Super Hydlide/Walkthrough

Battle system
This version of Hydlide differs from its predecessors in that it employs a more active battle system. Early versions of Hydlide used the collision based combat similar to that of early Ys games. This game requires players to press a button to attack, like the early games in the Legend of Zelda series. Weapons must make contact with an enemy in order to deal damage.

In addition to melee weapons like clubs and swords, there are missile weapons like slings and bows. Each melee weapon has a different reach, and each missile weapon has a different range. The same is true for monsters and their attacks. Understanding both your own reach and your enemy's is essential for survival.

One aspect of battle which is unusual, is the notion of "good" monsters and "evil" monsters. Evil monsters will attack you on sight weather you have attacked them or not. Killing evil monsters increases your Mind Force stat. Good monsters do not attack you unless you attack them first. Killing good monsters quickly decreases your Mind Force. It is important to observe a new monster when you first encounter it, and determine if it's good or evil.

Menu window
In order to execute more action than simply moving around an attacking, you must bring up the menu window. On many computers, this is done with Return. On consoles, it is one of the action buttons.


 * Look Here:Use this command when you want to examine something in the location where you are standing. It can be used to discover items at your feet, or to open a treasure chest.  Often times, you may hear a chime when you walk over a space that contains a useful item, so listen closely.  On the Genesis/Mega Drive, this action is performed with the  button, and it can be used to dodge enemy projectiles as well.


 * Use Magic:Select this command when you want to cast one of the spells you have learned. You must have enough MP available to cast the spell.  Upon casting it, your MP is reduced accordingly.


 * Use Item:This command serves a couple of purposes. First, select it to use a consumable item such as a potion or a ration of food.  Second, you can use it to equip (and then subsequently unequip) a piece of armor or a weapon.  Other items can also be equipped in a similar fashion.  Lastly, it can be used to throw away an item in your inventory, in order to lighten how much you carry.  You can throw away one instance of an item, or every instance of that item in your possession.


 * Know Self (Status):Use this command to check the state of your character. It will bring up a list of your character's attributes (which are all explained in ).  Note that while it shows stats like your attack and defense power, any effects from magic spells are not displayed.  You can also see your characters condition, how much money you possess, the weight you can carry and your current load.  Statuses are as follows:
 * Normal: Your character is safe, with no abnormality.
 * Danger: Your character is dangerously low on health and close to dying.
 * Poison: Until the poison is removed, you will gradually lose health over time. You can use an item, cast a spell, or sleep at an inn to reverse this state.
 * Hungry: If you do not have food to eat, your character will become hungry, and you will gradually lose health over time. If you possess food, you will automatically consume it when you are about to become hungry.
 * Sleepy: If you stay up for too long without getting any rest at an Inn, you will eventually become tired. If you do, your physical strength drops and you will do far less damage to monsters until you rest.


 * Other Functions:This is a sub-menu where you can alter aspects of how the game plays. It contains the following commands:


 * Change Display:On computer games, you can change whether the game is displayed in English, Japanese, or a mixture of the two. With the mixture, all menus are in English, but the dialog is in Japanese.  Japanese is displayed as a mix of kanji and kana characters.  This setting is not saved and needs to be restored with every play.
 * Speed ​​change:Use this to change the speed of the game. Note that on console versions, this option is a part of the main menu.  This changes the pace at which the game runs, and the rate at which characters and monsters update.  Note, however, that some bosses are unaffected by this setting, which means you can use it to make certain battles easier or harder.
 * Game end:Terminate the game. Execution stops and you return to the title screen where you can select the same or a different character to play.  All progress since the last time you stayed at an inn is lost.

Weight system
This is a rather controversial aspect of the game which many players either love or hate. All items in the game have weight, including even currencies. The limit to how much your character can carry is determined by his or her strength. If you begin to carry items beyond your carry limit, the speed at which your character can move is crippled. If you carry too much, you will be unable to move.

In addition to the weight limit, you also have a handle limit, which indicates the maximum weight of the weapon that your arm can swing. If you attempt to use a weapon that is heavier than that handle limit, your attack effectiveness will diminish and you will do less damage than the weapon is capable of. The handle limit, like your carry limit increases with your physical strength.

For this reason, it's important to be conscious of the weight of the items that you buy. Don't buy more than your character can carry, and don't buy weapons that are too heavy for you to use. It's also a good idea to leave yourself with a little less weight so that you can also carry items that you obtain from treasure chests and defeated monsters. If you carry items right at your weight limit, you will slow down as soon as you collect anything else. Be prepared to throw many items away, particularly those which are joke items or otherwise useless.

This system is especially difficult to deal with early on in the game when your character is weak and can't carry much. You have to manage the weight of your inventory much more carefully. Note that even money has weight, and for this reason, it's very useful to obtain the "Money Change" item as quickly as possible. This item converts the amount of currency into the small amount possible. Every ten 10 pieces are turned into 100 pieces, and every ten 100 pieces are turned into 1000 pieces, reducing the overall weight of your money. Later on in the game, you will gain access to a bank where you can deposit money to further reduce your carrying load without losing money.

Items weight is measured in grams.
 * The weight that can be held is calculated as follows: Current Strength × 140
 * The weight of the weapon you can handle is calculated as follows: Current Strength × 42 + 500

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Concept of time
Fairy Land's Day Schematic Diagram

Early morning figure	Diagram of day	Evening picture	Night picture early morning	Noon	evening	Night Another major feature added with "3" is the concept of time. Time flows in the game, and it has various influences on the course. The most obvious change is that the day and night will change with the time, and the map will actually become lighter or darker. This director was greeted with astonishment of players at the time of release. Not only the MSX 2 edition blessed with graphic performance but also the change in day and night in MSX version are being reproduced battle, it is the outstanding of the sub programmer Nishiwaki "Pro" Kentaro and MSX charge "VDP hacker · J" Ogura Tadashi It is a source of programming techniques. Apart from that, graphics is not the only change. At night, shops will be unavailable, and those who are going out will disappear from the table. Therefore, shopping and information gathering must be done while it is bright. In addition, over time, the character learns to be hungry. If you keep hunger as it is, your physical strength will decrease steadily and if you do not do it, you will starve to death. Also, if you do not sleep you will feel drowsy and weaken. It is a dangerous situation that concerns life if you leave it as it is. Also, in the evening monsters are scattered across the board and become more dangerous. To avoid this, eat a meal properly, when it gets dark it is to abandon the day 's action and sleep.

The day of Fairyland is 24 hours as well as our earth. The evening is at 5 o'clock in the morning, at 7 o'clock the light gets bright and eventually has noon. The sunset will be over at 18 o'clock and it will be night at 20 o'clock. Meals are scheduled to be every 6 hours at 7, 13, 19 and 1 (when food is used from the item display, every 6 hours from the time of use). At that time, if you have food, you will automatically eat. However, I do not need a meal while staying (probably they will serve meals at the inn). If you can not eat during action you become hungry, your physical strength will continue to decrease unless you eat your own food.

If you want to sleep, stay overnight at the inn. Although it is possible to make camps, for that reason it is not practical, as it requires heavy and expensive camping equipment (and once disposable). When you check in, you will sleep overnight, your physical strength and magical power will be fully rejuvenated, and action starts from 7 o'clock the next morning (however, if you go back late at night after 23 o'clock or do "morning" you overslept, the whole day will be in vain There is no change in appearance, but since the number of elapsed days in the game is recorded in the password at the time of the end, it became disadvantageous at the time of receiving "end certification" at that time. 　It is 16 hours that I can move cheerfully. However, considering that monsters become ferocious at night and thinking that it will be tough when you do it in the evening, it would be better to raise the action earlier and raise it to the inn around 20 o'clock. Meanwhile we will have two meals at 13 and 19. If you check in earlier, you do not have to have dinner. First of all, being aware of this flow of time and regularly acting is the basis for safely advancing adventure.

Although there may be worries that there may be concerns that it may not be able to explore calmly with time limitation, worrying is useless. While opening a window or entering a store, the clock stops counting (However, if you leave a message for a certain period of time, sending a display without permission will return to the game, so be careful). And all the dungeons that appear in the works are now available for day trips. Rather than having a time limit, the tension of the dungeon capture increases and it is impossible to miss that the redness is gone. Where the concept of weight and time does not end up as a mere idea, the place where game design and level design which are firmly utilized are done is a secretly excellent part of "3". In this article, I also indicated the clear time estimate for each stage, so please refer to it. Although there is a concept of time, there is no concept of age or life like 'Wizardry' or 'Sorcerian'. If time goes by too long, you will be older and you will feel secure as there will never be a situation where the status drops or the characters will not die with age.

Tactical knowledge
Ordered life The concept of time which is a big feature of "3". The physical condition and the situation change with the passage of time. If you are eating out or staying up late at night, your body will not keep. Let's eat properly everyday and go to bed when it gets dark.

Equipment suitable for your height This work has weight limit. Even if you are trying to use heavy weapons and armor because it is strong, you can not fully master it, it is wasted. Since the margin to carry other items is also tightened, let's set up equipment according to your own strength = carrying weight.

Level up is not compromised It seems like a game at the time, a random number is involved in the level up. If you want to raise a strong character, do not compromise the level up and try again over and over until each status gets as high as possible. At least, if you do not pay attention to about three of physical strength, arm strength, attack power, even if the level goes up, your physical strength is low or you can not have anything in particular.

"What kind of thing?" Listen to people's stories often! Becoming "3", unexpected puzzles like the previous work "II" and the first episode disappeared. For mysteries, there are some hints on what to do, and we will decide what to do and solve it from there. Tips are mainly derived from the story of the residents of the city. When you enter the city for the first time, talk to the residents at once and purchase information. It is the theory of CRPG that often hears people's story. In "II" there were many vague hints, but "3" became easier to understand. Some hints are straightforward and others are indirect. Even if it is useless right now, if you know it will certainly come in handy. And it is not undoubtedly worth knowing that many of the information available in the city shows where to go next.

As expected! It is perfect for doubtful place! That said, it is that hydride series. Trashy features that existed existed everywhere (with no hint). The most important thing to notice is the wall that can pass through. There are several places where you can not go ahead if you do not see this. Also, a switch for opening a passage also exists without any premonition. In this work SEARCH spells have been abolished. So in order to find such a mechanism, you can only thrust in if you find an object you are interested in, a dead end, or the like. However, there are many traps that take physical strength in such places. Do not forget to prepare for a trap. This is ARPG 's "Oshiku" at the time, and it can be said that this work is also a proof that it is in the genealogy of such a game. -->