Secret of Evermore
Typed out by Mike Liu
-------------------------------pgs. 01-02-------------------------------
U/SNS-AEOE-USA
Secret of Evermore (TM)
SQUARESOFT (R)
Instruction Booklet
KIDS TO ADULTS: AGES 6+
Super Nintendo Entertainment System
WARNING: Please carefully read the consumer information and precautions
booklet included with this product before using your Nintendo (R)
hardware system.
This product has been rated by the Entertainment Software Rating Board.
For information about the ESRB rating, or to comment about the
appropriateness of the rating, please contact the ESRB at
1-800-771-3722.
LICENSED BY Nintendo (R)
NINTENDO, SUPER NINTENDO ENTERTAINMENT SYSTEM, AND THE OFFICIAL SEALS
ARE REGISTERED TRADEMARKS OF NINTENDO OF AMERICA INC.
(C) 1991 NINTENDO OF AMERICA INC.
THIS OFFICIAL SEAL IS YOUR ASSURANCE THAT NINTENDO HAS REVIEWED THIS
PRODUCT AND THAT IT HAS MET OUR STANDARDS FOR EXCELLENCE IN WORKMANSHIP,
RELIABILITY AND ENTERTAINMENT VALUE. ALWAYS LOOK FOR THIS SEAL WHEN
BUYING GAMES AND ACCESSORIES TO ENSURE COMPATIBILITY WITH YOUR NINTENDO
PRODUCT.
---------------------------------pg. 03---------------------------------
CONTENTS
THE QUEST .................. 4
THE CONTROLLER ............. 6
MORE CONTROLS ............ 7
WORLD OF EVERMORE .......... 8
PLAY SCREEN ................ 9
RING COMMANDS ............. 10
ALCHEMY ................... 18
ALCHEMY FORMULAS ........ 20
ALCHEMY INGREDIENTS ..... 23
INTO THE FRAY ............. 26
THE HEROES ................ 31
WEAPONS ................... 32
ARMOR ..................... 34
ITEMS ..................... 36
CREDITS ................... 38
WARRANTY .................. 39
SQUARESOFT (R)
(c) 1995 Square Soft, Inc. All rights Reserved. Secret of Evermore
(TM) is a trademark of Square Soft, Inc. Squaresoft (R) is a registered
trademark of Square Co., Ltd.
-------------------------------pgs. 04-05-------------------------------
THE QUEST
After years of research and many failed attempts, Professor Sidney
Ruffleberg finally did it! With one brilliant shot of electricity, he
successfully catapulted himself and his friends into a fantasy world of
their own design. He called the world "Evermore" and watched over it
from a futuristic city, floating high above the ancient lands. What the
professor didn't know was that a sinister force has been working against
him from the beginning. This entity would quickly make Professor Sid's
dreams into a nightmare from which there would be no escape. In the
real world, the disappearance of the professor and his friends went
largely unnoticed.
Years after the spark that sealed the fate of the scientist and his
friends, the mansion was an abandoned, deteriorating heap -- a
mysterious structure from the past. And a mystery it would have
remained if it weren't for the adventuring instincts of a boy and his
dog from Podunk. Propelled into Evermore without so much as a warning,
they find a world that has gone from a fantasy-born utopia to a dream
turned upside-down. With his wits, weapons, and will the boy finds
adventure, and the dog sniffs out everything else.
Seek out the leaders of the lands of Evermore. They alone can help you
unravel the mysteries of the land. Discover the secret of Evermore or
you will never see Podunk again.
-------------------------------pgs. 06-07-------------------------------
THE CONTROLLER
To succeed in the worlds of Evermore, you will need to have complete
control over the hero and his dog. Some buttons have more than one
function, depending on your situation.
+ Control Pad
Press the Control Pad in the direction you would like to walk. When a
Ring Command menu is displayed, push the Control Pad left or right to
spin the Ring one way or the other, and up and down to switch Rings.
X Button
Press X to open the Ring Commands for the character you're not
controlling.
Y Button
Press Y to open or close the Ring Commands for the character you are
controlling. Use Y to end conversations. Also use Y when you want to
pause the game.
A Button
After you receive the Jaguar Ring, press and hold the A Button to run.
As you run your power meter will slowly deplete.
B Button
The B Button controls a number of different actions: talking with
people, selecting options from the menus and Ring Commands, and
activating weapons.
L+R Buttons
Press and hold the L and R Buttons to sniff out and retrieve items
with the dog.
START Button
Used to start the game.
SELECT Button
To switch control between the hero and his dog, press the SELECT
button.
MORE CONTROLS
In addition to normal control, some buttons also perform other
functions.
B Button
Pressing the B Button when enemies are around will let you fight.
While you are in town, pressing the B Button begins a conversation.
+ Control Pad/B Button
When a Ring Command is on screen, press left or right on the Control
Pad to rotate the selections. When the item you want is in the box,
pressing the B Button will select it. All Command Rings work the same
way.
Y Button
To see the Ring Commands for the hero or his dog (whichever you are
controlling), press the Y Button. Press Y again to close the Rings.
This can also be used to pause and resume play.
---------------------------------pg. 08---------------------------------
WORLD OF EVERMORE
Our hero and his dog begin their quest together. After the title screen
appears, press the START button to begin a new game.
Start a New Game
To start your game at the beginning, select New Game from the Game
Select screen with the Control Pad and press the B Button. A new
screen will appear where you can enter your name.
Entering Your Name
Enter your name using the Control Pad to move the cursor and the B
Button to select a letter. To delete a character, press the Y Button.
Press START when you are finished.
Input Dog's Name
After reaching Fire Eyes' Village, you will need to name the dog.
This is done in the same way as your name.
To Continue a Quest
If you have already begun a quest and saved it, you can return to the
point where it was last saved. You can save up to four different
quests at a time. Choose the file you want from the Game Select
screen and press the B Button.
Use Hero or Dog
When the hero and his dog are together, you can play with either
character (press SELECT to switch between them). Sometimes you will
have to play alone with the hero or the dog.
---------------------------------pg. 09---------------------------------
PLAY SCREEN
As you make your way through the lands of Evermore, you need to stay
aware of your status. Listed below is a summary of the stats normally
displayed on the screen.
1. Our Hero
The hero's status is shown in the lower left corner of the screen,
next to his icon.
2. The Dog
The dog's status is shown in the lower right corner of the screen,
next to his icon.
3. Hit Points
Each player can withstand some blows. The number on the left is the
life this character has remaining; the number on the right shows the
maximum life this character can hold.
4. Power Meter
After reaching level 2 with your weapon, you can power up a weapon by
holding down the B Button. While holding down the button, the power
meter will grow as you power up for a stronger attack. Running will
deplete your Power Meter.
-------------------------------pgs. 10-17-------------------------------
RING COMMANDS
Our hero has more than one Ring Command menu, and his dog has one. Push
the Control Pad up or down to move from one Ring to another. To rotate
a Ring, push left and right. When the item you want is selected in the
box at the top of the Ring, push B to select it.
MERCHANT RINGS
When you converse with shopkeepers, a Ring appears showing what that
proprietor has for sale. As you move items into the selection box,
the number you own of that particular item and its price will appear
in the shopkeeper's conversation window. Your money is shown in the
middle of the screen.
EDIT RING
The Edit Ring lets you view the status of your characters and edit
your controls.
Character Status
Choosing the STAT icon on the Edit will bring up your character's
status window. Both the hero and the dog have status windows. Use
the R Button to switch between characters.
Experience and Levels [top left corner]
This area of the window displays your character's hit points,
current level, experience points, and experience points needed to
increase to the next level.
Hit Points: remaining/maximum HP.
Level: your character's current level.
Exp: current level of experience points.
Needed: experience points needed to reach the next level.
Abilities [bottom left corner]
This area of the window displays your character's abilities.
Attack: attack strength.
Defend: defense strength.
Magic Def: defense against magical attacks.
Evade %: potential to evade an attack.
Hit %: potential for connecting when striking an enemy.
Money [middle of left column]
This area displays the type and how much of each different
currency you have. Each world in Evermore has a different
monetary unit, listed below:
Prehistoria Talons
Antiqua Jewels
Gothica Gold
Omnitopia Credits
Exchanging Money
Currencies from abroad can be exchanged at any shop for the
currency of the land you're exploring.
Weapons/Armor Equipped [bottom right corner]
This area of the window displays the weapons and armor currently
equipped.
Level
Choosing the LEVEL icon will bring up the hero's Weapon Skill
window. Each weapon type has its own menu page. To access the
different pages, press the R Button. An icon of each weapon
available is shown with its name and level next to it. Each weapon
has four different levels of attack power, indicated by the numbers
after the name. The first number is your weapon's maximum attack
power (0-3). The second number is your experience with the weapon
(0-99).
Press up and down on the Control pad to select a weapon. Any
special abilities of the weapon selected will be shown in the
message window at the bottom of the screen. A demonstration of the
weapon in action appears in the window on the right.
Action Level
Choosing the ACT (ACTION) icon in the Edit Ring will bring up the
Action Menu for the hero and his dog. You can set the aggression
level for either character and set the power of their attack.
Aggression Level
Press B to highlight the character you want to adjust (that
character will then flash), then move the Control Pad left or
right to set the aggression level. Aggression levels range from
DEFENSIVE or SEARCH (on the lowest levels) to AGGRESSIVE and FIGHT
(on the highest levels. When the dog is set to SEARCH, he will
spend most of his time sniffing out ingredients.
Attack Power
After setting the aggression level you will be able to set the
maximum attack power the character you're not controlling
(computer controlled) will use. You can set the attack power of
the hero or the dog to any level up to their current maximum
setting (0-3).
Controller Edit
The Controller Edit option of the Edit Ring is for players who
prefer to set their own button functions.
Changing Buttons
Press up or down on the Control Pad to change button
configuration. Press SELECT to change the sound mode.
Window Edit
The Window Edit icon allows you to customize the message window
background and frames.
Background/Frame Editing
You can see the different message window styles by pushing the
Control Pad up, down, left, and right. Press START or the
Y Button to exit.
Equip
When you need to change armor, select the EQUIP icon from the Edit
Ring. Rings showing your armor will appear. Press up and down to
switch between the body armor, head gear, and arm gear Equip Rings.
Choosing Armor
When using the Equip Ring to select armor, information about the
item in the selection box appears at the top of the screen. The
number to the left shows the power of the armor you are currently
wearing. The number to the right indicates the power of the armor
selected in the box.
Sell the Old
Old armor will weigh you down and clutter your Rings. Whenever
possible, sell off the old items in weapon stores or to Merchants.
Targeting
When you select the Target (crosshair) icon from the Edit Ring of a
computer-controlled character, the target arrow appears. Position
it at the enemy you want that character to attack and press the
B Button. This allows you to select where the computer-controlled
character will focus their attack.
Name Targeting
You can also use the Target function to find out the name of a
particular enemy on the screen. You cannot use Target in towns.
ITEM RING
As you adventure throughout the world of Evermore, you will need the
assistance of many potent and magical items. Some are hidden in
chests, other you will earn when defeating enemies, and still others
you purchase.
Item Usage
The Item Ring displays all of the objects currently being carried by
the hero (except for alchemy ingredients, weapons, and armor).
To use an item, place it in the selection box of the Item Ring and
press B. If you can use the item at that time, you will immediately
do so. Otherwise, a message is displayed telling you differently.
With some items, the target arrow appears. You must position the
arrow on whatever you wish to influence and press B.
Tradeable Goods and Charms
These items are used to help you through your journey. Some help
improve your status and some help you gain other goods.
Tradeable Goods
Tradeable goods are items that you can use to barter with in the
marketplace. To see your current inventory of tradeable goods,
choose the pouch icon from the Item Ring and press B. You will be
taken to a screen showing the list of tradeable goods currently in
your inventory.
Charms
Charms are enchanted items -- gather them to enhance your
character's attributes. They can't be purchased but they can be
traded for or discovered as you explore.
Call Beads
By combining rare elements with just the right amount of heat, the
alchemists of Evermore created Call Beads. Throwing these
mystical stones to the ground and shattering them releases a burst
of energy that can summon the leaders of Evermore to assist you in
battle.
To use a Call Bead, place it in the selection box of the Item Ring
and press B. If you have the ability to summon any of the
leaders, a Ring will appear with their image(s). Place the image
of the leader whose spells you wish to use in the selection box
and push B. A ring with that leader's spells will appear. Choose
a spell and push B.
NOTE: A complete list of the items appears on pages 36-37.
WEAPON RING
Only the hero can use weapons. Using the proper weapon is essential
to success. When you receive a new weapon, it is added to your Weapon
Ring. You cannot sell or dispose of weapons.
To check the strength of a weapon, open the Weapon Ring and place it
in the selection box. The number to the left indicates the relative
strength of your current weapon; the number to the right shows how
much stronger or weaker the selected weapon is.
Changing Weapons
Open your weapon ring when you want to use a different weapon. The
name of the weapon you are currently using will be shown in the
message window. Position the weapon you want to use in the
selection box at the top of the Ring and press the B Button twice.
NOTE: A list of all the weapons you will use throughout the game
appears on pages 32-33.
ALCHEMY RING
Scattered throughout Evermore, you will find many different
alchemists. Whenever you encounter an alchemist there is a good
chance that you will learn new formulas or receive ingredients.
-------------------------pgs. 18-20, 22, 24-26--------------------------
ALCHEMY
Alchemy is the lost art of creating magical spells by combining ordinary
items. Alchemy can be learned from various inhabitants of Evermore.
Ingredients for alchemy can be found in many different places. Some may
be purchased, but most are found scattered throughout Evermore. Each
formula takes two ingredients.
Select the Alchemy (Flask) icon from the Edit Ring to access your
selected alchemy formulas and alchemy ingredient inventory. Alchemy
formulas can only be added or deleted from your list of available
formulas at an alchemist, so choose wisely. It's a good idea to keep a
balance of offensive, defensive, and curative formulas handy. Use the L
and R Buttons to switch between the Alchemy Formulas and the Alchemy
Ingredients. You can only memorize 9 formulas to take with you at any
one time and you can only select different formulas by visiting an
Alchemist. To see the formulas you have memorized, choose the Flask
from the Edit Ring.
ALCHEMY FORMULAS
The formulas you have memorized are shown on the Alchemy Formulas
screen. The name of the formula is shown first, followed by the
number of times you can create the concoction. Experience with a
particular formula is shown next. Finally, the number of ingredients
needed to create the formula are shown.
As you gain experience mixing alchemy, the formulas will become
stronger (up to level 9).
NOTE: A full list of Alchemy formulas can be found on page 20.
FORMULA TYPES
There are two basic types of formulas you can learn.
Light Formulas
Light formulas are used for protection, healing, or as tools to open
new paths.
Dark Formulas
Dark formulas are used to attack your enemies.
Changing Formulas
You can only memorize 9 formulas to take with you at any one time, and
you can only select different formulas by visiting an alchemist. As
you select or remove formulas, your Alchemy Ring will change.
Mixing Formulas
To mix a formula, you must first have it memorized and have the proper
ingredients. Using the Alchemy Ring, position the icon of the formula
you wish to use in the selection box and press the B Button. The
target arrow appears. Press up and down on the Control Pad to move
the Arrow from target to target, then press B. You can also target
multiple monsters or your entire party by moving the arrow until the
word "MULTIPLE" appear, and then press B. The name and the number of
times a formula can be mixed is shown in the message window and when a
formula is placed in the selection box. If you do not have enough
ingredients to mix a formula, the number after the name will be zero.
To see what ingredients are necessary, choose the Flask from the Edit
Ring. Each formula takes varying amounts of different ingredients.
ALCHEMY INGREDIENTS
To see the alchemy ingredients you are carrying, press the R Button
from the alchemy formula screen. The list includes the number of
ingredients, the ingredient icon, and its name. Alchemy can be cast
on many different objects in Evermore. This includes the hero, his
dog, enemies, and some features of the landscape. If you are unsure
whether a formula works on a specific object, choose a spell and try
to target the object.
Finding Alchemy Ingredients
Finding and collecting ingredients for alchemy is essential. The
ingredients necessary to create alchemy are scattered everywhere in
Evermore. Some can be found by searching. To find ingredients after
searching, press the B Button at the spot where you think they might
be.
Search with The Dog
Some items can only be found by using the dog's powerful sniffer.
To make him sniff, just push and hold the L and R Buttons.
Alchemy Power
To learn as many formulas as possible, it will be essential to find
the alchemists. Some can be easily found while others are hidden.
You must find and learn all of the Light alchemy tool formulas to
progress through the game. Use the Light formulas to protect the hero
and his dog. Use the Dark formulas against the evils of Evermore.
Formula Levels
Select the Flask icon on the Edit Ring to see the formulas you have
memorized. Listed after each spell are: the number of times you
can mix the formula ingredients, the formula name, the level and
experience with that formula, and the ingredients necessary to use
it. As you use the formulas and your knowledge of alchemy
increases, they will become stronger. When you receive a formula,
its level will be 0:0. The first number indicates the current
level of that formula (Level 9 is the most powerful). The number
after the level indicates your experience level using that formula.
When this number reaches 99, the level of the formula will increase
by one.
MAGIC OF IMAGINATION -- The Leaders of Evermore
The leaders of the various lands of Evermore are the ones who first
imagined them for Professor Ruffleberg. As the creators of these
lands they've imagined, they have magical abilities which draw on the
elements of Evermore. You'll need their help to advance in your
quest. As you complete tasks for them, you will receive permission to
summon their magical powers into battle using Call Beads.
Using the Magic of Imagination
After you've summoned one of the leaders to help you (using a Call
Bead), their Magic Ring will appear and you will be able to choose
one of their spells. To cast a spell, press the B Button and target
your enemy. If you don't want to use a Call Bead, press Y to return
to the Item Ring.
Fire Eyes/Elizabeth
Flare -- Produces a small fireball.
Heat Wave -- A blanket of heat affects all enemies.
Storm -- Lighting bolt.
Life Spark -- Heal spell.
The Historian/Horace Highwater
Time Warp -- Enemy takes back last blow.
First Aid -- Super heal.
Confound -- Confuses target enemy for a short time.
Tablet Spells
These spells can be found in the Antiqua and will add to Horace's
spell list when they are collected.
Regenerate -- When the player perishes, he will come back to life
with minimal HP.
Aura -- Makes the hero invincible for a short time.
Queen Miranda/Camellia Bluegarden
Magic Drain -- Steals MP from target enemy.
Shield -- Halves the number of HP being taken from the target
player for a short time.
Plague -- Does biological damage to target.
Hypnotize -- Freezes target enemy for a period of time
proportional to that enemy's remaining HP; more HP
equals more time frozen.
Shock Wave -- A devastating blast.
Professor Ruffleberg
Bullseye -- Adds to target hero's attack power.
Restore -- Brings both heroes to maximum HP.
Electra-Bolt -- Multiple lightning blasts.
Disrupt -- Confounds the enemy.
-------------------------------pgs. 20-21-------------------------------
ALCHEMY FORMULAS
The following are lists
Note: D=Dark; L=Light
Prehistoria -- Root, Water, Mud Pepper, Oil, Clay, Crystal, Ash, Wax
Levitate [L, 1 Mud Pepper + 1 Water]
Lifts heavy objects.
Heal [L, 1 Root + 1 Water]
Hero recovers some HP.
Cure [L, 2 Root + 1 Oil]
Dispels poisonous states.
Defend [L, 1 Clay + 1 Ash]
Defense power temporarily up.
Speed [L, 1 Wax + 2 Water]
Raises agility.
Flash [D, 1 Wax + 2 Oil]
Small fireball, 1/2 power of Fire Eyes' Flare.
Hard Ball [D, 1 Crystal + 1 Clay]
Hard clay.
Acid Rain [D, 1 Ash + 3 Water]
Hits all enemies mildly.
Antiqua -- Root, Water, Limestone, Ash, Vinegar, Bone, Brimstone, Wax,
Ethanol
Revealer [L, 2 Ash + 1 Wax]
Reveals hidden paths over man-made pits.
Miracle Cure [L, 2 Root + 1 Vinegar]
Dispels states and recovers some HP.
Revive [L, 3 Root + 1 Bone]
Restores life to dog and recovers some HP.
Barrier [L, 1 Limestone + 2 Bone]
Shields hero shortly and recovers some HP.
Escape [L, 1 Wax + 1 Vinegar]
Escape from interior mazes.
Atlas [D, 1 Atlas + 1 Ash]
Gives hero super strength for limited time.
Sting [D, 2 Water + 1 Vinegar]
Small damage to enemy.
Crush [D, 1 Limestone + 1 Wax]
A heavy object falls on enemy.
Drain [D, 1 Ethanol + 2 Root]
Steals some HP from enemy.
Fireball [D, 1 Brimstone + 2 Ash]
Destruction, 2x power of Fire Eyes' Flare.
Gothica -- Water, Ethanol, Acorn, Feather, Brimstone, Iron, Mushrooms,
Vinegar
Super Heal [L, 2 Ethanol + 1 Acorn]
Recovers HP to maximum for both heroes.
One Up [L, 1 Feather + 1 Root]
Will regenerate hero with maximum HP.
Fire Power [D, 1 Feather + 1 Brimstone]
Damage on enemy = to hero's current HP.
Lightning Storm [D, 1 Iron + 2 Ash]
Multiple bolts of lightning.
Explosion [D, 2 Ethanol + 1 Ash]
Blows up some barriers.
Corrosion [D, 1 Mushroom + 3 Water]
Deadly rain more powerful than Acid Rain.
Regrowth [L, 1 Acorn + 2 Water]
Current HP increases until hero is hit.
Lance [D, 1 Iron + 1 Acorn]
Sharp projectile.
Slow Burn [D, 1 Iron + 1 Brimstone]
Enemy's HP deteriorates at a steady rate.
Omnitopia -- Water, Grease, Dry Ice, Meteorite, Crystal, Iron, Wax,
Gunpowder
Nitro [D, 1 Gunpowder + 2 Grease]
Big explosion.
Stop [D, 2 Wax + 1 Crystal]
Stops enemy's attack for a short time.
Reflect [L, 2 Grease + 1 Iron]
Reflects magic for a short time.
Call Up [L, 1 Meteorite + 1 Dry Ice]
Increases Call Bead max by one.
Energize [D, 1 Crystal + 1 Iron]
Hero's next blow will be a big one.
Force Field [L, 1 Grease + 1 Iron]
Hero will not be affected by next blow.
---------------------------------pg. 23---------------------------------
ALCHEMY INGREDIENTS
Water [dark blue drop] Bone [bleached humerus]
Root [brown, gnarled] Limestone [green block]
Oil [black drop] Atlas (Medallion) [orange/red Iron Cross]
Clay [blue/grey blob] Mushroom [white stem, red cap]
Ash [white pile] Acorn [as you'd think]
Wax [candle stub] Feather [black and blue stripes]
Crystal [green] Dry Ice [white cube]
Mudpepper [red chile] Meteorite [brown rock, glowing red]
Vinegar [yellow drop] Iron [black ingot]
Brimstone [red crystal] Ethanol [light blue drop]
Grease [orange/brown drop] Gunpowder [black pile]
-------------------------------pgs. 26-30-------------------------------
INTO THE FRAY
Throughout Evermore, you will be confronted by many strange and unusual
beasts and mechanical creations. You must fight to grow strong and
experienced. Enemies can be found around every corner, but you can
avoid them by running.
Attack
When you are confronting enemies and are ready to battle, press the B
Button to attack. Watch you power meter in your status window
recharge. If the meter is not fully charged (to 100%) when you try to
attack again, you will only trigger a weak attack. Wait until the
meter is full to strike at full power.
Power Attack
When you first receive a weapon, you will only be able to use a low-
level attack. As you gain experience using each weapon, you will
learn new attacks. Each weapon has three different levels of attack
(except for the bazooka). To land more powerful blows, you must first
set the attack level in the ACTION menu of the Edit Ring to the level
you want. Once the level is set, press and hold the B Button down.
When the power meter in your status window is full, continue holding
the B Button. If you've learned stronger attacks, another power bar
will appear and begin building up to the maximum level of that weapon.
Once it reaches full strength, release the B Button to trigger the
attack. Be warned, though, that this maneuver takes time and you are
open to attack while you are waiting to charge up your meter.
Enemy Bosses
An enemy boss is bigger and more powerful than his henchmen. When you
meet a boss, use alchemy, power attacks, and help from the leaders of
Evermore to defeat him. If you win, you'll gain important items and
information.
Battle with Alchemy
When battling a boss, remember to cast healing alchemy on your party
members and use attack alchemy on the enemies. Some bosses are immune
to most kinds of alchemy. You must experiment to learn which type of
alchemy is the most effective.
Survival
The best way to ensure that you will survive a fight is to go into it
prepared. Make sure that you have all the healing and strengthening
items you can hold. Also make sure you are wearing the most powerful
armor you can afford. When locked in combat, practice different
battle techniques until you learn which works best in each situation.
FRIENDS AND SERVICES
Most of the inhabitants of Evermore are safe within their towns. When
you enter a town, you should speak with everyone to collect valuable
information. You can also purchase items and rest at Inns.
Occasionally, you will meet people as you explore. Talk to them as
well.
Conversation
Do not hesitate to speak to the same person twice -- they often have
new information and clues to share with you. Also, try initiating
conversations when you're controlling the dog. People usually react
differently when approached by an animal.
Stock Up
Before leaving a town, visit a store to buy all the items you may
need. Fill your pack and purchase the best armor you can afford.
Save your progress at an Inn before departing. Goods can also be
purchased from inhabitants scattered throughout Evermore.
Weapon Masters
During your travels, you will encounter alchemists, inhabitants of
Evermore who are experts at weapon usage. Speak to them whenever
you find them and they will teach you new weapon skills.
Inns
When you enter an Inn, the Innkeeper will ask whether you want to
stay. If you answer yes, you will sleep and your party's hit points
will be restored. The Innkeeper will also ask if you would like to
save your progress. When you answer yes, a list of four save files
will appear. Select the one you want by pushing up or down on the
Control Pad.
MODES OF TRAVEL
As you wander through Evermore, you will travel mostly on foot.
Sometimes you will find other ways to get around. You can fly in a
futuristic Shuttlecraft, putter around in a homemade Windwalker, or be
warped from one location to another.
Taking the Shuttle
After entering Evermore, you will be jettisoned from Omnitopia in an
escape pod to the surface of the planet. It's a rough, one-way
trip. To return to Metroplex, you will have to find another way
back.
Power of the Wind
As you journey through Evermore, you will meet someone who has
mastered the power of the wind. If you can help him, he'll let you
use his invention -- the Windwalker. It's not the most elegant
flying machine, but it will get you where you are going.
Windwalker Controls
To enter the Windwalker, approach it from the rear and press the
B Button. You'll be whisked up into the skies of Evermore. To
see the World Map, press START while you are flying. Press B to
return to normal vision. When you land, be sure to remember your
surroundings -- you will have to make your way back to the
Windwalker to use it again. While flying, press the A Button to
fly higher, or B to drop down. Press the L or R Button for a top-
down view. Use the Control Pad to guide the machine in different
directions.
Landing
You can only land the Windwalker at certain spots in Evermore.
When it's possible to land, you will see a glimmer of light from a
fire pit on the surface. Aim towards the glimmer and press the
B Button to land.
OBSTACLES
Your quest will lead you through many strange and unusual places.
Sometimes, you may find your path blocked by objects or strange
creatures. You can usually get around most of these obstacles with a
little clever thinking. Try using alchemy, items you have with you,
or objects you find nearby to break through or go around roadblocks.
Underbrush
When you find your path blocked by bushes and tall grass, try
cutting through with your weapons.
Sacks/Chests/Remains
Sometimes you will find sacks, chests, or the remains of monsters.
Inside might be valuable items or maybe traps.
Teleporters
Step onto a teleporter and you will be transported immediately to a
nearby location.
Rocks
When rocks or boulders block your path, use alchemy to move or
destroy them.
Chasms
Sometimes the only path is over a chasm. It might take a little
push or the power of alchemy to create a path.
---------------------------------pg. 31---------------------------------
THE HEROES
There are two heroes in this adventure, a young boy and his dog.
Hero
Our hero is a boy from a small American town called Podunk. Nothing
interesting has happened in Podunk since Professor Ruffleberg
disappeared 30 years ago. At the Bijou matinee, our hero always
dreamed of living those cinematic adventures, and now he's the star of
one. He will have to use his intelligence and learn new skills to
escape from Evermore.
The Dog
The dog is your everyday, average mutt. He is smarter than he looks,
and can usually chew his way out of trouble. The dog also has a knack
for sniffing out alchemy ingredients.
-------------------------------pgs. 32-33-------------------------------
WEAPONS
Four different weapon types can be found in the lands of Evermore:
sword, ax, spear, and bazooka. Each weapon type can be upgraded twice
(except for the bazooka), depending upon which land you are exploring.
Each individual weapon can be used for three different types of powered
attacks, depending on your experience with that weapon.
Choose the most effective weapon for different situations. To see on-
screen weapon information, choose LEVEL on the Edit Ring. Use the
Control Pad to highlight the weapon you want to check. You will then
see a brief description at the bottom of the screen.
As you adventure through Evermore, you will find ways to upgrade your
weapons which will make them more powerful.
SWORDS
You will begin your adventure with the Bone Crusher. It's too dull to
cut foliage, but it's better than nothing.
Bone Crusher [bleached femur]
Gladiator Sword [rusty orange blade]
Crusader Sword [long, skinny, shiny blade; prominent hilt/guard]
Neutron Blade [short, thick blade that glows blue]
AXES
Somewhere in Prehistoria, you will earn the Spider's Claw. This
powerful ax can easily cut through foliage.
Spider's Claw [single-headed, pitted edge]
Bronze Axe [double-headed]
Knight Basher [single-headed, shiny edge]
Atom Smasher [single-headed, glowing magenta]
SPEARS
The first spear you will receive is the Horn Spear. You can keep more
distance between you and your enemies when you attack with the spear.
Horn Spear [curved, yellow-orange spear]
Bronze Spear [looks vaguely like a matchstick]
Lance [tapering blue/white shaft]
Laser Lance [prominent head, glowing green]
BAZOOKAS
This projectile weapon is very effective for attacking from a
distance. Various projectiles can be found that will enhance the
power of the bazooka.
Thunder Ball [white ball with magenta trail]
Particle Bomb [green comet]
Cryo-Blast [blue comet]
-------------------------------pgs. 34-35-------------------------------
ARMOR
Many different types of armor can be found throughout Evermore. It's a
good idea to make sure you have the best armor available before
exploring uncharted territory. The dog can also wear different collars,
which will enhance his abilities. The dog can only equip one collar at
a time.
BODY ARMOR
Grass Vest ---- 2 Defense Pts Silver Mail --- 40 DP
Shell Plate ---- 4 DP Gold-Plated Vest --- 55
Dino Skin ---- 7 Shining Armor --- 73
Bronze Armor --- 12 Magna Mail --- 94
Stone Vest --- 19 Titanium Vest -- 124
Centurion Cape --- 28 Virtual Vest -- 169
HEAD GEAR
Grass Hat ---- 2 DP Titan's Crown --- 39 DP
Shell Hat ---- 3 Dragon Helm --- 54
Dino Helm ---- 6 Knight's Helm --- 72
Bronze Helmet --- 11 Lightning Helm --- 93
Obsidian Helm --- 18 Old Reliable -- 117
Centurion Helmet --- 27 Brainstorm -- 144
ARM GEAR
Vine Bracelet ---- 1 DP Iron Bracer --- 37 DP
Mammoth Guard ---- 2 Magician's Ring --- 50
Claw Guard ---- 5 Dragon's Claw --- 65
Serpent Bracer --- 10 Cyberglove --- 82
Bronze Gauntlet --- 17 Protector Ring -- 101
Gloves of Ra --- 26 Virtual Guard -- 122
COLLAR
Leather Collar ---- 5 DP Defender Collar --- 68 DP
Spiky Collar --- 24 Spot's Collar -- 115
-------------------------------pgs. 36-37-------------------------------
ITEMS
To purchase items which will help you in your quest, visit shops.
Gourds, sacks, or the remains of enemies hold items that may be of use
to you as well -- but remember that they may also hide traps. You can
carry six of each item.
Petals [red/white, three petals]
You can purchase petals almost everywhere in Evermore. Eating some
petals will partially restore your hit points.
Nectar [red/orange drop with candle in background]
You will get more energy than from petals by eating some nectar.
Nectar is also more expensive.
Honey [red/orange drop with blue honeycomb in background]
Eating honey will restore your hit points to their maximum.
Dog Biscuit [red biscuit]
When the dog is injured, feed him a biscuit, and he will recover all
of his hit points.
Wings [blue/white wings with yellow arrow underneath]
When you become lost or endangered in a maze, cave, or dungeon, use
these to return to the beginning of the area.
Essence [blue plant with three leaves, glowing white]
If you are poisoned by an enemy or an item, take some Essence to
recover your health.
Pixie Dust [constellation of blue/white stars]
Enchant the hero or his dog with Pixie Dust and their HP will be
automatically replenished if they perish.
Call Beads [yellow border and blue center]
When you choose to use a Call Bead, a Ring with the icons of the
leaders will appear. Choosing a leader will summon them.
Choose the Pouch icon to see your inventory of Tradeable Goods, Charms,
and Rare Items you've collected.
TRADEABLE GOODS
Tradeable goods are items you can use to barter with in the markets
and some towns in Evermore. Below is a list of the tradeable goods
you can find.
Jar of Spice Ceramic Pot
Bag of Rice Tapestry
Beads Golden Jackal
Bottle of Perfume Jeweled Scarab
Chicken Limestone Tablet
Souvenir Spoon Amulet of Annihilation
Magic Gourd Ticket for Exhibition
CHARMS/RARE ITEMS
As you explore, you will discover many different charms. Try to
collect as many as possible. Most charms will enhance the abilities
of your characters. Charms and their capabilities are listed below.
Jaguar Ring
Increases running speed.
Chocobo Egg
Increases maximum HP.
Oracle Bone
Some characters offer clues.
Thug's Cloak
Increases evade %.
Silver Sheath
Increases the strength of swords.
Moxa Stick
Increases the power of heal formulas and heal items.
Armor Polish
Increases the protection of body armor.
Insect Incense
Repels mosquitos.
Jade Disk of Emperor Qi
Increases hit %.
Ruby Heart
Decreases enemy hit % when hero's HP are low.
Wizard's Coin
Increases magic defense.
Staff of Life
Increases defend power.
Sun Stone
Increases endurance.
Energy Core
???
Diamond Eyes
???
Gauge
???
Wheel
???
Queen's Key
???
---------------------------------pg. 38---------------------------------
CREDITS
Executive Producer Stephen Magladry
Doug Smith Dalen Abraham
Paul Mazurek
Concept Producer Brian Fehdrau
Alan Weiss Jeff Petkau
Bill Kristiansen
Design Producer James Gillis
George Sinfield
Lead Tools Programmer
Technical Producer Rick Ryan
Rick Ryan
Tools Programmers
Lead Programmer Stephen Magladry
Brian Fehdrau Brian Fehdrau
Programmers Lead Writer
Jeff Petkau George Sinfield
Bill Kristiansen
Rick Saenz Writer
Bart Kijanka Paul Mazurek
Art Director/Character Concepts Design Team
Daniel Dociu Alan Weiss
George Sinfield
Lead Animator Beau Folsom
Rebecca Coffman Daniel Dociu
many others ...
Animators
Clayton Kauzlaric Lead Game Tester
Peter Fries Paul Reed
David House
Al Dumo Game Testers
Hans Piwenitzky Shawn Schafer
Conan Chamberlain
Lead Background Artist Ed Gregory
Beau Folsom
Information Services
Background Artists Dalen Abraham
Kevin Pun
Clayton Kauzlaric Square Soft Team
Damon Conklin Rich Silveira
Toshi Horii
3D Artist Junichi Yanagihara
Brad Clarkson Ted Woolsey
Chris Budd
Composer/Sound Effects Glenn Halseth
Jeremy Soule Mirko Freguia
Kaeli Kreider
Scenario Scripters Kelly Beloit
George Sinfield Lynn Novak
Rick Ryan Jackie Tietze
---------------------------------pg. 39---------------------------------
WARRANTY
SQUARESOFT, INC. LIMITED WARRANTY
SQUARESOFT, Inc. warrants to the original purchaser of this SQUARESOFT,
Inc. software product that the medium on which this computer program is
recorded is free from defects in material and workmanship for a period
of ninety (90) days from the date of purchase. The SQUARESOFT, Inc.
software program is sold "AS IS" and without any expressed or implied
warranty of any kind, and Square Soft, Inc. is not liable for any losses
or damages of any kind resulting from use of this program.
If the SQUARESOFT, Inc. software product fails to comply with this
limited warranty, SQUARESOFT, Inc. agrees to either repair or replace,
at its option, free of charge, the noncomplying SQUARESOFT, Inc.
software product, provided it is returned by the original purchaser,
postage paid, with proof of purchase, to SQUARESOFT, Inc.'s Factory
Service Center.
TO RECEIVE THIS REMEDY:
1. DO NOT return your defective SQUARESOFT, Inc. software product to
the retailer.
2. Send the defective product to SQUARESOFT, Inc. Factory Service
Center at:
SQUARESOFT, Inc.
Westpark G-1, 8351-154th Ave., NE, Redmond, WA 98052
(206)861-0303
When you write to use, please provide us with your phone number and a
brief explanation of what appears to be wrong with the product. The
remedy provided above is your exclusive remedy if the SQUARESOFT, Inc.
software product does not comply with this Limited Warranty.
This warranty shall not be applicable and shall be void if the defect in
the SQUARESOFT, Inc.. software product has arisen through abuse,
unreasonable use, mistreatment, neglect, or reasonable wear and tear.
THIS WARRANTY IS IN LIEU OF ALL OTHER WARRANTIES AND NO OTHER
REPRESENTATIONS, OBLIGATIONS, OR CLAIMS OF ANY NATURE SHALL BE BINDING
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THIS SOFTWARE PRODUCT, INCLUDING WARRANTIES OF MERCHANTABILITY AND
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ANY DIRECT, SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES RESULTING FROM
POSSESSION, USE, OR MALFUNCTION OF THE SQUARESOFT, INC. SOFTWARE
PRODUCT.
Some states do not allow limitations as to how long an implied warranty
lasts and/or exclusions or limitations of incidental or consequential
damages, so the above limitations and/or exclusions of liability may not
apply to you. This limited warranty gives you specific legal rights,
and you may also have other rights which vary from state to state.
---------------------------------pg. 40---------------------------------
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