RIVIERA: THE PROMISED LAND - GAME GUIDE This GUIDE written by BALSAMIC DRAGON, all rights reserved, do not publish without permission. TABLE OF CONTENTS AND SHORTCUTS To use SHORTCUTS,search for the three letter Introduction [INT] code, including Game Play [GPL] brackets. General Information [GIN] Advanced Information [AIN] Chapter Overview [COV] Chapter One [CH1] Chapter Two [CH2] Chapter Three [CH3] Chapter Four [CH4] Chapter Five [CH5] Chapter Six [CH6] Chapter Seven [CH7] Chapter Eight [CH8] Battle Information [BIN] Character Status [CST] Over Skills [OVS] Practice [PRC] Turn-Based Combat [TBC] The Rage Bar [TRB] Tactics Hints [THN] Battle Ranking [BRK] Items [ITM] Special Endings [SPE] Conclusion and Updates [CON] ___________________________________________________________________________ INTRODUCTION [INT] This is my first attempt at a GAME GUIDE! Note that this is NOT a walkthrough! It will not tell you step-by-step how to play this game. Rather, this is a GUIDE to enjoying RIVIERA: THE PROMISED LAND more thoroughly, with less time and frustration, and with absolutely NO SPOILERS. It is designed to give you the information you need to figure everything out on your own without having to constantly restore saved games. This is the kind of GAME GUIDE that I would like to see more of, and hope it will inspire others to create the same! (Especially for games that I want to play!) ___________________________________________________________________________ GAME PLAY (read before you start) [GPL] Complete controls are not available until partway through CHAPTER TWO of RIVIERA. As a result, some menu options cannot be used until explained by NPCs (Non-Player Characters) to your MAIN CHARACTER. Simply following the normal storyline will introduce most controls as they become available. This GAME GUIDE will not repeat information that is explained by NPCs in the game. The big exceptions to this rule are the MINI-GAMES. You will see instructions for these, but they will flash quickly across the screen. There are four kinds of MINI-GAMES, and all are timed. BUTTON-MASHING: Repeatedly tap the requested button as rapidly as possible in the time allowed. There is no penalty for starting early. ENTER SEQUENCE: Enter the sequence of buttons in order, without mistakes, in the time allowed. The sequences are not always random; sometimes you may go back to an earlier saved game and get the same sequence. TIMED ENTRY: Hit the A button when the arrow is over the white part of the bar. Note that you can wait until the arrow has gone to the end of the bar and is returning. RHYTHM GAME: Enter each button as the arrow passes under it. It is fairly forgiving, but you can't make any clear mistakes. There is also a large amount of information available to you in the game that is not explained by NPCs. This GAME GUIDE will assume that you, like me, do not have the booklet that accompanies RIVIERA because you have bought the game used or are borrowing it from a friend. I have provided two sets of information: one is basic, for those who just want to jump into the game, and one is advanced, for those who want to know more before starting, or who have specific questions that have arisen in-game. ___________________________________________________________________________ GENERAL INFORMATION (read before you start) [GIN] Everyone wants to have fun playing a game, but not everyone wants the same thing! Some players simply want to finish the game. Some want to get the best equipment, find the special ending, explore every area of the game, or get the highest score. Here are some basic goals that you may want to meet and some general information on meeting them. For more advanced goals, see the next section. "I JUST WANT TO FINISH THE GAME WITHOUT GETTING STUCK." The main thing that will prevent you from finishing RIVIERA is if you cannot win a battle, and the only battles that are particularly challenging to win are the boss battles. Most FAQs on www.gamefaqs.com will help you with boss battle strategy. However, it is important to find and use certain ITEMS in order to win these battles. I suggest that you first read the sub-section on ITEMS in the BATTLE INFORMATION section near the end of this GUIDE, as well as the CHAPTER OVERVIEW section. Then skim each CHAPTER section before you play through it for ITEM NOTES. Finally, after CHAPTER ONE but before CHAPTER TWO, you may want to read the PRACTICE sub-section under BATTLE INFORMATION. These sections alone will give you the basic tools you need to win! There are also a couple of puzzles in the game that you may be stuck on. Again, there are FAQs available on the web that will help. You can also look at PUZZLE NOTES in each CHAPTER for general information without spoilers. "I DON'T WANT TO MISS ANY AREAS, CHAPTERS OR MAJOR SCENES." The CHAPTER portion of this GAME GUIDE will detail, for each CHAPTER, what you need to do to avoid missing something important later on. You should read the CHAPTER OVERVIEW section, and then read each CHAPTER section before you play through that CHAPTER. There are no spoilers in the CHAPTER sections (nor anywhere else in this GUIDE!) but you do not have to read ahead to future CHAPTER sections until you are ready to start that CHAPTER. As with many games, not every scene is viewable in a single play-through of RIVIERA, but this GAME GUIDE will allow you to catch as many of them as possible. Once you have played through the entire game, you can replay to try to get different scenes (or different endings, see ADVANCED INFORMATION below), but at that point a more traditional walkthrough will be more helpful than this spoiler-free GUIDE. ___________________________________________________________________________ ADVANCED INFORMATION (you can skip this section and go directly [AIN] to CHAPTER OVERVIEW if you aren't interested in detailed information at this time) "I WANT TO GET THE BEST RANKING ON ALL OF THE BATTLES IN THE GAME." RIVIERA is a great strategy game, but unfortunately it is not always a fair measure of tactical skill. There are times throughout the game where you cannot get the best ranking on a battle (S RANK) unless you have made certain decisions in an earlier CHAPTER (generally involving getting and using certain ITEMS). This GUIDE will provide two types of information to help you consistently achieve S RANK. First, carefully read the ITEM NOTES for each CHAPTER before you play it, as these can be invaluable in getting S RANK in certain battles. Second, read the BATTLE INFORMATION section at the end of the GUIDE thoroughly to make the best use of the information available about your MAIN CHARACTER, NPCs, MONSTERS and ITEMS. "I WANT TO GET A SPECIAL ENDING." As in many RPGs, there are several different endings to RIVIERA. You can receive a special ending by making particular choices throughout the game. Almost every area that you enter will have a choice that may affect the ending you receive, and thus it is not practical to list all the appropriate decisions without spoiling parts of the game. However, since few players will wish to play through the game six or more times in order to get every special ending, I have included some information in this GUIDE which should help. You can find this information at the end of the GAME GUIDE in the SPECIAL ENDINGS section. I will note, however, that with a few exceptions, common sense will be likely to lead you to the special ending that you desire. In other words, if you role-play your character in a particular way, you are likely to get the ending that is appropriate for that character. Only check the SPECIAL ENDINGS section if you will enjoy RIVIERA more by playing through only once and getting the ending that you want the first time through. "I WANT THE BEST ITEMS IN THE GAME." Of course you do! The best ITEMS often present the biggest challenges, while at the same time making it easier to finish a game with a high SCORE. Each CHAPTER section has information that will help you get the best ITEMS possible. Please note, however, that RIVIERA has a harsh inventory management system! You can only carry 16 "BATTLE ITEMS" (i.e., normal equipment) at a time! Getting the "best" ITEMS in the game will probably mean giving up some other ITEMS that could be useful. "I WANT THE HIGHEST SCORE POSSIBLE." Almost everything that you do in RIVIERA affects your SCORE, which is totaled after each CHAPTER. There is at least one point in the game in which having a high SCORE is important, but otherwise it is useful only for bragging rights. Generally, you will get a higher SCORE for the following: 1) getting a high RANK in battles, 2) winning MINI-GAMES, 3) getting through the game as quickly as possible, while at the same time not missing anything. Needless to say, it would be impossible to tell you how to get the highest SCORE possible without spoiling the game! Thus, the only time this GUIDE will mention your SCORE is when it is valuable for in-game effects. ___________________________________________________________________________ CHAPTER OVERVIEW [COV] Each CHAPTER is divided into AREAS and each AREA is divided into a number of SCREENS, as displayed on your in-game map. Generally, once you have exited an AREA, you cannot return there, although there are exceptions to this rule. You can only save the game between AREAS. You can usually tell when you are about to exit an AREA because the in-game map will show an arrow instead of a line to a new portion of the map or an NPC will warn you that you cannot return to the AREA. However, there are times when you will exit an AREA suddenly and without warning, so be sure that you thoroughly explore each SCREEN before leaving it. Check your in-game map and only go in the direction of the arrow when you have visited every SCREEN at least once. The CHAPTER sections below will tell you when a) you might want to visit a SCREEN more than once, or b) you might not get a warning before exiting an AREA, and offer advice on how to proceed so as not to miss anything. Several assumptions will be made in this GUIDE. I will assume that you will: LOOK AT EVERYTHING AND TALK TO EVERYONE AT LEAST TWICE. If you shouldn't look at something or talk to someone (or if you should only do so once), then the GUIDE will warn you. Note that following this strategy will lower your SCORE somewhat in the game, because you will spend more time looking and talking when you could be moving forward. This GUIDE assumes that it is more important to see every scene and not miss anything, rather than attain a higher SCORE. STRIVE FOR S RANK (THE BEST RANKING) IN BATTLES. The GUIDE will tell you for each CHAPTER when a) you are destined to lose a battle, b) you may want to deliberately lose a battle, or c) S RANK requires a particular ITEM. It is not necessary to get S RANK for all battles to do very well in the game, so do not stress out if you get an A or B RANK occasionally. STRIVE FOR SUCCESS IN ALL MINI-GAMES. Losing MINI-GAMES can result in harsher penalties than not getting S RANK in a battle, so make sure you do as well as you can here. Read the information on MINI-GAMES in the GAME PLAY section above for tips. The GUIDE will warn you if it might be more desirable to lose a MINI-GAME. TAKE ALL ITEMS WHEN OFFERED, OPEN THINGS WHEN YOU HAVE THE CHANCE TO OPEN THEM, POKE THINGS THAT CAN BE POKED :) The GUIDE will warn you when this is clearly not desirable, and when certain key ITEMS must be kept in your limited inventory (possibly precluding you from taking new ITEMS). Otherwise, use common sense, but be adventurous! If an AREA says "no special notes", it means that these basic tips are all you should need to complete the AREA successfully. After each AREA, there may be an important NOTE concerning later events, so read the NOTES carefully! ___________________________________________________________________________ CHAPTER ONE [CH1] AREA ONE - Introduction and tutorial AREA TWO - Remember to explore all SCREENS before leaving! AREA THREE - Try out your first MINI-GAME. AREA FOUR - (no special notes) AREA FIVE - It is important to beat both MINI-GAMES in this AREA. The first gives you an ITEM (ITEM#1) needed to get S RANK in the next battle. The second gives you access to a secret AREA. AREA NINE - (no special notes) AREA SIX - To get another important ITEM (ITEM#2), go right at the fork in the path, and get S RANK in the next battle. ITEM NOTE - It is necessary to learn the OVER SKILL from ITEM#2 in this AREA and keep it until CHAPTER TWO, AREA THREE in order to S RANK early battles in CHAPTER TWO. AREA SEVEN - (no special notes) AREA EIGHT - The first boss battle! ITEM NOTE - If you attain S RANK on this boss battle, you will get a powerful ITEM. Like most of the boss battle ITEMS, no one can learn any OVER SKILLS from it, so don't be afraid to use it up. CHAPTER TWO [CH2] INTERLUDE - CHAPTER TWO starts with an INTERLUDE, as do the remaining CHAPTERS. The GUIDE will not detail all of the AREAS in the INTERLUDE, but will give any NOTES that may be necessary. ITEM NOTE - Keep ITEM#3, received from a child, until CHAPTER THREE. AREA ONE - Use the OVER SKILL from ITEM#2 in order to attain S RANK in the first battle. Do NOT search the BRIARS on the last SCREEN. AREA TWO - Use ITEM#2 in order to attain S RANK in both battles. AREA THREE - Use the OVER SKILL from ITEM#2 in order to attain S RANK in the first battle in this AREA. After this battle, you will have access to PRACTICE and will no longer need ITEM#2 because you will be able to quickly master other OVER SKILLS. NOTE - PRACTICE is a very important part of this game! It might be useful to read the sub-section on PRACTICE under BATTLE INFORMATION below. AREA FOUR - There is a battle in the second SCREEN of this AREA that you automatically LOSE. You can fight this battle multiple times and damage to the MONSTER is cumulative. I suggest also losing the second time you fight, because you will get an important ITEM (ITEM#4). After the first time you lose this fight you will be separated from one of your party members, randomly determined, for a single battle. ITEM NOTE - Get ITEM#4 for access to two good ITEMS later on. BACKTRACK - You will bounce between AREAS THREE, FOUR and FIVE before continuing on after defeating the MONSTER in AREA FOUR. AREA FIVE - Go right at the fork to avoid missing a secret AREA. AREA NINE - You have a choice between three, equally useful ITEMS in this AREA, and you can only get one. You will have to fight a different MONSTER for each ITEM. These battles are very hard (or impossible depending upon what ITEMS you have) to S RANK. Fortunately, you get the same ITEMS for A RANK. BACKTRACK - Head back through AREAS THREE and FOUR to AREA FIVE. AREA FIVE (cont) - (no special notes) AREA SIX - (no special notes) AREA SEVEN - Go down at the fork first, and then backtrack to SCREEN ONE to receive one or two important ITEMS. Also, note that the battle on the last SCREEN is not winnable at this time. ITEM NOTE - In AREA SEVEN you will have the option to give up ITEM#4 in exchange for another ITEM. It is up to you which to choose, but I would suggest (for the best overall result) keeping ITEM#4. AREA EIGHT - The boss battle in this AREA has two stages. In the first stage you will be unable to do any damage. If you can get S RANK in the second stage, you will get another powerful one-shot ITEM. CHAPTER THREE [CH3] INTERLUDE - In CHAPTER TWO you may have found a code. When you give the code to the person looking for it, do NOT talk to that person again during this INTERLUDE if you want to unlock extra game content later. Remember to otherwise treat each INTERLUDE as an new AREA and talk to everyone at least twice! ITEM NOTE - In order to get a powerful ITEM after this CHAPTER, you must attain a high SCORE. S RANK most or all battles, win all MINIGAMES, get all ITEMS you can, and solve the PUZZLE in AREA ONE quickly. AREA ONE - Explore up and down first. Do NOT look at the northern chest! For large plants: look, but don't take; for small plants: take, but don't eat! AREA TWO - (no special notes) AREA THREE - You will leave this AREA suddenly, but will be able to return. AREA FOUR - (no special notes) AREA ONE (cont.) - You can return to AREAS TWO and THREE, or you can explore right for a PUZZLE and some ITEMS. PUZZLE NOTES - This is tricky, as there are THREE solutions, each with its own reward (two treasures and access to the exit). However, the first SCREEN where you arrive doesn't "count" for one solution, but does for the other two, which can be confusing. For best results, save, explore, then restore your game and use each solution in turn. BACKTRACK - Note that things may have changed the second time through. AREA THREE (cont.) - (no special notes) AREA NINE - On the SCREEN with a statue, make sure you look up FIRST and choose to CATCH what you find, to unlock a powerful ITEM later on. AREA FIVE - (no special notes) AREA SIX - Backtrack one SCREEN before leaving this AREA. AREA SEVEN - Have NPCs pick up something found on the ground to access a scene later (see CHAPTER FOUR INTERLUDE note). AREA EIGHT - S RANK the boss battle for a powerful one-shot ITEM. CHAPTER FOUR [CH4] INTERLUDE - There are two "fan service" scenes in Riviera, one in this INTERLUDE. Note that they are not required and provide no ITEMS. ITEM NOTE - In this chapter there are numerous written ITEMS. You can read them from the out-of-battle menu: check out EVENT ITEMS. CHAPTER NOTE - Several AREAS in this CHAPTER depend upon timing, so this time only look at things ONCE unless told otherwise. AREA ONE - (no special notes) AREA TWO - Do NOT look at the rocks on the first SCREEN. On the second SCREEN, look up TWICE. AREA THREE - This is a large AREA. Explore right before exploring up. When you have to leave an NPC behind, leave S or F. AREA FOUR - Pull the left rope of the three. AREA FIVE - (no special notes) AREA SIX - Treat this AREA like a timed PUZZLE; count turns carefully. PUZZLE NOTES - Backtrack to get two ITEMS plus a total of 3 chests. AREA SEVEN - (no special notes) AREA EIGHT - Do NOT look at the first statue. Look at the second statue TWICE, then backtrack to look at the first to go to a secret AREA! AREA NINE - Looking at the statue on the first two SCREENS will annoy NPCs, but the third SCREEN is safe and will give you an ITEM. AREA EIGHT (cont.) - Boss battle, S RANK for one-shot ITEM. CHAPTER FIVE [CH5] INTERLUDE - The second "fan service" scene can be viewed, if you wish. AREA ONE - Some backtracking may be required. AREA TWO - After exploring the third SCREEN, backtrack to the first. AREA THREE - Explore down to a new AREA, you will return here after. AREA SIX - Explore this AREA thoroughly, then backtrack to AREA THREE. AREA THREE (cont.) - This time, go up to another AREA. AREA FIVE - Again, explore thoroughly before returning to AREA THREE. AREA THREE (cont.) - Finally, explore to the right and exit. AREA FOUR - This AREA is the second big PUZZLE of the game. You will jump between AREA FOUR and AREA SEVEN multiple times, but explore how the PUZZLE works before saving. Two final notes: First, avoid getting wet, it will affect your inventory. Second, you may find a place where you can play a MINI-GAME over and over again. This will give you a higher SCORE, but no other reward. AREA SEVEN - This is the second AREA of the PUZZLE. PUZZLE NOTE - Again, there are multiple ways to solve the PUZZLE, each with its own rewards. The first way is to use the information that you gathered in AREAS FIVE and SIX. This will get you most of the treasures, and access to the exit. There are other ways to solve the PUZZLE, which will give you access to more treasure and a secret AREA. It might be helpful to draw some maps to find these other solutions. AREA NINE - A secret AREA accessed by solving the PUZZLE in AREA FOUR. The ITEM that you get at the end will unlock a BONUS CHAPTER. AREA EIGHT - Boss battle, S RANK for one-shot ITEM. CHAPTER SIX [CH6] INTERLUDE - There are two places where talking/doing something up to five times in a row will get you an ITEM, so explore thoroughly! AREA ONE - (no special notes) AREA TWO - In the next three AREAS you can drop down to lower levels, but once you do you cannot return. Make sure you explore all of a level first before dropping down or jumping to a far point. AREA THREE - There are two exits to this AREA. Take the one on the first level. Don't lose your first fight and don't drop down! AREA FOUR - Again, explore each level before dropping down. On one level there are two drop down possibilities. Take the left one and exit to a secret AREA! (You can return later). ITEM NOTE - Keep the ITEM that you find on the level with two possible drop points (ITEM#5) to use in a special event in AREA SIX. AREA NINE - (no special notes) AREA FOUR (cont.) - (no special notes) AREA FIVE - (no special notes) AREA SIX - Explore up first. ITEM NOTE - If you have ITEM#5 you can trade it for a better ITEM. AREA SEVEN - (no special notes) AREA EIGHT - Boss battle, not as nice an ITEM for S RANK though. CHAPTER SEVEN [CH7] INTERLUDE - (no special notes) AREA ONE - (no special notes) AREA TWO - Two fights here must be handled carefully: 1) S RANK at least one with the leader(s) defeated last to get ITEM#6. 2) Don't let the leader(s) use their special abilities! AREA THREE - use ITEM#6 from AREA TWO to get to a secret AREA. AREA NINE - (no special notes) AREA THREE (cont.) - (no special notes) AREA FOUR - (no special notes) AREA FIVE - The next three areas form a sort of maze, so you will jump back and forth until you reach the end of AREA SEVEN. AREA SIX - (no special notes) AREA SEVEN - Second-to-last battle at the end of this AREA. Be prepared with multiple attack types for best results. AREA EIGHT - Final battle! Good luck! CHAPTER EIGHT [CH8] This is a bonus CHAPTER which you can unlock and play after the game is over. See CHAPTER FIVE for notes on how to unlock it. When you play this CHAPTER, your characters' stats will be fixed, your ITEMS will be pre-set and you will have mastered all OVER SKILLS for the ITEMS that you have. There are no special notes for this CHAPTER. ___________________________________________________________________________ BATTLE INFORMATION [BIN] The NPCs in-game will teach you how to fight battles, but there's a lot more information available to you than what the in-game tutorial provides! This section is not an exhaustive guide to that information, but it should provide enough tips to get you well on your way to success. CHARACTER STATUS [CST] You can view STATUS for your MAIN CHARACTER and any NPCs in your party from both the in-battle and out-of-battle menus (press the RIGHT SHOULDER BUTTON to access the in-battle menu; press SELECT to access the out-of-battle menu.) You can view a MONSTER's STATUS before choosing what NPCs are in your group (an option you will not get until CHAPTER TWO), and from the in-battle menu. There are five STATISTICS listed under STATUS, and all are fairly self-explanatory: STRENGTH, MAGIC, AGILITY, VITALITY and MAX HIT POINTS. There is also a set of pictures at the bottom of the character STATUS pages that shows how skilled the character is with different weapons. However, these can be misleading and it is generally more useful to look at a character's skills with each individual ITEM. NPCs have a symbol next to their portrait that shows how well they like your MAIN CHARACTER (see the SPECIAL ENDINGS section for more information.) The most important piece of information on the STATUS page (especially for MONSTERS!) is a bar graph which shows what attacks are most/least effective against that character or MONSTER. A bar above the mid-line indicates a high level of resistance. A bar below the mid-line indicates a weakness or vulnerability. Listed next to the bar are the most and least effective attacks, but in the case of a tie only one attack will be shown, so make sure to check the bar graph itself! For more on attack types, see the ITEMS section below. OVER SKILLS [OVS] You may have noticed that there is no character level system. Instead, your character improves STATISTICS by learning OVER SKILLS from ITEMS. Learning OVER SKILLS is generally explained during the in-game tutorial, but it is very important, so I will mention it again here. While every character will have a normal skill associated with an ITEM, only certain characters will be able to learn an OVER SKILL by using that ITEM. It is critical for success in the game to learn every OVER SKILL possible as soon as you are able! Each OVER SKILL also has a level, ranging from LEVEL ONE (lowest) to LEVEL THREE, plus "EXL" (which is greater than LEVEL THREE). This is important because it tells you how many levels on the OVER DRIVE BAR you need to use the skill, as well as how good a finishing move the OVER SKILL will be (see BATTLE RANKING below). PRACTICE [PRC] The option to practice between combats does not appear until part way through CHAPTER TWO. When it does, it is very important that you make full use of PRACTICE. The general rules will be explained in-game, but here are some tips. First, use PRACTICE to master every OVER SKILL possible when you get a new ITEM. You may want to wait until right before saving the game (i.e., leaving an AREA) to do this, but don't wait any longer than that! Second, use PRACTICE to experiment with ITEMS and tactics. You should try out your OVER SKILLS to see how they work against different MONSTERS. Third, use PRACTICE to get free ITEMS as needed. MONSTERS that you can PRACTICE against will drop ITEMS after combat, meaning that you have an unlimited supply of these ITEMS and thus need not carry extras. Once you are able to PRACTICE, you should never have to drop or use up an ITEM for which you have not mastered every OVER SKILL possible. TURN-BASED COMBAT [TBC] RIVIERA uses a turn-based combat system. Each character has a WAIT score that decreases as their turn approaches. After that character has acted, the WAIT score resets to a higher number, depending on how fast the character is. Faster characters will get more actions in combat than slower ones. In addition, not all actions are the same. A combat action, such as an attack, resets your WAIT to a higher number than a non-combat action, such as using an ITEM to raise your STRENGTH. If you have two characters in the front row, using attacks will be faster, while if you have two characters in the back row, using magic will be faster. You can view the WAIT score of everyone in combat, including MONSTERS, by selecting WAIT from the in-battle menu. This is especially useful when setting up your finishing move (see BATTLE RANKING below). THE RAGE BAR [TRB] This is similar to the OVER DRIVE BAR (explained in-game), but for MONSTERS. It is important to note that the game sometimes "cheats" with the RAGE BAR, giving MONSTERS an increase in RAGE for plot purposes. In any case, it is good to pay close attention to the RAGE BAR, because some MONSTERS have very powerful special attacks that they can use when the RAGE BAR is full. MONSTERS share the RAGE BAR in the same way that characters share the OVER DRIVE BAR. A good tactician will learn to manipulate the RAGE BAR and WAIT times so that the MONSTER that gets to use its special ability (i.e., whose turn it is next after the RAGE BAR is full) is not the most powerful MONSTER in the group! TACTICS HINTS [THN] Selecting TACTICS from the in-battle menu will give you a hint on how to fight each MONSTER. BATTLE RANKING [BRK] After each battle, you will be given a RANK. The highest RANK possible is S RANK. Your rank will depend upon two things: first, how fast you finish the battle (the fewer turns you take, measured in WAIT, the better); second, how you deal the final blow. You get more points if your final attack uses an OVER SKILL, and the higher level of OVER SKILL you use, the better. ITEMS [ITM] As explained in the in-game tutorial, you can only use an ITEM a limited number of times before it breaks. However, it does not pay to be stingy in using ITEMS because you can only carry sixteen ITEMS at a time! Information on each ITEM can be found by pressing the right shoulder button when that ITEM is highlighted on the ITEM list. Here are some tips that should help you determine which ITEMS to keep and which ITEMS to use: NOTE WHICH SKILLS AND OVER SKILLS EACH CHARACTER CAN USE WITH THE ITEM: Because different characters can use an ITEM in different ways, some ITEMS can be extremely versatile: inflicting damage when used by one character and healing when used by another! NOTE WHICH STATISTIC THE ITEM USES FOR DAMAGE: An ITEM will use a character's ATTACK or MAGIC STATISTIC for each particular skill or OVER SKILL. NOTE THE NUMBER OF ATTACKS: The number of symbols displayed under each skill or OVER SKILL represents the number of attacks made by an Item. Each attack may miss or hit, so the more attacks, the greater the chance of successfully doing some damage. NOTE THE DAMAGE TYPE OF THE ITEM'S ATTACKS: There are five types of attack damage: White (PHYSICAL), Blue (ICE), Red (FIRE), Yellow (LIGHTNING) and Green (HOLY). Use attacks that are effective against the MONSTER you are fighting. NOTE ANY SPECIAL EFFECTS THAT THE ITEM MIGHT HAVE: Pressing the RIGHT SHOULDER BUTTON during combat before using a skill or OVER SKILL tells you about any special properties of the ITEM. NOTE THE AREA THAT THE ITEM TARGETS: You cannot choose what MONSTER to attack; the skill or OVER SKILL you use determines it. Some ITEMS target a single MONSTER, some target multiple MONSTERS, and some are random. ___________________________________________________________________________ SPECIAL ENDINGS [SPE] There are six different special endings that you can get in the game, although the main quest will end in the same way. The ending you get depends upon how much the NPCs in your party like your MAIN CHARACTER, which is in turn determined by decisions you have made throughout the game. As I mentioned above, there are a huge number of decisions that affect NPC attitudes, and it would be impossible to list all of them without spoiling the game. However, I will provide general guidelines to getting the special ending that you want. To avoid spoilers, I will name the special endings as follows: ENDING L, ENDING F, ENDING S AND ENDING C depend upon whether the NPC in your party whose name begins with that letter likes your MAIN CHARACTER the best (as compared to the other NPCs) by the end of the game. There are also two additional endings, for which you must have gotten all four NPC endings first! Both of these endings require that none of the NPCs likes your MAIN CHARACTER particularly well. The first of these I'll call ENDING N (for None) and the second I will call ENDING NC. For ENDING NC, none of the NPCs should like you particularly well, but NPC "C" should like you better than the rest of them. Some endings are harder to get than others. Generally: ENDING L is the easiest, followed by ENDING S, then ENDING C, and then ENDING F. If you have already gotten all four of these endings, ENDING N is much easier to get than ENDING NC. There are several ways to gauge whether an NPC likes your MAIN CHARACTER. First, use common sense! If you offend them, they will dislike you. Treat them well and they will like you more. Second, symbols may appear over an NPC's head after you take a given action. A musical note or a heart indicates a positive gain, while an ellipsis (. . .) or a broken heart indicates displeasure. Third, when you look at the NPC's STATUS screen, they will display a symbol that tells you how they feel (similar to the ones that appear over their heads in play). Finally, at the end of a CHAPTER, when you receive your total SCORE, you will see a picture of the NPC who likes you the best. In addition to conversation choices, NPCs who die in combat will like you less, and NPCs who you allow to deal the finishing blow in combat will like you more. A good rule of thumb for an NPC that you want to like you: Never let them die in combat and allow them to deal a finishing blow (PRACTICE battles do not count!) at least twice per CHAPTER. One final note to help you get the ending that you want: Remember that the NPC who likes you the best will help determine your ending. Thus, you may want to deliberately annoy some of the other NPCs to give your favored NPC an advantage. ___________________________________________________________________________ CONCLUSION AND UPDATES [CON] I hope that this GUIDE will help you in enjoying RIVIERA! RIVIERA is an often overlooked strategy RPG and while it is very experimental, it is a nice change of pace from the other games out there and a good addition to anyone's GBA collection! BALSAMIC DRAGON 6/17/06 - VERSION 1.0