Interacting with the World |
Press or to speak with the friendly folks you meet, and to interact with all kinds of different objects. A small arrow will appear above anything you can interact with when you approach it. |
Let the Pink Dots Point the Way! |
If you get lost or forget where you’re going, don’t worry—just look for the symbol on your map. Anyone marked with this icon will have a priceless nugget of information just for you. Check the mini-map in the bottom-left corner of the screen for a look at your immediate surroundings, or press to open your map of Erdrea and see exactly where you are. |
Climbing and Crawling |
When you’re out and about, you’ll sometimes come across ropes, ladders, cliffs and caves that you can use to make your way from one area to another. Let your curiosity get the better of you, and take a closer look at anything marked with the icon! |
Sparkly Spots |
If you see something glimmering on the ground, be sure to go in for a closer look, as you’ll almost certainly find an item waiting to be bagged. Pick it up, and the sparkly spot will disappear, but don’t worry—it’ll be back soon enough. You will also see trees, rocks and other objects marked with the icon from time to time. Interact with the indicated object to shake, pluck or pull items free and receive a few glittery goodies for your troubles. |
Saving |
You can save your progress by praying at a church or sacred statue, and making a record of your journey so far in an adventure log. Once the record has been made, you’ll be able to return to that point in your adventure and continue on your way. Be sure to save regularly so that you don’t lose any progress! |
Autosaving |
DRAGON QUEST XI S features an autosave function. Do not turn off the power while ‘Autosaving…’ is displayed in the bottom right-hand corner of the screen. Thanks to this fine feature, you’ll be able to carry on your adventure from wherever you left off, even if you managed to quit without making an adventure log. |
The Different Dimensions |
You can alternate freely between a 2D and 3D experience at churches, as well as at the statues you’ll encounter at campsites. Your adventure will be exactly the same whichever way you choose to play—Erdrea will just look a bit different, and how you enter encounters with monsters will change. Feel free to choose whichever mode you find most fun! |
Five’s a Crowd |
With Sylvando aboard, your merry band is
now up to a full five members! Sadly, only four of you can take part in
battle at any one time. You can pick which ones by selecting ‘Line-Up’ from the ‘Misc.’ menu, or swap them in and out on the fly during battle. See the ‘Traveller’s Tips’ section of the ‘Misc.’ menu for more information. |
Five’s a Crowd |
A maximum of four party members can participate in battle at the same time. The rest will be placed on standby, ready to be called upon when needed. To swap them in and out, go to ‘Line-Up’ in the ‘Misc.’ menu. Freshen up your squad with an occasional substitution, and try to find the perfect combination to take down particularly tricky monsters. |
Mid-Battle Party Management |
You can also change party members mid-battle by going to ‘Line-Up’ in the ‘Tactics’ menu. But be careful—anyone you swap in won’t be able to act until the next turn. Should your entire party be unlucky enough to be defeated, anyone you have on standby will automatically jump in to take the place of their fallen friends on the field. |
Controlling the Camera |
You can move the camera using . Press or to change the way your character’s facing while moving the camera. Press to point the camera in the direction your character is facing. |
Autorun |
Press when you’re out and about, and you’ll automatically start running in the direction you’re facing. You can press to jump while running. Push down on to stop running. |
Settings |
Visit ‘System Settings’ in the ‘Misc.’ menu to adjust parameters pertaining to various features. Under ‘Battle Mode’, you’ll find the following camera settings: Free-Form Fighting: Allows you to move your party members around the battlefield as you please (without affecting the impact of attacks, spells or abilities). Classic Camera: Just pick your battle commands, and the camera will move automatically in response. The ‘Claim Special Rewards’ option will allow you to enter download codes in order to accept items and other gifts you may be entitled to. |
Heal All/Handy Heal All |
When you select ‘Heal All’ from the ‘Misc.’ menu, your party will automatically use any healing spells at their disposal to completely restore everyone’s HP. They’ll also bring anyone who needs it back to life—but only if they have the spells required to do so. Handy Heal All, on the other hand, will revive defeated allies and heal their wounds, but without wasting valuable resources on filling up the last few HP, which can be very handy when you don’t have many MP to spare. Handy Heal All can also be used by opening the main menu with , then pressing . |
Items and Equipment |
In the course of your adventures, you will encounter all kinds of objects. These can be divided into two broad categories: items and equipment. Each party member can only carry a certain number of both about their person, and everything else can be found under ‘Items’ or ‘Equipment’ in the main menu. Items that are more noteworthy than your run-of-the-mill medicinal herb can be found under ‘Important Items’, and can’t be sold or thrown away. |
Items |
The ‘Items’ section of the main menu enables you to manage what each member of your party is carrying. Characters can only use items that they carry into battle, so don’t forget to restock their individual inventories after any particularly trying encounters. Press while the cursor is over an item in order to learn more about it. |
Equipment |
You can collect as much equipment as you like, but it’s not going to be much use if you don’t equip it. This can be done by selecting ‘Equipment’ from the main menu. Not all equipment can be used by everyone, but find the right pieces for the right person, and you might even be able to change their appearance altogether! |
Auto-Equip |
You can use this option to have your party’s equipment be picked automatically. Go to the ‘Equipment’ menu and press or with your cursor over ‘Auto-Equip’ and toggle between ‘Offensive’, ‘Defensive’ and ‘Magical’ to choose which type of equipment to focus on. The pieces of equipment (excluding accessories) that best match that profile will be highlighted in blue. Anything that is already equipped by another party member will not be considered for use. |
The Map Menu |
Pressing and then will open up the map menu. From here, you can take a quick look around the local area to check where the closest sparkly spots are, and also access a map of all Erdrea. Very handy indeed! |
· Nearby Quests |
Select ‘Nearby Quests’ from the map menu to see a list of people in the area in need of aid, along with any local quests you currently have underway, and the awards available for completing them. Completed quests will disappear from here, but don’t worry—if you feel like looking over any you’ve finished, simply go to ‘Quest Catalogue’ in the ‘Misc.’ menu. |
· Nearby Bounty |
Activate ‘Sparkly Spots’ to indicate the locations of all gathering points and sparkly spots in the area—whether you’ve found them already or not! After extracting an item from a sparkly spot, the glimmer will fade, and so will the blue icon marking its location on your map. However, you can still see where you sourced it by selecting the item name. Items marked with a crescent moon can only be collected after sundown. |
Skill Points |
Every time a party member levels up, they will earn some skill points. As the name suggests, these can be used to acquire new spells and abilities. To use them, open up the Character Builder from the ‘Misc.’ menu. |
Skill Points |
Every time a party member levels up, they will earn some skill points. As the name suggests, these can be used to acquire new spells and abilities. You’re going to need lots of them to learn some of the stronger spells and abilities, so be sure to spend them wisely! To use them, open up the Character Builder from the ‘Misc.’ menu. |
The Character Builder |
The Character Builder is where you can use skill points to teach your party members new spells and abilities, and also improve their attributes. When you unlock a particular panel, the ones surrounding it will become available, expanding your options ever further. Think carefully about what to unlock when, and work your way toward the ultimate abilities! |
The Character Builder |
The Character Builder is where you can use skill points to teach your party members new spells and abilities, and also improve their attributes. When you unlock a particular panel, the ones surrounding it will become available, expanding your options ever further. Think carefully about what to unlock when, and work your way toward the ultimate abilities! |
Resetting Your Skills |
Wish you hadn’t sunk all your skill points into a certain category? Pay a visit to a church or a sacred statue, and you can pay to undo your past mistakes. Simply select ‘Rectification’ and for the low, low price of twenty gold coins per point, you can start again from scratch. |
Allocating Skill Points En Masse |
Press and you can choose the spells, abilities and stat boosts you’d like to learn from a nice little list rather than selecting each panel individually. When you’ve finished ticking what you want, hit ‘Confirm’ to acquire everything in one go (but bear in mind that secret panels will need to be unlocked by opening up the ones around them first). You can unlearn anything you don’t need and reallocate the skill points to something more useful by visiting a church or a sacred statue and selecting ‘Rectification’. |
Allocating Skill Points En Masse |
Press and you can choose the spells, abilities and stat boosts you’d like to learn from a nice little list rather than selecting each panel individually. When you’ve finished ticking what you want, hit ‘Confirm’ to acquire everything in one go (but bear in mind that secret panels will need to be unlocked by opening up the ones around them first). You can unlearn anything you don’t need and reallocate the skill points to something more useful by visiting a church or a sacred statue and selecting ‘Rectification’. |
The Info Menu |
Open up the ‘Info’ menu under ‘Misc.’ in order to view various records of your adventures so far. If you’re looking to learn what quests are available or currently underway, take a peek at the quest catalogue, which can also be accessed from the ‘Misc.’ menu. Keep helping those in need until there are no question marks left! |
Dress to Impress |
Items of equipment marked with or
will alter the appearance of anyone who wears them, although some will
require a complete set to be collected first—check the item details for more
information. But you don’t have to keep kit like this forever in order to alter your look again—once you’ve owned a given garment, you can pop it back on whenever you want by selecting a character and then picking ‘Outfit’ when in the ‘Equipment’ menu! |
Convenience Is King |
Quick Commands The ‘Quick Commands’ menu can be popped open by pressing , giving you easy access to an array of functions while out in the field. Party Talk can be pressed to partake in party talk at the press of a button. Battle UI All UI elements displayed during battles will disappear if you hold down —perfect for taking premium pictures mid-punch-up! |
Camping |
No adventure would be complete without a night or two spent sleeping under the stars. Camping will allow your party to recover all their HP and MP just as a stay at an inn would, but for the fabulous price of free! You can also record your progress by praying at a sacred statue, and some campsites even have their own merchants. |
Zooming Around |
The Zoom spell allows you to teleport to locations you’ve been to before. You can even Zoom to campsites, but only if you’ve poked around in the ashes of the campfire at least once. It’s possible to Zoom directly from the map as well as the main menu—just pick a place from the list, and you’ll be there in a flash! |
Need a Horse? Neigh Bother! |
Horses are an incredibly convenient way to cover large amounts of ground in very little time, but you’ll sometimes have to enter areas that can only be explored on foot. Don’t despair, though—a ring on one of the many summoning bells dotted around Erdrea will soon bring your faithful friend galloping back to your side! |
Need a Horse? Neigh Bother! |
Horses are an incredibly convenient way to cover large amounts of ground in very little time, but you’ll sometimes have to enter areas that can only be explored on foot. Don’t despair, though—a ring on one of the many summoning bells dotted around Erdrea will soon bring your faithful friend galloping back to your side! |
Monster Mounts |
If you spot a monster sparkling away when
you’re out and about, that means you’ll be able to ride it or its mount if
you can manage to defeat it. This will enable you to access areas you otherwise couldn’t get to, and will also enable you to use its unique abilities. Why not go and give that shiny eggsoskeleton a good hiding? Who knows where it might be able to take you… |
Monster Mounts |
If you spot a monster sparkling away when you’re out and about, that means you’ll be able to ride it or its mount if you can manage to defeat it. This will enable you to access areas you otherwise couldn’t get to, and will also enable you to use its unique abilities. If it seems like you’ve reached a dead end, have a look around—there may be a sparkly solution nearby… |
Sailing the Seas |
The time has come to find your sea legs,
landlubber! You can stop the Salty Stallion anywhere marked with an anchor icon on your trusty map, and when you want to take to the waves again, just go and talk with Dave. For your maiden voyage, why not set a north-eastward course for Zwaardsrust? |
Sailing the Seas |
The time has come to find your sea legs, landlubber! You can stop the Salty Stallion anywhere marked with an anchor icon on your trusty map, and when you want to take to the waves again, just go and talk with Dave. If you Zoom somewhere, your ship will be taken to the nearest jetty, and you can check its position at any time by looking for the boat mark on the map. |
Summoning Cetacea |
The mystical melody of the Calamus flute will summon Cetacea, allowing you to soar through the skies as you please. Fly to a pillar of light or a floating island, and you’ll be able to hop off Her back and take a look around! |
Swimming the Seas as a Fish |
Use and to swim up and down as you make your way around the underwater world of Nautica. It’s well worth taking a good look around, as you’ll be able to explore the city a bit better now you’re not human any more… |
Pre-Emptive Attacks |
Get close enough to a monster, and a small orange arrow will appear just above them. Press and you’ll give them a weighty wallop with your weapon, lowering their HP before battle has even begun! Why not try springing a pre-emptive attack on that slime over there? |
Pre-Emptive Attacks |
Get close enough to a monster, and a small orange arrow will appear just above them. Press and you’ll give them a weighty wallop with your weapon, lowering their HP before battle has even begun! |
The Crackshot Crossbow |
The Crackshot Crossbow is an easy way to attract monsters’ attention. When enemies are close enough to take a shot at, you’ll see an orange arrow, just like the one when a pre-emptive attack is possible—press when the arrow’s on display to take a pot-shot at the monster in question. Some monsters are difficult to make mad, but in general, it’s a great way to start something if you’re feeling fighty! |
Times Change, Climes Change |
Depending on the time of day and the state of the weather, you may notice a few things changing in Erdrea. For example, some monsters will only appear at certain times or in specific conditions, and certain sparkly spots will only reveal themselves at night. If you don’t fancy waiting, find a place to rest until the right time of day. |
Tactical Tinkering |
Select ‘Tactics’ from the ‘Misc.’ menu to change how you and your teammates act in battle. You can also change them mid-battle, so don’t feel the need to sort everything out in advance. Just keep calm and press —you’ll be able to edit how everyone acts from the next turn onwards. |
Taking Complete Control |
If you want someone to do exactly what you say in battle, you’ll need to go to ‘Tactics’ and select ‘Follow Orders’. Do that, and you’ll have complete control over their every action. |
The Power of Pep |
If a character is attacked a lot, or
undergoes certain other trials and tribulations, they’ll eventually enter an
innervated state known as being ‘pepped up’, which will boost their martial
might for a while. But nothing lasts forever—after several turns have passed, they’ll lose their glow and go back to being their normal selves. However, any characters who are pepped up when a battle ends will still be so when the next one begins! |
The Power of Pep |
If a character is attacked a lot, or undergoes certain other trials and tribulations, they’ll eventually enter an innervated state known as being ‘pepped up’, which will boost their martial might for a while. But nothing lasts forever—after several turns have passed, they’ll lose their glow and go back to being their normal selves. However, any characters who are pepped up when a battle ends will still be so when the next one begins! |
Pep Powers |
A pep power is an incredible ability that
can be performed by two or more party members, when at least one of them is
pepped up. Some pep powers can only be unleashed when everyone involved is in
this state. Select ‘Pep Powers’ from the menu when it appears to see what
exciting abilities you can unleash! Depending on the tactics each character has set, they’ll either perform powers automatically or await your orders. Take a look at the Traveller’s Tips to learn more. |
Pep Powers |
A pep power is an incredible ability that can be performed by two or more party members, when at least one of them is pepped up. Some pep powers can only be unleashed when everyone involved is in this state. In most cases, participating party members will no longer be pepped up once the power has been performed. If you ever feel like powering through the associated animations, feel free to press , and if you want to see which powers your party have at your disposal, simply open up the ‘Attributes’ menu. |
Get Prepped to Pep |
Press on the ‘Tactics’ menu to determine whether or not a party member will use pep powers automatically. Choose ‘Don’t Use’, and they will follow whatever tactics you’ve set without using pep powers. This setting can also be altered in battle. |
Exchanging Equipment in the Heat of Battle |
You can mix up what you’re wearing and wielding even while battling baddies. Simply select ‘Equipment’ from the menu, and you can pop on anything in that character’s inventory, and even swap stuff in and out of the bag, in which it’s best to stow anything you’re not going to need immediately in order to avoid unnecessary clutter. |
The Woes of Being Wiped Out |
If everyone in your party is defeated, you will be wiped out, at which point you will have to choose to return to one of three places: wherever it was you last prayed, the last major location you visited or the last place the game autosaved. If you pick the last place you prayed or visited, you’ll keep all the items and experience points collected since you last saved, but lose half of your gold coins. If you choose to return to the last autosave instead, you’ll lose any items, experience points and gold coins earned since then, but everything else will remain as is. Whichever one you end up choosing, any gold coins deposited in the Rainbow’s End Bank will stay there, safe and sound. |
Beating a Hasty Retreat |
In battle, more often than not you’ll see a white circle surrounding you. Run up to the edge of it, and you’ll have the option to flee. However, this won’t always work, which could leave you very vulnerable to attack. In certain battles, the circle will be red instead—that means that you can’t escape, no matter how hard you try. If you don’t want to run to the white line, you can press and select ‘Flee’ from the ‘Tactics’ menu instead. |
Pacing Your Pastings |
The speed at which battle unfolds can be adjusted under ‘Settings’ in the ‘Tactics’ menu. And don’t worry—no matter what pace you push things to, it won’t make the actual difficulty different. |
All About Attributes |
HP stands for ‘health points’. These will be depleted when a character takes damage. Try not to let them all be lost, as this will cause the character in question to collapse. MP stands for ‘magic points’. These are required in order to sling spells or unleash abilities. ‘Maximum HP’ tells you the total number of health points currently available to a character. ‘Maximum MP’ tells you the total number of magic points currently available to a character. ‘Attack’ indicates the efficacy of a character’s weapon-based blows. The higher it is, the more damage will be dealt by physical attacks. ‘Defence’ dictates a character’s ability to bear the force of physical attacks. The higher it is, the less damage will be taken from weapon-based blows. ‘Magical Might’ gives an idea of the efficacy of a character’s magical attacks. The higher it is, the more damage will be done by spells and suchlike. ‘Magical Mending’ indicates the efficacy of a character’s health-restoring and revival spells. The higher it is, the better these will be. ‘Strength’ signifies a character’s basic physical forcefulness once the effects of equipment and special abilities are taken out of the equation. ‘Resilience’ reflects a character’s basic resistance to physical blows once the effects of equipment and special abilities are taken out of the equation. ‘Agility’ governs when a character will get their chance to act in battle. Higher agility also gives a greater chance of avoiding enemy attacks. ‘Deftness’ determines how likely a character is to catch enemies unaware. Higher deftness also makes it far less hard to flee from battle. ‘Charm’ indicates the odds of enemies being entranced by a character’s appearance, and becoming unable to act as a result. |
All About Ailments |
Sleep When a character’s asleep, they’ll be completely open to attack, but the impact of physical force may also be enough to bring them round. Spells, on the other hand, can often work their magic without waking those they target. Bedazzlement and Blindness The Dazzle spell and certain other abilities can blind those they target, causing their attacks to miss the mark. This won’t affect their spells, though—these will still fly straight and true. Beguilement and Confusion Confusion and beguilement can be perplexing indeed, but sometimes all it takes is the short, sharp shock of an attack from an ally to snap someone out of it. No pain, no gain! Poison Persons afflicted with poison will take damage every time their turn comes around, and this unpleasant effect will continue even after the end of battle. The ailment will wear off of its own accord, but is better off being cured with items or abilities. Curses Becoming cursed can cause you to lose your turn in battle, among other unpleasant afflictions. Certain items and abilities can cure it, but if all else fails, you can always seek benediction at a church. |
Mini Medals |
There’s a certain special someone in Erdrea who might just take the mini medals you can find hidden about the place off your hands—and offer you some really quite rare rewards in exchange. Hunt them down, and all that chest-chasing and chest-of-drawer-rummaging may pay off very handsomely indeed! |
Draconian Quest |
Opting to undertake a Draconian Quest will allow you to add certain restrictions to your adventure, such as being banned from shops or being unable to put on armour. You’ll only be able to begin this brutally challenging new mode by creating a new adventure log altogether, but you can remove your restrictions by visiting a church or sacred statue if things get too tough. However, you can’t reapply them without starting all over again—once they’re gone, they’re gone. You can try turning them all on at once if you want, but you really don’t have to—finishing with a certain restriction set will see it remain on your record forever, so you’re free to take them on one at a time. |
Removing Restrictions |
You can remove Draconian Quest restrictions whenever you like by visiting a church or sacred statue. You’ll then be free to continue your adventure without the removed restrictions, but be aware that you won’t be able to reapply them later—once they’re gone, they’re gone. |
Draconian Quest Settings |
If you’ve undertaken a Draconian Quest, you’ll be able to access a section of the menu called ‘Draconian Quest’ under ‘System Settings’ in the ‘Misc.’ menu. Here, you can check which handicaps you currently have enabled, and choose if you want them to be displayed on-screen. Why might you want to do that, you ask? Why, to show off to your friends, of course! |
Happy Snapping! |
Push on or open up the ‘Quick Commands’ menu to access Photo Mode and record your pals for posterity. You can change the party’s poses with , and also alter the line-up, and even who gets to be in the photo. Go ahead and press if you want everyone to look at the camera. Give it another push if you want them to turn their bodies to face it too. And if you want to hide the UI for some fine-tuning, you can do so by holding ! |
The Fun-Size Forge |
You can use the Fun-Size Forge to craft
all kinds of equipment based on recipes that make use of the raw materials
you collect on your adventures. New recipes can be found in treasure chests
and on bookshelves, and you’ll be able to acquire the ingredients you need by
defeating monsters or investigating sparkly spots. Go ahead and try to make your first masterpiece with the recipe Erik just gave you! |
The Fun-Size Forge |
The Fun-Size Forge can be used to create and improve upon all kinds of equipment—all you need are the recipes and the right materials! Rumour has it that there’s even some stuff that can only be acquired by means of the Forge. New recipes can be found in treasure chests and on bookshelves, and you’ll be able to acquire the ingredients you need by defeating monsters or investigating sparkly spots, so be sure to take a good look at every bookshelf and bit of sparkle you see! |
Fun-Size Forge Fundamentals |
Smithing items couldn’t be simpler—select ‘Bash’ to start beating your ingredients into shape, and ‘Finish’ when you’re ready to wrap things up. Hammer away at each individual area with your Portapounder to fill up the blue gauge next to it, and aim to get every gauge into the green zone. See the Traveller’s Tips for more information. |
· Fun-Size Forge Fundamentals Part I |
Select ‘Bash’ to start beating your ingredients into shape, and ‘Finish’ when you’re ready to wrap things up. Hammer away at each individual area with your Portapounder to fill up the blue gauge next to it, and aim to get every gauge into the green zone. If you can fill them to the very middle of the green areas, they’ll go yellow, producing a piece of the finest possible quality! |
· Fun-Size Forge Fundamentals Part II |
Bashes and flourishes use up focus, which will steadily decline as you hammer away at your item. If it hits zero, you’ll have no choice but to finish up, so be sure to use it sparingly. You’ll become better at forging as your level increases—not only will your focus increase, but you’ll learn new flourishes too. |
· Fun-Size Forge Fundamentals Part III |
The higher the temperature, the more punch each pummel with the Portapounder will pack, but with every whack of the mallet, your materials will cool slightly, and when they finally get cold, you won’t be able to continue. Certain flourishes will allow you to turn the temperature back up, or to hammer multiple sections at once. Only through the careful use of such secret skills can you hope to achieve the coveted standard of ‘Perfection!’ |
Reworking Equipment |
You’ll receive perfectionist’s pearls
each time you successfully forge a piece of equipment. You can use these to
attempt to rework the item, with the aim of doing an even better job. Don’t worry about ruining your hard-won works of art—even if you fail to rework something, you won’t lose it, and if you succeed, you’ll come away with something truly special! |
· Reworking Equipment |
Select ‘Rework an Item’ if you want to improve the quality of your equipment by using a few perfectionist’s pearls. Don’t worry about ruining your hard-won works of art—even if you fail to rework something, you won’t lose it, and if you succeed, you’ll come away with something truly special! |
Master Strokes |
You’ve learned Hephaestus’ Flame, which is a special forging move known as a master stroke. Every now and again when you’re hammering away, you’ll have a flash of inspiration, which will allow you to let loose this most incredible of abilities—but only once per forging session. After you use it, you’ll get a message telling you you’re primed for greatness, and any bash or flourish will send the gauges soaring, but will stop them as soon as they reach the sweet spot. But be careful—it only lasts one turn, so if you waste it on increasing the temperature or something else that doesn’t involve striking, you’ll only have yourself to blame. |
· Master Strokes |
You’ve learned Hephaestus’ Flame, which is a special forging move known as a master stroke. Every now and again when you’re hammering away, you’ll have a flash of inspiration, which will allow you to let loose this most incredible of abilities—but only once per forging session. After you use it, you’ll get a message telling you you’re primed for greatness, and any bash or flourish will send the gauges soaring, but will stop them as soon as they reach the sweet spot. But be careful—it only lasts one turn, so if you waste it on increasing the temperature or something else that doesn’t involve striking, you’ll only have yourself to blame. |
Horse Racing Hints |
Hold to send your horse speeding ahead, and press to tug on the reins for a nice, tight turn around those tricky corners. Your trusty steed’s stamina will steadily subside as it tears around the track, but top it up by running through a green swirl or three, and you’ll soon be back in the running! |
Horse Racing Hints |
Urging your horse on will steadily drain its stamina, but top it up by running through a green swirl or three, and you’ll soon be back in the running. Races that you pay to take part in have special prizes up for grabs, which will differ depending on the difficulty level. Try to win all the races at all the ranks, and fill your pockets with priceless prizes! |
· Dashing and Drifting |
Hold to send your horse surging ahead. The longer you hold it, the harder you’ll gallop, taking you up through three thrilling levels of speed. Press to do what’s known as drifting, allowing you to execute tight turns even at a full gallop. Both of these techniques drain stamina though, so try not to tire your horse out too much! |
Casinos |
You’ll need tokens if you’re aiming to seek your fortune at the casino. These can be bought from the cashier at twenty gold coins apiece. Any winnings will also be paid in tokens, which can be exchanged at the appropriate counter for all kinds of incredible prizes. |
Poker |
Swap your cards in and out to make a winning hand, or something close to it! Decide which cards you want to swap or hang on to, and then select ‘Deal’. Remember, you can only swap your cards once per game. If you manage to get a winning hand, you can take a chance on Double or Nothing. Take a look in the ‘Traveller’s Tips’ section of the menu to find out more. |
Playing Poker |
Swap your cards in and out to make a winning hand, or something close to it! Decide which cards you want to swap or hang on to, and then select ‘Deal’. Remember, you can only swap your cards once per hand. If you manage to get a winning hand, you can take a chance on Double or Nothing. |
· Double or Nothing |
Get a winning poker hand, and you can take a daring chance to increase your earnings on Double or Nothing. Simply take a look at the card on the left, and pick one from the four on the right—if it has a higher value, you double your money…and if it’s lower, you lose the lot. Only you can decide if it’s better to quit while you’re ahead. |
· A Chest Appears! |
Every now and again when you’re playing Double or Nothing, a treasure chest will appear out of nowhere. These chests have lots of locks on them, and one will be undone for every game of Double or Nothing you win until whatever’s inside is finally yours for the taking. Even if you lose, the chest will stay put until you leave the poker table, so keep plugging away until the treasure’s yours! |
Roulette |
Always bet on…well, whatever you
want—if your number comes in, you win! And you don’t just have to bet on one number at a time—place tokens on as many colours, numbers and other combinations as you like, then press to set the wheel of fate in motion. If you’re feeling especially lucky, you can even put everything on a single number and shoot for the jackpot. Take a look at the Traveller’s Tips in the menu if you want to know more! |
Roulette Rules |
Always bet on…well, whatever you want—if your number comes in, you win! And you don’t just have to bet on one number at a time—place tokens on as many colours, numbers and other combinations as you like, then press to set the wheel of fate in motion. It’s time to become roulette royalty! |
· Hitting the Jackpot |
To win the jackpot, all you need to do is place a bet on a single number or the treasure chest, and then pray for the incredibly unlikely eventuality that the ball stops where you need it to, and lines up with the jackpot crown to boot. Whoever came up with the phrase ‘nothing ventured, nothing gained’ was probably a keen roulette player. |
Slot Machines |
Press
to decide how many tokens to bet on each spin of the reels. If three
or more of the same symbol line up on any row you’ve bet on, happy days! The
number of tokens you win will depend on the type and number of symbols. Liquid metal slimes and goodybags are sure to bring a smile to your face. Take a look at the Traveller’s Tips in the menu to learn more! |
Slot Machines |
Press to decide how many tokens to bet on each spin of the reels, or press to bet the maximum stake and spin. If three or more of the same symbol line up on any row you’ve bet on, happy days! The number of tokens you win will depend on the type and number of symbols. |
· Special Symbols |
Get three or more liquid metal slimes or goodybags in a row, and you’ll earn the chance to get your mitts on tons of tokens! Depending on which symbols line up, you’ll either win double the tokens for a limited time, or be able to spin the reels completely for free. Come on, slay those slots! |
Slime Quest Slots |
Join Goolysses as he heads out on a grand
adventure, and win tokens for every obstacle you help him overcome! Unlike
the regular slots, you can choose when to stop the reels spinning, or even
pick ‘Auto-Play’ by pressing to let
the machine spin them by itself! Press while playing for more details. |
How to Play the Slime Quest Slots |
Join Goolysses as he heads out on a grand adventure, and win tokens for every obstacle you help him overcome! Unlike the regular slots, you can choose when to stop the reels spinning, or even pick ‘Auto-Play’ by pressing to let the machine spin them by itself! Press while playing for more details. |
Advancing Your Adventure |
Lost? Confused? Can’t figure out what to do next? Don’t panic, just keep an eye peeled for people with pink speech bubbles—they’ll be able to provide the information necessary to propel you onward! You can also find them by looking for pink dots on the map! |
Parley with Your Party Part 1 |
Once you’ve got some buddies on board, you can pick ‘Party Talk’ from the main menu to converse with your companions. They might have a tip or two on what to do, or maybe they’ll just be glad of a good old gossip! |
Equipment |
Weapons, armour and accessories can be obtained from all kinds of places—you can buy them in shops, and they can turn up in treasure chests too. But you’ve got to remember the golden rule: they won’t do any good unless you equip them! |
Keep an Eye Out for Exclamation Marks! |
There are rocks, ropes, ladders and ledges that you can climb up and down dotted all over Erdrea. When you see an exclamation mark, be sure to take a closer look—who knows what heady new heights or delightful new depths you might be able to explore! |
Sparkly Spots |
Sparkly spots on the ground are a sure sign of items just asking to be found. Step right up and examine them to grab whatever’s on offer. The sparkly spot will disappear when you do so, but don’t worry—it’ll soon be back! |
Traveller’s Tips |
If you’re ever at a loss about anything, open up the menu, select ‘Misc.’ and take a look at the Traveller’s Tips you’ll find there. They’re a treasure trove of knowledge about every aspect of effective adventuring. |
The Adventure Log |
Your progress through the game can be recorded by praying at a church, chapel or statue in order to create an adventure log. Every time you do so, you’ll be able to begin again from that point next time you play, so be sure to be a good little player and say your prayers often! |
Study Your Stats with the ‘Info’ Menu |
Want to know how many items you’ve acquired, what monsters you’ve managed to make mincemeat of, or some other statistic to do with your journey so far? Then look no further than the ‘Info’ menu, which can be found under ‘Misc.’ It’ll be full of question marks at first, but you’ll soon see it start to fill up! |
Cometh the Hour, Cometh the Monster |
The time of day and the type of weather can influence a lot of things in Erdrea, such as when certain monsters appear. Clever use of inns can be helpful in tweaking the time to your liking. |
Bolting from Battle |
When in battle, you’ll see a white circle on the ground. Leaving it will see your party try to flee the field, but be warned—it won’t always work. And if the circle’s red, that means there’s no escape! |
Cobblestone Tor |
The people of Cobblestone have long believed this colossal column of stone to be the home of the Spirit of the Land. Upon coming of age, every villager must make their way to the top and perform a special ceremony. |
Erdrea |
Erdrea is the world in which your adventure will unfold. Made up of a multitude of magical realms surrounding a great inland sea, there’s enough excitement here to keep a globetrotter going for a good old while! |
Cobblestone |
Cobblestone is a quaint little village that sits sleepily in the hills south of Heliodor. It’s a simple, pious place whose people pay obeisance to the Spirit of the Land. You’ll find such fine folk here as motherly, mild-mannered Amber, and Gemma. Sweet, innocent Gemma… |
All Hail Heliodor! |
Heliodor is the biggest and busiest city in all Erdrea. Traders and craftsmen from all over the world crowd its cobbled streets, so if there’s something you’re looking to buy or sell, look no further than this bustling metropolis! |
The Dank and Deadly Dungeons of Heliodor |
The spine-chilling cells of the castle dungeons lie deep beneath the streets of Heliodor. The further down you go, the more unforgivable the crimes of those incarcerated there. Some will surely never see the light of day again… |
The Serpentine Sewers of Heliodor |
A maze-like network of waterways that wind their way beneath the dungeons. After long years of neglect, some areas of the sewer have been overrun by swarms of savage monsters. |
Down and Out in Downtown Heliodor |
A den of iniquity that sits out of sight and out of mind of Heliodor’s more salubrious citizens, downtown Heliodor is a haven for all manner of life’s more interesting characters. And they all seem to know Erik… |
The Crumbling Ruins of Cobblestone |
The scene of so many sunny afternoons spent playing with Gemma… Very little of this once-vibrant village has escaped annihilation… |
Cobblestone Falls |
A stunning series of waterfalls set among the wonders of nature. Rarely does a passer-by set foot here without stopping to marvel at the magical beauty of the scenery. Chalky loved to sneak out this way for a spot of fishing. |
The Last Bastion |
The one remaining haven of hope in the world, doughtily defended by the stalwart Sir Hendrik. Its simple fortifications stand on the former site of Cobblestone, and displaced people from all over Erdrea have flocked here since Yggdrasil fell. |
What Has Happened to Heliodor? |
The cataclysmic destruction wrought by Yggdrasil’s untimely fall has taken a terrible toll on the once-mighty town of Heliodor. The castle has near enough collapsed, and is now home to Tyriant, Spectral Sentinel and all-round scoundrel. |
The Charming Little Church in the Foothills of Heliodor |
A small church sits in the hills near Heliodor. It is a place of rest for pioneers and pilgrims alike, and provides much-needed respite for those who have passed through the perils of the Manglegrove. |
The Kingsbarrow |
A historic tomb that houses the remains of the late kings of Heliodor. Consecrated ground since time immemorial, it has recently found popularity as a stop-off spot for tourists visiting the Emerald Coast, thanks to the glimpse it provides into Heliodor’s long and celebrated history. |
Hotto: Home of Blacksmiths and Baths |
This humble village, governed by the High Priestess Miko, sits at the foot of the volcano known as Mount Huji, and is famed for both its swordmakers and its steam baths. The beliefs and customs of its inhabitants are unique, and revolve around appeasing the spirit of the mountain. |
The Cryptic Crypt |
A long-lost, labyrinthine network of subterranean ruins that stretch out beneath the Hotto Steppe. A monster named Jarvis has made his home here, finding refuge among the traps that serve to deter even the most determined of intruders. |
Mount Huji |
An active volcano that rises regally above the Hotto Steppe. It is revered by the villagers of Hotto, and as such, Miko has declared it off limits to outsiders, lest they interfere with the ceremonies held there to ensure the spirit of the mountain’s continued protection. |
The Crucible |
A sacred forge found at the summit of Mount Huji. Long, long ago on this very spot, Erdwin and his allies forged the Sword of Light, which they used to slay the dreaded Dark One. |
Lonalulu |
A seaside village blessed with bounteous blue seas and pearls aplenty. Most of the men and women of Lonalulu are laid-back, easy-going folk, but the mere mention of mermaids can rub some of them the wrong way—the story of the mermaid’s curse is a long-standing legend around here. |
Saikiki Beach |
The graveyard of Lonalulu is situated here so that the souls of the departed may more easily find the ocean and ride the waves all the way back to the World Tree. |
The Storied Sultanate of Gallopolis |
This desert domain prides itself on its knights, some of the noblest in all Erdrea. The people here also love their horses, and each year a world-famous race—the Sand National—is held. |
Glorious Gondolia |
The markets of the seaside city of Gondolia attract merchants from every corner of Erdrea, making it the perfect place to find curiosities and cuisine from far and distant lands. Every year, people flock here for the Signor Universo contest, a celebration of the fittest and finest men around. |
The Grotta della Fonte |
Deep within the heart of this secluded cave west of Gondolia lies a spring from which sacred water flows forth. However, few dare venture very far in for fear of the ferocious monsters that lurk there. |
The Warrior’s Rest |
This inviting inn offers shelter to travellers visiting the area where Zwaardsrust once stood. It is named for Drustan, who laid down his weapons in order to found that ill-fated kingdom. |
The Ruins of Zwaardsrust |
Nothing but ruins remain where Zwaardsrust, known in its heyday as the Kingdom of Flowers, once stood. It was ruled over by the brave King Arnout, whose great bravery was unfortunately not enough to save his realm when savage monsters attacked. Some say that royal riches still remain somewhere beneath the rubble… |
Octagonia: Warrior’s Wonderland |
Octagonia’s illustrious arena attracts fighters from all over Erdrea, and when the annual Masked Martial Arts tournament is on, the city’s population swells as fans and fighters alike flock to witness this festival of brutal beauty. |
The Octagonian Underworld |
A network of tunnels has opened up underneath the orphanage in Octagonia. Could they be the ruins of some long-dead realm? Whatever they are, they’re now home to a horror in the form of the evil Arachtagon. |
The All-New Octagonia |
Booga, Spectral Sentinel and all-round blot on the landscape, has rebuilt Octagonia in his own warped image. Where the arena once enjoyed centre stage, a casino now stands instead, and those unable to pay what they owe are made into monsters and forced to work the tables. |
Relics of an Ancient Realm |
These strange ruins surfaced under mysterious circumstances some time after the World Tree’s fall. Judging by the unusual architecture and distinctive decorations, there’s little doubt that whoever once lived here had a culture unlike that of anywhere else in Erdrea. |
The Ruins of Dundrasil |
These are all that remain of the once-great realm of Dundrasil after it was overrun by a huge horde of monsters. Once a shining example to all of Erdrea, it’s now nothing but a pile of shattered stones and crumbling rubble. |
Beneath the Ruins of Dundrasil |
A network of tunnels designed to allow the royal family to flee in times of danger stretches out beneath Dundrasil. Many years ago, Queen Eleanor used them to escape the castle when marauding monsters attacked, taking her newborn son and Princess Jade along with her. |
The Glorious Kingdom of Dundrasil |
This realm was once rivalled only by Heliodor for grace and grandeur. Its people placed their faith in Yggdrasil, and were rewarded for their devotion with a child—the Luminary. But then Mordegon’s minions descended, and all was lost… |
Puerto Valor |
Anyone visiting the Costa Valor is sure to end up in this sunny seaside sanctuary sooner or later. The irresistible allure of its beaches, its hotels and of course its casino bring thrill seekers flocking from all over Erdrea. It’s also home to the sea gate that guards the Valor-Sauvage Channel, the only route out into the open sea. |
The Eerie Eyrie |
A remote ravine to the north-east of the Champs Sauvage. There’s a bird’s nest at the end that’s big enough to build a house in, and its occupant is said to be scary enough to keep almost anyone away. |
Fabulous Phnom Nonh |
A small village in the Champs Sauvage whose status as a popular destination for sightseers makes it more prosperous than it might seem at first. The Nhou Wat ruins, with their incredible mural, attract more than enough travellers and tourists to keep the villagers in business all year round. |
The Other Side |
The weird, warped world found beyond the mural of the magnificent beauty in the Nhou Wat ruins. There’s no way this disjointed dimension could be real…is there? |
The Crystal Kingdom of Sniflheim |
A wondrous, wintry kingdom in the far north, ruled over by the young Queen Frysabel. Academics, alchemists and all manner of other intellectuals assemble here to extend the boundaries of human understanding with their experiments and investigations. |
The Den of the Dastardly Vikings |
Sail north-west of Sniflheim and you’ll find a cove leading into a network of caves that the Vikings use to moor their boats and store their booty. After a long ocean voyage, they love nothing more than to hole up in their hiding place and party for days and nights on end. |
Erik and Mia’s Makeshift Shelter |
A craggy cave hidden away at the back of the Vikings’ hideout. After the Vikings took them in, Erik and Mia would while away their evenings here dreaming of what they’d do when they were free. Sadly, now it’s little more than a hiding place for Mia’s metallic remains… |
The Golden Hell of the Gyldenhal |
This gaudy, gilt-ridden castle is home to the Spectral Sentinel known as Gyldygga. It sprang up all of a sudden one night, and everything from basement to battlements is built from solid gold. It stands as a sparkling symbol of all its owner ever wanted. |
The Hellish Hekswood |
This deep, dark, frightening forest can be found on the snows of the Snærfelt. The citizens of Sniflheim steer well clear of it, as it is rumoured to be home to a horrendous beast. |
The Royal Library |
This ancient repository of near-boundless knowledge stands in the most remote part of the Snærfelt. Countless lost tomes lie hidden among its archives, and scholars consider it a treasure trove beyond compare. However, since monsters started making their homes there, only the bravest of brainboxes have made the trip. |
Yggdrasil, the Wondrous World Tree |
The source of all life in Erdrea, and the beginning and end of each soul’s journey through the world. Mighty Yggdrasil floats high above the lands beneath, watching quietly over all. |
Angri-La, Home of the Holy |
A simple temple of martial monks situated on the side of Mount Pang Lai. Its residents train tirelessly to unlock ever newer and greater powers. Mighty Erdwin, Luminary of Legend, learned the incredible Quadraslash ability within these very walls. |
Pang Lai’s Peak |
Only Angri-La’s most dedicated disciples ascend to these hallowed heights, where the freezing temperatures and thin air make focusing almost impossible for all but the truly enlightened. |
The Void |
A strange space somewhere between the realms of the living and the dead. When a person dies, their soul must pass through the void on its way back to Yggdrasil. However, since the World Tree has now fallen, the spirits of the departed must linger here for all eternity… |
Arboria, Cradle of the Keepers |
This hallowed haven is home to the World Tree’s most dedicated servants, who swore an oath long ago to serve mighty Yggdrasil, and to safeguard Her champion, the Luminary. Serena and Veronica were both brought up here. |
The Tower of Lost Time |
A mysterious monument that stands silently in a secluded grove north of Yggdrasil. Who built it—and to what end—remains a mystery, but strange little spirits swarm around its tightly sealed entranceway… |
L’Académie de Notre Maître des Médailles |
A place where little girls learn to become lovely ladies. The opening lines of the school song, ‘’Neath the branches of the birches, Daffodils sway and swing’, are famous throughout Erdrea, and its name is known in every city. Should you happen upon any mini medals during your adventures, be sure to bring them here! |
The Strand |
A popular place among mermaids and other denizens of the deep to stop for a quick sunbathe. It’s disguised in such a way that sailors can’t see it, and ships that stray too close are never seen again, earning it something of a scary reputation amongst seasoned sea dogs. |
The Undersea Nation of Nautica |
An incredible underwater paradise ruled by a breathtakingly beautiful mermaid queen, and populated by incredible aquatic lifeforms in all the colours of the rainbow. All who’ve been there say Nautica’s a happy, hospitable kingdom—and with good reason. |
Queen Marina’s Private Chamber |
A sacred sanctuary to which entry has always been forbidden to anyone who isn’t a member of the Nautican royal family. The doors were sealed centuries ago, and only the Queen knows what lies beyond them… |
The Floating World of the Watchers |
The Watchers are a wondrous little people who have peered down upon Erdrea from islands high up in the air since time immemorial. Sadly, since the Lord of Shadows and his minions made it their mission to destroy them, several of these floating sanctuaries have come crashing to the ground… |
The Battleground |
A vast island that floats high in the sky, and from which an incredible ore was once mined. This ore was used to make a magical metal called orichalcum, whose power to banish evil was so feared by the Dark One’s forces that they fought the Watchers for it. By the end of the battle that was waged here, almost all the ore was gone. |
The Fortress of Fear |
This sinister structure appeared in the skies immediately following the Lord of Shadows’ rebirth and the tragic fall of Yggdrasil. Its sickening silhouette, hanging right where the World Tree once did, is a grim reminder of the new reality now facing Erdrea. |
The Surreal World of the Seer |
This simple, unassuming mill is where our hero first met the strange being known as the Seer. It may look entirely ordinary, but where exactly in the world it is—if indeed it exists at all—remains a mystery. |
The Strange Structure in the Celestial Sands |
These ruins stand slap-bang in the centre of the Celestial Sands, and are thought to have done so since at least the Age of Heroes. Some have suggested that this ancient edifice was built to observe the stars, but as of yet, no one has been able to ascertain the truth. |
Havens Above |
For all anyone knows, this floating village has been home to the Watchers—Yggdrasil’s most celebrated servants—since the world began. It’s spread across several islands which are held aloft by heaven knows what and is peppered with pictures and pieces of architecture as old as time. |
Drustan’s Labyrinth |
A huge underground network of caves and tunnels hidden deep beneath the ruins of Zwaardsrust. Drustan himself built this mind-boggling maze to safely store the weapons and other equipment once wielded by the Luminary of Legend and his companions. |
Trial Isle |
This hidden haven in the heart of Drustan’s labyrinth was built many long years ago by the Watchers who pledged their lives to Drustan. Within the confines of the labyrinth, the flow of time is turned in on itself, and many of the Isle’s inhabitants survive from the Age of Heroes, the last living witnesses of the Luminary of Legend’s deeds. |
Signor Universo |
This fabulous festival, held in the city of Gondolia, is a celebration of all that is mighty and manly. As the Mayor of Gondolia puts it, the ideal man is as strong as the raging waves, as gentle as the soft sea breeze and as serene as the great blue ocean. Only a specimen special enough to embody all these enviable qualities can hope to take the crown. |
The Masked Martial Arts Tournament |
In this magnificent mainstay of Octagonian culture, participants are paired by ballot, don masks and do battle two-on-two before crowds of adoring fans. Although the masks might not look out of place at some sort of posh party, they’re part of a tradition that traces its history back to the tournament’s very inception, and are a quirk beloved of all true fans of the event. |
The Sand National |
In this grand race held annually in Gallopolis, the finest knights from all corners of the kingdom bring their best horses to compete for honour and glory. With Prince Faris himself slated to take part, this year’s National promises to be a particularly exciting affair. |
The Colloquy of Kings |
The Colloquy was a conference called whenever an issue grave enough to warrant the attention of all the leaders of Erdrea’s great nations arose. Alas, in light of the tragic loss of two of the five kingdoms concerned, these great meetings of international minds can be held no more. |
Erik |
A young man who has abandoned his lucrative life of crime to team up with the Luminary. He managed to sneak into Heliodor Castle and steal the Red Orb, but was eventually apprehended and thrown into the dungeons. After helping our hero escape from his cell, he joined him on his travels…for not entirely selfless reasons. |
Serena |
Veronica’s twin sister, and a citizen of Arboria, born with the sacred burden of seeing that the Luminary comes to no harm. She and her sister set out from their holy homestead to find our hero and help him on his quest. |
Veronica |
Serena’s twin sister, and a citizen of Arboria, born with the sacred burden of seeing that the Luminary comes to no harm. She and her sister set out from their holy homestead to find our hero and help him on his quest. |
Sylvando |
This wandering wonder joined our hero on his quest in order not just to help him, but also to spread smiles and laughter across all of Erdrea. Indefatigably upbeat, and as noble as any knight, Sylv is a performer par excellence who leaves a trail of adoring fans in his wake wherever he goes. |
Rab |
The former monarch of the fallen realm of Dundrasil, and our hero’s grandfather. He fled on the fateful night his kingdom found itself overrun by monsters, and has wandered the world ever since with Princess Jade. It’s a little-known fact that he’s actually the youngest of three brothers. |
Jade |
This princess of Heliodor has been on the road ever since Dundrasil fell back in the day, when she fled with our infant hero in her arms. When she was reunited with him years later, she didn’t hesitate in joining him on his quest to confront the foul fiend who took from her all that she held dear. |
Hendrik |
Once the master and commander of the armies of Heliodor, Hendrik’s unwavering loyalty was expertly exploited by the monstrous Mordegon. These days, he is the hero of the people of the Last Bastion thanks to his tireless efforts in ensuring their safety. His beard is his little homage to King Carnelian’s fantastic facial hair. |
King Irwin |
The last king of Dundrasil, murdered many years ago at the hands of the despicable Mordegon. After being appointed head of Princess Eleanor’s personal guard, he fell head over heels in love with his charge, and the two were soon married, making him King Robert’s son-in-law. |
Queen Eleanor |
The late queen of Dundrasil, and our hero’s birth mother. So anxious was she to see her husband and son safe that her soul stayed in this world. |
King Carnelian |
The stern and steely king of Heliodor, of whose glory he is rightly proud. He is the third monarch of that noble nation to bear his name. Though the kingdom went somewhat astray when the malevolent Mordegon possessed him, his reputation as a wise and able administrator allowed the deception to go undetected for many years. |
The Sultan of Gallopolis |
The kind-hearted ruler of the sandy sultanate of Gallopolis, famous not only for its world-class knights, but also for its wide range of tourist attractions, which include a racetrack and a sizeable circus tent. Sadly, the Sultan suffers from a…sub-standard head for figures, and the nation’s coffers seem to be in a constant state of depletion. |
King Gustaf |
This former monarch of the scholarly city of Sniflheim fell ill a few years ago, and was forced to hand the throne to his daughter Frysabel. In his prime, he was wiser and quicker of wit than even King Robert of Dundrasil. |
Chalky |
He could be serious when he wanted, but our hero’s adoptive grandfather was mostly magnificently lovely, and was adored by all as a result. When he finally passed away, he did so surrounded by family and fellow villagers, drifting off peacefully in his sleep. |
Jasper |
A skilled military mind who serves the kingdom of Heliodor. His dogged determination and aptitude for tactical matters make him able to hound our hero tirelessly. At thirty-six years old, he is the same age as his long-standing friend and rival, Hendrik. |
Dunstan |
The Mayor of Cobblestone, and Gemma’s doting grandad. When Chalky first found his way to the village some decades ago, Dunstan welcomed him with open arms, and made him feel like family. The two soon became firm fishing buddies. |
Amber |
Our hero’s adoptive mother, and Chalky’s adoring daughter. After her dad died, she raised the little Luminary all on her own, and she crows contentedly over his every achievement. Her skin is something of a mystery among the villagers, being smooth and soft as silk despite her countless hours in the kitchen. |
Gemma |
Our hero and his oldest friend were born on the same day, and the two have been inseparable ever since they were small. As such, they hold a very special place in each other’s hearts. She is a skilled seamstress, who dreams of one day dressing all of Erdrea in her signature Cobblestone clobber. |
Sandy |
Our hero and Gemma found their canine companion abandoned and injured after being attacked by monsters when she was just a pup. They took her home and looked after her and she soon made a full recovery, and she’s been by their sides ever since. |
Cole |
An inquisitive little lad from Cobblestone who worships the ground our hero walks on, and wants to be just like him when he grows up. Recently, he went as far as trying to copy his idol’s strong and silent act, and managed an impressive three days before throwing in the towel. |
Derk |
Erik’s former partner in crime. He may have been a third-rate thief, but since going straight, he’s found fame as a first-rate businessman. His nickname back in his burgling days was the Doorknob-Nosed Nobbler. |
Opal |
This woman of many talents has a somewhat troubled past thanks to her thing for bad boys, but she landed on her feet when she fell for Derk, and is more than a little enamoured with her new-found status as a woman of means. Another thing she’s enamoured with is her husband’s ‘darling’ doorknob nose. |
Flint |
A humble woodcutter who lives deep in the heart of the Manglegrove. The fact that he has made his home in so hostile a region, with monsters hiding behind every tree, is a testament to his tenacity. He’s also a budding musician, with a couple of corking compositions to his name. |
Noah |
A fantastically unlucky fellow who’s been finding himself in hot water on a regular basis ever since he was small. However, he’s been able to make the best of a bad situation by earning a name in the underworld as the go-to guy for gossip and other…esoteric information. |
Connie |
Noah the information-broker’s only daughter. She’s always finding herself mixed up in her father’s misadventures, but somehow, as long as she’s around, things always seem to turn out alright—it’s no wonder he calls her his lucky little girl. |
Prince Faris |
The air-headed heir to the throne of Gallopolis. He’s handsome and talks a good game, so the secret of his craven cowardice hasn’t come out yet, but it’s only a matter of time until his adoring public realise the future of their nation is in the hands of a nincompoop… |
Doge Rotondo |
When Doge Rotondo was first made mayor of Gondolia, it was little more than a simple seaside town, but through his expert guidance it soon grew into the most prosperous trading port in all of Erdrea. Idolised by the townspeople for his magnificent manliness, he was the inaugural winner of the hotly contested Signor Universo competition. |
Placido |
The son of Doge Rotondo, and therefore the heir to the mayorship of Gondolia. He’s a kind and considerate boy, but still hasn’t given much thought to the legacy he’ll have to live up to one day—he’s too busy going off on adventures with his best friend Benigno. |
Benigno |
This bright young boy is best friends with Placido, the Mayor of Gondolia’s son. He’s just the tiniest bit shorter than his playmate, a fact he hides by spiking his hair up so no one can tell. |
Vince Vanquish |
Though he may seem bluff and breezy, the brave face this fabled fighter wears hides a troubled heart. Having heard from the priest who raised him that laughter is the best medicine, he went to some truly disturbing depths in order to try and make his friends, the children of the orphanage, happy… |
The Underdigger and the Abominable Showman |
This pair of brutish brawlers make the most of their bumper behinds by coming down on opponents fundament-first, an experience some have likened to being landed on by a king slime. They agree on everything except which dessert deserves to be crowned king—the Underdigger’s keen to open a cake shop, while the Abominable Showman is all about running an ice-cream parlour. |
Sinderella and Whambelina |
This dazzling duo, also known as the Beaty Queens, are one of the Masked Martial Arts world’s most popular pairings. But they’re more than just a pair of pretty faces—they’re also two of the most skilled fighters out there, and not to be underestimated. |
Liu Za |
Born and raised on Mount Pang Lai, this ferocious fighter is known to his fans as the Dragon of Angri-La. After being unceremoniously expelled from the temple for being caught sleeping during training, he made his way to Octagonia to take part in the MMA tournaments. Sadly, he was eliminated early on this year after a stunning lapse of concentration by his teammate Erik. |
Golden Boy |
A charismatic young fighter with a coterie of adoring female fans. You’d never know it to look at him, but he’s horribly shy, and if it weren’t for the mask that hides his face, he’d barely be able to fight at all. |
Sterling Sylva |
A striking and ever-smiling soldier on a crusade for romance and righteousness. He entered the MMA tournament with one goal in mind: to find out once and for all who was the strongest—him or the legendary Luminary. |
Dora |
Our hero and his friends first met this little girl in Phnom Nonh, where she was wandering around looking for her parents, who had been tempted to town by the promise of a magical mural in the ruins. But is there more to her than meets the eye…? |
Maxime Médaillé |
The eleventh headmaster of l’Académie de Notre Maître des Médailles. His school’s stated mission is to make unpolished ingénues into lovely ladies through the magic of mini medals. How exactly this is supposed to happen, though, is a mystery to everyone except him. |
Michelle |
This ever-optimistic mermaid maiden made a pact with her lover Kainoa, only to wait in vain for fifty long and lonely years for him to come back and marry her. Will the future she dreamt of—one where man and merperson can live side by side—ever come to pass? |
Kai |
One of Lonalulu’s most skilled fishermen, but also one of its most maudlin, thanks to the repercussions of his grandad’s romance with the mermaid Michelle. He’s never been very good with people, and his complete lack of any close friends has his mother somewhat concerned. |
Kainoa |
A human fisherman who fell in love with the mermaid Michelle after first falling from his craft in an incident on the unforgiving seas near his home of Lonalulu. When he finally found his way home, he also fell sharply from favour, with those who had once hailed him as the most skilled sailor in the village suddenly saying his soul had been stolen by his monstrous mistress. |
Queen Marina |
This wise and magnanimous mermaid queen rules over the underwater realm of Nautica. Her white fin marks her out as a member of the undersea aristocracy. |
Queen Frysabel |
Sniflheim’s young and inexperienced ruler was so innocent as to the ways of the world that the disasters that began to befall her realm were almost too much for her to bear. However, crossing paths with Krystalinda turned out to be the best thing that could have happened, and she’s on her way to becoming a confident, competent queen. |
Snorri |
A scholar of Sniflheim who has advised and instructed Queen Frysabel since she was small. He’s considered one of the finest minds in the entire kingdom, and specialises in the study of ancient spells. Lately, he’s been pleased to see his former pupil blossom into a discerning and diligent young ruler. |
Krystalinda |
Though this seemingly savage ice witch may have brought Sniflheim almost to the brink of annihilation, she actually has a sisterly side deep down, and will do anything for those she loves. In fact, she’s an incurable romantic—although she’d never admit it to anyone. |
The Seer |
When this baffling being appears before those who have lost their way, not much can be taken for granted—least of all his physical form. But one thing is for certain—his influence extends far and wide throughout Erdrea’s history… |
Grand Master Pang |
The leader and spiritual overseer of the temple of Angri-La, an institution with a long-standing association with the Drasilian royal family. Rab trained there as a youth, and suffered the same fate as thousands of others over the centuries: a merciless mauling at the hand of the notorious Naughty Stick. |
The High Lama |
This young sage is second in command at Angri-La, having been selected for the post by Grand Master Pang at the unprecedented age of twelve. He has the unique ability to gauge an acolyte’s innate abilities with a glance, but despite his seeming worldliness, has not so much as set foot off Mount Pang Lai since birth. |
Don Rodrigo |
The proud patriarch of Puerto Valor’s most prominent family, and chief instructor of the best known and most brutally unforgiving knight school in all Erdrea. His son Sylvando inherited his indomitable will—and also his luscious lashes. |
The Soldiers of Smile |
With the world in chaos after Yggdrasil’s fall, Sylvando and his pals travel from place to place on a mission to bring happiness back. This piebald parade may be made up of people from plenty of different backgrounds, but Sylvando’s charisma has captivated them all, and brought them together to form Erdrea’s foremost smile-restoring squad. |
Servantes |
Don Rodrigo’s personal steward. He was once entrusted with overseeing Sylvando’s upbringing, but now handles the day-to-day affairs of the household. He may appear to be the very embodiment of elegance and etiquette today, but in his youth, he was was a notorious ne’er-do-well. |
Mony |
This savvy salesman with a stall in Phnom Nonh is a particularly persistent hawker who won’t take no for an answer. His pushy ways sometimes drive his wife to desperation, but he’s long since grown deaf to her complaints. |
Da and Son |
A boy and his father from the village of Phnom Nonh who are very close indeed. After our hero saved Son from the vile villain Avarith, their moving reunion spurred Sylvando to seek reconciliation with his own precious papa. |
Miko |
The proud and somewhat prickly leader of the village of Hotto whose son, Ryu, metamorphosed into a man-eating dragon that terrorised her village. Forced to choose between her obligation to the people she presided over and her beloved boy, she ended up choosing her child, the guilt of which decision weighed upon her heavily. |
Atsuo and Atsuko |
A kind and caring set of siblings from Hotto who dressed as a massive, murderous monster and blocked the path to Mount Huji in order to try and protect their mother, who had been singled out for human sacrifice. Atsuo is the older of the pair by two years. |
Ryu |
A young man from Hotto who was turned into a man-eating dragon by a cruel curse. He was eventually returned to his human form through our hero’s efforts, but alas, it was already too late to save him. Thankfully, he departed the world without learning of his mother’s sins, or of the gruesome fate that befell her. |
Mia |
Erik’s beloved sister, who wished for gold above all else, and was granted the power to amass as much of it as she pleased. Eventually though, she came to learn that the one thing she truly longed for was a return to the carefree days she spent laughing and larking around with Erik. |
Benedictus |
High priest of Arboria, teller of ancient tales, and custodian of the Keepers, watchers-over of the World Tree. It was he whose prophetic dreams saw Veronica and Serena sent off on their search for the Luminary, and he who instructed them in the art of enchantment in order to equip them for their quest. |
The Timekeeper |
Neither man nor monster nor god, this mysterious being has spent countless aeons in the Tower of Lost Time, standing watch over the flow of things from past to future…and beyond… |
Erdwin |
The Luminary of Legend, who gave his life long ago in the Age of Heroes in order that the Dark One might be slain, and the world delivered from darkness. |
Serenica |
The sage who stood with the Luminary of Legend in the fight against the almighty evil that assailed the world in the Age of Heroes. After Erdwin’s untimely demise, she spent her life searching for a means to turn back time so that she might be reunited with him, eventually becoming so desperate that her mind and body melted away, and she turned into the Timekeeper. |
Drustan |
The warrior who stood with the Luminary of Legend in the fight against the almighty evil that assailed the world in the Age of Heroes. After Erdwin’s death, he created the kingdom of Zwaardsrust, and focused his efforts on bringing happiness to his people, who loved and respected him in return. |
Morcant |
The sorcerer who betrayed the Luminary of Legend, and would later become Mordegon, bringing death and destruction to all Erdrea. The tiny sliver of his soul that remained untainted separated from his body and became the Seer, our hero’s unlikely guide in some of his more desperate moments. |
Eegoltap |
The wisest of the Watchers, he has been around since the Age of Heroes, when he aided Erdwin and his companions in their quest to slay the Dark One. It is said that he has not awoken for nigh on eighty years. |
The One Remaining Watcher |
The sole survivor of Mordegon’s brutal assault upon the Watchers’ haven in the heavens. His name is Volah, but being young and shy, he was never quite sure when or how to introduce himself. |
Quuron |
A hard-working Watcher who managed the affairs of the haven in the heavens while Eegoltap slumbered. While others of his kind are content to take things easy, he’s an unusually industrious sort who hates to sit still when there’s work to be done. |
Dave |
A pink-masked man of mystery who seems to owe Sylvando some great, untold debt of gratitude. Single-handedly manning, maintaining and managing the Salty Stallion, he has proven himself an invaluable ally to our hero. |
The Strange Black Spirit |
This strange little sprite always seems to be nearby wherever our hero wanders. Similar to the Spirits of Lost Time, but with a body blacker than night, something about its behaviour sometimes suggests a certain degree of intelligence… |
The Spirits of Lost Time |
These bright white sprites are born from Erdrea itself, and are said to guide time along its endless path. As long as they continue to make their inexorable way toward the Tower of Lost Time, the flow from past to future can be said to be intact… |
Obsidian |
This noble, night-black steed is the stalwart veteran of countless conflicts, and has carried his master Hendrik courageously into the fray again and again. Several years ago, his younger brother, an equally impressive stallion, was presented as a gift to the Sultan of Gallopolis. |
Breezing through Battle Messages |
You can crack through the messages shown during combat by pressing either the A or B Button—perfect for when you want to give your foes a thrashing all the faster! |
Faiz |
This horseman among horsemen has claimed victory at the Sand National on countless occasions. He’s confident he could outrun even a great sabrecat, as long as he was astride his beloved steed Sharukh. |
Blue John |
A friendly fisherman who accidentally reeled in our hero while fetching food for the refugees at the Last Bastion. He packed up his life and moved to the Emerald Coast over twenty years ago after dreaming he was destined to catch the biggest fish the world had ever seen in its fertile waters. |
Cetacea |
A herald of the heavens who delivered the Luminary of Legend to the place where he did battle with the Dark One way back in the Age of Heroes. It is said that when a certain holy melody is sounded by the Calamus flute, She will lead the Luminary to an island in the sky. |
Mermaids |
Captivating creatures with the bodies of beautiful women from the waist up, and the fins of fish below. Due to both their five-hundred-year lifespans and the mystical melodies they sing that can soothe all injuries, there is no shortage of myth and legend surrounding these mysterious beings. |
The Watchers |
It is said that these strange yet serene sky-dwelling beings were born when Yggdrasil first began to bud, making them some of the oldest organisms in Erdrea. Their sole purpose is to watch over the World Tree, which they have done faithfully since the very first days. |
The Spirit of the Land |
The spirit sacred to the simple folk of Cobblestone, who believe that this guardian deity dwells in the tor that towers above the village. It is thanks solely to the Spirit’s blessings that the land offers up its bounty, or so the Cobblestonians say. |
Cows? But…How? |
For some reason, certain cows are able to forecast the weather, and they’re usually more than happy to share their predictions. The leading theory is that they were once owned by amateur meteorologists who taught them the art of weather-reading, but that doesn’t explain how they came to be able to talk… |
The Salty Stallion |
This venerable vessel has proven itself time and again, speeding our hero and his friends across the seas come monsoon or maelstrom. Its design is one of a kind, having been conceived of by an old associate of Sylvando’s with the Wandering Wonder’s fabulous form in mind. |
Handy Heal All |
If you’re out in the field and in need of a quick fix-up, simply open up the menu and press the Y Button to perform Handy Heal All, which will put your party back in tip-top condition as efficiently as possible. |
Cobblestone |
Cobblestone is a quaint little village that sits sleepily in the hills south of Heliodor. It’s a simple, pious place whose people pay obeisance to the Spirit of the Land. You’ll find such fine folk here as motherly, mild-mannered Amber, and Gemma. Sweet, innocent Gemma… |
All Hail Heliodor! |
Heliodor is the biggest and busiest city in all Erdrea. Traders and craftsmen from all over the world crowd its cobbled streets, so if there’s something you’re looking to buy or sell, look no further than this bustling metropolis! |
The Dank and Deadly Dungeons of Heliodor |
The spine-chilling cells of the castle dungeons lie deep beneath the streets of Heliodor. The further down you go, the more unforgivable the crimes of those incarcerated there. Some will surely never see the light of day again… |
The Serpentine Sewers of Heliodor |
A maze-like network of waterways that wind their way beneath the dungeons. After long years of neglect, some areas of the sewer have been overrun by swarms of savage monsters. |
Down and Out in Downtown Heliodor |
A den of iniquity that sits out of sight and out of mind of Heliodor’s more salubrious citizens, downtown Heliodor is a haven for all manner of life’s more interesting characters. And they all seem to know Erik… |
The Crumbling Ruins of Cobblestone |
The scene of so many sunny afternoons spent playing with Gemma… Very little of this once-vibrant village has escaped annihilation… |
The Charming Little Church in the Foothills of Heliodor |
A small church sits in the hills near Heliodor. It is a place of rest for pioneers and pilgrims alike, and provides much-needed respite for those who have passed through the perils of the Manglegrove. |
Battle Mode – Free-Form Fighting |
If you set the Battle Mode to ‘Free-Form Fighting’, you’ll be able to move the camera during battles, and position your party members where you please when it’s their turn to act. Spells, abilities and attacks won’t be affected by where the user is standing, so feel free to place people wherever you think looks best! |
Battle Mode – Classic Camera |
If you set the Battle Mode to ‘Classic Camera’, the only thing you’ll have to worry about in battle is picking the right spells and abilities, as the camera will take care of itself. And don’t worry—your attacks won’t do any more or less damage than in Free-Form Fighting mode, so your combat capabilities aren’t affected. |
Making Good Use of the Map |
You can use the Right Stick to change which way you’re facing when the map is open, which can be helpful in figuring out where to go. And if you’re in a tower or dungeon or somewhere else spread over multiple levels, the Up and Down Buttons will flip which floor’s map is on display. |
Making Good Use of the Map Menu |
The map menu will appear when you press the A Button while the map is on screen. From here, you can look at an overview of the local area, on which you can check the location of any nearby sparkly spots, and you can also use the world map to see where exactly you are in Erdrea. It’s really useful, so be sure to make the most of it! |
On the Use of Important Items |
Not everything in the Important Items category can only be used in specific situations—certain items can be employed whenever you like. The best way to find out which ones is to sort them by type and see which ones appear at the top. |
An Alternative Button for Performing Various Actions |
It’s not just the A Button that can be used to interact with your surroundings and the people you meet—the ZL Button will do the same thing, which can be helpful if you’re ever feeling nonchalant enough to play one-handed. |
Fly Hands-Free O’er Hill and Dale with Autorun |
Press the Left Stick to have the hero keep running straight ahead—ideal for covering long distances with ease. Once you arrive at your destination, simply move the Left Stick towards yourself to take back control. |
Tips for Better Battling – Line-Up |
The ‘Line-Up’ option in the ‘Misc.’ menu will dictate who in your party appears in what order, which in turn will influence who bears the brunt of enemy attacks—first in line gets hit the hardest. As such, it’s sensible to put your best-defended party members up front. |
Tips for Better Battling – Fiddling with Your Line-Up on the Fly |
Party members can be swapped in and out of battle even after it has begun, but if you bring someone in, bear in mind that they won’t be able to do anything until the next turn. This being so, it pays to time things tactically when mixing up the make-up of your party. |
Tips for Better Battling – Elemental Effects |
The element of the attack you choose can have a profound effect. For example, striking an ice-based foe with fire-based attacks can see them slain sooner. Conversely, some spells and abilities can offer improved defence against elemental damage, which can help if you’re having trouble with a fire-breathing dragon or a demon of enduring darkness. |
Reading Red Books |
If you see a shelf with a bright red book nestled neatly among the tomes thereupon, step right up and have a read—you might just find a new recipe or two to try out on the Fun-Size Forge. |
Equipment Quality |
The quality of a piece of equipment can have a significant influence on its effectiveness, with a +2 item being better than a +1, and so on. As such, it’s always worth trying to improve your favourite bits of kit by reworking them on the Fun-Size Forge. |
The Ins and Outs of Autosaving |
If your party is ever wiped out in battle, you can restart your adventure from wherever the last autosave occurred, allowing you to continue your quest from shortly before your untimely demise. If you’re still having trouble even after this, it’s always worth considering a trip back to town to regroup and re-equip. |
Grab Pals for Pep Powers Aplenty! |
When more than one party member is pepped up, they can work together to unleash incredible collaborative attacks known as pep powers. While these are always amazing and entertaining to watch, if you’re in a hurry, you can skip them by pressing the Y Button. |
Zipping About with Zoom |
The Zoom spell will whisk you back in an instant to cities, towns, castles and other key locations you’ve visited on your travels. This includes campsites, but only if you’ve stayed there at least once. As such, if you spot one, don’t just pass it by—sit down for a rest, even if it’s just a quick one. |
Equipping Accessories |
Accessories offer a range of different bonuses, and each party member can equip up to two of them at once. You can even equip two of the same type in order to get the combined benefit of both. |
Race for a Place! |
It may cost a few gold coins to enter a race at the track in Gallopolis, but the fabulous prizes on offer make it more than worth it. There are easy and difficult versions of each event, but the items on offer to those who place differ accordingly, so the reward can often be worth the risk. |
Buying Bits and Bobs for the Fun-Size Forge |
If you’re running low on perfectionist’s pearls or any of the various precious stones used for forging, head over to l’Académie de Notre Maître des Médailles, where they can be picked up for a few coins from the dormitory. |
Forging Fundamentals – Focus |
Both regular strikes and full-blown flourishes consume focus when used, and once you’ve run out, you won’t be able to carry on crafting. This being the case, keeping an eye on your focus as you forge is the key to producing perfect pieces of equipment. |
Forging Fundamentals – Temperature |
The higher the temperature when forging, the more effective your strikes and flourishes will be. Once you learn Sizzly Puff, you can use it to keep the fire flaming hot, and your crafting at optimal efficiency. |
Forging Fundamentals – Multibash |
The Multibash flourish lets you make a flurry of four random strikes. You don’t get to choose where your blows will land, but as far as focus is concerned, it offers some serious bang for your buck. |
Wielding Two Weapons at Once 1 |
Characters who have learned the correct skills can equip a weapon in each hand at once. However, be aware that you can’t use two weapons of different types, and you won’t be able to equip a weapon on its own in the hand that character doesn’t favour. Do so, and it will be unequipped automatically. |
Wielding Two Weapons at Once 2 |
When wielding a weapon in each hand, attacks that aren’t made with that character’s favoured hand will only deal half as much damage. As such, it’s usually more sensible to equip the stronger weapon in their favoured hand. |
Wielding Two Weapons at Once 3 |
Whichever hand you choose to wield a weapon in, you’ll still gain the full benefit of any bonuses it might have to offer, so don’t worry about equipping one with brilliant bonuses in your weaker hand. |
Resetting Your Skills |
It’s possible to reassign your skill points by using a campsite statue or speaking to the right person at a church. However, you’ll only be able to unassign whole categories at once, and it will cost you twenty gold coins for every skill point unassigned. |
Slime Quest Slots |
The Slime Quest slot machine is a marvel of magical engineering, and if you have a knack for stopping the reels at just the right time, you can earn yourself a ton of tokens. |
Pepped Up, Powered Up |
When a character gets pepped up, they’ll gain bonuses to several of their attributes. Don’t rush to use your pep powers straight away, or those beautiful bonuses will go to waste! |
Pep-Ups Petering Out |
When a member of your party is pepped up, keep a keen eye on their picture in the bottom-right of the screen—if the blue hue around it starts to flash, pep time will soon come to an end. |
Pep Perks Pertaining to Our Hero in Particular |
When our hero is pepped up, he will enjoy bonuses to his strength, resilience and critical hit chance. If he learns the Pep Up skill, he can enter this heightened state at will, allowing you access to these bonuses at the moment most beneficial to you. |
Pepped-Up Pickpocket Payouts |
When Erik is pepped up, he will enjoy bonuses to strength, deftness and evasion. The boost to evasion also improves how often his Half-Inch ability works, so this might make for a good opportunity to see what’s up for grabs. |
Pepped-Up Mega-Magic |
When Veronica is pepped up, she will enjoy bonuses to resilience, magical might and critical spell chance. More magical might means more spell damage, and also a higher likelihood of inflicting status ailments on enemies. |
Pepped-Up Hyper-Healing |
When Serena is pepped up, she will enjoy bonuses to resilience, magical mending and critical spell chance. More magical mending means more effective healing spells, and also a better chance of resurrection spells succeeding. |
Pepped-Up Performance Art |
When Sylvando is pepped up, he will enjoy bonuses to strength, charm and evasion. This charm boost means a higher chance of entrancing enemies, and will also increase the healing done by Hustle Dance. |
Pepped-Up Pummelling Power |
When Jade is pepped up, she will enjoy bonuses to agility, charm and critical hit chance. As such, it’s the perfect opportunity to unleash abilities made up of multiple attacks—that way, the criticals will be even more likely to come raining down. |
Pepped-Up Critical Casting |
When Rab is pepped up, he will enjoy bonuses to magical might, magical mending and critical spell chance. This is when his surprising mastery of spellcraft really comes to the fore. |
Pepped-Up Perfection in Protection |
When Hendrik is pepped up, he will enjoy bonuses to resilience, agility and critical hit chance. His resilience boost is particularly impressive, enabling him to shrug off all but the most savage of strikes. |
Picking Up the Pace |
Holding the ZR Button will cause you to start running around at speed. This can be very useful if you want to get somewhere fast when a trusty steed is nowhere to be seen. |
Altering Your Outfit Part 1 |
Items with a pink icon will alter the appearances of the people who wear them, but be aware that some such items come in sets, all of which must be equipped before your new look can be locked in. Check the item details to find out what will be required. |
The Attack and Defence Attributes |
The attack attribute dictates how much damage you’ll deal with each physical attack, while defence determines the damage you’ll take when an enemy strikes. The higher the number, the more impressive the effect. |
The All-Important Agility Attribute |
The higher a character’s agility stat, the better their chance will be of acting first in battle, and the more nimbly they’ll be able to avoid enemy attacks. |
Deftness: Definitely an Important Attribute |
The higher your deftness, the more likely you’ll be to surprise your enemy when battle begins, and the easier you’ll find it to flee when the going gets tough. |
The Enduring Appeal of the Charm Attribute |
The higher a character’s charm attribute, the more attractive they are, increasing the likelihood of enemies being entranced by their appearance, and becoming unable to act as a result. |
The Sleep Ailment: You Snooze, You Lose |
When a character’s asleep, they’ll be completely open to attack, but the impact of physical force may also be enough to bring them round. Spells, on the other hand, can often work their magic without waking those they target. |
The Dazzle Ailment: Blinded by the Light |
The Dazzle spell and certain other abilities can blind those they target, causing their attacks to miss the mark. This won’t affect their spells, though—these will still fly straight and true. |
The Unsettling Ailments of Beguilement and Confusion |
Confusion and beguilement can be perplexing indeed, but sometimes all it takes is the short, sharp shock of an attack from an ally to snap someone out of it. No pain, no gain! |
Poison: A Vicious and Venomous Ailment |
Persons afflicted with poison will take damage every time their turn comes around, and this unpleasant effect will continue even after the end of battle. The ailment will wear off of its own accord, but is better off being cured with items or abilities. |
There’s No Ailment Quite Like a Curse |
Becoming cursed can cause you to lose your turn in battle, among other unpleasant afflictions. Certain items and abilities can cure it, but if all else fails, you can always seek benediction at a church. |
Photo Mode Part 1 |
You can access Photo Mode either by pressing the Up Button or selecting it from the Quick Commands menu. Changing your party’s pose is simple: just press the Up, Down, Left and Right Buttons. You can even reposition your subjects and choose who you want in the photo. |
Photo Mode Part 2 |
Press the Y Button while in Photo Mode if you want the party to look at the camera. Press it again, and they’ll turn their bodies to face you too. |
Photo Mode Part 3 |
Holding down the ZR Button will temporarily hide the on-screen UI. You can still change the party’s pose and make other tweaks while the menus are hidden, so feel free to use this feature for fine-tuning. |
Altering Your Outfit Part 2 |
If you’ve ever owned an entire set of equipment that alters a character’s appearance, you can adopt that appearance whenever you want forever afterward—even if you no longer own any of the kit in question! You can select any such alternative appearances with the ‘Outfit’ option in the ‘Equipment’ menu. |
The Quick Commands Menu |
Simply press the + Button to pop open this marvellous menu. You’ll find it contains a host of handy features guaranteed to convince you that convenience is indeed king. |
Battle Speed |
You can switch up the speed at which battles unfold mid-fight by selecting ‘Settings’ and then ‘Speed’. But don’t worry—events will play out the same way regardless of what speed you select. |
Hiding the Menus Mid-Battle |
All UI elements will temporarily disappear if you hold the ZR Button during battle, allowing you to get some great screenshots of your party pummelling the enemy! |
Parley with Your Party Part 2 |
Press the – Button if you fancy partaking in some party talk pronto—it’ll allow you to bypass all menus and be face-to-face with your friends in an instant! |
Sending Monsters Flying on Your Steed |
It’s a little-known fact that every time you send a monster flying while atop a conveyance of some kind, you’ll earn a few experience points. However, even if that pushes you past the levelling-up point, you won’t see the effects until after your next battle. |
The Golden Reins |
Apparently, these reins can give you quite the advantage at the racetrack in Gallopolis. As such, it might be worth tracking them down if you’re struggling to win with any kind of regularity. |
Octagonia: Warrior’s Wonderland |
Octagonia’s illustrious arena attracts fighters from all over Erdrea, and when the annual Masked Martial Arts tournament is on, the city’s population swells as fans and fighters alike flock to witness this festival of brutal beauty. |
Erik |
A young man who has abandoned his lucrative life of crime to team up with the Luminary. He managed to sneak into Heliodor Castle and steal the Red Orb, but was eventually apprehended and thrown into the dungeons. After helping our hero escape from his cell, he joined him on his travels…for not entirely selfless reasons. |
Serena |
Veronica’s twin sister, and a citizen of Arboria, born with the sacred burden of seeing that the Luminary comes to no harm. She and her sister set out from their holy homestead to find our hero and help him on his quest. |
Veronica |
Serena’s twin sister, and a citizen of Arboria, born with the sacred burden of seeing that the Luminary comes to no harm. She and her sister set out from their holy homestead to find our hero and help him on his quest. |
Sylvando |
This wandering wonder joined our hero on his quest in order not just to help him, but also to spread smiles and laughter across all of Erdrea. Indefatigably upbeat, and as noble as any knight, Sylv is a performer par excellence who leaves a trail of adoring fans in his wake wherever he goes. |
Rab |
The former monarch of the fallen realm of Dundrasil, and our hero’s grandfather. He fled on the fateful night his kingdom found itself overrun by monsters, and has wandered the world ever since with Princess Jade. It’s a little-known fact that he’s actually the youngest of three brothers. |
Jade |
This princess of Heliodor has been on the road ever since Dundrasil fell back in the day, when she fled with our infant hero in her arms. When she was reunited with him years later, she didn’t hesitate in joining him on his quest to confront the foul fiend who took from her all that she held dear. |
Jasper |
A skilled military mind who serves the kingdom of Heliodor. His dogged determination and aptitude for tactical matters make him able to hound our hero tirelessly. At thirty-six years old, he is the same age as his long-standing friend and rival, Hendrik. |
The Crossbow Crackshot |
Real name Bo, this Gallopolitan is all about the crossbow. He has the skills to back his nickname up too—they say he’s capable of hitting a falling tree leaf from miles away. |
Puff, Puff and Away! |
Beneath an ancient battleground beyond the clouds, a bedazzling bunny girl awaits, with a puff-puff experience that’s truly out of this world, and quite unlike any other. |
Limboo |
A dungeon dimension home to all those who dare stand up to Booga, a blubbery beast who has his sweetheart Boodica ride roughshod over all those imprisoned there, forcing them to fight monsters for days at a time. |
The Rock of Wrong |
A floating fortress of rock employed by Indignus and his army of monsters in the attacks on Havens Above and other important places. Its location in the sky keeps it from being bothered by humans. |
Pastwords |
Check the pastwords menu for a rough idea of where the tockles you seek can be tracked down. You’ll find it by going to the ‘Misc.’ menu and then selecting ‘Info’. |