Napple Tale =========== Play Guide ---------- written by Alan KWAN Shiu Ho (mailto:tarot@netvigator.com) version 1.0 on 18 Nov 00 List of Contents ---------------- 0. Preface I. Story Walkthrough II. Town Maps III. Basic Controls IV. Terrain Features & Action Map Items V. Special Rooms in 13 Ice VI. Paffet List VII. MIS List VIII. Tips on Side Quests 0. Preface ----------- This document is a play guide for the Japanese import Dreamcast game "Napple Tale". Since the game is in the Japanese language, players who can't read that language may have difficulties going through the game. This document is written with the aim of helping such players. The 'story' section is presented first because it is the most important section in this document. However, it is recommended that the player reads the other sections too, so as to gain some understanding of the game system and controls. This document is copyright 2000 Nov Alan KWAN Shiu Ho. You may print out a hard copy of this document or part thereof for your personal use, and may distribute this document on a personal basis, provided that the document is distributed intact without any modification, and that no charges are collected for said distribution. Use of this document for commercial purposes is strictly prohibited. This document is stored at the following URL: http://home.netvigator.com/~tarot/Games/Napple02.txt This document may not be duplicated at any other site without my permission. Said permission will normally not be given, but you are free to link to the above location. I. Story Walkthrough --------------------- This section guides you through the main story. It is intended to help a player who cannot read any Japanese at all clear the game. Only two of the side quests are covered. Some of the text messages which teach you how to clear the action maps are also paraphrased. There are no hints on how to clear standard platformer puzzles; the player is supposed to figure those out himself. The scenarios are presented in the most 'standard' order, but actually you have some freedom in your order of playing the scenarios. After clearing spring, you can play either summer or autumn. After clearing summer, you can enter winter even if you have not cleared autumn. But the sequence presented here is recommended for beginners. Needless to say, the reader should be aware of spoilers. 1. Introduction Poach Arsia is supposed to meet her friends at the summer festival, but she is late because she is too absorbed with eating the stew made by her mother. She hurries to the festival. Then strange things happen, and she gets taken across the Great Bridge to Napple World, the place which is mid-way between Real World and Deep Dream (the realm of the dead), by Stray Nap (abbreviated as "SN") the soul guide. When a person is living in Real World, six Petals (fairies) inhabits his/her body, but when Paoch leaves Real World, her Petals are liberated. Poach and SN arrive at the church in Napple Town. They discover that SN has got the wrong person: he's supposed to get Porshe the cat. Since Poach is not supposed to die yet, she must now embark on an adventure in Napple World to recover her Petals, so that she can return to Real World. In this game, you assume the role of Poach on her adventure. First, SN takes you to Pierro's tent, where he offers to train you on the basic controls. (Read section III on controls.) After clearing the training course, you receive a Paffet as a gift. Outside, you meet Frogcar the mayor and Mele the toy store owner. Then SN takes you to his house, the "13 Ice" ice cream shop. Your room is upstairs. Sleep in your bed. Next morning, you go outside and SN explains Napple Town to you. Shortly ago, the seasons have left the town, causing a number of abnormal things to happen. Mele comes and advises you to start with spring. 2. Spring Petal Go to Cherry Front Street. The sign in front of the school states that there is a break because Spring is not coming. In Alice's house, you find that Alice is drowsy. She can't sleep at night because she is afraid of sleeping, but she doesn't know why she is afraid. Then go through the spring gate and enter New Year's Day. In New Year's Day, keep going until you come to Alice's house (spring). Inside, Alice is crying, but she won't tell you why. Your plan is to visit the Napple Town version of Alice and ask her what she liked when she was small, so that you can convince spring Alice to talk. But for the moment, continue on through the stage and defeat the boss at the end. Your victory has brough a bit of spring back to town, so now school can start. Druid, the priest in the church, comes and tells you about Furniture Paffet and gives you some items. Then you go with SN back to 13 Ice and learn how to decode and remix in the remix room. SN makes the "capsule maker", which you can use hereafter in the collection room. Go to the school. In the opening ceremony, the auto-piano is broken down, and it plays strange music which causes the kids to dance strangely. School cannot begin until the piano is fixed. The piano was made by Gaiga. You go to Mele's toy store to ask him where Gaiga is. Mele tells you that Gaiga has tried to leave for Real World, but he is probably stuck in spring because of the recent irregularity of the seasons. So you head for spring again. S1. The Mysterious Note Around this time, when you enter your room, you may find a note there left by someone. The note teaches you the recipe for the "platform" Paffet, and tells you that there is a treasure chest at the circus tent. Make the Paffet (#18) and equip it, then go to the back room in the circus tent. There, Gomes tells you that the chest is above the roof of the tent. Use the Paffet to climb up and get the chest. Inside is a recipe. (2a. Spring Petal continued) Go through the spring gate and enter The Wild Wind. Soon you'll arrive at Winky's house, but ignore it for the moment. Next you'll see the school in the distant background. To get to the school, you'll need to use the gate; climb up using the handle lift. Inside the school you'll find Gaiga. Spring is kind of like the past to Napple Town, so when the spring version of the piano is fixed, the piano in town will be fixed also. Gaiga agrees to fix the piano, but he needs his tools which he left in Winky's house. Go back to Winky and ask her for the tools. Take the tools back to Gaiga, and he'll fix the piano. You return to Napple Town (auto event), and the school opening ceremony runs okay. You now enter The Wild Wind once again, to say your thanks to Gaiga. But when you come to the school, Gaiga has already left. Go through the rest of the stage, collecting the large musical notes on your way. (Press the X button next to a note.) At the end of the stage, ring the three bells in succession to summon the taxi. Then defeat the caterpillar boss, and you'll recover the spring Petal and restore spring fully to Cherry Front Street. Back in your room, you receive the spring Paffet as a gift from the Petal. Next morning, go downstairs and talk to SN. You'll attend the town meeting (which is really just a party) in Frogcar's house. From time to time, you'll see Mele standing outside his shop. Talk to him to receive a present. 3. Petal of Advancing Time It's time to help Alice. Go to her house in Napple Town. She tells you that she liked the clap Paffet when she was small. So equip the Paffet (#24; make it if you don't have it already) and go to her house in New Year's Day. S2. Humpy Dumpy Right after the start in New Year's Day, your path is blocked by some large egg monsters. Return to town and enter Sier's house. She loves to draw, and she has drawn on the eggs. By some strange Napple logic, that is the cause of the egg monsters. You need to make the sketch book Furniture Paffet (#64) and bring it to her. This will clear your path in New Year's Day. (Note: You can avoid having to deal with this event by recovering your Petal of advancing time before your spring Petal, since this event occurs only after you have recovered your spring Petal.) (3a. Petal of Advancing Time continued) You go to Alice's house (spring) and give your clap Paffet to her. She speaks up and tells you that she likes sleeping, but she has become scared of sleeping because of a bad dream. You decide to investigate her dream by spending a night in her house. Before you go to bed, you can clean up Alice's room. (An interesting thing is that what you clean up here will cause changes in the coming action map. I suggest that you put away the book, the crayons, and the ruler.) Then you'll be asked to choose a futon. Choose the one with the rabbit. (The third choice; the line is one character shorter than the others. If you choose wrong, you'll be returned to town.) You'll enter Wonder Bed, the world of Alice's dream. SN tells you that one of your Petals is inside Alice's body. In order to retrieve it, you need to help the person out of her trouble. Make your way through Wonder Bed. At the end, you'll find the rabbit. His story is that a watch maker has broken his watch and made it stop at 3 o'clock. By some strange Napple logic, the third hour equates to the third month, and the rabbit goes nuts because he is perpetually stuck in March, the mating season. So he appeared as the demon in Alice's dream. Beat the rabbit, and this will fix his watch. You'll recover the Petal of advancing time, and Alice will be able to sleep well. Back in your room, you receive the advancing time Paffet. You then attend a town meeting in Frogcar's house. 4. Summer Petal Your next step is to retrieve the summer Petal. First, visit the milk bar on Ocean Blue Street and talk to Jackson. (He talks like a seductive woman ...) Then go through the summer gate and clear both action maps. You'll find the summer version, respectively, of Sir Stone's house in Ajisai and 13 Ice in Once Summer. Just take a look; there are no particularly important events in these places. Unlike spring, summer doesn't return to Napple Town even though you have cleared two action maps. SN's conjecture is that something is wrong with the summer version of the milk bar. So you'll visit summer again, in the summer festival. Go to Festival Night through the summer gate. You see fireworks, but they are actually a natural phenomenon created by "flash flowers". Then you meet Pierro, who invites you to play the games in the festival. Throughout the action map, you'll be forced to play a number of mini-games in order to progress. The mini-games are explained as follows: 1. Use the blocks to reach the goal within 2 minutes. 2. Hit 10 enemies. 3. Reach the goal. The flashing tiles are safe. 4. Use the blocks to reach the goal within 2 minutes. 5. Shooting gallery. *You* are the target. Lure the gun to shoot all objects off the field within 3 minutes. 6. Reach the goal. The flashing tiles are safe. Hint: Certain Paffet will help you through the mini-games and make them a lot easier. I'll leave the details to you as an exercise. ^_^ Between mini-games #2 and #3, you'll find the summer version of the milk bar. Normally the bar should be very busy on festival night, but now it's very quiet. Jackson, talking like a "tough guy", tells you that his cow isn't bearing any milk because it is scared by the fireworks. Your summer Petal is inside his body, so you have to help him. At the end of the stage, you find a mad flash flower. Defeat it to calm Jackson's cow. Jackson gives you some Napple milk. You retrieve your summer Petal from Jackson's body. (Your Petal is what casued him to talk in a different tone from his Napple Town version.) This also returns summer to Ocean Blue Street. When you return to your room, you receive the summer Paffet. Next morning, you attend another town meeting. 5. Autumn Petal Your next target is the autumn Petal. Go to Rogue Leaf Street, and visit Cecil and Little Money. Cecil has a noble atmosphere around her, but for some reason she is very timid. Little Money is a severe miser. Go through the autumn gate and enter Red & Gold. Little Money's house is right there. However, autumn Little Money has become the exact opposite kind of person: he is planning to give Napple pies to the kids on Halloween. But the Napple tree is bearing bombs instead of Napple fruits, so Little Money needs to buy the golden wind from Autumn to cure the tree. He needs his money, but his stubborn accountant, Dragon, won't let anyone touch the money until he has finished calculating. SN senses your autumn Petal in Little Money, so you have to help him. (It's your Petal which is causing Little Money to have the opposite personality.) Go to the well just outside the house. Dragon is down there. There are rumors of moaning heard from inside the well. Anyway, you'll have to enter. The Moaning Well is filled with water. To lower the water, you'll have to step on three switches. Then you'll have to do that another time before you can reach the bottom of the well. At the bottom, ride one of the two boats further down, then ride yet another boat down to Dragon's room. Dragon agrees to let you take the money, but only after he has finished calculating. But he has been constantly disturbed by gnomes. (The moaning in the well is from him, when he can't get the calculations right.) Defend the money from the gnomes. If the gnomes take several coins, the theft prevention system will be activated - and you'll probably be hurt by it too. After defeating a certain number of gnomes, Dragon will have finished his job, and you'll return to Little Money's house in Red & Gold. Little Money asks you to check the Napple Tree. Make your way through Red & Gold. About half of the way, the path branches. If you climb up, Madam's house will be right there. The lower path leads to another house. In that house, there is an old lady, but she ignores your presence and doesn't speak. Examine the mirror; you have seen a similar mirror before, haven't you? There is an exit gate besides the house, but don't use it, for there is a platform a bit back which allows you to climb up and continue on to the end of the stage. You find the Napple Tree at the end. There is a face on the wall. Hit the bombs from the tree towards the face until you defeat it. Avoid letting bombs blow up near the tree, because that will hurt it. After your victory, Little Money arrives (off screen) with the golden wind, which restores the tree to bearing Napple fruits. Little Money does his charity, and you recover your autumn Petal from him. Back in 13 Ice, you receive the autumn Paffet. Next morning, you attend a town meeting. 6. Petal of Returning Time It's time to unveil the mystery of the house with the mirror. If you have not visited that house on your last trip through Red & Gold, do so now. Then go to Cecil's house in Napple Town. Nobody is in. Examine the mirror, and Cecil will appear. But she then disappears through the mirror. Next go to the house with the mirror in Red & Gold. It's empty too, but examine the mirror and the old lady will appear. She too disappears through the mirror. You follow her through the mirror to Cecil's Secret Garden. You start in the outer ring of Secret Garden. There is a locked door at the starting point. Take a trip around the circle, and you'll see three other doors. Enter these and clear all three "mazes", and the door at the start will open. At the end of the stage, you find the old lady. SN realizes that the old lady is Cecil afflicted with your Petal, which has transformed her into an old person and is tormenting her with memories of a glorious past. Cecil will mention one of her glorious memories, and you have to reply correctly in order to bring her back to the present. You choose your reply by entering one of the two doors. If you choose wrong, you'll take damage, and you'll have to try that question again. Don't worry about the text; just alternate entering the left door and the right door, and you'll clear this part taking less than 2 hearts of damage. Eventually, you'll save Cecil and retrieve your Petal of returning time from her. Cecil reverts to her original young form. You return to your room and receive the returning time Paffet. Next morning, it's another town meeting. 7. Winter Petal You have recovered five Petals, and only the winter Petal is left. Just like the summer maps, the winter maps are mostly straight action stages with few events. Veteran platform/action game players should have no problem, but novices may find these stages a bit difficult. Persevere, and don't forget to use your Paffet. The shield Paffet and the balloon Paffet can be very useful at times. If you find the stages really hard, try taking the shield, the balloon, the full heal, one attacker, plus one of your liking. Go through the winter gate and enter Fjorland. Soon you'll come to Frogcar's house. He is in a bad mood because he can't hibernate without a serving of the fantastic stew ice. SN senses your Petal in him, so you'll have to make the dessert. You need Napple milk (which you have already received from summer Jackson), hot ice essence, and the ice maker Furniture Paffet. You'll have to venture deep into winter in order to get hot ice essence from the winter version of Mele's toy store. Near the end of the stage, you'll ride the roller coaster. Press the A button to duck, and press left or right on the controller stick to select your course at an intersection. At the end of the stage, you meet Pierro again. He gives you another coaching lesson on a train. You continue your way into Snow Corridor In Ice-Month. There are no houses or events here. Just make your way through to Crystal Palace. There is no boss fight in this stage. Next, enter Crystal Palace. Soon you'll come to Mele's toy store (winter). But Mele is not there; he has gone further into the stage in order to replenish stock. Make your way through Crystal Palace. At the end, you are challenged by some ice soldiers. Defeat them and rescue Mele, whom they have captured. Mele gratefully gives you hot ice essence. Winter returns to Silver Line Street. Enter the remix room, and SN will make the ice mixer. Now go to Frogcar's house in Fjorland and invite Frogcar to come to 13 Ice. You retrieve your winter Petal from Frogcar. SN serves Frogcar with fantastic stew ice, and he goes home to sleep. You receive the winter Paffet. 8. Finale SPOILER WARNING: Ending spoilers in this part. Do not read until you have recovered all six Petals; please skip ahead to section II. You have recovered all six Petals! Now it's time to go home. Do everything you want to do, equip some good Paffet, and go to the church and talk to Druid. After a farewell party, Druid opens the portal to the Great Bridge. Make your way through the stage (called "Mirror Illusion") to the Mirror Gate. Pierro appears, says some strange things, and goes away. You then realize that he has stolen your Petals! You return to Napple Town (auto event). Near the beginning of the stage, you spot a strange machine, and with it a strange photo in which everyone in Napple Town appears as Pierro. You sense that something is wrong, and you take the photo and hurry back to town. In Napple Town, everyone has been changed to Pierro! Go to your room. You find that Pierro has carelessly left behind a memo, and it gives you hints on how to restore the town. First, go to the circus tent, enter the back room, and go through the door to Pierro's room. There is a recipe in the chest there. Now go to the remix room, where SN makes the Dreamcast, oops, I mean, the dream camera for you. Then go to Alice's house. Inside, you get the futon with a picture of Napple Town on it and go to sleep. You'll dream about Napple Town, and SN will take a picture of your dream. You take the photo to the strange machine in the Great Bridge. You use the machine to transmit the photo to Napple Town, thus restoring its citizens. You return to town. Now it's time to seek out Pierro and take back your Petals. Guess where he is? ^_^ When you find Pierro, he tells you that /you/ are the goddess Illusia who created Napple World. He needs your cooperation in order to make Napple World "perfect" - according to his definition of perfection, that is. What he is saying doesn't make any sense, anyway, so you end up fighting his two minions (who are under his mind control). Win the fight, and Pierro returns your Petals to you. Having recovered your Petals, it's time to go home, finally. Talk to Druid, and he'll open the portal to Mirror Illusion again. Make your way to the Mirror Gate. Beyond the gate is more platforming (but it's easier than the first half). At the gate to Real World, Pierro appears. He demands your Petals, so that he can remix the 7th Petal and become perfect Pierro. He also tells you that, when you, goddess Illusia, enter Real World, Napple World and its inhabitants will vanish. But SN tells you that you can, in a sense, preserve Napple World by remembering what you have seen and experienced. Anyway, Pierro runs out of patience and decides to eliminate you. Defeat him, and enjoy the ending of the game. II. Town Maps -------------- View these maps in a fixed-width font. See also the map on page 12-13 of the manual. ** Central Square ** N |Silver| Circus + | Line | / | St. | / --+ +-- Transport / \ Company | | -----+ +------ Rogue Cherry Leaf fountain Front St. St. -----+ +------ | | \ / 13 --+ +-- Church Ice | Ocean| | Blue | | St. | ** Cherry Front St. ** Winky Alice Sier --------------------------------------- N Central spring + Square gate --------------------------------------- school ** Ocean Blue St. ** pump milk house bar --------------------------------------- Central summer N<- Square gate --------------------------------------- 13 Ice Sir Stone ** Rogue Leaf St. ** (notice the direction) Little Money Madam --------------------------------------- N autumn Central + gate Square --------------------------------------- Cecil empty office ** Silver Line St. ** empty Mele's house toy store --------------------------------------- Central winter ->N Square gate --------------------------------------- Frogcar Ralph III. Basic Controls -------------------- Analog stick, +-key: move X button: attack, talk, examine, open door; enter choice A button: jump; enter choice B button: use Paffet; cancel Y button: summon (reposition) Paffet R button: select Paffet L button: camera control Start button: pause menu You can do a double jump by pressing A while in mid-air. Your racket can return most enemy shots. Press the B button to use your Paffet. You can use your Paffet only if the Paffet icon is lit. Press the B button again to cancel your Paffet (works only for some Paffet). If your Paffet is stuck somewhere else, press the Y button to warp it back to your side. When outdoors in Napple Town, hold down the L button and push the analog stick or +-key to rotate your view or change the zooming. When in an action map, you can change the zooming but can't rotate the view. When indoors, you can't control the camera at all. The pause menu contains the following entries: * Paffet change - an alternate way to select Paffet besides the R button. * Item list * Check memo - the memo has three pages. The left page lists the events in progress. The middle page lists the Paffet you are asked to make. The right page explains some general stuff. When an event or event segment is completed, it will be indicated by a red mark (which says "completed" in Japanese). * Recipe list * Radar on/off * Vibration on/off The lower window displays information on treasure chests, coins, and event items. Sometimes you'll be asked to choose a response. In many cases it's a yes/no choice. When Japanese "yes" and "no" are romanized, they look like this: yes: ha-i no: i-i-e As you can see, the character for "i" is used three times. So when you see a two-choice menu with that pattern, you know that it's a yes/no choice. In most situations, picking the wrong answer won't create any problems: you'll just have to choose again. Thus I'm not explaining the choices specifically unless choosing the wrong entry would bring significant inconvenience. IV. Terrain Features & Action Map Items ---------------------------------------- Terain features: Shot Generator - Hit it with your racket to send a shot flying. Lever Switch - Can be switched between either of two positions. Semi-permanent (i.e. once switched, stays that way until switched again). Round Switch - Step on it to activate. Effect lasts for a certain period of time. Square Switch - Only in a few places. Step on all square switches in an area to unlock another area of the stage. Permanent. Trampoline - Press A to jump high. For maximum height, jump just after you hear the bouncing sound. Handle Lift - Grab it, and it'll take you up or down. Press A to drop off. Treasure Chest - Contains a recipe, a Life MIS, a Napple Seed, or a "rare" card. Stand in front and open with X button. Locked Chest - Blue treasure chest. Send a defeated enemy or returned shot its way to unlock it and turn it red. An explosion will also unlock it. Hint Mark - Looks like a small red square carpet. Use a helper Paffet at the mark to reach a treasure chest or event character. Coin Ring - A ring of flame. Jump through to get 8 coins. Don't touch the flames or you'll be scorched. Heart Altar - Looks like a green dragon head. A heart appears, but after a while, flames rise up. Don't touch the flames or you'll be scorched. You can take up to three hearts from each altar. Goal Gate - Found at the end of each stage. When you pass it, the time bonus is added and your score is finalized. There is always an exit gate and a save point next to it. Exit Gate - Found at the start and the end of each stage. Takes you back to Napple Town. Save Point - Looks like a transparent flower. Found after the goal gate. Jump onto it to save game. Don't miss it; always save the game before fighting a boss. Season Switch - Looks like a ball of energy in mid-air. Use the corresponding season Paffet to enter the season hole and collect lots of coins. Block - A few places contain this. Press X to grab it, then you can push or pull it. Press X again to release. Stone Slab - Found in late stages. Destroy with defeated enemy, returned shot, or explosion. Sometimes it is better to leave them as foothold than to blow them up. Nest - Certain late stages contain this. When certain enemies are defeated, after a while, the nest regenerates them. Nests are invincible. Action map items Coin - 100 points. Collect 10 to draw a capsule from the capsule maker. Red coin - 1000 points. When you're not playing for high score, it's just a coin. (Items which sometimes appear when an enemy is defeated:) Remix item - A gift box Heart - Restores 1 heart of life Puffet recharge - Restores 1 charge to the currently selected Paffet. Note that once all charges on a Paffet have been exhausted, the Paffet goes home to the Paffet room, so you can't recharge it. This also means that you cannot enter the season hole twice in one trip, since the season Paffet has one charge only. Money bag - Left behind when you defeat a mimic. Worth 10 coins and 1000 points. V. Special Rooms in 13 Ice --------------------------- 1. Your Bedroom Whenever you enter your room, you will be fully healed, and all your Paffet will regain full charges. Also, your bed is your save point: press X at the bed to call up the save menu. There is a pot for napple seeds. When you collect four Napple Seeds, the plant will bear flowers, and an extra heart will be added to your maximum life. The armchair is just a decoration. 2. Remix Room This room houses the decode machine and the remix machine. You use the decode machine to extract MIS from items. Press X at the machine, and the item menu will be displayed. Choose an item with the X button. You'll then have 60 seconds. Use the analog stick or the +-key to rotate the item. When you find an MIS, press X to extract it. Use the L/R buttons to change filters. The number of MIS in the item, and the filter(s) which need to be used to find them, are listed in the lower left corner. Once you've found all MIS in an item, additional copies can be decoded automatically. Press the R button to select all eligible items at once, then press the Start button to decode them all automatically. Very handy, isn't it? ^_^ At the item menu screen, press Y to verify the MIS you have. Press B to leave the machine when you're done. After getting the MIS, you use them to make Paffet at the remix machine. Press X at the machine, and a menu shows up and asks you to choose Action Paffet (left) or Furniture Paffet (right). Choose either one, and the recipes will be listed. To go up and down the list quickly, use the L and R buttons. To switch to the other page, use the Y button. Press the X or A button to select the Paffet you want to make. If you have a complete recipe, the MIS will be selected automatically; just press X to execute the remix. But if you don't have a complete recipe, you'll have to select the missing MIS yourself. (Use the Paffet list and MIS list in the following sections to help your guess. Note that sometimes a question mark is colored in the color of a season, instead of purple.) If you guess wrong, you'll lose the MIS you're using in the attempt. You can't attempt to remix if you don't have a life MIS or you lack some of the MIS listed in the recipe. (If you don't have an MIS listed in a recipe, the MIS icon will be displayed as smaller.) On the page for Furniture Paffet, if someone has made a request to you for a certain Paffet, this will be indicated by a small white tab with some Japanese characters (which says "Make this!"). However, there will be no such indication if the request is not specifically made, for example if it is an idea of yours or SN's. In such case, check the middle page of the memo in the pause menu (copying down the Japanese characters if necessary) for which Paffet you have to make. If the red "completed" mark doesn't appear after making the Paffet, you'll have to deliver the Paffet by visiting the recipient in person. 3. Paffet Room It's in the basement. Your Action Paffet are stored here when you're not carrying them. There are four rooms for different groups of Paffet. The arrangement is as follows: helper attack and healing accessory and teleport special Press X in front of a Paffet to equip it. If you already have 5 Paffet, the new Paffet will replace the Paffet in the second position. 4. Collection Room By examining the various features in the collection room, you can check your card collections or your action map scores. When viewing a card collection, you can press the Y button to check the number of duplicates you have collected for each card (but that is quite useless). When you're playing the game for the first time, you are not allowed to view certain cards you have collected because they are spoilers. These cards appear in blue, and you can view them after clearing the game. The capsule maker will also be installed here. Examine it and just select the top choice in the menu to deposit all your coins at once. VI. Paffet List ---------------- Here is a list of all Paffet. A description is given for Action Paffet. I'm not giving you the recipe, because that spoils the game. Missing recipes are usually in chests. Enjoy finding them yourself. ^_^ The actual "Japanese" names are remixed versions of some English or Japanese words. Here I'm using descriptive English words to simplify matters. If you want to read the original names, learn katakana. ^_^ Action Paffet ch = number of charges ID name ch group 01 spring 1 special 02 summer 1 special 03 autumn 1 special 04 winter 1 special Use at a season switch in the corresponding season to enter the season hole and collect lots of coins. 05 advancing time 8 special 06 returning time 8 special Equip either one and inspect the corresponding switch in the transport company to enter respectively the special maps and the boss parade. 07 heal 4 healing Heals one heart of damage. 08 cutter 4 attack Shoots wind cutters at the enemies. Generally versatile, but may miss fast enemies. 09 tornado 4 attack Becomes a powerful tornado and wipe out enemies. You control it with the direction key(s). 10 water 4 attack Spits a rotating jet of water. Sometimes difficult to use, especially if the enemies are on a lower elevation than you. 11 fire 4 attack Spits a fireball upward, which returns as a rain of fireballs. Powerful, but duration is short and range is limited. 12 ice 3 attack Creates an ice storm to freeze enemies, which are destroyed at the end of the ice storm. 13 lightning 3 attack Lightning wipes out all nearby enemies. The most powerful attack Paffet. 14 shield 3 helper Invincibility for a while. Very useful. 15 full heal 1 healing Restores full health. 16 slow 4 helper Casts a slow spell on all enemies. 17 lamp 5 helper Lights up the surroundings. Helpful in dark places. 18 platform 6 helper Transforms into a platform to be stepped on. Poor guy. 19 trampoline 6 helper Transforms into a trampoline for high jumping. 20 bridge 6 helper Transforms into a bridge. 21 balloon 4 helper Transforms into a balloon. Grab and float away. 22 bomb 4 helper Drops a bomb. Can destroy enemies and stone slabs, and do some other things too. A convenient way of opening locked chests. 23 seagull 2 teleport Transforms into an exit gate, which takes you back to Napple Town. 24 clap 5 accessory When clapping, play score is doubled and coin combo score is, I believe, quadrupled. 25 spotlight 5 accessory When illuminated, coin combo time is doubled. 26 console 5 accessory When being consoled, stage timer stops, thus giving you more time bonus points when you clear the stage. 27 cheer 7 accessory After cheering, gives you a heart or a recharge item. 28 guts 8 accessory When being encouraged, no score penalty for taking damage. Furniture Paffet 29 street lamp 30 street sign 31 capsule maker 32 wind gauge 33 pump 34 pot 35 fireplace 36 heater 37 chair 38 door 39 mug 40 cupboard 41 table 42 bathtub 43 fountain 44 projector 45 roof 46 cage 47 harpsichord 48 refrigerator 49 record player 50 bed 51 windmill 52 fan 53 pigeon clock 54 balcony 55 planter 56 bell 57 chimney 58 fish tank 59 bagpipe 60 doormat 61 store sign 62 mirror 63 grandfather clock 64 sketch book 65 book of legends 66 trap 67 drill woodpecker 68 robot 69 ice mixer 70 milk maker 71 dream camera VII. MIS List -------------- In Napple World, MIS are more than just elements used to make Paffet. They are originally the language used by the goddess Illusia, and the Furniture Paffet speak this language too. The common MIS are listed below. These are the MIS which you can get by decoding items. Besides these, there are a few special MIS which are not found in items (those compose the Paffet in the "special" group), or are extracted from certain event items only. Spring: 1 wind 2 rest (of body) 3 light 4 flat surface 5 growth 6 play 7 image 8 stability 9 dream/memory 10 intelligence 11 freshness 12 dust Summer: 1 air 2 vitality 3 road 4 home/house 5 temperament 6 prime/momentum 7 water 8 rotation 9 rainbow 10 defence 11 door/region 12 transparency Autumn: 1 change 2 (physical) strength 3 relaxation (of mind) 4 wisdom 5 plenty 6 agility 7 fire 8 ripeness/age 9 music/melody 10 sharpness 11 sphere 12 sound Winter: 1 sternness 2 purity 3 machine 4 time 5 ice 6 silence 7 foundation/platform 8 communication 9 death/extinction 10 view 11 purification 12 trap/cage VIII. Tips on Side Quests -------------------------- This play guide is a volunteer effort provided free of charge, and, as yet, does not contain full information on the numerous side quests in the game. You can complete the game while ignoring most of the side quests. If you want to take on some of them, most of them are simple Furniture Paffet requests which can be completed by making the ones marked by a white tab on the recipe. For each 10 pieces of Furniture Paffet installed, you can get a Napple seed from Druid. To trigger a side quest, you typically need to progress to a certain stage in the story, and you often need to possess the relevant recipe. Thus, you'll need to seek out missing recipe from treasure chests, unless you can guess the MIS and have make the Paffet without the recipe. Also, a number of the side quests are mutually exclusive: once you have triggered one, you will not trigger another until you have finished the first one. (These side quests are recorded on the left page of the memo in the pause menu.) If you have questions on a specific side quest, you can ask me by e-mail. ------------- Copyright Nov 2000 Alan KWAN Shiu Ho http://home.netvigator.com/~tarot mailto:tarot@netvigator.com END OF DOCUMENT