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Tuesday 15 June 2010

Disgaea: Hour of Darkness - Equipment

There are a couple of pieces of equipment I try to create as quickly as possible in Disgaea.

To understand this, you're going to need to know a little bit about specialists, so I'll assume you do. I may create a basic specialist guide later. Anyway.

I always create an amulet with 300 Managers, 300 Statisticians, 300 Brokers and 1900 Armsmasters first. Wearing that amulet will let a character gain four times as much Hell, EXP and Mana from each enemy, while raising their weapon skill rate as quickly as possible. Those limits are the points at which each specialist loses effectiveness. Before that point, regarding the Managers, Statisticians and Brokers, each one increased, respectively, your Mana, EXP and Hl by 1%. 300 = 300% on top of the 100% you got anyway.

The second item is a Legendary staff (that is, flashing gold) filled to the brim with Teachers. It doesn't matter how powerful the Teachers are, just that every slot is filled. Go through the item, killing every Item General, King and God you come across. It doesn't matter about killing anything else. On the 30th, 60th and 90th level, you'll gain another slot, so be sure to put another teacher in there.

Finally, use a Mr Gency's Exit to leave the item on the 99th floor. The reason for this is that, you'll be able to steal the next staff up from the Item God on the hundredth, and you want to be able to reset until it's Legendary. If it isn't Legendary, you'll only be able to get to the 30th or 60th floors, which will mean you can't steal the next staff in line, and the amount you'll be able to permanently boost its Intelligence (which is the point of this operation) will be limited.

Eventually, you'll end up with the best staff (am Omniscient Staff, btw), along with a whole bunch of other kick-ass ones, should you want an extra mage. Incidentally, I think I'll create a table in another post detailing my Omniscient Staff quest.

My final piece of equipment is a belt, boosted in a similar way, only using Gladiators instead. As far as I can tell, you won't be able to steal the next belt up from an Item God - that only applies to weapons. Instead, I normally keep an eye on the enemies equipment for the last ten floors, and steal anything that's Legendary and better than my item.

As a final note, many people use what I've done with staffs to get the best sword in the game (a Yoshitsuna) but it works for any weapon. Well, maybe not monster weapons, I'm not sure, but all human weapons.

Friday 4 June 2010

Final Fantasy VIII - A Little Trivia

Fans of Final Fantasy VIII may remember Winhill - the small town where Raine and Laguna met, and where Ellone lived before being abducted by Sorceress Adel's soldiers.

Winhill does actually exist, within the Dark Peak area in the Peak District of the UK. It's within a few kilometres of Lose Hill.

I am not making this up.



Win Hill image taken from here.

We Like to Touch

I wrote this review on the DS a while back, in 2007. I still don't have one of my own - the one I tested belonged to my boyfriend at the time, Kevin.

I'm hoping to buy myself one this year, which is why I'm reposting the review (that, and it's one of my best). My games systems are currently limited to a Gamecube, PS2 and GBA, which is why I've been out of the, haha, game for a few years now. I miss the excitement of being able to go into a gameshop, and come out with new and exciting possibilities. I really doubt, at this point, that I'll find any game I haven't heard of before in the second hand PS2 section.

I'd be something of a retro gamer by choice, but it's about money and effort too. I'm not a huge action or FPS fan, like a lot of gamers online seem to be, and I really don't fancy putting in the energy to keep up.

Anyway - one of the few times I managed to review something while it was still new and exciting;


Backwards Compatibility

Nintendo's most recent handheld system, the DS, is, happily, backwards compatible with Game Boy Advance games, although not with Game Boy or Game Boy Colour cartridges. I'm afraid I've yet to test how well the games transfer, but I will update this review once I have.


Backwards compatability - the DS game discs fit in the smaller slot, while GBA cartridges fit in the larger one. A plastic cover allows the system to keep it's streamlined shape, with or without a cartridge inserted.


Dual Display and Touch Screen


The system features two display screens, the lower one of which has a touch-sensitive overlay. This is designed to accept input from a stylus, or from the player's fingers, and is put to good use in many games – for instance, in Final Fantasy III, you can open the menu simply by touching the on screen button, and your lead character can move by following your touch across the screen. It's also used to guide a scalpel in games like Trauma Center: Under the Knife, or to collect fingerprints in the Phoenix Wright: Ace Attorney games. There is a very neat little slot for the stylus on the DS itself.


The separate visual screens are made use of in various ways – for instance, when shopping in Final Fantasy III, the lower screen will display the goods available while the upper screen shows which of your characters can equip whichever item is highlighted. In other games, one display screen will show a world map, while the other will show a more detailed overlay of the area your character currently inhabits. Text will sometimes appear in one window, while commands appear on the touch sensitive screen, making the system slightly more versatile. The screen is backlit, one of my favourite features since the GBA, as it completely nullifies the need to angle the system just right in order to be able to see what you're doing.


An example of the use of the dual display


The touch screen can be marked with fingerprints, but is easily cleaned, in the same way as a pair of glasses, with a silk cloth, which is often included in any carrying cases you may buy.


Portability and Charging


Although there are cases, designed to be worn around the neck, to carry the DS, the system is actually too large to be comfortably carried this way. Although not really heavy, it's 5.85 x 3.33 x 1.13 inches – about the same size as an old style, original Game Boy. Although, once unfolded, it's nothing like as unwieldy as the aforementioned system, when you're carrying it in a case, that won't make any difference. The DS Lite is 5.24 × 2.9 × 0.85 inches, which, although a slight improvement, still won't make it easier to carry. It will fit in a large coat pocket, however.

The batteries have a relatively long life span, and, like the GBA, if you make a habit of keeping the system plugged into a charger while playing, it won't die on you. The charger itself has a slight overhang, so you need to be keep it at the edge of any plug sockets so it doesn't get in the way of anything else. This is a pain, but the prongs of the plug fold back into itself when it's not in use, which prevents damage. It's a lot smaller than the GBA charger. Car chargers are available.


Microphone and Other Features

The system uses stereo speakers to create virtual surround sound. It also includes a microphone, which is used in several games, although its effectiveness is debatable. It's usually theorized that the responsiveness or lack thereof is determined by the game, not the system itself.

Although I've yet to experiment with them, other features include download play and Wi-Fi connectivity. With certain games, you are able to play multiplayer games with only one game card.


Graphics


The graphics most resemble those of the GameCube, and the amount of detail is improved from the GBA – think Playstation towards the end of its lifespan. The colours and shading are fantastic, and the system can support some very good quality FMVs, although in the games I've seen so far, these are only in short bursts.


Gameplay

The DS handles like a cross between a GameCube and a GBA. On the left hand side of the lower screen is a four-way directional pad, which gamers will recognize from pretty much every other system. On the right is the Start, Select, A, B, X and Y buttons common to Nintendo systems. There are also L and R buttons on the upper edge of the system.

The system is able to store your preferences to a certain extent – for instance, it can remember your name and other details, and you can choose whether you want it to load the game inserted immediately when switched on, or whether you prefer it to go to a menu screen first. It also includes an internal clock, which is used as an element of many games, although since it has no verification other than itself, it can be abused. For instance, in Final Fantasy III, the waiting period of an hour between mail can be bypassed simply by resetting the clock.


Games and Game Discs

There are several decent games for the Nintendo DS, including it's distinction as the one system on which Final Fantasy III is available in Europe and North America. Although the DS seems to suffer from a large number of film and TV spin-off games, there are a few RPG's, such as the aforementioned Final Fantasy, and some more niche games, such as the Sims, Harvest Moon, and re-releases of the first two Phoenix Wright: Ace Attorney games. The DS is region free.

The game cases have improved significantly over the GBA's cardboard boxes. The new cases resemble Playstation sized PS2 boxes, in molded plastic, that actually hold the games in place, and include space for peripherals, such as styluses. While I found myself storing GBA cartridges separately from the boxes, since they were unwieldy and annoying, DS cases actually fit very neatly on shelves, look much nicer, and are easier to use. Smaller cases, designed to protect the game cards alone during transport are available, but I'm paranoid that I'll lose them. The game cards are 33.0 × 35.0 × 3.8 mm – in other words, about the same size as a small piece of thick cardboard. Your progress is, once again, stored on the game cards, not the system, and the amount of memory doesn't seem to have improved significantly.


Summary

In summary, while the DS features many new innovations, such as the microphone, and touch screen, it also isn't too far removed from the GBA. This isn't a bad thing. Although it has taken steps far ahead of the older systems, it still retains the best elements of them.

Its backwards compatiblity with the GBA and the fact that it's region-free, means that there is a wide variety of games available.

All in all, I'd say that for anyone who wants to play games on the go, it's pretty good value. Of course, it really depends on your taste in games.

Final Fantasy X-2 - On Yuna

Final Fantasy X-2, and the character of Yuna especially, caught a lot of flack. And I suspect that at least part of this is due to the close-mindedness of some of the fans.

In Final Fantasy X, Yuna was a shy white-mage/summoner. In X-2 Yuna's a gunner who happens to sing. It's generally the singing that gets criticised the most, and I'm not entirely sure why.

Firstly, singing and song-writing has been a well-respected profession for thousands of years. Bards were the keepers of oral history, and songs were used to incite strong emotions during battles, or to mourn the dead. Hymns are used in religious worship. The "popstars" we have today, who sing tinny canned repetitive music do not make up the majority of musical history. They are the tip of the iceberg.

Secondly, it was never really Yuna's idea to sing. In the first instance, LeBlanc stole her appearance, and in the second instance, it's highly likely that she was being strongly influenced by Lenne. At the very least, Lenne designed the style and the lyrics of the song.

Another thing which I think influences the dislike of Yuna in X-2 is the fact that...well. To explain this, I'm going to have to talk about high school cliches. The jocks, the cheerleaders, the nerds, whatever. Now, it's the nerds (or whatever term you prefer) who play RPGs, but, in X-2, Yuna is more cheerful, more active, and more popular than nerds are generally perceived to be. She's a cheerleader. And I think that at least some of the bad feeling towards her comes from the nerds feeling abandoned, or feeling that Yuna has "sold out" or "lost intelligence" by dressing and acting the way that she does - in a way that makes her happy.

Firstly, these stereotypes do not exist outside of TV-Land. Nobody's that flat and 2D, not even characters in videogames (barring some of those background characters, who repeat the same line ad infinitum). And no one says that someone has to stay one way, or else they're being disloyal to themselves. Yuna went from seventeen to nineteen, and that's a period where girls change a lot - even without losing the burden of their upcoming suicide.

And that's another thing. Yuna in X faced the fact of imminent death and sacrifice for the sake of the world. Yuna X-2 has lost her, for want of a better word, lover, but she has also lost the burden that she faced before. Yuna is easily lead, and, wanting to be happy and having lost her goal, she now follows Rikku. Perhaps she also feels that she owes it to Tidus to live her life to the fullest, and just have some fun.

I'd also like to reference the Avril Lavigne song Complicated here. That song always offended me. Listening to the lyrics, it would seem that a friend of hers wants to change, for whatever reason. She views this as them being untrue to themselves, or faking. Now, it's true that you should be true to yourself - but it's equally true that your teenage years are a time for changing and experimentation. Sometimes, being true to yourself does mean changing your actions - especially when the circumstances have changed as drastically as Yuna's have.

Finally, the other criticism I've heard levelled at Yuna is that her actions are "not becoming of a High Summoner". Firstly, it's debatable whether Yuna is a High Summoner. Yes, she's a Summoner who helped defeat Sin - but there's a key word in that sentence and it's not the word 'defeat'. She helped. She, alongside her guardians, defeated Sin, and one of their members died doing it. It's arguable whether this is the same as using the Final Summon, which would have destroyed both Guardian and Summoner. However, it's simpler to let the world of Spira believe in the story they've always understood, rather than break apart the entire religious structure of the world, so she keeps that label.

If we do consider her to be a High Summoner, then we must also acknowledge that she is the first one to get up and walk away. The only precedent for a High Summoner's actions is lying around, being stiff, and sometimes being made in a statue. Yes, it is true that Yuna's actions are not typical of a High Summoner - but, since she didn't kill herself immediately after defeating Sin, there is no way she could act like a typical High Summoner. There's also no way that Spira can have any expectations of her actions. She is the first of her kind, and she gets to make the rules. When people claim that Spira should expect religious figures to act a certain way, they're basing this on precedent from our world, and there's no reason why that should affect Spira's mindset. That precedent does not exist there.

Leave BritneyYunie alone!

Final Fantasy: Crystal Chronicles - Gotta Catch 'em All, pt2


Artefact Effect
Shuriken Strength +1
ManeaterStrength +1
Double AxeStrength +1
AshuraStrength +1

Kaiser Knuckles Strength +1

FlametongueStrength +2

Ice BrandStrength +2
Loaded DiceStrength +2

Ogrekiller Strength +2

EngetsurinStrength +2

Sasuke BladeStrength +3

------
MasqueradeStrength +3

MurasameStrength +4

--- ---
------
--- ---
Power WristStrength +1

Green Beret Strength +1
Fang CharmStrength +1

Twisted Headband Strength +2
Heavy ArmbandStrength +3

Giant's Glove Strength +3

Dragon WhiskerMagic +1
Mage Masher Magic +1
Rune StaffMagic +1

Book of Light Magic +1

Sages StaffMagic +3
Wonder Wand Magic +3

Rune BellMagic +3

Mage's StaffMagic +5

Noah's LuteMagic +5

--- ---
Ultima TomeMagic +10

Silver Bracer Magic +1
Cat's BellMagic +1
Faerie Ring Magic +1

Winged CapMagic +1

Candy Ring Magic +1

KrisMagic +3
Red Slippers Magic +3

Dark MatterMagic +5

Gold HairpinMagic +5
--- ---
------
Main Gauche Defence +2

Chicken Knife

Defence +3

Save the Queen---
DrillDefence +1


Buckler Defence +1
Silver SpectaclesDefence +1
Sparkling Bracer Defence +1
Black HoodDefence +2

Arai Helm Defence +2
Elven MantleDefence +2

Wonder BangleDefence +3

------
--- ---
Rat's TailDefence +2
Teddy Bear Defence +2
Moogle PocketCommand Slot
Chocobo Pocket Command Slot

Gobbie PocketCommand Slot


Ultimate PocketCommand Slot

Fire RingCast Fire

Blizzard Ring Cast Blizzard
Thunder RingCast Thunder

Cure Ring Cast Cure

------
Earth PendantAnother Heart
Moon PendantAnother Heart

Star Pendant Another Heart

------

Total Bonuses


Stat
Gain
Strength 36
Defence 26
Magic 54

The above tables will be filled in as I go through this playthrough. I make no guarantees as to sticking with it.

I've tagged this as a mini-guide, so I must apologise for offering so little actual advice.

Final Fantasy IX: Cotton Robes for Fun and Profit

Cotton Robes can be synthesised in several places, including Lindblum and Treno. They cost 1000 gil to synth, and are made up of a Wrist and a Steepled Hat. Wrists are available in Dali, and cost 130 gil. Steepled Hats are first sold in Lindblum, and cost 230 gil. Cotton Robes sell for 2000 gil.

Now, let's do a bit of arithmetic. It costs 130 + 260 + 1000 = 1390 gil to make a Cotton Robe. Selling them at 2000 a pop means a profit of 2000 - 1390 = 610 gil.

Later in the game, this is very easy to take advantage of, since you can easily access these shops. However, early in the game, it requires a bit of forward planning.

The first thing you need to do is get a 100% approval rating for the duel during I Want To Be Your Canary. This will result in a reward of 10,000 gil, and a moonstone from Brahne (not relevant, but still nice to have). In Dali, pick up 99 Wrists. The game will let you purchase more than 99 Wrists if you have one or two equipped, but the equipped wrists will magically disappear when you unequip them, as they won't fit into your inventory. Don't let the magical gremlins steal your Wrists - take equipped items into account when buying the maximum amount.

Now, when you reach Lindblum, buy as many Steepled Hats as you can, while leaving at least 1000 gil in your inventory. Make a Cotton Robe. Sell the Cotton Robe. Rinse and repeat until you're nearly out of Wrists.

Leave at least one Wrist in your inventory, if you're not done learning abilities from it (or if you're as anal as I am, and refuse to sell the last one of anything). Keep two Cotton Robes, buy any equipment you desire, then buy 99 Steepled Hats. You should still have around 18000 gil to spare on equipment in Gizamaluke's Grotto.

Now, when you take control of Dagger and Steiner in Treno, take a field trip to Dali. Buy more Wrists. Make more Cotton Robes in Treno.

Go crazy at the Auction House.

Fun!


Later in the game, you'll be able to move freely between Lindblum and Dali, which will make this a lot easier.

Review: Vandal Hearts II

Vandal Hearts II is a fairly old game, released in 1999 for the psx. It's one of my favourite tactical RPGs, and has an epic, overarching storyline that spans something like fifteen in-game years, over five chapters.

Storyline

A group of young people grow up together, nobles and commoners alike.  They are forced apart as they grow up.  Eventually, they are forced to take sides in the civil war which is carving up the continent. And all of that is just the prologue.
The plot is essentially political in nature, with the bitter flow of a tragic romance underneath it.  It's long, and sometimes a little hard to follow, as some gamers have complained. The game does include a story log, which makes remembering where you were going a little easier, but it still requires a fair amount of time and commitment. I couldn't tell you how many hours I spent playing it. To be fair, it probably wasn't any more than fifty or sixty, a little short for an RPG. Still, it felt longer, and part of that may have been the battles.

Battles

Fighting, in Vandal Hearts II, is serious business.  It's also my favourite feature of the game.

Like many other strategy games, the Vandal Hearts II battle system involves your characters and the enemies moving around a 3d battle map, trying to destroy each other.  However, unlike most games, where the enemies get a turn and then your characters get a turn, when one of your characters move, an enemy character moves at the same time, until every unit has taken their turn.  Then another turn starts.

This battle system opens up a lot of strategical maneuvering.  As frustrating as it is to waste mp trying to cast a spell on an enemy who just moved out of the way, it is equally satisfying to second guess the enemy, and send the character they were about to stab in the back to hit them from behind instead.  This also means that being a 'good' fighter is more than a case of brute strength and a lot of levelling up (incidentally, the exp ratio is set slightly low, so over-levelling is more of a pain than it's worth).  Whether you like the battle system or not depends a lot on you as a person.  Personally, I like trying to predict what's going to happen, and, over time, I've gotten rather good at it.  A couple of basic tips, while I'm here;

The enemy will try to attack your weakest character from behind.  That's their priority.  Check their movement, and it'll give you a good idea of their options.

Secondly, before you move a character, make sure you won't be moving them right into the middle of a group of enemies, especially not early in a turn.  They'll pound on the little dude while you're unable to move him out of the way.  Hitting "select" will show you the total move range of every enemy - try to stand somewhere that no one can reach for the rest of the turn.

Anyway, since the battles are tactical, each one takes quite a while, rather than the ten second Final Fantasy random battles.  Each fight is rather a big deal, and with enough care and forethought, you can get through the game without dying once.  However, if  you become impatient, you may make a mistake that will cost you a character.  You don't get any revival spells until around halfway through the game, and although death is not final, and each battle starts with a clean slate, if your main character dies, its an instant game over, which can be very frustrating.  If other characters die, you lose your perfect win bonus (double the money you gain from the battle), and a percentage of your battle spoils.

I want to keep those battle spoils.  I need them to buy weapons.

Going back to my point about random battles, there are none in the game, like in most tactical games (a notable exception being Final Fantasy Tactics Advance).  You can choose to go back and fight again, if you want to level up a character or their armour, but you won't run into a random fight just by running around the world map.  There are, however, hidden battle maps, which can be found in a variety of ways - by digging up the maps, or by talking to the right person in a pub, for instance.

The World Map

The world map of Vandal Hearts II is simply a map, with glowing lines drawn on it, along which the characters travel.  One thing I found interesting is that more of the world is implied than you actually see.

There's also a clock in the upper right corner.  Although the hour of day will affect some battles (ie, whether you fight at night or in daylight), the clock doesn't count individual days, so they won't make any difference.

Weapons and Armour

All characters can equip any kind of armour and any weapon.  However, I find that having characters specialize in various weapon types is much easier.  The game seems to have planned for this, since you end up with just enough characters to have one specialize in each weapon, and an extra mage, just in case.  I've personally found that to be the most effective set-up.

Skills start on weapons, and are learnt after a certain amount of use.  They can then be transferred to another weapon of the same type, similar to the specialists in Disgaea.  There is no limit to how many copies of any given skill you can have; you just need to buy another shield or sword or whatever with the skill you want, and then simply learn it.  However, some items, like the Goblin Shield (with the very useful recovery skill) are limited within the game.

Specialise might actually be the wrong word, since you can change any character instantly, by changing their weapons/armour.  I just find it more convenient to allocate certain things to certain characters, rather than switch.

Subquests

There are a few side-quests in Vandal Hearts II.  The largest one would be collecting 100% of the weapons in the game, which isn't technically a sub-quest.  It does, however, relate to which ending you see.

There are also sixteen or so extra battle fields which can be accessed if you get ahold of the right maps.  Most of this is achieved through the use of a single skill, Searchmark, which is held on the dagger weapon.  This allows you to dig up various items at certain points of the maps; most of these are rare weapons or accessories that you couldn't get elsewhere in the game.  Be warned - finding these can be a complete pain in the arse.  I have to admit, I used a guide purely to know where to dig.

The multiple endings are worth mentioning here.  There are, essentially, four, although, if you count the slight variations, it's more like eight.  These endings are determined based on choices made within the game, although your weapon percentage will mean the difference between the good ending and the best ending.

Graphics
The graphics really aren't amazing, and weren't at the time.  The characters are sprites, which are very sweet, but not incredibly detailed.  They're close, in style to those of Final Fantasy Tactics and Final Fantasy Tactics Advance, and yes, the latter is a GBA game.  The backgrounds are functional and clear, but not astonishing.

In fact, here's the intro.  Take a look.


...the music's nice, too.

Characters


There are far too many characters to do justice to them all, and many of them don't get nearly the amount of screen-time they deserve.

The main character is, of course, Joshua.  Since his childhood, he's never felt comfortable as a commoner around nobility, and the events of his teenage years hardly help.  Throughout the years, he does somewhat manage to hold on to his sense of honour (although whether to make excuses or amends for his actions is, literally, a choice for the player).

Although his childhood friends, Yuri (the bookish one) and Clive (the brawny one) do make an appearance in Joshua's adult life, they don't show up much.  Yuri is an important element in the St Nirvath element of the plot - St Nirvath being the founder of the country's religion - and both influence the ending.  Then there are Baron Pratue, Lira, Agress, and Gilti, members of the original White Dragons.  They aren't developed much, although Gilti provides a little camp humour (camp being the operative word - his homosexuality is heavily implied within the game).

My favourite characters, however, are Pike and Maria.  Pike is a member of Joshua's Red Wolves, while Maria was an original White Dragon.  It's hate at first sight for the pair of them, and we all know what that means.  Their constant sniping is one of the more amusing parts of the game, particularly when they start yelling insults at each other mid battle.

Adele is also, of course, worth mentioning.  Although as a young girl, she is attracted to Joshua, his mixed signals both intrigue and infuriate her.  His apparent betrayal would appear to be what causes her to turn from a child to an adult, and has a large bearing on her future actions.  Although not always seen, Adele remains an important part of the plot, and of the ending.

Summary


As I said above, the game's pretty long and involving.  The plot is fairly complex, and the characters develop well, creating an intriguing web of relationships.  It's interesting the way the plot forces the characters into changing, and occasionally sacrificing their old ideals as events change the world around them.

The game has multiple endings, which does allow a little replay value.  However, the game is so long and involving, that you probably won't feel like replaying it again immediately.  Considering there are at least six permutations of the ending, this means that most people won't see all of them.  One of the most frustrating things about the varied endings is that one of the main differences is affected by how you answer a question very early on in the game.  In other words, you have to replay the bulk of the game to change which ending you see, unlike in other games, such as the Breath of Fire series, where it is determined by a choice much later on.

In summary, Vandal Hearts II is a great retro tactics game.  It's long and complicated, particularly when compared to, for instance, Disgaea, and it's a little harder to find than Final Fantasy Tactics.  However, the dual-turn battle system is unique, and an amazingly fun way to fight.  The weapons and ability system is just complicated enough to be interesting while still being fun, and the characters are curiously endearing for such odd little sprites.  The game's hard work, and although not as obviously 'fun' and lighthearted as simpler games, it's satisfying and enjoyable.

Wednesday 2 June 2010

Phoenix Wright Walkthrough

Phoenix Wright Ace Attorney
Justice For All

----------------------------------------
| Spoiler-Free Walkthrough |
----------------------------------------

--------------------------------------------------
Contact and Copyright
--------------------------------------------------

Copyright Kali Ravel 2007.

This walkthrough can only be published on this blog.

If it is seen anywhere else, or if you notice any mistakes, please contact me at:

KalisJRavel [at] hotmail [dot] com

Or, comment on this post.

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--------------------------------------------------
Version History
--------------------------------------------------

Version 1.0, June 2007.
- This is a fairly simple walkthrough, and I made sure it was complete before posting it. Unless mistakes are reported, I expect it to remain unchanged.


--------------------------------------------------


--------------------------------------------------
Contents
--------------------------------------------------


Episode 1 - The Lost Turnabout                EPSD1
        - Chapter 1                           E1CP1 
                - 1st Witness Testimony       E1WG1
                - 2nd Witness Testimony       E1WG2
                - 3rd Witness Testimony       E1WG3 
        - Chapter 2                           E1CP2
                - 1st Witness Testimony       E1WW1
                - 2nd Witness Testimony       E1WW2

Episode 2 - Reunion, and Turnabout            EPSD2
         - Chapter 1                          E2CP1
         - Chapter 2                          E2CP2
                - 1st Witness Testimony       E2WG1
                - 2nd Witness Testimony       E2WG2
                - 3rd Witness Testimony       E2WG3
         - Chapter 3                          E2CP3
         - Chapter 4                          E2CP4
         - Chapter 5                          E2CP5
                - 1st Witness Testimony       E2WM1
                - 1st Witness Testimony       E2WI1
                - 2nd Witness Testimony       E2WI2
         - Chapter 6                          E2CP6
                - 3rd Witness Testimony       E2WI3
                - 4th Witness Testimony       E2WI4

Episode 3 - Turnabout Big Top                 EPSD3
         - Chapter 1                          E3CP1
         - Chapter 2                          E3CP2
                - 1st Witness Testimony       E3WG1
                - 1st Witness Testimony       E3WB1
                - 2nd Witness Testimony       E3WB2
                - 3rd Witness Testimony       E3WB3
         - Chapter 3                          E3CP3
                - 1st Witness Testimony       E3WM1
                - 2nd Witness Testimony       E3WM2
                - 3rd Witness Testimony       E3WM3
                - 4th Witness Testimony       E3WM4
         - Chapter 4                          E3CP4
         - Chapter 5                          E3CP5
                - 1st Witness Testimony       E3WA1
                - 2nd Witness Testimony       E3WA2
         - Chapter 6                          E3CP6
                - 3rd Witness Testimony       E3WA3

Episode 4 - Farewell, My Turnabout            EPSD4
         - Chapter 1                          E4CP1
         - Chapter 2                          E4CP2
         - Chapter 3                          E4CP3
                - 1st Witness Testimony       E4WG1
                - 2nd Witness Testimony       E4WG2
                - 1st Witness Testimony       E4WO1
                - 2nd Witness Testimony       E4WO2
                - 3rd Witness Testimony       E4WO3
         - Chapter 4                          E4CP4
                - 1st Witness Testimony       E4WA1
                - 2nd Witness Testimony       E4WA2
                - 3rd Witness Testimony       E4WA3
                - 4th Witness Testimony       E4WA4
                - 5th Witness Testimony       E4WA5
         - Chapter 5                          E4CP5
         - Chapter 6                          E4CP6 
         - Chapter 7                          E4CP7 
                - 1st Witness Testimony       E4WP1
                - 2nd Witness Testimony       E4WP2
                - 3rd Witness Testimony       E4WP3
                - 6th Witness Testimony       E4WA6
         - Chapter 7                          E4CP8
                - 1st Witness Testimony       E4WK1
                - 2nd Witness Testimony       E4WK2
                - 3rd Witness Testimony       E4WK3
                - 4th Witness Testimony       E4WK4

Good Ending                                   GDEND
Bad Ending                                    BDEND


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------
|Note|
------

When I write "talk to someone" I will usually mean talk to them about every new option available, even if I don't specify that.

The five numbers/letters to the right of the contents list is to enable people to find their way around this walkthrough more easily. Those combinations only appear in two places - in the contents list, and at the start of the sections indicated. Use the search function (Control+F) to find whichever section you need.

I need to thank GuardianReaver, for letting me borrow his DS and the game, and for double-checking parts of my guide.
--------------------------------------------------

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Episode 1 - EPSD1
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Chapter 1 - E1CP1
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Click through the conversation, and look over the evidence, so you know what's going on.

Once in court, go through the conversation. The option you choose makes no difference.

After a little more talking, the judge will ask you another question. Select the second option, Glasses.

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| 1st Witness Testimony - E1WG1 |
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When the first witness states that the victim wrote the defendants name on the ground, present the defendants profile.

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| 2nd Witness Testimony - E1WG2 |
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When the witness says that the present was bought two months ago, Press it.

Choose to Press further.

When asked, choose the first option - Of course it's relevant.

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| 3rd Witness Testimony - E1WG3 |
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Present the baseball glove at the witnesses last statement.

Save your game.


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Chapter 2 - E1CP2
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Click through the conversation.

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| 1st Witness Testimony - E1WW1 |
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When he mentions bananas, present the Baseball Glove.

Choose the second answer - the witness has bad eyesight.

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| 2nd Witness Testimony - E1WW1 |
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Press the witnesses statement that he called the police immediately.

When he says that it was about 6:45 when he made the call, present the Autopsy Report.

Choose to Question Further.

Select the second answer - There is something...

Present Crime Photo 1.

Choose the first option - Yes, I have an idea.

Present the Glasses.

Choose "There was a way".

Present the Cell Phone.

Present the Names List when asked for a motive.

Choose the third answer - He's a member of that group.

Present Dustin's profile.

Choose the second option - Check for fingerprints.

Choose the second option - Raise an objection.

Present your Business Card.

Choose the second option - The back of the card.

You win! Click through the conversation, and save your game.

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Episode 2 - EPSD2
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Chapter 1 - E2CP1
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Click through the conversation.

Talk to Maya about all the available options, then head to the Meditation Room.

Talk to Grey about all the available options.

Examine the door to the Channeling Chamber.

Head inside the Channeling Chamber.

Talk to Morgan about all the available options.

Examine behind the folding screen, on the far right of the room.

Head back to the Meditation Room, then on to the Winding Way.

Examine the incinerator on the left, the lamp in the garden, and the Urn on the far right, before heading on to the Side Room.

Examine the bear souvenir, the alcove near the wall, the sliding door to the right, and the bedspread on the floor.

Head back to the Winding Way.

Choose "Lotta Hart".

Go back to the Meditation Room.

Break into the chamber.

Talk to Lotta about all the options available, then head back to the Meditation Room.

Head to the Channeling Chamber.

Talk to Gumshoe about all the options available, then try examine the room.

Head through the Meditation Room and the Winding Way to the Side Room.

Talk to Ini Minney about every option available.

Head back to the Winding Way.

Try talking to Pearl, and she'll run away. Head back to Kurain Village.

Talk to Lotta until she runs away, then head back to the Meditation Room.

Talk to Maya about every available option.

Head to the Channeling Chamber.

Talk to Morgan about all the available options.

Examine the room, particularly the Folding Screen on the far right; you should find a bullet hole.

Head to the Side Room.

Talk to Ini and then examine the Clothing Box near the bed.

Head back to the Winding Way.

Present the Magatama.

Accept the Key.

Head back to the Meditation Room.

After talking with Gumshoe, head back to your Office.

Return to the Meditation Room.

Present the Newspaper Clipping to Gumeshoe.

Go back to the Side Room and talk to Ini about "the Victim".

Present the Magatama, and then Newspaper Clipping 2.

Ask Ini about the victim again, then head back to the Detention Centre.

Present the Black Key.

Save your game.

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Chapter 2 - E2CP2
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Click through the conversation.

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| 1st Witness Testimony - E2WG1 |
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Press the first statement.

Press the statement about point-blank range, and then the one about the stabbing.

Press the statements about the severity of the stabbing, and the last statement about finishing off the victim.

Plead "Not Guilty".


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| 2nd Witness Testimony - E2WG2 |
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Press the "covered in blood" statement, then choose to press furthur.

Select "There is one little thing".

Point to the hole in the left sleeve.

When Gumshoe says that the victim didn't fight back, present the costume.

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| 3rd Witness Testimony - E2WG3 |
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When Gumshoe says that they were too close, present Maya's costume again.

Reply "something doesn't make sense" and present the Folding Screen.

Point to an area just in front of the Folding Screen.

Choose "It changes everything".

Save your game.


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Chapter 3 - E2CP3
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Click through the conversation.

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| 1st Witness Testimony - E2WL1 |
------------------------------------------------

Press the statement that Maya was waving a pistol.

Choose to press harder.

Press the next statement, that there was no one else in the room.

Select "Behind the Folding Screen".

Press every statement.

Select "Can't present anything yet".

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| 2nd Witness Testimony - E2WL2 |
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Press the statement about taking a shot of Maya.

Confront Franziska.

Insist that the pixture is not of Maya.

Choose "I can prove it".

Point to the left sleeve of the person in the picture.

Choose "The shooter was someone else".

Select "Maya left the room".

Present the Black Key.

Click through the conversation.

Save your game.

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--------------------------------------------------
Chapter 4 - E2CP4
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Talk to Pearl about all the options.

Show her the Black Key.

Head to the Channeling Chamber.

talk to Morgan about "the Master" then head to the Winding Way.

Ask Ini about the "Sacred Urn".

Examine the Urn (right hand side).

Talk to Ini about the other available options.

Examine the incinerator.

Head to the Detention Centre.

Ask about all the available options, then head back to Kurain Village.

Head to the Meditation Room, through the Winding Way, and into the Side Room.

Examine the ball on the floor, and the Clothing Box.

Click through the conversation, and head to the Meditation Room.

Present the Magatama.

Touch the Winding Way on the map, then present Pearl's Ball.

Present the Sacred Urn.

Present Ami's profile.

Ask about Pearl's alibi, and then the new option that opens up.

Head back to the entrance to the village, and speak to Lotta about all the available options.

Choose to forgive her.

Present Ini's profile, then ask Lotta about the new option.

Head to the Hotti Clinic.

Talk to Director Hotti about all the available options.

Present your Attorney's Badge.

Ask about Ini Minney again.

Ask about the remaining options.

You may wish to read the article you just received.

Head back to Kurain Village.

Talk to Lotta about all the available options.

Head to the Winding Way and present the Magatama to Ini.

Present Ini's profile.

Show her Newspaper Clipping 2, and then her License Photo.

Present Mimi's profile.

Talk to Ini about the traffic accident, and then about Dr Grey.

Head back to the entrance to the Village.

Head to the Detention Centre.

Ask Mia about the murderer, then show her the Magatama.

Present Morgan's profile.

Present the Cloth Scrap.

Present the Black Key.

Present Ini's profile.

Ask Mia about the murderer.

Save your game.

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Chapter 5 - E2CP5
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Click through the conversation.

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| 1st Witness Testimony - E2WM1 |
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Press Morgan's statement about asking Phoenix and Lotta to call the police.

Choose to press furthur.

Press the next statement about Maya being a daze. Choose to question further if you want.

Press the last statement, that Morgan had no idea where Maya went. Question further.


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| 1st Witness Testimony - E2WI1 |
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Press when she says that the person looked like her sister.

Choose to question furthur.

Present Maya's costume when Ini says the person looked normal.

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| 2nd Witness Testimony - E2WI2 |
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Press at the statement that she persuaded her sister.

Press again when she says she took her sister to the chamber.

Ask if she saw anything unusual or out of place on the way to the crime scene.

Press harder.

Say "It's very important".

When she says she didn't see anything on the way to the chamber, present Pearl's profile.

Present the Sacred Urn.

Choose "There's no way".

Choose "It's in her testimony just now".

Point to the Channeling Chamber.

Point to the area behind the Folding Screen.

Present the Clothing Box.

Choose "Yes, I can with some evidence".

Present the Folding Screen.

Choose "Correct, it's not possible".

Present Morgan's profile.

Present Mimi's profile.

Reply "Yes, I can".

Save your game.

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Chapter 6 - E2CP6
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Click through the conversation.

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| 3rd Witness Testimony - E2WI3 |
------------------------------------------------

Press the statement about Mimi being tired.

Press harder.

At the statement about not having a drivers license, present the License Photo.

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| 4th Witness Testimony - E2WI4 |
------------------------------------------------

Press her about the new sports car.

Press harder.

When she says she was in the passenger seat, present Newspaper Clipping 2.

Choose Mimi Minney.

Present Mimi's profile.

Present Newspaper Clipping 1.

You Win.

Present Pearl's profile.

Save your game.

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--------------------------------------------------
Episode 3 - EPSD3
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Chapter 1 - E3CP1
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Click through the conversation.

Head to the Detention Centre.

Talk to Max about all the options available.

Present your Attorney's Badge.

Head to the Circus Entrance.

Atfer the conversation, head to the Lodging House - Plaza.

Talk to Gumshoe about all the available options.

Present Max's profile, and ask about the new option.

Head into Moe's Room.

Go back to the Circus Entrance, then on to the Big Top.

Talk to Regina about all the available options.

Present Max's profile, and ask about the new option.

Head to the Ringmaster's Room.

Examine the envelope on the desk, the tailcoat, and the posters on the wall.

Go back to the Circus Entrance.

Talk to Ben if you want.

Go back to Moe's Room.

Talk to him about all the options.

Present Max's profile.

Head to the Big Top, then on to the Cafeteria.

Examine the broken bottle on the floor.

Head back to the Detention Centre.

Present the Magatama.

Present the Ringmaster's Papers.

Present the Broken Bottle.

Present Ben's profile.

Talk to him about his meeting with the Ringmaster, and the option which is unlocked.

Go back to the Circus and head for the Ringmaster's Room.

Examine the bookshelf, then head to the Cafeteria.

Present Trilo to Ben.

Ask about all the available options.

Go back to Big Top, and talk to Regina about the new options.

Head to Moe's room.

Ask about the new options, then choose "Go with Moe".

Examine the Room to find your badge and a ring.

Save your game.

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Chapter 2 - E3CP2
--------------------------------------------------

Click through the conversation.

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| 1st Witness Testimony - E3WG1 |
------------------------------------------------

Press the first statement.

Press the statement about the wooden box.

Choose to "Ask about the contents".

Press the statement about the cause of death.

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| 1st Witness Testimony - E3WB1 |
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Press the statement that Ben saw Max heading to the crime scene.

Choose "Ben only saw Max?"

Present Russell's profile.

Press the last statement.

Present Regina's profile.

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| 2nd Witness Testimony - E3WB2 |
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Press Ben's statement about having something to give Regina.

Select "Push on anyway".

When he says that he wasn't able to give Regina the ring that night, present the Ring from the court record.

Choose "Ben's testimony has a flaw".

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| 3rd Witness Testimony - E3WB3 |
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When Ben says that he greeted Max, present the Broken Bottle.

Select "He saw a different person".

Present Russell's profile.

Save your game.

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Chapter 3 - E3CP3
--------------------------------------------------

Click through the conversation.

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| 1st Witness Testimony - E3WM1 |
------------------------------------------------

Press the third statement, about Moe glancing out of the window. Keep pressing.

Press the new statement, about a loud noise.

Press the next statement, about the silhouette.

Select "Of course I do!"

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| 2nd Witness Testimony - E3WM2 |
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Present the Max G. Promo Poster when Moe says he saw the silk hat and the black coat.

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| 3rd Witness Testimony - E3WM3 |
------------------------------------------------

Present the Silk Hat at the last statement, that Max was wearing the hat the entire time.

Present the Crime Photo.

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| 4rd Witness Testimony - E3WM4 |
------------------------------------------------

When asked for your opinion reply "He's telling the truth."

Save your game.

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Chapter 4 - E3CP4
--------------------------------------------------

Talk to Maya if you wish, then head to the Detention Centre.

Talk about the two available options, then the new option that appears.

Present the Grand Prix photo to Max.

Head to the circus entrance, click through the dialogue, then move on to the Plaza.

Click through the conversation, and go to the Cafeteria.

Present the Grand Prix photo at the first opportunity, and ask about the new option that appears.

Talk about the new option which results from this conversation.

Head back to the Detention Centre and present the Note to Max.

Head to the Ringmaster's Room.

Examine the scrap of paper in the tailcoat pocket. Check the updated Note in your records.

Head back to the Plaza.

Ask about all the available options.

Head to Acro's room.

Ask about all the available options.

Head to the Big Top, and ask Regina about all of the available options.

Present the Note.

Go to Moe's room.

Click through the conversation and choose "Give it back, Monkey brain!"

Go back to the Big Top and present the Stage Costume to Regina.

Ask about the new option.

Head to the Big Top.

Ask about all the available options.

Present the Magatama.

Present Leon's profile.

Prsent Acro's profile.

Ask about all the available options.

Head to Acro's room.

Present the Magatama.

Present Leon's profile.

Present Bat's profile.

Present Regina's profile.

Present the Note.

Ask about all the available options.

Save your game.

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Chapter 5 - E3CP5
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Click through the conversation.

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| 1st Witness Testimony - E3WA1 |
------------------------------------------------

Press the statement that Acro only saw Max from behind.

Tell the judge that "There is a contradiction". Present the Silk Hat.

Choose "Acro is the real culprit".

Reply "Of course he didn't".

When presented with the map point to Acro's room.

Choose to present evidence.

Present the Bust.

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| 2nd Witness Testimony - E3WA2 |
------------------------------------------------

Present the Wooden Box.

Choose "I remember".

Present Macro the Monkey.

Present the Max G. Bust photo.

Present Russell's profile.

Present the Silk Hat.

Save your game.

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Chapter 6 - E3CP6
--------------------------------------------------

Click through the conversation.

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| 3rd Witness Testimony - E3WA3 |
------------------------------------------------

Select "No need to question him now".

Select "I can't provide one".

Present Regina's profile.

Present the Note.

Select "I know all about it".

Present the Seasoning Bottle.

Present Bat's profile.

Select "It was more than that".

Present the Scarf.

Select "See how things work out".

Select "Somewhere in this Courtroom".

Select "Witness Chair".

Select "I don't think so".

Present Bat's profile.

Save your game.

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--------------------------------------------------
Episode 4 - EPSD4
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--------------------------------------------------
Chapter 1 - E4CP1
--------------------------------------------------

Click through the conversation.

Head to the Hallway. Examine things if you wish.

Head back to Viola Hall.

After the conversation, head to the Hotel Lobby.

Talk to Ms. Oldbag about everything possible.

Head back to Viola Hall.

After the conversation, head back to the Hallway.

Talk to Gumshoe about the two options available, and then the third, newly unlocked one.

Present Matt Engarde's profile to Gumshoe, and then talk to him about the new option you've just unlocked if you wish.

Head to the Lobby.

Talk to Powers about the two options available. If you want to ask about the first, do so before asking about the second.

Head to the detention centre.

Talk to Engarde about the two available options.

Show him the Press Conference ticket.

Show him the Radio Transceiver.

Now talk to him about the two available options again, and the two new ones which are unlocked.

After the conversation, save your game.

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Chapter 2 - E4CP2
--------------------------------------------------

Head to the Hotel Lobby.

Talk to Ms. Oldbag about the two options available, then the newly unlocked one.

Head to the Hallway.

Talk to the Lotta about the two options available, and the newly unlocked third one.

Head to Engarde's Hotel Room.

Talk to Andrews about the two available options.

Examine the plate on the table, and you should notice something odd about it.

Present Corrida's profile to Andrews, and talk about the newly unlocked option.

Head to Corrida's Hotel Room.

Talk to Gumshoe about the two available options.

Pan to the right-hand side of the room, and examine the open Guitar Case, and the Wine Glass on the dressing table.

Present the Wine Glass to Gumshoe.

Examine the piece of paper on the coffee table to receive Corrida's Autograph.

Head to Viola Hall.

Ask Powers about the TV shows if you like, but what you need to do is show him Andrews’s profile.

Talk to Powers about the new option.

Go back to the Hallway and present Lotta with the Magatama.

Show her Andrew's profile, and then the Magazine Clipping.

Ask her about the Big Scoop.

Head back to the Hallway and Present Ms. Oldbag with the Magatama.

Show her the Autograph.

You can now ask her about what she witnessed, and then another option that is unlocked.

Head to the Criminal Affairs Dept.

Show Gumshoe the Magazine Clipping, and then talk to him about the newly unlocked option.

After the conversation, speak to E. about the two available options, and the one that's unlocked.

Present Inpax's profile to him. Talk to him about the new option.

Show E. the Suicide Report.

Talk about the new option.

Head back to Engarde's Hotel Room, and, after the conversation, present Andrews with the Magatama.

Show her the Magazine Clipping, then Inpax's profile.

Show her Inpax's Suicide Report, then the Attempted Suicide Report.

Ask her about the Motive for Murder.

Head back to the Office.

Talk to Mia about the two possible options.

After the conversation, examine the card on the floor, and then examine the door.

Save your game.

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Chapter 3 - E4CP3
--------------------------------------------------

Click through the conversation.

------------------------------------------------
| 1st Witness Testimony - E4WG1 |
------------------------------------------------

Press the third statement, about looking into the cause of death.

Press the next two statements about the Guitar Case.

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| 2nd Witness Testimony - E4WG2 |
------------------------------------------------

When Gumshoe says that the crime was premeditated, present the knife.

When asked, choose the second option - Actually, I do.

Show the Wine Glass.

Choose the second answer - There's no way.

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| 1st Witness Testimony - E4WO1 |
------------------------------------------------

Press when she mentions something she was interested in.

When she claims that she saw Engarde, Press the statement.

Choose the third option to ask about the person's clothes.

Choose the second option - It was very important.

When the racing jacket is mentioned in the testimony, present the Jammin' Ninja's Button.

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| 2nd Witness Testimony - E4WO2 |
------------------------------------------------

Present the knife when she states that the murderer must have been wearing the Nickel Samurai costume when he stabbed Juan.

When prompted, choose the second option - There is a contradiction. Then present the knife again.

Choose the second option - To frame Matt Engarde.

Present Andrews profile when prompted.

------------------------------------------------
| 3rd Witness Testimony - E4WO3 |
------------------------------------------------

When she says that "only you and me know that", Press her.

Choose the second option, present evidence, and show her Lotta's camera.

Pile on the pressure, and, when you get the chance, present Lotta's camera again.

Choose the second answer - Something strange with it.

Point to the figures ankles, specifically the way the outfit drags on the floor.

When prompted, present Andrew's profile.

Choose the second option - Raise an objection.

Save your game.

--------------------------------------------------
Chapter 4 - E4CP4
--------------------------------------------------

Click through the conversation.

------------------------------------------------
| 1st Witness Testimony - E4WA1 |
------------------------------------------------

Press when she says that she was in shock.

When she says that she poured herself a glass of juice, Press it.

Choose the first option - Press further.

When she mentions knocking the vase onto the guitar case, present the Guitar Case.

Choose the first option - Make her testify.

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| 2nd Witness Testimony - E4WA2 |
------------------------------------------------

When she says the opened the case after knocking the vase over, present the Guitar Case again.

Choose the second option - That's strange.

Present the Wine Glass.

Present the Nickel Samurai Photograph.

Choose the second option - it was a spare costume.

Present the Press Conference Ticket.

------------------------------------------------
| 3rd Witness Testimony - E4WA3 |
------------------------------------------------

Press when she says her thoughts were confirmed.

At her very next statement, present Juan's autopsy report.

Choose the second option - to pin the crime on Engarde.

Present Andrew's profile again.

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| 4th Witness Testimony - E4WA4 |
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When she says that she didn't think the victim was dead, present the Crime Photo.

Choose the second option - force her to testify.

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| 5th Witness Testimony - E4WA5 |
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Press every sentence.

Save your game.

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Chapter 5 - E4CP5
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Talk to Gumshoe about every available option.

Head to the Hotti Clinic.

Talk to Franziska about every option.

Talk to Edgeworth about the two options available, then the two more that are unlocked.

Move to ???

Examine the Antennae on the left, the picture on the coffee table, the bear on the sofa, and the door.

Head to the detention centre.

After the conversation, head to the Hotel Lobby, then on to Engarde's Living Room.

Ask about all the options, and examine the door on the far right.

Return to the lobby, and present the Letter of Introduction to Oldbag.

Head through Viola Hall to the Hallway.

Talk to Lotta if you want, but it's more important to head to Corrida's room.

Talk to Oldbag about the two available options, and the one that's unlocked.

Head back to the office, and present the receiver to Gumshoe.

Talk to the Gumshoe about the newly unlocked option, and then head back to Corrida's room.

Check the eye of the lifelike bear near the window.

Talk to Gumshoe about all the options.

Save your game.

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Chapter 6 - E4CP6
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Talk to Pearl about the two available options, and then the two options that are unlocked.

Head to Viola Hall.

Talk to Oldbag about the two available options, and the one that is unlocked.

Head to the Detention Centre, then the Criminal Affairs Dept.

Head back to the Detention Centre, and choose the first option.

Talk to Matt about the two available options, and then head back to the Criminal Affairs Dept.

Talk to Powers about the three available options, and the new one that’s unlocked.

Go back to the detention centre.

Choose the second option, Adrian Andrews.

Talk about the two available options, and the third that is unlocked.

Go back to your office.

Ask Gumshoe about the two options available.

Head back to the Detention Centre.

Show Engarde the Magatama.

Present the Spy Camera, then the Stuffed Bear.

Present Engarde’s profile.

Present the Credit Card Receipt.

Present the Picture Card.

Choose the second option – You’re his client.

Talk about the two available options.

Talk to E. about the two options available, and the third one that is unlocked.

Head to Engarde’s Mansion.

Examine the Bear Figurine near the right-hand door.

Move to the Wine Cellar, and examine the photo at the bottom of the stairs.

Present the Magatama.

Present Inpax’s profile.

Present Celeste’s photograph.

Ask about this unlocked option, and the next one which is unlocked.

Save your game.

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Chapter 7 - E4CP7
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Click through the conversation.

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| 1st Witness Testimony - E4WP1 |
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Press the fourth statement, when he says that he gave up and went back.

Go back, and Press the previous statement, that he thought it was the Bellboy.

Press the new statement, that Matt gave the Bellboy a tip.

Choose the second option - Engarde’s tip.

Choose the first option – Raise an objection.

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| 2nd Witness Testimony - E4WP2 |
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Press the statement that the Bellboy was out of place.

Choose the second answer – try to pull a fast one.

At the statement that the Bellboy was empty-handed, present the crime photo.

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| 3rd Witness Testimony - E4WP3 |
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Press the second statement, that the Bellboy gave something to the person inside the room.

Choose the first option – Ask about the person inside.

Press the statement again, but this time choose the second option – Ask about this something.

Present the figurine from Engarde’s mansion, at the statement about the wooden statue.

Choose the second option – the person who received the bear.

Choose the third option – the bear itself.

Choose the second option – Raise an objection.

Present Andrew’s profile.

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| 6th Witness Testimony - E4WA6 |
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Press every statement.

Choose the first option – Celeste’s suicide note.

Choose the first option, present evidence, and then show Celeste’s Suicide Note.

Choose the first answer – There is a way.

Present Franziska’s profile.

Save your game.

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Chapter 8 - E4CP8
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Choose the first option – Present evidence.

Show the Spy Camera.

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| 1st Witness Testimony - E4WK1 |
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Press the statement about trust.

When he says that’s why he’s on the witness stand today, Press.

Go back and Press the statement about trust again.

When he says it’s time to reveal the name of his client, Press.

Choose the second option – Request that the trial continue.

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| 2nd Witness Testimony - E4WK2 |
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Press the statement that Andrews already knew Juan was dead.

Go back to that statement, and present the Wine Glass.

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| 3rd Witness Testimony - E4WK3 |
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Press the statement about meeting in a bar.

Choose the first option – Press further.

Choose the second option – It was not important.

Choose the first option – It was very important.

Present Andrew’s profile at the new statement, that the witness met with him.

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| 4th Witness Testimony - E4WK4 |
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Press the third statement, that the murder was for Juan Corrida and one or two other things.

Choose the first option – press further.

Again, choose the first option - press further.

Press the new statement, about the bear.

Choose the first option – there is a contradiction.

Choose the first option – present evidence.

Present the figurine.

Choose the first option – Guilty.

Choose the first option, question for more details, three times.

Save your game - you will be able to load it after completing the game.

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Bad Ending - BDEND
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Present any profile except De Killer's, then present any evidence you want.

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Good Ending - GDEND
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Present De Killer’s profile.

Present the Videotape.

Choose the second option.

Present Franzisca's Whip.

Hold down the Y button and scream "objection!" at the top of your lungs.

Congratulations, you finished the game.

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Fin.
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