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Matsumori Days

Official walkthrough, general information, and all that good stuff.


Table of Contents:


Section 1: Introduction and Welcome
Section 2: Walkthrough
Chapter 1: Welcome to Matsumori High
Dungeon Delving: The Earth Trial
Dungeon Delving: The Wind Trial
Dungeon Delving: The Fire Trial
Chapter 2: Gathering at Goho's
Side Quest: Lab Rats
Side Quest: Matsumori Interview
Dungeon Delving: The Divine Trial
Dungeon Delving: The Damned Trial
Dungeon Delving: The Water Trial
Chapter 3: The Door of Possibilities
Side Quest: Tutor Phase
Side Quest: Debate Challenge
Side Quest: Seeking Delinquents
Side Quest: Counsel Gopher
Side Quest: Archers Ready
Side Quest: Kendo Duel
Side Quest: Child's Play
Dungeon Delving: The Forest of Eternity
Section 3: Random, useless, information
Meet the cast
See anything like a bike?
Mad Skillz
Munster? Munster!? Where Munster?
Whatever doesn't fit anywhere else


Section 1: Introduction and Welcome
Welcome to Matsumori High! Where everything begins and ends! Our school has a history of honor and respectability that has served our community for countless years.

Or so a pamphlet of the fictional Matsumori High might say. So, now that we are in this reality see what I did thar, allow me to officially welcome you to this walkthrough, and general guide, for Matsumori Days!

Officially speaking, I started this project on the 27th of February in the year 2009 using the RPG Maker XP engine. However, some ideas for this game date even further back than that. I cannot give a precise date, however. Regardless of the game's origin, things have obviously changed over the course of this game's lifetime. Simply looking at the "Bug Check!" section in the game manual that nobody reads confirms this to the N-th degree.

Anyway, you're probably reading this to find a solution to a puzzle, or you can't quite get that strategy of that boss fight. So, let's just get on with it!


Section 2: Walkthrough
As far as story goes, I will keep spoilers to a minimum. However, this is a walkthrough. Spoilers might be inevitable. Hence, this is your first, and only, warning: Spoilers are ahead! Read at your own risk!

Chapter 1: Welcome to Matsumori High
Since I already made a joke with school pamphlets, I will forgo making a joke about the chapter title. Anyway, in the case that you essentially skipped the dialog with Joruri (I'm guilty of this, but I don't count), you are supposed to find some guy called Kojiro, or some Masako girl, on the third floor. There some flavor text with various NPCs, but if you don't care, just go to the third floor. The students on the far right of the screen are your targets. Masako would be the blonde female and is the awesomest character in the game. Kojiro is just below her. It doesn't matter which one you talk to, but the event with Kojiro is slightly more amusing in my book.

At this time, there is some flavor text with Katai, the dark-haired dude on the first floor. Possibly other places too. Like the debate clue (first floor, on the lower-right). However, for those more interested in a speed play, the student you wish to talk to, Toshie, is the brunette on the right. What is with me and placing important people on the right? After the shenanigans with Toshie, return to the second-floor classroom where you started the game at, and talk to Joruri. There are some NPCs with slightly different flavor text at this point. However, if you're more interested in a speed play, this is when you leave the school.

There isn't much to do in Goho's house outside of talking to his parents. Talk to Mom to advance the plot, Dad for flavor text. After that, go upstairs. Along the way, you should get a sequence where Joruri essentially teleports herself out of the area as I didn't feel like like coding a move-route.

Anyway, choose "No, just crash", as there is nowhere else to go, and very little else to do. Well, I'm not going to stop you from talking to Mister and Misses Yasui, but I do seem to be writing this for a speed-play.

Anyway, you'll find yourself back in Matsumori High. Well, not exactly, as trying to go anywhere other than the main building has an event that bounces you away. So, main building it is! There, you'll meet up with Joruri, Katai, and of course, Mina.

There is some flavor text with Mina after she hands over her blat. However, if you're confused by what Mina is telling you right now, that was kinda the point you're supposed to go to the Auditorium. That's the area on the right side of the main entrance screen. You meet with Ichiro and his "friends". Equip the items he gives you, then return to Mina for her next blat.

In the case Mina confounded you again, you're supposed to go to Room 2-A (second floor, left side), but there is a small bit of flavor text with Mina at this point. Upon entering 2-A, you get into your first fight. You don't have too many options, but Burst Attack generally works better than a normal attack. After that, the characters teleport retreat back to the first floor, and complain at Mina. She gives you a bit more blat, but after that, you are able to use the bed in the nurse's office to rest, and are able to "hire mercenaries" from Ichiro. Sine you've returned, you might as well take a snooze before going back to the Earth Trial.

Dungeon Delving: The Earth Trial
Puzzle-wise, this is pretty straight-forward. All you gotta do is move those boulders onto the buttons. Though, the event that happens when the characters step on the first button is mildly humorous. That could just be me, though. In any event, you move the boulders by going up to them, and pressing the action button.

Battle-wise, this area can be highly annoying, as you have no items or money what-so-ever. What I've been known to do is fight one, maybe two battles, before I retreat and refresh my party. As I gain levels, my excursions become a tad longer, up to about four fights per excursion. I tend not to use items when I do this, so I have this stockpile of Soda and Bottled Water ready for the boss. Refer to the "Muster? Muster!? Where Muster?" section if you're having trouble against said boss.

Anyway, after you beat the Earth Spirit, Goho gets spells! Which really doesn't help, as the local populace of the Earth Trial take less damage from earth-based skills. So, he's still stuck to using his physical attacks for quite some time! Returning to Mina grants access to a new dungeon, though. So rest up, get stuff from Ichiro, then go to 3-A (third floor, left side).

Dungeon Delving: The Wind Trial
Puzzle-wise, this seems to be the dungeon that messes with people's heads most. This wasn't necessarily done on purpose, but let's take a closer look at how to solve this puzzle.

The statues are one thing. If you can't figure them out, there are the plaques. Except that they are another riddle! Thankfully, I'm here to show you the deviousness of it all how to decipher the plaques!


Let's pick apart the plaque in the west hall line-by-line:

My first is in depth and also in rancid.

What does this mean, man!? The "My first" part is important information, but it'll come into play later. The next part is literal: what we're looking for can be found within the words "depth" and "rancid". Is there anything like that? Yes, yes there is. The letter "D".

My second is in astronaut and also in gladden.

As before, we're looking for something that the words "astronaut" and "gladden" share. Which is the letter "A".

My third is in reach and also in forty.

Using the same method as before, we find the letter "R".

My fourth is in kilometer and also in junky.

The letter that can be found in both words is "K". Remember the "my first" and "my second" part of these lines? This is when it comes into play. We're supposed to put the letters in order. In this case, we come up with "D", followed by "A", then "R", then "K". Or "dark". Which happens to be the answer to the statue's riddle!

Now that we know that pattern, let's check out the plaque in the north hall:
My first is in gloat and also in turmeric.
My second is in link and also in isometric.
My third is in camera and also in million.
My forth is in demise and also in electricity.

So what do we come up with, kiddies? If you came up with "time", give yourself a cookie!

Anywho, the battles of this area are a tad tougher than the Earth Trial. There might be continued use of strike-and-run tactics, but maybe not as bad as the Earth Trial. Refer to the "Munster? Munster!? Where Munster?" section if you're having a tough time.

After you beat the Wind Spirit's face, another dungeon opens up. Ichiro gets new stuff, so check him out. At the very least, upgrade your equipment. Your next target is in 1-B (first floor, right side).

Dungeon Delving: The Fire Trial
There really isn't a puzzle here, per say. It's all just fighting. However, the critters got a significant boost. Check out the "Munster? Munster!? Where Munster?" section if you're finding yourself in trouble. After you beat the Fire Spirit, you may return to Mina for some flavor text. Alternatively, you can take the bottom-most exit of the main campus to end the chapter.

Epilouge: Mina seems to expect three more. She especially wants to see Masako. Meanwhile, a wizard and a mercenary talk about a female who's awakening soon. Masako, possibly? The plot thickens!

Chapter 2: Gathering at Goho's
The chapter begins in the nurse's office, of all places. The task is to find Joruri and/or Masako. Thankfully, they are both in the same area, and talking to either advances the plot. Go to the third floor, and look to the bottom-left. However, there are a few things on the side that can be done, if you so choose to take them up.

Side Quest: Lab Rats
There is a student on the second floor, lower-left side of the screen. Talk to him, and he will ask Goho to help him out. If you agree, you get two Super Drinks (Yes, I said Super Drinks!) and 3130 EXP. There isn't a mini-game, you just get these rewards. Pretty sweet, right?

Side Quest: Matsumori Interview
There is a student on the second floor, lower-right side of the screen. Well, there's actually two in there, so the dark-haired girl closest to the "door". She'll ask Goho a couple of questions, and there will be some options to chose. Telling a white lie will increment the student's "suspicion level" by 1, while telling a flat-out lie will increment it by 2. When her suspicion is 3, you get kicked out of the event, though you can just talk to her again to re-initialize. The rewards you get depend on how much you fib. If you tell the whole truth, and nothing but the truth, you get three Green Teas and 3130 EXP. If the student's suspicion level is 1, you get three Coffees and 2033 EXP. When it's 2, you get three Sodas and 1107 EXP.

Anyway, with that out of the way, it's time to talk to Masako and/or Joruri. Talking to Joruri is the slightly quicker route to get things moving, but not by much. Anyway, there isn't too much flavor text added with just talking to Masako or Joruri, so just have them join you. There's a bit of flavor text in the debate club, maybe some other places. Or, if you're speed-playing, just leave the school to be trans-located to Goho's house.

Now that we're at Goho's house, Darigaaz, the move routes in this sequence! I had to play this sequence, like, fifty times to get these move routes down. Er, anyway, everything is pretty much an auto-run event see what I did thar? until a sound effect chimes. Or whatever you want to call it. Anyway, answer the door, and it will, in fact, be Toshie. If you doubted Masako's intuition before, don't ever do it again. Some more talking and general auto-run stuffs happen, then everybody leaves. Go upstairs, and get some sleep.

Matsumori High? Again!? Pfft! As if you didn't see this coming? Anyway, go into the main building, and you'll see some familiar faces. Seems that Masako is trapped in this place. You're going to help her out, right? Of course you are. Class 3-B (third floor, left side) we shall go!

Dungeon Delving: The Divine Trial
This trial is messed up on a lot of levels. Some players might see that they can access the boss right away, and might be tempted to fight it right then and there. While that is certainly a strategy, fighting a few regular enemies first might prove useful.

Anyway, when you do decide to go up to the boss, you... don't actually fight it. Not right away, anyway. What does happen is that the party gets split up. Maybe it's just me, but being in control of Masako is always a really awesome feeling. Anyway, you are Masako! I can't stress how awesome this should feel. Er, right. Anyway, the obvious task is to get everybody back together. Finding Katai is a non-issue, as he's part of the auto-event when you take control of Masako. Joruri and Goho, however, are guarded. Players can choose to fight the guards, but you can also use Masako's powers of reasoning. If you reason with both of the guards, you generally get more EXP, less Geld-Pasil, and you don't need to fight the Divine Spirit. Fighting any number of guards would result in less EXP, more Geld-Pasil, but you will have to battle the Divine Spirit. You will always get a piece of Silver from the Divine Spirit, in case that item drops matter.

Mina does have some things to say after the initial split-up, and has a few things to to say after getting an ally, but if you don't care, that's fine. Anyway, after you dealt with the Divine Spirit, you have the ability to swap party members. Our next destination is Toshie's dungeon, so be sure to have Toshie somewhere in the party. Get her some equipment from Ichiro (He should have new stock anyway), then mosey on to 2-B (second floor, right side).

Dungeon Delving: The Water Trial
Uh! Just mentioning this dungeon brings the pain back of figuring out how to map this thing. Anyway, the puzzle of this dungeon, if you can call it that, is to lower the water level. There's a switch in each the side passages. Flick 'em, and you open the way to the boss.

As far as fights are concerned, bring Katai, as this is probably the first time elemental affinity will actually come into play (Sorry, Goho!). More specific strategies, if you can call them that, can be found in the "Muster? Munster!? Where Munster?" section.

After beating the Water Spirit, rest up, toss Toshie for Kojiro, get Kojiro some equipment, then head for 1-A (first floor, left side).

Dungeon Delving: The Damned Trial
Like the Divine Trial, talking to the boss doesn't actually initialize a boss fight. Unlike the Divine Trial, there's no consequences to talking to the boss early. Anyway, once Kojiro accepts the challenge, there will be some demons in the side passages that you can talk to. Listen to their story, and choose carefully. Alternatively, I could just tell you what the "correct" answers are.

For the one in the west hall, answer "Kill him". For the one in the north hall, answer "Go for it". By answering with these two responses, you fight the "easy" version of the Damned Spirit. By answering any other way, you fight the "hard" version. And, yes, they are two different creatures. While the difference between the two are minimal at best, and some players might not even experience the difference, keep the fact that there are two entries in the "Muster? Munster!? Where Munster?" in mind when attempting to look up strategy for this boss.

Battle-wise, bring Masako. Her divine powers should, at the very least, provide some very large numbers. Having Masako lead the party for this dungeon to ensure that she's present is an option. However, if you want your party to be Goho/Kojiro/Toshie/Masako, that's fine too.

After beating the Damned Spirit at his own game, report back to Mina. Then, you're free to leave the school, and therefore end the chapter. Or stick around to grind for EXP a bit more, if you're up to it.

Epilogue: Masako stays behind to ask Mina a question. Meanwhile, the wizard and mercenary talk about irony, chess, and more of the mysterious female. Who are they talking about, and what the heck are they up to?

Chapter 3: The Door of Possibilities
The chapter opens predictably enough with the characters all gathered at the school entrance. They make their plans, then disperse after a while. There's some flavor text floating about, but if you don't care, just go home and get some shut-eye.

You didn't visit the other Matsumori High? Nope! Where you expecting to? I hope so! Anyway, everybody is relieved at the change. Most everybody, anyway. Masako suspects something is amiss, and suggests that there has to be some kind of connection with the two schools. It's up to the player, who is now controlling her, to found out what it is, though.

Masako being the party leader in the "real" school gives you some different messages from various NPCs. If you're not interested in that, talk to the blonde girl who's in the Matsumori Daily room (second floor, lower-left room), then inspect the portrait in the principal's room (third floor, lower-left). Or, you know, you could do it in reverse order too. It shouldn't matter. After you get those events, enter room 3-B (third floor, left side). This is Masako's classroom. Which, in actuality, is the same map used for Goho's classroom, only with a few things missing or added based on whether or not Masako is leading the party. Anyway, Masako compiles her research on her desk. It's where Joruri would be sitting, if this was Goho's classroom. Wait, it kinda is Goho's classroom. Er, nevermind! Watch Masako's thought processes, and how she gets from Point A to Point B. Or, you know, you can keep pressing enter to skip the text cause you're a big chump.

Anyway, go back to the principal's office and inspect the portrait again. This door-opening sequence took a bit to pull off, let me tell you! The party eventually jumps through. You go down to the first floor to find that... Mina isn't there? Where is she!? Relax, she's not all that far. In fact, go outside, then move to the left side, where the Gym would be. In case you've never been there before, you're in for quite the surprise. After those shenanigans, it's time to return to the "real" school. There's some extra stuff we can do at this juncture, and this seems like the time to do it!

Side Quest: Tutor Phase
If she isn't already leading the party, switch to Masako. Go to the "real" school's second floor, and you should see Goho wandering around. Talk to him, and offer to tutor him. Then, it's just auto-pilot from here. At the end, Goho hands over a Diamond (He's totally not proposing, okay?), and you earn 8854 EXP. Not bad, eh?

Side Quest: Debate Challenge
If she isn't already leading the party, switch to Masako. Go to the "real" school's first floor, and you should see Joruri with a bunch on NPC students in a room. Talk to Joruri, and accept her offer to get things going. It's basically an auto-pilot event, since it literally doesn't matter what response you choose. When all is said ("Don't mess with Mitsuya!") and done Joruri hands over three Pure Waters and you earn 8854 EXP.

Side Quest: Seeking Delinquents
If she isn't already leading the party, switch to Masako. Go to the "real" school's Auditorum. You should have visited the Auditorium enough times in the "other" school to know where it is. The conductor there is seeking Katai. Masako suspects that he's in the "other" school, but isn't quite sure where. Well, Masako's intuition is correct. Find Katai in the Fire Trial, where you fought the Fire Spirit. Return to the conductor, and she will scold Katai, while giving you an Arbiter Charm. Oh, let's not forget the 8854 EXP this task grants!

Side Quest: Counsel Gopher
If he isn't already leading the party, switch to Goho. Go to the "real" school's third floor to find Masako wandering around. She says something about how the student counsel could use some help. Volunteer your services, then talk to each of the NPCs in the lower-left room. The nurse on the first floor has one thing you need, the teacher's desk in Goho's classroom has the other thing. Talk to the students again, then return to Masako. As thanks, she gives you a Runed Circlet and you earn 8854 EXP.

Side Quest: Archers Ready
If he isn't already leading the party, switch to Goho. Go to the "real" school's first floor to find Toshie wandering around. Agree to help her get students to sign up for her archery club. The male student sitting in the lower-right hand side of the entrance screen is one person who will sign. The other signature you need is from a female on the second floor that wanders in front of Goho's classroom. After you get the signatures, report to Toshie. She hands over a Diamond (She's totally not proposing, okay?), and you earn 8854 EXP.

Side Quest: Kendo Duel
If he isn't already leading the party, switch to Goho. Go to the "real" school's Gym. That's on the left side of the main entrance screen, in case the Rasuna event in the "other" school messed with you. Kojiro will challenge Goho to a duel. Accept, and a mini-game will commence.

Mini-game? That's right, you actually have to work for this one. Anyway, the point is to do as much damage to Kojiro as possible. Note that he says something before every prompt. What he says is a clue to what he will do, though some are more straight-forward than others. The students in the Gym tell you what I'm going to tell you, but it's worth repeating anyway. If you think he's going to "attack", you "go all out". If you think he's going to "go all out", you'd best "guard". If you think he's going to "guard", you "attack". You still want to know the exact thing he says for each action? Well, that is the kind of information that would be in a walkthrough. Which is what this is!

For an "attack", he uses the following lines:
All right, here I come!
I've got your number right here!
It might just be time to take off the kiddie gloves!

If his intend is to "go all out", he uses the following lines:
Time to end this!
What, that's it? That's all you got?
Maybe I should hold back? Hrm.

If he is going to "guard", this is what he can say:
Your move, friend.
Gotta conserve my strength! Or something?
You can hit me harder than that, can't you?

One of the students in the Gym mentions this, but it's worth repeating. He has a tendency to "guard". That means that you'll be seeing his "guard" lines more often than anything else. His strategy is to use his naturally high defense to soak blows, and frustrate his opponent to making a mistake. Don't fall into this trap! Pay attention to what he says, and react accordingly. You might not feel that you're getting very far with "attack", but it's progress all the same. If he does an "attack", or "go all out", that's when you can laugh, and take advantage of the situation. When you defeat him, he hands over a Defender, and you earn 8854 EXP. You are welcome to duel him again. There's no further reward in doing so, but I poured quite a bit of time into this mini-game!

Side Quest: Child's Play
After completing each of the character-based side quests in this chapter, have that person in your party, and visit Rasuna in the "other" school's Gym. She will give you that character's best weapon. Alternatively, you can do everybody's side quest, and get all the rewards in two visits. After she gives out rewards to each party member, she will say something about Ichiro having "presents" to give. That's Rasuna's way of saying that you can buy anything and everything that is available to be sold from Ichiro. Also, 16267 EXP is dropped on your head.

With that out of the way, or not since that was all optional, you can leave the "other" school. Usually, leaving the "other" school brings you back to the "real" world. Not this time. This time, you enter...

Dungeon Delving: The Forest of Eternity
The monsters of this area might mess with your head a little. If they do, feel no qualms about looking to the "Munster? Munster!? Where Munster?" section to straighten yourself out. Anyway, your first barrier to advance further is... Miyazaki Massaki? More observant players might have noticed that he was missing in the "real" school, but that would only happen if one was doing the motions with the side-quests. In any event, he's here.

You can avoid fighting him like you could the guards in the Divine Trial. The exchange of not fighting him to earn more EXP but no Geld-Pasil versus fighting him and earning less EXP but getting Geld-Pasil is present. It's up to you, but if you talked your way out of fighting in the Divine Trial, you might as well talk yourself out of this fight. If you decide not to fight him, have Masako lead the party. The event gives more insight to the character as Masako can apparently read minds.

The next barrier to your progress is, as if it wasn't painfully obvious with her younger brother's presence, is Nari. No, there's no way to avoid this fight. Indeed, she has a little something extra if Masako is leading the party. If you're having trouble with her, look her up in the "Munster? Munster!? Where Munster?" section.

After that huge area, we finally get to the tower. The only thing you can do here right now is activate the teleport. When you do, the mercenary from the epilogue cut-scenes appears. Use the teleport and report to Mina. The upcoming sequence is going to be a doozy, so you'd best be as prepared as possible!

When you feel prepared enough, return to the mercenary, and talk to him. Refer to the "Munster? Munster!? Where Munster?" section for strategy against Shirai, if you think your game is off. After three rounds against him, Massaki and Nari come, and Shirai retreats. If you talked your way out of every fight you are able to talk your way out of, then you will not have to fight these two. Otherwise, there's going to be a Miyazaki beat-down coming your way. Either way, after the bosses-on-parade that this was, your party mentions that they are tired, and need to retreat. You can do nothing about the tower, and there's literally nothing else you can do. So, go back to Mina, and watch the epilogue of the game pan out. Congratulation! You are winner!

Section 3: Random, useless, information

In keeping with a GameFAQ-like tradition, this walkthrough will provide various information about characters, abilities, critters, and all that jazz. Having access to the database certainly helps, but not everybody has RPG Maker VX on their machines. Anyway, let's get this shoe on the foot show on the road.

Meet the cast

There are six party members in the game, with four NPCs that oppose them, and three NPC allies. Let's first give a run-down of the formatting of this information:

Name: Pretty self-explanatory. In the case that it is not, this field is for the character's name.
Club: This is essentially what the character's "class" is listed as until he or she passes his or her trial.
Element: This is a reference to which trial this character must undergo to unlock all of his or her abilities.
Weapon: The kind of weapon this character favors. The actual difference between weapons is minimal at best, though that's a different section's information.
Report Card Statistic Proclivities: What this indicates is a report-card-ish standing of where the characters stand, and generally show who's good at what.
Skill Learning: This field lists all the abilities the character gets throughout the course of the game. Numbers in rounded parenthesis represents the level at which the skill is learned, regardless of whether or not he or she has passed the appropriate trial. Numbers in curly brackets represents the level at which the skill is learned after the character has passed his or her trial. Note that characters should learn any and all abilities up to their current level after passing the appropriate trial.
The Blat: This is where I give some basic information, and talk about how to effectively use the character.

The NPCs that I will outline may not have all of this information displayed. Anyway, with that out of the way, let's meet our player characters:

Name: Yasui Goho
Club: Athletics
Element: Earth
Weapon: Clubs
Report Card Statistic Proclivities:
  • Health: B-

  • Mana: D-

  • Strength: A-

  • Defense: C

  • Intelligence: F

  • Speed: D

Skill Learning:
Burst Attack (1)Geo {1}Ray {5}Stun {6}
Charged Assault (10)Stone Toss {10}Blind {12}Energy Beam {15}
Silence {18}Flurry (20)Stone Rain {20}Enrage {24}
Star Burst {25}Furious Strike (30)Tremor {30}Muddle {30}
Magic Cannon {35}Bio {36}Accumulated Rage (40)Quake {40}
[Sleep {42}Satellite Beam {45}Petrify {48}Limit Break (50)
Meteor {50}Ultima {55}

The Blat:
This is the guy players control at the beginning of the game, with the option to switch to Masako in Chapter 2, and on a more permanent basis in Chapter 3. He has been friends with Joruri since they were children, though there have been nasty rumors going about that they are more than mere friends. He's too naive to understand what the rumors actually mean, though. He's certainly not the brightest bulb in the closet. He's amazingly strong, though. So there is that!
Being more a fighter, in the classic Dungeons and Dragons sense, than anything else, he's probably more useful with his physical-based skills. This is particularly true in Chapter 1, since his INT has not had time to grow. In all honesty, I wouldn't suggest bothering to use his magic until Stone Rain. Or Quake, even!

Name: Umehara Joruri
Club: Debate
Element: Wind
Weapon: Spear
Report Card Statistic Proclivities:
  • Health: F

  • Mana: A-

  • Strength: D-

  • Defense: C

  • Intelligence: B-

  • Speed: D

Skill Learning:
Burst Attack (1)Areo {1}First Aid {5}Charged Assault (10)
Gust {10}Cure {15}Recover {17}Flurry (20)
Hurricane {20}Restoration {25}Furious Strike (30)Twister {30}
Esuna {34}Medic {35}Accumulated Rage (40)Winding Gale {40}
Resuscitation {45}Limit Break (50)Tornado {50}Life {51}
Full Cure {55}

The Blat:
Quick-witted, and quite intelligent, she is a force to be reckoned with in the debate club. She has been friends with Goho since they were children, though there have been nasty rumors going about that they are more than mere friends. She would refute them, but her free-spirited nature allows her to generally not care about such matters.
She doesn't have terrible strength, but her intelligence means that she would be better off using magic to make the most efficient use of her large mana reserves. Actually, in many ways, Joruri is a mini-Masako: she can serve as a decent healer or magical attacker, depending on the situation. With both Masako and Joruri in your party, you have quite a bit of options to your disposal!

Name: Chishu Katai
Club: Band
Element: Fire
Weapon: Axe
Report Card Statistic Proclivities:
  • Health: D

  • Mana: B

  • Strength: D

  • Defense: F

  • Intelligence: C

  • Speed: A-

Skill Learning:
Burst Attack (1)Fire {1}Ray {5}Stun {6}
Charged Assault (10)Flame {10}Blind {12}Energy Beam {15}
Silence {18}Flurry (20)Fireball {20}Enrage {24}
Star Burst {25}Furious Strike (30)Cremate {30}Muddle {30}
Magic Cannon {35}Bio {36}Accumulated Rage (40)Immolation {40}
Sleep {42}Satellite Beam {45}Petrify {48}Limit Break (50)
Flare {50}Ultima {55}

The Blat:
Loud, obnoxious, and actively pursues Masako, despite her utter lack of interest in him. That's really all there is to say about him, as I didn't develop his character much more than this!
As a party member, his high speed allows him to be among the first person to have a battle action. Despite what the "report card" indicates, players could really go either way when it comes to him being a physical attacker versus a magical one. Though, generally speaking, magic tends to deal more damage than techniques.

Name: Mitsuya Masako
Club: Student Counsel
Element: Divine
Weapon: Staff
Report Card Statistic Proclivities:
  • Health: D-

  • Mana: B-

  • Strength: F

  • Defense: D(

  • Intelligence: A-

  • Speed: C

Skill Learning:
Burst Attack (1)Holy {1}First Aid {5}Charged Assault (10)
Bless {10}Cure {15}Recover {17}Flurry (20)
Purify {20}Restoration {25}Furious Strike (30)Redemption {30}
Esuna {34}Medic {35}Accumulated Rage (40)Mercy {40}
Resuscitation {45}Limit Break (50)Judgment {50}Life {51}
Full Cure {55}

The Blat:
Players can choose to have her lead the party starting in Chapter 2, though Chapter 3 allows more leeway in this matter. In any event, Masako's intelligence is apparent as soon as she opens her mouth. Not to mention that she is the most sought-after female in the school. Either this is because her beauty matches her smarts, or she's so emotionally detached to everything that cracking her emotional barrier would be a feat worthy of attention.
Masako is my hands-down favorite character. Darigaaz, my locker has eight files devoted to her! Maybe because she has such huge breasts intelligence (and a challenge to write for), and among the more powerful elemental attack abilities? Maybe it's because I have more development on this character than any other character I've ever made? Is it because of Predict, which isn't even in this game? I don't know. Anyway, Masako's intelligence is the best in the game. Her weapon also grants an intelligence bonus, though they do grant a strength bonus. This concentration on intellect would probably be the #1 reason players might consider rushing through her trial, as Masako is pretty useless with only physical attacks. Seriously, the only reason anyone should ever think of considering using physical attacks with her is because she hasn't passed her trial yet. Even then, expect her techniques to be as ineffective as Goho's magic.

Name: Koruba Toshie
Club: Archery
Element: Water
Weapon: Bows
Report Card Statistic Proclivities:
  • Health: A-

  • Mana: F

  • Strength: B-

  • Defense: D

  • Intelligence: D-

  • Speed: C

Skill Learning:
Burst Attack (1)Water {1}First Aid {5}Charged Assault (10)
Splash {10}Cure {15}Recover {17}Flurry (20)
Flood {20}Restoration {25}Furious Strike (30)Soak {30}
Esuna {34}Medic {35}Accumulated Rage (40)Deluge {40}
Resuscitation {45}Limit Break (50)Tsunami {50}Life {51}
Full Cure {55}

The Blat:
In Nakaisih Wars (not on RNM as of this writing), the character was called Ikuba Toshie. In Uchioniko, the character was called Momotami Ruri. Whatever the name, the concept remains the same: a super-happy girl who's number one priorities are making friends, and just plain being random.
Like the other females in the game, she gets healing, support, and elemental attacks. Unlike the other females, she has decent STR and poor INT. To be blunt, the only time I bother to put her in the party is during the Water Trial, and to help complete the the Side Quest "Child's Play".

Name: Nosaka Kojiro
Club: Kendo
Element: Damned
Weapon: Swords
Report Card Statistic Proclivities:
  • Health: C

  • Mana: D

  • Strength: B-

  • Defense: A-

  • Intelligence: D-

  • Speed: F

Skill Learning:
Burst Attack (10)Vile {1}Ray {5}Stun {6}
Charged Assault (10)Curse {10}Blind {12}Energy Beam {15}
Silence {18}Flurry (20)Putrefy {20}Enrage {24}
Star Burst {25}Furious Strike (30)Renounce {30}Muddle {30}
Magic Cannon {35}Bio {36}Accumulated Rage (40)Wrath {40}
Sleep {42}Satellite Beam {45}Petrify {48}Limit Break (50)
Torture {50}Ultima {55}

The Blat:
Arrogant, brash, and figures himself quite the lady's man. He's known Masako since junior high. I figure he must have made an attempt to make a pass on her, but the attempt failed. However, he's much more of a smooth operator than Katai ever would be, so he didn't get on her "black list" like Katai obviously is.
Definitely more of a physical attacker than anything else, but his slow speed is certainly a deterrent. Outside of "Kendo Duel", "Child's Play", and the Damned Trial, I think players can pretty much ignore this guy.

NPC's of import:
Name: Yamamoto Mina
The Blat:
Your informant as to what's going on, and generally the person players need to talk to in order to move on with the plot. What she fails to tell the player/party members is just as important as what she does say.

Name: Ueshima Ichiro
The Blat:
This is the old man from scene 24 that talks to inanimate objects, and sells players stuff. His inventory gradually gets better over time, though players who want access to absolutely everything should look into completing the Side Quest "Child's Play".

Name: Rasuna
The Blat:
I'm not sure who's worse to write for, Masako with her high intellectual quality, or Rasuna and her self-referencing every other sentence. Anyway, she may look like a twelve year old, but she's much older than that. Much older. While Masako may be my favorite character, Rasuna is the most important character.

Name: Miyazaki Massaki
The Blat:
The younger, and more silent, of the Miyazaki siblings. There are some lines you can get from him, but they generally involve having Masako as your party leader.
You meet him fairly early in the Forest of Eternity, but you don't need to necessarily fight him. Strategy for fighting him is discussed later in the "Munster? Munster!? Where Munster?" section.

Name: Miyazaki Nari
The Blat:
The elder, and much vociferous, of the Miyazaki siblings. She's rude, crude, and everything a red-headed hot-head should be.
You encounter her near the end of the Forest of Eternity as a boss fight. There's no way around it unless you cheat and "clip" right through her. Strategy for fighting her is discussed in the "Munster? Munster!? Where Munster?" section.

Name: Genji Shirai
The Blat:
Back in 2003, or maybe 2004, my brother had this game called Summoner. Shirai was one of the bosses. My brother used RPG Maker 2K's database to make an ability ("Never Die") that restored HP and MP while buffing STR, DEF, INT, and SPD. I'm not sure under what conditions Shirai used that ability in, or if either of us ever did a battle test against him. However, I can imagine that it would be quite the battle of attrition!
Anyway, he's in this game, and is a boss. Strategy for fighting him is discussed in the "Munster? Munster!? Where Munster?" section.

See anything like a bike?
This section describes, in as full a detail as inhumanly possible, the items (Which is a general term for "stuff that you USE") and equipment (Which is a general term for "stuff you EQUIP") that are in this game. The game gives pretty precise details with items and equipment as-is, but sometimes, having the back-up of a developer-written walkthrough telling players the same information that the game is telling them is nice. I guess. Whatever. Let's douche do this! First, the sample entry that explains the format of the list:

Name: This is the name of the item, or piece of equipment.
Price: How much the thing will set your wallet back by.
Usability: If it's an item, this notes when it can be used, and any other circumstances that would prevent it's use. If it's a piece of equipment, this tells you what kind of equipment it is and who can equip it.
Effect: What the thing does when used or equipped.

Now, onto the list!

Name: Soda
Price: 100 Geld-Pasil
Usability: Both in menu and in battle.
Effect: Restores 10% of the user's health.

Name: Coffee
Price: 500 Geld-Pasil
Usability: Both in menu and in battle.
Effect: Restores 50% of the user's health.

Name: Green Tea
Price: 1000 Geld-Pasil
Usability: Both in menu and in battle.
Effect: Restores all of the user's health.

Name: Bottled Water
Price: 200 Geld-Pasil
Usability: Both in menu and in battle.
Effect: Restores 10% of user's mana.

Name: Spring Water
Price: 1000 Geld-Pasil
Usability: Both in menu and in battle.
Effect: Restores 50% of user's mana.

Name: Pure Water
Price: 2000 Geld-Pasil
Usability: Both in menu and in battle.
Effect: Restores 100% of user's mana.

Name: Energy Drink
Price: 300 Geld-Pasil
Usability: Both in menu and in battle.
Effect: Restores 10% of user's health and mana.

Name: Vitamin Drink
Price: 1500 Geld-Pasil
Usability: Both in menu and in battle.
Effect: Restores 50% of user's health and mana.

Name: Super Drink
Price: 300 Geld-Pasil
Usability: Both in menu and in battle.
Effect: Restores 100% of user's health and mana.

Name: Panacea
Price: 100 Geld-Pasil
Usability: Both in menu and in battle.
Effect: Removes "Petrify", "Asleep", "Poison", "Confused", "Berserk", "Mute", "Blind", and "Stun" from an ally.

Name: Phoenix Down
Price: 100 Geld-Pasil
Usability: Both in menu and in battle. Effective only on "Comatose" allies.
Effect: Removes "Comatose", and restores 10% of the target's health.

Name: Ruby
Price: 700 Geld-Pasil
Usability: Battle only
Effect: Essentially casts "Immolation". Refer to the "Mad Skillz" section for more details.

Name: Turquoise
Price: 700 Geld-Pasil
Usability: Battle only
Effect: Essentially casts "Winding Gale". Refer to the "Mad Skillz" section for more details.

Name: Sapphire
Price: 700 Geld-Pasil
Usability: Battle only
Effect: Essentially casts "Deluge". Refer to the "Mad Skillz" section for more details.

Name: Emerald
Price: 700 Geld-Pasil
Usability: Battle only
Effect: Essentially casts "Quake". Refer to the "Mad Skillz" section for more details.

Name: Silver
Price: 900 Geld-Pasil
Usability: Battle only
Effect: Essentially casts "Mercy". Refer to the "Mad Skillz" section for more details.

Name: Obsidian
Price: 900 Geld-Pasil
Usability: Battle only
Effect: Essentially casts "Wrath". Refer to the "Mad Skillz" section for more details.

Name: Diamond
Price: 1100 Geld-Pasil
Usability: Battle only
Effect: Essentially casts "Satellite Beam". Refer to the "Mad Skillz" section for more details.

Name: Wooden Sword
Price: 100 Geld-Pasil
Usability: Weapon for Kojiro.
Effect: +10 STR.

Name: Short Sword
Price: 300 Geld-Pasil
Usability: Weapon for Kojiro.
Effect: +30 STR.

Name: Katana
Price: 600 Geld-Pasil
Usability: Weapon for Kojiro.
Effect: +60 STR.

Name: Masamune
Price: 1000 Geld-Pasil
Usability: Weapon for Kojiro.
Effect: +100 STR.

Name: Hand Axe
Price: 100 Geld-Pasil
Usability: Weapon for Katai.
Effect: +10 STR.

Name: Tomahawk
Price: 300 Geld-Pasil
Usability: Weapon for Katai.
Effect: +30 STR.

Name: Battle Axe
Price: 600 Geld-Pasil
Usability: Weapon for Katai.
Effect: +60 STR.

Name: Guillotine
Price: 1000 Geld-Pasil
Usability: Weapon for Katai.
Effect: +100 STR.

Name: Club
Price: 100 Geld-Pasil
Usability: Weapon for Goho.
Effect: +10 STR.

Name: Spiked Club
Price: 300 Geld-Pasil
Usability: Weapon for Goho.
Effect: +30 STR.

Name: Mace
Price: 600 Geld-Pasil
Usability: Weapon for Goho.
Effect: +60 STR.

Name: Miljoner
Price: 1000 Geld-Pasil
Usability: Weapon for Goho.
Effect: +100 STR.

Name: Walking Stick
Price: 100 Geld-Pasil
Usability: Weapon for Masako.
Effect: +4 STR, +6 INT.

Name: Rod
Price: 300 Geld-Pasil
Usability: Weapon for Masako.
Effect: +12 STR, +18 INT.

Name: Iron Staff
Price: 600 Geld-Pasil
Usability: Weapon for Masako.
Effect: +24 STR, +36 INT.

Name: Magus Staff
Price: 1000 Geld-Pasil
Usability: Weapon for Masako.
Effect: +40 STR, +60 INT.

Name: Pointed Stick
Price: 100 Geld-Pasil
Usability: Weapon for Joruri.
Effect: +10 STR.

Name: Javelin
Price: 300 Geld-Pasil
Usability: Weapon for Joruri.
Effect: +30 STR.

Name: Lance
Price: 600 Geld-Pasil
Usability: Weapon for Joruri.
Effect: +60 STR.

Name: Gungir
Price: 1000 Geld-Pasil
Usability: Weapon for Joruri.
Effect: +100 STR.

Name: Short Bow
Price: 100 Geld-Pasil
Usability: Weapon for Toshie.
Effect: +10 STR.

Name: Crossbow
Price: 300 Geld-Pasil
Usability: Weapon for Toshie.
Effect: +30 STR.

Name: Long Bow
Price: 600 Geld-Pasil
Usability: Weapon for Toshie.
Effect: +60 STR.

Name: Ballista
Price: 1000 Geld-Pasil
Usability: Weapon for Toshie.
Effect: +100 STR.

Name: School Uniform
Price: 100 Geld-Pasil
Usability: Armor for everyone.
Effect: +10 DEF.

Name: Protective Gear
Price: 300 Geld-Pasil
Usability: Armor for everyone.
Effect: +30 DEF.

Name: Kevlar Vest
Price: 600 Geld-Pasil
Usability: Armor for everyone.
Effect: +60 DEF.

Name: Defender
Price: 1000 Geld-Pasil
Usability: Armor for everyone.
Effect: +100 DEF.

Name: Stupid Hat
Price: 100 Geld-Pasil
Usability: Headgear for everyone.
Effect: +10 INT.

Name: Headband
Price: 300 Geld-Pasil
Usability: Headgear for everyone.
Effect: +30 INT.

Name: Pointed Hat
Price: 600 Geld-Pasil
Usability: Headgear for everyone.
Effect: +60 INT.

Name: Runed Circlet
Price: 1000 Geld-Pasil
Usability: Headgear for everyone.
Effect: +100 INT.

Name: Traveler's Charm
Price: 100 Geld-Pasil
Usability: Accessory for everyone.
Effect: +10 SPD.

Name: Adventurer's Charm
Price: 300 Geld-Pasil
Usability: Accessory for everyone.
Effect: +30 SPD.

Name: Wayfarer's Charm
Price: 600 Geld-Pasil
Usability: Accessory for everyone.
Effect: +60 SPD.

Name: Arbiter's Charm
Price: 1000 Geld-Pasil
Usability: Accessory for everyone.
Effect: +100 SPD.

Mad Skillz
I have to be honest, and say that I never use normal physical attacks in this game. I always use a skill. Anyway, skills are divided into two basic categories. One is "techniques", which are skills that are based on the user's STR versus the target's DEF and can be used while under the "Silence" status. The other is "magic", which are skills that are based on the user's INT versus the target's INT and cannot be used while under the "Silence" status. Let's have a look-see at the general formatting of this list:

Name: This is the name of the skill.
Cost: How much mana the skill will use.
Type: Basically, this notes whether the skill is a "Technique" or "Magic".
Targeting: This notes what the skill targets. "All Allies" denotes a skill that effects the party, while "Single Ally" affects one ally of the player's choice. Similarly, "All foes" denotes a skill that effects all foes, and "Single Foe" denotes a skill that can target a single foe of the player's choice. "Self" refers to the person (or thing, in the case of monsters) that is using the skill.
Usability: This notes when the skill can be used. Most of the time, you are going to see "Battle only" here, but there's a few skills that can be used both in and out of combat.
Effect: What the skill does, and notes any elemental affinity the skill has.

Like the previous lists, I'm just going to list stuff in the order they appear in the database. Anyway, let's just get the party started!

Name: Burst Attack
Cost: 10 MP
Type: Technique
Targeting: Single Foe
Usability: Battle only
Effect: Light physical damage.

Name: Charged Assault
Cost: 20 MP
Type: Technique
Targeting: Single Foe
Usability: Battle only
Effect: Medium physical damage.

Name: Furious Strike
Cost: 40 MP
Type: Technique
Targeting: Single Foe
Usability: Battle only
Effect: Heavy physical damage.

Name: Flurry
Cost: 25 MP
Type: Technique
Targeting: All Foes
Usability: Battle only
Effect: Medium physical damage.

Name: Accumulated Rage
Cost: 50 MP
Type: Technique
Targeting: All Foes
Usability: Battle only
Effect: Heavy physical damage.

Name: Limit Break
Cost: 100 MP
Type: Technique
Targeting: All Foes
Usability: Battle only
Effect: Severe Physical damage.

Name: Fire
Cost: 15 MP
Type: Magic
Targeting: Single Foe
Usability: Battle only
Effect: Light fire damage.

Name: Flame
Cost: 30 MP
Type: Magic
Targeting: Single Foe
Usability: Battle only
Effect: Medium fire damage.

Name: Cremate
Cost: 60 MP
Type: Magic
Targeting: Single Foe
Usability: Battle only
Effect: Heavy fire damage.

Name: Fireball
Cost: 35 MP
Type: Magic
Targeting: All Foes
Usability: Battle only
Effect: Medium fire damage.

Name: Immolation
Cost: 70 MP
Type: Magic
Targeting: All Foes
Usability: Battle only
Effect: Heavy fire damage.

Name: Flare
Cost: 140 MP
Type: Magic
Targeting: All Foes
Usability: Battle only
Effect: Severe fire damage.

Name: Areo
Cost: 15 MP
Type: Magic
Targeting: Single Foe
Usability: Battle only
Effect: Light wind damage.

Name: Gust
Cost: 30 MP
Type: Magic
Targeting: Single Foe
Usability: Battle only
Effect: Medium wind damage.

Name: Twister
Cost: 60 MP
Type: Magic
Targeting: Single Foe
Usability: Battle only
Effect: Heavy wind damage.

Name: Hurricane
Cost: 35 MP
Type: Magic
Targeting: All Foes
Usability: Battle only
Effect: Medium wind damage.

Name: Winding Gale
Cost: 70 MP
Type: Magic
Targeting: All Foes
Usability: Battle only
Effect: Heavy wind damage.

Name: Tornado
Cost: 140 MP
Type: Magic
Targeting: All Foes
Usability: Battle only
Effect: Severe wind damage.

Name: Water
Cost: 15 MP
Type: Magic
Targeting: Single Foe
Usability: Battle only
Effect: Light water damage.

Name: Splash
Cost: 30 MP
Type: Magic
Targeting: Single Foe
Usability: Battle only
Effect: Medium water damage.

Name: Soak
Cost: 60 MP
Type: Magic
Targeting: Single Foe
Usability: Battle only
Effect: Heavy water damage.

Name: Flood
Cost: 35 MP
Type: Magic
Targeting: All Foes
Usability: Battle only
Effect: Medium water damage.

Name: Deluge
Cost: 70 MP
Type: Magic
Targeting: All Foes
Usability: Battle only
Effect: Heavy water damage.

Name: Tsunami
Cost: 140 MP
Type: Magic
Targeting: All Foes
Usability: Battle only
Effect: Severe water damage.

Name: Geo
Cost: 15 MP
Type: Magic
Targeting: Single Foe
Usability: Battle only
Effect: Light earth damage.

Name: Stone Toss
Cost: 30 MP
Type: Magic
Targeting: Single Foe
Usability: Battle only
Effect: Medium earth damage.

Name: Tremor
Cost: 60 MP
Type: Magic
Targeting: Single Foe
Usability: Battle only
Effect: Heavy earth damage.

Name: Stone Rain
Cost: 35 MP
Type: Magic
Targeting: All Foes
Usability: Battle only
Effect: Medium earth damage.

Name: Quake
Cost: 70 MP
Type: Magic
Targeting: All Foes
Usability: Battle only
Effect: Heavy earth damage.

Name: Meteor
Cost: 140 MP
Type: Magic
Targeting: All Foes
Usability: Battle only
Effect: Severe earth damage.

Name: Holy
Cost: 20 MP
Type: Magic
Targeting: Single Foe
Usability: Battle only
Effect: Light divine damage.

Name: Bless
Cost: 40 MP
Type: Magic
Targeting: Single Foe
Usability: Battle only
Effect: Medium divine damage.

Name: Redemption
Cost: 80 MP
Type: Magic
Targeting: Single Foe
Usability: Battle only
Effect: Heavy divine damage.

Name: Purify
Cost: 45 MP
Type: Magic
Targeting: All Foes
Usability: Battle only
Effect: Medium divine damage.

Name: Mercy
Cost: 90 MP
Type: Magic
Targeting: All Foes
Usability: Battle only
Effect: Heavy divine damage.

Name: Judgment
Cost: 180 MP
Type: Magic
Targeting: All Foes
Usability: Battle only
Effect: Severe divine damage.

Name: Vile
Cost: 20 MP
Type: Magic
Targeting: Single Foe
Usability: Battle only
Effect: Light damned damage.

Name: Curse
Cost: 40 MP
Type: Magic
Targeting: Single Foe
Usability: Battle only
Effect: Medium damned damage.

Name: Renounce
Cost: 80 MP
Type: Magic
Targeting: Single Foe
Usability: Battle only
Effect: Heavy damned damage.

Name: Putrefy
Cost: 45 MP
Type: Magic
Targeting: All Foes
Usability: Battle only
Effect: Medium damned damage.

Name: Wrath
Cost: 90 MP
Type: Magic
Targeting: All Foes
Usability: Battle only
Effect: Heavy damned damage.

Name: Torture
Cost: 180 MP
Type: Magic
Targeting: All Foes
Usability: Battle only
Effect: Severe damned damage.

Name: Stun
Cost: 10 MP
Type: Magic
Targeting: Single Foe
Usability: Battle only
Effect: Small status damage. Can cause "Stun" status.

Name: Blind
Cost: 20 MP
Type: Magic
Targeting: Single Foe
Usability: Battle only
Effect: Small status damage. Can cause "Blind" status.

Name: Silence
Cost: 30 MP
Type: Magic
Targeting: Single Foe
Usability: Battle only
Effect: Small status damage. Can cause "Mute" status.

Name: Enrage
Cost: 40 MP
Type: Magic
Targeting: Single Foe
Usability: Battle only
Effect: Light status damage. Can cause "Berserk" status.

Name: Muddle
Cost: 50 MP
Type: Magic
Targeting: Single Foe
Usability: Battle only
Effect: Light status damage. Can cause "Confused" status.

Name: Bio
Cost: 60 MP
Type: Magic
Targeting: Single Foe
Usability: Battle only
Effect: Light status damage. Can cause "Poison" status.

Name: Sleep
Cost: 70 MP
Type: Magic
Targeting: Single Foe
Usability: Battle only
Effect: Light status damage. Can cause "Asleep" status.

Name: Petrify
Cost: 80 MP
Type: Magic
Targeting: Single Foe
Usability: Battle only
Effect: Medium status damage. Can cause "Petrify" status.

Name: Bad Breath
Cost: 90 MP
Type: Magic
Targeting: All Foes
Usability: Battle only
Effect: Medium status damage. Can cause "Petrify", "Asleep", "Poison", "Confused", "Berserk", "Mute", "Blind", and "Stun" statuses.

Name: Doom
Cost: 100 MP
Type: Magic
Targeting: Single Foe
Usability: Battle only
Effect: Medium status damage. Can cause "Comatose" status.

Name: Recover
Cost: 30 MP
Type: Magic
Targeting: Single Ally
Usability: Both in menu and in battle
Effect: Small status healing. Removes "Berserk", "Mute", "Blind", and "Stun" statuses.

Name: Esuna
Cost: 60 MP
Type: Magic
Targeting: Single Ally
Usability: Both in menu and in battle
Effect: Light status healing. Removes "Petrify", "Asleep", "Poison", "Confused", "Berserk", "Mute", "Blind", and "Stun" statuses.

Name: Life
Cost: 100 MP
Type: Magic
Targeting: Single Ally
Usability: Both in menu and in battle. Only effective on characters who are "Comatose".
Effect: Medium status healing. Removes "Comatose" status.

Name: Ray
Cost: 25 MP
Type: Magic
Targeting: Single Foe
Usability: Battle only
Effect: Light non-elemental damage.

Name: Energy Beam
Cost: 50 MP
Type: Magic
Targeting: Single Foe
Usability: Battle only
Effect: Medium non-elemental damage.

Name: Magic Cannon
Cost: 100 MP
Type: Magic
Targeting: Single Foe
Usability: Battle only
Effect: Heavy non-elemental damage.

Name: Star Burst
Cost: 55 MP
Type: Magic
Targeting: All Foes
Usability: Battle only
Effect: Medium non-elemental damage.

Name: Satellite Beam
Cost: 110 MP
Type: Magic
Targeting: All Foes
Usability: Battle only
Effect: Heavy non-elemental damage.

Name: Ultima
Cost: 220 MP
Type: Magic
Targeting: All Foes
Usability: Battle only
Effect: Severe non-elemental damage.

Name: First Aid
Cost: 25 MP
Type: Magic
Targeting: Single Ally
Usability: Both in menu and in battle
Effect: Light non-elemental healing.

Name: Cure
Cost: 50 MP
Type: Magic
Targeting: Single Ally
Usability: Both in menu and in battle
Effect: Medium non-elemental healing.

Name: Medic
Cost: 100 MP
Type: Magic
Targeting: Single Ally
Usability: Both in menu and in battle
Effect: Heavy non-elemental healing.

Name: Restoration
Cost: 55 MP
Type: Magic
Targeting: All Allies
Usability: Both in menu and in battle
Effect: Medium non-elemental healing.

Name: Resuscitation
Cost: 110 MP
Type: Magic
Targeting: All Allies
Usability: Both in menu and in battle
Effect: Heavy non-elemental healing.

Name: Full Cure
Cost: 220 MP
Type: Magic
Targeting: All Allies
Usability: Both in menu and in battle
Effect: Severe non-elemental healing.

Name: Concentrate
Cost: 0 MP
Type: Technique
Targeting: Self
Usability: Battle only
Effect: Light mana restoration.

Name: Concentrate More
Cost: 0 MP
Type: Technique
Targeting: Self
Usability: Battle only
Effect: Medium mana restoration.

Name: Maximum Concentration
Cost: 0 MP
Type: Technique
Targeting: Self
Usability: Battle only
Effect: Heavy mana restoration.

Munster? Munster!? Where Munster?
This section will discuss anything and everything that players can come across in fights. The majority of this content will be monsters and spirits, but there's a few humans thrown into the mix for good measure. Anyway, since I'm kinda running out of cute things to say at the beginning of these sections, let's have our sample fields already.

Name: Names are but labels that Men put on things they do not understand. Since monsters are never really understood, this field indicates what label this monster has been given.
Location: Where the critter can be found. Also denotes if it is a boss monster for that location.
Stats: Unlike characters, monsters have set statistics. This will tell you where the numbers lie.
Affinities: If the monster has elemental affinities, or has status resistances or weaknesses, this is where they are noted.
Rewards: What players get when the thing goes down. Or the body is looted. Whatever the situation is.
Tactics: Fikemen, give me some tactics! If there is any special strategy, or even a simple one, it will be noted here.

Let's get on with the shoe show!

Name: Orc
Location: Earth Trial
Stats:
  • HP: 186

  • MP: 37

  • STR: 35

  • DEF: 31

  • INT: 50

  • SPD: 50

Affinities: Strong against Earth, but weak to Wind.
Rewards: 98 EXP, 32 GP, Soda (1/3 probability).
Tactics:
The first couple of times you meet these things, you're probably best off with Burst Attack, or normally attacking. Then again, as those are the only options that are available, there isn't much choice in the matter!

Name: Ogre
Location: Earth Trial
Stats:
  • HP: 210

  • MP: 42

  • STR: 42

  • DEF: 35

  • INT: 59

  • SPD: 59

Affinities: Strong against Earth, but weak to Wind.
Rewards: 347 EXP, 116 GP, Soda (1/3 probability).
Tactics:
Like Orcs, the only options players have when they first meet them is normal attacks or Burst Attack. Burst Attack is slightly better, though. But not by much.

Name: Earth Spirit
Location: Earth Trial. Hey, everybody! It's a Bosche!
Stats:
  • HP: 1170

  • MP: 234

  • STR: 90

  • DEF: 39

  • INT: 179

  • SPD: 66

Affinities: Healed by Earth, but severely weak to Wind. Totally resists affects that cause "Comatose" (outside of sheer damage, anyway), is far less likely to be petrified or blinded, but is more likely to go asleep or be stunned.
Rewards: 1186 EXP, 395 GP, Emerald.
Tactics:
This boss is much easier if players get to Level 10, and use Charged Assault. It's possible to win at an earlier level, though.

Name: Cockatrice
Location: Wind Trial
Stats:
  • HP: 262

  • MP: 50

  • STR: 53

  • DEF: 42

  • INT: 99

  • SPD: 73

Affinities: Strong against Wind, but weak to Earth.
Rewards: 879 EXP, 293 GP, Soda (1/3 probability), Panacea (1/4 probability).
Tactics:
It is with some irony that the one time Goho's Earth spells should shine, that they do about the same amount of damage as his techniques do. Or so I've observed. The only thing you have to look out for is their "Stun" ability, though that shouldn't really slow things down that much.

Name: Chimera
Location: Wind Trial
Stats:
  • HP: 288

  • MP: 58

  • STR: 61

  • DEF: 48

  • INT: 133

  • SPD: 84

Affinities: Strong against Wind, but weak to Earth.
Rewards: 1314 EXP, 438 GP, Soda (1/3 probability), Panacea (1/4 probability).
Tactics:
They are a tad tougher than the Cockatrices, but shouldn't be too challenging.

Name: Wind Spirit
Location: Wind Trial. Hey everybody! It's a Bosche!
Stats:
  • HP: 1560

  • MP: 312

  • STR: 128

  • DEF: 52

  • INT: 207

  • SPD: 92

Affinities: Healed by Wind, but severely weak towards Earth. Totally resists affects that cause "Comatose" (outside of sheer damage, anyway), is far less likely to be put asleep or stunned, but more likely to be petrified or blinded.
Rewards: 3354 EXP, 1118 GP, Turquoise.
Tactics:
After all the frustration and mind-bending with the statues, you get a strangely straight-forward boss fight? What is this noise? Anyway, this is probably the only time in the entire game where Goho's magic might actually do more work than his physical attacks. Have him spam Stone Toss. Joruri and/or Katai can go in with Charged Attack, but if you need to heal, use one of these two.

Name: Salamander
Location: Fire Trial
Stats:
  • HP: 912

  • MP: 182

  • STR: 83

  • DEF: 76

  • INT: 126

  • SPD: 119

Affinities: Strong against Fire, but weak to Water.
Rewards: 2069 EXP, 689 GP, Coffee (1/3 probability), Panacea (1/4 probability).
Tactics:
One strategy is to spam the attack-all abilities that you learned during your time in the Wind Trial, regardless of who they target with Enrage. You did reach level 20 while in the Wind Trial, right?

Name: Scorpion
Location: Fire Trial
Stats:
  • HP: 972

  • MP: 195

  • STR: 91

  • DEF: 81

  • INT: 145

  • SPD: 130

Affinities: Strong against Fire, but weak to Water.
Rewards: 2630 EXP, 877 GP, Coffee (1/3 probability), Panacea (1/4 probability).
Tactics:
While not much different than the Salamanders, they still pose a threat to under-prepared parties. Wipe the board as fast as possible!

Name: Ifrit
Location: Fire Trial
Stats:
  • HP: 1032

  • MP: 206

  • STR: 97

  • DEF: 86

  • INT: 161

  • SPD: 139

Affinities: Strong against Fire, but weak to Water.
Rewards: 3081 EXP, 1027 GP, Coffee (1/3 probability), Panacea (1/4 probability).
Tactics:
You only ever fight one of these things at any given time. So, just keep at it with your best single-target skills, and it should eventually fall.

Name: Fire Spirit
Location: Fire Trial. Hey, everybody! It's a Bosche!
Stats:
  • HP: 3096

  • MP: 619

  • STR: 179

  • DEF: 86

  • INT: 315

  • SPD: 139

Affinities: Healed by Fire, but severely weak to Water. Totally resists affects that cause "Comatose" (outside of sheer damage, anyway), is far less likely to be confused or enraged, but more likely to be poisoned or silenced.
Rewards: 6162 EXP, 2054 GP, Ruby.
Tactics:
If you're at Level 30, this becomes a much easier fight. Then, all you would have to do is have Goho and Katai spam Furious Strike, while Joruri spams Twister. The Fire Spirit doesn't have any skills that wipe boards, but do keep an eye on your health.

Name: Cherub
Location: Divine Trial
Stats:
  • HP: 1440

  • MP: 288

  • STR: 104

  • DEF: 90

  • INT: 169

  • SPD: 147

Affinities: Strong against Divine, but weak to Damned.
Rewards: 3554 EXP, 1185 GP, Spring Water (1/3 probability).
Tactics:
Go all out with whatever abilities that suit the situation. If you're fighting these before Masako gets her spells, have her delegated to whatever in-battle healing is necessary. She would only be able to use items, but that should be more than sufficient. The thing that makes this annoying is First Aid, which only serves to make the battle last a bit longer than it probably should.

Name: Angel
Location: Divine Trial
Stats:
  • HP: 1536

  • MP: 307

  • STR: 113

  • DEF: 96

  • INT: 192

  • SPD: 159

Affinities: Strong against Divine, but weak to Damned.
Rewards: 4220 EXP, 1407 GP, Spring Water (1/3 probability).
Tactics:
Like the Cherub, just go with whatever abilities suit the situation. Angels also use First Aid, so watch out for that. If you're fighting these before Masako gains her spells, have her use items for any in-battle healing that is necessary.

Name: Archangel
Location: Divine Trial
Stats:
  • HP: 1616

  • MP: 323

  • STR: 120

  • DEF: 101

  • INT: 210

  • SPD: 168

Affinities: Strong against Divine, but weak to Damned.
Rewards: 4744 EXP, 1581 GP, Spring Water (1/3 probability).
Tactics:
I'm pretty sure these guys are doable, but might take some level grind to do. I would suggest a party around level 35, but experiment. Of course, they cast First Aid. It might actually behoove you to have Katai try Enrage, or better yet Muddle, in an attempt to prevent First Aid from being cast.

Name: Divine Spirit
Location: Divine Trial. Hey, everybody! It's a Bosche!
Stats:
  • HP: 4848

  • MP: 970

  • STR: 218

  • DEF: 101

  • INT: 390

  • SPD: 168

Affinities: Healed by Divine, but severely weak to Damned. Is less likely to have it's status changed in any way.
Rewards: 9487 EXP, 3162 GP, Silver.
Tactics:
If you can manage to prevent this spirit from casting Cure through Enrage or Muddle, that's certainly one less thing to worry about. Then again, it can't cast Bless either. So there is that. Of course, the aggressive method of straight-forward beating face with your most powerful skills is always an option. If you need some healing for this fight, Masako is probably a good person to be a healer through item use, as she's the least effective in damage-dealing for this fight.

Name: Lizardman
Location: Water Trial
Stats:
  • HP: 3264

  • MP: 652

  • STR: 142

  • DEF: 136

  • INT: 193

  • SPD: 206

Affinities: Strong against Water, but weak to Fire.
Rewards: 5287 EXP, 1762 GP, Coffee (1/3 probability), Panacea (1/4 probability).
Tactics:
Got Immolation? It'll do some work on these things! Not that other attack-all skills that are available are helpful, but Immolation should deal significantly more than most other things you have. With the possible exception of a Masako casting Mercy. Watch out for Silence! It won't do much against Toshie or Goho, but a muted Masako and/or Katai would really suck!

Name: Merman
Location: Water Trial
Stats:
  • HP: 3408

  • MP: 681

  • STR: 151

  • DEF: 142

  • INT: 200

  • SPD: 219

Affinities: Strong against Water, but weak to Fire.
Rewards: 6041 EXP, 2014 GP, Coffee (1/3 probability), Panacea (1/4 probability).
Tactics:
While they might be tougher to beat than Lizardmen, they will not stand long against Immolation and Mercy. Characters who are muted could remove the status from themselves with a Panacea, or possibly revert to using Accumulated Rage. It very highly depends who it is that is muted. Masako using Accumulated Rage would be a wasted turn, though Joruri is a similar story.

Name: Water Spirit
Location: Water Trial. Hey, everybody! It's a Bosche!
Stats:
  • HP: 8232

  • MP: 1645

  • STR: 285

  • DEF: 147

  • INT: 533

  • SPD: 229

Affinities: Healed by Water, but severely weak to Fire. Totally resists affects that cause "Comatose" (outside of sheer damage, anyway), is far less likely to be poisoned or silenced, but more likely to be confused or enraged.
Rewards: 13269 EXP, 4419 GP, Sapphire.
Tactics:
As funny as it would be to watch the Water Spirit beat itself up with Goho and/or Katai spamming Muddle, things would probably go a bit quicker if the party uses the strongest single target spell that is available to them. Cremate should be especially nasty. Like everything else in this Trial, the Water Spirit uses Silence, but it also uses Bio. Be wary if the conditions they may cause happen to fall through.

Name: Skeleton
Location: Damned Trial
Stats:
  • HP: 3648

  • MP: 729

  • STR: 165

  • DEF: 152

  • INT: 202

  • SPD: 239

Affinities: Strong against Damned, but weak to Divine.
Rewards: 7235 EXP, 2411 GP, Spring Water (1/3 probability).
Tactics:
It can't be more obvious than this. Have Masako use Judgment, if you have it, for the win. That spell will not single-handedly wipe the board, but you will certainly see some very impressive damage numbers because of the elemental affinity, and Masako's tendency to have huge INT. The fact that they can Putrefy shouldn't matter.

Name: Zombie
Location: Damned Trial
Stats:
  • HP: 3816

  • MP: 763

  • STR: 176

  • DEF: 159

  • INT: 225

  • SPD: 251

Affinities: Strong against Damned, but weak to Divine.
Rewards: 8096 EXP, 2690 GP, Spring Water (1/3 probability).
Tactics:
I feel like I'm repeating myself here, but have the party use their best board wipes. For Goho and Kojiro, this should be Limit Break. For anyone else, use the strongest spell you got. Using Judgment two, maybe three times if you get crappy "rolls", should probably be enough, though.

Name: Damned Spirit
Location: Damned Trial. Hey, everybody! It's a Bosche!
Stats:
  • HP: 9184

  • MP: 1837

  • STR: 293

  • DEF: 164

  • INT: 393

  • SPD: 310

Affinities: Healed by Damned, but is severely weak to Divine. Is less likely to have it's status changed in any way.
Rewards: 17429 EXP, 5809 GP, Obsidian.
Tactics:
This fight will probably be more "annoying" than "hard". Why? It uses Doom, which has a chance of putting it's target into a coma. Have plenty of Pheonix Downs at the ready. Or, you know, counter it's Doom with Life. Normally, this is where I say that your most powerful single-target spells should take this thing down eventually. While that is still true, your characters are probably at the point where the most powerful attack-all skill would be the most effective damage-dealing skill.

Name: Damned Spirit
Location: Damned Trial. Hey, everybody! It's a Bosche!
Stats:
  • HP: 9184

  • MP: 1837

  • STR: 293

  • DEF: 164

  • INT: 393

  • SPD: 310

Affinities: Healed by Damned, but is severely weak to Divine. Is less likely to have it's status changed in any way.
Rewards: 17429 EXP, 5809 GP, Obsidian.
Tactics:
Wait, what? Didn't we just do this thing? This entry is actually the "easy" version of the fight. Which is just a fancy way of saying that this version of the critter doesn't use Doom. Which means you can concentrate more on Masako's breasts Judgement output. Or, uh, damage output in general.

Name: Asura
Location: Forest of Eternity
Stats:
  • HP: 6688

  • MP: 1339

  • STR: 153

  • DEF: 209

  • INT: 313

  • SPD: 313

Affinities: Strong against Physical and Status, but weak against Fire, Wind, Water, Earth, Divine, and Damned.
Rewards: 9376 EXP, 3125 GP, Vitamin Drink (1/3 probability).
Tactics:
If they show up with Beholders, have half your party use spells, while the other half go in with techniques. If the fight involves just them, have everyone use the elemental gemstones that Ichiro should be selling at this point. Or you can rely on your mana, and use the spells that hit all foes.

Name: Beholder
Location: Forest of Eternity
Stats:
  • HP: 6944

  • MP: 1388

  • STR: 221

  • DEF: 217

  • INT: 221

  • SPD: 327

Affinities: Strong against Fire, Wind, Water, Earth, Divine, and Damned, but weak against Physical and status.
Rewards: 10283 EXP, 3428 GP, Vitamin Drink (1/3 probability).
Tactics:
If they show up with Asura, have half your party do techniques while the other half use spells. If the battle consists of just these things, everyone can go in with techniques, though if you have Masako in the party, you could probably relegate her to whatever in-battle healing is necessary.

Name: Massaki
Location: Forest of Eternity. Hey everybody! It's a Bosche!
Stats:
  • HP: 13632

  • MP: 2726

  • STR: 381

  • DEF: 213

  • INT: 658

  • SPD: 319

Affinities: No special affinities!
Rewards: 19652 EXP, 6550 GP.
Tactics:
He will use Flurry most often, but normally attacks with decent frequency. He uses Esuna with the least frequency, but that leaves Petrify, Sleep, Muddle, Enrage, Silence, and Stun that will prevent him from casting anything. In all honesty, the regular enemies found in this area should serve as a bigger challenge than this kid.

Name: Nari
Location: Forest of Eternity. Hey everybody! It's a Bosche!
Stats:
  • HP: 14208

  • MP: 2843

  • STR: 371

  • DEF: 222

  • INT: 522

  • SPD: 337

Affinities: No special affinities!
Rewards: 21962 EXP, 7321 GP.
Tactics:
She's definitely more about using her STR than INT, but her INT isn't anything to sneeze at. She uses the strangely-flavorful Accumulated Rage most often. She also normally attacks, and can randomly cause critical damage. Which is something no other enemy has done with a regular attack. Every once and a while, she uses Satellite Beam. If you have any gems from Ichiro, you can use them against her. Otherwise, just smite her with your biggest attacks, and she'll fall.

Name: Shirai
Location: Forest of Eternity. Hey everybody! It's a Bosche!
Stats:
  • HP: 14208

  • MP: 2843

  • STR: 442

  • DEF: 222

  • INT: 680

  • SPD: 337

Affinities: Totally resists affects that cause "Comatose" (outside of sheer damage, anyway).
Rewards: 29283 EXP.
Tactics:
When he's not using Flurry or Star Burst, he's restoring his MP with Concentrate. Or he could be restoring his MP with Restoration. A successful Silence would prevent Restoration from being cast, so he'd be left with Flurry and Concentration. Despite his healing, he shouldn't be too bad to take down.

Name: Shirai
Location: Forest of Eternity. Hey everybody! It's a Bosche!
Stats:
  • HP: 14848

  • MP: 2971

  • STR: 401

  • DEF: 232

  • INT: 581

  • SPD: 355

Affinities: Totally resists affects that cause "Comatose" (outside of sheer damage, anyway), and is less likely to have his status changed in any other way.
Rewards: 32476 EXP.
Tactics:
Wait, didn't we just fight this guy? Yes, yes you did. But he recovered with lightning speed and a new skill set to boot. Now he's using Accumulated Rage or Satellite Beam, with Concentrate More and Resuscitation for support. Again, a successful Silence would prevent Resuscitation from being cast, so he'd be left with Accumulated Rage and Concentrate More. Yeah, he's a bit tougher, and there was no pause to recover from last round. In-battle healing with Vitamin Drinks, or Super Drinks if you unlocked them, is highly recommended.

Name: Shirai
Location: Forest of Eternity. Hey everybody! It's a Bosche!
Stats:
  • HP: 15424

  • MP: 3038

  • STR: 338

  • DEF: 241

  • INT: 323

  • SPD: 374

Affinities: Weak against Status. Totally resists affects that cause "Comatose" (outside of sheer damage, anyway), and is much less likely to have his status changed in any other way.
Rewards: 35777 EXP.
Tactics:
This guy just doesn't give up! That means he is a vampire! Now he's using Limit Break and Ultima on offense, with Maximum Concentration and Full Cure on defense. Getting him to be mute seems like a really good idea. In-battle healing with Vitamin Drinks, or Super Drinks if you unlocked them, is highly recommended.

Name: Massaki
Location: Forest of Eternity. Hey everybody! It's a Bosche!
Stats:
  • HP: 15424

  • MP: 3083

  • STR: 463

  • DEF: 241

  • INT: 577

  • SPD: 374

Affinities: Exceptionally weak towards Status, but is immune to status changes.
Rewards: 35777 EXP.
Tactics:
Wasn't three rounds against Shirai enough? Geeze! Anyway, being the guy with healing, he's a pretty high priority target. Muting isn't an option, so just use your strongest skills, and keep up with the Vitamin Drinks/Super Drinks!

Name: Nari
Location: Forest of Eternity. Hey everybody! It's a Bosche!
Stats:
  • HP: 15424

  • MP: 3083

  • STR: 338

  • DEF: 241

  • INT: 374

  • SPD: 374

Affinities: Exceptionally weak towards Status, but is immune to status changes.
Rewards: 35777 EXP.
Tactics:
Wasn't three rounds against Shirai enough? Geeze! Anyway, Nari is now all about the flurry of flying fisticuffs of fury. Which is the alliterative way of saying that she exclusively uses techniques. Even if casting Silence would apply it's status, it would do nothing to stop Nari. She uses Maximum Concentration, not to mention that her younger brother heals, so she can keep up the assault for quite some time. Masako using Full Cure is your best tactic to stay alive, but use Vitamin Drinks/Super Drinks for when you're low on mana. Offense is the usual "use your strongest attack-all skills" routine.

Whatever doesn't fit anywhere else
This is where I talk about anything else I can think of. There's no particular format, or order for this. So let's just have at it.

During the epilogue of Chapter 2, there is a scene with Masako and Mina. Note what is said:
Mina: Very well, then. I will tell you the story. The story of the Arbiters from another world.

This is a tie-in to the prequel game, Arbiters From Another World. I had half a mind to show this scene in that game, as if to say, "Yeah, Mina's telling Masako this game's story." However, I thought such a scene would slow down an already slow start. The scene was summarily cut.

Some players might be confused that the face used for Aoki Mina, from Arbiters From Another World, and Yamamoto Mina are the same. They are the same person. I figured it would make sense to use the same face. So sue me.

This is information that only the developer could possibly know. The switch that is enabled after Masako figures out where the Door of Possibilities is located is called "don't_mess_with_mitsuya". Sure, this is purely an internal thing, but it always makes me smile a bit inside. Players who go through the motions of the Side Quest "Debate Challenge" might get this "joke" as well.

In chapter 3, before you find Mina in the Gym, have Masako talk to Toshie. You get this conversation:
Toshie: There's this anime, right?
({Embarrassed} over Player)
Toshie: It's about this group of high school girls that transform into spirit-like shapes, and fight evil!
(Pause)
Masako: And the point of this story is?
Toshie: I was just trying to think of that line that the leader spouts before they enter battle! I was just thinking that saying something along those lines would be appropriate for us. Man, that was ages ago when I watched that, though! Even then, I only was able to watch bits and pieces of it! What was that line? What was that anime called? I can't remember either!

This is a reference to Uchioniko, and it's main character's pre-battle line of "Let's go, Uchioniko!"

In case you haven't realized it, the system that I used for the Kojiro duel is the same as the one the Suikoden series uses.

Speaking of borrowing, those riddles in the Wind Trial? Read The Hobbit. And the plaques? Play World of Xeen. Which, by the way, is what you get if you do a combined installation of Might and Magic IV with Might and Magic V.

Who is this "she" Chojiro (the wizard in the epilogue cut-scenes) keeps referring to? Players may think he's referring to Masako, but the last cut-scene in the game suggests that he was actually talking about Rasuna. Am I going to answer the question in a straight-forward manner, though? Naaaah!

Talking about scenes, what's with the last scene, anyway? Shouldn't the player be allowed to fight Chojiro? To be honest, I figured that players would be tapped out from fighting, with the three rounds against Shirai. If players also fought the Miyazaki siblings after Shirai, that would just another nail in the coffin. However, this sequence is a partial lead-in to the sequel game, Konae Detective Agency.

Posts

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Wait... Do Blind and Mute have Infinite Duration here?

... And the answer is Yes... Well, at least it's useful for handling the Damned Trial's mooks at LV 35...

And, at LV37, the easy version of the Damned Spirit can be defeated with by having it Blinded, Poisoned, and Confused, with Silence for good measure, to keep the team alive long enough with Masako and Items until the poison basically kills it.

Poison won't kill anything, but wait long enough, and it will be at 1HP!

... And I just defeated the Damned Spirit.

***

Chapter 3 Quests don't check for who's the party leader, or party members, when you hand them in... So I got the Auditorium Director talking to Masako, when my party consists of just Goho...

Apparently, you know that Child's Play needs the leader and party members to match the leader and party members for the quester and quest-giver pairs... But, wouldn't it also make sense for Masako to get her present, as long as she's in a party with Goho, even if she isn't leading?

I think I'm wrong...

*** Meh, I'll put my typos here:


Ichiro's Shop, 2nd Edition: "Compinsation", should be "Compensation"

Masako's club, "Student Counsel" should be "Student Council"?

Mina talking about switching party leaders: "Have (a) different leadership style than (you)"?

Demons after responding to their questions, should say "inform my brother" instead of "inform by brother"

Masako's Research Review: "My a grandmother about that age"?

Joruri's Quest Prompt: "Not exactly (your) style"


During the Door opening cutscene in Chapter 3, Nari wandered into the principal's office. Freaked me out a bit...
Marrend
Guardian of the Description Thread
21781
Thanks again for the spelling fixes! Keep me informed if you see any more!

As for letting poison to do work, I dunno 'bout that. I guess it's an "in a pinch" strategy, but, there's more efficient ways to do the guy in. Also, I'd think Muddle/Silence would cut quite a bit of it's effectiveness already!
Does damage from Muddle not cancel confusion?

And apparently the answer is "Yes"...

Although, that might be due to the 50% in the Release Condition box for Confused... Not exactly clear on what that percentage is... Most likely it's the chance for the condition to be removed on taking damage?

***

Other Typos:


Rasuna in Chapter 3: "(Visit) Rasuna again! Won't you won't you won't you?"

Kojiro, after he loses: "Did I just... (lose)"

Ichiro's Shop, Final Edition: "No more (kiddin') around! (These) are all the friends I've got!"


***

Toshie's dialogue for completing "Archers Ready" should be different given that she knows that the principal is Mina's Husband? So she might call him something else, other than "The Principal", and note that she knows that he's doing some battle against ancient evil in the Other World...
Marrend
Guardian of the Description Thread
21781
My memory's a bit fuzzy, but, the 50% sounds like an automatic chance-per-turn-after-X-turns-expire thing. The thing about damage from Muddle not actually cancelling Muddle is that the status might be reapplying itself? I'm not 100% sure if that's the case, but, given that damage is applied before the status "hits"...

Also: Toshie might not be paying a heck of a lot of attention as to who's who!
Sleep also has infinite duration again... Which allows a Poisoned Sleep Combo on Shirai to kill him easily. And that works really well, as the Poisoners are usually so unintelligent as to not cause damage via Sleep, and a few other status spells.

Hmm... The lack of damage might be stopping the Muddles from cancelling each other... As Sleep apparently can't be stacked, and it has a % of 0...

... Okay, doesn't work as well on Shirai's Second Form, as there's more status resistance, so I can't do it at LV42... Gonna retry at a higher level.

***

You might also want to add some Still Affected text so we don't waste status spells, as we have only our memory to know what status effects are on an enemy, since you don't use Icons like in Super Kiddo Battle Experience, or something, the latter of which might be near-impossible for VX.

***

Shirai's after-battle dialogue stuff doesn't take into account that there might be some people who aren't in your party? Or if you're assuming that they're just not battling...

Have the party fully merge into the Leader after Mina says to battle Shirai maybe?

Or perhaps have everyone move to the field in front of Shirai, so you can still do party changes, and when the battle commences, they all gather in front of Shirai or something.

Or you could just leave it alone?
Marrend
Guardian of the Description Thread
21781
Probably, the assumption is that the people who have lines that also aren't in the active party in the Shirai fight(s) aren't active fighters. I dunno. I guess it's inconsistent with what the game does so far, which is to limit the party to four members.

As for some indication that status effects are still applied, I dunno. This is an old project, waaaaaay before I dabbled into scripts. Besides, it's not like the status-spells only exist to apply the status. They also deal damage! On the flip side, the status-removal spells restore health!
author=Marrend
Probably, the assumption is that the people who have lines that also aren't in the active party in the Shirai fight(s) aren't active fighters. I dunno. I guess it's inconsistent with what the game does so far, which is to limit the party to four members.

*nods*

author=Marrend
As for some indication that status effects are still applied, I dunno. This is an old project, waaaaaay before I dabbled into scripts. Besides, it's not like the status-spells only exist to apply the status. They also deal damage! On the flip side, the status-removal spells restore health!

But, in the Status Effect Info Screen, you do see that Still Affected Text Box, right?

Okay, mine says Still Effected, but the idea stands:

Marrend
Guardian of the Description Thread
21781
Well, okay. When I get around to making the spelling corrections (a thousand thanks for that!) I'll give it a think.
author=Marrend
Well, okay. When I get around to making the spelling corrections (a thousand thanks for that!) I'll give it a think.


I wasn't trying to be pushy, by the way, I meant that in a truly inquisitory tone, 'cause I'm not sure if that box was just my install...
Marrend
Guardian of the Description Thread
21781
Pretty sure something like that was in the version of VX that's on my old 'top. I may also end up not inserting lines there. I dunno, maybe I just don't care to change it, since it seems a largely moot point at this juncture?
author=Marrend
Pretty sure something like that was in the version of VX that's on my old 'top. I may also end up not inserting lines there. I dunno, maybe I just don't care to change it, since it seems a largely moot point at this juncture?


True. Matsumori's been out for... What... 2+ years now? Don't fix what's not broken and all that.

I just brought it up 'cause I discovered that while digging through Matsumori in my VX.
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