NUITAI
INSTRUCTION BOOKLET
Table of
Contents
The World
of Nuitai
Nuitai is a world of ocean, scattered with islands that circle a great whirlpool. Its people say that magic is motion: a dance, a kick, a breath can call on the elements.
Kulāiwi is a small island in the Māla Iki Islands, beside Māla Iki itself, the largest island of the chain. It has one village, also called Kulāiwi. This is the home of Kailo, the village cook, and Hina, a young priestess.
It is the last day of summer. The boars have come down from the woods again, and they are digging up the taro patch. Tonight the whole village gathers for Old Pono's wake. Before then, someone has to deal with the boars, and with the biggest of them all, the Great Boar, at the top of the woods.
Basic
Controls
Here is how the controller works in NUITAI.
Hold L, R, START and SELECT together to reset the game and go back to the title screen. Anything you have not saved will be lost.
Getting
Started
Insert the Game Pak and turn the power on. When the title screen appears, choose with the D-Pad and press A.

New Game
Begin a new adventure from the very start.
Continue
Pick one of your three saved games and start from wherever you last saved.
To erase a saved game, choose DELETE A SAVE under the three files, then the file, then YES. Once erased, it is gone for good.
Saving Progress
You can save only at an Akua totem, a carved post where the party kneels and tells the Akua all that has happened. Face one and press A, and you will be asked if you want to save. The field menu has no Save.
Praying at a totem also brings back anyone who has fallen. A nap in Kailo's bed or a drink at a healing pool heals the party, but it does not save, and the fallen stay down.
A small carved post with a cup of water beside it belongs to Lanu. Where you find one, a healing spring is close by.
It is very important to save your game often, and always before a big fight.
Out in
the World
This is where most of your adventure takes place: in the village, on the beach and in the woods.

Walking
Walk with the D-Pad. Walk off the edge of the screen to go on to the next area. Walk up into a door to go inside.
Talking
Face someone and press A to talk with them. The people of the village know a great deal, and some have something to teach you.
Monsters
Monsters roam out in the open. When you touch one, a battle begins (page 14). Some will spot you and give chase! A boar seldom travels alone, so expect its friends to join in. Monsters you beat will leave, but they come back after you have walked 200 steps, or all at once when the party takes a nap or drinks at a healing pool.
A fight in the village is fought on the beach. Anywhere outside of town, it is fought in the jungle.
Some great beasts stand still and wait for you. When you walk up to one, you will be asked if you are ready. Say no to go back and prepare.
Shops

Talk to a seller and choose Buy to see what they have, or Sell to sell from the bag: pick each thing and how many, then say yes once to the total. Your pule is shown at the right.
Prices are in pule
, the shell money of the islands. You will earn pule by winning battles, and sometimes by digging. The purse holds at most 999.
Each kind of seller has its own wares. A grocer sells food, seeds and everyday medicine. An angler sells bait. A hunters' lodge sells weapons, relics and moves. Some sellers turn up where you least expect them.
Some people are good at haggling. With the right friend along, every seller charges less.
Around Town
Every village has a loremaster, an old man who knows the stories of the islands. Ask him about the world as often as you like. What he tells you goes in your Lore pages.
Hunters gather at a hunters' lodge. Its keeper posts a bounty: beat the monster named, then come back to be paid. When one is done, the next goes up. The hunters there have tips on fighting for anyone who asks.
Some towns have an inn. A night's sleep costs a few pule and heals the whole party.
Kaigara
Kaigara is the shell game of the Kame, played with cowries on a chalk grid of 9 by 9 points. In some lodges a player sits at a low table, ready for anyone who wants a game, and some play for coins.
Take turns putting one shell on an open point. A group of shells with no open point beside it is taken off the board. You cannot put a shell where it would be taken at once, and you cannot make a move that puts the board back the way it was a moment ago. You may pass instead of playing. When both players pass, each counts the points their shells cover or surround, and the bigger count wins.
Gardens
Some plants can be picked. Face a ripe plant and press A to pick it. A ripe patch gives two.
Anyone can pick, but only Hina knows how to plant a patch again. Press A on a bare patch with Hina in the party and she will replant it, using one of what it grows. A patch picked without her stays bare until she comes by.
Press A on a bare patch with Hina along and she will ask whether to plant a crop from the bag or a seed. Some crops grow only from seeds.
Plants grow as you walk, one step at a time, and each kind takes its own number of steps to ripen. A patch that is still growing will say so. Keep exploring and come back later.
Tools

Press Y to use the tool Kailo has set. Hold Y to open the tool wheel, press the D-Pad toward a tool, and let go to make it the one Y uses. The wheel shows only the tools he has found, each in its own place.
There are three: the Ko'i to chop, the Old Rod to fish and the 'O'o to dig.
The Ko'i, a stone adze, chops trees. Stand in front of a tree and press Y. Each chop takes a moment, and monsters do not wait for you to finish! Ten chops fell a tree, and five more clear its stump. The wood goes in the bag. The trees stand again when you leave the area. Chopped trees sometimes drop food, too.
The Old Rod is for fishing. Face the water and tap Y to cast. Wait, and when a ! pops up over Kailo's head, tap Y again to land the fish. Be too slow and it gets away. Walk off and the line is reeled in. A fish needs cooking before it makes a good meal.
The 'O'o is a digging stick. Face soft ground, sand or dirt but never grass, and tap Y to dig. A dig may turn up nothing, an item or a few pule, and some spots hold something worth finding. The holes fill in when you leave the area. Not everyone in the village will be glad to see Kailo digging!
Fresh Water
Face a river or a pond and press A to scoop up fresh water for cooking. Seawater is no good. After five scoops in a row the canteens get heavy, and Kailo has to catch his breath before he scoops any more.
Cooking

Face the big cooking pot in Kailo's house and press A to cook. His boat, the Meialana, has a kitchen too: face it and choose Cook to use its kitchen, or Nap to rest as in his bed.
Put one, two or three ingredients in, and see what you get. A dish you have made goes on the list, so next time just pick it. If they don't go together, you get a dish of ???, and whoever eats it gets sick.
Only Kailo cooks, so the pot is his.
Cooking for Hire
Villagers sometimes ask for help, and some of them are hungry. Kailo cooks! Listen to what they hint at, make it in the pot, and bring it to them.
Battle
Screen
A battle starts when you touch a monster. Beat every monster to win!
1
2
3
4
5
- 1Turn Order
Who acts next, from the top down. The party is marked in blue, monsters in red. - 2Enemies
Know your foe! - 3Commands
What the member whose turn it is can do. Press left or right on the D-Pad for more. - 4Elements
The member's two elements. The stance they fight in is boxed in yellow. - 5Hit Points
HP left. The small blue marks under the bar are Mana.
| Command | What it does |
|---|---|
| Attack | Strike one enemy with your weapon, in strokes. See below. |
| Skill | The member's own special command, shown by its name: Kailo's Cook and Hina's Scold. It changes with the weapon in hand. Each is a little game played on the pad, and it costs 1 to 7 Mana: a perfect game costs 7, a miss costs 1. If the Mana runs short, it goes below zero (the bar's pips turn red), and until it is back to zero no Skill and no element can be used. |
| Element | Use an element move, or switch stance. Moves cost Mana. |
| Item | Use an item from the bag. Some medicines cure a trouble, and the Life Totem gets a fallen friend back on their feet. Used on an undead monster, a Life Totem destroys it outright, even a boss. You can aim any item at either side. See Choosing a Target below. |
| Defend | Take half damage from blows until your next turn, and gain 1 Mana. |
| Escape | Try to run away. Press the L and R buttons in turn, at a steady beat of your own: the steadier the beat, the better the chance to get away. It does not always work, and you cannot run from some fights. |
| Weapon | Change weapons, if you have another. |
| Swap | Trade places with someone on the bench. It costs nothing, and the one coming in takes the turn. |
| Team Up | Two members strike together. See below. |


Attack

An Attack is made of strokes. Each turn you have 7 points to spend: LIGHT costs 1, MEDIUM 2 and STRONG 3.
Each stroke shows its chance to hit. A light stroke almost always lands. A strong one hits much harder, but misses more. Every stroke that lands makes the next one more likely to land, and builds Mana.
You can stop any time and finish your turn with Defend, an element move or an item. To strike a different enemy, back out of the strokes, choose Attack again and pick another; the points you have left go with you.
Parrying

When a monster strikes with its plain blows, the parry meter takes the place of your commands. Red arrows slide toward a gold zone, one pair for each blow. Press A as a pair crosses the zone.
A catch takes half the damage, and Glancing rises over the one it hit. Catch it dead center for a PARRY, and the blow does no harm at all. Miss, and the blow lands in full. If you were defending, a catch takes only a quarter.
Only plain blows can be parried, never a monster's elements or Skills, so a Skill arrives with no meter at all. A good Perception widens the zone, and a quick monster sends its arrows faster.
Choosing a Target
Every item and every element move can be aimed at either side: a heal at an enemy, a blow at a friend. The pointer starts on the side the move is meant for, then moves on to the other side.
Healing hurts the undead. A heal, from an item or an element, lands on an undead monster as damage instead. Revive does the same: used on an undead monster, it destroys it.
Team Up
A Team Up is ready when the member whose turn comes right after yours, with no one in between, fights in a stance whose element pairs with yours. Each pair of elements makes its own Team Up: Kailo in Lelua and Hina in Māla Hula make one, Kailo in Lelua and Hina in Shakan Mudras another. Not every pair has one yet. It takes all 7 Mana from both of you and tires you both, and it stays grayed out until you both have 7.
Weapons and Skills
Every fighter can hold three kinds of weapon, and each kind has its own Skill. The weapon in hand decides which one the Skill command is.
| Weapon | Skill |
|---|---|
| Kailo, a tool, like his Frying Pan | Cook. Pick a meal you have cooked at home (he already knows Poi, taro pounded with water), then turn the D-Pad round and round at a steady pace to stir. On his next turn the whole party eats. |
| Kailo, handwraps | Pound. Pick a move, then press its buttons before time runs out. |
| Kailo, an oar | Paddle. Press A as fast as you can; every press is a hit. |
| Hina, a wand, like her Gohei | Scold. Press A as fast as you can, and she tells one enemy off. |
| Hina, a fan | Dance. Press the buttons in time with the notes to heal. |
| Hina, a bow | Banish. Hold A to draw, and let go when the circle is small. Hold too long and the arrow is lost. |
Friends who join later bring their own three kinds of weapon and their own Skills, each a new little game.
Mana
Mana is the energy a fighter builds by moving. Everyone starts a battle with 0 Mana and can hold up to 7. Attack, Defend or use an item to build it, then spend it on element moves. A move in row 3 costs 3 Mana.
Status Trouble
| Trouble | What happens |
|---|---|
| Poison | Slowly takes HP. A skull and crossbones floats over a poisoned monster. |
| Sleep | Cannot act for a few turns, unless a physical hit wakes it first. Every blow on a sleeper lands. A sleeping monster has Zs over its head. |
| Blind | Blows miss half the time. A blinded monster wears sunglasses. |
| Burn | Hurts each time the burned one acts. It cannot be healed until the burn is gone, and it lasts until it is cured or the burned one falls. A small flame flickers over a burning monster. |
| Confuse | Sometimes attacks its own side. |
Your own fighters show no picture change. The trouble is named in the party window beside their HP, and floats up the moment it lands.
Victory and Defeat
Monsters you beat drop pule, and sometimes an item. A friend's help after a fight works only while that friend is still standing. If your whole party falls, the game is over, and you must start again from your last save.
Elements
and Stances
There are six elements. Every fighter has two, and every monster has at least one.
Fire beats
Nature
Nature beats
Water
Water beats
Fire
Light beats
Shadow
Shadow beats
Spirit
Spirit beats
LightA hit from the element that beats yours does double damage. A hit from the element yours beats does half.
Kailo is Fire and Water. Hina is Nature and Light. While Hina fights as Nature, a fire attack hurts her twice as much, so watch for monsters that turn to fire.
What Each Element Does
| Element | Its work |
|---|---|
Fire | Gives a punch or a kick its force. |
Nature | Heals. Against an undead monster, a heal hurts instead. |
Water | Guards, taking blows for a friend. |
Light | Protects and strengthens with a spell. |
Shadow | Curses: blind, sleep, poison. |
Spirit | Gives magic its force. |
Stances
Each fighter has two stances, one for each of their elements. The stance decides which element the fighter is right now: which moves they can use, which stats are higher, and which element hurts them. Kailo in Lelua kicks with fire. In Wai'Kenpō he stands firm like the tide, and fire hurts him less, but nature hurts him more. Hina in Māla Hula heals; in Shakan Mudras she wards off harm. Every friend who joins you later works the same way, with two elements of their own.
To change stance in battle, choose Element. The switch is at the top, named after the stance you are in. Choose it and it offers the other stance; switching uses your turn and gives you 1 Mana. Some moves use both elements and work in either stance.
Every battle begins in the stance boxed on the field menu: the one you last chose, in a battle, on the field menu or on the Status screen.
Cast of
Characters
Along the way, Kailo will be joined by friends, each with two elements, three kinds of weapon and Skills of their own. Everything Kailo and Hina teach you works for them too.
Kailo
The Cook
The village cook, about nineteen, who looks after a house full of younger brothers, sisters and cousins. He has never left the islands and dreams of seeing the world. Wasting food upsets him.
- Elements
Fire and
Water- Stances
- Lelua, a fire dance of spins, flips and flying kicks. Wai'Kenpō, a rooted water fist that steps in to take the hits meant for friends.
- Weapon
- Frying Pan
- Skill
- Cook. He cooks a meal right in the battle. Only meals you have already made at the pot are on his list, and he takes what he needs from the bag. One meal feeds the whole party, for the ingredients of one, and does for each of them what it would do from the bag. Stir steadily for the best meal. On his next turn he serves it, and a meal can fill them past their full HP for the rest of the fight. A hit before then ruins it. The better he gets with tools, the more his cooking heals, up to double. Later he learns to swap one ingredient for another of its kind (a vegetable can even stand in for meat, for friends who eat none), then to cook without using his ingredients up, and at last to cook with no ingredients at all.
- Moves
- Flame Kick, a fiery kick. Wave Guard, he takes his friends' blows, at half. Counter: he guards his friends and kicks back at whoever strikes them.
- On the Road
- After every battle you win, Kailo feeds everyone still standing, and they get back a little HP. Only Kailo can cook in the pot.

Hina
The Māla Priestess
A young priestess of Māla and the party's healer. Sharp tongued, and usually right. One day she hopes to become the high priestess of her village.
- Elements
Nature and
Light- Stances
- Māla Hula, a slow dance that heals and cures. Shakan Mudras, hand seals that ward off harm.
- Weapon
- Gohei
- Skill
- Scold. She tells one enemy exactly what is wrong with it. If it takes it to heart, it sulks and loses a few turns.
- Moves
- Heal, mends one ally. Shaka's Light, softens the next shadow attack on one ally.
- On the Road
- After a battle you win, anyone who fell gets back up with 1 HP. Only Hina can replant a garden.

Only three fight at a time. When a fourth joins, one waits on the bench. Use Swap in battle, or Party on the field menu, to trade places. Everyone who travels with you helps on the road, bench or not, as long as they are standing: a friend who has fallen cannot help anyone, and Hina cannot get herself up.
Creatures of
the Islands
The woods and the jungle are not empty. Here are a few of the creatures you may meet.







Every creature you beat gets a page under Info on the field menu, with its picture and what is known about it.
Items
When your HP is low, during or after a battle, you will need these items.

The party shares one bag, sorted by kind: Medicine, Ingredients, Meals, Weapons, Relics, Key Items and more. Use items with Items on the field menu, or Item in battle. On the field menu, Items asks which kind first; in a list, press left or right on the D-Pad to turn to the next kind, and each press of B goes back one step. The window at the top tells you what the item under the cursor does. When an item has an island name, the window says what it is in plain English first, such as "Noni poultice" or "Taro paste".
Island Medicine
The islanders heal with the plants that grow around them: fruit, roots, leaves and oil.
| Name | Price | Description |
|---|---|---|
Noni Pulu | 10 | Noni poultice. Restores 30 HP. It stinks. |
'Awa Tonic | 40 | Kava tonic. Restores 80 HP. A calming root drink. |
| Life Totem | 100 | A carved totem. Brings a fallen friend back with half their HP. Used on an undead monster, it destroys it outright, even a boss. On any other enemy it does nothing. |
Kukui | 15 | Candlenut oil. In battle, cures a burn. |
Ti Leaf | 20 | A cool leaf. In battle, cures sleep and confusion. |
'Ōlena | 15 | Turmeric. In battle, cures poison. |
Food
Most things that go in the pot can also be eaten as they are, for a little HP, but some raw food can make you sick. Cooked, it is worth much more: a meal heals more than medicine. Kailo cooks at the pot (page 8), or with Cook in battle, where one meal feeds everyone. There is no recipe book: put one, two or three things in the pot and find out! Each item's window says what it is in plain English.
| Name | Price | Notes |
|---|---|---|
| Taro | 8 | Picked from a garden. |
| Wheat | 8 | Picked from a garden. |
| Water | Scooped from a river or a pond. | |
| Egg | Laid by hens. Some monsters drop them too. | |
| Broth | A soup base, made in the pot. | |
| Breadfruit | 10 | Falls from trees now and then. |
| Pineapple | 10 | Turns up when you chop trees. |
| Salt | 2 | It seasons a dish. |
| Noodles | 10 | |
| Fish | Caught by fishing. It needs cooking. | |
| Pork | It needs cooking. Raw, it makes you sick. |
Special Items
| Name | Description |
|---|---|
| Elements | An item that teaches one member an element move, kept under Elements in the bag and shown in shops by the move's name, like Counter. Use it and that member learns the move. Then it is gone. |
| Seer's Shell | Hold it to your eye in battle to read an enemy's elements, HP and Mana. The reading stays under the enemy for the rest of the fight. Used up. |
| Wood | Koa, chopped from trees with the Ko'i. Kept under Materials. |
| Tools | The Ko'i, the Old Rod and the 'O'o are Key Items. Set one to Y on the tool wheel. |
| Seeds | A Seed of Strength, a Seed of Agility, and more. Each raises that stat for one member. Rare! |
| Garden Seeds | Taro Seed, Wheat Seed and others. Plant one in a garden patch with Hina along. They are not the stat seeds above, which you eat. |
Growing
Stronger
Your party never gains levels. They grow stronger by doing.
Stats grow by use. Each time you use a stat, it fills a little, and when it is full, it goes up. Land strong blows and Strength grows. Land light strokes one after another and Agility grows. Take blows and Endurance grows. Heal a friend or strike with magic and Intelligence grows, faster for greater magic. A weaker foe teaches less than one your equal. When a stat goes up, a message along the top of the screen tells you, and a stat can go up more than once in a battle.
Weapons grow too. Each kind of weapon a member can hold has its own Mastery level, earned by landing strokes with it. Look under Equip on the field menu (page 10).
New moves come from what you find: items named for a move, and people who teach you.
Seeds raise a stat for good.
The Eight Stats
| Stat | What it does |
|---|---|
| Vitality | Your HP. Ten HP for each point. |
| Strength | How hard your blows land. |
| Intelligence | How strong your magic and healing are. |
| Endurance | Shrinks the damage of blows. |
| Willpower | Shrinks magic damage. |
| Agility | How soon your next turn comes. |
| Perception | Your chance to land a hit. |
| Luck | Your chance to dodge. |
Adventure
Guide
Prepare to set out on your journey. Use this guide to help you in the beginning.
Visit Your Neighbors
Walk around the village and talk with everyone. They will have information you may need.
Pray Before You Go
Before a big fight, pray at an Akua totem and save your game.
Watch and Learn
Sometimes the best thing to do is nothing at all. Stop and watch the world for a while.
, the coins, and pule 




Noni Pulu
'Awa Tonic
Kukui
Ti Leaf
'Ōlena