![]() Everything on the radar is broken out into different colored boxes: flashing yellow squares are the goals for a stage, white are allies and red are enemies. The same can be said for the generic in-game radar at the upper right side of the screen. After a few instances of this, you'll quickly abandon the target lock for visibly aiming and firing or pushing projectiles. It's even shoddier when you're trying to push an object into a group, because it has a tendency to slip off the item or select something you're not interacting with. However, the targeting can really be hit or miss within Dawn of Mana - it will rarely lock onto an immediate threat, and will often lock onto some creature in the distance when you're focusing on a beast in the foreground. To maximize your firepower, Keldy can target lock an enemy, so every projectile, melee attack and shoved destructible item like boxes and barrels will be sent in their direction. Some of these affect individual targets, such as setting a monster on fire, while others will impart an area effect, like putting groups of enemies to sleep. ![]() However, Keldy and Faye can find spirit-infused totems that impart special powers into rocks. For the most part, these basic pebbles are weak, only stripping away a point or two of damage per hit. He can use a slingshot to fire pebbles at enemies from a distance. Melee attacks aren't the only way that Keldy can dispatch enemies. Keldy tries to put down some flower power against the Lorimar King. More often than not, you'll find more attack and health power-ups than magic boosts, so Keldy will be maxed out while Faye is literally an afterthought. What's more, since there are no towns or shopkeepers in a chapter and there's no inventory for Keldy, you'll usually wind up having uneven development of one character or another. The highest level that you can build up either character is Level Four, but since your level constantly resets when you reach the next chapter, you've got to slog through rebuilding and reacquiring your abilities all over again, which is simply annoying. Unfortunately, the character development system is screwed up, so you're not really going to be interested in really building up either character. These items help extend Keldy's health along with providing Faye with new spells and magic points that she can use in battle. The other benefit to panicking monsters is that it forces them to drop coins, health and magic power-ups, which is the only way that you can power up Keldric and Faye, making them more effective in battle. Once stunned in this manner, they are prevented from attacking, which allows players to freely attack them at will and cause additional damage. ![]() By sending an object crashing into or near a monster, he can cause even the largest beast to freak out, paralyzing them with fear or forcing them to run in circles. While it causes minor amounts of damage, it allows Keldy to use his most effective weapon: Panic. ![]() This vine can be shot into an opponent, wrapping them up and allowing Keldy to swing the enemy into other monsters. He also finds a magical artifact that embeds a splinter of the Tree of Mana into his right arm, turning it into a vine sword. Fortunately at the beginning of the game, Keldy manages to enlist the help of Faye, a young spirit child that casts stat boosting magic. Over the course of a Prologue and 8 chapters, players take on the role of Keldric (or Keldy), Ritzia's childhood friend who's eagerly trying to rescue her from her captors before her mystical abilities can be used for ill. ![]()
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