Tales of Destiny 2

Instruction Manual (English)

Fan translation of the Japanese PlayStation 2 manual, worded to match the Green Gel ToD2 patch.

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Front cover of the Tales of Destiny 2 manual

About this translation

This page follows the printed manual section by section. The numbers next to each heading are the page numbers of the original booklet. Menu names, item names and tactics names are written the way the English patch shows them in game.

The game uses the Japanese button layout: ○ (Circle) confirms and × (Cross) cancels.

Before you play

Up to four people can play at the same time, but only during battles. Playing with others needs the following setup.

Two controllers connected to the console
Two players
Controllers connected through a multitap
Three or four players

Two players

You need two controllers. Connect one to each controller port.

Three or more players

You need a PlayStation 2 multitap (sold separately) and one controller per player. Always connect the multitap to controller port 2 of the console and plug the extra controllers into the multitap. Use multitap ports A, B and C in that order, according to the number of players. Port D cannot be used, and the multitap cannot be connected to controller port 1.

Map of the world with the Tales of Destiny 2 logo

The world of Tales of Destiny 2: Story pages 2 and 3

History of the planet

More than a thousand years ago, a comet with a strange energy signature struck the planet and brought on an age of long winter.

Longing for sunlight, people developed an energy source called the Lens from the matter the comet left behind, and used it to build Dycroft, a city in the sky. What came of it was the rule of the Aeth'er, who lived in Dycroft, over the Er'ther on the ground. The Aeth'er tightened their grip with Belcrant, a weapon that struck the surface from above, but the Er'ther rose up as one and the Aeth'er Wars began.

The team that built Belcrant rejected the Aeth'er way of thinking and defected to the surface. There they created the Swordians, the ultimate weapon and the sum of all Lens technology, to stand against the cities in the sky. Thanks to the Swordians, swords with minds of their own, and the people who wielded them, every aerial city fell and sank to the bottom of the sea.

With the long passing of time all of this became ancient history. But the Swordians, who had put themselves into a long sleep after the war, were steadily drawing closer to the hour of their awakening.

New heroes

Stahn Aileron, a boy who ran away from home in search of thrilling adventure and fame, met Dymlos, a Swordian, a sword with a mind. In that moment fate began to move.

A struggle broke out over a giant Lens called the Eye of Atamoni. Kronos, risen again from the distant past, meant to conquer the world with ancient technology. As one crisis after another struck the world, Stahn met Rutee, Philia, Woodrow, Leon and the other Swordian wielders, fought alongside them, and saved the world.

And eighteen years later

A journey to become a hero. A journey to find a hero.

Before anyone noticed, the memory of those heroes had begun to fade from people's hearts. The one everybody is devoted to now is Elraine, the Holy Woman, who promises to bring happiness to all people right away.

In such times, in the small town of Cresta in the Kingdom of Seinegald, lived a boy named Kyle. With the hero Stahn for a father, he admired heroes more than anyone and spent his days longing for adventure.

Then a girl named Reala appears before him without warning, and meeting her leads Kyle into the adventure of his destiny.

Past, present and future. A grand tale that crosses time and draws in even the heroes of old is about to begin.

The world of Tales of Destiny 2: System pages 4 and 5

Kyle standing in a cave full of lights

The Tales series are role playing games that tell a grand story through systems all their own. This time those systems are freer, easier to use and more fun. Here are the main points.

Customize everything

1. Enchants add extra effects that upgrade your Skills and Spells

Enchant lets you attach additional effects to Skills and Spells. They trigger all kinds of effects when you use that Skill or Spell in battle, and you are the one who picks them. Tune your Skills and Spells to your own taste.

2. Refine combines items, from tools to weapons and armor

The Rune Bottle, the item familiar from the Tales series for transforming items, is now the catalyst for fusing two items into one. Some valuable equipment can only be obtained this way, so try all sorts of combinations.

3. Cooking recipes are now unlimited?!

Cooking has become a fixture of the series. Besides cooking from recipes you are taught, you can now choose the ingredients yourself and create original dishes.

A battle system with real strategy

1. The new TT-LMB (Trust and Tactical Linear Motion Battle) allows finer battle orders

The system rests on trust and tactics. Give each character a role such as attacking or healing when you set the tactics, and battles go your way. Trust your companions' strength and build a careful strategy.

2. Spirits, a character's mental strength, largely decide victory and defeat

The Spirits gauge shows a character's mental strength and concentration. When it drops, accuracy and evasion fall with it. Keeping your own Spirits up while wearing down the enemy's is what settles a fight.

3. Chains are more fun and easier

The combo system, one of the pleasures of the series, has evolved. Attacks come in four broad kinds: normal attacks, Skills, Arcane Artes and Spells. Attack in that order and they link together easily, and Enchants make even longer chains possible.

4. Four player battles are recommended

With a PlayStation 2 multitap, up to four people can fight at once. The camera moves to keep both the controlled characters and the targeted enemy on screen, so you never lose sight of your own character.

Starting the game pages 6 and 7

Title screen

After the opening animation, the title appears with the options NEW GAME, CONTINUE, CUSTOM and PREVIEW. Choose with the directional buttons or the left stick and confirm with ○. Press START to skip the opening animation.

NEW GAMEStart the game from the beginning.
CONTINUEIf a memory card (8MB) for PlayStation 2 holds save data, you can pick up where you left off. Choose CONTINUE, then the save you want to load. To start from suspend data, choose Resume. The game only uses MEMORY CARD slot 1.
CUSTOMSettings such as message speed and battle difficulty. The same settings are under Custom in the in game menu (see Custom).
PREVIEWMovies of upcoming Namco games.
Title screen
Load screen
CONTINUE
Custom screen opened from the title screen
CUSTOM

Naming characters

You can rename the heroes at any time from Status in the menu. Put the cursor on a character's name and confirm to open the name entry screen. Hiragana, katakana and ABC (alphabet) are available. Switch between them on screen or with L1 and R1. Enter a character with ○ and delete one with □. When you are done, choose the confirm option and press ○. Default restores the original name and Clear erases what you typed.

Name entry screen

Saving

Save your progress from Save in the menu. On the 3D field map you can save anywhere. On normal maps (towns and dungeons) you can only save while standing on a memory circle.

Saving needs a PlayStation 2 memory card (8MB) with at least 61KB free, inserted in MEMORY CARD slot 1. Pick the file to save to. You can keep up to 99 files. Overwriting a file erases the data that was there.

Where saving is not possible, the Suspend option inside Save lets you interrupt the game. Suspending needs 287KB of free space and returns you to the title screen. To carry on, choose CONTINUE on the title screen and then Resume. Suspend data is deleted as soon as it has been loaded once.

Save screen

Memory circles

You cannot save just anywhere. Saving is basically limited to the 3D field map, but in dungeons and other normal maps you can save while standing on a memory circle.

Kyle standing on a memory circle

The game screens pages 8 and 9

The game has four kinds of screen.

3D field map
3D field map
Town
Normal map: town
Dungeon
Normal map: dungeon
Menu screen
Menu screen
Battle screen
Battle screen

3D field map

Here you move your character from town to town and search for the next destination. Vehicles you obtain during the adventure are also controlled on this screen. Monsters live here, so battles can break out while you travel.

Normal map

Entering one of the towns or dungeons dotted around the 3D field map brings up this screen. Most of the story unfolds here, with all kinds of events along the way. Talk to people in town to gather information, take on a new dungeon, and return to town to rest when the fighting has worn you out.

Towns have shops that sell items, inns and more. Press ○ to talk to people or to examine things. Try it in all sorts of places.

Dungeons are full of contraptions. Look for hints, try whatever actions are possible, and use special items to solve the puzzles and press on.

Menu screen

Press △ on the 3D field map or a normal map to open it. Check your characters' condition, use tools and Spells, and change settings here.

Battle screen

Shown when you run into enemies on the 3D field map or in a dungeon, or when an event pits you against one. Defeating enemies earns experience, and the heroes level up and grow stronger.

How the screens connect

The game moves back and forth between these screens. The menu can be opened anywhere except during battle, and battles take place on the 3D field map and inside dungeons.

Key help

If you leave the menu screen idle for a moment, key help appears. Put the cursor on an entry and it shows the controls that apply there. Press SELECT to show or hide it.

Key help window

Basic controls pages 10 and 11

The controls differ from screen to screen. On the menu screen, the key help is a useful reference too. The buttons used in battle can be changed under Custom.

The ANALOG mode switch is always on (LED lit red) and cannot be turned off. Vibration can be switched on or off under Custom. The R3 button is pressed by pushing the right stick in. The game requires an analog controller. A DUALSHOCK works the same way as a DUALSHOCK 2.

DUALSHOCK 2 analog controller
Analog controller (DUALSHOCK 2)

3D field map

Directional buttons / left stickMove the character, select entries
○Confirm
×Cancel
△Open the menu screen
L1 / R1Rotate the camera left and right
L2Use the Sorcerer's Scope (once you have it)
R3 (press the right stick)Show the World Map (once you have it)
Right stickAnalog camera control: rotate left and right, tilt up and down
STARTShow or hide the navigation map and compass
SELECTStart a Screen Chat

Normal map

Directional buttons / left stickMove the character, move the cursor, select entries
○Confirm, talk, examine
×Cancel. Held with a direction: walk or run
△Open the menu screen
L1 / R1Turn on the spot
L2Use the Sorcerer's Scope (once you have it)
R2Use the Sorcerer's Ring (once you have it)
R3 (press the right stick)Show the World Map (once you have it)
SELECTStart a Screen Chat

Menu screen

Directional buttons / left stickMove the cursor, select entries
○Confirm
×Cancel
△Rearrange menu entries, rearrange characters
□Switch the Active Level Graph
SELECTShow or hide key help

Battle screen

Directional buttons / left stickMove the character, move the cursor, select commands
○Normal attack (alone or with a direction)
×Use a Skill or Spell (alone or with a direction)
△Open the battle menu
□Guard
L1Switch TACTICS (three orders)
R1Change the enemy target (also shows the enemy's status)
L2 / R2Skill and Spell shortcuts (when set under Artes in the menu)
STARTPause
SELECTSwitch battle mode (Auto / Semi-Auto / Manual)

Note: with a PlayStation 2 multitap, up to four people can each control a character in battle. This manual explains the controls for a single player.

3D field map pages 12 and 13

You travel between towns and dungeons on the 3D field map.

Reading the screen

Move with the directional buttons or the left stick. L1, R1 and the right stick let you move the camera freely. R3 shows the World Map, and START shows or hides the compass and the navigation map.

CompassShows east, west, south and north (E W S N). The red arrow points toward your current destination.
Navigation mapA map of the surroundings with your position and the direction the character and camera are facing. White dots are towns, red dots are dungeons, and the yellow circle is your current destination.
Altitude meterShows how high the party is. The meter turns red as altitude increases.
3D field map with compass, navigation map and altitude meter

World Map

Once you obtain the World Map item you can view a map of the whole world. Besides your position it lists the towns and dungeons you have visited, and lets you check the shops there and what they sell. Press R3 to open it and × to return to the 3D field map. It can be opened on normal maps too.

Press ○ on an entry in the list of towns and dungeons to see the goods carried by the shops at that location. Only shops you have visited show their stock.

World Map screen with the list of places and shops

Towns and dungeons

There are many towns and dungeons on the 3D field map. Go near one and its name appears together with ○ Enter and × Cancel. Press ○ to go in. When you try to leave a town or dungeon, a prompt to leave appears. Press ○ again to step out onto the 3D field map.

Prompt for entering a town

Screen Chat

On the 3D field map and on normal maps you can listen to the characters talk among themselves. Press SELECT to start a Screen Chat. They range from idle chatter to conversations with important hints. Subtitles can be switched on or off under Custom.

Screen Chat with Kyle

The airship Ixifoslar

As the adventure moves on, an airship called the Ixifoslar appears, and getting it widens the area you can reach. The airship flies over the 3D field map. It cannot land on special terrain such as sea or mountains, or when it is flying too high.

The airship flying over the field
Boarding and leaving
BoardGo up to the airship and press ○
Get offDescend a little, then press ×
In flight
Directional buttons / left stickUp and down: climb and descend. Left and right: turn
○Forward
□Backward
L1 / R1Turn (same as the directional buttons and left stick)
Right stickAnalog turning and camera tilt

Normal map: towns and dungeons pages 14 to 17

Entering a town or dungeon from the 3D field map switches to this screen. You move the adventure forward by using the facilities in town and taking all kinds of actions.

Reading the screen

A town
Town
A dungeon with a treasure chest
Dungeon

Character: Move Speed under Custom sets whether the directional buttons walk or run by default.

Treasure chests: press ○ to take the item inside.

Talking and examining

Face a person or an object and press ○ to talk or to examine it. Chests are opened the same way. Towns and dungeons hold information you need to progress. Talk to people often, examine anything that looks suspicious, and collect as much information as you can.

Talking to a townsperson

Moving objects

Some objects in towns and dungeons can be moved. Face one, hold ○ and press the directional buttons or the left stick. You can pull as well as push. If you get stuck in a dungeon, look around for something movable and try this.

Pushing an object in a dungeon

Sorcerer's Ring

Once you have the Sorcerer's Ring, R2 fires a heat ray that strikes with force. It works without being equipped and has many uses, such as lighting things or hitting distant switches. Each shot uses up one Lens, so fire only when you need to.

Firing the Sorcerer's Ring

Sorcerer's Scope

The Sorcerer's Scope has a detection function that finds things you cannot normally see. Once you have it, press L2 (no need to equip it) to scan the area around the character for a few seconds. Each use consumes Lens, so scan only when you need to.

Scanning with the Sorcerer's Scope

Getting and using Lens

You get Lens by defeating enemies. Lens is used up by special items such as the Sorcerer's Ring and when combining items with Refine in the menu.

Facilities in town

Towns have inns, item shops, weapon shops and other facilities that help your adventure.

Inn
Inn
Item shop
Item shop, food shop
Weapon shop
Weapon shop, armor shop
InnPay the fee in Gald to stay the night. It restores the whole party's HP (Hit Points) and TP (Technical Points) to maximum and cures status ailments, KO included. Where you are allowed to rest in a bed in a private house, the effect is the same as staying at an inn.
Item shop, food shopBuy tools and ingredients, and sell items you own. Some are general stores that sell both tools and equipment. The ingredients on offer differ from shop to shop and region to region.
Weapon shop, armor shopBuy weapons and armor, and sell items you own. Some equipment shops carry both.

Shopping

Talk to the shopkeeper and four options appear: Buy, Sell, Equip and Leave shop.

Buy

Pay for items with Gald. You can hold up to 15 of each kind of item, so you can buy up to 15 including the ones you already own.

  1. Choose Buy with the directional buttons or left stick and confirm with ○.
  2. Choose the item you want from the list. While equipment is selected, the characters who can equip it are shown at the top left and the change in stats at the bottom left. With several characters, switch between them with △. To buy several kinds at once, pick the kind with up and down and set each quantity with left and right before confirming.
  3. When asked "Is this OK?", press ○ to complete the purchase or × to cancel.

Sell

Sell anything you own except valuables. Selling several kinds at once works the same way as buying.

Equip

Opens the same screen as Equip in the menu, so you can equip on the spot.

Leave shop

Stop shopping and leave. Cancelling with × also ends the shopping.

Shop menu
Buying equipment

Artes pages 20 and 21

Each character learns their own Skills and Spells. To use them in battle you have to set them up on this screen.

Use and set Skills and Spells here. This is also where you choose how each character is controlled in battle and pick the battle mode. Press L1 or R1 to switch between characters.

Artes screen

Choosing the battle mode

First choose a battle mode: Auto, Semi-Auto or Manual. When playing alone, set every ally other than the player character to Auto. With several players, set each character to suit its player. During battle, SELECT switches the player character's battle mode.

AutoActs on its own according to the tactics you have set (see Tactics).
Semi-AutoYou control the character directly. Jumps and dashes happen automatically when attacking.
ManualYou control the character directly. Jumps and dashes are done by hand.

The player character is the one you control directly on the maps and in battle: the character shown at the top of the menu screen.

Auto characters

A character in Auto mode shows the screen on the right. Select a Spell shown in white to use it right there. Skills and Spells you dim with △ will not be used in battle.

Selecting a Skill or Spell brings up a help panel. TP is the TP it costs, ARMD and ACTION show the Enchants currently set as Armed and Action (see Enchant), and COUNT is the number of times it has been used so far.

Artes screen for an Auto character

Semi-Auto and Manual characters

A character in Semi-Auto or Manual mode shows the screen on the right. Skills and Spells registered here are triggered in battle with a combination of the directional buttons or left stick and ×. There are four slots, one per direction input. L2 and R2 each hold a shortcut.

Below the character's name, move the cursor to the right to reach the use screen, where Spells shown in white can be cast. How to use them in battle is covered under Skill and Spell attacks.

Artes screen for a Semi-Auto character

Skill and Spell shortcuts

On the Artes screen of a Semi-Auto or Manual character you can set shortcuts. L2 and R2 take one Skill or Spell each and trigger it at a single press during battle. A shortcut can hold any Skill or Spell of any character taking part in the battle.

Elements

There are six elements: Earth, Wind, Water, Fire, Light and Dark. As a rule they oppose each other in pairs: Earth and Wind, Water and Fire, Light and Dark. Hit a Fire enemy with a Water Spell and you deal heavy damage, while a Fire Spell on a Fire enemy does very little. Enemies differ in nature though, so the element that works best changes from case to case. Each character you control has four elements from the start and learns Spells of those elements.

Enchant pages 22 and 23

An Enchant is an additional effect attached to a Skill or Spell you have learned. Set one and it takes effect in battle.

Every Skill and Spell has two kinds of Enchant: Armed Enchants, whose effect appears automatically during battle, and Action Enchants, extra effects you trigger by hand.

Enchant screen

Reading the screen

The Enchant screen changes depending on whether you are looking at a Skill or a Spell, and on whether it is learned or not.

Selecting an unlearned Skill
An unlearned Skill selected
Selecting a learned Spell
A learned Spell selected
Active Level explanations
Active Level details
Active Level GraphYour current Skill Active Levels, or Spell Active Levels when a Spell is selected.
Skills and SpellsSkills are in the upper rows, Spells in the lower rows. White text means learned, blue means not yet learned.
Help (unlearned)Shows the Active Levels you still need in order to learn it.
Help (learned)Shows the element, the TP needed, a description, the Armed and Action Enchants that are set, and the number of times it has been used (which equals its Enchant points when no Enchant is set).
Help (levels)Move the cursor left from the Skills to see an explanation of the Skill Active Levels, or left from the Spells for the Spell Active Levels.

Learning Enchants

Learning an Enchant requires specific Active Level values: Skill Active Levels for a Skill, Spell Active Levels for a Spell. They come in four stages, and the levels are raised the same way as for learning. An Enchant only works once it is set, and setting one requires having used that Skill or Spell many times. The help panel shows the Active Levels and the count (number of uses) each one needs.

Setting Enchants

Select the Skill or Spell, then choose Armed or Action. From the list on the right, pick a level from 1 to 4 for the Enchant you want and register it. The higher the level, the stronger the effect.

White text means learned and ready to set. Red means learned, but you lack the Enchant points to set it. Blue means not yet learned.

The number in parentheses next to the name of the Skill or Spell is its Enchant points.

Setting an Enchant

Armed Enchants

Effects such as stat boosts that apply automatically whenever you use the Skill or Spell in battle. The kinds available differ for every Skill and Spell.

ExampleEffect
Attack UpRaises the attack power of the Skill.
Conserve SPReduces the SP the Skill consumes.
BoostAttack Spells deal more damage and healing Spells restore more.
Speed CastThe Spell is cast faster.

Action Enchants

While using a Skill or Spell in battle, an input such as holding ○ triggers the extra effect you set beforehand, at a cost in SP or TP. Kinds and effects differ for every Skill and Spell, and some, such as healing Spells, have no Action Enchants at all.

ExampleEffect
Blow AwayHold ○ on hit to send the enemy flying far back.
Counter TriggerEnter the Skill input when you take damage on the ground to answer with that Skill.
HP DrainHold ○ to absorb HP in proportion to the damage dealt.
Stagger CancelHold ○ to stay able to act even while the Spell is going off.

Tactics pages 24 and 25

Here you tell characters in Auto mode how to behave in battle. Four things can be set: orders, tactics, attack and defense.

Reading the screen

MEMBER'S POSITIONShows where each character stands in battle under the tactics you chose: rear, middle or front. Allies basically advance toward the right side of the screen.
OrdersEach of the three orders stores a complete way of fighting. Press △ to show the list.
Character status and tacticsUse left and right on the directional buttons or left stick to set tactics, attack and defense for each character. Press △ to show the list.
Tactics screen
Member's position bar
Rear, middle, front

Orders

Choose three orders you like, and for each one set every character's tactics, attack and defense. Select an order during battle and the Auto characters act on the instructions stored in it. A battle always starts with the middle of the three orders selected. Change it with L1.

Order names
.....Let's go!
I'm counting on you all.Charge!
Stay strongUse spells
Leave it to me!Custom strategy
Now's our chance!Steamroller

Tactics

Sets a character's overall behavior in battle, including their place in the formation.

TacticsBehavior
Attack FreelyTakes the position that suits the character and picks targets by their own judgment.
Attack CloseFrom the front or middle, attacks nearby enemies with weapons as much as possible.
Follow LeaderFollows the player's character and attacks while the player is attacking.
CounterIn the front line, guards against the enemy's attack and then strikes with weapons.
Find OpeningIn the middle, casts Spells while the enemy's SP is 50% or more and attacks when it is below 50%.
Protect RearIn the middle, attacks nearby enemies with weapons while aiming Spells at enemies that are attacking.
Crush WeakBehind the middle, goes after enemies with low HP using Spells and attacks.
Aim HighBehind the middle, gives priority to airborne enemies with attacks and Spells.
Defeat Fast FoesIn the rear, mainly uses Spells against enemies with high evasion.
Block MagicIn the rear, charges Spells while attacking enemies that begin casting.

Attack

Sets the conditions under which a character attacks physically or with Spells.

No.Behavior
1Does not attack or cast on their own initiative.
2Attacks and casts until SP and TP fall to 75%.
3Attacks and casts until SP and TP fall to 50%.
4Attacks and casts until SP and TP fall to 25%.
5Attacks until SP and TP run out.

Defense

Sets the conditions under which a character guards or casts healing Spells.

No.Behavior
1Fights on the offensive until their strength gives out.
2Holds back from attacking at 25% HP or less, and heals allies who are at 25% HP or less.
3Holds back from attacking at 50% HP or less, and heals allies who are at 50% HP or less.
4Holds back from attacking at 75% HP or less, and heals allies who are at 75% HP or less.
5Always guards, and heals any ally below 100% HP.

Cooking pages 26 and 27

Combine the ingredients you have gathered into dishes, and fine tune cooking, for example which dish is made automatically after a battle.

Cook with the ingredients you carry. Effects range from HP recovery to TP recovery, and some dishes even raise the Active Levels needed to learn Skills and Spells. You can only make one dish at a time. Depending on the mix of ingredients the effect may be weaker than the proper dish, and you cannot cook while the party is full (right after a meal).

Cooking screen

Reading the screen

A dish with an "A" in front of its name has an auto setting.

Skill LevelYour overall cooking proficiency.
Adequate LevelThe proficiency this dish calls for.
IngredientsShown as ingredient name, amount used / amount you have.
Auto SetThe current auto cooking setting. Press △ on a dish name to open its settings menu.
EffectWhat the dish does.
Dishes learnedWhite: recipes you were taught. Dark text: not enough ingredients. Dishes of your own are shown in yellow (good result) or purple (bad result).
Details of a dish

New recipes (original dishes)

Pick between two and six kinds of ingredients from what you carry and cook them. When the dish is done you are offered ○ to save it or × not to. Press ○ to keep the recipe. You can give the dish a name as well. An original dish can also fail. In that case nothing is made and the recipe cannot be saved.

Naming an original dish

Auto Set (settings menu)

Have a dish cooked automatically when a battle ends.

Conditions for auto cooking
Never cook automatically.Cook after every battle.
Cook every 5 battles.Cook every 10 battles.
Cook if 3 or more members are at 80% HP or less.Cook if 3 or more members are at 80% TP or less.
Cook if 2 or more members are at 60% HP or less.Cook if 2 or more members are at 60% TP or less.
Cook if 2 or more members are at 40% HP or less.Cook if 2 or more members are at 40% TP or less.
Cook if even 1 member is at 20% HP or less.Cook if even 1 member is at 20% TP or less.
Cook when someone has a status ailment.

Auto-Cook Overlap (settings menu)

When the auto conditions of two or more dishes are met at once, the dish is picked by the method chosen here.

MethodShort name
Cook a dish at random.Up to you
Cook the dish you are least practiced at.Recipe proficiency
Cook the dish you can make the most times.Times cookable
Cook the dish with the cheapest ingredients.Ingredient cost
Rename (settings menu)Change the name of a dish you created or arranged.
Arrange (settings menu)Rework the ingredients of a dish you have learned to create a new one.
Delete (settings menu)Delete the recipe of a dish you created or arranged.

Proficiency

Cooking a lot raises your Skill Level. The Adequate Level set for each dish is the Skill Level at which that dish tends to succeed.

Custom pages 28 and 29

Adjust the game to your liking, from message speed to sound.

Undo restores the settings as they were before your changes and Default returns everything to the initial settings. Change each entry with the directional buttons or left stick, and press × at the end to finish.

Custom screen
Message SpeedHow fast messages are displayed, in steps from 0 to 6. The lower the number, the faster the text.
Move SpeedSets the directional buttons to Walk or Run on normal maps. With the left stick, the speed follows how far you tilt it.
Party DisplaySwitches how characters are shown on the menu screen.
Battle RankThe battle difficulty. It affects enemy strength and much more. NORMAL and SECOND (somewhat hard) are available, and other ranks appear once certain conditions are met.
Battle Key ConfigFreely reassign the buttons used in battle.
Field: Camera L/RChooses which of L1 and R1 turns the view to the right.
Field: Airship RevChanges the airship controls. Off: up descends and down climbs. On: up climbs and down descends.
Sound: BGMVolume of the music.
Sound: SFXVolume of the sound effects.
Sound: Battle Voice (volume)Volume of voices in battle.
Sound: Event Voice (volume)Volume of voices in events.
Sound: PanLeft and right balance in stereo.
Sound: StereoChoose Off to switch to mono.
Sound: Battle VoiceVoices in battle on or off.
Sound: Event VoiceVoices in events on or off.
Sound: Sound TestListen to music and sound effects (see below).
Menu BGChange the menu background freely. Choose from five types and mix the color of each corner of the screen from R (red), G (green) and B (blue).
Screen AdjustShift the position of the picture with the directional buttons or left stick. Press ○ when done.
Window ColorChoose the window color from six kinds.
Screen Chat SubtitlesScreen Chat subtitles on or off.
Controller VibrationController vibration on or off.
Always Show Target SPDisplay of the targeted enemy's SP on or off.
Battle Auto CameraHow the camera moves in battle. Off zooms on the player character alone. On also keeps the targeted enemy in frame. Active also brings in allies who are casting and enemies about to attack.

Sound Test

Sound Test, inside Sound, plays the music, sound effects and voices of the game. Select with the directional buttons or left stick and confirm with ○.

TypeListen to BGM (music), SE (sound effects), VOICE (shouts) and more.
Play time / track numberPress ○ on the time to open the control panel. Press it on the track number to list the tracks.
× iconHides the controls. Press ○ or × to bring them back.
Speaker iconAdjusts the sound on this screen. Raising the tempo number speeds up the pitch of the track.
Bars iconSwitches the analyzer.
Note iconShows what each instrument is playing.
Sound Test screen
Sound Test control panel
Control panel
Control panel
1Play / pause (△)
2Stop (□)
3Previous (L1)
4Next (R1)
5Repeat / advance automatically. Repeat plays the same track or sound again. Advance plays them in order of track number.

Items pages 30 and 31

You get items by winning battles and by buying them at facilities in town.

Check and use the items you carry. Select a weapon, armor or other piece of equipment and you can quick equip it right here. Items are sorted into New, Item, Weapon, Armor and Trinket, and everything except New is divided further.

Items screen

Using items and quick equip

Move the cursor to one of the categories and confirm, then choose an item. Next choose who will use or equip it and confirm with ○. If using or equipping it changes any stats, the change is shown beforehand as in the picture.

Stat preview when equipping from the Items screen

Item categories

Equipment that is currently equipped does not appear on the Items screen, unless you own more than one of it.

NewItems you have just obtained.
Item
(Item / Cookware / Food / Valuable)
Recovery items of every kind, cooking related items, items vital to the story, and so on.
Weapon
(Sword / 2-Hand / Staff / Bow)
Affects attack power. Each character can equip different kinds.
Armor
(Armor / Clothes / Helmet / Crown)
Affects defense. Each character can equip different kinds.
Trinket
(Glove / Dagger / Bangle / Jewelry / Outfit / Boots)
Equipment other than weapons and armor, with all sorts of effects depending on the kind.

Item icons

Every item has an icon, and the design depends on the kind of item. Consumables that can be used at any time, such as Apple Gel and Life Bottle, show a gel. Consumables that can only be used in battle, such as the Magic Lens, show a bottle. Equipment icons take the shape of the thing itself: a sword for swords, armor for armor. Some icons have a frame around them. See When an item icon has a frame.

Examples of item icons
Consumable that can be used at any time.Apple Gel, Life Bottle
Consumable that can only be used in battle.Magic Lens
Consumable that cannot be used in battle.Sage
Valuable. Cannot be discarded.World Map
Cooking tool.Vegetable Knife
Ingredient for cooking.Cheap Meat, Apple
Sword type weapon.Short Sword
Two handed weapon.Poleaxe
Body armor.Leather Armor
Helmet.Leather Helm
Jewelry.Poison Charm
Outfit.Leather Cape
Boots.Leather Boots

Equip pages 32 and 33

How to equip weapons and armor, and how the slot effects attached to equipment work. Equip can also be opened while shopping.

Equip the gear you carry. First select the part you want to change, then pick a sort order and the item list appears. The change in stats that the selected item would bring is shown on the left. If you are happy with it, confirm with ○. Press △ to take off the item currently equipped, and L1 or R1 to switch characters. Put the cursor on a character's name and press □ to equip the strongest items automatically. Quick equipping is also possible from Items.

Reading the screen

SortThe sort options depend on the kind of item. Attack, Defense, Slot Level, Block Count, Stats and Evade sort from the highest value down. Alphabetical sorts by name. Price (high) and Price (low) sort by price.
Equipment listShows only the items the selected character can equip.
HelpPress □ to see the stats of a piece of equipment.
Current equipmentShows the items equipped and where they are worn.
Slot effectsIf the item currently equipped has slot effects, they are listed here.
Equip screen

Slot Level

Some equipment carries special effects called slots. While you wear a piece with a slot effect, certain stats of that character go up or a special effect is active.

There are many kinds of slot, each with a level from 1 to 8. The higher the number, the stronger or more advanced the effect. By combining items with Refine, a single piece of equipment can carry up to two slot effects. The icon of an item with slot effects has a blue or green frame.

Equipment with a slot effect
Example slotEffect
FeatRaises accuracy.
HealingRestores HP at regular intervals.
AwesomeIncreases the experience you earn.
AttackRaises attack power.
MagicalSpeeds up growth of the Magic level (Skill Active Level).
TrampleSpeeds up growth of the Attack level (Skill Active Level).

The name of a slot changes as its level rises.

When an item icon has a frame

Item icons can have a yellow, blue or green frame. These mark special conditions such as slot effects.

Yellow frameShown on special items, such as ones that cannot be discarded.
Blue frameShown on equipment with one slot.
Green frameShown on equipment with two slots.

Refine, Save, Status pages 34 and 35

Refine

Combine items you carry. Refining needs the item Rune Bottle and uses up a set number of Lens. If you combine items that have slot effects, those effects carry over into the result.

SortTabs for Items, Weapon, Armor and Trinket.
Item listChoose the items to combine from here.
Materials and resultsThe numbers next to an item are the amount used for refining / the amount you have. While choosing the second material from the list, press left to preview RESULT A and right to preview RESULT B.

MATERIAL

  • The two items used as materials. Press △ to remove the selected one.
  • Rune Bottles: the number needed for this refine / the number you have.
  • Lens: the number this refine consumes / the number you have. The cost depends on the combination.

RESULT

Put the cursor here and press ○ to carry out the refine. Some combinations of materials offer a choice of two results, in which case one is shown under A and one under B.

Refine screen

Save

Save the game or suspend it (see Saving).

Status

Check each character's status. Names and titles are changed here as well.

NameCan be changed at any time (see Naming characters).
TitleShows the current title. Titles are earned by meeting certain conditions in events and battles, and some of them change the character's parameters. To change it, put the cursor on it, confirm, and pick the one you like from the list.
ParametersSee the table below. TP and the experience needed for the next level are shown in the character window of the menu screen.
EquipmentThe items currently equipped as Weapon, Body, Head, Arm, Outfit, Boots and Jewelry.
ElementsThe character's current elemental values.
Active Level GraphThe current Active Levels.
Status screen
Parameters
LVCurrent level. It goes up when experience reaches a set amount, and every stat rises with it.
HPHit Points (stamina). The maximum is shown.
AtkAttack power: the character's own strength plus that of the equipment.
DefDefense: the character's own strength plus that of the equipment.
IntAffects things such as the power of Skills and Spells.
HitThe ability to land attacks.
EvadeThe ability to avoid enemy attacks.
LuckAffects many things, battles included.
SP RegenThe ability to recover SP (Spirits Points), which attacking and guarding require.
SP ReduceThe ability to use less SP.
TP RegenThe ability to recover TP (Technical Points), which Skills and Spells require.
TP ReduceThe ability to use less TP.
Cast SpeedHow fast Spells are cast.

Battle screen pages 36 to 39

Meeting an enemy on the 3D field map or in a dungeon switches to the battle screen.

Reading the battle screen

Press R1 during battle to see the whole battlefield and change your target. The enemy's status is shown at the same time.

Battle screen in normal view
Normal view
Battle screen while changing target
While changing target
HITS / CHAINThe hit count of the current string of attacks, and the chain count including your allies' attacks.
Battle menuOpened with △. Use items, change equipment and more.
Battle modeSwitched with SELECT.
Ally statusFrom the top: current HP, SP gauge, TP gauge.
ENEMY DATAThe enemy's status, shown while R1 is held. Using the item Magic Lens also reveals things such as its weak points.
Enemy targetMarks what the player character is aiming at.
TACTICSPress L1 to show the orders.
PositionsThe circles on the red bar are enemies and the numbers on the blue bar are your characters, numbered 1 to 4 in the order of the ally status display from the left. When an ally gets behind an enemy, that number appears on the red bar and a special state applies (see On the enemy's right side).

SP (Spirits Points) gauge

SP stands for each character's mental strength and concentration, and enemies have it too. Basically it goes down when you attack, and when it is low your accuracy and evasion drop. It recovers while you are not attacking, and guarding and Spells restore it as well. SP always starts a battle at 100%. When there is not enough of it, "SP××" is shown next to the character.

Spirits Blaster

Keep repeating actions such as attacking the enemy, taking hits and guarding against attacks, and the character begins to glow and enters a state called Spirits Blaster for a while. In this state SP is locked at 100% and attacking does not lower the gauge. Enemy attacks still land, though, and the damage you take shortens the effect.

Your attacks are not interrupted when you are hit and carry straight on. Spirits Blaster ends when a certain time has passed, when your side uses a healing Spell or healing item, or when HP reaches 0. If HP reaches 0 during Spirits Blaster, the character is left at 1 HP instead of being KO'd.

When a character turns red, Spirits Blaster is close.

Kyle turning red
Kyle in Spirits Blaster

TP (Technical Points) gauge

TP is what Skills and Spells run on. Each use spends a set amount, and it comes back as time passes. It also recovers when normal attacks hit, among other things. Unlike SP, TP is not restored automatically when the battle ends.

Messages on screen

Some of the messages that appear at the top left when you hit or defeat enemies. For the ones shown next to a character, see Techniques in battle.

TECHNICAL SMASH!A bonus for defeating an enemy under specific conditions. It affects your battle grade and the item drop rate.
○○ BUSTERShown when two or more enemies are defeated within a single chain of attacks. The number is how many were defeated.
○○ CHAINShown with the chain count when one character defeats an enemy with a chain of four or more.
NO DAMAGEShown when you win a battle without any ally taking damage.
TRIANGLEShown when a three hit normal attack is done with three different inputs.
AERIALShown when a flying enemy is defeated in the air.

Battle rules

The battle is decided when every enemy is wiped out, or when every ally taking part is KO'd (at 0 HP).

VictoryDefeat every enemy on screen to win. Winning earns experience and Gald, and sometimes items.
Game overIf the HP of every ally in the battle reaches 0, the party is wiped out and the game is over. Choose to load data and you are taken to the save data screen to start again from where you saved.

Battle menu

Press △ during battle to open the battle menu, where you can change settings and use Skills and Spells. It works basically the same way as the normal menu screen.

ArtesBesides the settings, you can have any character use a Skill or Spell on the spot.
TacticsChange the tactics.
EquipChange equipment on the spot.
ItemsUse items that work in battle. Right after using one, this command cannot be selected. The seconds left until it can be are shown at the top of the menu.
Battle menu

Battle results

Win a battle and the results screen appears. Items gained, level ups and any Skills or Spells learned on levelling up are shown here. If auto cooking is set, the dish is made at this point.

While "PRESS BUTTON TO STAY" is shown at the bottom right, holding any button keeps the results on screen so you can take a good look.

Battle results screen
MAX HITThe highest hit count you reached in this battle.
BONUSExtra experience awarded according to the max hit count.
EXPExperience earned.
GALDGald (money) earned.
LENSNumber of Lens earned.
TIMEHow long the battle took.
GRADEYour rating for this battle. The player's actions during the battle are scored, and saving up grade brings various rewards. Attacks that take technique, such as chains, raise the rating.

The total of your GRADE points is not shown during the game.

Status ailments

Some kinds of attack can afflict a character's status.

PoisonHP keeps draining little by little. The effect remains after the battle, and HP drops as you move.
WeakTP keeps draining little by little. The effect remains after the battle, and TP drops as you move.
ParaThe body goes numb and cannot move freely, which can restrict all kinds of actions. The effect remains after the battle.
SlowMovement speed and SP recovery drop. The effect ends with the battle.
FreezeThe character cannot act until a certain time passes or an enemy hits them. The effect ends with the battle.
KOHP is 0 and the character cannot fight. It does not wear off when the battle ends.

Controls in battle pages 40 to 47

In battle you control the player character. The controls below are described for a character facing right in Semi-Auto mode. Allies other than the player character fight on their own according to the tactics you set.

In these explanations ↑ ↓ ← → mean holding up, down, left or right on the directional buttons or left stick. When the character is facing left, left and right are reversed.

Basic actions

MovePress left or right. The character walks in that direction. Tap the same direction twice in a row to dash. Press the opposite direction during a dash to stop on the spot.
Change TacticsL1 changes the tactics (orders). Press L1 to show the three registered orders, then choose one with left or right while they are shown. The tactics take effect in the battle at once.
Change TargetR1 lets you change the targeted enemy. Hold R1 and press left or right to switch targets.

Escape

To run away, move the player character to the left edge of the screen and keep holding left. An ESCAPE GAGE appears at the top of the screen, and once it is full you get away. This works in Auto mode too.

Escaping from battle

On the enemy's right side

During battle an ally can end up behind the enemy, on the right side of the screen. Be careful: while there, the maximum SP and TP and the rate at which each recovers are halved, and HP recovery is halved too. Return to the original position on the left side of the screen and the state is lifted.

The current SP and TP values are not cut in half the moment you cross to the enemy's right side.

Kyle behind an enemy

Defense

These are the ways to defend in battle. Some guards work against particular attacks and some cost SP. The jump here is not the same thing as a jump attack.

Physical guard
Physical guard: □. Blocks physical attacks such as slashes and blows.
Spell guard
Spell guard: □ + ↓ (uses SP). Blocks Spell attacks.
Jump
Jump: □ + ↑. Jump straight up to dodge an attack.
Advancing guard
Advancing guard: □ + → (uses SP). Guard while moving forward. When facing left, this input becomes a backstep.
Backstep
Backstep: □ + ← (uses SP). Hop backward to dodge an attack. When facing left, this input lets you slip past the enemy.

Normal attacks

Attack the enemy directly with the weapon the character has equipped. In Semi-Auto mode the character dashes in to attack when the enemy is far away. There are three kinds of weapon attack: normal attacks, three hit normal attacks and jump attacks. The motions differ a little from character to character even with the same input.

Slash
Slash: ○. Swing the weapon down from above. The basic attack.
Thrust
Thrust: ↓ + ○. Stab straight ahead with the weapon.
Upward attack
Upward attack: ↑ + ○. Swing the weapon upward. Effective against enemies in the air.
Sweep
Sweep: ← + ○. Mow sideways across the enemy.

Three hit normal attack

Keep entering normal attacks and you can link up to three of them. Any combination works. The example shows three slashes: ○, ○, ○.

Three slashes in a row

Jump attacks

While dashing after pressing ○ (when the enemy is some distance away), these inputs make the character jump and attack.

Jump slash
Jump slash: ○ ... ○. Jump and swing the weapon down from above.
Jump thrust
Jump thrust: ○ ... ↓ + ○. Jump and stab from above.
Jump upward attack
Jump upward attack: ○ ... ↑ + ○. Jump and thrust the weapon into the air.

Skill and Spell attacks

Skills and Spells are special attacks unique to each character, learned by raising Active Levels (see Active Level Graph). They are essential to fighting well. Skills also have a higher tier called Arcane Artes, learned the same way. A Skill can be chained from normal attacks, and an Arcane Arte from normal attacks and Skills.

Using Skills and Spells

Hold a direction on the directional buttons or left stick and press × to use the Skill or Spell registered for that input. L2 and R2 can also hold, and fire, Skills and Spells of characters other than the player character (see Artes).

(no direction) + ×
↑ + ×
← / → + ×
↓ + ×
Kyle using Wind Slash

While casting a Spell

Shorten the castPress the directional buttons or left stick in the direction shown. During the cast a directional button mark appears by the SP and TP gauges. Keep entering what it shows and the casting time gets shorter.
Cancel the castHold □ and press ↑ to stop casting partway.
Fine movementHold □ and press ← or → to shift position little by little while casting.
Change the enemy (or ally) targetHold × and press ← or → to change who the Spell is aimed at, even while casting.
A character casting
The direction mark that appears while casting
The direction mark
Examples of Skills and Spells
CharacterSkill or SpellDescription
KyleKyleSouhajinSkill. A slash whose shock wave flies at the enemy.
SanyoujinSkill. Sword strokes fast enough to shred falling leaves.
Garen SouhajinArcane Arte. A flurry of charged blows that ends in a shock wave.
Kuuha ZeppuugekiArcane Arte. Lightning fast thrusts whose gust blows the enemy away.
Wind SlashLow level Spell. Summons blades of vacuum at any distance from the target.
RealaRealaTenshoudanSkill. Leaps and fires a spirit shot downward.
RevitalizeSpell. Restores HP to everyone on the map, or to allies within range in battle.
Aqua SpikeLow level Spell. Launches a fast spinning jet of water.
SplashMid level Spell. Pounds the ground with one torrent after another.
Final EmbraceHigh level Spell. Seals the enemy in a coffin of ice and brings the end.
LoniLoniSoudashouSkill. A two part attack with a manly punch mixed in.
RaijinshouSkill. Calls down lightning, the fruit of his training, and unleashes its force.
Kappa BakusougekiArcane Arte. Swings down, hauls the enemy in and drives them back with a charge.
HealSpell. Restores one ally's HP.
Delta RayLow level Spell. Fires three bolts of light at once.
JudasJudasHirenzanSkill. A double slash that can strike airborne enemies.
SourengekiSkill. Four strikes with alternating blades.
Senretsu KokousenArcane Arte. Launches the enemy and catches them with thrusts at blinding speed.
Stone ZapperLow level Spell. Hurls several stones at the enemy in an arc.
Air PressureMid level Spell. Crushes with a gravity field that shatters the very ground.
NanalyNanalyFlare ShotSkill. An arrow that explodes on impact.
Storm GlareSkill. Three arrows loosed in a row with a practiced hand.
Flame DriveLow level Spell. Several fireballs seek out the enemy.
Photon BlazeLow level Spell. Creates intense heat in one spot and slays the targeted enemy.
Burn StrikeMid level Spell. Rains fire bombs that set off powerful blasts on the ground.

Chain attacks

Chaining means attacking without a break: no pause after a blow and no opening for the enemy to hit back. To chain, you have to link the different attacks in a set order. Enchants make longer chains possible. Combine three hit normal attacks with Skills to chain, and use the special situations that come up in the exchange of blows to sharpen your technique.

The basic chain

Normal attacks (three hits), then a Skill, then an Arcane Arte.

Three hit normal attack, Skill, Arcane Arte

Using Action Enchants

Use an Action Enchant (AE, see Enchant) during a Skill or Spell and you can link attacks even more freely. Going from a Skill back into normal attacks, impossible by ordinary means, becomes possible with an Action Enchant. An Action Enchant triggers the extra effect you set through an input such as holding ○.

For example: Skill, AE during the Skill, normal attacks (three hits), Skill, Arcane Arte, AE, Spell, and so on.

A chain extended with an Action Enchant

Techniques in battle

In the give and take of battle, the situations below arise for enemies and allies alike. Some depend on fine conditions such as the amount of SP (Spirits Points) or the number of guards, and using them well makes for a battle with real strategy. Several more situations exist besides these, so experiment and look for them.

A Weapon Spark in battle
Critical HitThe attack deals twice the normal damage. SP and TP recover a little, and the enemy is left unable to act for longer than usual.
ParryHappens when you attack while your SP is low and the opponent evades. The opponent turns aside part of the damage and takes the rest. If the opponent was attacking or otherwise acting at the time, that action is not interrupted.
Guard StrikeHappens when you attack with almost no SP left and the opponent evades. The damage bounces straight back to you and the opponent takes reduced damage. Both the opponent's action and your own attack are interrupted.
Guard BreakGuarding again and again without a pause, past a certain number of guards, breaks the guard stance. The character cannot act for a while.
Press GuardBlock the opponent's attack during an advancing guard to lower the opponent's SP.
Break AttackWith SP at 50% or more, backstep and enter a normal attack the moment you land. It lowers the durability of the opponent's guard.
Weapon SparkWhen your weapon and the opponent's strike each other, both are knocked back and cannot act for a while.

Parry, Press Guard and Break Attack are not announced by text on screen.

Characters pages 48 to 52

Kyle Dunamis

Kyle Dunamis

Age 15 · 160 cm · 55 kg

A boy born to two heroes, his father Stahn and his mother Rutee. Stahn set off on another journey when Kyle was small, and Kyle grew up with Loni and the others at the Dunamis Orphanage that Rutee runs. He looks up to the father whose face he does not even know, and never doubts that he will become a hero himself. His straight as an arrow nature and his trouble getting out of bed both come from his father.

Reala

Reala

Age 16? · 155 cm · 41 kg

A mysterious girl who suddenly appeared from inside a giant Lens. Her presence is what spurs Kyle on to adventure. She is bright and full of curiosity, but also earnest, with a sense of responsibility that runs too strong. She tends to try to settle everything herself and to carry her burdens alone.

Loni Dunamis

Loni Dunamis

Age 23 · 180 cm · 75 kg

Raised at the Dunamis Orphanage. To Kyle, his childhood friend, he is like an older brother. His flippant words and manner make him seem unreliable, but he is in fact a steady man with a strong sense of justice. He is forever putting the brakes on the reckless Kyle.

Judas

Judas

Age 16 · 159 cm · 48 kg

A mysterious swordsman who appears whenever Kyle is in a tight spot. He always hides his face behind a mask, so nobody knows who he is. Why he helps Kyle is unknown as well.

Elraine

Elraine

Age 27? · 160 cm · 43 kg

The Holy Woman of the Order of Atamoni, revered as a living god. Bringing people happiness is her joy, and she draws on the power of the Lens at will to work miracles. Because of this, there is no end to the people who come to offer up Lens in the hope of receiving her blessing.

Nanaly Fletcher

Nanaly Fletcher

Age 19 · 162 cm · 49 kg

A beautiful woman warrior. Her skill with the bow is strong enough to put men to shame. She holds firmly to her own values and her strength of will stands out, yet she is easily moved and in truth very delicate. With cooking and sewing for hobbies, she has a feminine side too.

Harold Berselius

Harold Berselius

Age 23 · 149 cm · 35 kg

A famous genius scientist. People tend to assume from the name and the achievements that Harold is a man, which does not bother her in the slightest. Outside of science she is hopeless, no better than a child. She gets so wrapped up in research that she has some alarming catchphrases, like "Be my sample!" and "Collecting data!"

Barbatos Goetia

Barbatos Goetia

Age 32 · 187 cm · 82 kg

A warrior who made his name in the days of the Aeth'er Wars. His strength was a match for Dymlos, one of the Swordians, but he did exactly as he pleased and was erased from history for it. Brought back to life by someone's hand, his reason for fighting may be to seize proof that he ever lived.

Handling notes back pages

The last page of the booklet carries the standard PlayStation 2 notices. In short: