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Electronic Template: PSP Booklet, 2 Panel 4 Page Cover, Version 6.

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BOOKLET - PSP 2 PANEL 4 PAGE 1/8" BLEED ZONE
A0030.02 File name: PSP2PNL4PAGEcvr_108.eps
FLAT: 6.688" x 6.75" 1/16" SAFETY ZONE
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FINISHED: 3.375" x 0.0" x 6.688"
PRINT/TEXT ZONES
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6.688"

© 2008 STING Licensed to and published by Atlus U.S.A., Inc.


Atlus U.S.A., Inc. 199 Technology Drive, Suite 105, Irvine, CA 92618
www.atlus.com/yggdraunion

3.375" 3.375"

6.75"
For safe use of this product, carefully read the following section of this manual and the Precautions section of
the instruction manual supplied with the PSP ® (PlayStation ® Portable) system before use. Retain both this
software manual and the instruction manual for future reference.

WARNING: PHOTOSENSITIVITY/EPILEPSY/SEIZURES
A very small percentage of individuals may experience epileptic seizures or blackouts when exposed to certain
light patterns or flashing lights. Exposure to certain patterns or backgrounds on a screen or when playing video
Table of Contents
games may trigger epileptic seizures or blackouts in these individuals. These conditions may trigger previously
undetected epileptic symptoms or seizures in persons who have no history of prior seizures or epilepsy. If you,
or anyone in your family, has an epileptic condition or has had seizures of any kind, consult your physician Controls 03
before playing. IMMEDIATELY DISCONTINUE use and consult your physician before resuming gameplay if you
or your child experience any of the following health problems or symptoms:
Prologue 04
• dizziness • disorientation Characters 05
• altered vision • seizures
• eye or muscle twitches • any involuntary movement or convulsion Unit Types 08
• loss of awareness
RESUME GAMEPLAY ONLY ON APPROVAL OF YOUR PHYSICIAN.
__________________________________________________________________________________
Starting the Game 10
Use and handling of video games to reduce the likelihood of a seizure War Situation 11
• Use in a well-lit area and keep a safe distance from the screen.
• Avoid prolonged use of the PSP® system. Take a 15-minute break during each hour of play. Preparation 12
• Avoid playing when you are tired or need sleep.
__________________________________________________________________________________
Stop using the system immediately if you experience any of the following symptoms: lightheadedness, nausea,
Field Map 14
or a sensation similar to motion sickness; discomfort or pain in the eyes, ears, hands, arms, or any other part of
the body. If the condition persists, consult a doctor.
Main Menu 15
__________________________________________________________________________________
Do not use while driving or walking. Do not use in airplanes or medical facilities where use is prohibited or Movement 16
restricted. Set the PSP® system’s wireless network feature to off when using the PSP® system on trains or in
other crowded locations. If used near persons with pacemakers, the signal from the PSP® system’s wireless Objects 18
network feature could interfere with the proper operation of the pacemaker.
Unions 19
Use and handling of UMD™ Forming Unions 20
• This disc is PSP® (PlayStation®Portable) format software and is intended for use with the PSP® system only. If
the disc is used with other devices, damage to the disc or to the device may result. • This disc is compatible for Formations 22
use with the PSP® system marked with FOR SALE AND USE IN U.S. AND CANADA ONLY. • Depending on the
software, a Memory Stick Duo™ or Memory Stick PRO Duo™ (both sold separately) may be required. Refer to Battle 24
the software manual for full details. • If paused images are displayed on the screen for an extended period of
time, a faint image may be left permanently on the screen. • Do not leave the disc in direct sunlight, near a Skills 28
heat source, in a car or other places subject to high heat and humidity. • Do not touch the opening on the rear
of the disc (recording surface of the disc; see drawing). Also, do not allow dust, sand, foreign objects or other Enemy Actions 30
types of dirt to get on the disc. • Do not block the opening with paper or tape.
Also, do not write on the disc. • If the opening area does get dirty, wipe gently
Siege Weapons 31
with a soft cloth. • To clean the disc, wipe the exterior surface gently with a soft
cloth. • Do not use solvents such as benzine, commercially-available cleaners not
Battle
“PlayStation”, “PS” Results
Family logo, 32of Sony Computer
and “PSP” are registered trademarks and “UMD” is a trademark
Entertainment Inc. “Memory Stick Duo” and “Memory Stick PRO Duo” are trademarks of Sony Corporation.
intended for CDs, or anti-static spray intended for vinyl LPs as these may damage
the disc. • Do not use cracked or deformed discs or discs that have been repaired
Change of Conditions 35
with adhesives as these may cause console damage or malfunction. • SCE will not
be held liable for damage resulting from the misuse of discs.
Recording surface Map Clear
Updating the PSP® (PlayStation®Portable) system 36
Ejecting the disc
Updating the Saving
PSP system
®
the Game
software 37
This UMD™ includes the latest update data for the PSP system. If a screen prompting you to
®

Press the right side of the disc until it is in the position shown in the Status
update the system software is displayed when you start the UMD™, you must perform 38 an update
drawing and then remove it. If excess force is applied this may result in
to start the software title contained on the UMD™.
damage to the disc. Credits 40
Storing the disc Performing the update
When you insert the UMD™, an icon (as shown on
Insert the bottom side of the disc and then press on the top side until it
clicks into place. If the disc is not stored properly, this may result in the right) is displayed under [Game] in the home
damage to the disc. Store the disc in its case when not in use and keep in menu. Select the icon, and then follow the on-screen
instructions to perform the update. PSP® Update ver X.XX
a place out of the reach of children. If the disc is left out this may result in
warping or other damage to the disc. Before starting the update:
• Fully charge the PSP® system battery.
• Connect the AC adaptor to the system and plug it
into an electrical outlet.
During an update:
• Do not remove the AC adaptor, turn off the system or remove the UMD™.
If an update is canceled before completion, the system software may become damaged, and the
system may require servicing to repair or exchange.

Checking that the update was successful


After the update has been completed, select [System Settings] under [Settings] from the home
menu, and then select [System Information]. If the System Software field displays the version
number of the update, the update was successful. 1
ULUS 10368
GETTING STARTED STARTING UP
Right side view PSP® (PlayStation®Portable) system configuration
L button LCD screen R button
Directional
buttons

buttons buttons

POWER/HOLD switch

MEMORY
Front view STICK POWER
indicator
DUO™
access
Disc cover DC OUT connectors indicator
Volume HOLD
WLAN indicator
access
indicator
Right speaker
Analog stick START button
Strap holder SELECT button
Left speaker Sound button
IR port USB OPEN latch
HOME button Display button
connector
FIELD MAP CONTROLS

Directional buttons Move cursor/units


Set up your PSP® (PlayStation®Portable) system according to
x button Confirm, select unit
the instructions in the manual supplied with the system. Turn z button Cancel, view unit details
the system on. The power indicator lights up in green and the c button Turn unit icons on/off, show status, hold to skip events
home menu is displayed. Press the OPEN latch to open the disc v button Switch to Attack Mode, view Formations
cover. INSERT Yggdra Union disc with the label facing away L button Open the Main Menu
Toggle through units, fast-forward conversations, hold to
from the system, slide until fully inserted and close the disc R button
accelerate game speed
cover. From the PSP® system’s home menu, select the Game
BATTLE CONTROLS
icon and then the UMD icon. A thumbnail for the software is
Directional buttons Change tactics
displayed. Select the thumbnail and press the ≈ button of the
x button Charge and unleash x Type skills
PSP® system to start the software. Follow the on-screen z button Activate z Type skills
instructions and refer to this manual for information START button Pause battle
on using the software. L button Turn clash order icons on/off
R button Change battle speed

NOTICE: Do not eject a UMD™ while it is playing. MENUS

Directional buttons Move cursor/units


Memory Stick Duo™ x button Confirm

Warning! Keep Memory Stick Duo media out of reach of small children, z button Cancel
c button View status
as the media could be swallowed by accident.
SELECT button Sort items/cards
To save game settings and progress, insert a Memory Stick
In some situations, you may be prompted to use different buttons. In these cases, please
Duo into the memory stick slot of your PSP® system. You can refer to the button controls displayed on screen.
load saved game data from the same memory stick or any Press the L button, R button, and START button simultaneously to perform a soft reset.
Restart Battle: Begin playing the current map from the beginning again.
2 Memory Stick Duo containing previously saved games. Return to Title Screen: Return to the Title Screen. 3
Characters
Princess Yggdra
The only survivor of the royal family. She
fled the Capital with the Gran Centurio,
the Holy Sword of her people, and made
her way to Norn Valley, the southernmost
part of the Kingdom.
Prologue
The Kingdom of Fantasinia is situated in the center of
the continent. Thanks to its just rule by a royal family
descended from the gods, the Kingdom had enjoyed Milanor, the Silver Wolf
generations of prosperity and stability. The leader of a band of thieves in Norn
Valley. Although he claims to act in his
own self-interest, he is known as an
Under King Ordene, 31st monarch of Fantasinia, all honorable thief, enjoying great popularity
and many followers.
that changed. The land came under attack by the
Empire of Bronquia, a nation rapidly expanding its
borders through conquest. The blitzkrieg was led by the
young Emperor Gulcasa, who assumed the throne in a
Durant
bloody uprising. Leader of the 3rd Cavalry of Fantasinia.
Even after Paltina fell and his unit was
cornered by the Imperial Army, he
Rocked by a series of fierce attacks, Fantasinia lost more continued to resist them to the bitter end.
and more ground to the invasion, with its people forced
to endure a new and oppressive regime. Eventually, King
Ordene was overthrown and killed. In the tumult that
followed, a girl managed to flee Paltina, the capital of
Fantasinia, taking with her nothing but a sword. Kylier
Descendant of an ancient, mysterious race.
She is a childhood friend of Milanor’s, and
This was the Holy Sword, the Gran Centurio, passed when he is in danger, she will rush to his aid
from generation to generation down the royal bloodline. on her griffon, Al.
The legendary blade is said to have been instrumental in
founding the Kingdom.

Her name was Yggdra Yuril Artwaltz, and with


Fantasinia’s last hope in her hands, she finally reached Nietzsche
An Undine girl that lives in the Sovereignty
the southern end of the country. Now, with a small band of Embellia. She joins the fight in order to
of allies, the long battle to free her homeland has begun... reclaim the Undine’s missing treasure, the
Transmigragem.

4 5
Roswell Emilia
Leader of the Black Rose and ruler of the Gulcasa’s half-sister and one of the
northern half of Verlaine Hills. He is in Five Dragon Generals. She is called
opposition with the White Rose, though the “Scarlet Princess” because she
they share a common ancestor. fights bravely while scattering scarlet
feathers from her griffon.

Russell
Rosary The “Astral Fencer” and one of the
Leader of the White Rose and ruler Five Dragon Generals. He was
of the southern half of Verlaine Hills. captured by the Imperial Army
She is in opposition with the Black when his hometown of Karona fell,
Rose, though they share a common but now he fights for the Empire.
ancestor.

Gulcasa, the Emperor of Carnage Baldus


The young Emperor of A legendary commander and one
the Bronquian Empire, of the Five Dragon Generals. His
who seized the throne prowess in battle has earned him
in a bloody coup. Under the title “God of War.”
his control, Bronquia has
become a despotic state,
governed by martial law.

Zilva Nessiah
Chief assassin in charge of the The Imperial Army’s strategist
Empire’s Special Forces. Her mask and one of the Five Dragon
hides all emotion, and she remains Generals. He was instrumental
calm, completing missions no matter in planning the invasion of
what may arise. Paltina.

Aegina Leon
A mysterious commander in a red-and-black A cruel warrior and one of the Five
suit of armor. She is known as the “Elusive Dragon Generals. His strength and
Valkyrie” and has brought many victories to ruthlessness are legendary, earning
the Imperial Army. him the title of “Black Knight.”

6 7
Unit Types
Soldiers who fight with their prized Men who stalk their prey with a bow
sabers. and arrow.
Formation: × Weapon Type: Sword Formation: × Weapon Type: Bow
Size: S Movement Type: Walk Size: S Movement Type: Walk
Elemental Type: Lightning Elemental Type: None
Fencer ○Void Lightning Hunter ○Strong against Griffon Riders ○Strong during
the day ○Strong in forest GEO

Magnificent female war maidens who Women armed with a claw and a
fight with a rapier in hand. crossbow.
Formation: + Weapon Type: Sword Formation: + Weapon Type: Bow
Size: S Movement Type: Walk Size: S Movement Type: Walk
Elemental Type: Holy Elemental Type: Dark
Valkyrie ○Strong against Golems
×Weak against Dark
○Void Holy
Assassin ○Strong at night ○Void Dark

Knights who ride freely through the Skeleton-summoning sorcerers wielding


battlefield. evil rods.
Formation: × Weapon Type: Spear Formation: × Weapon Type: Rod
Size: L Movement Type: Horse Size: S Movement Type: Warp
Elemental Type: None Elemental Type: Dark
Knight ○Strong on road GEO ○Strong on bridge GEO
×Weak against Griffon Riders ×Weak in forest GEO Necromancer ○Strong against Skeletons
×Weak against Holy
○Void Dark

Water nymphs skilled at aquatic Magicians who use brooms instead


combat. of staves.
Formation: + Weapon Type: Spear Formation: + Weapon Type: Rod
Size: S Movement Type: Swim Size: S Movement Type: Walk
Elemental Type: Ice Elemental Type: Fire
Undine ○Strong on water GEO ○Void Ice
×Weak on sand GEO ×Weak against Fire Witch ○Void Fire

Rough warriors who brandish Stone-hewn giants animated with


large axes. magical powers.
Formation: × Weapon Type: Axe Formation: None Weapon Type: Lump
Size: S Movement Type: Walk Size: L Movement Type: Slow
Elemental Type: None Elemental Type: None
Bandit ○Destroy village Golem ○Destroy objects ○Void ailments
×Weak against Valkyries ×Weak against Lightning

Female warriors who soar through Skeleton soldiers summoned from the
the sky on griffons. land of the dead.
Formation: + Weapon Type: Axe Formation: None Weapon Type: Lump
Size: L Movement Type: Fly Size: S Movement Type: Walk
Elemental Type: None Elemental Type: None
Griffon Rider ○Strong against Knights -No GEO effect
×Weak against Hunters ×Weak against Ice Skeleton ○ Void ailments ×Noon = sleep
×Weak against Necromancer ×Weak against Holy
8 9
Starting the Game War Situation
Insert the Yggdra Union UMD into the PSP® (PlayStation® Portable) Before battle, you will receive a situation report and an overview of
system and turn the power on with the POWER/HOLD button. The your route and the enemy’s route.
Title Screen will appear. If you do not press any of the buttons on
the Title Screen for a while, the demo will begin.
After viewing the world map,
Title Menu you will receive reports on each
faction’s route, as well as Yggdra
From the Title Screen, there are five menu options (some may not
and Milanor’s current situation.
be shown initially).
New Game
Play the game from the beginning.
After the opening scene, the game
begins from Chapter 1.

The screen will then move to the


field map as the story unfolds on
the battlefield.
Load Data
Load a saved game and continue
from the beginning of the map
where you left off (see p.37).
Select a saved game with the
directional buttons and confirm
with the x button.
Victory Conditions
Victory and defeat conditions for the upcoming battle are displayed
Continue here. These may change during the battle depending on what
Resume your game from a suspend happens during combat.
save. This selection only appears
if a suspend save is present (see
p.37).
If there are multiple defeat conditions, meeting any one of them
will result in a Game Over.

Options
Change in-game settings. You can adjust the following:
Event Voices: Set whether voices will play during event scenes.
Battle Voices: Set whether voices will play during battle sequences.
Tutorials: Set whether in-game tutorials will be displayed.
Voice Language: Choose English or Japanese voices to be
played during the game.

Extra Contents
By fulfilling certain conditions,
you can view bonus content here.
Switch between the different types
of content with the L/R buttons,
select an entry to view with the
directional buttons, and press the
x button to confirm.

10 11
Preparation Selecting Cards
Cards determine how many spaces your units can move around the
map each turn. Keep each card’s stats in mind when preparing for
Prepare your forces to seize control of the battlefield. battle. Press the SELECT button to sort them by various properties.
Character Select
Remaining Number
The remaining number of cards you can
select. Continue selecting cards until
this reaches zero.

Press the c button to view individual


card details.

Total Movement
Select units for combat. The Units not deployed will recover The total number of spaces you can move among all selected cards. Some
number of units that can be a small amount of Morale. maps require you to reach certain destinations, so select cards with this in
deployed depends on the Yggdra and Milanor cannot be
mind.
map. To view a character’s removed from the roster. On certain Skill Type
status, press the c button maps, other characters may also Shows whether it’s z Type or x Type (see p.28).
(see p.38). be required.

Equipment Screen Card Name


Press the left directional button
The name of the card.
for the Equipment Screen. Any
character highlighted at the bottom
of the screen can equip the selected
item. Each character can only
equip one item at a time. Press
the SELECT button to rearrange
the items. Skill Effect
The effect of the card’s skill. The skill can
A character cannot equip an item if one is already equipped. An item be used if the Union Leader’s Ace type
cannot be removed once it is equipped. You must wait until its Durability
reaches zero before equipping a new item. matches the skill’s description.

Certain items have labels on them to indicate their effect while Memo
equipped: Formula for the overall strength or success
- EDIBLE: It is automatically eaten while moving around the map. rate of the skill.
- DETECT: As a unit moves around, squares with hidden items
will be shown. Qualify
- FRAGILE: These items disappear after taking effect.
Prerequisites for using the card. Units that
When an item is selected, changes in stats will be displayed. can’t use the card will be grayed out.
Stats where the number of big stars has increased are
indicated with , while a decrease is indicated by . Try to Ace Type
add more big stars to a character’s stats. When a unit with the same weapon type as this icon
becomes the Union Leader, that unit will become the
The number next to the item name represents its Durability. This will Union Ace (see p.20), and the card’s skill can be used.
decrease as you deploy the character with the equipped item. Items
disappear at zero Durability. There are some characters whose equipment
cannot be changed.
Power
When you win a clash (a battle between two units), this
influences the amount of damage you deal to your opponent.
Recovery Screen The higher the number, the more you will decrease their Morale.
Press the right directional button
at the Character Select Screen for
the Recovery Screen. Morale can Movement
be restored by giving characters The total number of movement squares that can be divided
an item. Each character has specific among your units during that card’s turn.
likes and dislikes, and each item
will recover a different amount of Skills are not available at the beginning of the game.
12 Morale. 13
Field Map Main Menu
Press the L button on the field map to access the Main Menu.

Map Name
Name of the current map.

Terrain
The terrain highlighted by the
cursor and its GEO Defense
percentage (see p.32).
View Map
Time and Turn
See the map of the entire battlefield.
The current time on the map and the number of
Locations: Display the target points and important area names.
turns elapsed.
Geography: Map squares will be color-coded.
Card Details Units: Display units according to number and respective side.
Displays information about the card selected for that turn. The Formations: Display Formation types of units on the map.
cards just to the right of this icon represent how many cards you
have remaining. If that numbers falls below 3, the card icons will Unit List
begin to decrease. View a list of all units that are part of the battle.
Card List
View a list of cards selected for battle.

Passage of Time Weapon Types


At the beginning of your turn, time passes.
View the weapon affinity chart.
The current time will change from Noon
to Evening to Night. Time does not pass Geography
Noon on some maps and only passes through View a chart of how each terrain type affects each unit’s
pre-set events on others. movement.
Night Evening

Objects
View explanations of the various objects on the map.
Conditions
Beginning a Turn View the current victory and defeat conditions.
Turns
Tutorial
Battles progress using turns. Each
View the tutorials you have seen up to this point.
side uses its turn to move and act.
At the beginning of each turn, you Suspend
select a card to be used. Create a temporary save of your progress.

If you suspend your game, choose CONTINUE on the Title Screen to


resume. This will NOT erase the suspend save.

End Turn
You can only use a card once until you meet the victory conditions and Complete the player’s turn.
move on. Use your cards carefully to avoid running out.
Time
When you run out of cards, you lose the battle. Consider the map’s Displays the total time played.
information and the victory conditions, and choose your cards wisely.
Total REP
This is the total Reputation of all units deployed on the field
map, expressed as a number (see p.39). Certain events may be
influenced by this value.
14 15
Movement
The map is made of squares where you can move your units. Movement on Special
Press the x button to view a unit’s range, and use the directional
buttons to move him or her. Each square expends one Movement. Terrain
Press the x button to confirm or the z button to cancel. Special squares can affect a
unit’s movement.
Once you have confirmed a movement,
you cannot cancel it, so be careful.
Petrified, sleeping, or paralyzed units,
as well as units who already fought as
the Union Leader (or Ace) that turn, Water
cannot move. No units can move in water except:
“Swim” type units can move as normal.
“Fly” or “Dragon” types can cross water but cannot stop on it.
Bombardment Range “Warp” types can cross water when disappearing but cannot land on water
Squares outlined in blue or red when reappearing.
are within either cannon or Ankh
Sand
firing range. Blue squares show
All units except “Fly” types can only move one square per turn.
the ranges of your army, while red
shows the enemy’s range. You
Poison
receive no damage while in the
All units except “Fly” types can only move one square per turn.
blue squares, but it would be wise
to avoid the red squares.
Movement Types Units in Poison marshes will suffer damage at the beginning of each
Generally, units can move into any of the four adjacent squares, turn, except Griffon Riders, Skeletons, and Golems.
unless occupied. There are occasional exceptions, depending on
the unit’s movement type.
Geography Effect
Walk The terrain of each square affects
The basic movement type. units in different ways. Each terrain
also has a set defense effect, which
Horse decreases the amount of damage
Mounted units can move through enemy-held squares but done to Morale when a unit loses.
cannot stay in those squares. As flying units, Griffon Riders are
Swim not affected by GEO Defense.
Swimming units can enter water spaces.

Fly
Aerial units can move through enemy-held squares as well
as squares with barricades and water.
Slow
Slow units can only move one square per turn.

Dragon
Dragon-mounted units move like “Horse” units, but they
can also cross water.
Warp
At night, warping units can move every other square
(disappear on odd squares, reappear on even). When they
disappear, they can move through enemies or even places
without squares, but they must land on free squares when
they reappear.

16 17
Objects Unions
Battles between units are called clashes. The combination of units
around you that fight in these clashes is called a Union. The flow of
creating Unions to attack is as follows:

Forming a Union
Highlight the unit you want to
assign as Union Leader. When you
press the v button, the Formation will
Fortresses Important strategic footholds. be displayed.
Towns The citizens here might have useful information. Petrified or sleeping units cannot be
Villages Smaller than towns and can be destroyed by Bandits or Golems. selected as a Union Leader. Also,
Unions cannot be formed in the first
Open Gates All units may pass freely. few battlefields.
Closed Gates None shall pass.

Bridges Can be crossed but become water if destroyed.


Only “Fly” or “Warp” type units can move over these. Golems
Barricades
destroy them by moving onto them.
Siege weapons. Golems can move onto them, but no unit can
Catapults
move through them (see p.31). Selecting Your Target
Cannons Siege weapons. No unit can move through them (see p.31).
The next step is to select an enemy
adjacent to the Union Leader. The
Ankhs Siege weapons. No unit can move through them (see p.31).
unit you target will be the enemy’s
Target Points The squares you must reach to fulfill certain victory conditions. Union Leader, and their Formation
Items Items that the enemy leaves behind. Pick them up by moving onto will also be displayed. Press the x
these squares. button to confirm.
Some squares will react to certain items if equipped. By moving
Reaction Points
onto this icon, you can obtain special items.

Earthquake’s Radius
Confirm Your Selection
In the confirmation screen, the unit
class graphics and the members
taking part in each side’s Union will
be displayed. Press the x button
to begin the clash. Press the z
button to cancel and return to the
Field screen.

Destroying Objects
Villages, bridges, barricades, catapults, cannons, and petrified
units can be destroyed and removed from the map under the
following conditions:
When Golems move onto squares with these objects.
When the skill “Earthquake” is used. (Its effective radius is two
s h Be g in !
Let t h e C la
squares, as shown in the diagram.)
When a unit equipped with an item that has the “z Destroy
objects” effect moves onto one of these squares.
Villages will be destroyed if an enemy Bandit moves onto one.
Only Bandits from brigand or thief groups will attack villages.

18 19
Forming Unions Union Confirmation
By creating Unions, you will be able to turn battles to your advantage.
Here are some pointers to achieve this.

Selecting a Union Leader

Battle Order
The Union Leader (Ace) fights first, with the rest of the battles
proceeding according to the priorities of Formations (see p.22).
The order of units, displayed at the target confirmation screen, is
The More Allies, the Better called the “Battle Order.”
When choosing a Union Leader, the Formation should include as Prediction Marks
many allies as possible. Therefore, it is important that the Union These show the expected result of
Leader have several allies gathered around him or her. each clash, taking each character’s
stats and weapon into account. The
The Fewer Enemies, the Better Prediction Marks are as follows:
When selecting a target, choose one with the fewest enemies in his
or her Union. The Union with fewer units will be at a disadvantage Superior Inferior
from fighting a series of Successive Battles. Any units who must
fight multiple times will be displayed in yellow.

The prediction is calculated based on various data, but it does not take
Union Ace into account tactics, skills, and other factors.
If your Union Leader’s weapon
type matches the card’s Ace type
for that turn, he or she becomes Weapon Types and Advantages
the Union Ace, allowing that unit to The weapon type for each class has strengths and weaknesses
use skills. However, enemies can against other weapon types. The arrows show each weapon’s
use skills under a different set of superiority over another weapon.
conditions (see p.30).

ñ
Rod
∆ Sword ˙
Units that can become the µ
Union Ace will have a glowing ∫
outline. This lets you know at
∫ Spear Axe
Bow
a glance which units can and
cannot become the Ace.

Depending on a skill’s activation requirements, some skills may not be ñ ñ


usable even when the weapon type is the same. Skills are not available
in the first few battlefields. Rod Book Lump Scythe Sword Spear Axe

ñ ñ
Bow Book Rod

20 21
Formations
Adding units to the Union depends upon Linking
the Union Leader. Males form Unions in Later in the game, you will be
an “X” Formation, while females form able to use Linking to expand
Unions in a “+” Formation. Skeletons Unions. Units in a Union have
and Golems do not form Unions. small Formations called Links, and
any unit within those Links can be
incorporated into the Union.

X Type + Type None X Type + Type None

Priority within a Link


A Link can hold up to five units. When six or more units are within
the Link, the following images show the priority for inclusion.
Priority within a Formation Clashes will also be performed in this order:
A Union can hold up to five units. If there are six or more units
within a Formation, the following images show the priority for
X Type + Type
inclusion. Clashes will also be performed in this order:
4 1 1
X Type + Type 4 2
8 5 5
3 2 3
4 1 1
8 4 2 6 Units in the main Formation take top priority.
3 2 3 Link priority follows the same priority explained on p.22. No other
7 6 7 units will be incorporated once five units are in the Union.

22 23
Battle Charge & Counterattack
A clash starts off with an initial
The Clash Screen Charge, followed by a Counterattack.
➊ ➋ ➍ ➎ The strength of the Counterattack

will be reduced as the unit loses
members from the Charge.



13

➑ Units Unable to Perform Counterattacks

12
The following units cannot perform
a Counterattack:


11 ➓ ➒
➊ Clash Order
Displays the order of clashes, victories and defeats, and whether
skills are usable or not (see p.26).
➋ Card Units wielding Bows.
Displays the card selected for this turn. Units attacked by those wielding Bows.
Units whose equipment has the “Can’t Counter” effect.
➌ Skill Gauge
Gauge necessary to use skills (see p.26). Units with Panic, Sleep, or Petrified status.

➍ Charge Gauge
If the selected card’s skill is an x Type skill, this gauge will be
displayed after the Skill Gauge has filled and the x button is Critical Hits
pressed (see p.28). Charges sometimes result in a
Critical Hit. The leader of the
➎ High Speed Mode defending unit (the Head) will be
Use the R button to toggle between normal and fast-paced defeated, and the rest of the unit
clashes. will be in a state of Panic. Units in
Panic will not make Counterattacks
➏ Enemy Unit and cannot defend themselves.
The enemy’s remaining forces.
Panic status wears off eventually.
➐ Rage Rate
Gauge that displays the enemy’s Rage Rate (see p.30).
Certain units, or units equipped with certain items, will be able to evade
➑ Weapon Type Critical Hits and Panic.
The unit’s weapon type.
➒ Dominant Stat
The unit’s most important stat for the current situation. Close Combat
➓ Unit Affinity The Charge and Counterattack
Displays the affinity with other units, affected by such things as are followed by close combat. In
weapon type, geography, and the unit’s special abilities. close combat, units fight until one
side loses all its members. If the
Head is left standing, he or she
may perform a Flash Attack that
11 Unit Class
● will deplete the Charge Gauge
The class of a unit participating in battle. (see p.28).
12 Survivors

Number of units still alive in a group.
13 Player’s Unit

24 Your remaining forces. 25
Clash Order Changing Tactics
If you press the L button during combat, the Battle
Order icons on both sides of the screen can be
toggled ON and OFF. The following information is
During close combat, you can direct your unit’s fighting style by
displayed:
pressing left or right on the directional buttons. Hold the appropriate
Defeated Units: Their icons will be grayed out. button to continue fighting with that tactic, or release the button to
Units able to use Skills: An “S” will be displayed next revert to normal tactics.
to the unit’s icon.
Aggressive – Hold the right directional button

This increases offensive strength


and adds elemental properties to
Skill Gauge attacks (if possible), but the Skill
The Skill Gauge is shown at the Gauge will drain.
top of the screen. The gauge
is filled by fighting in Passive
mode (see p.27). Once it is full
and all other conditions are met,
you can use skills. The unit’s Passive – Hold the left directional button
Tec ★ (big star) and the card’s
Movement (the lower, the better) This decreases offensive strength,
determine how full the gauge is at the start of the clash. The but the Skill Gauge will fill. This
Skill Gauge is shared within the Union, so the amount charged tactic will be automatically cancelled
will be passed on to the next clash. when the Skill Gauge is filled.

Elements
When in Aggressive mode, or when the enemy
is in Rage mode (p.30), some units will have
elemental attributes added to their attacks. The
Weapon Type icon will change when performing
elemental attacks.

Examples of units and their elemental attributes


●Fencer Lightning
●Valkyrie Holy
●Undine Ice
●Necromancer Dark
●Witch Fire
●Assassin Dark
●Dragon Knight Fire

If an enemy unit has the “M Void (attribute)” ability, be careful. It can void
your elemental attacks.

26 27
Skills Summon Skills
Skills are special abilities within cards which can be used while the There are special rules for using summon skills: Doll Craft (Golems)
Head is alive. There are two types of skills, x Type and z Type, and Necro Gate (Skeletons).
and each is activated differently.
Placement of Summoned Units
Z Type When Doll Craft or Necro Gate is
activated, the Golem or Skeleton
Once the Skill Gauge is filled,
will appear in an empty square
press the z button to activate the
adjacent to the opposing unit. If the
skill. The skill will continue, and
skill is used multiple times during a
the Skill Gauge will decrease as
Union against different enemies,
long as you hold the button down.
the summoned creatures will
When the Skill Gauge is depleted,
appear by the first enemy you used
the skill will end.
the skill against, according to the
Summoning Priority
given priority.
1
4 2
3

Barriers to Summoning
If the enemy uses a skill while a Z Units will not be summoned if the skill is used under the following
Type skill is active, your skill will be conditions:
cancelled automatically. On the other
hand, if you activate a skill while the ● When a unit of that type is already summoned in your party.
enemy is using a Z Type skill, their ● When there are no empty squares for it to appear on.
skill will end.

Type
After filling up the Skill Gauge,
the Charge Gauge will appear
beneath the Skill Gauge if the x
button is pressed. Release when
the Charge Gauge is full to
unleash the skill. If you release
the button or get hit by an enemy’s
Flash Attack (p.25) while the skill
is charging, it will be cancelled.
The Skill Gauge will empty as
soon as the skill is unleashed.

28 29
Enemy Actions Siege Weapons
The enemies’ actions in close combat are determined by their These weapons are fixed on the field map and can greatly affect
Rage Rate. the battle.

Catapults
Rage Rate
Instead of a Skill Gauge, enemy
units have a Rage Rate indicating
their aggressiveness. There are
three levels to the Rage Rate:

These can be included in a Formation or Link and will hurl stones


Normal
at opposing units at the beginning of a clash. For each catapult,
The gauge is not filled. Enemies
one member of the unit (excluding the Head) will be defeated. If
fight normally.
there are multiple catapults included in the Union, more members
will be defeated at once.

Cannons

Rage
One full bar of the gauge is filled.
Enemies are more aggressive,
and some will have elemental
attributes.

Each cannon has a fixed owner and will attack a certain range
on the owner’s turn. Units attacked by cannons will lose Morale
(p.32), but cannon fire cannot cause Morale to reach zero. The
MAX owner’s allies cannot take damage, even if they are in firing range.
The gauge has filled twice. Enemy A cannon’s damage and range differ depending on the situation.
strength is the same as in Rage Cannons cannot be fired at night.
mode but without elemental
attributes.
Ankhs

About Enemy Skills


Once the Rage Rate is at MAX,
enemies can activate skills at will,
without filling a Charge Gauge.

Ankh cannons fire beams of magic which lower enemy Morale.


Unlike standard cannons, these can be fired at night.

Even stronger siege weapons will appear as the game progresses.

30 31
Battle Results
Morale Loss Successive Battle Penalties
The amount of Morale lost by the If the number of units in a Union is
loser is determined by the victor’s uneven on each side, the side with
card Power, as well as the following fewer units must fight Successive
factors: Battles (i.e. one unit will be forced
to fight multiple times). In each
consecutive clash they fight, units
will have one fewer member. Larger
■Surviving Units units, such as Knights, will lose one
The more surviving members on the winning side, the greater member for every two Successive
the Morale loss. Battles, though.
■ Ability Difference Gaining Experience
The greater the gap between the ATK of the winning side and the When all the clashes are over, the
GEN of the losing side, the greater the Morale loss. participating units gain experience.
■ Bonuses Units gain experience depending
Various bonuses are awarded depending on specific results, on the level of the enemies they
such as: defeat. When the EXP Gauge is
●Head-Alive: If the Head survives the clash. full, the unit will gain a level. Not all
characters are able to level up, and
●Critical Hit: If a critical attack occurred. some may not gain experience,
●Item Break: If the Item Break skill was successful. depending on the situation.
●Item Steal: If the Steal skill was successful.
■ GEO Defense Leveling Up
The terrain where the losing side is standing affects its Morale When a character’s experience
loss. gauge is full, he or she will level
up. When a character gains a
If the total detriments exceed the total positives, you will not be able to level, his or her stats will increase,
damage the enemy’s morale. and his or her Morale will recover
a little. The stats that increase will
Unit Elimination gain small stars one by one, and
Units with no Morale will be when they fill the gauge, they will
eliminated from the map. When become a big star.
the commander of an enemy army
is eliminated, the other units under Zero Reset
him or her that are still alive will If a character’s Morale reaches
retreat. zero, his or her experience for that
level will be reset to zero, but his or
Some units have a Protect lock and will never
her level will not decrease.
reach zero Morale, no matter how many clashes
they lose. Be sure to review the victory conditions
before wasting your efforts on undefeatable units.
If the character has equipment with the “z No zero reset” effect, his or her
experience will not be reset.
Upgrading Cards
You can increase a card’s Power
by winning clashes and lowering REP
the enemy’s Morale. The amount A character is awarded a icon for each victorious clash. However,
it increases differs from enemy to the number will be reset to zero if he or she loses a clash (see
enemy. This can be checked on the p.39).
enemy’s Status Screen.

32 33
Item Drop
Change of Conditions
When you meet the victory or defeat conditions, a notice will appear
If you defeat an enemy unit that was
and display your status in the battle. This notice may also appear if
carrying an item, the item might be
the conditions change mid-battle.
left behind on the square it occupied.
Items are indicated with the icon,
and you can pick them up by moving Victory
to that square. Items left on the field When you fulfill the victory conditions,
will be automatically taken when a the story will progress, and the
map is finished (see p.36). party may be led to new phases
of the battle. The new phases will
have victory and defeat conditions
which are unique to that situation.
When you finish all the phases of a
map, you will clear that battlefield
and can move to the next.

If an enemy moves onto a square with an item on it, he or she will take the
Defeat
item. Taken items cannot be reclaimed even if you defeat that enemy. If the defeat conditions are met, the
game will end. When this happens,
you may return to the Title Screen
Chance of Items Dropping or retry the battle.
The chances of an enemy dropping an item are determined by LUK.
If the winning unit’s number of LUK is higher than that of the losing
unit, items will always appear.

Ending Your Turn Game Over and Retry


If you still have Movement left after If you choose to retry, you can play
a battle, you can move any units the map again. Your characters will
that took part in the battle, except carry over their experience from the
for the Union Leader. If you have previous attempt, and the enemies’
nothing else to do in a turn, press abilities will be lowered to give you
the L button to open the Main Menu a slightly better chance.
(p.15) and select End Turn.

If you retry a map, there will be no MVP for that map (see p.36).

34 35
Map Clear Saving the Game
When you completely finish a battlefield, the following things will After moving past the Map Clear Screen, you will be prompted to
happen: save the game. In order to save your game data, a Memory Stick
Duo™ or Memory Stick PRO Duo™ is required. Ensure the Memory
MVP Stick Duo™ is inserted into the PSP® Memory Stick Duo™ slot. At
The character that dealt the most least 384KB of free space is required to save the game.
Morale damage in the map will
be chosen as the MVP. The MVP
receives a small star in a random Saving Between Maps
stat. If you finish a map within a You can create up to 50 saves, and
certain number of turns, the MVP each new save requires 128KB of
will receive two small stars instead memory. The system data will be
of one. saved as well. To resume, choose
“LOAD DATA” on the Title Screen.
If you take too many turns to finish a map, or if you retried it (p.35), there After saving, you may move to the
will be no MVP. For maps where the victory conditions can be met without next battlefield and continue your
engaging the enemy, there will be no MVP. adventure.

Spoils of War If you choose to save in a slot with a saved game already present, the current
data will overwrite the previous data. Be careful when doing this.
All icons still on the map after a
battle will be automatically gathered.
Items that were taken by the enemy,
however, will not. Suspend Saves
This is a temporary save that is
created by selecting “Suspend”
from the Main Menu (see p.15).
Only one suspend save can
Obtaining Cards exist. To resume a suspend save,
If a defeated enemy possessed a choose “CONTINUE” from the Title
card you do not have, it will be added Screen.
to your collection. Some cards are
for use only by the enemy and
cannot be obtained, though. Do not pull out or insert the Memory Stick Duo™ or Memory Stick PRO
Duo™ while saving or loading. Doing so may destroy your saved data.

Cards that you obtain are usable from the next map on, so make sure to
examine the card’s abilities before going into the next battle.

36 37
Status
Status Effects
➊ ➋ POISON The unit’s defense will be halved during battle, and he or
she will lose Morale at the beginning of each turn. (A unit

11
cannot reach zero Morale from Poison damage.)

12
CURSE The unit’s movement type is changed to Slow, moving only
➌ ●
13
one square per turn. He or she will also have a harder time
➍ ●
14
hitting enemies during battles.

15

➎ SLEEP The unit will be unable to act. He or she can be included in



17
Unions but will be attacked relentlessly by the enemy.

STONE The unit is petrified and cannot move, attack, or participate
in a Union.

16 HIGH The unit has increased fighting spirit and will be immune
Status Condition to other status effects. His or her Morale will also be fully
➑➐ ➒ ➓ restored at the beginning of the turn.
BURN The unit will lose Morale at the beginning of each turn. (A
Unit Status Screen unit cannot reach zero Morale from Burn damage.)
PARALYZE The unit will not be able to move for 2 turns.
➊ Name and Illustration The unit’s name and portrait.
SLOW The unit can move only one square per turn.
➋ Class The unit’s class.
➌ Weapon Type The unit’s weapon type:
Curing Status Effects
You can recover from all status effects,
Sword Spear Axe Bow except HIGH, by using the skill
“Refreshment” or by fulfilling the map’s
victory conditions. Also, status effects
Rod Lump Scythe Book other than STONE and HIGH will be
removed naturally, after a number of
➍ Formation Type The Formation type: turns. The higher a unit’s LUK stat, the
faster the status will be cured.
Ability Stats
Male Female None

11 GEN A unit’s leadership. It influences defense against a Charge
➎ Size The size of one member in the unit. or Counterattack, Morale loss after losing a clash, defense
against enemy skills, and the success rate of some enemy skills.
➏ Movement Type The unit’s movement type:

12 ATK A unit’s offensive strength. It influences strength in close
combat and the damage to enemy Morale after winning a clash.
Walk Horse Swim

13 TEC A unit’s technique. It influences offensive strength in a
Charge or Counterattack, the amount of Skill Gauge
Warp Slow filled at the start of a clash, the offensive strength of
Fly Dragon
skills, and the success rate of some skills.
➐ Morale The current and maximum Morale. (If this

14 LUK A unit’s luck. It influences the chances of Critical Hits,
becomes zero, the unit will be removed from Flash Attacks, and item drops, as well as the number of
the field map.) turns a status effect lasts.
➑ Level The unit’s current level. A unit’s Reputation. A icon is added for each clash

15 REP
➒ Experience The unit’s experience, expressed as a gauge. (player units) won. This will reset to zero if he or she loses a clash.
(When it fills, the unit gains a level, and the

16 Pow Up This shows the amount of Power your cards will gain
gauge resets.) (enemy units) when defeating the unit in a clash. A card will gain the
➓ Equipment The unit’s current equipment. The number after indicated value by lowering the unit’s Morale to zero.
the item name indicates the equipment’s Durability. The unit’s special attributes. A mark means it is a positive
(This number will decrease by one after every

17 Special
Characteristics attribute, while a means it is a negative attribute. All
battlefield, and when it reaches zero, you will others are indicated with a icon. The attribute listed
lose the item.) fifth is the result of the unit’s equipment.

38 39
For safe use of this product, carefully read the following section of this manual and the Precautions section of
the instruction manual supplied with the PSP ® (PlayStation ® Portable) system before use. Retain both this
software manual and the instruction manual for future reference. LIMITED WARRANTY

WARNING: PHOTOSENSITIVITY/EPILEPSY/SEIZURES ATLUS warrants the original purchaser of this ATLUS product that the medium on which
this software program is recorded is free from defects in materials and workmanship.
A very small percentage of individuals may experience epileptic seizures or blackouts when exposed to certain
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or your child experience any of the following health problems or symptoms: WARRANTIES, INCLUDING WARRANTIES OF MERCHANTABILITY, FITNESS FOR
A PARTICULAR PURPOSE AND NON-INFRINGEMENT OF PROPRIETARY RIGHTS,
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ARE EXPRESSLY DISCLAIMED. ATLUS SHALL NOT BE LIABLE FOR ANY DIRECT,
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Credits
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• loss of awareness DAMAGES RESULT FROM THE USE OF ATLUS PRODUCTS IN ACCORDANCE
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RESUME GAMEPLAY ONLY ON APPROVAL OF YOUR PHYSICIAN.
__________________________________________________________________________________ Hiroyuki Tanaka THE FOREGOING WARRANTY DISCLAIMERS OR DAMAGE LIMITATIONS MAY NOT
Use andGame Design
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of video games to reduce Programming
the likelihood of a seizure APPLY.
• Use inShinichi
a well-litIto Kenjiro
area and keep a safe distance fromHira
the screen. Translators
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__________________________________________________________________________________
Satoko Kiyuduki Graphic Design Mai Namba
Repair/Service After Expiration of Warranty
Stop using the system immediately if you experience Mu-Hyoju any of the following symptoms: lightheadedness, nausea,
or a sensation If your ATLUS product requires repair after expiration of the 90-day Limited Warranty
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Illustration MasaruorOhta pain in the eyes, ears, hands,Editors
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Takuji Anai Jason Ruper Period, you may contact the Customer Service Department at the number listed above.
__________________________________________________________________________________ You will be advised of the estimated cost of repair and the shipping instructions.
Hiroshi Sato Nich Maragos
Do not use while driving or walking. Do not Eiko use inTameshige
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Voice Acting ®
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Set the- MaiPSP Nakahara
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Atsuyafeature to off when using the PSP
Kitamura
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QA Manager ATLUS Customer Service Department/Technical Support Line
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Milanor - Miyuki Sawashiro used near persons with pacemakers, the signal from the
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Recording surface Updating the PSP® (PlayStation®Portable) system
be held liable for damage resulting from the misuse of discs.
Special Thanks Robyn Mukai
Original Version Staff Hikaru Yasui Updating the PSP® system software
Ejecting the disc
Yui Hamada Creative Designers This UMD™ includes the latest update data for the PSP® system. If a screen prompting you to
Scenario Daisuke
Press the Moriof the disc until it is in Jeremy
right side Cail shown in the
the position update the system software is displayed when you start the UMD™, you must perform an update
Nobuhiko Matsumura drawingFontworks Japan it. If excess force is
and then remove Michiko
appliedShiikuma
this may result in
to start the software title contained on the UMD™.
damage to the disc.
Programming Executive Producer Web Designer
Masanori Ishikawa Storing the disc
Takeshi Santo Amanda M. Dalgleish Performing the update
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Insert the bottom side of the disc and then press on the top side until it
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clicks into place. If the disc is not stored properly, this may result in the right) is displayed under [Game] in the home
Graphic Design damageUS Localization
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when Christian
not in use L.
andPeña
keep in menu. Select the icon, and then follow the on-screen
Mu-Hyoju Atlus U.S.A., Inc. instructions to perform the update. PSP® Update ver X.XX
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Yoshinori Iwanaga warping or other damage to the disc. Sales Admin. Manager
Kaori Abe Executive Producer Sally Ortiz Before starting the update:
Nobuko Ohno Shinichi Suzuki • Fully charge the PSP® system battery.
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JAJA Mitsuhiro Tanaka
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Nobuo Kiyota Yu Namba Published by Atlus USA Checking that the update was successful
After the update has been completed, select [System Settings] under [Settings] from the home
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40 number of the update, the update was successful. 41
ULUS 10368

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