5: Operation method
5.1: Common operations
Most of the actions in the game are messages, menu, and actions.
5.1.1: Message
The message will be spoken aloud automatically following the beep.
| Keyboard |
Gamepad |
What you can do |
| Enter key |
Button [BT2] |
|
| Up and down arrow keys |
Direction keys up and down |
Read one line up and down |
| Left and right arrow keys |
Direction keys left and right |
Speak next character |
| Y M W key |
BT5 |
Voice guide the current month and month. The order of the guides differs depending on the key pressed |
| G-key |
BT6 |
Voice guide for current money |
The following operations support only the keyboard.
| Keyboard |
What you can do |
| B key |
Voice guide for the name of the growing monster |
| C key |
Copy contents to clipboard |
| E-key |
Text contents and display in editor |
5.1.2: Menu operation
The menu is operated by selecting an item with the up and down keys and deciding.
| Keyboard |
Gamepad |
What you can do |
| Up and down arrow keys |
Up and down arrow keys |
Select one item up and down |
| Enter key |
Button [BT2] |
Deside it |
| Escape key |
Button [BT4] |
Cancel |
| Tab key |
Button [BT7 / 8] |
Move to previous or next group in a specific grouped menu |
| Left arrow key |
Direction key Left |
Speak the selected item name |
| Right arrow key |
Direction key Right |
Read out the description of the selected item |
| Y M W key |
Button [BT5] |
Voice guide the current year and month. The order of the guides differs depending on the key pressed |
| G-key |
BT6 |
Voice guide for current money |
The following operations support only the keyboard.
| Keyboard |
What you can do |
| Page up key |
Select item above 6 |
| Page down key |
Select item below 6 |
| Home key |
Select top item |
| End key |
Select bottom item |
| F2 key |
Read the total number of items in the menu and the current cursor position |
| Numeric keys 1 to 9 |
Move the cursor to the specified item. Continuous input is possible. |
| B key |
Voice guide for the name of the growing monster |
| C key |
Copy selected item to clipboard |
| E key |
Textify menu item and display in editor |
| S-key |
Save current game data [*4] |
5.1.3: Action
Operations such as competitions, mini-games and exploration are not item selection but action.
Basically, press the direction key to move to the desired location, talk and jump the monster.
The detailed operation method is described in Chapter 6. You can also check during the game.
5.1.4: Help
You can press the F1 key to display the help that corresponds to the current operation.
If you get lost, you should try pressing F1.
5.2: Setting at first start
Describes the settings that appear when you first start the game.
5.2.1: Language selection in the game
First, select the display language in the game.
The default setting is English. If you want to use Japanese, please press the up arrow key and select "Japanese". After that, it will be displayed in the selected language.
By the way, I intentionally use English. Overseas SAPI "does not accept Japanese at all", so if the initial state is Japanese, you can not even select the language.
5.2.2: Setting the screen reader to use
Select the screen reader to use for reading.
In the initial state, it automatically detects the activated screen reader.
Even in the initial state it will be fine, but as the response is slightly delayed, please change the person who cares about it.
5.2.3: Game pad settings
Anyone who has the gamepad can make key settings at this stage.
If you don't have it, or you don't want to set it, please skip "no".
You can make settings by selecting an item with the up and down arrow keys and pressing the button you want to assign.
Make sure to set the items described as "(Required)".
If the settings conflict, the button that was originally set will automatically be unassigned.
5.3: Make the game easy to play
You can freely adjust the game speed, volume, game pad operation, etc. through "Preferences". Please try tuning to your liking.
5.3.1: Language selection
You can change the display language in the game.
5.3.2: Screen reader settings
Select a screen reader to use for reading menus and so on.
Normally, it automatically detects and reads the activated screen reader, so it is fine if you do not have to set it unless you have a sense of incongruity.
Braille display settings
In this software, the same information that the screen reader reads out is output on the Braille display. Also, information from some sound effects is also output to the Braille display.
However, depending on the play environment, the operation may be slowed down or noise may be mixed into the text. If you do not plan to use the braille display, please disable the output to the braille display.
Title bar settings
In this software, information such as current location is notified by window title sequentially. This is useful for doing other tasks while playing the game.
However, some screen readers, such as NVDA, may suddenly be noisy because they read the contents of the title bar. If you are concerned about it, please disable the title bar settings.
5.3.3: Volume setting
You can set the volume of background music and sound effects. Please adjust it so that it will be easy to hear.
5.3.4: Game setting
You can set auto save during the game and settings related to effects.
5.3.5: Game pad setting
You can change the gamepad button assignments.
To make settings, select the item you want to set with the up and down arrow keys or the direction key as you would with a normal menu, and press the button on the game pad you want to assign.
In addition, as a result of setting, if there is a "collision" that is inoperable due to multiple functions being assigned to the same button, the setting of the automatically collided side becomes "unassigned".
Easy setup
You can change the screen reader, and the volume of BGM and sound effects at any time by the keyboard operation listed below.
| Keyboard |
What you can set |
| F5 key |
Decrease sound volume |
| F6 key |
Increase sound volume |
| F7 key |
Decrease BGM volume |
| F8 key |
Increase BGM volume |
| F11 key |
Toggle screen reader to use |
6: How to play
Describes the detailed rules and operations in the game.
6.1: Nurturing monsters
Basic cycle
The basic training cycle is as follows.
- Condition check
- Action
- One week has passed
- Feed the monsters
1. Condition check
In this work, "condition" refers to vital data such as the hunger and fatigue of a monster, the system, and the training policy.
Each week, a dedicated assistant will tell you about the condition of the growing monster.
Please refer to this to determine what you want the monster to do.
The following are the conditions that are particularly important in training.
- age
- There are times when it's easy for an ability to grow, and when it's hard to grow. Depending on what you do at that time, the final monster ability will be determined.
- Hunger degree
- The condition of the monster's stomach. The amount of exercise is greater for food shortages, which adversely affects other conditions.
- fatigue
- The degree of "fatigue" felt by the monster. It accumulates by conducting training etc. and it has an adverse effect on other conditions.
- stress
- The degree of "stress" a monster feels. Similar to "Fatigue", it accumulates by conducting training etc. and adversely affects other conditions.
You can check the condition of the monster at any time from the "View" menu.
2. Action
In action, you instruct the monster to do something, such as training, rest, competitions, etc.
- training
- Provide training equipment from the farm or gym and use it for monsters. The training is done by the monster itself, so the player does not have to operate it.
- Competition practice
- Practice the competitions in the park. The player can operate the same as the actual competition. You can also leave the judgment to the monster itself and watch over it.
- rest
- Give the monster a break. Since the monster itself rests, there is no need for the player to operate it.
- Mini game
- Play with monsters in the park. It is a mini-game and controls players or monsters.
- Competition
- Put a monster into the competition. Instructions during the competition can either be given by the player or left to a monster for judgment.
- search
- Go to the ruins etc. and search for items. Control the monster and proceed with the search.
Note that the actions listed above can only be performed once a week. You can not rest while training.
3. One week has passed
One week passes when you take action.
In addition, in the search, two weeks or more may pass.
4. Feed the monster
When the week is over, feed the monsters.
Expensive bait has benefits such as fatigue recovery.
Feed the animals according to the condition of the monsters, the likes and dislikes, and the economic situation.
6.2: Strengthen monsters for competitions and explorations
Learn about monster enhancements that are essential to a successful competition or quest.
Ability
The monster of this work can strengthen the following six abilities through training.
- Helth (such as stamina or tolerance)
- Power (Strength of your strength or leg)
- Intelligence (knowledge and mental power)
- Concentration (goodness in hitting and watching)
- Reflexes (speed of movement)
- Toughness (endurance)
The higher these abilities, the stronger the Coliseum will be and the faster you will be able to move in the marathon.
However, depending on the monster, it has the ability to grow easily and the ability to grow hard. And, depending on the event item, the required ability will change.
Caution in development
As I wrote in section 6.1, when training and training are repeated, monsters accumulate fatigue and stress.
Fatigue and stress have a negative effect on monsters as well as humans. For example, a monster who felt stress too much may escape from the farm.
So, please make good use of rest and play while adjusting the condition of monsters.
At first I think that there are many things that do not go well. However, overcoming it and raising monsters is the best part of this work.
6.3: Competition
Describes the rules of the various competitions and how to operate them.
6.3.1: How can I compete in the competition?
The procedure to participate in the competition is as follows.
- Check the schedule
- Schedule adjustment
- Competition participation
1. Check the schedule
At the "Arena", you can view the "This Week's Competition" and the competition calendar for each competition.
In this week's competition, you can check the competition held this week. At the same time, if the growing monster meets the requirements, it can be made to participate in the competition.
The calendar for each competition shows the annual schedule of the selected competition. You can also remember the competition you are planning to compete for.
requirements for the competition
In the competition, "rank" is listed as a requirement for participation.
Rank indicates the rank of a monster, and is defined in seven levels in the order of E, D, C, B, A, S, and SS from the bottom.
The first monster to participate in the competition is the E rank.
In order to participate in the upper ranked competition, you need to win the "official game" and upgrade the monster to that rank.
In this work, "flying rank" is allowed. In other words, you can be promoted to C rank by winning an E rank monster in the official battle of D rank.
However, some competitions may have other restrictions, such as age restrictions. There are also competitions with F ranks that are not limited by the rank of the participating monsters.
2. Schedule adjustment
Once the competition you want to compete in is decided, we will advance the time through training and rest until the day of the week.
If you want to advance the time without getting older from the monster, please hibernate the current monster and foster another monster until the day of the event. Some breeders refer to the monsters that are raised on behalf of hibernating monsters as "weekly monsters."
3. Competition participation
When the competition week comes, bring the monster to the stadium and enter from the "This Week's Convention".
6.3.2: Coliseum
"Coliseum" is a competition where you battle monsters and compete for victory.
Use your trained monster's abilities and moves to overwhelm your opponent.
Coliseum rules
The Coliseum competes in a league or competition competition with multiple monsters. The game is decided by the “Battle” of 2 monsters, and if you win all or win more than anyone, you win.
In addition, according to the specification of the order determination, the game will be made even for the monster that has lost one line in the competition.
Battle rules
To briefly explain the rules of the battle, "I will attack the monster by the attack of the monster within the time limit.
Monsters can use moves such as physical contact and scissors. The breeder directs these skills to the monster according to the battle situation and attacks the opponent.
Monsters have a life (LP) that indicates the amount of damage they can withstand. By accumulating damage of the move, the monster which became 0 will lose KO.
Also, the game has a set time limit. If both endure within this time, the outcome will be determined by the remaining life, the success rate of the technique, etc.
Using move
The rules of battle is "active time".
It is an operation system that "time advances in real time until it becomes possible to give instructions, and it temporarily stops when giving instructions".
You can move around freely until you can give instructions to monsters.
After instructing the move, adjust the distance to the enemy monster at the monster's own discretion and use the move.
Furthermore, there is a time lag between the monster receiving instructions and the actual use of the move. This time lag is proportional to the amount of energy the monster needs to use the move.
Also, after using the move, you can not instruct the following for a certain period of time. This time is proportional to the time it takes the monster to recover the exhausted energy after using the move.
As stated in the previous section, the game has a limited time. Because of this, powerful moves can be used less often during the game.
In addition, similar energy is wasted when you fail the move. Therefore, we also need to pay attention to "make the trick a success".
Acquisition of move
During the battle, if the following requirements are met, the monster can flash at a certain probability just before using it.
- Ability value has grown up to move acquisition requirements
- To some extent, fighting against enemies of reasonable strength
- Using move that is the origin of derivation
Moves that monsters can learn are 12 types, including two that can be used from the beginning. In other words, you can learn 10 new moves through battle.
There are six categories of moves listed below. Please refer to the moves you want to master.
- Balanced (Basic moves learned from the beginning)
- Damage (Move with high power)
- Focus on accuracy (Moves with high hit rates)
- Critical (High Critical hit rate moves)
- Energy (energy required to use the energy, energy to interfere with the ability value)
- Super special move (a powerful move that combines the characteristics of the previous moves)
Important rules
Here are some useful rules to remember.
1. Range
Moves have an effective range.
Monsters that have been instructed to move will try to take a distance to get into the proper range.
By using this nature, you can delay the use of the other party's moves, such as leaving and waiting until you are ready. The enemy is approaching to close the distance, though.
2. Attributes of move
The attribute of the move is only two of "Physical" and "Magical". There are "fire" and "water" as move names, but even if it is used against plant-based monsters, damage does not increase or decrease.
3. Reaction move
Among the moves, there is a "rebound move" that sacrifices the life of the used monster.
The damage you get from a reaction is about 20-30% of the damage you will do to your opponent. However, reaction is received regardless of success or failure of the move.
Also, if the user loses his life due to the reaction of his move, he will be defeated even if his opponent defeats it with the damage given. In this case, it is necessary to be careful because the life on the using side is low and the attacking power is likely to greatly exceed the defense of the opponent.
4. Energy down (E down)
Some moves have the effect of reducing the energy the enemy has stored to use the technique. This effect is called "E down".
If the effect of "E down" is triggered during the game, information such as "Slow 3" will be notified after the damage. This "3" shows that it delayed the use of the enemy move for 3 seconds.
Therefore, by continuing to use the move with the "E down" effect, the enemy can be brought into judgment victory without doing anything. This technique is called "energy lock".
5. Critical Hit
When a move hits a critical hit, louder cheers are heard than usual. There are also the following advantages.
- Damage to opponent's monster is 1.5 times
- The energy down effect given to the opponent monster is 1.5 times
- Ignore your opponent's defense (If the attacking monster's attack power is lower than your opponent's defense, damage will increase)
Because of the above-mentioned nature, "Critical" move is a hit point against a particularly defensive opponent.
6. Recovery / Aid
The performance and success rate of moves with recovery effects and ability increase judgments are also calculated based on the user's ability and the opponent's ability. Even a move that only restores your own life will fail if your opponent's evasion is too high.
This is because the rule of battle is "The success rate of moves is related to the outcome".
7. Favorite moves
When a monster acts at his own discretion, the choice of move is based on the “favorite”. Specifically, it is easier to prioritize and select moves with high “favorable”.
Please use the corresponding move positively to raise "Favorite". However, if the move fails, the "degree of favorite" will decrease, so be careful about the accuracy rate of the move.
8. Over kill
In the battle, if the total amount of damage the KO'd monster receives during the game greatly exceeds its own life, the monster may be injured or hospitalized.
The injured monster can continue the game, but only for the next game, the ability will be negatively corrected. On the other hand, monsters who have been hospitalized will be forced to withdraw from the subsequent games.
Status in the battle
Name | Description
---- | ----
Life | The amount of damage that can be tolerated
Physical attack | Strength of Physical Attack (Physical)
Special attack | Strength of magic attack (Magical)
Hit | Success rate of move
Avoidance rate of move
Defense | High resistance to attack
Terms about the moves in the battle
| Name |
Description |
| Damage |
Indicate the power of the move in 6 levels from E to S |
| Accuracy |
The accuracy of the move is expressed in six levels from E to S |
| Critical |
The critical hit rate of the move is expressed in 6 levels of E to S |
| E down |
Indicate the performance of the enemy's energy reduction move in 6 levels of E to S |
| Slow XX |
The amount of energy down actually given by the "E down" effect of the moves. |
| React XX |
The amount of damage received by using a reaction moves. |
| Regain XX |
The amount of life recovered or absorbed by the effects of the moves. |
Operation during the battle
| Keyboard |
Gamepad |
What you can do |
| Up and down arrow keys |
Direction keys up and down |
Select a move one up and down |
| Left and Right Arrow Keys |
Direction Keys Left and Right |
Monsters advance and retract while in standby. Read the details while instructing the move |
| Enter key |
Button [BT2] |
Instruct the monster to use the move. |
| Tab key |
Button [BT3] |
Display menu |
| H key |
Button [BT5] |
Voice guide the remaining life. |
| T key |
Button [BT6] |
Voice Guide Remaining Time. |
| L key |
|
View competition log. |
6.3.3: Marathon
The marathon is a competition where monsters win or lose by marathon competition.
The monster that ran through the fastest on the designated course is the winner.
However, it is a monster to run. The breeder should give instructions in consideration of the strength and remaining distance of the monster and lead it to the goal.
The "Marathon" in this film also includes "Sprinter" and "Obstacle Race". Of course, there is also a full marathon that runs 42.195km, but obstacles still appear.
Basic rules of marathon
During the competition, the monsters aim at the goal and slide. Therefore, even if you leave it basically, monsters will reach you to the goal on their own.
However, other monsters will be overtaken at the original pace. In addition, if you detonate, you will be exhausted from your stamina and you will be in a state of fatigue.
Then, please press the up and down arrow keys to instruct the pace distribution to the monster.
event on the course
There are various events on the course. The important things are as follows.
- 1. Water station
- You can feed monsters. Along with thirst, you can recover your exhausted stamina. However, the more you supply water, the faster your stamina will drain.
- 2. Logs loaded
- Stands up as an obstacle. You will need to jump over in a jump, as your stamina will fall if you hit it.
- 3. Bread
- It is suspended in the air. You can recover a little stamina by jumping and eating.
- 4. The river
- It's shallow so you can cross. However, care must be taken as it consumes more stamina than usual. Note that jumping is possible.
Besides this, snow, fallen leaves and sand also affect the pace of monsters.
Status in the marathon
| Name |
Description |
| Pace |
The speed at which a monster runs. 33% when jogging, 100% when riding fast. |
| Stamina |
Exhausted by pace up, recovered by pace down. When it reaches 0, the monster faints for a while. |
| Moisture |
Thirst condition. It decreases with time and recovers at the water station. The lower the value, the more the stamina is exhausted. |
| Foot power |
High resistance to snow and sand |
| Mental |
High resistance to ice and water |
| Concentration |
High resistance to sand and ice |
| Stride |
Stride per step. The higher you can run faster. |
| Endurance |
The amount of stamina consumed per step. |
Operation during the marathon
| Keyboard |
Gamepad |
What you can do |
| Up arrow key |
Up arrow key |
Pace up |
| Down Arrow Key |
Direction Key Down |
Pace Down |
| Left and right arrow keys |
Direction keys left and right |
Confirmation of remaining stamina, remaining distance, etc. |
| Enter or space key |
Button [BT2] |
Jump |
| Tab key |
Button [BT3] |
Display menu |
| Numeric keys 1 to 7 |
Button [BT7 / 8] |
Adjusting the speed of the race |
The marathon is a very time consuming competition. For this reason, we have prepared a traveling speed adjustment function so that you can fast-forward by double-speed processing.
6.3.4: Flag Race
Flag race is a competition that competes for the number of flags collected within the time limit.
Flag race rules
Please repeat the following things until the time limit runs out.
- Guide the monster to the flag and let it pick up the flag
- Transport the flag you picked up to the collection box located on the four sides of the field
The game takes place in fields interspersed with countless flags.
The flag always makes a sound, and the closer the monster is, the shorter the sound interval.
Monsters approaching the flag to some extent will recover the flag on their own.
However, the number of flags that monsters can carry at one time is limited.
For this reason, you need to put the flag in the "collection box" after collecting the flag until you can not carry it.
Collection boxes are located north, south, east, west of the field. Since you can put the flag in any collection box, basically you should go to the nearest collection box.
Like the flag, monsters that approach the recovery box to some extent will store the flag on their own.
In addition, even if you have one flag, you can fit in the collection box.
However, by putting a lot of flags in the collection box at the same time, bonus points will be added.
Take the flag from the enemy
In the flag race, you can take away the flags that other monsters possess.
A beep will sound when approaching a monster with a flag. You can steal the flag by pressing the enter key in this state.
Monsters that have been deprived of the flag will "panic" for a while. A panic monster does not receive the instructions of the breeder and if it has one flag, it will head towards the collection box.
To "take the flag" may be to "take the flag".
A warning tone will sound if the enemy is targeted as "target to steal the flag". When the enemy is approaching, take a distance, fight against it, etc., and protect the flag.
But there is a more reliable way. It is "put the flag that you have in the collection box".
Since the flag can not be taken from the recovery box, once the flag is stored, the enemy will not follow.
In addition, if the enemy who is about to take the flag has the flag, it can take it first. However, in order to capture the flag before the enemy, the status "Range" needs to exceed the enemy "Range".
Status in the flag race
| Name |
Description |
| Move |
Speed of movement |
| Hold |
The number of flags that can be held simultaneously |
| Range |
The higher you can get or take away the flag from a distance. |
| Threat |
The strength of the panic you give to the enemy when you take the flag |
| Calm |
Resistance to panic from enemies |
Operation during the flag race
| Keyboard |
Gamepad |
What you can do |
| Arrow keys |
Direction keys |
Moving monsters |
| Enter key |
Button [BT2] |
Remove the flag from the other party |
| Tab key |
Button [BT3] |
Display menu |
| Space key |
Button [BT1] |
While pressing, let the monster act at its own discretion |
| T key |
Button [BT5] |
Voice guide to the direction of the nearest flag or collection box |
| R key |
Button [BT6] |
Voice guide to the remaining time |
The following is available only during keyboard operation
| Keyboard |
What you can do |
| S key |
Read the current score |
| Q key |
Read the current position |
6.3.5: Contest
A contest is a competition for the performance of monsters.
The monster with the highest score for the monster's performance is the winner.
rules of the contest
The contest program consists of two parts: a primary examination for judging the condition, and a secondary examination for competing in performance.
At the first screening, the height of the monster's condition is evaluated.
Monsters have five rating axes: "coolness", "beauty", "toughness", "lovelyness" and "toughness". These conditions can be trained through training.
In the second screening, the monster is made to act by referring to the questions given randomly.
The subject to be asked is, like the condition of the primary examination, one of “coolness”, “beauty”, “sickness”, “loveliness”, and “toughness”.
After completing these two programs, it is a contest to compete with the final points earned.
Acting and venue excitement
In the second screening, the degree of excitement and the score of the venue will change depending on the action given to the monster.
Basically, if you perform according to your theme, the venue will swell and your score will increase. On the other hand, if you perform extremely off the subject, the venue will be white and the score will decrease.
However, at certain times, you can get twice the normal score. It is acting when the venue is at its best.
For this reason, it is necessary to act and think so that the appearing enemy is not intercepted the timing.
Operation during the contest
There is no action in the contest. All can be operated by selecting from the menu.
6.4: Play with monsters
We explain "Mini game" and "walking" that we can do in park.
6.4.1: Mini game
In "Mini game", you can play mini games with monsters.
The mini games that can be played vary depending on the season from the following.
- 1. Ball Fight
- Battle with monsters and snowball fight
- 2. Wood Search
- Control a monster and collect falling firewood
- 3. Monster touch
- Touch at the right time according to the coming monster
- 4. 3D water gun
- Fight against monsters with water guns
- Speed riding
Jump over obstacles in a timely manner
- Memory voice
Apply the same sound card
mini game rules
Mini games, like "rest", one week passes by playing.
Basically, you can reduce the fatigue and stress of monsters like "rest". However, the degree of mitigation is different from rest.
You can also receive a commemorative ribbon according to the final score in the mini game. Ribbons are a little better when given to monsters.
However, you need luck and skill to score high. However, even if the score is low, you can get the ribbon and there is no difference in effects such as recovery from fatigue.
Operation in the mini game
The operation method in each mini game is explained in the game.
6.4.2: Walking
In the "walking", you can release the monsters in the park and walk around together.
rules of the walking
The purpose of the walk is to enjoy the skinship with the monsters.
There are no time limit, clearing conditions, fatigue recovery, weekly progress, etc. in the walk itself.
You can take as many walks as you like, and you can finish it whenever you want.
What can be done during the walking
For a walking, you can list:
- 1. Enjoy nature
- There are many things in the park, such as fountains, ponds and trees. Only the sounds, but you can enjoy them through the walk.
- 2. Contact monsters
- You can stroke monsters in a walk. You can also play with monsters with toys such as frisbee, radio control, and water guns.
- 3. Nose diagnosis
- The monsters who are fond of me follow the breeder properly. "Nostalgia" itself can be seen from "watching", but you can feel the nostalgia through a walk.
- 4. Other monsters
- In the park, you may be taking a walk on the monsters that other breeders keep. Although you can not crawl, you can collect monster pictures by encountering them through a walk.
- 5. Alleviation such as fatigue?
- Monsters may be able to relieve some of the accumulated fatigue and stress by having them walk or boil freely.
- 6. Go through the checkpoint
- There are 7 check points in the park. If the monster passes all these checkpoints, you will receive a commemorative ribbon. Although it is safe to let other monsters in the park pass, it is necessary to pass all 7 check points with the same monster.
Operation during the walk
| Keyboard |
Gamepad |
What you can do |
| Arrow keys |
Direction keys |
Move |
| Enter key |
Button [BT2] |
Baking, performing actions such as toys |
| Tab key |
Button [BT3] |
Display menu |
| Escape key |
Button [BT4] |
End of walk |
| Number keys [1 to 7] |
Button [BT7 / 8] |
Switch the toy to use |
6.5: Search
Describes the rules and operations of exploration.
rules of exploration
Things to do in the search area are as follows.
- Search for scattered search points
- Send monsters into search points and bring items back
- Return to the entrance within a fixed period
1. Search for scattered search points
The search site is a 2D field and can be moved by pressing the arrow keys.
The first thing to do is to find "search points" that are scattered with the monsters.
You can use a "detector" at the search site. A detector is a machine like a metal detector that rings short as you approach a designated search point.
Please use this information to find out the search point. In addition, since the search point itself also emits a sound, if it gets close, you can hear the sound.
2. Send a monster into the search point and bring the item home
Once you find a search point, send in monsters and let them investigate.
If the monster's judgment and focus are good, it may bring back some items.
Note that multiple items may be available by repeatedly investigating the same search point.
However, for each search point, the number of items present is fixed, so if you can not find the item many times, try hitting another search point.
3. Return to the entrance within a fixed period
Monsters have "Right time". This affects the number of times you can walk the exploration site and explore the search points during a week.
In addition, you can stay there for up to one month through one exploration.
For this reason, it is necessary to conduct surveys of each area within a month and come back.
If you can not return to the entrance after the last week, the monster will be lost.
In addition, a bonfire is installed at the "entrance".
In the final week, please come back to where you can hear the bonfire.
You can also come back before the end of a month for exploration.
For example, if the competition is scheduled after three weeks, rounding up the search in the second week can balance the search and the competition participation.
About wild monsters
You may encounter wild monsters while exploring.
In that case, you can play battle at will.
The rules of the battle are almost the same as the battles taking place in the Coliseum. And if you can win, the monster's ability value will increase as a bonus.
However, there are three risks listed below. Therefore, it is also important not to fight if the opponent is bad.
- The strength of the monsters encountered is indeterminate. Please refer to the "rank" displayed at the end.
- Unlike the Coliseum battle, there is no time limit. Therefore, the game continues until either one gets KO.
- If you lose, you lose your energy. Also, the risk of overkill is alive and well.
About obstacles
The search site is not a flat road. A quay etc. may become an obstacle.
However, since the quay is weathered and fragile, it may be broken by monsters.
You may be able to do a shortcut by breaking the quay and making a path.
Status in search
| Name |
Description |
| Right time |
Number of times you can walk, hit your body, investigate, etc. |
| Destructive force |
Power when destroying a quay |
| Judgment |
Ability to find expensive items in a survey |
| Watching power |
probability of finding an item in a survey |
Operation during search
| Keyboard |
Gamepad |
What you can do |
| Arrow keys |
Direction keys |
Move |
| Enter key |
Button [BT2] |
Examine the quay and search point in front |
| Tab key |
Button [BT3] |
Display menu |
| Numeric keys [1 to 7] |
Button [BT7 / 8] |
Selection of search destination for detector |