SaGa Instruction Booklet

Story
In the center of the world is a tower huge tower, which is connect to Paradise. Long ago monsters spewed forth from it and so it was sealed to prevent more from comming. Since it's sealing, people cannot see if there really is paradise. Many adventures see if they can reach paradise or stop the invasions of monsters. You are the next one.

Races
Humans
This is the main race of the Continent and they rule by there strength in weaponry and muscle. They have high HP but are only as strong as their weapons and armor. To increase the HP they use the potions HP 200 or HP400, to gain strength and agility they use the potions Strong and Agility. They can each hold eight items.
Mutants
These are the descendants of the older races of the continent and humans. They are generally weak to start with but they mature their powers are unleashed in skills. There skills are usually magic and from the start they are the best mages. They don't need potions to grow just time to mature. (This can very, once I got all skills before I left for the King of Swords, another it just started to mature when I'm on the Ocean!) Mutants can only hold four items and four skills. The skill change randomly as the mutant grows and they are replenished when they rest at an Inn.
Monsters
These are the creatures that come from the tower. Some are new and some are new arrivals. They are able to speak with humans and are very valuable. They cannot hold any item but they can hold up to eight skills from their monster specie. In order to grow a monster needs to eat another monster's meat in battle. If the monster was stronger then they were they grow into a stronger monster and vice versus. All of their skills are replenished at an Inn. See also Monster Transformation.

The Guild and Your Party
In the town closest to the Tower on each main floor (1, 5, 10, 16) there is a guild. There you can recruit members to your party, max four. Just talk to him and select an empty spot then chose the person you want. If your person is dead you can retire them by selecting the dead person and now you don't have him/her/it. Generally people recruited from the Guild are weaker than present ones and have chinsy items. Keep your players.
When making you party keep in mind the races. Recommended groups are four humans (very expensive); two humans and two mutants (less expensive); and two humans, one mutant, and one monster (a great variety). Not recommended groups are four mutants (too weak) and four monsters (very weak since they can't use items to help themselves).

Map
The Map is the main view of the game and it can either be upclose, like inside towns, or a map type with symbols for places. You can move around and interact with what is there.
Tower
The goal of the quest, you enter it's floors here.
Town
Represented by two houses, here is where you meet people, restore, and buy items.
Castles
The Kings of the Continent live here.
Mountains
Mountains are the impassible terrain on the map.
Cave
Enter this for treasure, passage, and monsters.
Ocean/River
Bodies of water that are first impassible. Keep in mind if there is a river, usually there is also a bridge.
Bridge
Means to cross rivers, these lead into new areas.
Forest
Dense woods are the lurking places of many monsters.

Battle
The battles in the game are standard text base. First you are presented with Fight or Run. If you select Run you give chase. If you are fast (agile) enough you escape battle; otherwise you forfeited your turn and are attacked by the monsters. If you fight, you select the moves you want item or skill you want your player to do and to whom. A round then goes where your party and the monsters attack. If one side is completely dead the battle is over. Repeat. Sometimes a monster's meat is left behind. Then you can select who you want to eat it. Remeber that monsters party members change specie when they eat meat.

Town
Here is where you are free of monster attack and can talk and shop with people.
Weapons and Items
These places sell weapons and items respectively and you are able to sell them back, generally the further the town the better the merchandise.
Inn
Stay here for one Hp healed for one GP. In other words the total HP you are wounded is the price. What if you are wounded? Stay anyway to restore you mutant and monster's skills.
House of Life
If your member has zero HP they are dead. On the menu (select) you will see hearts by the character. If the dead character has a heart you can bring them back to life here, but they will lose a heart. The maximum amount of hearts a player can have is three.

Menus
Select
Here the characters are displayed with there current HP, max HP, status condition, number of heats, order and message speed. You can change the message speed by moving the hand and selecting the number. You can also change the positions of the characters by selecting two you want to swap. Why swap? The closer the character is on the top the more likely it will be hit and vice versus.
Start
Here is displayed the tower floor you are on, the maximum amount of floors you've been on, the abil, item and equip screen, the amount of gold you have and save.
Abil
The abil screen is to see the stats of the player and what they are equipped with. Here it is possible to use their abilities outside of battle like cure, just select them.
Item
The item menu shows the list of unequipped items you have (max six-teen). To use them just select them and point to the character you want to use them on or "double select". To throw away items drag them to the trashcan. Also here (when you get one) on the bottom is the Sphere menu. To use a crystal just select Sphere (all the way on the bottom) and select the one to use.
Equip
Here is where you equip you characters. Just select the one to be equipped then select a slot you want to edit (add or remove an item). Then on the item menu select the slot you want (item to equip/swap or blank to unequip). Also here the player's stats are shown to help your judgment.
Save
Select this you save you present game right where you are. Since this is an early game there is only one slot.

Status
Strength
how strong you are, the higher the number the more damage you inflict.
Agility
how agile you are, the higher the number the better you are to run away, dodge attacks and use range weapons.
Defense
your defense, the higher the number the better you are to take damage, humans and mutants raise defense with armor
Mana
your magical ability, the higher the number the better you are at using skills and magically items such as books

Conditions
Good
nothing wrong
Poison
you lose HP each turn in battle
Stone
you are a statue and can't do anything (or be hurt either)
Curse
you are curse and it nulls the effects of armor
Blind
you can't see and your Rate of Success is lowered (not a measurable stat)
Confuse
you can't distinguish friend or foe and attack/use skills randomly
Paralysis
you body is numb and you can't move

Weapons
These are the items used in battle to inflicted damage. Unlike other RPG's they are limited to the number by them. When it reaches zero your weapon is gone. There are three types of these Melee (may-lay), Range, and Skill (not to be confused with Mutant and Monster skills).
Melee
These are the up close hard weapons such as swords, knives, axes, hammers, and whips. The stronger the character the better they are at using them.
Range
These are the range weapons and usually just deal a specific amount of damage. They consist of bows, guns, and canons. Unlike Melee some are able to attack the whole group of monsters or all of them and keep your player away from the battle. There use depends on the character's Agility and Rate of Success. The Rate of Success is basically how many times they have used the weapon. The higher each of these are the better they will hit the enemy.
Skill
These weapons are really bodily techniques such as Punch, Kick, or Jydo. They have high usage but the more used it is the better there damage. Say use a freshly store bought punch on a monster and it deals 20 damage. Use the same punch the last time on the same monster and now you deal 1500 damage. Just use them if you want to gain their power.

Armor
Equip with these to increase your player's defense. You can only equip one time of armor at a time, e.g. you can only have one helmet on at a time. The types of armor are these: (body) Armor, Helmet, Gauntlet, Shoes, and Shield. The Shields don't actually raise defense but are use like weapons. Instead of attacking an enemy you block yourself from them. There use depends on the quality of the shield. The better (more expensive/rare), the more likely and the character will block an enemy's attack.

Items
These vary from the store bought ones to rare treasures essential to the game.
Recovery
These items help heal the players and they are Potion, X-Potion, and Elixir for HP's; Revive to bring a character back to life without the House of Life, and Heart to give a player another heart (see House of Life). Here are the ones to restore Good condition.
Antidote poison
Golden Needle stone
Cross curse
Eyedropper blind
Bell sleep
Pan confusion
Shocker paralysis
Status
These are potions humans use to increase their stats. They are Strong, Agility, HP 200, HP400, and HP 600.
Other
These are items not usually found and do odd things. Use them by selecting them twice. There are only two of these, and they aren't rare.
Door
use this to travel to any explored part of the tower
Arcane
use this on an item to restore its uses

Magic
Mutants are able to use magic very well and so can monsters with their skills. The magical items are the books and some odd ones like Rod for heal, Staff for confusion, and Wand for fire. Magic is divided into three categories. Attack magic deals damage such as Fire and Elec. Non-combative magic deals no damage but hinders the monsters. These are usually status changes like confusion or stone. Healing magic is use to restore HP's and conditions. In this game the four main elements (given with there complements) are Fire/Ice and (Poison/Fog)Gas/Electricity.

Skills
These are the abilities the mutants learn and monsters have normally. These greatly help the party because of their various tricks.
Immunity Weakness
If there is a word with an O or X before it that means the player is strong or weak against the listed trait. An O is strength and an X is weakness, e.g. X Ice is a weakness against Ice and O Quake is immunity against Quake.
Range/Elemental
These attacks are of the elements and do damage to groups of enemies or all of them. The elements are Fire, Ice, Gas, Elec(tricity), Quake, Tornado, Whirl(wind), and Acid. The main ones with their complements are Fire/Ice and Gas/Elec.
Bodily
These attacks are the monsters using there body parts to inflict damage. They can be tail, nail, horn, head, bone, nose, beak, 8-legs, 4-heads, etc. Usually multiple parts such as 8-legs will cause more than one hit.
Enhancing
These skills increase the abilities of your party members. Mirror increases agility, Power strength, Barrier raise the party's defense by 10, etc. These effects however are only in battle and fade when it's done.
De-enhancing
These skills lower then enemy's abilities and therefore make it easier to fight against. Drain, Stench, Web, Sand, etc. can lower strength or defense or agility (agility mostly). They don't do damage however.
Mystical/Status
These skills change the status of the monster enabling a combative advantage. Such attacks are Sleep, Flash, SL-gaze, P-Fangs, Poison, Riddle, etc.
Counter/Risky
These attacks are counter moves. The player waits and if they are hit they deal damage back to the monster. Best used with strong attacks such as Stone Skin; others are P-Skin and Burning.
Lethal
These are the super strong attacks that kill monsters with one blow. Stone, Gaze, and Death kill regardless of HP.
Parasite
These attacks do damage but the damage done is used to heal the players HP. These attacks are very useful but beware, if you attack too strong of a monster the effects are reverse. You are dealt damage and they are healed. Some to name are Touch, Kiss, Leach, Drain, Leech and Melt.
Healing
These are skills that heal other players. They can be used in and out of battle. Cure and Honey restore HP, Care restores condition, and Raise and Revive restore life.
Defense
These skills are in a sense the shields of the mutants and monsters, but they have 100% success. Mutants use ESP and monsters use Shell.
Other
These are skill you just have to read and understand them. Stealth increases the rate to have a surprise attack on monsters. Warning reduces the change of you being hit.

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