FRAME GRIDE INSTRUCTION MANUAL TRANSLATION ver. 1.00
                             (Pt. 1 of 2)

This document may not be reproduced or distributed, in part or in whole, in any
form or media without the express permission of the author. Said author may be
contacted at the following email address: [email protected].

This translation is (c) D. McDonald / Mushin Productions. All rights reserved.


PAGE 1
======

Story................................. 2

Glossary.............................. 3

I.   Getting Started.................. 4

II.  Controls & Game Screens.......... 6
    Battle Screen
      Gauges......................... 6
      Controls....................... 7
    Overhead Map Screen
      Controls....................... 8
      Starting & Finishing Battles... 9
    Cavalier Setup
      Frame Selection................ 10
      Cavalier Customization......... 10
      Color Alteration............... 14
      Squires........................ 15
      Battle......................... 15
      Material Fusion................ 16
      Training....................... 16
      Archives....................... 17

III. VS............................... 18

IV.  Net Game......................... 19

V.   Internet......................... 27

VI.  Option........................... 27


Thank you for purchasing "Frame Gride". This GD-ROM can only be used with the
Sega Dreamcast video game system. Please read carefully all handling and
operating precautions in this manual before playing your game.









PAGE 2
======



            -----In the year 700 of the Imperial Calendar-----


Upon the death of Emperor Regillio, chaos was unleashed when Margrave Zolt
fomented a rebellion that plunged the entire continent into the flames of a
harsh and bloody war. The other six rulers of the empire--each one a candidate
for the now-vacant Imperial throne--joined forces and recklessly confronted the
nine divisions of knights lead by Lord Zolt. The result: a victory for the
Margrave's forces. It was simply a matter of time before the empire would fall
into ruin.


The citizens of the empire fervently prayed for a final successor--a true
inheritor of the Imperial crown. It was for that purpose that the Archbishop
Melange existed. Though he was aged and bedridden, the Archbishop had been
informed of the return of a lone knight just before this unprecedented crisis
came to light.


"I bestow upon thee the honorable title of "Knight of the Realm". Thou shall
submit to our guidance, and wield thy sword with great skill. And even in the
most distant lands, it shall be known that thou art as one with the Armored
Giants..."





























PAGE 3
======


GLOSSARY
--------

Frame Gride (FG)
Ancient weapons excavated from long-abandoned ruins. They are commonly called
Cavaliers, or "Armored Giants". Beginning with a Frame (the equivalent of the
human skeleton), it is possible to obtain many different configurations by
equipping it with a wide variety of armor and weapons. A Frame's classification
depends on its size: Light-Armored Cavalier, Medium-Armored Cavalier, or Heavy-
Armored Cavalier. It is exceptional for an FG to be partnered with a "knight",
since in peacetime they are used for territorial patrols.

Squire
"Squires" are autonomous machines that were created to assist a knight in his
duties. They are released and operated by energies from the FG.

Material
Rare crystals that have powerful magic hidden within them. They provide the raw
matter for the FG's armor, weapons, and Squires.

Quurt Empire
A vast empire that governs the entire continent of Rood. Each ruler of the
empire's seven kingdoms is eligible for the position of Emperor. At the height
of his reign, the ruling Emperor selects his successor from among these
candidates.

Margrave Zolt
Ruler of Fairvelk, a kingdom located in the northwest of Rood; he is the only
candidate left to claim the Imperial crown. The Margrave is the one responsible
for the excavation of the prehistoric super weapons from the ancient ruins. The
desire to subjugate the entire continent burns within him. Zolt seized the
opportunity provided by the Emperor Regillio's demise and began to invade the
outlying kingdoms of the other succession candidates.

Archbishop Melange
Lord of Zuria. At present, he continues to resist Zolt's claim to the title of
Emperor. It is the Archbishop who bestows the rank of "Knight" upon your
character, and charges him with the task of foiling Lord Zolt's ambitions.















PAGE 4
======


I. GETTING STARTED
------------------


-STARTING THE GAME-

Place the GD-ROM into the Dreamcast console and press the Power Button. Wait for
the opening CG to finish, or press the Start Button while the opening is playing
to display the title screen. Press the Start Button at the title screen to
display the mode select screen. Select a mode by pressing up/down on the
Directional Pad and press the A Button to accept.

NEW GAME
Starts a game from the beginning. You will be asked some questions, and your
answers will determine the equipment that your Cavalier will start with. After
this you will move to the name entry screen, where you will select a name for
your knight and your Cavalier. When you have finished, accept your selection and
leave the name entry mode.

CONTINUE
Continues from a previously saved game. Before you begin, insert a memory card
(Visual Memory [sold separately]) into an Expansion Slot; select it and use the
A Button to accept. Then select the game data you want to load and press the A
Button to accept.

VS
Enters the split-screen multiplayer mode.

NET GAME
Enters the multiplayer network game mode.























PAGE 5
======


INTERNET
Allows you to connect to the internet.

OPTION
Setup sound & music volume, etc.


* Frame Gride is intended for 1 or 2 player use. Before powering up your
console, connect the controllers and other peripherals (if applicable) to the
Dreamcast's controller ports. To reset the game and return to the title screen
during gameplay, hold the A, B, X, & Y Buttons simultaneously while pressing the
Start Button.

* When powering up the console, DO NOT press the Analog Thumb Pad or the Left
and Right Triggers. Doing so prevents proper calibration of the controls, and
they may not operate correctly as a result.


"Frame Gride" is compatible with the Dreamcast "Jump Pack". ALWAYS use Expansion
Slot 2 when utilizing the Jump Pack. If the Jump Pack is inserted into Slot 1,
it will not connect properly with the controller, and it may operate incorrectly
or fall out during gameplay.































PAGE 6
======


II. CONTROLS & GAME SCREENS
---------------------------

Controls vary, depending on the game screen.


-BATTLE SCREEN-

GAUGES

FP Gauge
Your level of health. Your FG is destroyed when this reaches zero.

Armor Gauge
Measures the endurance of each piece of armor. Damage is shown in stages--from
good to bad--by the following colors: Blue--> Yellow--> Red--> Black. When a
part is displayed in red, it becomes non-functional and incurs a penalty. (e.g.
inability to aim, glide, etc.) Black indicates that the piece of armor has been
completely destroyed.

Squire Gauge
The Squire's level of health. The gauge glows light blue while the Squire
remains unused, dark blue when it is operational, and red when it becomes non-
functional. A red X is drawn across the gauge when the Squire has been
completely destroyed.

Lock-on Sight
Indicates when to attack an enemy.

Reload Gauge
Shows the level of energy needed to power your weapons. Weapon attacks decrease
the amount of available energy; when the energy level becomes insufficient for
an attack you will be unable to use your weapons. Given time, the energy is
replenished and the gauge will turn blue when it is possible to use your weapon
again.


















PAGE 7
======


CONTROLS

Analog Thumb Pad                            X Button + A Button
Adjusts the viewing angle                   Releases Squires during a battle

Directional Pad                             Y Button
up/down- moves the Cavalier                 B Button
left/right- turns the Cavalier
While gliding, up/down/left/right moves the Cavalier

Start Button                                A Button
Pause                                       Jump

R Trigger                                   A Button + Directional Pad
Strafe right                                Dash

                                           L Trigger
                                           Strafe left



The method of attack depends upon the enemy's proximity.

                   Close-Range                     Long-Range

B Button            Attacks w/ Sword

X Button            Defends

Y Button            Punches                         Fires Gun

Y + B Buttons       Fires Cannon                    Defends in mid-air

L + R + B Buttons   Attacks continuously w/ Sword   Magic attack w/ Sword

L + R + Y Buttons   Attacks continuously w/ Punches Launches Floating Mines,
                                                   Land Mines, or Seeker Mines
L + R + X Buttons   Creates a defensive barrier

L + R + Y + B Buttons  Emergency Evasion (your Frame
                      also receives damage)












PAGE 8
======


-OVERHEAD MAP SCREEN-


CONTROLS
You must select one of the Landmarks displayed on the overhead map screen to
move to the Battle Map. In the beginning, only one Landmark is displayed. Once
the Landmark has been cleared, the flag above it will disappear and new
Landmarks will be shown.


Analog Thumb Pad                   X Button
Selects Landmark                   Not used


Directional Pad                    Y Button
Selects Landmark                   Not used


Start Button                       B Button
Not used                           Moves to Cavalier setup screen


R Trigger                          A Button
Not used                           Selects Battle Map


                                  L Trigger
                                  Not used

























PAGE 9
======


In the "Forsaken Town", it is possible to battle against any of the nine knights
that have been vanquished. When the Forsaken Town has been selected, the cards
of the currently beaten knights are displayed. Use the Directional Pad to select
a card and press the A Button to accept. You will ride into battle against that
knight once again!


STARTING AND FINISHING BATTLES

When a Landmark has been chosen, the Knight's card and background information is
displayed for a few moments, after which you will move to the Battle Map.

The battle ends when you move to the Material acquisition screen. After the
Material you have obtained during the battle has been shown, you will return to
the Cavalier setup screen. Equipment and Squires that have been completely
destroyed in a battle are lost. Things that have only been damaged have their
status fully restored.




































PAGE 10
=======


-CAVALIER SETUP-

Here you can customize your Cavalier, alter its color, select Squires, etc.


FRAME SELECTION
Select a Frame from among the following classes: Light-Armored Cavalier, Medium-
Armored Cavalier, or Heavy-Armored Cavalier.

CAVALIER CUSTOMIZATION
You can make an original FG by combining parts & weapons with the three basic
Frame classes: Light-Armored Cavalier, Medium-Armored Cavalier, and Heavy-
Armored Cavalier. Press up/down on the Directional Pad to select an area, the
press left/right to change equipment. Each Frame has only four basic areas to
equip: head, chest, arms, and legs. All of the Frame classes have a Mana Drive
on their back, which enables the FG to carry weapons and Liberate Stones. When
you are customizing your Frame, each part's parameters are displayed in the
upper-left corner of the screen. (Parameter List--> Page 12) Use the Y Button to
display the equipment list. You can also select parts from this list while it is
being displayed.



Press the X Button to show the FG's overall performance rating.


Overall FP:             The Cavalier's total health

Attack Performance:     The FG's overall offensive performance rating

Endurance Performance:  The FG's overall defensive performance rating

Mobility Performance:   The FG's overall movement performance rating

EN Performance:         The FG's overall estimated energy regeneration and
                       efficiency rating

















PAGE 11
=======


The armor equipped by an FG is generally divided into nine categories.

HEAD
Used to detect an enemy's position. Also increases the Liberate Force used to
operate Squires, due to its internal storage capacity.

CHEST
Affects gliding and Reload Gauge regeneration. Also equips Liberate Stones on
its back.

ARMS
Affects attacks made by the arms: punches, sword, etc.

LEGS
Greatly affects mobility and FG stability.

SHIELD
The shield decreases damage to your FG and allows you to repel sword attacks.
Certain shields also increase your attack power.

SWORD
Even though they are better suited for close quarter combat, swords also allow
you to unleash long-range elemental magic attacks.

GUN
A weapon made for long-range attacks. Guns fire element-based ammunition.

CANNON
A weapon that consumes large amounts of energy for powerful magic attacks.

LIBERATE STONES
These produce a variety of effects for Cavaliers and Squires.





















PAGE 12
=======


PARAMETER LIST

HEAD  1) Equipment FP: The Cavalier's amount of health. Includes the total
                      amount from all equipped parts.
     2) Endurance: Measures the amount of damage the armor can withstand before
                   it is destroyed.
     3) Operational Limit: Measures the amount of damage the armor can
                           withstand before it is rendered non-functional.
     4) Detection Capability: The higher the rating, the greater the distance
                              at which enemies can be detected.
     5) Retained LF (Liberate Force): The amount of energy used to run Squires.

CHEST 1) Equipment FP: The Cavalier's amount of health. Includes the total
                      amount from all equipped parts.
     2) Endurance: Measures the amount of damage the armor can withstand before
                   it is destroyed.
     3) Operational Limit: Measures the amount of damage the armor can
                           withstand before it is rendered non-functional.
     4) Glide Performance: The higher the rating, the better movement becomes
                           while the Frame is airborne.
     5) Energy Regeneration: The higher the rating, the quicker the Reload
                             Gauge regenerates.

ARMS  1) Equipment FP: The Cavalier's amount of health. Includes the total
                      amount from all equipped parts.
     2) Endurance: Measures the amount of damage the armor can withstand before
                   it is destroyed.
     3) Operational Limit: Measures the amount of damage the armor can
                           withstand before it is rendered non-functional.
     4) Attack Power: Increases close-range offensive power.
     5) Energy Efficiency: The higher the rating, the lower the amount of
                           energy consumed by close-range attacks.

LEGS  1) Equipment FP: The Cavalier's amount of health. Includes the total
                      amount from all equipped parts.
     2) Endurance: Measures the amount of damage the armor can withstand before
                   it is destroyed.
     3) Operational Limit: Measures the amount of damage the armor can
                           withstand before it is rendered non-functional.
     4) Stability: The higher the rating, the less your Frame is shaken by
                   enemy attacks.
     5) Mobility: The higher the rating, the faster your Frame is able to
                  maneuver.










PAGE 13
=======

SHIELD  1) Attack Power: Increases the offensive power of punches.

       2) Durability: Measures the amount of damage a shield can withstand
                      before it is destroyed.
       3) Operational Limit: Measures the amount of damage a shield can
                             withstand before it is rendered non-functional.
       4) Impact Defense: The higher the rating, the lower the amount of
                          damage received from an enemy's close-range attacks.
       5) Magic Defense: The higher the rating, the lower the amount of
                         damage received from an enemy's long-range attacks.

GUN  1) Attack Power: Measures the amount of damage caused by each shot.

    2) Range: Measures the greatest distance at which the gun is still
              effective.
    3) Shot Velocity: The higher the rating, the faster the bullet's speed.

    4) Rate of Fire: The higher the rating, the more shots that can be fired in
                     succession.

    5) Energy Efficiency: The higher the rating, the lower the amount of energy
                          consumed by the Reload Gauge.

SWORD 1) Distant Attack Power: Measures the amount of damage given by the
                              sword's long-range magic.
     2) Distant Range: Measures the greatest effective range of the sword's
                       magic.
     3) Close Attack Power: Measures the amount of damage given in a close
                            quarter attack.
     4) Close Attack Speed: Measures the quickness of the sword's thrust.

     5) Energy Efficiency: The higher the rating, the lower the amount of
                           energy consumed by the Reload Gauge.

CANNON 1) Attack Power: Measures the amount of damage caused by each shot.

      2) Range: Measures the greatest distance at which the cannon is still
                effective.
      3) Shot Velocity: The higher the rating, the faster the shell flies.
      4) Regeneration Speed: Measures how quickly the Reload Gauge regenerates
                             after each shot.
      5) Energy Efficiency: The higher the rating, the lower the amount of
                            energy consumed by the Reload Gauge.

SQUIRE 1) Durability: The Squire's health meter; it indicates how much damage a
                     Squire can withstand before it is completely destroyed.
      2) Operational Limit: Measures the amount of damage a Squire can take
                            before it is rendered immobile and non-functional.
      3) Attack Power: The total estimated value of the damage done by the
                       Squire's attacks.
      4) Mobility: The higher the rating, the faster the Squire's speed.

      5) Tactical Capability: Measures the Squire's ability to make strategic
                              decisions during a battle.