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Unlimited SaGa - Strategy Guide (Page 01)

Below are the cheat codes, hints and help for Unlimited SaGa - Strategy Guide (Page 01).

UNLIMITED SAGA FAQ / WALKTHROUGH
Version 1.1

Copyright - 2003 Square Enix

Sony Playstation 2 (US version)
Made by Kamui
E-mail: leo@inw.psi.br



CONTENTS:


1.	Updates
2.	Introduction
3.	Game options and controls
4.	How to play?
5.     Characters walkthrough
6.	The seven wonders
7.	Adventure list
8.     Glossary
9.	Skills, arts and materials
10.	Extra / Special info
11.    Legal information / Thanks / Contact info




1   -  -  UPDATES


    First Version - September 28, 2003
    Version 0.6 - October 9, 2003
    Version 0.7 - October 14, 2003 - The first "complete" version 0.6
sucks. There were phrases without words, stupid grammar mistakes, the
FAQ lacking crucial details. Almost everything was improved on this
version. Sorry for the bad FAQ, but I think that the rush of releasing
got the best of me. But not fear, this version you can actually read
and, with some patience, even like it.
    Version 0.8 - October 17, 2003 - New adventures are added, as new
skills and arts are also included. Many, many mistakes corrected.
Laura's section is almost complete as well.
    Version 0.9 - October 22, 2003 - Laura's section is finished and
Mythe section it's almost done. New arts and adventures added as well.
    Version 0.95 - November 7, 2003 - Mythe and Armic sections are
completed. The adventure list is now completed; the material list and
arts list are almost completed as well. There is also a new section
"glossary" in the FAQ.
    Version 1.0 - November 25, 2003 - All characters completed!!! All
right!!!. New entry on the glossary section and new arts, magic and
also corrected some stuff, some of them by Saga fans that send E-
mails, thanks. Enjoy the FAQ!!!!
    Version 1.05 - January 5, 2004 - Some minor stuff added, just
corrections and such. New entry in the glossary section.
    Version 1.1 - January 30, 2004 - New corrections and updates.


2   -  -  INTRODUCTION


    Unlimited SaGa is the latest game of the SaGa series created by
Squaresoft (now Square Enix) and the first one to the Playstation 2
system. The story of the SaGa begins of the way back to the Gameboy
(Final Fantasy legends), then goes to the SNES era (Romancing SaGa)
and the PS (SaGa frontier).
    Not as popular as the Final Fantasy series, the SaGa games
established himself as a complex game aimed for a hardcore RPG
audience. The series always offered interesting non-linear storylines,
random status development and almost infinite possibilities for the
characters, making that the same game can be played endless times and
not ever will be like the other.
    Unlimited SaGa has met severe criticism by the press and casual
players, most of it because it's unimpressive graphics and an uber-
complex game mechanics. But the hardcore players thanks Square Enix by
creating a game that dare to be different from the others.

    The Seven Wonders, a mysterious legacy left from an ancient
civilization. The last remains of a time called the Golden Age, when
wonderful deeds were done and created the base of the world that you
know today. Seven persons, seven different destinies are about to join
together to unravel the mysteries of the ancient civilization, but
they are capable to restore the peace and bring a new Golden Age?
    Are you ready to discover the hidden truth about the legendary
Seven Wonders?



3   -  -  GAME OPTIONS


    IMPORTANT INFO - The game requires a memory card to boot up every
single time and also a Dual Shock 2 controller. If you don't have a
memory card, the game will not boot. The first time you play Unlimited
SaGa, it will create a file called system data (154 KB). I know that
you probably already have a memory card and a Dual Shock 2, but better
safe than sorry.


    After the CG intro, some game modes will appear:

    NEW GAME - Starts a new game. Select between 7 unique characters.
    LOAD GAME - Continue your previously saved game, after you
choose to continue, a load screen appears. The game requires 104 KB of
the memory card to save.
    CONTINUE - In this game, you can save in dungeons, but when you
load back, this save is deleted. The save will be stored on the system
data and do not requires further Kb of the memory card.
    FFX-2 PREVIEW - A preview movie of Final Fantasy X-2 (not
available in the JAP version).
    OPTIONS - Customize your game.

    C) Controls

      X button - Selects a topic. Attacks (on battles)
      O button - Hold (on battles), open main status menu (field)
      Triangle - Cancel a selection
      Square - Check the map and number of turns (field)
      L1/R1 - Cycles between the characters
      L2/R2 - Cycles between the arts (skill and arts screen)
      Analog stick - Moves the character
      Directional buttons - Select field options and cycles the event
list.
      Press analog stick (L3 and R3) - Rest (in the field)
      L1 + R1 + Select + Start - Return to the main game screen.



4   -  -  HOW TO PLAY


    Probably the most important section of the FAQ, is explaining how
to play the game. Unlimited SaGa has no game tutorial, and the
instruction manual teaches the basic of the basic, so most of this
section is based on mostly empiric findings and from real gameplay, so
as everything based on empiric observation only, it is bound to have
some mistakes. Please consult others sources in case of doubt.

    A ) Choosing your character

    Each character has his role in the history of the game, and 7
characters with at least 25 hours on each character, it's hard to know
what person to choose, especially if you are short on time.
    So I create a table with the difficulty level to beat the game and
the level of each character story-wise to understanding of Unlimited
Saga as a whole.

    RUBY - Difficulty - Medium
           Story - High

    She has a very cool storyline and the difficulty is not that hard
to play. Nice ending as well.

    VENTUS - Difficulty - Easy
             Story - Medium

    If you want to see almost everything that Unlimited has to offer,
look no further that Ventus storyline.

    LAURA - Difficulty - Hard
            Story - Medium

    Interesting story, but perhaps the most difficult adventure in the
game. Only for the experts.

    MYTHE - Difficulty - Medium
            Story - High

    One of the most interesting adventures, and a quite long journey.

    ARMIC - Difficulty - High
            Story - Low

    Probably the most unfulfilling quest in this game, it's quite hard
to beat and the story didn't offer anything new or rewarding. The most
"different" quest in the game.

    JUDY - Difficulty - Easy
           Story - Medium

    The most short and easy quest in this game. You can reach the last
boss with only 4 hours of gameplay. Good for the first venture in the
Unlimited saga.

    KURT - Difficulty - Medium
           Story - Medium

    Interesting storyline as well, and the quest is somewhat short.
But it's a fun ride, there are tough bosses on his game also.


    B ) Towns

    In Unlimited SaGa, there are several towns in the game. Every town
has at least an inn, and a carrier guild. There are others things as
Blacksmiths, magic shops, dungeons and story-related places. I will
explain every one of these options below.

    INN - The busiest place in the game.

        SHOP - In the inn you can buy or sell equipment on the shop.
You can get your equipment by paying Kr (the currency of the game) or
trading with other equipment's. Some places only accepts trading as
the payment method.
        INFORMATION - Get information and gossip. Some of the
characters story will only advance by getting specific information in
the inns.
        ADVENTURES - Explore the world in the adventures section. The
core of the game relies on the adventure section; so the inn will be
the place that you will spend most of the time.
        EQUIPMENT - Check and change your equipment and items.
        ADVENTURE LOG - Save your game.
        EXIT - Exit the inn.

     CARRIER GUILD - The place to carriers get his works. Only
accessible in Ventus storyline. For the other characters, this place
have no use at all.

     BLACKSMITH - You can create or improve your weapon at the
blacksmiths. Each blacksmith works with a selected set of equipment
and every blacksmith are specialized on something. More on the
equipment section further below.

     MAGIC SHOP - In this place sells equipment just like the normal
shop, but the weapons sold in the magic shops came with magical
properties. More on the equipment section.

     DUNGEONS - There are some dungeons that can be accessed anytime
you want, and you can play it several times. The dungeons don't have a
specific objective or a maximum number of turns, unlike the
adventures. So go there if you want some battle experience and
treasures. There is no character development in these dungeons.

     STORY-RELATED PLACES - In some towns, there are places only
accessible by a few characters to advance their storylines. For the
other characters, these places have no use at all.

     OBS: There is only one town that doesn't have any inn or carrier
guild but it's just a story-related place. This place is the Galeos
Castle, which only appears in Laura's game. The Galeos castle is
located near Escata.

     C ) Going to adventures

     Just like in every other RPG, you will recruit characters to
participate in your quest. Each quest has 8 characters to recruit,
some of them are exclusive to his quest and some of the characters
that you can recruit are others main characters as well. So you will
see Ruby fighting with Mythe, Laura with Armic, Kurt with Ventus and
so on. But you can only take 7 characters to an adventure.
     In the inns, you can choose to participate in several adventures.
This adventures are really helpful to increase HP, new equipment and
learning new arts, because if you stick to the story related events on
each character you won't develop your characters that much. Each town
has it's particular set of adventures, related to events that are
taking place. Many story related events happens on a place that just
like a normal adventure; when this happens the adventure will be not
accessible, so don't worry if you don't see a specific adventure in
your quest.
     Every adventure can be successfully finished only one time and
the quantity of the adventures is finite, so if you clear all the
normal adventures there is no way to further improve your characters
(Ventus quest is an exception). If you don't clear it, the adventure
will be still there to be finished. But if you don't clear the
adventure you won't have any skill development.
     So my advice is to only begin to make non stories related
adventures when you have at least 5 characters in your group. If you
do many adventures with a few characters, when you get the other
characters there won't be many adventures to develop the status of the
remaining characters.

     D ) Exploring the world

     On the course of the game, you will explore the world and visit
another towns to advance the storyline or to accomplish one particular
adventure. You will begin the game on the city, and if you check the
world map there will be no other place to go, so you have to pick an
adventure that take you out of that city and that leads to another
city.
	
     - The world map

     Exiting a town access the world map. Then will appear a world
map, you can only see the towns that you already visited in your
quest. The world map also has the property that you can visit any town
without passing in the field.

     - Choosing your characters

     Each main character can recruit 8 extra characters for the entire
journey, but only 7 characters (including the main character) can
participate on the adventures.
	Before each adventure you will have to select what characters
will join you on the adventures.

     - The game screen

     If you haven't got on a particular city before, you must first
cross the way to that city, so you will enter the "field" mode. When I
refer to the field, it is the exploration mode that isn't the world
map.
      The game screen of the field has a lot of information scattered
around, and it's not that friendly to understand, how it can help you
or even how it works, in the first place. In the regular field screen
there is your "team", the roads, a picture with a short description of
the location (in the upper left corner of the screen) that you are in
the moment and the field options. The field options includes:

      SKILL - Check/Uses your skills in the field and see the event
list.
      ITEMS - Check/arrange/quick-fix and discard non-equipped items.
      EQUIPMENT - Check/Trade equipment
      STATUS - See current status (HP/LP) and stats. For a better-
detailed menu, press X on this screen (or press O on the field)
      QUIT - Quit the game, and save your progress. On the next game
you can use continue to start from that point, but this save will be
erased.

     - Moving your characters

     The game field is like a board game, and you control a "pin" into
this field. You won't have freedom of movement; you can go to the
places that game tells you. Many times the places to go are marked
with (????). That shows you that it's a non-explored place. Sometimes
there are several paths to go, but rest assured that every road has
only one exit to the desired destination and you can't go to the other
exits, so there isn't a way to get lost.

     The (????) will be marked in different colors:

     Blue - Low probability to encounter a monster
     Yellow - High probability to encounter a monster
     Red - Monster nest

     In all fields, there are dead ends, so you have to turn back. If
you can't find the exit, most likely you forgot to check a place, so
backtrack a little to find the place marked by a (????), and go there.
There are also places that are only available if you have a
correspondent skill (more later on).

     - Turns

      Every action that you perform on the field, including walking,
resting or performing any skill counts as turns. Battles also count
turns but much slower than a normal turn (a battle with 5 turns
consumes 2 field turns). Several adventures requires that you finish
the quest in less than a predetermined numbers of turns, if not you
will leave the adventure. But keep in mind that you can try this
adventure again, and all field covered in the previous try will be
showed, but not the events needed to the conclusion of the quest nor
the fixed treasures.

     E ) The events

- Events

      Of course, a travel in a RPG isn't a vacation tour. So in these
game several things can happen while travelling, can be as good as
find a treasure chest or bad like facing an enemy. The game will
inform you of the events, by a picture and the name of the event. So
there is a list of things that can happen:
      TREASURE CHEST - Treasure chests are scattered by the world,
there content can be equipment, materials and money (this is the only
way to get money if you're not a carrier), but you have to open it
first. There are 3 kinds of treasures: The chest (that may have traps
and are locked), the bag (that may have only traps), and the skeleton
(that doesn't have any traps). The game will inform the type of the
treasure as well the level of the chest. The higher is the level of
the chest, better will be the contents. Level 99 is the highest.
      ENEMY ENCOUNTER - You will encounter an enemy. A picture of the
monster(s) will appear. The enemy may attack you or not. If they
attack you, the battle will begin. If they not attack, you can attack
him for a preemptive strike or you can escape for another location.
      A TRAP - In the field, there are several traps placed along the
way. If you activate the trap, a person of the group will be chosen to
try to escape of the trap, if they are successful, it will escape
unharmed, but if not, they will receive damage. Traps also has a
level; the higher the level of the trap, it will be harder to defuse
or dodge it.
      OBSTACLES, RIVERS, STAIRS, DOORS ETC. - You can find these things
on the adventures. Also have a level description.
      SWITCHES, LEVERS, ETC. - You can also find these things on the
adventures.

- The event list

     One of the most confusing things in the game, it's to know how to
use the event list. When you choose SKILL on the field options, a
screen will appear with HP, LP, etc. but in the upper part of the
screen there are a list of pictures, each one represent an event. So
if you want open a treasure chest that you see in the field, select
SKILL, then select the treasure chest (with the directional button,
not the analog one) and select action. But if the chest is locked?
Below the "action" will appear the skill list. If you have the
locksmith skill, select Skill, then select the treasure chest and
select the locksmith that is below the action. Do that to any other
events (doors, stairs, monsters, traps) in this game as well.
     If a skill can be used on the event, they will be on white color
but the others skills that cannot be used will have the gray mark.

- Kind of traps

      There are several kinds of traps on the field: some are in
treasures chest to forbid the opening of the chest, some in the road
to scare off clueless travelers. Use the defuse skill to defuse the
traps.

      Chests - Needle (low damage), poison (medium damage), explosive
(high damage, destroy chest contents), mimic (monster in the chest).
      Field - Falling tree (low damage), boulder (medium damage),
pitfall (high damage), icicle (high damage) and drop ceiling (high
damage).

     F ) Game parameters and skills/arts

     This game has several parameters:

     LP - It's like the HP on the others games, when you lost all LP
the character will leave the battle. But if the main character get 0
LP, the game is over. The LP is fixed for every character and it can't
be changed. In every completed adventure, the LP is replenished. You
and your enemy can lose more than 1 LP for each hit taken.
     HP - It's works a meter for the resistance of a character
/monster. In theory, when the HP is reduced to 0 you will lose one LP,
and the following hits with 0 HP will also take 1 LP. This doesn't
happen, though, because there are others factors like strength of the
attacked and the armor and endurance of the defender involved in this.
An attack performed by a character reduces his HP as well. The only
way to replenish the HP is to rest in the field or leave a character
out of the battle turn. The enemy has also a fixed LP, so no matter
how much HP damage you inflict, if you not destroy its LP, the enemy
will not be defeated.
     HP RECOVER - The rate that a character recovers his HP in the
field. The valor varies to A (best recover rate) to E (worst); there
are skills that improve the recover rate.
     ENDURANCE - Also works likes the HP, but when the endurance is
low, the probability to lose LP (even if your HP is high) increases.
But if you endurance is high, even if your HP is 0, you can avoid
losing a LP. Every weapon attack performed by a character reduces his
endurance as well. So if the battle drags too long the probability of
you receiving great LP damage increases drastically. There some
attacks that inflict endurance loss. At the end of every battle, the
endurance is replenished.
     STRENGTH, MAGIC, SKILL, SPIRIT - Works as the same like others
RPG's. This group is called Ability parameters (Endurance is also a
ability parameter).
     WOOD, METAL, FIRE, EARTH, WATER - Improve magic use. This group
is called Elemental parameters.
     DURABILITY - It's the value that indicated its durability of an
equipment. When the durability is 0, the equipment lost its use.

     SKILLS - An ability that can help in most things in the game,
that ranges of battle skills, to improve your fighting methods, to
negotiate better deals in the shop. There are many skills in this
game, and so you will have to customize the characters with your
needs.
     ARTS - It's the different attacks that a weapon or a melee can
perform. A particular weapon has different attack categories and each
category has it's particular set of arts. You will learn new arts only
in battle.

G ) The reel system

     Probability is a factor very common in the RPG, but in Unlimited
SaGa the probability is made in a very peculiar way: the reel system.
     The reel system can be translated as a wheel of fortune. And the
player has to press the button to stop the reel and the icon that
stopped will be the result.
     There are 2 kinds of reels: The events reel and the battle reel.
The difference is in the results icons on the both reels.

     EVENT REEL - Green orb - Success
                  Red X - Failure but you don't are penalized
                  Dynamite - Failure and you are penalized
     BATTLE REEL (arts) - Green orb - Level 1 art
                          Blue orb - Level 2 art
                          Pink orb - Level 3 art
                          Orange orb - Level 4 art
                 (gun) - Red hit - Random shot
                         Green hit - Shot
                         Yellow hit - Shot
                         White hit - Shot
                 (magic) - Wood
                           Earth
                           Metal
                           Fire
                           Water
     The event reel is related to success of failure of using a skill
in an event or escaping a trap. The green orb represents a success,
that you used the skill successfully or escaped the trap. The red X
shows failures, but like a little failure, if is a skill, you will not
use it but you won't activate the negative effects (like activating
traps in treasure chests when you try to unlock it), if is a trap you
only take damage but only a parcel of the total. The dynamite shows a
total failure, if is a skill, you will not use it and will activate
the negative effects, if is a trap you will take full damage.
     The battle reel (arts) is related of using different arts in
battle. In the beginning of the game you will only have one art, then
the reel will only green. As you will learn new arts, others orbs with
different colors will appear on the reel. The battle reel (gun) is
related the success rate of the shot, red hit (worst) means miss or
very little damage and white (best) is a critical hit of sorts. The
battle reel (magic) is related to the use of magic, if you use water
magic and hit the water icon on the reel, the damage will be greater,
but if you hit the fire icon, the damage will be reduced. The reel of
magic and gun, all icons are available from the start.
     If using a reel it's a nightmare for persons with low eye-hand
coordination, fortunately there 2 things that worth mentioning: here
is no time restriction on using a reel, and the reel sequence repeats
endlessly, so take your time and let it roll many times until you get
the feeling of the reel.
     Some skills works improving the probability of success on a reel,
which means as higher is the level of the skill, more green orbs will
appear. When it's an event reel, the chance of success with the reel
its proportional to the level of the event (chest, trap etc.) and your
skill level related to the event.
     When you begin to learn arts but your weapon skill level its low,
the orbs of the battle reel will be much separated from each other,
and there is only one orb by color, so hitting a high level orb is a
matter of plain luck. But as your weapon skill grows, the high level
orbs will be placed together, and there will be 2 orbs of the same
color, so hitting the desired orb will become much easier, and in no
time you will begin to hit the art that you want.
     As the event reel, there will be always a "hot spot" to press the
button. This hot spot can be several green orbs placed together (high
level skill) or a single green orb surrounded by red X (low level
skill). If you are defusing a high level chest, with a low level skill
try looking for the hot spot, especially when you are unlocking chests
with explosive content, if you don't unlock it at least the chest
won't explode.
     OBS: It seems that with some characters, there is a lag in the
time that press the button, and the reel to stop. This can cause
annoying outcomes, especially if you are good with the reel. But this
effect only happens with the event reel, like unlocking or evading
traps, in the battle reel this won't happen. In any case this lag not
always happens, so look for the hot spots for a better probability of
success.

     H ) The battle

     - The battle screen

     When you trigger a battle (intentionally or not), a battle screen
will appear. Once you enter the battle, the rules are simple: You and
your enemy will exchange blows and the one last standing is the
winner. No items to use, or running away from the battle.
     The first thing is to select 5 commands and the enemy that you
will perform the action. A command can be attacking the enemy, or
using magic. The 5 commands can be that the same character attacks 5
times in a row or each one attacks once, or one character attacks 3
times and 2 others one time, so you have total freedom of choose your
strategy of fighting.

     - Choosing a character

     The battle screen will appear. There will be a circle with every
character and his HP/LP. And a white circle shows the number of
remaining command that can be made.

     - Choosing an action

     After choosing a character, a screen will appear to choose an
action related to that character. It shows every weapon and accessory
equipped by that character, and also the melee and a familiar (if you
have any familiar in the skill panel, more later on). Below the
weapon, there will be the categories of that weapon/ accessory/ melee/
familiar. Only black categories can be chosen, the gray ones cannot be
chosen. If a weapon has only grayed out categories, this weapon has 0
durability and can't be used.
     Also you can check the HP and endurance required to execute a
action, pressing square or O buttons on the categories.
     Press X to choose the desired action and the enemy. Repeat that 5
times and the battle will begin for real.

     - The combo system

     When you choose the 5 actions, the battle will begin. The reel
will spin and you have 2 options: GO or HOLD. If you choose GO
(pressing X) the character will perform the action of the icon that
you previously. If you choose to HOLD (pressing O), the character will
try to combo with the next person, and the next person will be in the
control of the main reel. If your 2 characters choose to HOLD as well,
you will try to do a triple combo, and so on. You can do a maximum of
a five-hit combo.
     When you successfully do a combo, the name of the combo will
appear and the combo rate also will show up. The combo rate is related
to the extra damage inflicted by a combo, if a combo rate was 130%
that means the combo will deal damage 30% higher than done the hits by
itself. A combo with more than 130% has a high probability of LP
damage on the enemy.
     The advantage of the combo is that it will increase the damage
inflicted in the enemy, with the last person of the combo makes the
makes the great part of the damage. If the last person selects HOLD,
you will only use the basic attack of the weapon category.

     - The enemy reaction

     Of course, the enemy will attack (and combo) like you do. The
enemy doesn't have any restriction of numbers of turns. They can
attack only twice (weak enemies) or even 7 times (bosses). And its
order is unpredictable as well, but if you notice that the enemy group
is attacking fast on the first turns, probably they will stop and open
a window to combo.
     Combos do not always happened like you wanted to, because the
enemy can break the combo. If the enemy breaks your combo, 2 bad
things will happen, the first one is that the last blow it's the most
powerful of the combo, and that you can't do high level arts if you
have the combo breaked. There is an example of a combo breaked:

     You choose 4 HOLD, 1 GO:
           Hold     Hold      Hold    Hold     GO
     Attack - Attack - Attack - Attack - Attack

     The enemy chooses 2 GO, 1 HOLD
                    GO        GO      Hold
              Attack - Attack - Attack

     Here's what happens in the game:

     You will have your combo breaked in the second character. There
will be a 3-hit combo in total. The 2 ally characters will begin the
combo, and your enemy will end it. The third ally character will also
have its combo breaked. Two-hit combo with the ally beginning the
combo, and the enemy end it. In the last turn, the enemy will begin
the combo and the 2 ally characters will end it.
       That is just a possibility, but in the real game you won't know
what your enemy is planning. Since the last person of the combo
inflicts greater damage, trying to combo without much thought can make
things worst, because if the enemy just breaks your combo again and
again they will, in the end, inflicts massive damage on you. But
always doing GO won't help you either. In difficult battles, since
doing combo increases the possibility of draining LP of the enemy
(your main objective) you have to take your chances and combo.
     So you have to find a way to combo the enemy, without giving the
enemy chance to retaliate. It's a guessing game, but it's that makes
the battles in this game so fun, but frustrating at the same time.

     - Team formation

      The basic formation is always the same with 3 characters in the
front row, and 2 on the back row. The front row has a greater chance
of being damaged by an enemy. If you choose fewer characters, you will
fill first the front row then the back row.
      This can change with some locations, which can have variables
kinds of formations. Also, there is a battle in tight spots that
requires a maximum of 3 different characters. There are few situations
in the game that requires one-to-one battle.

     - Battle tips

      Knowing the battle rules, there are some tips to help you out:

      1 - If you want to score a greater damage without being much
damaged in the process, leave the high HP/LP on the front row and
leave the main character and the character with the most powerful
skill for last. So make HOLD on the first 2 characters, this forces
the enemy to break your combo and attack. You will receive greater
damage, but if your characters are strong, even you lose some LP it
compensates the trouble since the others 3 characters can combo
without have much fear of has it combo break and being damaged in the
process. If the initial HOLD trick does not work, you can play it
safe, doing GO on the remaining 3 characters or risk a higher combo,
it's up to you. The enemy AI is smart though, so they will change his
strategy constantly.
      2 - When you have more than 5 characters in your team, swap the
front row once in a while, specially in boss battles. Leaving the same
characters over and over, will deplete his endurance and they will die
quickly.
      3 - Use skills that reduce any parameters of the enemy. They
can't be strong by itself, but in the long run it can save your life.
Arts like brute force (punch), deadly palm (punch), aim (spear) and
nutcracker (staff) destroy the defenses of the enemy. Use them on
bosses and tough enemies.

     - Taking out a character

      When you have a character with blackout, sleep, or petrify status
or even dead, they will remain in the battlefield until you take him
out. To do take that character out you must choose the "rescue" option
below in the melee attacks. This option always appears, but if you
aren't with a character that can be taken out, this option will be
inaccessible.
      As the stunned character is in the battlefield, his turn will be
spend like a regular character. When you choose a character to rescue
another, his turn as well will be lost (rescue counts as a action) but
if think about it, you will replace for a good character and also you
won't lose the stunned character turn.
      But not always a character can successfully rescue another, this
depends of the build of a character, if he is tall and strong, the
odds of a little girl carry him out of the battlefield are slim, so
put a strong character when you try to rescue another character.

     - Game over

      The game will end if the main character gets 0 LP or all
characters in the battlefield get 0 LP or are unable to make any
actions.


     I ) Equipment, materials, skills and items


- Equipment

      Each characters has several equipment that he can...well, equip.
There are 2 weapons slots, 2 accessories, one head, one armor and one
legging. The weapon that you can equip includes daggers, swords, axes,
staffs, spears, bows and shields. You can equip 2 attack weapons or 1
attack and one shield (yes, you can equip 2 shields, and yes, you're
dumb if you actually do that...^_^)

- Materials

      Materials are items that only have utility in a blacksmith. They
can be use to improve the durability of an equipment or to make new
weapons. They materials can be find on the adventures or bought in
stores. There are several types of materials, which can be further
divided on 5 groups: Fire, Water, Metal, Wood and Earth.

- Skills

      There are several skills in this game but 2 of them are of the
most importance: Defuse and locksmith. These are truly essential
skills that at least one person has to have all times. Others required
skills are swimming and obstacle crossing. I like also the iron body
skill, which reduces damage and LP loss probability.

     J ) Character, equipment and arts development

- Character development

      In Unlimited SaGa they taken off the random character stats
gained in every battle and created a different system. The character
development can be only done on the end of every cleared adventure.
The character HP will grow only for the characters that participated
on battle in an adventure. You can gain one new skill and a status
boost. Both are handled in the same way: The skills panel. You can
check your skill panel only in the field.

- Skill panel

      The skill panel looks like this:
               ___  ___
              /   \/   \
             _\___/\___/__
            /   \/   \/   \
            \___/\___/\___/
              /   \/   \
              \___/\___/

      After the end of the adventure, the game will choose randomly 4
skills for each character, so you pick a skill and place it in the
skill panel. The harder is the adventure that you accomplished; the
level of the skills will be higher as well. But even if you make the
most difficult adventure, if you skills are low, you will grow, but a
little bit, so if you have only levels 2 or 3 in your panel skill, the
odds are that you will receive a level 4, not a level 5.
     The panel has 7 slots for skills, and when the 7 slots are full
you will have to overwrite a skill, even if you won't to part with any
skill you have. Each skill has 5 levels, as higher the level; the
effects of the skill also will be higher. If the skill deals with the
reel system, like unlock/defuse, when higher the level of the skill,
the higher is the chance of success (more green orbs). Each skill has
a category (symbol) and a definition of its use. There are different
skills that are from the same category.
      OBS - Negative status (like phobia, seal weapon and pacifist) can
be only being replaced with other negative status. The gauntlet skill,
that is also a negative skill, cannot be replaced at all. Magic
tablets don't count as one of the 4 skills that you receive, and you
can place the magic tablet on every character.

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