Farland Saga: Toki no Michi-shirube (TGL, Strategy RPG, Win95J) Spells listing, info, and some other stuff V1.1 2/1/99 Compiled and written by: Richard Uyeyama (ru e ama best.com)* * Instances of the letter "y" and the "at" symbol have been removed (replaced with spaces) from the above e-mail address in order to prevent unscrupulous UCE (unsolicited commercial e-mail) bot processes from adding to the amount of e-mail I already get... The latest version of this file can be found at: Fire Mage from Entrihi Visits the Big City http://www.best.com/~ruyeyama/win95/fmfevtbc.html Document formatting, organization, and wording Copyright 1997, 1999 by Richard Uyeyama. Permission granted by author to duplicate (unaltered) this document in its entirety for non-profit purposes only. All other rights reserved. Author reserves the right to rescind specific or general permission, if he sees a reason (such as loophole abuse) to do so. Farland Saga: Toki no Michi-shirube is a trademark of and is Copyright 1997 by TGL (Technical Group Laboratory). All rights reserved. Table of Contents: 0. Document History I. Basic Stuff 1. Purpose of this Document 2. Info on Magic Points 3. On Experience Cheating II. The Spells (0. Key) 1. Karin 2. Al 3. Alice 4. Sara 5. Radish 6. Sophia 7. Lulu (8. Sorn) III. Other Stuff 1. Quick Mode 2. Hidden Treasure 3. On Money Cheating 4. On HP/MP Cheating 5. BGM Select Option 6. CD Music Option 7. .bmp files! IV. Thanks and Stuff ------------------- 0. Document History ------------------- V1.1 2/1/99 Sections 0, I, and III added MP regen general info added Added info on experience cheating General spell notes added to "Key" section Lv.obtained info added for all spells MP regen data (init. Lv, and +10/turn) added for all characters Effect area +1 and +2 info added for Healing and Recovery (Alice) Effect area +2 info added for Purify (Sophia) Sorn spell info added Info on quick mode added Info on hidden treasure added Notes on money cheating and HP/MP cheating added Notes on BGM Select option and CD Music option added Info on .bmp files on game CD added Thanks section added Minor editing in a few places V1.0 10/9/97 Unreleased first version -------------- I. Basic Stuff -------------- I.1 Purpose of this Document This is an informational guide for the Win95 version of TGL's Strategy RPG Farland Saga: Toki no Michi-shirube (note: this game is designed for the Japanese version of Win95; running it on English Win95 may cause the game to crash during the intro sequence (and in other places)...). Mostly, I'll be covering spell info for each of the characters, but I'll also include information on some other things as well, including experience cheating (by casting spells), money cheating, and BGM tricks... =) I.2 Info on Magic Points At the beginning of most battles, your characters will start out with half (rounded down) of their total MPs (later on in the game, there are some "consecutive" battles, where your characters' conditions (HPs, MPs) will carry over from one battle to the next...). Each turn, a character will regenerate a certain amount of MPs determined by his/her maximum MPs, as follows: Max MPs +MPs/turn 1-10 1 11-20 2 21-30 3 ... 91-100 10 (etc.) Thus, for every 10 a character's max MPs goes up, his/her MP regeneration rate will go up by 1. For basic references purposes, in the spells section (below), I've included character Levels at which I've gotten 10MP/turn regeneration... but do note that since max MPs do not go up at a constant rate (there's some randomness involved), these Levels should only be taken as approximate guidelines... I.3 On Experience Cheating The higher a character's Level is, the less experience he/she will get for damaging enemy units. However, spells which affect party members (as well as *some* spells which affect enemies...) will always grant a standard amount of experience, regardless of Level. Thus, if a character keeps casting spells on party members, he/she can gain a ridiculous amount of experience, if you're just willing to sit there and go through the (repetitive) process for long enough. Generally, a spell that affects one party member will grant 7 points of experience; a second target will grant 3 more (10 experience total); and for each additional target, 1 more. So by casting a spell that affects, for example, 5 party members, a character can gain 13 points of experience per turn (a new Level is gained at every 100 experience)... Oh, in case you're wondering, Lv.99 is the highest Level attainable in this manner (a character can earn no experience past 9899 points). However, a character *can* actually achieve Lv.100 or above (!) via assigned experience (the experience you're given at the Guild, to assign to whichever party member(s) you wish)... Lv.99 (or above) is overkill, however. The boss creature in the very last battle of the game (during Day 17) is at Lv.40. If everybody in your party is at Lv.45, the last battle shouldn't be any significant problem... though it is possible to finish with characters lower than that. Speaking of which... I would definitely recommend playing through the game normally at least once (i.e. without cheating), in order to get the most enjoyment out of the game, and especially out of the "strategy" aspect of this Strategy RPG. After all, what's the fun in building up a party of invincible Lv.99 characters and just breezing through the rest of the game? ^^; Well... I guess there's maybe some inherent amusement value in that, but... ^^;; Oh, one last thing. In the first battle Alice appears in (where she's stuck standing on top of some boxes for the whole battle), any experience she gains will *not* count towards her experience total, once the battle is over. Between this battle and the next, Alice will "officially" join the party, and will automatically be advanced (or regressed) to Lv.6. (Side note: Interestingly, her equipment (weapon and armor) will also be assigned anew at this point, so if you want to make an easy 250 gold, you can sell Alice's equipment (double-click on the piece of equipment to bring up the menu) during her first battle...) In other words, don't waste your time trying to experience cheat with Alice during her first battle, as she'll end up a Lv.6 character before the next battle, no matter what you do... -------------- II. The Spells -------------- Note: Not all of the info below has been double-checked, so it's possible that there may still be some discrepancies or inaccuracies or missing info... So if do you find anything of the sort, please let me know at the e-mail address at the top of this document... Key: Character (Lv at first battle) Lv.obtained Target* Spell Name Cost Effects (* P = party, E = enemy, S = self, m = multiple targets possible, c = centered around caster, o = cannot be cast directly on self) Notes: The targeting fields for P spells will appear as blue on your map, while those for E spells (as well as E/P spells) will appear as red. The area of effect (as well as the range and effectiveness) of some spells may increase with the character's Lv, so some spells which don't start out as "m" spells, for example, will eventually become "m" spells (and even those spells that are already "m" spells may increase their area of effect); the spell info below reflects the maximum potential of the spell. Karin (Lv2) Lv.2 E,m Flame Burst 10 Fire damage to enemies Lv.3 P,o Melt 4 Unfreeze party member Lv.5 P,o Heat Blade 8 STR UP - greater weapon damage Lv.12 E,mc Explosion 40 Radius fire damage to enemies Lv.8 E Flash 8 Stun magic with some damage Lv.25 E,mc Efreet 80 Massive radius fire damage Notes: Use Melt or Heat Blade for experience cheating. Flame Burst must be cast at least 2 squares away from Karin. Unfortunately, Karin has no P spells that affect multiple targets. Karin regenerates 3 MP per turn at Lv.2 (init); Karin regenerates 10 MP per turn at ~Lv.23. Al (Lv2) Lv.25 S Death Moment 40 Next weapon attack does massive damage Notes: Use Death Moment for experience cheating (it's the only spell he gets!) (takes a long time for experience cheating, though, since it's a 40 MP spell...). Death Moment is a fairly useful spell against some of the later boss creatures (Sara and Sophia have similar spells)... Al has no P spells that affect multiple targets. Al regenerates 2 MP per turn at Lv.2 (init); Al regenerates 10 MP per turn at ~Lv.38. Alice (Lv3/Lv6) Lv.3 P,m Healing 6 Heals party members Lv.8 P,o Resurrection 20 Revives/heals unconscious party member Lv.10 P,o Magic Shield 10 MGR UP - resistance to enemy magic Lv.4 P,m Recovery 10 Cures character status (stunned, etc.) Notes: Use Recovery for experience cheating. Resurrection cannot target someone who's not unconscious, and so cannot (effectively) be used for experience cheating. Note that Recovery, in addition to removing unwanted things (stunned, charmed, etc.), will also remove status markers you may want to keep (such as FLY)... And do note that unlike most spells, Healing will not give experience for targets it does not affect. Healing gains +1 effect area at Lv.11, and +2 effect area at Lv.21; Recovery gains +1 effect area at Lv.14, and +2 effect area at Lv.24. Alice regenerates 3 MP per turn at Lv.3 (init1); Sara regenerates 4 MP per turn at Lv.6 (init2); Sara regenerates 10 MP per turn at ~Lv.26. Sara (Lv7) Lv.20 E,m Petri-cloud 30 Petrification magic with some damage Lv.10 E Hold 12 Stun magic with some damage Lv.12 E Puppet 20 Charm magic with some damage Lv.25 E,mc Dark Force 50 Radius damage (& effects) to enemies Lv.25 S Metsujin Ranbu 40 Next weapon attack does massive damage Lv.14 E/P,o Life Steal 8 Steal health from enemies or friends Notes: You can use Life Steal for experience cheating, but you'll probably want to use it on someone of decently higher level (3 or more levels higher should be fine, I think) than Sara, so she doesn't steal *too* many HPs each round. Unlike most spells, Life Steal *can* actually be cast on a location where it will have no target(s), so be careful to place it properly. You can also use the Metsujin Ranbu (note: not quite sure about the first kanji in this spell name...) spell for experience cheating, but since that's a 40 MP spell, that'll take much longer to recharge... Unfortunately, Sara has no P spells that affect multiple targets. Sara regenerates 2 MP per turn at Lv.7 (init); Sara regenerates 10 MP per turn at ~Lv.43. Radish (Lv11) Lv.12 E,m Lightning 10 Lightning damage to enemies Lv.14 P,o Haste 2 AGL UP - increase agility (dodging) Lv.12 P,o Aid 6 Heal a party member Lv.16 E Mute 10 Makes enemy unable to cast spells Lv.18 E Lullaby 12 Enemy falls asleep (no damage) Lv.20 P,o Cheering 20 Friend gets another set of actions Lv.25 E,mc Thunder Dragon 80 Massive radius lightning damage Lv.22 All Silence 40 No one can cast spells Notes: Use Haste for experience cheating (cheap spell cost). Aid, like Healing, gives no experience unless it has an effect. Lullaby is a useful spell; note that a sleeping enemy may awaken if attacked. Lightning damage may stun an enemy. Some boss creatures are not affected by Silence (or Mute), so be careful. Cheering can be used strategically in offensive or defensive ways; make sure to cast it *after* the character has used up his/her actions... You can also use Cheering to supplement experience cheating, effectively doubling the rate at which a single character will gain experience... Unfortunately, Radish has no P spells that affect multiple targets... (well, I guess Silence does, but after Silence is cast, you have to wait for it to wear off before you can cast further spells for experience...) Radish regenerates 5 MP per turn at Lv.11; Radish regenerates 10 MP per turn at ~Lv.29. Beginning at around Lv.40 (+13 MP/turn), I've found that Radish can cast Cheering every turn and make it to the next Lv (and thus get full MP again) before dropping below 20 MP... Sophia (Lv16) Lv.16 P,mo Purify 2 Cures poison Lv.18 E,m Freeze 18 Damage, w/chance of freezing Lv.16 P,mo Restore 14 Cures character status Lv.25 S Macabre Dance 40 Next weapon attack does massive damage Lv.25 E,mc Snow Dragon 80 Massive radius damage (poss. freeze) Notes: Use Purify for experience cheating (cheap spell cost!). Note that Restore, in addition to removing unwanted things (stunned, charmed, etc.), will also remove status markers you may want (such as FLY)... Also, even though Sophia cannot cast Purify or Restore directly on herself, she can affect herself with either spell via its area effect. Purify gains +2 effect area at Lv.21. Sophia regenerates 6 MP per turn at Lv.16; Sophia regenerates 10 MP per turn at ~Lv.28. Lulu (Lv16) Lv.16 E,m Stone Edge 10 Stone damage to enemies Lv.16 E/P,mc Order 4 Units face same direction as Lulu Lv.16 P Earth 10 Healing Lv.18 P,o Protection 10 DEF UP - reduces damage from enemies Lv.22 E,m Gas Cloud 30 Damage, w/chance of poisoning Lv.16 P,o Levitate 20 Target character can fly Lv.25 E,mc Meteor(s) 80 Massive radius meteor damage Notes: Use Order for experience cheating; it affects both party members and enemies, so you can get more experience each round that way! Earth, like Healing, gives no experience unless it has an effect. Lulu regenerates 7 MP per turn at Lv.16; Lulu regenerates 10 MP per turn at ~Lv.25. Sorn (Lv25) Lv.25 E,m Lightning 10 Lightning damage to enemies Lv.25 E,mc Banish 40 Radius lightning damage to enemies Notes: You only get to command Sorn for one battle, but I thought I might as well include his spell info here. Note that Sorn cannot move from his initial location in this battle. However, if Sorn takes enough damage to render him unconscious, the ghost of Viper will appear and heal him back to full health. At Lv.25, Sorn regenerates 14 MP per turn. ---------------- III. Other Stuff ---------------- Just some various other (not necessarily spell related) items of possible interest I thought I might as well mention here... III.1 Quick Mode By holding down almost any key on the keyboard, you can quickly scroll past text and dialogue (i.e. if you're disinclined (or unable) to read through it all... or if you've seen it all before). I usually use the Shift or Ctrl key, since in most situations, those are rather unlikely to overflow the keyboard buffer. =) III.2 Hidden Treasure In certain battles, there will be items of hidden treasure (they won't appear on the F3 map overview). The first such battle is the haunted house (doppelgangers!) battle, I think. Hidden treasure appears on the normal map view as a small sparkle. By stopping one of your characters on such a tile, or on a tile adjacent to it (diagonals don't count), you'll reveal whatever the treasure is. III.3 On Money Cheating As it turns out, if you Restart your game (lower right corner, Load menu), your party's items (herbs, potions, etc.), for some reason, will actually carry over to your new game (!). So if you're willing to expend a *lot* of time (this takes longer than experience cheating, imho, since you have to wait through the OP sequence each time you Restart...), you can play through a couple (or however many you want) battles, sell all your equipment for money, stock up on items, Restart, and repeat, until your initial stock of items is suitably impressive... then sell your items for money at the beginning of the game you plan to play through. If you've already beaten the game, you can take fairly easy advantage of this "feature" by loading from a save point in town, near the end of the game (there's a spot near the beginning of Day 17, actually, where you're free to do some shopping in town), selling everybody's equipment for money, and buying up items with all the money you have. Then, if you start a new game, you probably won't have to worry about money for the entirity of this new game. I've actually tried this, and managed to start a game with a little over 140,000 gold... ^^; III.4 On HP/MP Cheating When a character achieves a new Level, his/her max HPs and MPs are increased by a random number within a certain range. So if you want to cheat with your maximum HP and MP numbers, all you have to do is save your game just before someone gains a Level (a Level is gained at every 100 experience points; you can check current experience via the F2 character data section...), then gain the Level, load, gain the Level, load... until your max HP and MP gains are to your satisfaction. Note: You can also do something similar with assigned experience, by saving at the city map, just before your characters enter the Guild... Note2: I've never actually tried this trick for any extended amount of time, so I'm not sure if it's really worth the extra time it'd take... III.5 BGM Select Option After you've finished the game, a new option, called "BGM Select", will become available in your future games. This option allows you to select which piece of music you want for whichever section of the game you're currently at. There are 25 BGM selections available, numbered from 00 to 24. Tech Note: The "finished the game at least once" piece of data is not kept in the game directory, but rather in the your Windows' Registry. You can examine (and edit) your Registry with the regedit program (which should be in your Windows directory). The data is kept at: HKEY_CURRENT_USER\Software\TGL\FarlandSaga2\Main The flag is called "CompleteFlag", and is set to 1 once you've finished the game (if it is set to 0, or removed entirely, it will no longer be in effect). Hmmm... I suppose if you wanted to, you could simply insert this flag (DWORD value) with a value of 1 (before you've actually finished the game) with regedit, in order to release the BGM Select option... Do note that there *are* some sensitive areas in the Registry that you probably don't want to be messing around with (unless you know exactly what you're doing)... though the above Farland Saga section should be safe enough to do this sort of minor editing in... III.6 CD Music Option If you set the Music option to CD Music (rather than MIDI), the game will play BGM from the game CD. There are 25 playable CD tracks on the game CD (tracks 2 through 26), which correspond to the 25 selections (00 through 24) in the BGM Select option (see above). ** WARNING - track 1 on the game CD is a DATA track, so don't play it on a regular CD player (the CD Player program which comes with Win95, however, should be programmed to filter out data tracks...), lest you risk damage to your speakers, your system, and/or your hearing! ** IMHO, the CD music is a bit better than the MIDI versions of the BGM, but you can listen to both and decide for yourself. =) Oh, one interesting thing about the CD Music option... you don't actually have to use the game CD! As a matter of fact, you can use any music CD you want...! The game will use tracks 2 through 26 (which will correspond to BGMs 00 through 24) from the music CD; if the music CD has less than 26 tracks, it will use the highest track available for all higher numbers. Note: the only (minor) problem I've encountered with this feature is that with one of the CDs I've tried, once a music selection was over, it wouldn't automatically repeat (as it's supposed to)... but this has only happened with one of the CDs I've tried... and if you have the BGM Select option availabe, you can always "manually" restart the track with that... Caution: I don't know what'll happen if you give the game a DATA track to play... however, I'd definitely recommend *NOT* trying... ^^; Just stick to music CDs (or the Farland Saga game CD). =) III.7 .bmp files! Yep, there are actually some Farland Saga .bmp files on the game CD! If you look in the Omake subdirectory, you'll find both 256 color (in the "256" subdir of Omake) and full color (in the "Full" subdir of Omake) versions of 12 .bmp files, named "Kabe01" through "Kabe12" ("kabe" = "wall"; bitmaps = wallpaper). 11 and 12 are 800x600 .bmp files, and the rest are 640x480. Here are some very basic descriptions: Kabe01 Farland Saga Kabe02 Sara Kabe03 Alice Kabe04 Radish Kabe05 Al Kabe06 Lulu Kabe07 Sophia Kabe08 Karin Kabe09 monsters Kabe10 Farland Saga Kabe11 Karin and Al meet (humor) Kabe12 Al and cat (feed me! feed me!) -------------------- IV. Thanks and Stuff -------------------- Thanks to: Kent Keltner, for a bit of help with the Win95 regedit program...