dukeli |
2004-04-01 14:31 |
转载自GameFaq续
The Magic system in Grandia is quite different than that of most RPGs. In order to learn magic spells, first you must obtain an item called a Mana Egg. Then, you go to a magic shop, and "purchase" a magical attribute with your egg. There are 4 attributes... Fire, Wind, Water, and Earth. Note that not all people can use all magic attributes. Once you buy an attribute, you will be able to cast spells of that attribute. At first you won't be able to do much, but the more you use your spells, the more you will learn.
So how do you learn spells? When you first learn an attribute, your skill level with that attribute will be 1. Everytime you cast a spell of that attribute, that skill's EXP will go up. When an attribute gets 100 EXP, it will rise a "skill level". For example, Justin finds a Mana Egg and goes to the store, and buys "Fire". His Fire skill is now level 1. Justin runs out and casts the Fire spell on some bugs, and gains EXP for each casting. After his Fire skill reaches 100 EXP, his skill level will go up to 2! On the status screen you can see what spells each character can learn, and what skill level you must be in order to learn that spell. For example, learning the Burnflame spell requires a Fire skill level of 4.
In addition to those 4 attributes, there are 4 combination attributes. These do not gain skill levels or EXP... they are merely mixtures of two attributes. The 4 attributes are... Lightning (mix Fire & Wind), Blizzard (mix Water & Wind), Forest (mix Water & Earth), and Explosion (mix Fire & Earth). Some spells require skill in 2 attributes to cast.. for example, the Boom! spell requires Earth level of 7 and Fire level of 6. Since it requires Earth and Fire, it is classified as an "Explosion" type spell. Not that difficult!
The same thing goes with weapons. Each time you strike an enemy with your weapon, your skill goes up with the type of weapon you're using. If you attack with a sword, your sword skill will go up. Your weapon skills gain EXP just as your magic skills do, and when your weapon skills gain levels, you can learn new special moves. For example, Justin's W-Break skill requires a Sword level of 6 and a Mace level of 4.
Therefore, practice, practice! The only way to learn new spells and moves is by practicing the stuff you have!
(COMBAT)
In just about all dungeons, there will be monsters running around. In Grandia, you'll be able to see actually see the monsters. Combat begins when your party comes in contact with an enemy group. The way you engage the enemy determines the way combat starts...
"Your Initiative!" This occurs when you sneak up on the enemy and touch them from behind. You will have an advantage over the enemy when this happens, as you can attack before they have a chance to do anything. :)
"Normal" This occurs when the enemy has seen you, and you come in contact. When you near an enemy, it may see you and turn red. If this happens, usually it will start chasing you. If you're quick, you can outrun them, but you are risking getting attacked from behind if you do this, especially if you have a large party.
"Ambushed!" This occurs when the enemy sneaks up behind you. This can be messy.... the enemies will start attacking before you can do anything. Try to avoid getting ambushed as much as possible.
-->IP Bar<--
Then, combat begins normally. In the lower-right part of the screen is a bar called the IP bar. This shows when each monster or ally will have a chance to issue a command. An icon depicting each character and enemy appears along the bar. During battle, each icon will move to the right. A character or enemy with a high action level will move fast, while a character or enemy with a low action level will move slower. When the icon reaches the "Com" mark, they will be able to issue a command.
-->Issuing Commands<--
Party members have several different commands in battle...
Combo --> Your normal attack option. The character will run up to the enemy and strike it twice (there are items that can increase the number of times you attack). If the enemy is defeated after the first blow, the character will run to the nearest enemy and strike it. If you attack an enemy that is in the middle of attacking someone else, the enemy will receive a greater amount of damage (called Counter damage).
Critical --> This allows you to build up power for a second or two and unleash one devastating attack against the enemy. The blow won't be as powerful as a combo attack, but it will be able to cancel enemy moves (more on this in a second).
Move/Magic --> Allows the character to execute a special move or cast a spell. After the move or magic is selected, the character will begin casting the spell or charging up for the move. During this time, the character's icon will move slowly to the right until it reaches the "Act" mark. When it reaches the "Act" mark, the character will do the move or cast the spell. Beware... some enemy skills will mess up your move or spell... if an enemy hits you with a powerful attack while you are charging, it may mess you up and you'll not be able to execute the move or spell. Note you'll only be able to use a move or spell if you have enough SP (for moves) or MP (for magic) remaining.
Items --> Allows you to use an item from your inventory. Not all items can be used in battle, however. :P
Escape --> This option lets you run away from the monsters. The chance of escaping depends on the total movement points of the party. You won't be able to escape from some monsters, mostly bosses. You won't gain any EXP, Gold, or items from the monsters, but you will still gain weapon and magic skills.
Defend --> Allows you to defend against incoming attacks. There are two defense options... "Endure" and "Evasion". "Endure" focuses on reducing the damage dealt from blows... a character defending in this manner will receive 1/3 normal damage, as well as have a 2/3 chance of avoiding bad status effects. "Evasion" focuses on moving out of the way, hopefully far enough where the enemy can't reach you. Choose where you want to run to and your character will run to the spot indicated.
Look --> Lets you view information on enemies and characters.. basically their name, HP, and what action they are performing. If you use this on an enemy who is charging up for a skill, the person that is targeted will be highlighted on the IP bar. You can use this command as much as you want.
Tactics --> Lets you set up AI tactics for your party members, in case you get lazy and want the computer to fight your battles for you. There are 6 modes of AI you can choose from. "Single Tactics" lets you set up individual AI modes for each character, while "Party Tactics" let you set up an AI mode for all characters at once.
Manual -> This is the mode of choice. You'll be able to issue all commands yourself.
Play Fair -> The character will solely use their weapons... no moves or magic. Useful when fighting weak enemies.
Power Up -> Use items, moves, and magic to increase the ability of your party members, then fight.
Withdraw -> Puts the character purely on defense mode. Don't set this to Party Tactics or you'll just sit there and let the enemy beat up on you. :P
Safety -> Use healing items, moves, and magic to ensure your party members are in top condition.
Go Wild -> Causes the character to go berserk, using their most powerful moves and magic. Useful for watching a weak group of enemies get smeared... use this near a Save Point where you can get that SP and MP back easily. Muhahahah :P
Meanie -> Use items, moves and magic that generally make it harder for the enemy to fight... namely status changing items or skills that decrease attack/defense/move levels.
-->Attribute Levels<--
When you use the "Look" command, along with the target's name and HP, you'll see 5 icons. These are "attribute levels", and they can be altered through the use of items or magic. These alterations are only temporary... they will disappear after the battle. They can only be altered up to a level of 7 (be it negative or positive).
Attack Level --> Increasing this level will cause your attacks to deal greater damage. Defense Level --> Increasing this level will cause you to sustain less damage from enemy attacks. Move Level --> Increasing this level will allow you to move further during your attacks. Agility Level --> Increasing this level will increase your speed as well as the probability of dodging attacks. Life Level --> Increasing this level will increase the character's Max HP for the duration of the battle! :)
-->Status Ailments<--
Sometimes when you are attacked by monsters, or cast certain spells or use certain items on the enemy, they will be afflicted with a "status ailment". This is something that hampers the target's ability in one way or the other. There are several status conditions that you can receive or inflict upon enemies...
Poison --> The character will steadily receive damage in combat. Can be dangerous, unless cured with an Antidote or Cure spell.
Plague --> The character has the Plague, and this causes a real mess. The character will suffer other status ailments at random, and their attribute levels may be decreased.
Fallen --> The character's HP has been reduced to 0, and they are unable to fight. Use a reviving item on them or rest.
Move Block --> The character's special moves have been sealed.
Magic Block --> The character's magic spells have been sealed.
Sleep --> The character has fallen asleep, and cannot issue any commands until they wake up.
Paralysis --> The character has been paralyzed, and cannot issue any commands until the paralysis wears off.
Confusion --> The characer will issue a command at random. It's hard to say exactly what they'll do... they may use an item on an enemy, attack one of your characters, etc.
Well, that's about all you need to know. Now, enough with that mess! On with the walkthrough!
********************************************* * PART TWO: THE WALKTHROUGH * *********************************************
--------MESSINA, THE OLD CONTINENT--------
***a. Town of Parm***
My Level: Justin 2, Sue 1
Items: Letter to Clara Dirty Apron ("Legendary Armor") Battered Pot ("Warrior's Helmet") Pot Lid ("Shield of Light") Gantz's Key Wooden Sword ("Spirit Sword") First-Aid Kit Poison Antidote 100 Gold Marie's Pin Wound Salve Spirit Stone Letter of Introduction Key to the Cafe (after Sult Ruins expedition) Java's Wallet (after Sult Ruins expedition) Coal Candy (after Leck Mines expedition) Lilly's Letter (before boarding the Steamer)
Save Points: Port of Parm Lilly's Seagull Restauraunt
Stashing Place: Justin's Living Room
Weapon Store: Ceramic Sword 500 Metal Bat 300 Handmade Darts 150
Armor Store: Sports Wear 150 Leather Gloves 80 Fluffy Ribbon 40 Air Sneakers 90 Shiny Shoes 50
Item Store: Wound Salve 40 Herbs 15
After watching the opening cinema, the game will then switch to the town of Parm, where Sue runs around for quite a while looking for Justin. Then, after seeing Justin get beat up for messing around in some guy's shed looking for "treasure", she rushes over to him and gives him the "Legendary Armor" (which is actually a Dirty Apron. :P).
You'll learn that Gantz (a neighborhood troublemaker) has made a dare with Justin. If Justin can't find the 4 "legendary treasures" hidden around Parm, then Sue will become part of Gantz's gang, and she'll have to marry him. :)
You'll automatically go to Gantz, who is blocking the bridge to North Parm. Talk to him a few times, and he'll be "nice" (?) enough to give you a few clues as to where the other treasures are hidden. He'll tell you that the helmet is in a place where you "always hear the sound of running water", and that the shield is in a place where you "always hear seagulls squawking". So, let's head out to find the treasures!
As you explore the town of Parm, note that when you press SELECT, the camera will zoom out, giving you a bird's-eye view of the entire town. This is a very useful feature... try exploring the town without it and you'll see what I mean. ^_^
While running around town, be sure to talk to everyone (people are shown by green arrows on the town map.), several times. Almost everyone has more than one thing to say... one of the great things about Grandia is the dialogue... this is one of those rare RPGs where your party members actually communicate with the NPCs, rather than you just listening to what they have to say. And most of the dialogue is rather humorous, even hysterical at times. ^_^
Also note that in House 2 (in the northern part of Parm), upstairs is a man named Francois who is writing a letter to a girl named Clara, who lives in New Parm. After talking with him several times, he will ask Justin to deliver this letter to Clara if he ever goes to New Parm.
So, the helmet is in a place where you "always hear water running". A river divides the town of Parm in two... perhaps it's around there? Sure enough, if you go down into the canal, you'll find the Warrior's Helmet (which is actually a Battered Pot. :P). Go show it to Gantz... only two left!
The shield is in a place where you "always hear seagulls squawking". Seagulls live near the ocean... it must be in the Port of Parm! You'll find the shield propped out against the shipwright's workshop. Actually, it's a Pot Lid, but oh well. :P
Return to Gantz and show him the shield. Now there's only one treasure left... the Spirit Sword. Talk to him again, and he'll tell you that the Spirit Sword is in the chest in his house. However, the chest is locked... so we'll have to find the key. Sue suggests you check out the chest, so head for Gantz's house. Sure enough, the chest is locked. Gantz's mom will tell you that Tentz (Gantz's little brother) probably has the key, so you should look for him. If you went exploring earlier, you probably found him... he's the kid that took off running when he saw you.
You'll find him at the entrance to the cafe, in the southwest part of Parm. When talking to him, choose the second option ("No way, I'll tell Gantz"), and you'll learn that he has lost the key to the chest. D'oh! So Justin will start crawling around on the ground looking for it. Tentz says he fall down into the river recently, so maybe it's around there. Search around the canal, and sure enough, you'll find the key. Tentz will let you keep the key, as long as you don't tell Gantz he gave it to you. :P
Anyway, go open the chest in Gantz's house and get the Spirit Sword. Now, we've got all four treasures! Head back to Gantz, but you'll find that he has finally got busted for blocking the bridge to South Parm. Justin and Sue will try and "casually sneak by", but when the adults find out that Justin and Gantz were having a duel, Justin takes off, and you'll automatically run to Lilly's Seagull Restauraunt, where Justin lives. :)
Talk to Lilly and she'll bonk you on the head with her tray (you'll see this a lot :P) for having dirty shoes in the kitchen. After the sequence, talk to her again and she'll ask you what kind of trouble you got into today. You'll have three options... take comfort in the fact that no matter which you choose, you'll get bonked on the head with the tray again.
After choosing the third option ("I wasn't doing anything! Ask Sue!!"), Justin, Sue and Lilly will go to dinner. Here you'll have your first meal sequence... these are opportunities to talk to your other party members about your current situation. By selecting the sleep icon (by "talking to yourself"), you can end the meal, but note that you can't end some meals until you've talked to someone in particular.
The next morning, Sue will wake you up and you'll go off to see the curator of the Baal museum in South Parm. Justin left his dad's Spirit Stone with him recently, and now the curator wants Justin to come pick it up. Before leaving, be sure to get Justin's things out of his room... the First-Aid kit in the chest, the Gold under his desk, and the Poison Antidote in the back corner. Note there is a stashing place downstairs... it would be a good idea to dump your "legendary equipment" there, as you can't sell or drop it and it doesn't have any use (the Sword is the only piece of equipment that is better than what you have now.) It's probably not worth it, but if you talk to Lilly and say "Mom, you sure look beautiful today" three times, she'll give you your allowance... a meager 1 G. :(
Before going to the museum, be sure to explore South Parm and talk to everyone. Near the Train Station you'll find a little girl named Marie who is quite P.O'ed at her mom because she dropped her favorite pin somewhere near the museum. Head near the museum and search around, and you'll find it. Give the pin back to Marie and she'll be happy again. Then, go talk to Marie's mother, who is wandering around the museum, still looking for the pin. She'll give you a WOUND SALVE in return for your kindness. :)
You should also be sure to visit the Parm General Store, where you can pick up some better equipment for Justin and Sue. Buy what you want, but I recommend getting some Handmade Darts for Sue, a Fluffy Ribbon for Sue, and Air Sneakers for both. When you're ready, head for the Baal Museum and visit the curator.
After speaking with the curator, he'll tell you to meet him in his office, and that you should take a look at the Icarian Statue. However, clumsy Justin gets a little too close and breaks the statue! Quickly he "fixes" it and decides to talk to the curator and get out of here ASAP. Head for the curator's office and talk to him. Even if you do tell him the truth about the statue, he'll pass it off as a joke, so it doesn't matter if you do or not. He'll give you a Letter of Introduction... with this Justin and Sue will be able to visit the Sult Ruins! After getting the letter, exit the museum. Sure enough, the curator finds out about the statue, and Justin decides it would be a good idea to wait until later to apologize. :P
Anyway, it's off to the Sult Ruins! Exit the town of Parm, but to get to the ruins you'll have to pass through the monster-infested Marna Road.
***b. Marna Road***
My Level: Justin 2, Sue 1
Items: Herbs x 2 10G x 2 30G Officer's Baton
Save Points: Entrance to Marna Road
Monsters: Marna Bug Giant Centipede
*NOTE* Any directions I say.. i.e north, west, southeast, etc... refer to the compass. The red area on the compass always points north. :)
Marna Road is, for the most part, one wide open area with a road running through it. You can quickly traverse the area by following the road all the way to the exit, but by doing this you'll miss out on experience and some items as well. There is a river about midway that divides Marna Road in two... four items can be found on the south (closest to Parm) side of the bridge, and two on the other side. Finding them is easy... on the south side, search for some Herbs in the southwest corner, 10G to the left of the road near the river, 30G in the southeast corner, and 10G to the east along the river. After crossing the bridge, follow the river again to find some more Herbs, and when you reach the exit, go south along the eastern wall and you'll find an Officer's Baton (mace type weapon).
Not much to it. Try to get all the items and battle most of the monsters in the area to obtain experience, then follow the road out of here and head for the Sult Ruins. :)
***c. Sult Ruins***
My Level: Justin 4, Sue 3
Items: 10G x 5 30G x 5 Shiny Shoes Rune Ring Ceremonial Rock Ax Dynamite Outdated Armor Resurrect Potion
Save Points: Near entrance to Sult Ruins Sult Ruins, near stairs to B2 Sult Ruins, B2
Monsters: Green Slime Baby Bat Rock Bird (BOSS)
*NOTE* There is a map of both levels of the Sult Ruins in the manual that came with the game. If you have it, it will greatly help you in obtaining all the items. :)
Upon entering the Sult Ruins, you'll "meet" Nana, Saki, and Mio... three sergeants in the Garlyle Forces. These three will be causing troubl
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