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Tokyo Millennium Civilian Passport

Oct 30th, 2012
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  1.  
  2. To Whom It May Concern,
  3.  
  4. Please find the enclosed "Tokyo Millennium" Civilian Passport. Review the
  5. articles contained within it, as careful study of them will greatly increase
  6. your chances of survival in Millennium. Do note, however, that this passport
  7. is a forgery, and will not pass for the real thing if a Temple Knight requests
  8. it of you. If you are caught with it, you will be executed. You have been
  9. warned. Thank you, and enjoy your stay in "Tokyo Millennium"!
  10.  
  11. Sincerely,
  12. Gideon Zhi
  13.  
  14. _______________________________________________________________________________
  15.  
  16.  
  17. The once great city known as "Tokyo" was beset by an onslaught of catastrophes,
  18. but still survives today as "Tokyo Millennium."
  19.  
  20. ....Tokyo Millennium is a city governed by the Mesian Church, as a place to
  21. assemble the faithful and preach their message of the impending arrival of the
  22. Messiah. It was originally built as an attempt to bring about the Thousand Year
  23. Kingdom in reality, but neither the Messiah nor God has appeared yet to
  24. actualize it. With the authoritarian nature of its government, striking class
  25. distinctions between the citizens of the town slowly formed:
  26.  
  27. 1) The reigning area of "Millennium" that controls the others is nicknamed the
  28. "Center."
  29. 2) The elite members of the "Center" that serve as the city's police force are
  30. called the "Temple Knights."
  31. 3) Those that are allowed to live in the "Center," the First-Class Citizens.
  32. 4) Those that are allowed to own "Arm Terminals," the Second-Class Citizens.
  33. 5) Everyone else that is just allowed to live in "Millennium," the General
  34. Citizens.
  35.  
  36. This story begins in the most populous district of "Tokyo Millennium," the
  37. "Valhalla Area." The residents of Valhalla enthusiastically embrace the
  38. life-or-death battles that take place there in the Colloseum. Recently, a new
  39. fighter, "Hawk" appeared there and rose to greatness overnight. The masses
  40. witnessed his great fighting prowess in the Colloseum, and after watching his
  41. string of victories became even more wild about the duels. But nobody knew
  42. anything about him--who he was or where he came from. Not even Hawk himself...
  43.  
  44.  
  45.  
  46.  
  47. HISTORY OF TOKYO:
  48. -----------------
  49.  
  50. 199X:
  51. -----
  52. * The Great Destruction of Tokyo
  53. Thorman presses the button to launch nuclear-warhead-tipped ICBMs at Tokyo.
  54. Global nuclear holocaust ensues.
  55.  
  56. 203X:
  57. -----
  58. * The Great Tokyo Flood
  59. After the rebuilding of Tokyo, a tectonic plate movement of massive
  60. proportions causes the ocean to rush into Tokyo and decimate the area
  61. around it. Even after the waters receded, the suburbs of Tokyo remained
  62. submerged.
  63.  
  64. * Establishment of a Communal Cooperative Society
  65. After the destruction of the Cathedral, a free society and government is
  66. established, where anyone, both Mesian and Gaian alike, are welcomed warmly.
  67.  
  68. 204X:
  69. -----
  70. * Rise of the Mesian Church
  71. Through political machinations, the Mesian Church takes over the government
  72. and converts it to a theocracy.
  73.  
  74. * Gaian Revolt
  75. Angry and opposed to the Mesian rise to power, several groups of Gaians start
  76. riots, but they are quickly quelled by the Temple Knights.
  77.  
  78. 205X:
  79. -----
  80. * Completion of the Center
  81. Using a huge amount of funding, a massive structure is built on the former
  82. site of the Cathedral and named the "Center." The plan to create a municipal
  83. government called "Millennium" is announced.
  84.  
  85. * Demonoids developed
  86. In order to ensure a source of labor, artifical life forms called "Demonoids"
  87. are developed.
  88.  
  89. 206X:
  90. -----
  91. * Millennium nearly completed
  92. Facilities designed to accomodate the people like Valhalla and the Factory
  93. (a production/industrial area) are designed and nearly complete.
  94. Entertainment facilities like the Casino are also built.
  95.  
  96. * Environmental Contamination
  97. Through global warming, radioactive contamination, and the deterioration of
  98. the ozone layer, most of the world outside of Millennium is rendered
  99. uninhabitable. Large numbers of people from around the world flock to
  100. Millennium, as its environment is entirely self-contained.
  101.  
  102. * Temple Knights become Special Police Forces
  103. After putting an end to several Gaian demonstrations and revolts, the Temple
  104. Knights are evaluated by the Center and are promoted to Elite status. They
  105. are declared the official police force of the city. Their increase in power
  106. tightens the control the Center has on the rest of the city.
  107.  
  108. 20XX:
  109. -----
  110. And the Messiah is born...
  111.  
  112. -------------------------------------------------------------------------------
  113. STARTING THE GAME
  114. -------------------------------------------------------------------------------
  115. When you press the Start button at the title screen, the save/load screen will
  116. appear. There pick "NEW GAME" or "LOAD" and press the A button.
  117.  
  118. [NEW GAME]
  119. Start the game from the beginning
  120.  
  121. [LOAD]
  122. Start from where you last saved the game. You can save the game in two places,
  123. [File 1] and [File 2]. Below the File name, the hero's name and level will
  124. displayed.
  125.  
  126. [GAME OVER]
  127. If the humans in the party all are afflicted with DEAD, DYING, or STONE status
  128. at any point, the game is over. When the game is over, you can reload from your
  129. last save spot.
  130.  
  131. -------------------------------------------------------------------------------
  132. TOKYO
  133.  
  134. MILLENNIUM
  135.  
  136. CIVILIAN
  137.  
  138. PASSPORT
  139.  
  140. -------------------------------------------------------------------------------
  141.  
  142. MILLENNIUM PROOF OF RESIDENCE
  143.  
  144. _____________________
  145. | |
  146. | |
  147. | PLACE |
  148. | |
  149. | |
  150. | PHOTO |
  151. | |
  152. | |
  153. | HERE |
  154. | |
  155. | |
  156. |____________________|
  157.  
  158. __________________________________________________________________
  159. ADDRESS:
  160. __________________________________________________________________
  161. NAME:
  162. __________________________________________________________________
  163. DATE OF BIRTH:
  164. __________________________________________________________________
  165. SEX:
  166. __________________________________________________________________
  167. DDS-NET CODE:
  168. __________________________________________________________________
  169.  
  170. The above person is an official Second-Class Citizen of Millennium.
  171. _______
  172. | --- |
  173. TOKYO Millenium Adminstration Center ||-+-|| |||||||||
  174. | | | 931171659
  175. \ V /
  176. \_/
  177.  
  178. This document proves that you are an official resident of Millenium.
  179. Millenium Citizens should carry this document with them at all times.
  180. If a Temple Knight asks to see this document, be sure to show it to them.
  181. If you leave home without this document, you may be executed.
  182. In the case that you lose this document, notify the Center immediately.
  183.  
  184.  
  185. ARM TERMINAL & CONTROLLER
  186. -----------------------------------------------
  187.  
  188. ARM TERMINAL:
  189. -------------
  190. Second-Class Millenium Citizens are permitted to own an Arm Terminal. Arm
  191. Terminals are equipped with many functions that will prove useful to a resident
  192. of Millenium. Also, with an Arm Terminal, you can use many facilities around
  193. the city specifically designed to interface with it.
  194.  
  195. NOTE: Use of Arm Terminals by resident aliens or non-citizens is strictly
  196. prohibited.
  197.  
  198. CONTROLLER:
  199. -----------
  200. Arm terminals distributed by the Center can all be controlled remotely by the
  201. Controller. The Controller is equipped with one motion key and 8 buttons. They
  202. function as follows:
  203.  
  204. A Button: Change to Command Mode, Confirm Command, Scroll Messages
  205. B Button: Cancel Command, Scroll Messages
  206. X Button: Auto-Recover (See attached section)
  207. Y Button: All-Cancel (Cancel Command Mode completely)
  208. R Button: Installed command ("Read My Note--Steven" is scrawled here)
  209. L Button: Auto-Mapping (One-touch display)
  210. Motion Key: Move, select command, scroll messages.
  211. (The above is the default control scheme, and can be changed with the
  212. Configuration program installed in all Arm Terminals)
  213.  
  214.  
  215. USING TERMINALS
  216. -----------------------------------------------
  217.  
  218. Terminals are operated by the TOKYO Millenium Terminal Service. (TMTS)
  219. Citizens that own Arm Terminals may use any TMTS terminal.
  220. Please refrain from using any functions other than Transport (Teleportation
  221. between Terminals), and Record (Recording progress) unless authorized to do
  222. so.
  223. When you enter a terminal, it will send a signal to your arm terminal, which
  224. will display "Transport" and "Record."
  225. Use your Arm Terminal and Controller as normal to select your choice.
  226.  
  227. TRANSPORT: You can use this function to instantly transport to any terminal
  228. of your choice. Only Terminals that you have visited and registered
  229. in your Arm Terminal will be available as destinations.
  230. RECORD: Using this function, you can record your progress into Millenium's
  231. public databanks. Each citizen is permitted use of up to two files.
  232. When recording, choose the file you wish to use. You can restart from
  233. any point recorded in your files.
  234.  
  235.  
  236. (There is a note taped into your passport here)
  237. _______________________________________________________________________________
  238. ABOUT YOUR NAME
  239.  
  240. Greetings. Right now you are in a state of amnesia and cannot remember anything
  241. from the past. You may find this inconvenient, but believe me when I tell you
  242. that it is for your own good.
  243. Your memory loss is not entirely permanent, and as time passes you should
  244. remember bits and pieces of it. Your consciousness will most likely drift away
  245. on a "rhythm" and you will remember the names of people that are close to you.
  246. Be prepared for this to happen.
  247. When it is time for you to remember the names of those close to you, use your
  248. controller to select the letters of their names and pres the A button. By
  249. pressing up and down you can scroll through the available letters. If you make
  250. a mistake you can press B to cancel what you have done.
  251. When you have picked up to 6 letters, move your cursor to [END]. Then you will
  252. be able to remember the true name of the person you are recalling.
  253.  
  254. I only pray that you will be able to survive that long...
  255.  
  256. Mekata
  257. _______________________________________________________________________________
  258.  
  259. ABOUT YOUR GOGGLES
  260. -----------------------------------------------
  261.  
  262. When you received your Arm Terminal, it came with a pair of goggles. These are
  263. connected to your Arm Terminal by two wires, and display your Arm Terminal's
  264. information through a video feed.
  265.  
  266.  
  267. 3D DUNGEON DISPLAY
  268. ------------------
  269.  
  270. ____________________________________
  271. Moon Phase--->|5/8 /\\| |DIR:N 1F|<---Direction/Floor
  272. |MOON \//| |MAG50000|<---MAG
  273. |-------- |& 50000|<---Money
  274. | --------|
  275. | |
  276. | ______________________________ |
  277. | |COMP|MAGIC|ITEM|STATUS|CHANGE| |<--Commands
  278. |-----------------------------------|
  279. E.A----->| [|||||||||||||||||||||||] |
  280. |-----------------------------------|
  281. |Atlus |Beth | |
  282. MEMBERS --->| _O_ H 21| _O_ H 10| EMPTY |
  283. | _|_ M ---| _|_ M 6| |
  284. |-----------|-----------|-----------|
  285. | | | |
  286. | EMPTY | EMPTY | EMPTY |
  287. |___________|___________|___________|
  288.  
  289. Moon Phase: Displays the current phase of the moon. Demon activity and
  290. strength varies according to moon phase, so be aware of it.
  291. Direction/Floor: Displays your current floor and the direction that you are
  292. facing. Use this to get your bearings.
  293. MAG: Your current level of Magnetite. Its magnetic strength will
  294. be picked up by your arm terminal and recorded. Your Arm
  295. Terminal can run on extremely low levels of Magnetite, so you
  296. will probably not need to worry about this level.
  297. Money: Your current level of money. The normal currency is & (Makka)
  298. E.A.: Enemy Appearance Indicator. By detecting residual levels of
  299. Magnetite in the area, your Arm Terminal will display the
  300. level of danger you are in from enemy (in other words, demon)
  301. attack. While the gauge's color changes from blue to green, you
  302. are safe, but if the color turns from yellow to red, you are at
  303. reasonably high risk of meeting demons. In the case that your
  304. E.A. turns red, you should leave the immediate area at once.
  305. Members: This displays the current status of the party of people
  306. travelling with you. Your members' Names, HP, MP and condition
  307. will be displayed here.
  308. Commands: By pressing the A button onyour controller, you can enter
  309. Arm Terminal Command Mode. The default commands of your
  310. Terminal are displayed here.
  311.  
  312. 2D FIELD DISPLAY:
  313. ----------------
  314.  
  315. Outside, an overhead display of the area will be fed to your goggles. In
  316. addition, moon phase and E.A. are also displayed. If you wish to return to a
  317. normal view, simply enter Command Mode and the overhead map will turn itself
  318. off automatically. As soon as you leave Command Mode, the overhead map will
  319. return.
  320.  
  321.  
  322. ARM TERMINAL COMMAND MODE
  323. -----------------------------------------------
  324.  
  325. If you wish to use the advanced functions of your Arm Terminal, you can do so
  326. by entering Command Mode. Press the A button on your Controller to do so. Use
  327. the control key on your controller to select a command, and use the A button
  328. to choose one.
  329.  
  330.  
  331. [COMP]
  332. ------
  333. This command activates the mini-computer within your Arm Terminal. Through this
  334. command you can use any of the programs installed within your computer. Please
  335. refer below for instructions on using the programs installed by default on your
  336. computer.
  337.  
  338. * AUTO-MAPPING
  339. If you are in a building or underground, your Arm Terminal will keep a record
  340. of all the places that you have been. Using this program, you can create an
  341. overhead display map of these recroded areas. The Auto-Mapping program only
  342. stores data in two dimensions, so it will only display one floor at a time.
  343. In addition, it will display your current position, and any exits, stairways,
  344. elevators, terminals, churches, or other facilities you may have been in.
  345. You can set the map to either "Fixed" or "Free" in the Configuration menu.
  346. See below to see your map's Key:
  347.  
  348. O: Entrance/Exit U: Stairs up
  349. D: Stairs down ^: Your current position
  350. E: Elevator J: The Jakyo Manor
  351. R: Churches and other healing facilities
  352.  
  353. * MARKER SET
  354. With this command, your Auto-map will display, and you can place up to eight
  355. markers anywhere you wish on the map. If there is an area you wish to make a
  356. note of, you can leave a marker there, and a small orange diamond will appear
  357. on the map to mark its position.
  358.  
  359. * CONFIG
  360. Here you can change various settings, like those of your controller.
  361.  
  362. A) Battle Message Speed
  363. Changes the speed at which messages appear in battle.
  364. Normal: This is the default setting of your computer.
  365. Fast: Messages are displayed more quickly.
  366. None: Messages are not displayed at all.
  367.  
  368. B) Auto Mapping
  369. Changes the method of your Auto-map's display.
  370. Fixed: North will always be displayed at the top of the map.
  371. Free: The direction you face will always be displayed at the top of the map.
  372.  
  373. C) Auto-Battle
  374. Change settings for Auto-Battle
  375. Normal: Has your party use normal attacks over and over.
  376. Repeat: Has your party use the last commands you gave it over and over.
  377.  
  378. D) Item/Magic switching
  379. Turns on or off auto-reorganization of your Item and Magic lists.
  380. On: The last spell or item you used will appear first on menus.
  381. Off: Magic and item menu positions do not change.
  382.  
  383. E) Party Panel
  384. Allows your party's condition to be displayed with marks or words.
  385. Mark: Your condition will be displayed with an icon
  386. Word: Your condition will be displayed in words.
  387.  
  388. F) Controller Operation
  389. Changes the settings of your Arm Terminal Controller.
  390. Normal: The default setting of your controller
  391. Easy: You can use all functions of the controller with just your left hand.
  392. Custom: Customize your controller. The functions of the first and second
  393. buttons you press will be swapped.
  394.  
  395. * AUTO-RECOVER
  396. Automatically refills the HP of your party. Items will be used for healing
  397. before spells.
  398.  
  399. * ANALYZE ITEM
  400. Displays detailed information on any item that you are carrying.
  401.  
  402. * ANALYZE MAGIC
  403. Displayes detailed information on any spell that you can cast.
  404.  
  405. [MAGIC]
  406. -------
  407. If you wish to cast any spells while travelling, please select this function.
  408. If you want one of your party members to cast a spell, also use this function.
  409. You will be asked to choose whose spells you wish to cast.
  410.  
  411. * USE: Cast any spell that member knows. You cannot cast combat spells though.
  412.  
  413. * REORDER: Change the order in which that party member's spells are displayed.
  414.  
  415. [ITEM]
  416. ------
  417. This command deals with the operation and use of items.
  418.  
  419. * USE: Use any item that you can use during travel.
  420.  
  421. * REORDER: Change the display order of any items you are carrying.
  422.  
  423. * ORGANIZE: Reorganize all your items by type
  424.  
  425. * DISCARD: Throw away any item you are carrying
  426.  
  427. * EQUIP: First you must pick a party member you wish to equip. Next, you must
  428. pick which weapons or armor you wish to equip. Whatever you pick will
  429. automatically be equipped in the correct slot. In addition, if any of
  430. your statistics are changed through equipping items, it will be
  431. displayed on the right side of the screen. Note that you cannot use
  432. any guns unless you have ammunition equipped as well.
  433.  
  434. * UNEQUIP: Remove any equipped item. You must pick your member and what item
  435. you wish to remove.
  436.  
  437. [STATUS]
  438. --------
  439. This command displays your current status in one screen. Keep tabs on it to
  440. make sure that you are healthy. You can also use this function to check the
  441. status of any other party members. In the case that your computer tells you
  442. that you are ailing, please go to the closest Mesia Church for healing.
  443.  
  444. * LV: Your current level. Through gaining experience, this value will raise.
  445.  
  446. * HP: Your current health. Displayed as Current HP/Max HP. If this reaches 0
  447. you will die, so be careful.
  448.  
  449. * MP: Your level of energy needed to cast spells. When you cast spells, this
  450. value will deplete. When it hits 0 you will not be able to use magic any
  451. more. You can refill your MP at Mesia churches.
  452.  
  453. * EXP: Your experience. You gain experience defeating enemies in battle.
  454.  
  455. * NEXT: The amount of experience you need to gain before you will gain a level.
  456.  
  457. * CONDITION:
  458.  
  459. GOOD: You are in normal health.
  460. -------
  461. DEAD: You are dead.
  462. DYING: You are unconscious and close to death.
  463. -------
  464. STONE: You are petrified, and cannot move.
  465. PALYZE: You are paralzyed and cannot move. You will take damage as you walk.
  466. -------
  467. CHARM: You are enthralled by a demon, and are under its control.
  468. PANIC: You are striken with panic, confused and unsure what to do.
  469. HAPPY: You are filled with joy and may not obey orders.
  470. -------
  471. SLEEP: You are asleep.
  472. -------
  473. CLOSE: Your magic abilities are sealed off and you cannot use them.
  474. -------
  475. POISON: Afflicted with poison, you will take damage as you walk.
  476. -------
  477. CURSE: You are cursed, and will take damage as you walk.
  478. -------
  479. UNDEAD: You are dead, but are being animated; your basic Zombie state.
  480. -------
  481. BAT: You are cursed and turned into a vampire bat. As you walk you will
  482. drain the blood of all your party members.
  483. -------
  484. FLY: You are cursed, and are turned into a fly. While being difficult to
  485. hit, flies do little damage, but take quite a lot.
  486.  
  487. * ABILITIES:
  488.  
  489. Your basic statistics. When you gain a level, you can allocate a single point
  490. to add to them.
  491.  
  492. Power: Your physical strength. Affects attack damage.
  493.  
  494. Intelligence: Your intelligence affects magic power and effectiveness,
  495. aptitude in demon negotiations, and ability to evade attacks.
  496.  
  497. Magic: Magic power. Affects magic power, magic resistance, and max MP.
  498.  
  499. Endurance: Ability to resist physical attacks. Affects defense and max HP.
  500.  
  501. Speed: Speed affects how soon you act in battle, your evasion, and the
  502. accuracy of your own attacks.
  503.  
  504. Luck: Has minor effects in lots of various things you do.
  505.  
  506. * STATISTICS:
  507.  
  508. Statistics are generated from your abilities, and directly affect your
  509. actions. They can also be affected by your equipment.
  510.  
  511. (Sword) Attack: Attack power. The strength of your melee attack.
  512. Accuracy: Accuracy. How well you can hit your target in melee.
  513. (Gun) Attack: Attack power. The strength of your gun attack.
  514. Accuracy: Accuracy. How well you can hit your target with your gun.
  515. Defense: Your defense. Your ability to withstand physical damage.
  516. Evasion: How well you can dodge incoming attacks.
  517. Magic Power: Indicates how powerful the spells that you cast will be.
  518. Magic Effect: Indicates how often or how well your spells will work.
  519.  
  520. * EQUIP
  521.  
  522. Press the A button once more and your equipment display will be shown. It
  523. shows what weapons and armor you are currently equipping.
  524.  
  525. From top to bottom:
  526. Sword:
  527. Gun:
  528. Bullets:
  529. Head:
  530. Chest:
  531. Arms:
  532. Legs:
  533.  
  534. If you press the A button again...
  535.  
  536. * ITEM
  537.  
  538. The items in your current inventory are diplayed.
  539.  
  540. * SPECIAL ITEMS
  541.  
  542. Especially important items that you do not normally use are displayed here
  543.  
  544. * GEMSTONES
  545.  
  546. The gemstones you currently carry are displayed here.
  547. (Pressing the B button will return you to the previous screen, and the
  548. A button will return you to the Member Select Screen)
  549.  
  550. [CHANGE]
  551. --------
  552. This command allows you to change the formation of your party. Select the
  553. position you want to change with the cursor and press A, and the member
  554. indicated by an aroow will be moved.
  555.  
  556.  
  557.  
  558. ARM TERMINAL COMBAT MODE
  559. -----------------------------------------------
  560.  
  561. In the off chance that any demons get into Millenium, the Temple Knights
  562. will dispose of them. However, there may be times where especially crafty
  563. demons escape from the Temple Knights and go into hiding within the city.
  564. You must not let your guard down. It is the responsibility of all citizens
  565. of Millenium to be prepared at all times to defend themselves should the
  566. need arise. Your Arm Terminal's Combat Mode will help you should you come
  567. into conflict with a demon. Whenever a demon comes near, your Arm Terminal
  568. will switch to Combat Mode, and any necessary commands will be displayed in
  569. your goggles.
  570.  
  571. ____________________________________
  572. |2/8 /\\| _O_ |
  573. |MOON \//| _|_ <--------------+--Enemy number and
  574. |-------- __ | status
  575. | _/OO\ |
  576. | /___n_\ |
  577. | ______________________________ |
  578. | |FIGHT|TALK|ESCAPE|AUTO| | |<--Combat commands
  579. |-----------------------------------|
  580. Message----->| [What will you do? ] |
  581. |-----------------------------------|
  582. |Hawk |Rai | |
  583. | _O_ H 162| _O_ H 10| EMPTY |
  584. | _|_ M ---| _|_ M 6| |
  585. |-----------|-----------|-----------|
  586. | | | |
  587. | EMPTY | EMPTY | EMPTY |
  588. |___________|___________|___________|
  589.  
  590.  
  591. ENEMY CONDITIONS:
  592. ------------------------------------------------------------------------------
  593. |Arms up, White: | Arms down, White: |
  594. |Normal Condition | STONE or PALYZE |
  595. |-----------------------------------|----------------------------------------|
  596. |Arms down, Green: | Arms up, torso to one side: |
  597. |FREEZE, BIND, or SHOCK | PANIC, CHARM, or HAPPY |
  598. |-----------------------------------|----------------------------------------|
  599. |Body slumped over, red: | Body slumped over, White: |
  600. |HP are at 1/4 or less | POISON |
  601. |-----------------------------------|----------------------------------------|
  602. |Lying horizontally: | Arms down, transparent: |
  603. |SLEEP | CURSE |
  604. |-----------------------------------|----------------------------------------|
  605. |Hands over mouth: | Fly shape: |
  606. |CLOSE | FLY |
  607. |-----------------------------------|----------------------------------------|
  608. |Bat Shape: | Arms up, Black: |
  609. |BAT | UNDEAD |
  610. ----------------------------------------------------------------------------
  611.  
  612. [FIGHT]
  613. Fight the demons that are facing you. When you pick this command, either the
  614. following sets of commands will appear:
  615.  
  616. SWORD, GUN, COMP, ITEM, DEFEND: Fighter commands
  617. SWORD, GUN, MAGIC, ITEM, DEFEND: Non-fighter commands
  618.  
  619. SWORD: Attack with your melee weapon
  620. GUN: Attack with your gun
  621. COMP: Use your computer
  622. MAGIC: Use magic
  623. ITEM: Use an Item
  624. DEFEND: Guard yourself from attacks
  625.  
  626. [ESCAPE]
  627. Break away from combat. However, depending on your or your enemies' "Speed" or
  628. "Luck", you might fail.
  629.  
  630. [AUTO]
  631. Turn on Autobattle. Use normal attacks over and over. If you set it to "Repeat"
  632. on the Config menu, the actions you took in the previous fight will repeat. If
  633. you hold down the B button during autobattle, it will stop. Once it does,
  634. return to normal command entry.
  635.  
  636.  
  637. (There are several pages taped into your passport here)
  638. ________________________________________________________________________________
  639.  
  640. TO THE PERSON I HAVE GIVEN THE DEMON SUMMONING PROGRAM TO:
  641. ----------------------------------------------------------
  642.  
  643. This program has been installed into your Arm Terminal's memory, so you can use
  644. it with your [COMP] command easily. The menu choices in your [COMP] function
  645. will have increased, as you will probably notice.
  646.  
  647. Summon Minion:
  648. --------------
  649. This is the command you'll use to summon any demons you've bound to your will.
  650. Summoning demons takes Makka. Also, keeping demons manifested requires a
  651. constant supply of MAG, so keep an eye on how much you have left.
  652.  
  653. Return Minion:
  654. --------------
  655. This command returns a summoned minion to your Stock.
  656.  
  657. Dismiss Minion:
  658. ---------------
  659. This command dismisses a minion from your Stock.
  660. Dismissed minions are gone for good. You'll need to either recruit them again
  661. or create them via fusion, so be careful.
  662.  
  663. With the [Magic] Command, you can have your minions cast spells, or cast spells
  664. on your minions.
  665.  
  666. With the [Item] Command, you can use items on your minions as well.
  667.  
  668. If you look at your [Status], you can also see that a "Minions" item has been
  669. added below your NEXT value. This shows your current stock of minions and the
  670. maximum number of minions you can possibly have in total. In addition, you can
  671. use Status to see the status of any of your minions.
  672.  
  673. When looking at a demon's status, you will note the additional "CP" value in
  674. its stats. This indicates how much MAG it will consume as you walk with it
  675. summoned. In addition, the demon's alignment will be displayed.
  676.  
  677. With the [Change] Command, you can change your minions' marching order.
  678.  
  679. With this program, when any demon confronts you, you can use the [TALK] command
  680. to talk to it. If you negotiate will, it may join you as a minion.
  681.  
  682. The conversations you have with the demons will be translated into a language
  683. you can understand and displayed in your goggles.
  684.  
  685. Of course, if you wish to fight any demons you meet up with, you can have your
  686. minions participate in the battle as well. The demons you summon will loyally
  687. obey your orders.
  688.  
  689. [ATTACK] will have your minion attack normally.
  690.  
  691. If your minion possesses a special physical or magical attack, then you can
  692. have them use it by selecting the [EXTRA] command. However, Special physical
  693. attacks take HP to use, and special magic attacks take MP to use, so make a
  694. note of this.
  695.  
  696. With the [RETURN] command, you can return a minion to your computer's Stock.
  697.  
  698. As indicated above, the program I gave you is completely compatible with your
  699. Arm Terminal and will work seamlessly with it. Use it without worry. I look
  700. forward to seeing you again.
  701. STEVEN
  702.  
  703. P.S.
  704.  
  705. Later, I think I'll give you my Devil Analyze program. With this program, you
  706. can analyze the status of any demon you've ever fought or summoned, in and out
  707. of battle. I've set it up so you can access it automatically with the R button
  708. of your controller, so it should be useful. Right now it's in the final stages
  709. of debugging.
  710. ________________________________________________________________________________
  711. GUIDE TO MILLENNIUM'S FACILITIES
  712. --------------------------------
  713.  
  714. There are many facilities in Milennium for the convenience of its citizens.
  715.  
  716. TERMINALS:
  717. ----------
  718. Here you can travel throughout Milennium or record your travels. Please refer to
  719. the earlier section on rules and regulations regarding their use.
  720.  
  721. MESIAN CHURCHES:
  722. ----------------
  723. Here you can be cured or healed. The churches are all subsidized by the taxes of
  724. the citizens of Millenium, so you can use them for relatively low cost.
  725.  
  726. REPAIR GARAGES:
  727. ---------------
  728. These stores are run by healers authorized by the Center. As they are not
  729. operated by Millennium, their fees are somewhat high.
  730.  
  731. VIRTUAL BATTLERS:
  732. -----------------
  733. Here you can train yourself and gain battle experience by fighting in a safe,
  734. virtual environment.
  735.  
  736. APPRAISAL STORES:
  737. -----------------
  738. In these stores, you can have the details of any of your items identified. In
  739. case you have something but do not know its function, you can have it checked
  740. out here before you use it.
  741.  
  742. FORTUNE TELLER:
  743. ---------------
  744. The Fortune Tellers are authorized by the center to fortell your future in
  745. these stores. If you do not know where to go, you should visit them and have
  746. your fortune told.
  747.  
  748. BARS:
  749. -----
  750. The many bars throughout the city are here to provide citizens with a place to
  751. drink and talk. People come in and out frequently, so if you want to pick up
  752. new information, this is a good place to do it. Stop by every so often.
  753.  
  754. DISCO:
  755. ------
  756. Like the bars, the discos in Millennium operate under authorization of the
  757. Center.
  758.  
  759. CASINOS:
  760. -------
  761. The Casinos are authorized to operate by the Center, but as many citizens have
  762. been driven to bankruptcy here, whether or not their permits will be renewed
  763. are currently under consideration by the central government. Either way, take
  764. care not to spend too much of your money.
  765.  
  766. GAIAN TEMPLES:
  767. --------------
  768. These are heathen temples that are outlawed. Should you find one, immediately
  769. contact the Center and let them know.
  770.  
  771.  
  772. RULES OF THE CASINO
  773. -------------------------
  774.  
  775. By exchanging your Makka for Coins at the Cashier, you can play the games in
  776. the Casino. Once you accumulate more coins, you can exchange them at the
  777. Cashier for items.
  778.  
  779.  
  780. SUPER 27:
  781. ---------
  782. 1 Play costs 1 coin.
  783.  
  784. Super 27 has three reels, and if three of the same symbol matches up on the
  785. center line, it counts as a win.
  786.  
  787. The R button starts the game. If after the reels stop spinning the 3 symbols
  788. don't line up, you can choose to hold up to 2 of them and play again. The left
  789. reel can be held with the Y button, the center with the B button, and the right
  790. with the A button. Once you've picked the reels to hold, press the R button to
  791. play again. If you win, you can choose whether or not to keep your winnings or
  792. to play the bonus game. Press up to pick the Bonus Game, Down to pick Take
  793. Score, and press A to make your decision. The L button ends the game.
  794.  
  795. One play of the bonus game costs 5 Coins out of your winnings from the main
  796. game. The R button starts the game. If three symbols match up in any combination
  797. on the three reels--vertically, horizontally, diagonally--it counts as a win.
  798. If you win, you can either press down to pick Take Score, or continue to play
  799. until your winnings run out. Also, if you win 1000 coins, the game will
  800. automatically stop.
  801.  
  802.  
  803. LUCKY SYMBOL:
  804. -------------
  805. 1 Play costs 1 Coin.
  806.  
  807. Lucky Symbol has four Reels, and if three or four of the same symbol line up on
  808. the center line, it counts as a win.
  809.  
  810. The R button starts the game. 3 or 4 of the same symbol on the center line
  811. counts as a win. If you get 3 of the same symbol, they don't have to be all
  812. adjacent to one another. If on the window the numbers 1-3 appear, the sum of
  813. the numbers will give you various bonuses.
  814.  
  815. 12: 100 Coins
  816. 11: 20 Coins
  817. 10: 10 Coins
  818. 9: 5 Coins
  819. 8-7: Lucky Symbol--At this point, the symbols on the center line will become
  820. "Lucky Symbols," and the next time you get a win with them your winnings
  821. will be multiplied by 2 to 5.
  822. 6: Double--Your winnings will be doubled
  823. 4-5: Hold: You can hold up to 3 of the reels. From the left, use the X, Y, B,
  824. and A buttons to hold the reels. If you get a Hold and a win at the same
  825. time, you can use this function to win multiple times in a row.
  826. 3: Raise--The value of the Lucky Symbols will be raised. They start at 2x, then
  827. are raised to 3x, 4x, and finally 5x for each time you get this.
  828. 0-2: Nothing.
  829.  
  830. L button ends the game.
  831.  
  832.  
  833. JOKERS & STARS:
  834. ---------------
  835. 1 Play costs 1-8 Coins
  836.  
  837. Jokers & Stars uses 9 Reels, and if three of the same symbols line up
  838. vertically, horizontally, or diagonally, it counts as a win. If large numbers
  839. of the same symbol appear that also counts as a win.
  840.  
  841. You can bet anywhere from 1 to 8 coins. Pressing the A button increases your
  842. bet, and as your bet increases, so do the number of lines that can count toward
  843. a win. You can reduce your bets with the B button. R button starts the game. If
  844. more than 4 stars appear, you get to replay--press the R button again. Depending
  845. on the number of stars, the content of the replay changes:
  846.  
  847. 9 Stars: Win 200 Coins
  848. 8 Stars: Corner Joker--The four corners reels will become Jokers for the next
  849. play.
  850. 7 Stars: Cross Joker--Using the center reel as a "cross", the top, bottom,
  851. left, and right reels will become Jokers for the next play
  852. 6 Stars: Center Joker--The center reel will become a Joker for the next play.
  853. Jokers are wild and can count as any of the other symbols.
  854. 5 Stars: Seven Hold--All "7"s will be held for the replay.
  855. 4 Stars: Star Hold--All the Star symbols will be held for the replay.
  856.  
  857. If 4 or more of the same symbol appear in a single play, you will earn Coins
  858. based on the type of symbol and how much you bet initially. The L button ends
  859. the game.
  860.  
  861.  
  862. BACCARAT:
  863. ---------
  864. 1 Play costs 1-100 Coins
  865.  
  866. In Baccarat, you bet on whether the BANKER or the PLAYER will win. You don't
  867. bet on the cards, rather you try and guess who will win each match.
  868.  
  869. At first, you can bet whether the BANKER or the PLAYER will win, or if it will
  870. be a TIE. However, you cannot bet on both the BANKER and the PLAYER at the same
  871. time. (You can, however, bet on one of them and a TIE at the same time) Pick
  872. someone to bet on--the A button bets 1 coin, the X button bets 10 coins. The B
  873. button will reduce your bets. Once you've placed your bets, start the game with
  874. the R button.
  875.  
  876. For the Card values, Ace counts as 1, and 10 through King all count as 0.
  877. Whichever player has a value closer to 9 wins. (10 counts as zero) At first,
  878. 2 cards are dealt to each player, and one is shown. With the R button, you can
  879. turn over the other card. If the two cards are 5 or below, the player will hit
  880. and another card will be drawn. 6 or above means the player will Stand. If the
  881. value is 8 or 9 that's a "Natural" and neither player will drawn a card--both
  882. players will play with two cards alone.
  883.  
  884. The Banker will decided whether to hit or stand based on the Players cards, so
  885. he has a slightly better chance of winning. Betting on a Banker win gets you
  886. 1.95x your bet, and betting on a Player win gets you 2x your bet. If you bet
  887. on a tie and win, you'll get 9x your bet. If there is a tie and you bet on
  888. either the Banker or the Player you'll get your bet back.
  889.  
  890. RESULT displays the results of the game, so you can consult it when making
  891. your bet. Blue means the Banker won, Red indicates the Player won, and the
  892. middle number shows the value they won with. L button ends the game. Also, all
  893. fractions of a Coin when calculating wins are discarded.
  894.  
  895.  
  896. KENO:
  897. -----
  898. 1 Play costs 1-100 Coins.
  899.  
  900. In Keno, 16 numbers will be chosen from a list of 64, and you bet on which ones
  901. will be chosen.
  902.  
  903. If you press A when No. SEL is selected, a cursor will appear on the number
  904. board. Use the controller to move the cursor to a number you think will be
  905. picked, and press the A button to choose it. You can pick up to 16 numbers,
  906. and bet up to 100 Coins.
  907.  
  908. BET allows you to bet Coins. A button adds one coin, and the X button adds 10
  909. coins to your bet, up to 100 Coins.
  910.  
  911. RESULT shows the results of the last 16 plays. Ranging from Blue (low) to Red
  912. (high) it displays the frequency with which each number has been picked.
  913.  
  914. ERASE clears all the numbers that you picked before.
  915.  
  916. After a single play, the numbers you picked will remain. You can to continue
  917. to play using those numbers. If you want to to change any of the numbers, you
  918. can pick No. SEL and cancel numbers you picked with the B button, and rechoose
  919. them. If you want to rechoose them all, pick ERASE, and then pick new numbers
  920. with No. SEL.
  921.  
  922. Once you've picked your numbers and placed your bet, you can start the game
  923. with the R button. Depending on the number of numbers you picked correctly,
  924. the amount of Coins you win will increase.
  925.  
  926. L button ends the game.
  927.  
  928.  
  929. BIG & SMALL:
  930. ------------
  931. 1 Play costs 10 Coins.
  932.  
  933. In Big & Small, numbers from 0-9 will be chosen. 5 and above is BIG, and 4 and
  934. below is SMALL. You bet on whether you think the number chosen will be BIG or
  935. SMALL.
  936.  
  937. First, with the controller, you can pick whether you think the next number will
  938. be BIG or SMALL.
  939.  
  940. If you win, then you can use the R button to "DOUBLE CHALLENGE" or the L button
  941. to "TAKE SCORE." If you Take Score then you'll collect your winnings.
  942.  
  943. With "Double Challenge," you can play double-or-nothing games to increase your
  944. winnings greatly. The more times you win, the greater number of Coins you'll
  945. gain, and you can win good items as well. If you lose at any time during a
  946. Double Challenge, you'll lose all your winnings.
  947.  
  948. RESULT displays the results of the game so far. Take a look at it before
  949. placing your bets. Blue indicates Small, Red indicates Big.
  950.  
  951. L button ends the game.
  952.  
  953.  
  954. CODE BREAKER:
  955. -------------
  956. 1 Play costs 1 Metal Card.
  957.  
  958. In Code Breaker, you try to deduce the hidden number of 3-5 digits, based on
  959. the hints you'll get.
  960.  
  961. Code Breaker is located in places other than the Casino. R button starts the
  962. game. With the controller you can pick numbers for each of the digits of the
  963. secret number. Once you've picked numbers for all the digits, press the A
  964. button to confirm your choice.
  965.  
  966. JUDGE displays how close you were to getting the right answer. H is a Hit. It
  967. means you got the right number for a digit, and it's in the right place as
  968. well. B is a Blow. That means you guessed a number correctly, but it's in the
  969. wrong place.
  970.  
  971. HINT displays hints as to whether or not each number is in a certain spot or
  972. not. X means that number is not in that column. O means that that number might
  973. be in that Column. A double O means that number is definitely in that column.
  974.  
  975. If you guess the number within 8 tries, you will win an item.
  976.  
  977. L button ends the game.
  978.  
  979.  
  980. SHOPPING GUIDE
  981. --------------------
  982.  
  983. WEAPON SHOPS:
  984. -------------
  985. In order to defend yourself if attacked by a demon, make sure you're always
  986. equipped with at least the minimum amount of weaponry that you need. Within
  987. the weapon stores in Millennium, you can buy different types of weapons for
  988. personal use. Warrior-types will want to make sure they equip extra-quality
  989. weapons.
  990.  
  991. MELEE WEAPONS:
  992. --------------
  993. Attack Knife: A knife designed for close combat.
  994. Spike Rod: A club with spiky, sharp protusions on it.
  995. Queen Bute: The Queen's Whip, will humiliate anyone struck with it.
  996. Slicer: A slim sword with a sharp edge.
  997.  
  998. GUNS:
  999. -----
  1000. Beretta 92F: The most common type of handgun used before the Great Destruction.
  1001. Desert Eagle: A large automatic pisotl that uses Magnum ammunition.
  1002. M16 Rifle: An assault Rifle used by the Americans before the Great Destruction.
  1003. Dominator: A handgun specially customized to use powerful rifle ammunition.
  1004.  
  1005. AMMUNITION:
  1006. -----------
  1007. Bullets: Standard lead bullets.
  1008. Poisoned Bullets: Bullets tipped with a poisoned needle, to poison their
  1009. target.
  1010. Shotgun Shells: Small bullets that spread out when fired.
  1011. Cursed Bullets: They look normal, but their curse can inflict mortal wounds.
  1012.  
  1013.  
  1014. ARMORERS:
  1015. ---------
  1016. If you do not raise your overall level of protection, you will not be able to
  1017. handle any problematic situations that may arise. Better armor will save your
  1018. life. Do not neglect taking care of your defense in buying armor.
  1019.  
  1020. HEAD ARMOR:
  1021. -----------
  1022. Headgear: A head protector used in some sports before the Great Destruction.
  1023. Fritz Helm: A Kevlar helm that covers the ears and rear of your head.
  1024. Nape Guard: Armor that guards the back of your neck.
  1025. Metal Turban: A turban made from a special cloth of metal fibers.
  1026.  
  1027. CHEST ARMOR:
  1028. ------------
  1029. Survival Vest: A vest made for outdoor travel. It is not designed for combat
  1030. so it only affords light protection.
  1031. High Leg Armor: Armor that comes in at a high angle at the groin, allowing
  1032. for easy leg movement.
  1033. Kaiser Armor: Armor designed after the armor used by an ancient emperor.
  1034. Armor of the Sun: Armor made to capture the sunlight. Lousy protection.
  1035.  
  1036. ARM ARMOR:
  1037. ----------
  1038. Leather Gloves: Gloves made from strong leather. Low protection.
  1039. Rivet Knuckles: Leather Gloves with rivets in the knuckles, helps with attack.
  1040. Jamming Arm: Emits an electromagnetic pluse to confuse the senses.
  1041. Arm Bridge: Looks like a suspension bridge when it's equipped, hence the name.
  1042.  
  1043. LEG ARMOR:
  1044. ----------
  1045. Leather Boots: Regular leather boots.
  1046. Leggerslam: Shoes designed to absorb impact so you can move easily.
  1047. Aero Jet: Propelled by compresssed air, these shoes allow you to run swiftly.
  1048. Titanium Boots: Boots with titanium plates at the toe and shin.
  1049.  
  1050.  
  1051. JUNK SHOP:
  1052. ----------
  1053. Useful items are sold here. If you can afford them, then it will be helpful to
  1054. buy things here.
  1055.  
  1056. Ointment: Heals your HP.
  1057. Muscle Drink: Heals your HP above its maximum level. Careful not to drink too
  1058. much of it.
  1059. Kintan: Heals DEAD status.
  1060. Dis-poison: Heals POISON status.
  1061.  
  1062.  
  1063. In addition, you can buy useful items at the Mesia Churches and Repair Garages.
  1064.  
  1065. MESIA CHURCHES:
  1066. ---------------
  1067. Segaki Rice: Has the effect of Hanma on an enemy of lower level than you.
  1068. Soul Incense: Heals Dead and Dying status
  1069. Angel Hair: Heals all your allies. However, it can do terrible things to the
  1070. unfaithful...
  1071. Rosary: Automatically heals your HP to half max if they hit zero. However, for
  1072. the unfaithful...
  1073.  
  1074. REPAIR GARAGE:
  1075. --------------
  1076. Hiko-Bari: Kills several enemies that face you.
  1077. Hamaya: Does great damage to all enemies facing you.
  1078. Amida Beads: Unknown effect.
  1079. Nyorai-Statue: They tell us this heals your HP to half maximum if they reach
  1080. zero, but we don't know for sure.
  1081.  
  1082.  
  1083. (below a note is taped into the passport)
  1084. _______________________________________________________________________________
  1085.  
  1086. LOOKING FOR GEMSTONES! WILL TRADE FOR RARE ITEMS!
  1087.  
  1088. RAG'S SHOP
  1089.  
  1090. We will exchange any gemstones you have for rare artifacts. What we'll trade
  1091. will depend on the gemstones you're willing to give us.
  1092.  
  1093. Also, if you have at least 2 different types of gemstones, we'll exchange even
  1094. rarer things for them!
  1095.  
  1096. The gemstones we're willing to trade for are:
  1097.  
  1098. Amethysts Sapphires
  1099. Aquamarines Diamonds
  1100. Emeralds Turquoises
  1101. Onyxes Topazes
  1102. Opals Pearls
  1103. Garnets Rubies
  1104.  
  1105. Bring all enquiries to Rag's Shop
  1106. _______________________________________________________________________________
  1107.  
  1108.  
  1109. MAGIC GUIDE
  1110. -----------------
  1111.  
  1112. The Center is constantly researching magic. We can arrange for those citizens
  1113. gifted with magical abilities to be elevated to Center Resident status.
  1114.  
  1115. Here we will explain the types of spells we have already deciphered.
  1116.  
  1117.  
  1118. ATTACK MAGIC:
  1119. -------------
  1120. NAME MP EFFECT
  1121. --------------------------------------------------------
  1122. Agi 3 Deals flame damage to a single enemy
  1123. Agirao 7 A stronger version of Agi
  1124. Maharagi 5 Deals flame damage to multiple enemies
  1125. Maharagion 9 A stronger version of Maharagi
  1126. Bufu 3 FREEZEs a single enemy
  1127. Bufula 8 A stronger version of Bufu
  1128. Mahabufu 6 FREEZEs multiple enemies
  1129. Mahabufura 11 A stronger version of Bufura
  1130. Jio 4 SHOCKs a single enemy
  1131. Jionga 9 A stronger version of Jio
  1132. Mahajio 7 SHOCKs several enemies
  1133. Mahajionga 12 A stronger version of Jio
  1134. Zan 2 Damages a single enemy with a shockwave
  1135. Zanma 5 A stronger version of Zan
  1136. Mahazan 4 Damages multiple enemies with a shockwave
  1137. Mahazanma 7 A stronger version of Mahazan
  1138. Tentarafu 14 PANICs multiple enemies
  1139. Megido 15 Damages enemies regardless of their affinities
  1140. Megidoraon 30 A stronger version of Megido--only enemy bosses can cast it
  1141. Mudo 3 Kills two enemies with a curse
  1142. Mudo-on 9 Kills multiple enemies with a curse--Only demons can cast it.
  1143. Hanma 5 Kills two undead enemies
  1144. Mahanma 10 Kills multiple undead enemies
  1145.  
  1146. ATTACK SUPPORT MAGIC:
  1147. ---------------------
  1148. NAME MP EFFECT
  1149. --------------------------------------------------------
  1150. Dorminer 3 Puts multiple enemies to SLEEP
  1151. Shibabu 3 BINDs multiple enemies
  1152. Plinpa 2 PANICs multiple enemies
  1153. Hapilma 2 Makes multiple enemies HAPPY
  1154. Marin-Karin 6 CHARMs multiple enemies
  1155. Makajama 4 CLOSEs multiple enemies
  1156. Taru-Nda 4 Lowers enemy attack power--can be stacked
  1157. Raku-Nda 4 Lowers enemy defense--can be stacked
  1158. Suku-Nda 2 Lowers enemy accuracy--can be stacked
  1159. Eltora 6 Makes enemies leave--effect is reduced after the second enemy
  1160. De-Kaja 10 Negates all -Kaja effects
  1161. Ri-Kaja 5 Returns all lowered stats to their normal levels
  1162. Tetra 8 Negates enemy magic and special attacks for one turn
  1163.  
  1164. ATTACK SUPPORT MAGIC:
  1165. ---------------------
  1166. NAME MP EFFECT
  1167. --------------------------------------------------------
  1168. Taru-Kaja 4 Raises ally attack power--can be stacked
  1169. Raku-Kaja 4 Raises ally defense--can be stacked
  1170. Suku-Kaja 2 Raises ally accuracy--can be stacked
  1171. Maka-Kaja 4 Raises ally magic power--can be stacked
  1172. Tetraja 5 Guards against energy drain attacks
  1173. Makalakarn 6 Reflects enemy magic for one turn
  1174. Tetrakarn 6 Reflects enemy direct attacks for one turn
  1175.  
  1176. HEALING MAGIC:
  1177. --------------
  1178. NAME MP EFFECT
  1179. --------------------------------------------------------
  1180. Dia 2 Heals an ally a little bit
  1181. Diarama 4 A more powerful version of Dia
  1182. Diarahan 8 Heals an ally to max
  1183. Media 6 Heals all allies a little bit
  1184. Medirama 10 A more powerful version of Media
  1185. Mediarahan 13 Heals all allies to max
  1186. Patra 2 Heals one ally's minor ailments
  1187. Penpatra 4 Heals all allies' minor ailments
  1188. Posumdi 4 Cures an ally's POISON
  1189. Paraladi 6 Cures an ally's PALYZE
  1190. Petradi 10 Cures an ally's STONE
  1191. Recarm 12 Heals a DEAD or DYING ally, but fails often
  1192. Samarecarm 24 Heals a DEAD or DYING ally, but sometimes fails
  1193. Recarmdora 8 Heals your allies HP to max, in exchange for your life.
  1194.  
  1195. SPECIAL MAGIC:
  1196.  
  1197. --------------
  1198. NAME MP EFFECT
  1199. --------------------------------------------------------
  1200. Mapper 2 Displays the surrounding area. Doesn't work during a new moon
  1201. Toraest 6 Teleports out of a 3D dungeon to the 2D field
  1202. Toraport 6 Warps to the last place you saved
  1203. Torafulee 2 Teleports you out of a (non-boss) battle
  1204. Estma 6 Keeps low-level enemies away. Works for one lunar rotation
  1205. Sabatma 8 Summons a demon ally without having to spend Makka
  1206. Necroma 20 Summons a DEAD ally as UNDEAD for the duration of one battle
  1207.  
  1208.  
  1209. DEMON RACES
  1210. -------------------------
  1211.  
  1212. Our demon research has progressed quite far, and we have analyzed both the
  1213. genus and species of most demons. Here we will list the various species and
  1214. alignments of the races we know about.
  1215.  
  1216. GENUS
  1217. -----
  1218. Shinzoku: Shinrei, Majin, Megami, Amatsukami
  1219. Kishinzoku: Hakaishin, Jiboshin, Jashin, Shinsho, Kunitsukami
  1220. Mazoku: Maou, Yoma, Yama, Yosei
  1221. Hiten: Daitenshi, Tenshi, Datenshi
  1222. Ryuzoku: Ryujin, Ryuo, Jaryu
  1223. Chozoku: Reicho, Yocho, Kyocho
  1224. Juzoku: Shinju, Seiju, Maju, Yojuu
  1225. Kizoku: Kijo, Yoki, Chirei, Jaki
  1226. Seirei: Seirei
  1227. Shuzoku: Yoju
  1228. Jarei: Yuki, Akuryo, Shiki
  1229. Gedo: Gedo, Demonoid
  1230. Human: Mesian, Gaian
  1231. Machine: Machin, Virus, Vaccine
  1232.  
  1233.  
  1234. ALIGNMENTS
  1235. ----------
  1236. LAW: Values order and hierarchy
  1237. CHAOS: Values freedom and passion
  1238. LIGHT: Demons loved by their pantheons
  1239. DARK: Demons hated by their pantheons
  1240.  
  1241. RACE AND ALIGNMENT ASSOCIATIONS:
  1242. --------------------------------
  1243.  
  1244. | LIGHT |
  1245. Shinrei |Megami | | Hakaishin
  1246. Daitenshi | Majin | Shinju | Ryujin
  1247. Reicho | | | Jiboshin
  1248. | | Shinsho |
  1249. Amatsukami|Seiju Seirei| |Kunitsukami
  1250. -------------------+-------------------+-------------------+--------------------
  1251. Mesian Tenshi | | Ryuo|
  1252. | Yoma | |
  1253. | | |
  1254. | |Yosei | Gaian
  1255. LAW----------------+----------------NEUTRAL----------------+---------------CHAOS
  1256. Yocho | Demonoid | |
  1257. | | |Yoki
  1258. | Chirei | |Datenshi
  1259. | | Maju | Kijo
  1260. | | Yama |
  1261. -------------------+-------------------+-------------------+--------------------
  1262. Vaccine Machine| Yoju | Shiki |Akuryo Virus
  1263. | Jaki | Yojuu |Gedo
  1264. Kyocho | | | Yuki
  1265. | | | Jaryu
  1266. Jashin | | | Maou
  1267. | DARK |
  1268.  
  1269.  
  1270. LIGHT/LAW
  1271. ---------
  1272. SHINREI:
  1273. The faces of YHVH, the One God of the Judeo-Christian tradition. One
  1274. intrinsically without form.
  1275. DAITENSHI:
  1276. The Daitenshi are the top-ranking angels in the Hebrew god YHVH's army. They
  1277. are like a Law version of the Hakaishin. They command all of the lower-ranking
  1278. angels.
  1279. REICHO:
  1280. Reicho are bird gods, and usually serve as messengers or mounts of more
  1281. powerful deities. They are still quite powerful in their own right.
  1282. AMATSUKAMI:
  1283. The Gods of Heaven from Japanese tradition, the guardian deities of Japan.
  1284.  
  1285. LIGHT/CHAOS:
  1286. ------------
  1287. HAKAISHIN:
  1288. The Hakaishin serve as a counterbalance to the Majin, and in comparison to the
  1289. easy-goingness of the Majin, are strict with both themselves and others. The
  1290. Hakaishin often wield the power of destruction and rebirth.
  1291. JIBOSHIN:
  1292. Goddesses of the mother earth. They have the sides of both a mother's love and
  1293. the fierceness of nature. They are rather old dieties.
  1294. KUNITSUKAMI:
  1295. Allies of the Kishin, the old Gods of Earth from Japanese tradition.
  1296. RYUJIN:
  1297. The Ryujin are ancient dragon gods. Powerful and intelligent, they rank among
  1298. the oldest of the gods, and their wisdom surpasses that of humanity with the
  1299. experience they have by quite a good margin.
  1300.  
  1301.  
  1302. LIGHT/NEUTRAL:
  1303. --------------
  1304. MAJIN:
  1305. These are very powerful gods, often the heads of their pantheons and wielding
  1306. awesome power. Usually they're benevolent, widely-loved gods.
  1307. MEGAMI:
  1308. Megami are powerful and benevolent goddesses. They are most often gods of love,
  1309. fertility, and the like, and are among the kindest of the deities.
  1310. SHINSHO:
  1311. The Twelve Shinsho from Hindu/Buddhist tradition that guard the directions of
  1312. the compass.
  1313. SHINJU:
  1314. Very powerful gods that have the form of beasts or animals. They are strong and
  1315. fierce, and dedicated to rooting out and destroying evil.
  1316. SEIREI:
  1317. The Seirei are spirits of the four elements: Earth, Water, Fire, and Air.
  1318. SEIJU:
  1319. The Seiju are like a rank below that of the Shinju. They are holy beasts and
  1320. often have their own worshippers, but more often serve as the steeds for more
  1321. powerful gods, much like the Reicho.
  1322.  
  1323. NEUTRAL/LAW:
  1324. ------------
  1325. TENSHI:
  1326. These are all of the lower angels that fall under the command of the Daitenshi.
  1327. They are mostly messengers and foot-soldiers that operate and carry out all the
  1328. menial tasks of those angels ranking higher than they.
  1329. YOCHO:
  1330. These demons are dangerous in the sense that they tempt humans and kidnap those
  1331. they take a liking to, but are primarily carriers of souls.
  1332. MESIAN:
  1333. The Mesians are humans that belong to the Church of Mesia, and believe strongly
  1334. in the tenets of Law. They fight for freedom from the demons, believing that a
  1335. savior will come to destroy them and bring about the rule of their god. The
  1336. Mesians hate the Gaians with a passion.
  1337.  
  1338. TRUE NEUTRAL:
  1339. -------------
  1340. YAMA:
  1341. Demons of the night that are usually very much like humans. While not evil per
  1342. se, a lot of them have the power to drain humans of their life energy--things
  1343. like vampires and succubi fall into this category.
  1344. MAJU:
  1345. Maju are your general-purpose animal demons. Dangerous, but not malicious.
  1346. Supernatural animals and monsters that are not gods or demons fall into this
  1347. category.
  1348. YOMA:
  1349. Yoma are usually powerful but low-ranking gods in their pantheons. They are
  1350. usually benevolent and helpful, but do not attract large numbers of followers
  1351. like the major deities in their pantheons.
  1352. CHIREI:
  1353. The Chirei are low-ranking demons that get their power from the earth, and are
  1354. often earth spirits. Many are powerful, the top Chirei even being deity-level,
  1355. but lack divine power that the other gods have.
  1356. YOSEI:
  1357. Yosei are fairies, sprites, and other such supernatural creatures--usually
  1358. rather benign and indifferent to the conflicts of the gods. Usually they're
  1359. just interested in having fun and pay little attention to more serious matters.
  1360. DEMONOID:
  1361. Demon-based, artificially created lifeforms.
  1362.  
  1363. NEUTRAL/CHAOS:
  1364. --------------
  1365. RYUO:
  1366. Dragons that are like a step-down from the Ryujin. They are still quite
  1367. powerful in their own right.
  1368. KIJO:
  1369. The Kijo are warrior goddesses that cut down their enemies mercilessly. They
  1370. usually do not have enough worshippers to become major figures in their
  1371. pantheons, but can be quite powerful nonetheless.
  1372. YOKI:
  1373. Yoki are general purpose humanoid monsters--supernatural, but usually neither
  1374. god nor demon. They are similar to the Toki in that they are humanoid and
  1375. intelligent, but not as driven to fight.
  1376. DATENSHI:
  1377. Datenshi are fallen angels that sided with Lucifer in his rebellion, whose
  1378. bodies were twisted and made ugly upon their defeat. While powerful, they are
  1379. lower-ranking and lack the power to become Maou that Lucifer's top generals
  1380. did.
  1381. GAIANS:
  1382. The Gaians are humans that belong to the Church of Gaia, which believes
  1383. strongly in the tenets of Chaos. Rather than destroy the demons, the Gaians
  1384. welcome them, and hope to establish a society where humans and demons can
  1385. coexist happily. The Gaians despise the Church of Mesia.
  1386.  
  1387. DARK/LAW:
  1388. ---------
  1389. JASHIN:
  1390. The Jashin are among the most evil and cruel of the gods, often spreading fear,
  1391. death, and pestilence among humanity. Often they are gods of death or the "evil
  1392. deity" in the "Good God-Evil God" pantheons.
  1393. KYOCHO:
  1394. The Kyocho are mostly demon birds that are bringers of ill-omens to humanity.
  1395. Often they abduct humans to eat their souls or turn them into more of their
  1396. kind.
  1397. MACHINE:
  1398. Mechanical robots. Also, puppet-like beings controlled by magical power.
  1399. VACCINE:
  1400. Physical manifestations of programs designed to kill computer viruses.
  1401.  
  1402. DARK/CHAOS:
  1403. -----------
  1404. MAOU:
  1405. Led by Lucifer himself, the Maou are mostly powerful ancient gods that were
  1406. turned into demons and thrown into the Abyss by YHVH. They are constantly
  1407. plotting to overthrow YHVH and his minions and restore the old order.
  1408. JARYU:
  1409. The Jaryu are mostly dragons of low intelligence that cannot think of much
  1410. more than satisfying their own hunger and greed. They leave a trail of death
  1411. and destruction in their wake wherever they go.
  1412. YUKI:
  1413. The Yuki are undead humans whose spirits were so strong that even in death they
  1414. manage to retain their bodies (or some sort of physical form) with their minds
  1415. more or less intact.
  1416. AKURYO:
  1417. The Akuryo are undead, whose spirits were not as strong as those of the Yuki
  1418. and thus they could not keep a hold on their bodies. They travel about as
  1419. semi-corporeal ghosts or spirits, not being able to pass on.
  1420. GEDO:
  1421. Gedo are those demons and monsters that don't really fit into any other
  1422. category very well. Often weird things like blobs or slimes end up in this
  1423. category. Also, living people who are possessed by demons or spirits fall
  1424. into the Gedo category as well.
  1425. VIRUS:
  1426. Physical manifestations of computer viruses.
  1427.  
  1428. DARK/NEUTRAL:
  1429. -------------
  1430. YOJUU:
  1431. The Yoju are very similar to the Jaryu in that they are constantly afflicted
  1432. with an all-consuming hunger. They will attack and kill anything and everything
  1433. in order to consume it in a vain attempt at satiation.
  1434. SHIKI:
  1435. The Shiki are undead monsters, people or animals whose bodies were animated by
  1436. magic upon death. They are mindless drones with no intelligence or memories of
  1437. their former life--your basic zombies.
  1438. JAKI:
  1439. The Jaki are more or less your perfect example of a malevolent low-level demon.
  1440. They hate their lot in life and are filled with the need for revenge, and lash
  1441. out to bring others down with them.
  1442. YOJU:
  1443. Trees that have become sentient and attack people. Some think that they are
  1444. expressions of the Earth's anger.
  1445.  
  1446. (there is a final note taped into the back of your passport here)
  1447. ________________________________________________________________________________
  1448.  
  1449. WELCOME TO THE JAKYO MANOR, WHERE DEMONS ASSEMBLE!
  1450.  
  1451. To those of you that can control and summon demonic menions, here is some
  1452. useful information.
  1453.  
  1454. Here at my Jakyo Manor, you can fuse the demon minions you have together, and
  1455. create even more powerful, new demons. It's not an exaggeration to say that I
  1456. have come close to perfecting the techniques of demon fusion.
  1457.  
  1458. Therefore, if you have demonic allies, then I will fuse them together for you.
  1459.  
  1460. As my goal is to achieve true perfection in the art of demon fusion, I will
  1461. perform all of these services at absolutely no cost to you.
  1462.  
  1463. You can get even more powerful demons than the ones you have, and I can perfect
  1464. my fusion techniques--it works out to be mutually beneficial for both of us.
  1465.  
  1466. You're unlikely to get any better deal than this!
  1467.  
  1468. Come to my Manors! I'll be waiting!
  1469.  
  1470. DETAILS:
  1471.  
  1472. If you have at least two minions, we can fuse them for you. You can fuse either
  1473. two or three demons together.
  1474.  
  1475. No matter which option you pick, you will see a fusion result list, and can
  1476. select from it to see your options. After you see the result, you can decide
  1477. whether or not you truly wish to perform the fusion.
  1478.  
  1479. As the demons you fuse will be stored in your Computer's stock, you can summon
  1480. them with the "COMP" command.
  1481.  
  1482. In addition, you cannot fuse any demons that you already have with you, or are
  1483. of higher level than you are.
  1484.  
  1485. Also, dead demons cannot be fused, so resurrect them before you bring them to
  1486. the Manor.
  1487.  
  1488.  
  1489. HOW TO READ THE FUSION RESULT LIST:
  1490. ------------------------------------
  1491.  
  1492. Blue Circle: A normal fusion. The resulting demon's alignment will be LAW.
  1493. Red Circle: A normal fusion. The resulting demon's alignment will be CHAOS.
  1494. White Circle: A normal fusion. The resulting demon's alignment will be NEUTRAL.
  1495. Asterisk: This will produce a Seirei Fusion
  1496. Blue 1: This will create a demon one rank higher than the base demon in the
  1497. fusion. The resulting demon's alignment will be LAW.
  1498. Red 1: This will create a demon one rank higher than the base demon in the
  1499. fusion. The resulting demon's alignment will be CHAOS.
  1500. White 1: This will create a demon one rank higher than the base demon in the
  1501. fusion. The resulting demon's alignment will be NEUTRAL.
  1502. Blue 2: This will create a demon two ranks higher than the base demon in the
  1503. fusion. The resulting demon's alignment will be LAW.
  1504. Red 2: This will create a demon two ranks higher than the base demon in the
  1505. fusion. The resulting demon's alignment will be CHAOS.
  1506. White 2: This will create a demon two ranks higher than the base demon in the
  1507. fusion. The resulting demon's alignment will be NEUTRAL.
  1508. Blue X: This will create a demon one rank lower than the base demon in the
  1509. fusion. The resulting demon's alignment will be LAW.
  1510. Red X: This will create a demon one rank lower than the base demon in the
  1511. fusion. The resulting demon's alignment will be CHAOS.
  1512. White X: This will create a demon one rank lower than the base demon in the
  1513. fusion. The resulting demon's alignment will be NEUTRAL.
  1514. ?: Not even I know what will be the result of this fusion.
  1515. White Dot: Unfortunately, this is a combination that cannot be fused.
  1516. Blue D: A fusion that will produce a Dark demon. The resulting demon's alignment
  1517. will be LAW.
  1518. Red D: A fusion that will produce a Dark demon. The resulting demon's alignment
  1519. will be CHAOS.
  1520. White D: A fusion that will produce a Dark demon. The resulting demon's
  1521. alignment will be NEUTRAL.
  1522.  
  1523. --Master of the Jakyo Manor
  1524. ________________________________________________________________________________
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