Amysterious entity located on the Fog Ship, the Fog Ship Guide offered both Ted and Razro a chance to escape their destiny as rune bearers and stay on his ship; however, both eventually decided to accept their destinies and defeated the Fog Ship guide. Following their victory, Leknaat appeared and returned the Fog Ship Guide to the Eternal City, against its' wishes.
The Fog Ship Guide held ownership of the Rune of Life and Death, one of the 27 True Runes after being gifted it by a tired Ted whom at the time wished only to escape his destiny as the rune's bearer. Encountering Lino En Kuldes and Razro, bearer of another True Rune, the Rune of Punishment, The Guide asked Razro to give up his rune in exchange for life on his ship as Ted had. Despite the weight of responsibility, Razro refused the offer.
Inspired, Ted decided to face the world once again and requested the return of his rune. Enraged, the Fog Ship Guide attacked the group. Following the being's defeat, the lady Leknaat appeared and, against the creature's wishes, banished it to what she called the Eternal City.
The Fog Ship Guide attacks Lazlo's party with the Soul Eater Rune's Finger of Death spell, a ball of light attack that damages the whole party, and a pillar of light attack that hits one character for no damage but probably induces some negative status or instantly kills them. However, this rarely works.
The summer is a time to crack open the dusty case of a game you have been putting off or ignoring for some time. At least, it is for me. There are few new games coming out around this time, and what better way to avoid the outdoors than catch up on a title that you have only put two, ten, or fifty hours into but have not yet completed?
Well, I decided to combat my perception that the JRPG is a dying genre that has been getting worse over the years. Why not try something old, but not too old? It just so happened that I had an un-played copy of Suikoden V for the PS2, and I decided that I would give it a go.
Suikoden V has well written characters, acceptable voice acting, an interesting plot, and nice character art. However, the opening of the game is completely insufferable. After giving you a brief portrait of your starting characters, you wander around a town until you get into your first combat situation.
After a bit of story, you return to your castle and wander around trying to find an obnoxious little sister, who only shows up after you explore the right parts of the large-ish environment in the right order.
WRONG! Wander around, talk to the right people, then when that is finished make sure you wander some more. There is no direct guide, and the game expects you to intuitively know where you need to go, or it expects you to enjoy this complete drag of an experience. This stuff works in 2-D games because you can see a lot more at once, and it is hard to make 2-D graphics as washed out and dull as they are in this game.
The load times were speedy, and the battle sequences were sometimes even faster. The sound effects and music harkened back to the best of the SNES, and the job system is probably the most refined it has ever been. The game was thick with content, and like all Dragon Warrior/Quest games it oozes charm.
Dragon Warrior VII needs a guide to play. This game will often leave you completely scratching your head on what you need to do next. The game world is also massive, and although it is well translated and drops you hints on where to go, you will get lost pretty goddamn fast. Why do I love the game so much? Because I had a guide right from the beginning of the game (Thanks Prima!) .
Would I have enjoyed Suikoden V more if I had a guide? Maybe, but that game is way too old to excuse the piss-poor game design and boring environments the game immediately throws at you. The first few hours of Dragon Warrior VII are unique because you don't fight a slime until a few hours into the game. It slowly introduces you to the small island you live on, your friends and family, and the nagging feeling that something is wrong with your world. You pretty much live on an island paradise, but there is a nagging feeling that there should be more places on the globe that just don't exist. You are dragged into a mission to solve that. Suikoden V has good elements too, but it completely failed to grab me.
A lot of long time gamers may shudder at such a suggestion, but it comes with a caveat. If a game wants you to explore it better make it interesting, and not frustrating. It is not fun being forced to walk around a dull grey castle and talk to every NPC. That is something I like doing, but only if I am not forced to.
JRPG's need an optional Grand Theft Auto arrow. Need to talk to the king? Just show me where to go. Need to find a lost cat to advance the plot? Just show me where to go. If it is integral to progress in the game, make it obvious. If you need to catch a monster as a side-quest, make it require some exploration. If someone hints that the elf-town has some magic boots hidden under some pottery, then the player can find that themselves. Doing the above keeps the sense of exploration that many people find most enjoyable about RPG's, but also allows those who crave plot to get down to business without the mindless searching that many poorly designed games require.
March 14, 2005 Well I decided to create a shrine to one of the sequels of this game, Suikoden III. That means I will be working on the shrine for the moment, but I did manage to make time to finish the Duel Guide page. The page been redesign with a layout similar to the Suikoden III duel page. The Duel Quotes page is gone now, but it infomation has been ingrated into the duel page. Expect a update on the blacksmith page to seperate the content soon. January 06, 2005 It's been almost half a year since the last update, but I been busy with school and other projects. Not much has been added since, but that will soon changed. The Sega Saturn Difference was removed due to lack of content, while the duel quote page has been merged with duel guide (link to the quotes can be found there). But the best news is that I am finish with the blacksmith page. It was tough page to create, because I had to reformat the old infomation while adding newer info like weapon cost. I hope you enjoy the new page, and may you have a happy New Year. July 05, 2004 Another old section from the orignal shrine (Runes Info) has been restored to the shrine. Also added more 108 Stars bios, and added the combo spells info in the Unite Attack page. By the way, I began work on the blacksmith page, but it will be a while before it completed. July 01, 2004 I have started to work on this shrine again, by adding the Unite Attack Listing page, while also adding more characters to the 108 Stars page. More will be added in the coming days. June 28, 2004 Sorry about the late update, but I been very busy with school and other stuff for a while. I will be working on this shrine some more this summer. But for now, enjoy the new "Sega Saturn Differences" page, which details more about the rare Saturn release of Suikoden 1. September 19, 2003 Well after two months off, the Suikoden shrine gets the world map and major battle section finishes. Expect more to be done soon, but don't count on it, due to college. July 13, 2003 Today I have finished the boss and monster page of the shrine by obtaining all pictures and stats from the game. Also finished was the army units and story vip pages, but neverless expect more older sections to be completed as well. July 5, 2003 I added back the item listing to the shrine, as the page been fixed up from it corrupted former work. Also added more stuff to other pages of the shrine for your amusement. June 30, 2003 Well the shrine is on the right track now. 108 Star pages is finished, with the exception of the character info, while the status and monster/boss page get updates as well. I added back Duel Guide, Duel Quotes, Major Battles, and Army Units to the page. All are still in construction, but will be finished soon eough. Seeya later. June 17, 2003 The 108 Stars of Density page is coming along nicely with more pictures and the slow construction of the detail section on each character. But I like to mention that all stolen information from the Shadow of Death days are being removed until I update them with more orignal info. So please don't mind the mess and give me feedback on the new shrine. May 31, 2003 Since Crusander/Shadow of Death has quited, I was given the shrine. And to start off, this entire shrine will be changed, and if you notice, some pages are already being reformated for the better. Pages that will be removed are still there for the moment, but in time, they will be replaced or drop all together. Seeya soon. April, 2000 Around this time, Crusander/Shadow of Death created the Suikoden 1 shrine. Maintained by:
The Genso Suikoden III 108 Stars Character Guide (幻想水滸伝III 108星キャラクターガイド, Gensōsuikoden III 108 Hoshi Kyarakutāgaido) is a book published by New Era in 2004. It is a reference book that covers events from Suikoden III, mainly focusing on character profiles with some supplementary information and artwork.
Stars that teach your party members skills will always favor one member over the other if both are in your party. In this guide, the favored party member will be listed first. If you want the other party member to learn from a Starbearer instead, leave the favored party member behind, or temporarily send them to your reserves.
3a8082e126