far shore with [pad] and prayer.
  311.  
  312. What is the secret of the Golden Path?
  313. Look to the stars, and to P.49.
  314.  
  315. [thought bubble] I'm stuck!
  316.  
  317. The CHECK-POINT says "DEAD"!?
  318. It must see to the core. Look for a nearby [totem].
  319.  
  320. OLD BURYING GROUND is too hard! Why?
  321. It is a place of despair. Only ghosts may enter.
  322.  
  323. What's up with the DOOR IN THE MOUNTAINS?
  324. All the clues you seek are here in these pages.
  325.  
  326. How do I defeat the heir?
  327. Gather the relics from THE HERO'S GRAVE.
  328.  
  329. How do I open these doors?
  330. Seek the HOLY CROSS.
  331.  
  332. Can I go back to how things were?
  333. Perhaps there is a way. Maybe this is all a dream...
  334.  
  335. What's behind the waterfall?
  336. Do you know of the FAIRIES? Turn to P.47 and look carefully...
  337.  
  338. What's the next piece of the puzzle?
  339. Every page has a secret, even this one.
  340.  
  341. How do I truly escape?
  342. Share your wisdom and break the cycle.
  343.  
  344. I found a trophy. Can I see them all?
  345. Yes, there is a place...
  346. -----------------------------------------
  347. pg. 23-24
  348. [bubble] Do you know the secret way? Go to the DOOR IN THE MOUNTAINS and check behind it...
  349.  
  350. POTION
  351. Monastery
  352.  
  353. HP
  354. Fortress
  355.  
  356. ATT
  357. Forest
  358.  
  359. SP
  360. SWAMP
  361.  
  362. MP
  363. Library
  364.  
  365. DEF
  366. Garden
  367.  
  368. The Secret of Prayer
  369. To pray, be still for a moment and rest. Ruin seeker, press and hold A for a short time.
  370.  
  371. No holy being will ever hear you, but venerate those who gave of their core and awakened the tools of a lost age.
  372.  
  373. [bubble] Praying...
  374. -----------------------------------------
  375. pg. 26
  376. SURVIVAL TIPS
  377.  
  378. KEEP AN EYE ON YOUR BARS
  379. Your will to go on. Improve potions with ash to gain more HP per sip.
  380.  
  381. If it's flashing, you're out of breath. Remember, you take EXTRA DAMAGE!
  382.  
  383. The power of your soul. Using magic items consumes it. Some foes leave their souls.
  384.  
  385. TIRED ALL THE TIME?
  386. You can run! Your STAMINA-POINTS refill, even when running, so you can enter fights strongly. Rolling everywhere will exhaust you!
  387.  
  388. Try new cards
  389. Have you discovered how to use cards? Be sure to make wishes if you have coins.
  390.  
  391. USE YOUR ITEMS
  392. Today is the rainy day, so don't hoard valuable tools. Rewards await those who use liberally.
  393. EXTRA BOMBS FOR SOME REASON? YOU MUST LIKE USING THEM!
  394.  
  395. USE SPECIAL TECHNIQUES
  396. Roll and sword at the same time to perform a fast stab.
  397. NOTE: It uses STAMINA-POINTS
  398.  
  399. CHECK THE MAP
  400. Someone has made maps for you! There are secrets hidden on them, so look carefully...
  401. You are here
  402.  
  403. -----------------------------------------
  404. pg. 27-28
  405. Fairy FAIRIES
  406.  
  407. To the west of the great palace are the gardens. Many paths are broken, but there is a way.
  408.  
  409. MAGIC DAGGER
  410. A magic item from a fairy. Use it to freeze foes with ice.
  411.  
  412. RINGING THE WEST BELL
  413. Can you see the bell, but not reach it? Try going to the WEST GARDEN via the DARK TOMB
  414. -----------------------------------------
  415. pg. 29-30
  416. UNDER THE WELL & BENEATH THE EARTH
  417.  
  418. Flooded lair beneath the surface, filled with monsters. Walking in water will slow you, but also some foes. Watch out for what lies below...
  419.  
  420. TIP!
  421. Use a shield! (Watch your vigor!)
  422.  
  423. Beneath the earth are many scary places. Be sure to take a LANTERN.
  424.  
  425. Below the fortress is a cave.
  426. -----------------------------------------
  427. pg. 31-32
  428. FORTRESS OF THE EASTERN VAULT
  429. One key to the shadow oubliette is guarded by the last great machine of war. When the siege was done, this beast was coaxed into this lonely purpose.
  430.  
  431. The Last Machine of War
  432. Siege Engine
  433.  
  434. To the dark cave p. 30
  435.  
  436. Those who live in the fortress do not know the secrets of prayer. Use your knowledge wisely, and who knows what you will find...
  437. To the Far Shore -> To the Hero's Grave ->
  438.  
  439. -----------------------------------------
  440. pg. 33-34
  441. THE RUINED ATOLL
  442.  
  443. Under the library is the skeleton of a great abbey that served as its annex.
  444.  
  445. Once, some others made this their home, and built on the ruins.
  446.  
  447. Only flora and fauna live here now, but the frogs may be on patrol...
  448.  
  449. Summoning the library path means venerating to the 4 corners, so take a knee!
  450.  
  451. -----------------------------------------
  452. pg. 35
  453. Odd Ord [should it say "Orb"?]
  454. MAGIC ORB
  455. Rotate it around the forbidden axis and partially summon a disquiet being.
  456.  
  457. -----------------------------------------
  458. pg. 36
  459. Many have fought the secrets of this world, drawn by the great power and other secret legends.
  460.  
  461. THE LIBRARIAN has learned much, including powerful sorceries. He makes his home high above the clouds, waiting for foolish ruin seekers to bring him more pages.
  462.  
  463. Although powerful, his tragedy is his belief that the HOLY CROSS resides in the CATHEDRAL.
  464.  
  465. He will never visit The Far Shore.
  466.  
  467. -----------------------------------------
  468. pg. 37
  469. BOSS OF THE SCAVENGERS
  470.  
  471. Will stop at nothing to obtain the [blue key]. She has long known that it lies in the ROOTED ZIGGURAT but has only now entered its depths. It cost many lives, but any price would be acceptable.
  472. -----------------------------------------
  473. pg. 38
  474. MONASTERY
  475. Once a place of worship for the gods thought to live beneath the earth, it was abandoned when the cathedral's influence reached its peak.
  476.  
  477. CAVITY
  478. Exposed fossil that has dented a patch of local truth out of the canonical plane. Being near it does not hurt, but does instill a terrible feeling of hopelessness.
  479.  
  480. THE ROOTED ZIGGURAT
  481. A house for strange gods, exposed by erosion and greed.
  482.  
  483. GUN
  484. Powerful, but uses a lot of magic. Savvy explorers have been known to quest for this soon after their arrival.
  485.  
  486. LOWER MIASMA
  487. The bottom of the quarry will sap your will to go on, unless precautions are taken. Were the rumors that "the heir is poisoned" misunderstood because of this miasma?
  488.  
  489. -----------------------------------------
  490. pg. 39
  491. THIS ZONE IS EXTREMELY DANGEROUS AND IS BEST LEFT ALONE, EVEN IF YOU'RE FEELING BRAVE. ONLY GHOSTS ARE PERMITTED TO ENTER THE INNER GROUNDS.
  492.  
  493. FLEEMERS
  494. Equipped in various ways. The flesh may be stripped away but the will to fight is strong.
  495.  
  496. PHREND
  497. A disquiet fragment who lives in a skull and wants to taste everything.
  498.  
  499. LOST ECHO
  500. An ECHO-OF-SELF from a past ruin seeker whose owner gave up. Watch and listen closely, and release it from its agony.
  501.  
  502. [skull forehead] R I P
  503.  
  504. Around the cathedral is a wasteland of graves.
  505.  
  506. Those who had remains to bury after the final battle are laid here, but many are not at rest.
  507.  
  508. -----------------------------------------
  509. pg. 40
  510. THE CATHEDRAL
  511.  
  512. The seat of power for the first heir
  513.  
  514. 1 The sound of chanting in the air. [think the ??? is because it's spelled the same as "heir"]
  515. 2 A large chamber, filled with the smell of incense.
  516. 3 A shaft descends into blackness. Activated by 10.
  517. 4 Doorway to eastern rooms.
  518. 4a A group of lost friends covet the elixir.
  519. 4b The baptismal font.
  520. 5 Upper balcony offers a view of the main hall.
  521. 6 In the library there is a double secret.
  522. 7 A rough hewn passage.
  523. 8 A moonlight bridge blocks access to a treasure.
  524. 9 The chalice/vessel.
  525. 10 Device to power the lift at 3.
  526. 11 Lift shaft.
  527. 12 Ruined chamber. Has checkpoint.
  528. 13 Gauntlet with 6 challenges.
  529.  
  530. -----------------------------------------
  531. pg. 41
  532. The Far Shore
  533.  
  534. The Shadow Oubliette
  535.  
  536. QUARRY EASTERN VAULT
  537. WEST GARDEN TOWN RUINS
  538. RUINED ATOLL Stolen Device
  539. Sword of the Heir Ruin Seeker's Arrival
  540.  
  541. -----------------------------------------
  542. pg. 42
  543. Understanding the Strange Effects of The Far Shore
  544.  
  545. NORMAL
  546. Offerings to the heir give power in the corporeal realm.
  547.  
  548. In Far Shore/GHOST
  549. You are a shadow of yourself, and the false gifts of the heir have no effect.
  550.  
  551. With Hero Relic
  552. Attune to a true memory of yourself, instead of a pale retelling.
  553.  
  554. How Does a Ruin Seeker Become a Hero?
  555. Seek the [candle, i.e. hero's grave] and pray...
  556.  
  557. ...to visit THE HERO'S GRAVE
  558.  
  559. & claim your heroic past.
  560.  
  561. -----------------------------------------
  562. pg. 43-44
  563.  
  564. The ruin seeker begins to understand the HOLY CROSS
  565.  
  566. HIDDEN SECRETS
  567.  
  568. Much is hidden in this world, bound behind the power of the HOLY CROSS.
  569.  
  570. Prove to those who gave of their core that you know of it deeply.
  571.  
  572. Open the vaults left to help wise ruin seekers.
  573.  
  574. Free the souls that stayed behind to guide you and receive their gift.
  575.  
  576. 49 Follow THE GOLDEN PATH.
  577.  
  578. The monolith in OVERWORLD
  579.  
  580. -----------------------------------------
  581. pg. 45-46
  582.  
  583. SHARE YOUR WISDOM B
  584.  
  585. ...Wisdom that is untempered by kindness is no wisdom at all.
  586.  
  587. Be free.
  588.  
  589. -----------------------------------------
  590. pg. 47-48
  591.  
  592. Fairy souls are tucked away in all corners of the world. They lock themselves in gold chests, awaiting the clever ruin seeker who knows the power of HOLY CROSS.
  593.  
  594. A hidden fairy will always leave a trace of magic nearby. They await a particular song and listen for it eternally. Look around to find a secret spell hidden in the world.
  595.  
  596. SEEKING-SPELL
  597.  
  598. Tiny false fairies will be drawn along the small fold of local truth the real fairy has created as a nest.
  599.  
  600. SECRET GATHERING PLACE
  601.  
  602. But where do they go? Find a special location where all the freed fairies gather.
  603.  
  604. It is said they have a "FINAL" TREASURE and will only give it up when a certain number of their friends are freed.
  605.  
  606. Where do the fairies hide?
  607.  
  608. Flowers 1
  609. Flowers 2
  610. Moss
  611. Caustic light
  612. Maze (Column)
  613. Vane/Vein
  614. Hus (House) ["hus" spelled as if a Wisconsin accent for "house"]
  615. Patrol
  616. Cube
  617. Maze (invisible)
  618. Fountain
  619. -----------------------------------------
  620. pg. 49
  621. The Golden Path The Greatest Spell
  622.  
  623.  
  624.  
  625.  
  626.  
  627. -----------------------------------------
  628. pg. 51
  629.  
  630. Did you retain the letter from us? Immerse it in water for 60 SECONDS to see a secret message.
  631.  
  632.  
  633.  
  634. -----------------------------------------
  635. pg. 54
  636.  
  637. FOR ADDITIONAL SUPPORT & SECRETS
  638.  
  639. 1. Find some rare golden statues.
  640.  
  641. 2. Traverse the glow to visit 12 strange beings
  642.  
  643. 3. "Unsing" to them the greatest song, the song of the Golden Path, as seen from within.
  644.  
  645. -----------------------------------------
  646. pg. 55
  647.  
  648. Up-down-up-down-left-right-left-right-up-down-left-right | under the moon, | contemplate this power. | near an ancient tomb | plundered for its blade | lies a special place.
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