Quest 64 Instruction Manual

Instruction Manuals for the N64

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Quest 64


Typed out by Michael J Olsen

TABLE OF CONTENTS

Getting started..............................2
Controls.....................................3
The Spirit Tamer's Quest.....................4
Playing The Game.............................6
Conversing........................7
Elements..........................7
The Items Inventory..........................8
Getting items from chests.........8
Using your items inventory........8
Travel.......................................9
In town...........................9
In countryside....................9
Using Your Compass...........................9
Magic Spells................................11
Spell types.........................11
Fire spells.........................12
Earth spells........................13
Wind spells.........................14
Water spells........................15
Battle......................................16
Weapons.............................16
Force field.................................16
Turn-based combat...........................16
Attack! Cast A Lethal Spell................17
staff attack........................17
Defeating an enemy..................18
Healing wounds......................18
Escape..............................18
Strength....................................19
Hit points..........................19
Magic points........................19
Defense and agility.................20
Know the enemy......................20
Battle Icons................................21
Status And Option Screens...................22
Status..............................22
Environment.........................22
Elements............................22
Save-Load Game..............................23
Defeat-Victory..............................24

PAGE 2
Basic warnings

PAGE 3
controls
When traveling
R button- open/close items inventory
Start- display status screen
C buttons- select magic: only heal, return, and exit spells
A button- advance through conversation, use highlighted inventory item,
collect elements
B button- rotate view
L button- change camera view

In battle
Start- not used
R button- open/close items inventory
C left- summon earth
C right- summon wind
C up- summon fire
C down- summon water
A button- cast spell, attack with staff, bypass turn
B button- cancel magic
L button- change view
Z button- same as A button

PAGE 4
Spirit tamer's quest
Celtland is a beautiful island. From a time beyond memory, a
spirit of harmony pulses through the land. The surrounding seas are calm
and inviting and the flame of freedom burns strong among the people. This
world is watched over by spirit tamers, magical guardians who hold a pact
with the spirits of nature. Their powerful magic secrets are inscribed in
Eletale's book. Only those worthy of becoming spirit tamers themselves are
allowed to read from this sacred volume. But now an evil being has stolen
the book of the spirit tamers and is using it to cast deadly spells over
the land. Strange beasts lurk in the countryside. Rumors of terrible
happenings run through the towns. Citizens are edgy and fearful for the
first time in a thousand years. Peace is shattered. Celtland is sinking
into a dark age of chaos and misery.

You are Brian, an apprentice spirit tamer. Your father, lord
Bartholomy, himself a spirit tamer, vanishes while trying to recover the
book. You vow to find him and the book, restoring Celtland to its glory.

Begin your dangerous Quest through uncharted lands. Travel
throughout the kingdoms of Kennishire, Highland, and Carmagh. Search for
clues and the powers you'll need to fulfill your Quest. Learn harmony with
the spirits of earth, wind, fire, and water. Declare war on the evil that
grips your land. Battle supernatural beasts while solving mysterious
puzzles. Rescue your father and return the book to worthy hands before all
of Celtland descends in chaos.

PAGE 6
Playing the game
You begin your quest at the Melrode Monastery where you live and
study. Treacherous souls are on the loose, and you need all the help you
can muster to fight them. Throughout the quest, you learn what you should
do next by speaking to friends, strangers, leaders, and countrymen.
Your weapons are magical spells and a staff for hand to hand
combat. Your powers are at their weakest now, so you must learn to
increase your strength by drawing on the power of the spirits.
Evil is growing and beasts will attack you. Your wits sharpen, and
your powers become monumental as you learn the art of summoning the forces
of nature.

~ gain vital elements through battle victories and searching. Collect
enough elements and your spell casting abilities become formidable.

~ travel throughout the island on foot or move magically from place to
place.

~ Sometimes, you must complete a task in order to gain valuable information
or items.

(( picture of screen shot which labels the following))
hit points and magic points- upper left hand corner
clock/compass- upper right hand corner
elements you posses- lower left corner

PAGE 7
Conversing

Discover important clues by talking to everyone you can - men women
children and beings you come across in unlikely places. Many have
information that is vital to your quest. Others will give you useful items
to add to your inventory. Some characters will just want to make small
talk, but it's worth your time to talk to everyone at least once. Consider
returning to people you have learned things from in the past to update your
information.

To converse with someone:
1. get close to the person. When a dialog balloon appears, that person is
ready to talk.
2. Press the a button and the person will begin telling you what he/she/it
knows. When a feather appears in a dialogue box, there's more to come.
Continue pressing the A button until the conversation ends.

Elements
The spirits of earth, fire, wind, and water supply you with
elements that give you the power to cast magical spells during battle. The
more you collect, the stronger your casting abilities become. Elements can
be hidden anywhere; be alert to find them. Special signs signal their
presence. When you get close to a spirit, a "?" appears over your head.
Press the A button and the element selection menu appears. Press the C
buttons to choose which type of element you will acquire. The numbers
indicate how many of each element type you already have.
Sometimes you gain elements when you are victorious in battle. You
may be awarded multiple elements at one time. In this case, continue
selecting elements until the element selection menu closes. Your element
display at the lower left corner of the screen shows the type and number of
elements in your possession. You can collect a maximum of 50 elements per
spirit. NOTE: see "magic spells" and "battle" to understand how the
power of the elements is put to work.

PAGE 8
Items inventory
You can acquire useful items such as food, mystical trinkets, and
powerful magic potions to carry on your quest. Some items can revive you,
be used in battle, or instantly transport you to far-away places. Still
other items will be vital to you later in special circumstances.
You begin the quest without supplies. Search for useful items from
the beginning of the journey. Many items are in chests that you can find
anywhere in Celtland.

To acquire items:
- Progress through your quest. (Some items, such as dew, automatically
become yours as you conquer enemies in battle)
- find items in chests and pick them up
- receive items from people you talk to getting items from chests:
- move close to a chest. If something is inside a "!" appears over your
head.
- press the A button. The item appears over the chest. Press A button
again and the item becomes part of your inventory.

Sometimes you don't have to search for an item. Instead, a person
you talk to may just give you something. When someone says they have
something for you, it will appear in your inventory.

Using your items inventory
- press the R button to open the inventory
- move the control stick to highlight items. A feather points to each
selected item and a description of its uses is displayed
- press the A button to use the selected item. It will disappear from your
inventory.
- press R button to close inventory.

PAGE 9
Travel In town:
Towns buildings and castles have many rooms and passages. These
are all interesting - sometimes dangerous- places for you to search. Open
and pass through doors by walking up to them. Roam through passages and
rooms using the control stick. Search everywhere you can for people to
talk with and items that may be hidden in secret storerooms.

In the country side:
Many things in the country side are not clearly visible, so you
need to be adventurous to find them. If you stay on the paths, you'll miss
important things. Make off-road excursions and see what you can find. If
you are lucky and resourceful, you may discover the power to transport to
other realms of Cetland.

Using your compass

The compass shows you the direction of travel. It always appears
in the upper right corner of the screen. The compass needle moves to show
you in which direction you're traveling.

PAGE 11
Magic spells
As Brian, you are an apprentice practitioner of the ancient art of
spirit taming. Your father, Lord Bartholomy, was in the process of passing
his secrets on to you. But you still have much to learn.
In order to save Celtland, you must become a master of the magic
arts. But this will only happen through many trials and battles. You will
use magic by summoning the spirits of Earth, fire, wind, and water. Cast
spells to wage war and heal yourself. Your spell-casting powers increase
as you collect more elements, use magic, and win battles.

Some things to remember:
- fighting spells can only be used in battle
- you can cast healing spells at any time

spell types:
Each spirit element makes many spells possible. You can send a
whirling cyclone careening into a crowd, hurl boulders thundering over a
monster, roast it with a volcanic blast of flame, or shrink it to miniature
size. As you advance in power, more powerful spells become available.
Press the appropriate C buttons several times to see if you have acquired
new spells.
Some spells must be aimed by positioning yourself with the control
stick to face your victim before you select and cast the spell. Other
spells seek out the enemy or attack every monster in the battle.
NOTE: see "Attack! Cast a lethal spell" to understand how to use
magic during combat.

PAGE 12
Fire ( C button up )
Cast spells that engulf the enemy in an inferno, pierce it with
flaming arrows, or turn it into a memory.

Fire ball: throw an intense blast of fire. Aim with control stick
before casting
Fire bomb: roll a searing near-molten boulder over your target.
Aim before casting.
Homing arrow: Deadly arrows track down and spear the monster.
Hot steam: Cook 'em like lobsters
Fire pillar: Send a wall of flame up and over your enemy
Extinction: just like the dinosaurs - gone forever
Compression: shrink the monsters and weaken its attack. The reduced attack
icon appears over the affected monsters head.
Power staff: Increase the power of your staff attack. The increased attack
icon appears over Brian's head.
Vampires touch: increase your own hit points every time you attack an enemy
with your staff.

PAGE 13
Earth ( C left )
Draw from the earth spirit to unleash the powers of stone.

Rock: hurl one big rock. Aim before casting.
Rolling rock: Send a huge sharp rock rolling over multiple enemies.
Elemental armor: become furious and increase your resistance to attack.
The increased defense icon appears over Brian's head.
Rock shower: rocks fly out from you like shrapnel
Magnet rock: Hurl a huge rock that's attracted to monsters.
Weakness: Weaken enemy defenses. The reduced defense icon appears over
affected Monster
Weak all: Weaken multiple enemy defenses.
Magic barrier: Shield yourself from magic
Avalanche: Boulders fly in from everywhere.
Confusion: When an enemy strikes, the amount of hit points lost are
converted to magic Points

PAGE 14
Wind ( C right )
Lash out with the power of a deadly storm.

Wind cutter: a razor-sharp wind slices into your victim.
Large cutter: a larger more intense wind cutter.

Restriction: The beast is bound and powerless to attack.
Silence: The monster is stilled and unable to cast spells. The silence
icon appears over it's head
Cyclone: The sky darkens and a miniature storm slams into an attacker. Aim
before casting
Evade: increase your agility so you can avoid attacks better. The
increased agility icon appears over Brian's head.
Slow enemy: slow your enemy down. The reduced movement icon appears over
monster
Ultimate wind: A broad blast of air slams into all enemies
Wind bomb: An explosive blast spreads a shock wave in every direction
Evade: enables you to move across the battle screen faster. Increased
movement icon appears over Brian's head.

PAGE 15
Water ( C down )
Water spells can sustain life and repair damage or inflict grave
injury and icy devastation.

Soul searcher: the soul searcher icon appears over the monster. You can
view all the enemies statistics.
Water pillar: drown your victims in a devastating column of water. Move in
close to your target before casting.
Walking water: Same as the water pillar but it moves away from you. Aim
before casting
Ice wall: engulf attackers in a fog of deadly frozen water vapor
Ice knife: Huge sword-like icicles pierce downward into an adversary
Drain magic: This spell will drain the magic points of your opponent and
transfer them to you
Invalidity: will negate a freeze spell
Healing: Restore your hit points. This may be your most important magic.
Escape: run away from the attackers.
Exit: takes you back to the beginning of an area.
Return: takes you back to the beginning of the level you are currently on.

PAGE 16
Battle
You will fight countless battles with fearsome creatures. Whoever
is misusing the magical book is transforming normal creatures into
monsters.
- mere hares have been transformed into werehares who cast deadly magic
- Formerly elusive wolves prowl and attack in broad daylight.
- Toy puppets ambush in deadly trios.
- Docile flowers have become gigantic, voracious predators

weapons:
your weapons are your staff and magic.
- Use the C buttons to call in the spirits of earth, fire, wind, and water.
Certain spell don't just destroy an enemy but weaken or paralyze them.
Then you can move in for the kill.
- Use A button to attack in close quarters with your staff

force field:
When you are about to do battle, a force field surrounds Brian,
restricting his movements. Various spells can change how confining the
force field is. Another force field surrounds the battlefield. If Brian
is able to reach outside of the outer force field, he will be able to
escape.

Turn-based combat:
You and the monsters take turns attacking and counter-attacking.
Sometimes you will be attacked first; at other times the monsters will wait
until you attack.

PAGE 17
Attack! Cast a lethal spell
When confronted by monsters, your movements become limited to a
small area by a force field. Turn and face your attackers. You must aim
some attacks or they will miss your prey.
1. Move the control stick to aim Brian in the direction of the monster you
want to attack. NOTE: not all spells require you to aim.
2. Choose which spirit you will summon to attack. Press the corresponding
C button to display the battle spell menu for that spirit element.
3. The battle spell menu now displays magic for only one element. Select a
specific spell from the menu by pressing the corresponding C button. The
spell you selected will be displayed in the active spell window at the top
left of the screen.
4. Selecting one spell reveals more spells on the menu. You can replace
the selected spell with a new one by pressing the C button corresponding to
the new spell. NOTE: spells that are grayed out cannot be used in battle.
5. Press the A button to cast your magic at the enemy. NOTE: you can
cancel a spell before you cast it by pressing the B button. If you raised
the level of the spell, you must press the B button multiple times to close
the spell menu.

Close combat and staff attack:
When you get close enough to a monster, a fighting staff appears
over it's head. It's time for close combat. Press the A button to strike
the enemy with your staff. Close combat raises your hit point value while
conserving the hit points you already have. NOTE: see "magic points" for
more information on it's value.

PAGE 18

Defeating an enemy:
You must inflict a certain number of hits against an enemy to
defeat it. When an enemy is attacked, a number will display over it's head
showing damage in hit points. Sometimes a single devastating spell will
destroy a monster. Other times several attacks are needed to overwhelm a
beast.

Healing wounds:
When your hit points are dangerously low or you become exhausted
from battle, you begin to sag and look winded. You are in danger. Quickly
replenish your battle-depleted hit points with healing spells, food, or
potions.
To cast heal spell:
1. press the C down button
2. press the C left button. Press C left again to increase the level {if
heal level two has been acquired }
3. press A button to cast spell.
To use heal item:
1. press R button to open your inventory.
2. Move the control stick to search for an item that repairs hit points
3. Press the A button to use that item.

Escape:
Sometimes the adversary is too mighty and you are too close to
defend yourself. It's time to run.
You can escape two different ways:
- Press the C button down and select the escape spell, if it's available.
- Attempt to run out of the force field. Run towards the edge of the force
field. If you can move beyond it you can escape.

PAGE 19
Strength
Magic point and hit point values are measurements of your magical
power and ability to survive. The more elements you collect, the stronger
you are in combat. REMINDER: you acquire elements by discovering them
during travel. You also receive elements as a reward for battle victories.

Hit points:
Hit point value is the ability to withstand attacks before being
defeated. You begin he quest with a hit point value of 50. Battle
injuries reduce your hit point value unless the attacks are too weak to
cause damage or miss you entirely. Watch your hit point total in the upper
left corner of the screen. When monsters attack, the damage to you in hit
points is displayed over your head. If you see "miss" the attack had no
effect. If attacks cost you all your hit points, you lose the battle and
return to the last place you saved the game.
To increase your maximum hit point value:
- use your staff to strike and defeat monsters in close combat.
To replenish hit points lost during battle or travel:
- cast a healing spell on yourself. ( C down + C left and press the A
button)
- use inventory items that replenish hit points.

Magic points:
Magic points give you the power to unleash magic spells. You begin
the quest with a magic point value of 15. Your magic point value increases
as you gain more spirit elements and attack opponents with magic. As the
magic point value increases, you are able to cast a larger amount of spells
in combat.
Each spell you cast reduces your magic point total. The more
powerful the spell, the more magic points that drain away. Level 3 spells
require more magic points then their level 1 counterparts. If you run out
of magic points you cannot cast spells.
To increase your magic point value:
- use magic spells in combat.
To replenish magic points lost in battle:
- use inventory items that replenish magic points.
- walk around the map to slowly replenish magic points.

PAGE 20
Strength
Defense and agility:
Defense and agility help you wage war against the monsters. As you
engage in more battles, your defense and agility values increase.
- defense is the ability to take attacks without losing a lot of hit
points. Your defense increases each time you are injured
- agility is the ability to move quickly in battle, avoiding enemy spells.
Your agility increases each time you successfully avoid an attack.
You can view defense and agility values on the status screen. ( see "status
and option screens" ).

Know the enemy:
When the soul searcher spell is cast on an enemy, and they attack,
an information window opens, revealing the type of beast and how powerful
it is. Judge how tough the enemy is by reading its stats. They are
measure in the same way as yours.
- HP: hit point value. You must reduce this to zero before the monster
dies. When you attack, the damage you inflict in hit points flashes over
the monsters head. When the total damage adds up to a monsters hit points,
its destroyed.
- ATK: attack value. Shows how powerful the monsters attack/spells are.
- DEF: defense value, or the monsters resistance to attacks.
- AGI: agility value, or the monsters ability to avoid attacks quickly.
NOTE: some monsters can heal themselves

PAGE 21
Battle icons
During battle, Brian's skills may be either reduced or increased by
certain spells. Combat icons appear over Brian or the enemy to show the
effect of these magic spells. An up arrow next to the icon indicates the
skill is increased. A down arrow indicates the skill is reduced.
- HP: hit points. If this is displayed over Brian with an icon, your hit
points are replenished every time you strike an enemy with your staff.
- AGI: agility. The ability to move quickly and evade spell attacks.
- DEF: defense. The ability to take attacks without losing hit points.
- MOV: movement. The ability to move freely on the battlefield. Mov icons
means the force field around Brian enlarges, allowing a wider range of
movement. You can now move in close to an enemy and strike with your
staff. NOTE: see "battle" for more info on force fields.
- ATK: power of staff attack.
- SOUL SEARCHER: the soul searcher icon { which resembles a blue orb }
appears over a monster. You can view all enemies' statistic.
-SILENCE: you or the monster can't cast a spell. {icon has a giant X}

PAGE 22
Status and option screens
The status screen contains important details about your magical
powers. The option screen lets you adjust game options.
To display the status or option screen:
1. press start.
2. Move the control stick left/right to select a screen

Status:
HP: present hit points value.
MP: present magic points value.
DEF: present defense value, or ability to withstand attacks.
AGI: present agility value, or ability to maneuver swiftly and avoid
attacks.

Environment:
Use this menu to adjust the games background music and dialog box
displays. Press the A button to select option.
Message: controls the speed of text display in the dialog boxes.
To adjust:
1. press the A button to highlight message.
2. Move the control stick to adjust from minimum to maximum.
3. Press the A button to exit.
BGM: controls the volume of the background music. {adjust the same
way as "message"}

Elements:
displays each element type, the number you currently have, the percentage
shown displays the amount of experience you need in combat before you
acquire another element from battle.

PAGE 23
Save load game
NOTE: to save a game you must have the Nintendo 64 controller pak
installed in your controller. WARNING: never insert a control pak when
the power is on.
Saving game: save your progress throughout Quest 64 by finding an inn to
rest at.
1. Walk up to the innkeeper. When the dialog box appears over his head,
press the A button.
2. When he asks if you want to spend the night a box will appear for you to
respond.
3. Move the control stick to select "yes" and press the A button
4. Press the A button again to end the conversation and display the save
game screen
5. Your progress through Quest 64, your hit points and magic points values
are saved to your Nintendo 64 controller pak.
6. You can store up to 15 saves on one controller pak for Quest 64.
Loading a saved game: NOTE: to load a saved game you must have the Nintendo 64
controller pak containing saved games installed in your controller.
WARNING: never insert or remove a controller pak when the power is on.
1. Press start at the Quest 64 title screen.
2. Move the control stick to select LOAD and press start.
3. Move the control stick to select the saved game you want to load.

PAGE 24
Defeat victory
Despite your bravery and magic, sometimes monsters will overwhelm
you. You are defeated in battle when all of your hit points are used up.
But this is not the end of the quest. You are transported to the last
place you saved. You keep the elements you collected and half of your hit
points are returned.
The final victory is yours when you rescue your father, recover the
stolen book, and restore it to it's rightful place. Serenity will once
again return to Celtland.
 
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