Mahou Kishi Rayearth

FOR SEGA GAME GEAR
SEGA/CLAMP|TMS\1994

See text version.



Starting date of FAQ: April 21,2006
Copyright 2006+ by "Vyse the determined" (You can find me most commonly on the Super Nintendo System General Board on GameFAQs or at worldofgaming@yahoo.com). DO NOT COPY OR DISTRIBUTE THIS INFO without Vyse's consent (See Disclaimer). Any questions regarding this FAQ should be brought to my attention and I would love to fix any errors I may make. Thanks.




.:Table of Contents:.
1. Disclaimer
2. Version History
3. Game Description/Tips
4. Description Of All The Game Options/Flow Of Battle
5. Character Descriptions
- Hikaru ---v
- Umi ---> [Three Playable Characters]
- Fuu ------^
- Mokona (Helpful Bunny-like Friend Who Aids In Battle)
- Clef (High Priest Of Cefiro, And Overseer Of The Magic Knights)
- Ferio (Mysterious Swordsman With A Crush On Fuu)
- Precia (Woman Who Makes Powerful Weapons. She Aids The Knights)
- Emerald (The Beautiful, Enslaved Princess Of Cefiro)
- Zagat (Emerald's Servant, Gone Wicked. #1 Bad Guy. Stop Him!)
6. Items List
7. Spell List
8. Full-Branch Walktrough
9. Special Thanks/Credits




.:Disclaimer:.
--------------

This FAQ and everything included in it is copyright by me (Vyse the determined) and may not be reproduced under any circumstances except for personal, private use. Any unauthorized use of this FAQ or information taken directly from it is copyright infringement and is illegal. If I give you permission, you must not use the guide in any way that may generate some sort of profit. All that sounds pretty arrogant, but the last thing I want is some jerk to violate this and therefore violate the rights of others to see this document, so it has to be said. Oh, and for the love of god, don't skim thru this disclaimer. It's not long, so read it for crying out loud. That's what it's there for. Additionally, all trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. If for whatever reason, you want to use this guide for your site or anything, ask me first. If you ask nicely, I'll more than likely grant permission. I'm not sure why anyone would really want to use this FAQ anyway, but that's another story.




As this is an in-depth guide, it will contain "SPOILERS". If you wish to explore "Mahou Kishi (Magic Knight) Rayearth" yourself, that's fine by me, but this FAQ tells you just about everything you want to find out in this game, so please leave now if you don't wish to know.




.:Version History:.
-------------------

This is the very first version. I'm almost 100% sure there will be a few errors, but please be patient, things will get better eventually. Why am I making an FAQ for this game? It doesn't have any info. I've gotten my import shopping list started, and this is one of the first that I've received that doesn't have info. It's a FAQ for all us English talking, Non-Japanese folk (Sorry people. Other than English, some Japanese, and some Spanish, I don't know any other languages in the slightest!).

Version 1.00
~ Added "Game Description & Tips"
~ MORE COMING SOON




.:Game Description/Tips:.
-------------------------

"There was a time not long ago when the kingdom of Cefiro was at peace, when it's inhabitants knew nothing of heart-stopping fear or gut-wrenching terror. The magical prayers of benevolent Princess Emerald blessed the whole of the land with lush beauty, and protected the people from worry or harm. Life in Cefiro was at it's most idyllic...until the unthinkable occurred."

-- MKRE Quote By Working Designs --



You generally get the gist of the plot from there. To add more perspective, the story centers around three teenage private school girls who are on a field trip at Tokyo Tower when a dimensional storm sucks the three in and transports them to another world; The land of Cefiro. From there, they meet Clef, a powerful priest, who enlightens them about their little situation and makes them aware of their magnificent destiny. They are the prophesied Magic Knights, who must defeat Zagat, the lord of darkness and save Cefiro while learning about true friendship, humility, and love.

Mahou Kishi Rayearth games on Game Gear are a bit of a deviation from the Saturn U.S game, which was a Zelda-esque Hack-N-Slash. There are two Mahou Kishi games on Game Gear. The first (which is this one) is a traditional Roleplaying game, with a few minor quirks and twists. Mahou Kishi 2 is a lot more bizarre though. It became a simulation franchise, where you "raise" the magic knights in a weird Tamogotchi/Monster Rancher style. What this means is that you give specific commands throughout the whole game, so there is very little ACTUAL interaction. When did the Knights become livestock to be raised on a farm!? Heh, I didn't make the game. Maybe some people thought that idea was "kawaii/cute". The story is actually before the first, so it should have been called Mahou Kishi Zero in my opinion. However, it WAS made afterwards, so it's whole name is Mahou Kishi Rayearth 2: The Making of the Magic Knights.

Anyway, explore Cefiro, save the princess, become gnarly. That would be most righteous and utterly EXCELLENT! Here's a few tips if you are trying to do well in this game, as well as a few things I've been trying to piece together.




1. If you absolutely know NO Japanese, then a simple method of RPGing is to simply talk to everyone you meet, comb the surrounding areas, then talk to them again. This gets you out of...probably 55% of your RPG troubles.

2. You should make the most out of training in the beginning of the game. Fight as much as you can, then run back to the Knight's Main Camp and rest. You can also save your game here, after you rest (in case you were wondering). The Main Camp is where you start at.

3. Try to distinguish between the uses of different items. While I can tell you what some of them are called and describe what they do, I can't force these you to remember what does what, or to learn a little Japanese.




.:Description Of All Game Options/Flow Of Battle:.
--------------------------------------------------



First, I'll start with the title screen, starting from the top.
1. Start a game. (Self-explanatory)
2. Load a game. (If there are no saves prior to playing, you won't get this option. Choose wether you want to load
Save-1 or Save-2)

~~~*****~~~*****~~~*****~~~




That's all there is to that! Now let's talk about battle functions. The battles in Rayearth are a bit odd in nature, but can be described somewhat as Final Fantasy with an active gauge battle system. You can't SEE the gauge though, so it's more like FF4. There is this "Slot Machine" reel, if you will, that turns at the bottom of the screen. In the slot is the chibi/SD/small version of each magic knight. Whoever's image enlarges first (meaning their big SD head pops up. It's usually Umi) can be used to attack. However, they don't have to attack initially. You can let the reel skip that person and have someone else attack, which adds some strategy to the fights. By slowing down the reels, or speeding things up, you can make battles play out like any normal RPG. For example, say you are fighting a particularly powerful enemy. Have Fuu stay on standby by constantly skipping her on the reel and let Hikaru and Umi take the offensive. When they get injured, select Fuu accordingly. See how it works? It's a demented game of Russian Roulette!...sorta. There are other twists too. Read below for all the details!

3. Pressing the D-pad left changes the battle speed to slow. Likewise, pressing the D-pad right speeds up the progression of combat. That's a pretty strange feature to have...

4. When selecting a character to fight, the character in the CENTER fights, so wait and line up accordingly. While the middle character takes the offensive, that doesn't mean that they get attacked. Monsters can attack characters in any reel, so keep that in mind.

5. Once you have a character selected, you get four options:
- TopLeft= "ATTACK". Do a standard attack. Can sometimes critical hit
- TopRight= "ITEM". Use various items, ranging from attack mag. to heal
- BottomLeft= "MAGIC". Use a Magic Knight Spell
- BottomRight= "RUN AWAY". It's Self-explanatory

*I wouldn't reccommend running from combat. It's not because you need any extra training, but it has a fairly low success rate. You'll get dealt plenty of unnecessary blows in the time it takes to just defeat the enemy and get stronger.

6. Occasionally, Mokona will pop-up and interrupt you from giving a character a command and aid you in battle. For the most part, the effects are good for you (there is a bad one or two), but they are also random. Here's a list of the many effects:

- HEART = It restores all characters life to max
- ELIXIR = Not sure. Probably removes all negative status effects
- SHADOWEYE = Lowers enemy accuracy significantly
- SHINING BLADE = Increase power
- TRIPLE ATTACK = Magic Knights use mighty unity power, striking at once
- MR.GRIM = Death! Death! DEATH!! (To the enemy)
- PILE OF TREASURE = Receive a lot of bonus cash
- RUNNING NUDIST = Instantly flees from combat (your party)
- ANGEL = Not sure on this either. May prevent you from dying once
- DEVIL = Takes percentage of the character's life (whoever gets Mokona on that turn. Takes about 50% of whatever remaining life you have)
- NAPTIME = Makes enemy sleep

*MORE COMING SOON*






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