Instruction Manual - Guide for Azure Dreams
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Azure Dreams Instruction Manual These instructions are preceeded by the usual warnings about epiliptic seizures, projection televisions, handling Playstation discs, copyright, and how to turn on the system. [ CONTENTS ] -------------------------------------------------- STORY FAMILIARS AND EGGS GAME Eggs GAME CONTROLS Spell Attribute GAME START Monster Attributes Starting a New Game Using Spells Continuing a Game Magic Power Saving a Game Fusing Familiars MONSBAIYA Spell Variations Map of Monsbaiya Storing Familiars and Eggs Reading the screen ITEMS Town of Monsbaiya MONSTERS Spending Money CHARACTERS MONSTER TOWER Monster Tower Mysteries Techniques Screen Layout Status Abnormalities Traps [ STORY ] -------------------------------------------------- Monsbaiya, a remote frontier town, its streets powdered with the golden sands of the desert. Close by, the massive Monster Tower rises high into the air. As the name suggests, this ancient tower is the lair of monsters - hordes of them! Although the journey is a gruelling one, this does not deter treasure-hunters from coming to the town. They are driven by a desire - a desire to obtain the treasures hidden away in the Monsters Tower; but more than that, there is a desire to obtain the very precious, rare eggs of the Monsters. For if you raise a Monster from an egg it will become tame. That is why the eggs of a Monster fetch a very high price. If it is a special Monster it can be sold for an astronomical sum. This bustling town is the centre of the Monster Egg Trade. Now, in this town there lived a boy whose father was able to understand the Monsters and who had great skill in handling them but while this boy was still young his father died under mysterious circumstances. It was left to his mother to bring him and his younger sister up. They didn't have much money so life was hard. The boy would often think to himself: "If only I could get one of those eggs, I could sell it for a lot of money!" The boy had his father's blood running through his veins and eventually he began to feel it stirring. All he could think of was going in search of the Monsters' eggs but there was one problem. He was not allowed to go into the Tower until he turned 15 - the age of adulthood. Inside the Tower lies the Monsters' nest and in this dark and dangerous tower it is impossible not to get lost. If adults could not manage to reach the very centre of the Tower then it would be far too difficult for children, and so it was decided to limit access to adults above the age of 15 only. But the boy couldn't get the idea out of his mind. He imagined going into the darkest reaches of the Tower where the rarest monsters and eggs were to be found. And then, if he could just get hold of one of those monsters or eggs....Now we come to the present. It is the boy's 15th birthday - the day he becomes an adult! [ GAME ] -------------------------------------------------- THE WORLD OF AZURE DREAMS This is a world of people, monsters and magic. In this mysterious world there is a desert town called "Monsbaiya" and close by is the forbidding towering structure called "The Monster Tower". Azure Dreams is a role-playing game that takes place within this setting. The hero is a Monster Tamer. He has a hidden power that has still not been revealed yet. He will enter the tower, which many adults dare not enter. Using this power and aided by familiars he will fight with the Monsters. There are many events awaiting the player of this game. By daring to enter the Monster Tower you will be able to obtain money or special objects to be used later in the game; you will meet many different characters and by talking to them you will be able to make choices which will make it possible to save people in Monsbaiya, make friends with girls, construct new buildings and make existing houses bigger. Nearly all of these situations are free scenarios. So it is entirely up to you what kind of story it turns into, and what kind of life the Hero (you) has...or is it? 1. WHEN IN MONSBAIYA Saving people in the town Talking to friends Selling Items Buying things you want (interesting objects and items) Rebuilding and extending houses Constructing new buildings in the town Leave town with Familiars and Items DEPARTURE FROM MONSBAIYA 2. WHEN IN THE MONSTER TOWER Combat Obtaining Familiars or their Eggs Obtaining Items Picking up money RETURN TO MONSBAIYA [ GAME CONTROLS ] -------------------------------------------------- >>MONSBAIYA L1 Button.............. Change viewpoint (turn right). R1 Button.............. Change viewpoint (turn left). Directional Buttons.... For moving cursor, units, etc. and selecting commands. Triangle Button........ Jump, Sorts items in menu. Circle Button.......... Plus Directional Buttons to Run, Cancels commands: return to previous menu. Square Button.......... Opens Command Menu. X Button............... Confirms selection. >>MONSTER TOWER CONTROLS L1 Button.............. Checking viewpoint (turn right). R1 Button.............. Checking viewpoint (turn left). Directional Buttons.... For moving cursor, units, etc. and selecting commands. Select Button.......... Displays map. Triangle Button........ Set up camera and map options. Circle Button.......... Cancel commands; return to previous Menu. X Button............... Set up Commands, Attacking, placing hand held objects. Square Button.......... Opens Command Menu. (NOTE: To activate press and hold the first button listed, the second button will activate the move) Circle + Triangle Button....... Skip your turn. Triangle + Direction Button.... Alter the direction you are facing. Circle + X Button.............. You can grasp an object, which is one square away. Circle + X Button.............. You can throw the object you are holding. Circle + Direction Button...... Run (if a monster is alongside, you cannot run). Triangle + L1 Button........... Camera Zoom in-out. Triangle + .................... Change camera angle. Triangle + .................... Magnify map-Reduce map. Triangle + .................... Change status-guage display. >>FAMILIAR CONTROLS L1 Button.............. Blue Collar selection. R1 Button.............. Red Collar selection. (NOTE: You can control the familiars by using the L2 Button (the Selection Button) and selecting a command in the menu). Selection + Direction Button... You can change the direction in which the familiar faces. Selection + Circle Button...... Displays the Formation Screen. Selection + X Button........... Displays the health status. Selection + Square Button...... Returns the familiar to the bag. Selection + Triangle Button.... Displays the Command Screen. [ GAME START ] -------------------------------------------------- Make sure there is enough free blocks on your Memory card before commencing play. It is advised that you do not insert or remove peripherals or Memory cards once the power is turned on. Begin by inserting a memory card (sold separately) into the PlayStation Console. Note that it is possible to play the game without a memory card, but you cannot save your game. After the Konami logo, the language select screen will appear, followed by the intro sequence. >>STARTING A NEW GAME When playing the game for the first time, select "New Game". After a brief moment, the Name Entry screen will appear. Enter the name of your player using the Directional Buttons to move the cursor and enter a letter, character or a pre-set name, select using the X Button to confirm. If you accidentally enter the wrong letter, select the Backspace command to move the cursor to the letter in question and enter the correct letter. >>CONTINUING A GAME When using a memory card, you can save your place in the game a maximum of five times per memory card. When you wish to resume a game from saved data, select "Continue" from the Start Screen. If saved data for the game exists on the memory card; a screen will appear. Highlight the file you wish to play and select it with the X Button. Once the data has loaded, the state of the town and your possessions at the time the game was saved will be restored. Play will resume from the hero's home. If the file is marked "QUEST," then play can be resumed at a place in the tower. However, after continuing the game once, the "QUEST" mark will disappear, and only data for the state of the town and your possessions will remain saved. If you attempt again to continue using the same file, you will begin back at the hero's home, and money or items gathered in the tower will be lost. Note that copying the file will not duplicate the "QUEST" mark, so be especially careful when using this data. (NOTE: If you reset your console without loading a "QUEST" save, your data will not be lost and you will resume from your saved position within the tower. You can copy your "QUEST" save between two Memory Cards using the console's internal Memory Card manager.) >>SAVING A GAME [ In the town ] - Go and visit your mother Wreath, when you wish to save the current state of the town and your possessions. [ In the tower ] - each time you ride an elevator up to the next floor, a message will appear. Only at these times can you save a game in the tower. By answering yes to quit, data with a "QUEST" mark will be saved, and the game will be discontinued. Follow the instructions on the screen to save the data in the desired slot. >>QUITTING A GAME When stopping play, open the disc cover and remove the disc after it has stopped spinning. then, switch off the power. Do not switch off the power first, as the disc will not stop spinning, and you could damage the disc when removing it. [ MONSBAIYA ] -------------------------------------------------- >>MAP OF MONSBAIYA >From top of map and left to right; Monster Tower (top of map) Temple (under Tower) Hero's home (first row of houses under temple, first house) House of Nico (first row, second house) Rival's House (first row, last house) Hospital (second row of buildings to west, first building) Monster Shop (second row to west, second building) They will pay you for any eggs or familiars you have found in the tower. Blacksmith (second row to west, third building) Buy and sell weapons here to help you in your adventures. Carpenter (second row, house on the east) He will build you a structure to order. Fortune House (third row, to west, first house) Obtain hints and guidance on invading the tower. General Store (third row, to west, second house) Many unusual goods from the Western part of the land are stocked in this store. Fur Coats are also here. Restaurant (third row, to east, first house) The only restaurant in town. Patty Pan is here. Bar (third row, to east, second house) Windmill and Windmill Shed (two stuctures at bottom of map) >>READING THE SCREEN [ Main Screen ] - All your possessions are displayed here, including items, weapons, eggs, and familiars. You can use any of these possessions. [ Command Menu ] - Use an Item or Possession. [ Shopping Window ] - Select an item you wish to buy by moving the cursor to the item and pressing the X Button. Confirm your purchase with the Triangle Button. >>TOWN OF MONSBAIYA [ Strategy 1 ] - Actions of the townsfolk will change according to the tower invasions and events in the town. Try to help townspeople who are in trouble. Between adventure in the tower, you can get to know the girls in town. When your actions create favourable impressions, good things will happen to you.... [ Strategy 2 ] - You can exchange items, eggs, and familiars you find in the Monster Tower for money. By saving the money from these exchanges and the money you find in the tower, you can rebuild your home or put up large buildings on vacant lots. Within your newly built structures, you can play actual games like in a casino or a recreation centre. And if you build a certain structure, you may have an unexpected encounter.... >>SPENDING MONEY As you will see, a player must never be without Money. Money is extremely important. Some money you will find in the tower, but if you sell some items you can accrue even more. [ Obtaining Items ] - Look for items in the tower. [ Selling Items ] - It is possible to sell eggs, weapons, medicinal herbs, and other items obtained in the tower. You can always get a resonable rate for your items. You can even sell familiars that you don't use. [ Using Items ] - Items and weapons can be purchased at the General Store and at the Blacksmiths. The Carpenter will be happy to enlarge your home or build you a new one. In addition to your own home, you can also have new structures built for the townsfolk. [ MONSTER TOWER] -------------------------------------------------- >>MONSTER TOWER MYSTERIES 1. You will definitely lose your way. Magic spells are at work in the Tower that cause the geographical features to change during your adventure. Each floor is different on each visit. therefore, you never know how any room will be connected to other rooms, and finding an item is a matter of being in the right place at the right time. 2. You cannot go back. The elevators only go up and their positions change each time you visit. If you go up, you can't come down. To return to the town, you need a special item. 3. You always start on level 1. A great number of people don't make it to the highest levels because all who enter are affected by a magic spell at the entrance that lowers their strength, and you always begin from level 1. If familiars attack you after entering the tower, you may lose all your hard-earned items, so be on your toes. A familiar born in your home will not be lost however, but will return to your home. For a more detailed explanation of eggs and familiars refer to that section. 4. You can only carry up to 5 items. You can generally carry any items and familiars that you find. The level of a familiar will never drop. Therefore, if you play your cards right, the highest level won't just be a dream. Sounds easy? Don't bet on it, because you are limited to a maximum of five items in the tower. Including familiars and eggs. So choose your items carefully. The two collars worn for carrying familiars are not counted as an item. 5. The tower is the monsters' lair. No matter how many familiars you find, if you can't attach them to your collar, you can't take them with you. The red collar that was passed on to you from your father and a blue collar that can be obtained in the Tower are essential to success. You can use a single familiar by itself or you can fuse two on your collar. Fusing familiars can be performed in the Tower. As with items, a key to a good strategy is deciding which familiars to take and when to use them. For a more detailed description of fusing, refer to the 'Fusing Familiars' section. >>TECHNIQUES 1. The geographical formations in the tower change each time you enter, as do the monsters and items that you encounter. Therefore, you do not need to memorise the layout of the tower. Also, you can only go up in the tower, not down, and the further you go up, the stronger the monsters. So be sure you are ready. 2. You can cause more damage to an opponent by attacking from a high place in the tower. Light monsters can sometimes be moved. It can be rewarding to throw them into a pit. Also, items can be thrown shile jumping. Adapt your strategies to the situation at hand. For a more detailed description of the controls, refer to the 'Game Controls' section. 3. Since you cannot come down in the tower after going up, you must acquire either a Wind Crystal or the Fruit of an Oleom to return to the town. Determine for yourself how the two differ. You will return to the town, if a monster kills you but you will lose all your items except the familiaars that you hatched yourself. If you have little confidence in your abilites, we recommend that you do your best to bring an egg back to your Monster Hut. The adventures into the tower will become easier as you gain more familiars. For a more detailed description of the items, refer to the'Items' section. 4. You can carry a total of five items and familiars at one time. Any addidtional items you can sell or store in a safe in your home. Additional familiars you can keep in your Monster Hut back at your House. The key to the game is to determine which items to sell, which to keep, and which to take with you into the tower. For a more detailed description of the Monster Hut, refer to the 'Storing Familiars and Eggs' section. 5. Action in the game operate in turns. For example, when fighting a monster, the monster moves every time you move. Since each side alternates in attacking, you can relax and take your time deciding the best move. Moving one step, using an item, and the like take up one turn. Changing directions, however, is not counted as a move. During battles, always face your opponent. 6. It is possible to move in one of eight directions. You can also attack diagonally. This knowledge is useful both when moving toward a monster and when retreating. However, don't forget that the monsters can move the same way. >>SCREEN LAYOUT When the status guage blocks your view, you can shrink the size of the gauge, or hide the entire guage. For a more detailed description of the controls, refer to the 'Game Controls' section. [ Status Window ] - Pressing the Square Button will display the menu and the player's status. Close the windows using the Circle Button. [ Monster Status Window ] - Use the Directional Buttons to view the status of your familiars. (NOTE: Magic points are expended even from movement.) [ Command Window ] - Move the cursor pressing up and down on the Directional Buttons and select a command with the X Button. [ Possessions ] - Items, eggs, and familiars in your possession can be displayed and used. Highlight an item you wish to use using the Directional Buttons and select it with the X Button. This will open a menu from which you can select what action to take with the item. Highlight the action you wish to take and select it with the X Button. Press the Circle Button to cancel. You can also sort your items by pressing the Triangle Button while the Item window is open. [ Actions ] - Use............ Eat fruit, cast a spell, or use an item. Have........... Hold an item in your hand. Name........... Name an egg or familiar. Collar......... Attach a familiar to or remove it from your collar. Return/Free.... Send a familiar home or turn loose a familiar born in the Tower. Give........... Give food to or use an item on a familiar. Equip/take off. Arm yourself with or remove a sword, shield, etc. Heat up........ Warm an egg. Select......... Change to the Monster Select Screen. Put in......... Put an item you're holding into the bag. Pick up........ Pick an item off the ground and put it into the bag. [ Monster Selection ] - Take a familiar out of the bag of put one in the bag. [ Collar Select Menu ] - There are only two collars: a red collar and a blue collar. The red collar has been passed down from your father, but the blue collar is lying somewhere in the Tower. Select the red collar with the R1 Button or the blue collar with the L1 button. After pressing the L1 or R1 Button (Selection Button), you can select an item from the menu. For a more detailed description of the Controls, refer to the 'Game Controls' section. [ Formation ] - Changing formation. You can change the line up of your familiars in the formation. Select one of the familiars with either the L1 or R1 Button, change the order with the X Button, and exit the menu with the Circle Button. [ Effort ] - This changes the amount of effort the familiars exert. The number of cards in the Effort window represents the amount of effort. [ Fuse ] - Use this command to fuse two familiars together that are attached to collars. You must have two collars and at least two familiars. [ Command ] - Sends a command to a familiar. The type of command depends upon the familiar, but can include combined magic, direct magic, direct attacks, special abilities, and the like. For a more detailed description about magic refer to the 'Spell Variations' section. [ Examining Objects ] - Look at an object at your feet or in your hands. >>STATUS ABNORMALITIES
Poison Incur damage when moving Antidote herbs, cure spell, recover after several turns. Tied Up Cannot move Cure spell, recover after several turns. Confusion Cannot move the way you want Stimulating herb, cure spell, recover after several turns. Sleep Cannot move Cure spell, recover after several turns. Blind Cannot see anything Roeam herb, recover after several turns. (NOTE: A familiar that loses consciousness during a battle cannot do anything. The familiar will recover after returning to the ground.) >>TRAPS There are a variety of traps hidden throughout the tower. If you step on a trap, you will incur damage or be put to sleep, so watch your step. Monsters can get caught in traps too. By pushing them into a trap, you can turn the battle to your advantage. If you have a Trap Loupe, you can uncover all the traps on the current floor. Bomb Trap...... Player receives damage. Chaos Trap..... Player becomes confused. Sleep Trap..... Player cannot move for several turns. Reversal Trap.. Turn your surroundings upside down. [ FAMILIARS AND EGGS ] -------------------------------------------------- Unlike the monsters you meet in the tower, familiars that are raised from the moment they are hatched become attached to their human masters. These pet-like creatures can be very useful allies. when you enter the tower, they may rescue you from various dangers. >>EGGS Eggs are lying in various places in the tower. The only way to identify the contents of the eggs in the tower is by warming the eggs to hatch the inhabitants or by using the appraisal item which is called the Truth Glasses. You will automatically learn the contents of an egg when you carry it back to town. [ Warming ] - The basic method for treating eggs is to warm them which hatches the familiars within. Eggs can be warmed in the tower or back in the Monster Hut at your house. Note that warming an egg in the tower will cost you one turn. For a more detailed description of the Monster Hut refer to the 'Storing Familiars and Eggs' section. [ Selling ] - You can exchange your eggs for money. The rarer the egg, the higher the price it will fetch. But don't neglect your own repartory. [ Single-Use Familiars ] - In the tower, it is possible to use an egg against a monster. To do this, hold the egg in your hand and throw it. The familiar within will break out and issue a powerful magic spell. However, this familiar cannot be used again. Note that if you haven't appraised the egg's contents, you cannot know what type of monster will issue forth. (NOTE: if you miss an opponent when throwing an egg, the egg will have no effect.) >>SPELL ATTRIBUTES The attributes of spells include fire, water, and wind. The magic spells learned by monsters vary according to the type of monster. Combining familiars will give rise to new spells, but you must experiment to learn their effects. Attributes have the characteristics shown below. It might be useful to memorise them. Fire Spells.... Effective for attacking Water Spells... Effective for defence Wind Spells.... Effective for special situations >>MONSTER ATTRIBUTES All of the monsters also have one of the three attbibutes described for spells. When the monster and the spell have the same attribute, both increase a level. Further monsters of the same level have the relationship shown below, according to their attributes. That is, each attribute has a weaker attribute and a stronger attribute. /|\ Fire \ / \ / \|/ Strong Strong /|\ \ / \|/ Water <--- Strong <--- Wind >>USING SPELLS when fighting in the tower, the spells of familiars are essential. There are a variety of spells to choose from within the three types: fire, water and wind spells. Be sure to verify what you have available when fighting. In addition, there are two fighting methods: direct magic and mixture magic. With direct magic, the familiar directly causes damage to the opponent, while with mixture magic the player borrows the magic strength of the familiar. Learn to use each according to the situation. >>MAGIC POWER Familiars expend magic power for each turn they have; the amount expended depends on the type of familiar and the type of magic used. If the familiar uses all of its magic power, it becomes inactive. Should this happen, give your familiar the Fruit of a Pita. >>FUSING FAMILIARS While in the tower, it is possible to fuse two familiars together that are attached to separate collars. By fusing familiars into one, the resulting familiar will have two spell types and will inherit all the special abilities of the combined familiars, creating a much stronger familiar. The race, attribute and spells of a familiar after bing combined can be determined according to the following laws. 1. When familiars having different attributes are fused; the familiar will adopt the stronger of the two attributes. If their attributes are the same, there will be no change. The resulting familiar will also adopt the race of the highest level familiar. (NOTE: There does exist an item that can prevent a familiar's race from changing). 2. After fusing, the resulting familiar will retain the same spells with the newly acquired spell atribute. In addition to the fire, water, and wind attribute spells, there are two additional types of spells; * Magic Standard, which retains the original attribute; and * Magic Isotope, which changes the nature without changes in the attribute. Magic Standard type spells can increase in level, but Magic Isotope type spells cannot. (NOTE: The two types of apells are listed separately in the Status Window). 3. Even familiars that do not possess spells or special abilites can develop new strengths when combined, depending on the conditions. Experiment for yourself! >>SPELL VARIATIONS [Basic Type] Race - Griffin Attribute - Fire Spell - Rise Attribute - Fire Spell [Examples] Race - Griffin Attribute - Fire Spell - Rise Attribute - Fire Spell (Magic Standard) Spell - DealHeal Attribute - Fire Spell (Magic Isotope) Race - Griffin Attribute - Water Spell - NeaRise Attribute - Water Spell (Magic Isotope) Spell - De Heal Attribute - Water Spell (Magic Standard) Race - Griffin Attribute - Wind Spell - NoaRise Attribute - Wind Spell (Magic Isotope) Spell - DeoHeal Attribute - Wind Spell (Magic Isotope) A key to good strategy is determining which combination works best and in what situation. >>STORING FAMILIARS AND EGGS You can store eggs and familiars you obtain in the Monster Hut back at your house. The Monster Hut is also used for warming the eggs when you are in town. Places on which to put the eggs and familiars are marked by a star. A star location used for hatching an egg is also used as a bed by the hatched familiar. For a more detailed description of the familiar beds, refer the 'Familiar Beds' section. >>MONSTER HUT WINDOW Display the Status and Option Windows for an egg or familiar on a star mark by facing toward the egg or familiar using the Direction Buttons. Make a selection from the Option Window using the X Button and cancel it using the Circle Button. Options are different for eggs and familiars. >>FAMILIAR BEDS When you warm an egg on a star mark, the hatched familiar uses that location as a bed. A star mark used as a bed cannot be used by other eggs or familiars. Even if you place the familiar in your bag, the familiar's bed is reserved by its Ghost-image. However, if you sell a familiar to the Monster Shop, that familiar's bed will become available for use by another egg or familiar. [ ITEMS ] -------------------------------------------------- >>MAGIC ATTACK BALLS (always face the target when using a Magic Ball) Blaze - Contains a Sled spell. Ice Rock - Contains a DeRock spell. Blinder - Contains a LoBlind spell. >>CURES Medicinal Herb - Restores hit points. Antidote Herb - Negates poison. Anti-chaos Herb - Restores chaos. Wake-up Herb - Wakes up a sleeping familiar. (NOTE: Herbs are "used" on the player, "given" to a familiar, or can be effectively thrown at a monster.) Red Sand - Tempers the sword with which the player is armed. Blue Sand - Tempers the shield with which the player is armed. Hazak Seeds - Increases maximum attacking strength. Shomuro Seeds - Increases maximum defending strength. Mazarr Seeds - Raises the user's level. Mahell Seeds - Increases the user's speed. Light Seeds - Changes the attribute of a familiar to fire. Sea Seeds - Changes the attribute of a familiar to water. Wind Seeds - Changes the attribute of a familiar to wind. >>FOOD (a magic item) Pita Fruit - The staple of familiars. >>INFORMATION Star Glasses - Reveal a map of the current floor. Truth Glasses - Allow you to appraise an item. Trap Loupe - Reveals all traps on the floor. Treasure Loupe - Reveals the positions of items. >>RETURNING Wind Crystal - Draws a magic square through which you can escape the tower and return to the ground. >>WEAPONS AND SHIELDS Gold Sword - A sword of high value, but with little power. Steel Sword - Has great attacking power. Wooden Wands - Slightly raises the power of Cooperating Magic. Money Wands - Slightly raises the power of Cooperating Magic. Opponents slain with this staff will sometimes yield money. Wooden Shield - Not very strong but better than nothing! Mirror Shield - Sometimes reflects magic back to the caster. Copper Shield - An ordinary shield with normal defending power. [ MONSTERS ] -------------------------------------------------- >>PLUMPA - The weakest monster in the Tower. Attribute...... Water Spells......... None >>GRIFFON - This monster has the upper body of a hawk and the lower body of a lion. Attribute...... Fire Spells......... Rise >>SOUVENIR - This monster snatches people's belonging. A thief monster! Attribute...... Wind Spells......... None >>NYUEL - This monster likes people. It is used for pulling carts and for monster races. Attribute...... Water Spells......... DeHeal >>FLAME - A kind of fire spirit. Weak against water-type spells. Attribute...... Fire Spells......... Sled >>VIPER - This monster is half human, half snake. Its favourtie food is eggs. Attribute...... Water Spells......... None >>GOLEM - A wizard made this demonic creature. Since ancient times it has protected the Tower against invaders. Attribute...... Wind Spells......... None >>DRAGON - This is the king of the monsters. It only eats metal. Attribute...... Fire Spells......... Breath >>KILLER - From the warrior tribe, this monster has two axe-like lumps for hands. Attribute...... Fire Spells......... None >>BLUME - A kind of gigantic insectivorous plant. However, it lays eggs. It manipulates other creatures to transport its pollen. Attribute...... Water Spells......... None >>MONSTER SPELL LIST RISE - Causes flames to shoot up from the ground. Attacks with columns of fire. SLED - Attacks with fire that runs over the earth's surface in a thread-like shape. DEHEAL - Creates soap bubbles that restore and heal. DEROCK - Causes a small iceberg to appear as an obstacle. LOBLIND - Creates pitch darkness, making it impossible to see. [ CHARACTERS ] -------------------------------------------------- >>THE PLAYER (HERO) - Male; 15 years old. This energetic youth has the blood of the Monster Tamer in his veins. Though his father is dead the boy wants to be an adventurer like him. Now he is searching with all his might for Monster Eggs within the Monster Tower. If he is successful, he believes his family will be able to live a better life. >>NICO SOUTHEY - Female; 15 years old. A long-time friend and neighbour of the hero. Every morning Nico comes to the hero's home to wake him (?). >>SELFI RODE - Female; 16 years old. The younger sister of Ghosh Rode. She wants to be a sorceress. >>FUR GOTS - Female; 15 years old. The main attraction at the General Store! Fur is moved to Monsbaiya from the Western part of the land via this store. >>PATTY PAN - Female; 14 years old. Daughter of the restaurant owner. She waits tables at the restaurant. >>VIVIAN MERCA - Female; 18 years old. >>MIA MYRIA - Female; 13 years old. >>CHERRL CHILD - Female; 16 years old. >>KEWNE - Male; age unknown This demon waits for the player at the entrance of the tower. Being the only monster that talks, he will become the player's good friend. But where did he come from? In combining with another, this demon will not change in shape or colour. >>WREATH - Female; 33 years old. Teh hero's mother. After her husband Guy passed away, Wreath single-handedly raised the hero and Weedy. >>GUY - Male; 27 years old. The hero's father. A renowned monster hunter. Guy hasn't been heard of since he entered the Monster Tower seven years ago. >>WEEDY - Female; 7 years old. Weedy, the hero's sister, was still unborn when her father disappeared. >>GHOSH RODE - Male; 16 years old. Son of the Rode family, the wealthiest family in town. For some reason, Ghosh is always picking a fight with the hero. Ghosh aspires to be a skilled swordsman and frequently ventures into the Tower. <