Nuitai

INSTRUCTION BOOKLET

Table of
Contents

  1. The World of Nuitai3
  2. Basic Controls4
  3. Getting Started6
  4. Out in the World8
  5. The Field Menu10
  6. Battle Screen14
  7. Elements and Stances18
  8. Cast of Characters20
  9. Creatures of the Islands24
  10. Items26
  11. Growing Stronger28
  12. Adventure Guide30

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.

L R SELECT START X A B Y
DPad

Use the D-Pad to walk around and to move the cursor in menus. In battle, press left or right on the D-Pad to see more commands.

AButton

The A Button confirms. Use it to choose commands, talk to people, and check things like beds, pots and plants. It also turns the page when someone is talking. In battle, press it as a monster's blows arrive to parry them (page 14).

BButton

The B Button cancels the last choice you made and takes you back. When someone is talking, it shows the rest of their words at once.

XButton

Use the X Button to open the field menu while you are walking around (page 10). When someone is talking, press it to move their words to the top of the screen, and again to move them back.

YButton

The Y Button uses the tool Kailo has set: the Ko'i, the Old Rod or the 'O'o (page 8). Tap it to use the tool. Hold it to open the tool wheel, press the D-Pad toward a tool and let go to set it.

L/RButtons

On the Element, Equip and Status screens, press L or R to turn to the previous or next member of your party. While walking, press L or R to change who leads the way. In battle, Escape is played on L and R.

StartButton

The START Button pauses the game. Press it again to pick up where you left off.

SelSelect

The SELECT Button shows a map of the area. Rooms fill in as you find them. In a fight, hold it over a command or a move to read what it does and what it costs.

RESET

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.

The title screen: NEW GAME and CONTINUE

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.

SAVE OFTEN

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.

Kailo walking in the village

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

The market stall's list: Noni Pulu, Taro, Wheat, Breadfruit and more, each with its price in pule

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

The tool wheel around Kailo: the Ko'i above him, the Old Rod to the right, the 'O'o below

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

The cooking pot: the ingredients on the right, ready to go in

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!

A battle against three boars in the jungle 1 2 3 4 5
  1. 1Turn Order
    Who acts next, from the top down. The party is marked in blue, monsters in red.
  2. 2Enemies
    Know your foe!
  3. 3Commands
    What the member whose turn it is can do. Press left or right on the D-Pad for more.
  4. 4Elements
    The member's two elements. The stance they fight in is boxed in yellow.
  5. 5Hit Points
    HP left. The small blue marks under the bar are Mana.
CommandWhat it does
AttackStrike one enemy with your weapon, in strokes. See below.
SkillThe 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.
ElementUse an element move, or switch stance. Moves cost Mana.
ItemUse 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.
DefendTake half damage from blows until your next turn, and gain 1 Mana.
EscapeTry 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.
WeaponChange weapons, if you have another.
SwapTrade places with someone on the bench. It costs nothing, and the one coming in takes the turn.
Team UpTwo members strike together. See below.
Left on the D-Pad: WEAPON, DEFEND, ESCAPE
Press left: Weapon, Defend, Escape
Right on the D-Pad: SWAP and TEAM UP
Press right: Swap and Team Up

Attack

Strokes: LIGHT, MEDIUM and STRONG, each with its chance to hit

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

The parry meter: red arrows sliding toward the gold zone

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.

WeaponSkill
Kailo, a tool, like his Frying PanCook. 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, handwrapsPound. Pick a move, then press its buttons before time runs out.
Kailo, an oarPaddle. Press A as fast as you can; every press is a hit.
Hina, a wand, like her GoheiScold. Press A as fast as you can, and she tells one enemy off.
Hina, a fanDance. Press the buttons in time with the notes to heal.
Hina, a bowBanish. 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

TroubleWhat happens
PoisonSlowly takes HP. A skull and crossbones floats over a poisoned monster.
SleepCannot 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.
BlindBlows miss half the time. A blinded monster wears sunglasses.
BurnHurts 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.
ConfuseSometimes 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 Light

A 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

ElementIts work
FireGives a punch or a kick its force.
NatureHeals. Against an undead monster, a heal hurts instead.
WaterGuards, taking blows for a friend.
LightProtects and strengthens with a spell.
ShadowCurses: blind, sleep, poison.
SpiritGives 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

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.
Kailo's Status page
Hina

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.
Hina's Status page
PARTY

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.

Wild BoarA wild boar from the woods above town. It roots up gardens in the night and charges anything that comes between it and a meal. Where there is one, there are usually more.
SantelmoA ball of fire said to be a wandering soul. It burns what it touches, and a fire that seems to be out may flare up again.
Nuno sa PunsoThe old man of the mound, a small spirit known for cursing whoever disturbs his home. Watch where you step.
SigbinA night creature said to feed through its victim's shadow. You may smell it before you see it.
Wicked DwendeA small earth spirit gone sour. It looks after its own kind, and it does not like visitors.
AmaranhigA corpse that climbs out of its grave at night. Stiff and slow, but it does not give up.
KaperosaA pale lady ghost in white. Better not to stay and listen when she sings.
BESTIARY

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 Items screen, with Noni in the bag

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.

NamePriceDescription
Noni Pulu10Noni poultice. Restores 30 HP. It stinks.
'Awa Tonic40Kava tonic. Restores 80 HP. A calming root drink.
Life Totem100A 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.
Kukui15Candlenut oil. In battle, cures a burn.
Ti Leaf20A cool leaf. In battle, cures sleep and confusion.
'Ōlena15Turmeric. 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.

NamePriceNotes
Taro8Picked from a garden.
Wheat8Picked from a garden.
WaterScooped from a river or a pond.
EggLaid by hens. Some monsters drop them too.
BrothA soup base, made in the pot.
Breadfruit10Falls from trees now and then.
Pineapple10Turns up when you chop trees.
Salt2It seasons a dish.
Noodles10
FishCaught by fishing. It needs cooking.
PorkIt needs cooking. Raw, it makes you sick.

Special Items

NameDescription
ElementsAn 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 ShellHold 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.
WoodKoa, chopped from trees with the Ko'i. Kept under Materials.
ToolsThe Ko'i, the Old Rod and the 'O'o are Key Items. Set one to Y on the tool wheel.
SeedsA Seed of Strength, a Seed of Agility, and more. Each raises that stat for one member. Rare!
Garden SeedsTaro 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

StatWhat it does
VitalityYour HP. Ten HP for each point.
StrengthHow hard your blows land.
IntelligenceHow strong your magic and healing are.
EnduranceShrinks the damage of blows.
WillpowerShrinks magic damage.
AgilityHow soon your next turn comes.
PerceptionYour chance to land a hit.
LuckYour 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.