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Nintendogs/Getting Started

When you begin playing, you get to adopt a Nintendog. Before you can name it, you have to spend some time petting it and getting it used to you. Finally, your Nintendog will adapt to its new surroundings and be ready for a name. Think of a good name, as you will never be able to change your puppy's name once it learns it. As repetition is key to learning, the game requires you to repeat the name several times before the puppy can learn it, and several times once more after it learns it so that it can get used to its new name. This method of repetition will be used only too often in the game, as you have to repeat the command many times before your Nintendog will learn a new trick.

On that first day it is important to introduce your Nintendog to what will soon become its daily schedule. Feed and water it. Brush it. Give it a bath. Take it on a walk. All of this is important to keeping your Nintendog happy. It is also wise to go to the store on that first day, and stock up on toys, food, and accessories. Though you might protest, wanting to save up for another Nintendog, trust me: Your pup deserves the best.

title: Nintendogs/Getting Started


text:
Metroid Prime: Hunters/Scoring

Combos
In this game, combos can be built up. Every time the player build up a streak of kills, the score multiples. In Regulator and Morph Ball modes, it starts with 1x10. In Survivor mode, it only moves up by increments of one (1x1 to 2x2).

 * 1 x 10 = 10
 * 2 x 20 = 40
 * 3 x 30 = 90
 * 4 x 40 = 160

High Scores
The highest possible legitimate streak in Regulator mode is 68x680 for a total score of 46,240. There have been higher reported scores, but these scores use glitches to achieve higher. In Morph Ball mode, the highest possible streak is around 70x700. A streak in Survivor mode lasts as long as the player can sustain the streak.

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/

title: Metroid Prime: Hunters/Scoring


text:
Metroid Prime: Hunters/Controls

Control setups
Due to the technologies built into the, there are several different types of control setups in this game that take advantage of the DS's touch screen pad. They include:

Control type S: Stylus Mode

 * Control Pad: Move forward/backward, strafe
 * X: Move forward
 * B: Move backward
 * Y: Strafe left
 * A: Strafe right
 * L, R: Shoot Weapon
 * Touch Screen: Jump, look around, switch weapons & items

Control type DR: Dual Mode

 * Control Pad: Move forward/backward, strafe
 * X: Look up
 * B: Look down
 * Y: Look left
 * A: Look right
 * L: Shoot Weapon
 * R: Jump

Control type DL: Dual Mirror Mode

 * Control Pad: Look
 * X: Move forward
 * B: Move backward
 * Y: Strafe left
 * A: Strafe right
 * L: Shoot Weapon
 * R: Jump

Control type TR: Touch Shoot Mode

 * Control Pad: Move forward/backward, strafe
 * X: Switch to Electro Lob
 * B: Switch to Morph Ball
 * Y: Switch to Power Beam
 * A: Switch to Missile
 * L: Jump
 * Touch Screen: Shoot, look around

Control type TL: Touch Shoot Mirror Mode

 * Control Pad Up: Switch to Electro Lob
 * Control Pad Down: Toggle Morph Ball
 * Control Pad Left: Switch to Power Beam
 * Control Pad Right: Switch to Missile
 * X: Move forward
 * B: Move backward
 * Y: Strafe left
 * A: Strafe right
 * R: Jump
 * Touch Screen: Shoot, look around

title: Metroid Prime: Hunters/Controls


text:
Metroid Prime/Items

Power Suit
This is Samus' basic suit. Perhaps the most notable feature of this suit is the lack of the large shoulder ornaments present in all of her other suits. (These shoulder ornaments have sometimes been hypothesized to be part of the Varia Suit's ability to survive extreme temperatures, perhaps being cooling units of some sort.)

Varia Suit
An upgrade to the Power Suit, this upgrades the suit's shielding and allows Samus to survive in extreme temperatures. Collecting this also returns the large shoulder ornaments seen in other games.

Gravity Suit
Further reduces damage taken from enemies, and allows Samus to move in liquid environments unhindered. Modifications to the visor allow her to see properly underwater. Gives Samus' suit a purplish color.

Phazon Suit
Reduces damage taken from enemies even more, and renders Samus immune to damage from blue /Phazon/. This upgrade comes coupled with the Phazon Beam which can only be used on the last boss (Metroid prime) by standing in the pools of phazon spilled by it. Changes Samus' suit to a black and grey color.

Combat Visor
This is the default visor. The major things that this visor has that the others lack are a crude radar system that allows her to see where enemies are around her and a map of the room she is in. Samus has this visor from the start.

Scan Visor
Allows Samus to scan certain creatures and objects and get information on them. This is the only visor that Samus cannot fight in; pressing the attack button will cause her to revert back to the Combat Visor. Samus also has this visor from the start. The scan visor is often used solving puzzles, and it can be used to activate certain machines.

Thermal Visor
It allows Samus to see in the infra-red spectrum, letting her see enemies and power conduits that she cannot see in normal human vision. This is extremely useful on invisible enemies, or in areas of exceptionally poor light.

X-Ray Visor
It gives Samus the ability to see in the X-ray spectrum, allowing her to see otherwise invisible creatures and platforms. It should be noted that not all invisible enemies can be detected with this visor.

Weapons
Unlike Super Metroid, Metroid Prime does not allow the player to combine separate beams into one, due to the fact that each of the four main beams has a unique use. Also, each beam has a Charge Combo that can be acquired that utilizes Missiles to perform a more powerful attack.

Charge Beam
The charge beam is an add-on for all of Samus' primary beams; holding down the A button causes Samus to build up energy which is fired when the button is released, creating a much more powerful attack than would normally result. It also allows access to the various Charge Combos.

Power Beam
This is the default beam that Samus begins the game with. It has the highest rate of fire of all the beams. While notably weaker than any other weapon, it is the only beam which can damage certain enemies. Its Charge Combo, Super Missile, fires more powerful Missiles.

Wave Beam
This beam fires three blasts of electricity that can home in on enemies to a certain extent. Its charged shot usually stuns stronger enemies for a short period of time. It can also re-energize power conduits (required to open many doors) and open purple doors. Its Charge Combo, Wave Buster, automatically locks on to enemies but requires the largest number of Missiles to activate and continue using.

Ice Beam
This beam fires slow-moving blasts of ice that can freeze enemies. Its individual blasts are notably more powerful than the Wave Beam's, but its slow rate of fire makes it somewhat unwieldy. Frozen enemies can be shattered with a single Missile. It also opens white doors. The Ice Beam's Charge Combo, the Ice Spreader, spreads ice over a wide area where it hits and is somewhat limited against aerial and fast targets.

Plasma Beam
This is the most powerful beam in terms of raw offensive power. It fires blasts of intense heat, which either kill instantly or set enemies aflame until they die. It cannot home in on targets and it has a short range. It can also open red doors and melt thick ice. Its Charge Combo, Flamethrower, shoots a stream of flame, but uses Missiles quickly.

Phazon Beam
This beam can only be used during the final boss battle. When standing in pools of liquid Phazon, Samus can fire a powerful Phazon-based stream at Metroid Prime. Samus receives this item along with the Phazon Suit.

Missiles
A Metroid series mainstay, Missiles fire homing concussive blasts that cause more damage than most beam attacks. Missiles can break certain door locks and other obstacles. Each Missile expansion increases Samus' carrying capacity by five.

Morph Ball
The Morph Ball is another Metroid trademark. After finding this item Samus can roll into a ball and access narrow passages that she could not otherwise access. There are a number of upgrades Samus finds for the Morph Ball.

Bomb
Allows Samus to break certain objects, activate some devices, like Morph Ball Sockets, and damage enemies. The force from the bomb can also catapult her up a short distance in Morph Ball form. Samus has an infinite number of these, but can only use three every few seconds.

Boost Ball
Replacing Super Metroid ' s Speed Booster to a certain extent, this item allows Samus to build up energy and release it in Morph Ball form, resulting in a burst of speed that can, when applied correctly, allow her to travel up half-pipe structures and activate certain machines, such as Spinner devices.

Spider Ball
Metroid Prime is the second game to use this item (the first being Metroid II: Return of Samus); however, where Metroid II ' s spider ball allowed Samus to go up any wall, Prime ' s spider ball can only travel up designated magnetic rails.

Power Bomb
These are a more powerful version of Samus' normal Bombs. While she only gets a finite number of these and must replace them as she does with Missiles, Power Bombs have a much greater destructive ability and the ability to destroy bendezium.

Space Jump
The Space Jump is another returning item with a different purpose. As opposed to allowing Samus to jump infinitely, this item allows Samus to double-jump. Its function is closer to the missing High Jump Boots, present in all the 2-D Metroid games, than to the Space Jump appearing in the 2-D games.

Grapple Beam
Allows Samus to latch on to certain objects and swing on them as if the beam were a rope.

Energy Tank
Increases Samus's shield energy (health) capacity by 100 units.

12 Artifacts
The Artifacts of Truth, Strength, Elder, Wild, Lifegiver, Warrior, Chozo, Nature, Sun, World, Spirit, and Newborn are spread throughout Tallon IV, and must be collected in order for Samus to gain entry to the final area.

title: Metroid Prime/Items


text:
Metroid Prime/Locations

Space Pirate Frigate, Orpheon
Orbiting the planet Tallon IV, this is where Samus begins the game. The frigate's name is Orpheon, and hosts Space Pirate researchers alongside their experimental research subjects, many of which have breached containment. Samus boards the ship when it is in a poor condition, and leaves it as it rapidly deteriorates. Later this ship crashes into Tallon IV and Samus then explores in it after acquiring the Gravity Suit.

Tallon Overworld
A rainforest-like area, this is where Samus initially makes planetfall and is where Samus's Gunship stays for the duration of the game. Tallon Overworld also encompasses the sunken Orpheon.

Chozo Ruins
This ancient structure was once a center of the thriving Chozo civilization on Tallon IV that was brought to an end by the meteor that hit many years ago. The ruins as found in the game are infested with wildlife.

Magmoor Caverns
A kind of subway system for the game – its magma-filled tunnels connect all the areas together with the exception of the Impact Crater. Attempting to enter with starter gear will quickly damage Samus. The Space Pirates use the caverns as a source of geothermal power.

Phendrana Drifts
This cold, mountainous location consists of three main parts: an ancient Chozo ruin, some Space Pirate research labs (since the subzero temperatures make specimen containment easier), and the ice caves and valleys at the edge aptly called Phendrana's Edge. It is home to many creatures of electrical origins (Pulse Bombu, Scatter Bombu) and ice based creatures (Sheegoth, Ice Shriekbats).

Phazon Mines
The Phazon Mines are the center of the Space Pirates' Tallon IV operations. The scenery here alternates between the Space Pirates' mining and research facilities and dark caves illuminated only by the glowing Phazon. Also home to the different beam troopers and omega pirate, elite pirate and phazon elite as well.

Impact Crater
This is the final area of the game. This location is completely corrupted by Phazon radiation. Samus finds Fission Metroids, and Phazon strong enough to damage her even through the Phazon Suit.

title: Metroid Prime/Locations


text:
Metroid Prime/Bosses

Parasite Queen
The first boss in Metroid Prime, the Parasite Queen is located on the Space Pirate Frigate in the main reactor. It is surrounded by rotating shields and fires acid from its mouth. Plug missiles and beam shots into its mouth to defeat it.

Flaahgra
Flaahgra is a large mutated plant that is the source of the poisonous waters in the Chozo Ruins. It is surrounded by four dishes that reflect sunlight and needs constant solar energy. Its roots are its weak spot. Flaahgra gives up the Varia Suit when it's defeated, which protects Samus from super-heated areas in Magmoor Caverns.

Thardus
Thardus is an experiment created by the Space Pirates who used Phazon on a group of rocks, but the Pirates gave up trying to pacify it since it became too dangerous. Thardus has the ability to control the weather, roll into a ball, hurl large rocks, and encase enemies in ice. It resides in a Quarantine Cave in the Phendrana Drifts. Defeating Thardus gives you the Spider Ball.

Omega Pirate
The Omega Pirate resides in the Phazon Mines. It is an extremely large Elite Pirate which is able to become invisible and regenerate health. It is considered by many fans to be one of the game's toughest bosses. It attacks with its powerful hands, a Wave Quake Generator, and a Missle Launcher. Defeating the Omega Pirate gives Samus the Phazon Suit, which protects her from Phazon damage.

Meta Ridley
The fight with Meta-Ridley occurs above the crater in the Tallon Overworld. Meta-Ridley has two forms: a flying form and ground form, who uses a number of weapons and melee attacks. His weak spot is the gem on his chest.

Metroid Prime
The final boss of the game. It exists in two forms: the first being a spider-like creature with mainly projectile attacks. This form is weak against Power Beam if yellow, Wave Beam if blue/purple, Ice Beam if white, and Plasma Beam if red. The second form being a hovering, ethereal tentacled entity. Stand in the pools of Phazon it creates and blast it with your new Phazon Beam.

title: Metroid Prime/Bosses


text:
Skaneateles Conservation Area/Invasive species/Centaurea

Centaurea (knapweed) species
Because the various knapweed species that are or might be present at the Skaneateles Conservation Area 9sca) are somewhat difficult to distinguish from one another, Centaurea will here generally be treated either all together or as just two groups:

 * Centaurea jacea s.l., (the C, jacea complex), which contains (C. jacea, C. nigra, C. nigrescens and nothospecies C. × moncktonii).
 * Centaurea stoebe ssp. micanthos (spotted knapweed)

Identification
The genus Centaurea contains three species (and a hybrid) of invasive knapweeds that are most likely to be present at the SCA.

These species can often be distinguished by the involucre bracts, the scale-like structures surrounding the inflorescence, just below flower petals.

 * Centaurea jacea (brown knapweed): Bracts are somewhat hairy, with broad, thin papery margins. Center of bract is dark brown.

 * Centaurea nigra (black knapweed): Bracts are oval-shaped with broad, comb-like, dark brown or black fringed margins. Fringe length up to 3 times as long as bract width.

 * Centaurea × moncktonii (meadow or Monckton's knapweed): Bracts are light to dark brown, roundish, with thin papery margin with fringes about equal width of bract center.

 * Centaurea stoebe ssp. micanthos (spotted knapweed): Bracts are black tipped, tip and upper margin have soft, spine-like fringe, Center spine shorter than others.

Ecological impact
Centaurea stoebe ssp. micranthos (spotted knapweed) is better adapted for extracting nutrients from the soil than are native species. Spotted knapweed alters the ecology of the ecosystem as it invades. Native species in areas where spotted knapweed occurs tend to have network root systems and as these species decline, their network root systems are replaced by the knapweed's taproot system. This taproot system alters the soil by lowering its water holding capability and increasing soil erosion.

Spotted knapweed can significantly impact the herb layer by increasing its height and density. It often occurs in open dry sandy areas where the herb layer is low and/or sparse.

Biological characteristics and dispersal ability
Centaurea stoebe ssp. micranthos (spotted knapweed) plants can produce up to 600 seeds or more with high viability and are self-compatible. Achenes are small, and long distance dispersal can either be passive (wind) or active (birds, rodents). Readily spread by vehicles and contaminated seed and hay supplies. Forms a dense layer above shorter vegetation, especially on low nutrient soils that generally support a low, sparse herb layer of native plant species

Spotted knapweed is also reported to be allelopathic. It will germinate in existing vegetation, but the phytotoxin catechin produced by the plant inhibits germination of its own seeds, so they will germinate in areas that lack mature plants.

Ecological amplitude and distribution
Large stands of spotted knapweed can occur in areas with few other invasive species already present. Suitable habitats include beaches, coastal dunes, cultivated fields, old fields, grasslands, shrublands, forests, woodlands, and roadsides, most of which are present to some extent at the SCA.

Spotted knapweed has been introduced to all northeastern states and provinces, and is present in all New York State PRISMs.

Difficulty of control
Seeds remain viable for up to eight years. There is no evidence for more than 10 years. Plants will regrow from extensive underground root systems.


text:
Final Fantasy V/Differences between versions

Translation
It should be noted that Final Fantasy V has undergone five English versions with three attempts at transcription. First, each version was apparently translated from the Japanese independently of the others; the Super FamiCom (SNES) version by a group known as RPGe, the PlayStation version by Electronic Arts in partnership with Squaresoft USA, and all subsequent releases by the combined Square Enix. The result is that dialogue scripts, place names, item names, enemy names, and character names differ from version to version. For dialogue sequences, the wording is different but the gist is pretty much the same. In most cases, names are either identical, for example Excalibur (SNES) = Excalibur (PS1) = Excalibur (GBA), or can be chalked up to limitations in Japanese orthography and variations in English spelling, for example Gala Cat (SNES) = Ghilacat (PS1) = Gaelicat (GBA). In some cases though, the translations are very different, for example Garkimasra (SNES) = Harpy (PS1) = Jackanapes (GBA). One confusing difference is that Potion (SNES & GBA) = Tonic (PS1) while Potion (PS1) = Hi-Potion (SNES & GBA).

Gameplay
The differences between the SNES and PS1 seem to be only in translation and minor differences between controls and screen layout, so they are essentially the same game. The GBA version has several additions though, which include:
 * 4 new Jobs.
 * An entirely new dungeon with new enemies and bosses
 * Additional Weapons and Armor.
 * Better graphics.

The mobile versions released for Android and iOS essentially take their cues from the GBA version, but the controls are optimized for the touchscreens of these devices. The in-game dialogue and character names appear to be faithful to the original Japanese script. These versions also add enhanced character renders in dialogue sequences, based on the original artwork of Yoshitaka Amano (e.g. Lenna's avatar has blonde hair in dialogue, though her sprite's hair remains pink). You can also save your recent data to a corresponding cloud account (Apple or Google) and transfer it to other devices on the same platform, a mobile exclusive.


text: Chibi-Robo!/Controls

title: Chibi-Robo!/Controls


text:
Chibi-Robo!/Tools

 * Chibi-Copter
 * Used for mobility

 * Chibi-Blaster
 * Used for combat

 * Chibi-Radar
 * Toothbrush
 * Map
 * Used for navigation

 * Spoon
 * Squirter

title: Chibi-Robo!/Tools


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Chibi-Robo!/Outfits

 * Drake Redcrest Suit
 * Trauma Suit
 * Ghost Suit
 * Tao Suit
 * Frog Suit
 * Pajamas
 * Super Chibi-Robo Suit

title: Chibi-Robo!/Outfits


text:
Chibi-Robo!/Stickers

Stickers

 * Giga-Robo
 * Utilibot
 * Frog
 * Bluebird
 * Mr. Prongs
 * Drake Redcrest
 * Free Rangers
 * Captain Plankbeard
 * The Great Peekoe
 * Sunshine
 * Mort & Princess
 * Queen Spydor
 * Kid Eggplant
 * The Great Peekoe
 * Sunshine
 * Mort & Princess
 * Queen Spydor
 * Kid Eggplant
 * Queen Spydor
 * Kid Eggplant
 * Kid Eggplant
 * Kid Eggplant
 * Kid Eggplant

title: Chibi-Robo!/Stickers


text: User:はるき にゃん

title: User:はるき にゃん


text:
Skaneateles Conservation Area/Invasive species/Centaurea stoebe

Centaurea stoebe ssp. micranthos (spotted knapweed)
Spotted knapweed is one of several knapweeds (Centaurea spp.) present at the Skaneateles Conservation Area.

Ecological impact
Centaurea stoebe ssp. micranthos (spotted knapweed) is better adapted for extracting nutrients from the soil than are native species. Spotted knapweed alters the ecology of the ecosystem as it invades. Native species in areas where spotted knapweed occurs tend to have network root systems and as these species decline, their network root systems are replaced by the knapweed's taproot system. This taproot system alters the soil by lowering its water holding capability and increasing soil erosion.

Spotted knapweed can significantly impact the herb layer by increasing its height and density. It often occurs in open dry sandy areas where the herb layer is low and/or sparse.

Biological characteristics and dispersal ability
Centaurea stoebe ssp. micranthos (spotted knapweed) plants can produce up to 600 seeds or more with high viability and are self-compatible. Achenes are small, and long distance dispersal can either be passive (wind) or active (birds, rodents). Readily spread by vehicles and contaminated seed and hay supplies. Forms a dense layer above shorter vegetation, especially on low nutrient soils that generally support a low, sparse herb layer of native plant species

Spotted knapweed is also reported to be allelopathic. It will germinate in existing vegetation, but the phytotoxin catechin produced by the plant inhibits germination of its own seeds, so they will germinate in areas that lack mature plants.

Ecological amplitude and distribution
Large stands of spotted knapweed can occur in areas with few other invasive species already present. Suitable habitats include beaches, coastal dunes, cultivated fields, old fields, grasslands, shrublands, forests, woodlands, and roadsides, most of which are present to some extent at the SCA.

Spotted knapweed has been introduced to all northeastern states and provinces, and is present in all New York State PRISMs.

Difficulty of control
Seeds remain viable for up to eight years. There is no evidence for more than 10 years. Plants will regrow from extensive underground root systems.


text:
Skaneateles Conservation Area/Invasive species/Centaurea jacea s.l.

Centaurea jacea s.l.
The Centaurea jacea complex includes the following knapweed species:
 * Centaurea jacea (brown knapweed),
 * Centaurea nigra (black knapweed),
 * Centaurea nigrescens (tyrol knapweed),
 * Centaurea × moncktonii [C. jacea × C. nigra] (meadow knapweed).

These taxa can be difficult to differentiate, and all are known to hybridize with one another.

It is clear that one or more of these species are present and indeed widespread at the Skaneateles Conservation Area (SCA).

Ecological impact
The Centaurea species in this group can increase the density in the herb layer and larger stands clearly reduce the number of individual native plants.

Biological characteristics and dispersal ability
The Centaurea species in this group are perennial plants that can produce hundreds or up to a thousand seeds on a single plant. The seeds are small, light and flat. Dispersal could be passive (wind) or active (animal). Seed can be spread in contaminated hay or seed mixtures and by mowing equipment.

Ecological amplitude and distribution
Suitable habitats for the Centaurea species in this group include cultivated uplands, grasslands, old fields, forests, woodlands, and roadsides, all of which are present at the SCA. Large stands at and around the SCA have been noted with both native and other invasive species already present.

The native range of these knapweeds (Europe) contains climate similar to that of Central New York. They are present in all northeastern states and provinces and in all New York State PRISMS.

Difficulty of control
Seeds are assumed to remain viable for at least a year, unlikely up to 10 years.

Regrowth of these knapweeds is from ground-level meristems rather than from extensive underground root systems, but plants can still be difficult to pull up dig. Multiple herbicide treatment may be required to eradicate stands.


text:
A Traveler's Guide to the World of Pokémon/Kanto/Pewter City

Pewter City (ニビシティ) is located in northwest Kanto, between Viridian Forest and Mt. Moon. It is the second nearest city to Pallet Town, hometown of the anime character Ash Ketchum. The Gym leader of the Pewter City Gym is Brock, who in the anime joined Ash in his quest. Brock trains Rock-type Pokémon and owns a Geodude and Onix.

Overview
Pewter City is the first available city with a Gym Leader in the Red, Blue, Yellow, FireRed, and LeafGreen Pokémon video games and appears in Gold, Silver and Crystal after completion of the Pokémon League. Brock is the Pewter City Gym Leader specializing in Rock-type Pokémon. Pewter City is also famous for its museum. The museum exhibits Pokémon fossils that were found at Mt. Moon. The museum is closed in the Gold and Silver versions due to renovations.

The Museum
The Museum is one of the main attractions of Pewter City. It has a 50 admission price. On the first floor are the fossils of Aerodactyl and Kabutops. The second floor features a space exhibit with a large Space Shuttle Columbia model on display (in Pokémon FireRed and LeafGreen, it will just be a generic space shuttle due to the then recent STS-107 failure). You can also see Moon Stones that are rumored to have come from the moon. Once you have received HM01 (Cut) and defeated the Cerulean Gym Leader, Misty, you can sneak into the museum through the side. After you talk to the scientist next to the stand, he will secretly give you Old Amber, which you can take to Cinnabar Island and use to bring Aerodactyl back to life.

The Path to Mt. Moon
Pewter City is along the path to Mt. Moon, which contains a variety of Pokémon, including the rare Clefairy. Clefairies are rumored to dance on Monday nights, though they avoid humans.

Pewter City (Anime version)
The first citizen Ash and Misty meet is Flint, Brock's father, unknown to Ash at the time. The Pewter City Pokémon Center is where Ash gets this idea for the Kanto League. Either at the form mention cafe of the P.C. or a fast food joint, Ash leaves Misty stuck with the bill. The Gym is inside a giant Petwer-like rock, where Ash had his battles with Brock. Also not too far away, in a Japanese-style house that home to Brock and his family.

In the Pokémon Chronicles episode, "A Family That Battles, Stays Together", Brock returns home to find out that his mom has become a water trainer. He then has to help his brother to save the Gym. He does and he gives his brother Forrest a few of his Pokémon including Onix, Geodude and Crobat.

Ash, May, Max and Brock make a stop at Pewter City on the way to their final Battle Frontier area and have to protect the gym from Team Rocket. It seems that Brock's mother painted over inside and outside of the Gym.

Demographics
The population of Pewter City is 23.


text:
A Traveler's Guide to the World of Pokémon/Sevii Islands

The Sevii Islands (ナナシマ) is a region in the fictional Pokémon universe, introduced in the Pokémon FireRed and LeafGreen video games. The name would imply that there are seven islands in the Sevii Islands, but there are in fact nine islands in total, two of which (Navel Rock and Birth Island) are only accessible through special promotions, or by using a cheating device like Gameshark or Action Replay. Like the Kanto, Johto, Hoenn, and Sinnoh regions, the Sevii Islands are based on real-life locations, this time on the Izu and Bonin Islands, off the south coast of Tokyo.

According to an old lady on Quest Island, the islands were named such because they were formed in seven days. The name is probably a portmanteau of "seven" and VII (Roman numerals for seven).

On these islands, one can catch wild Johto Pokémon and four legendary Pokémon, none of which are available in Pokémon Ruby and Sapphire.

Islands 1-3
These islands are accessible after the player defeats the seventh gym leader, Blaine. At that time, Bill will give the player a Tri-Pass at Cinnabar Island. The islands can be revisited by using the Tri-Pass in Vermillion City where the S.S. Anne was docked. No Johto Pokémon can be obtained from Islands 1-3 until the player has defeated the Elite Four.

One Island
One Island or Knot Island is the biggest island. This island's Pokémon Center has a large machine that enables the player to trade with Pokémon Ruby, Sapphire, Emerald, Colosseum, and XD. To unlock trading, the player must retrieve two key items: the Ruby item and the Sapphire item. The player gives the items to Celio, a Pokémaniac and friend of Bill, inventor of the PC storage system. After the player has beaten the game once, he or she can obtain the two items, give them to Celio, and unlock trading between the games.

To the north is a place called Mount Ember. In FireRed and LeafGreen, the Legendary Pokémon Moltres has moved to this location. The Ruby item is also in Mount Ember. After beating the Elite Four, Slugma can be caught on Mount Ember.

Two Island
Two Island or Boon Island is a small island. One house houses the Move Maniac, a person who can teach moves to the player’s Pokémon. Island Two is also home to a Game Corner, where players use the Game Boy Advance Wireless Adapter to play against their friends in two mini-games, Dodrio Berry Picking and Pokémon Jump. At the north end of Cape Brink, an old lady in a house will teach the player's starter Pokémon a special move if it is friendly towards the player; Frenzy Plant for Venusaur, Blast Burn for Charizard and Hydro Cannon for Blastoise.

Three Island
Three Island or Kin Island has a biker gang called the Kanto Rider Federation that the player needs to defeat. The player is searching for a lost girl named Lostelle on this island. After venturing into the forest, the player finds Lostelle under attack by Hypno. After saving the girl, the player can access the mini-games on Two Island. After Beating the Elite 4, Dunsparce can be found in a previously inaccessible patch of grass.

Islands 4-7
These islands are accessible after defeating the Elite Four, getting the National Pokédex, and getting the Ruby from One Island. Celio will give the player a Rainbow Pass.

Four Island
Four Island or Floe Island is the birthplace and home of Lorelei of the Elite Four in Kanto. Despite being within a supposedly tropical area, it contains the Icefall Cave, which, as the name suggests, is a frozen cave to the east. There is also a day-care center, which can hold two Pokémon at once, allowing the player to breed for Pokémon eggs. Within Icefall Cave, the player teams up with Lorelei in fighting off Team Rocket, who are threatening the peace on the island.

Five Island
Five Island or Chrono Island is very small. This island is home to the Team Rocket Warehouse. After obtaining the Sapphire item in the Dotted Hole, the player must chase it back to the Warehouse where a Team Rocket professor who stole it from the player is keeping it. It is vital for compatibility with Ruby, Sapphire and Emerald. South of the Warehouse is a memorial pillar for a boy's dead Onix. Five Island has a sea route known as Water Labyrinth in which Hoppip can be found. In this area, the player can receive an egg which hatches into Togepi. East of the Water Labyrinth there is an expensive resort called "Resort Gorgeous".

East of Resort Gorgeous, there is a cave known as the Lost Cave (reminiscent of The Legend of Zelda’s Lost Woods), a maze where Murkrow appear in Pokémon FireRed and Misdreavus appear in Pokémon LeafGreen. At the bottom of this cave is a lost girl named Selphy from Resort Gorgeous. She reacts with hostility and engages the player. Once defeated, the player is transported back to Resort Gorgeous, where she will ask to see a random Pokémon. If presented, she will give the player a random item which can be sold, or a Luxury Ball. If the player returns to the room in the cave where Selphy was afterwards, a Silk Scarf can be obtained there.

This island also is host to the Rocket Headquarters, where the handful of remaining Team Rocket members reside. They are surprised to learn that the player has defeated Giovanni and that the Team Rocket syndicate has been disbanded.

Six Island
Six Island or Fortune Island is another large island. It has a forest called Pattern Bush, which has lots of Pokémon trainers and the location of Heracross, Ledyba and Spinarak. There are ruins to the south, which contain Yanma, Natu, Wobbuffet and Sentret. There is a mysterious building which has Braille encrypted that says cut to get in where the Sapphire is found but the Sapphire is stolen by a Team Rocket scientist. There is also Altering Cave, which shifts catchable Pokémon depending on the Mystery Events. Initially, only Zubat can be found in this cave. Mystery Gift can cause Shuckle, Aipom, Mareep, Stantler, Teddiursa, Houndour, Pineco, and Smeargle to appear, which are all exclusive to this area (except in Emerald, in which these Pokémon are encountered in the new area of Safari Zone).

The Sapphire item is originally located in the Dotted Hole on this Island.

Seven Island
Seven Island or Quest Island is one of the major islands. To the north is the Trainer Tower, which is similar to the Battle Tower in Pokémon Ruby and Sapphire and Trainer Hill in Pokémon Emerald.

In the Trainer Tower the player battles through a number of opponents to get a prize at the end. There are four different types of battles: Single, Double, Knockout, and Mixed. Every time one clears all the trainers on one floor, Pokémon can be healed on the first floor before proceeding.

To the south, the Island contains Sevault Canyon, a location with high-level Pokémon and trainers. Further on south is Tanoby Ruins, where wild Unown reside. The player must first complete a puzzle in the Tanoby Key for the Unown to appear.

There is also a house in the main town that looks plain enough, but inside there is a stack of boxes blocking a doorway. In the Japanese versions, the door is not obstructed, and is used for e-Reader compatibility.

Secret Islands
These two islands are only accessible through special events. The player must have gone to a Nintendo event, or they can alternatively use a cheating device such as a Gameshark or Action Replay - although the latter may cause corrupted game files if used with the North American version of the game. These islands are also accessible in Emerald.

Navel Rock
Players need the Mystic Ticket to enter this island. Navel Rock has only one cave, inside of which there are two Legendary Pokémon: a level 70 Ho-Oh and a level 70 Lugia. Ho-Oh is found on the summit of the tall island, while Lugia is on the bottom, in a pool deep underground.

Birth Island
Players need the Aurora Ticket to access this island. Birth Island is shaped like a triangle, and on it there is a smaller triangle which the player can move around. After solving this puzzle, a Deoxys (Level 30) appears. It will have an attack stat increased for FireRed, defensive stat increased for LeafGreen, and a speed stat increased for Emerald. Deoxys will change form depending which game it is in. This is also one of the few places in Pokémon where background music does not play, alongside to the Cave of Origin in Ruby and Sapphire.


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A Traveler's Guide to the World of Pokémon/Regions/Kalos

Kalos is a fictional Pokémon region loosely based on France in real life. It is featured in Pokémon X & Y, as well as in the Pokémon Anime.

Locales

 * Geosenge Town


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A Traveler's Guide to the World of Pokémon/Regions/Orre

Orre is a fictional Pokémon region loosely based on Arizona in real life. It is featured in the GameCube Pokémon RPGs.


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A Traveler's Guide to the World of Pokémon/Regions/Galar

Galar is a fictional Pokémon region loosely based on parts of Great Britain in real life. It is featured in Pokémon Sword and Shield, as well as in the Pokémon Anime.


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A Traveler's Guide to the World of Pokémon/Regions/Alola

Alola is a fictional Pokémon region loosely based on parts of Hawaii in real life. It is featured in Pokémon Sun and Moon, Pokémon Ultra Sun and Ultra Moon, as well as in the Pokémon Anime.


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A Traveler's Guide to the World of Pokémon/Regions/Unova

Unova is a fictional Pokémon region loosely based on parts of the New York City metropolitan area in real life. It is featured in Pokémon Black and White, Pokémon Black 2 and White 2, as well as in the Pokémon Anime.


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Quest for Glory/Basics

Character classes
There are three primary character classes present throughout the entire series: the Fighter, the Magic-User (Wizard), and the Thief. A fourth class, the Paladin, is introduced in the second game and is playable by importing a character in the third through fifth games, or changing a fighter to a paladin in the third game. Each class's unique skills and specialized traits give them different solutions to puzzles and tactics in combat.

The Fighter specializes in combat. He can wield the most powerful weapons and wear the heaviest armor, and in most games is the only class that can parry attacks. A Fighter is generally not especially agile or intelligent, and must often resort to violence or brute force to solve puzzles. When presented with a dangerous hazard or trap, the Fighter's only course of action may be to simply take damage from it and continue onward. A Fighter's best way to open a locked door or chest is to find the key or, if possible, break it open.

The Magic-User (who becomes the Wizard during the second game) is the only class that can cast magical spells by default. The Magic-User's spells give him a number of unique options in and out of combat, but he is limited by his weaker physical statistics. The Magic-User's spells can partially duplicate the abilities of other classes: offensive spells deal damage comparable to that dealt by a Fighter, and several spells partially mimic the skills of the Thief. However, the Magic-User's spells consume an amount of mana, or magic points, comparable to the spell's power.

The Thief specializes in a broad range of non-combat skills. He can pick locks, disarm traps, climb, and sneak, and in later games can perform acrobatic feats and pick pockets as well. The Thief is not as physically frail as the Magic-User, but he is still significantly weaker than the Fighter and lacks the Magic-User's damaging and stunning spells. A Thief's best option in combat is to not enter it, usually by sneaking around or hiding from powerful foes and by killing weaker opponents with thrown daggers and other projectiles. When forced to enter combat, a Thief's superior agility allows him to dodge attacks more easily than the other classes. A Thief can accumulate a greater amount of money earlier in the game than a member of the other classes, but is usually unable to use this money to gain a significant advantage in either of his weaknesses. A Thief is best served in a town or city by finding local thieves (usually in the Thieves' Guild), with whom stolen goods may be fenced and new equipment purchased.

The Paladin shares aspects of both the Fighter and Magic-User, as well as some useful abilities of his own. Like the Magic-User the Paladin can learn and cast spells, and like the Fighter the Paladin can use the strongest armor and weapons. The Paladin also gains many useful abilities, such as sensing danger and being warned in advance, performing healing, gaining additional offensive and defensive powers with a flaming sword and honor shield, and in the fifth game the Paladin gains a slew of additional spells.

Hybrid Characters
For the purpose of creating hybrid characters, you can add certain skills at the beginning of the game by spending points to create a skill that class did not have before. Adding the magic skill for example will allow a character to learn virtually all the spells in the series. However, such a character will not be able to learn the zap spell until the second game, and the resistance and juggling spells can not be learned until the fifth game with a hybrid character. In addition a character who only adds the magic skill can never learn summon staff in the third through fifth games, or thermonuclear blast in the last game, as well as the ritual of release spell which only shows up in the fourth game.

Adding the pick locks skill will allow a character to make the thief sign and perform thieving actions in the first through fourth games. The character will also get a free lockpick or toolkit in most of the games for having the skill, including the fifth. The fifth however requires more thief skills (likely stealth) as well in order to be able to perform the thief sign and enter the theives guild (but still not the class).

In short, if you add the pick locks skill you will be able to do virtually all thief quests until the last game where more is required, and if you add the magic skill you will be able to learn virtually all the magic spells provided you add the skill from the second game or earlier.

Character statistics and skills
Character statistics are divided into four areas: Attributes, which every character has; Skills, which are specific by character class; Points, which are derived from the character's attributes and are temporarily decreased through damage or activity; and Scores, which are derived from his actions in the game. Each Magic-User spell also has its own rating and effectively functions as a distinct Skill.

The Quest for Glory series does not use character levels; instead, statistics increase when used. Some actions can increase multiple statistics; for example, dodging in combat can increase both the Agility attribute and the Dodge skill. A failed attempt to use a statistic usually helps to raise the relevant statistic, especially if a high value in that statistic is needed to solve a particular puzzle.

Attributes
Attributes are default statistics, similar to ability scores in Dungeons & Dragons. The attributes are:
 * Strength affects the damage that the character deals in combat, as well as his maximum carrying capacity and his maximum Health Points. It also affects his ability to move, lift, bend or break heavy or durable objects.
 * Intelligence affects the ability to cast spells, and also affects his maximum Mana/Magic Points. It sometimes factors into the ability to solve puzzles, although puzzle-solving is usually left entirely to the ability of the player, not the character.
 * Agility affects defensive combat actions (especially Dodge), the success of specific skills (specifically Thief skills), and maximum Stamina Points.
 * Vitality affects the character's ability to take or resist damage: higher Vitality means lower damage dealt by most attacks. Vitality also has the greatest effect on maximum Health and Stamina.
 * Luck affects nearly every action and random effect. Almost every action can increase a character's Luck, although some (for example, gambling) increase it more quickly than others.
 * Communication affects the character's ability to influence others socially, and is most directly affected during the course of haggling over prices in shops. This attribute is not present in the first game and is removed in the fifth game.
 * Honor it is derived from the character's actions in the game. Honor is increased by helping others and, to a lesser extent, by defeating dangerous monsters.  It is decreased by stealing, lying, harming the innocent, and committing other selfish acts.  Honor is the Paladin's associated attribute, and it affects his Paladin-specific abilities as a Wizard's spells are affected by his Intelligence and Magic statistics.  This attribute is not present in the first game.

Skills
Skills are statistics that can only be used if learned. Some Skills are by default only available to members of certain character classes; others are available to two or more classes, but with some classes having higher default values than others. For example, each class automatically has the Weapon Use and Dodge skills; the Fighter has the highest default value of Weapon Use, the Thief the highest Dodge, and the Magic-User/Wizard the worst of both.

Skills available in every game include:
 * Weapon Use is the ability to deal damage with a weapon in combat. This is the Fighter's primary skill, although it is available to all classes.
 * Dodge is the ability to avoid enemy attacks. The Thief and Magic-User/Wizard are more reliant on this skill than the Fighter, who can parry attacks.
 * Parry is the ability to block enemy attacks, either with a shield or a weapon. The greater the skill, the less damage is taken when parrying.  The Fighter is the only class who can use this skill by default.
 * Stealth is the ability to sneak and hide. In addition to the ability to sneak around or hide from visible enemies, sneaking through the wilderness can prevent random monster encounters.  The Thief is the only class that has this skill by default, and in many situations cannot survive unless his Stealth skill is above a certain threshold.  Beginning in the fourth game, the Wizard can mimic this skill with the Hide spell.
 * Lockpicking is the ability to open locks and disarm traps. The Thief is the only class that has this skill by default.  Failing to pick some locks can result in the Thief being caught and arrested or attacked; failure to disarm some traps can result in the trap triggering.  Some locks cannot be picked (for example, if they are barred from the inside), although the attempt to pick them can still improve the character's skill.  Some games have specific puzzles that must be solved in order to disarm traps.  A Magic-User can mimic this skill's effects with the Open spell.
 * Throwing is the ability to throw rocks, daggers, spears, and other projectiles. This skill is available by default to the Fighter and Thief.  Character without Force Bolt should always carry a small supply of rocks, which can be obtained in most outdoor areas by typing "pick up rocks" or "get rocks" or by clicking on the ground, depending on the game.  Thieves (and Magic-Users with this skill) should carry several extra daggers at all times, but need to make sure to never throw their last dagger, as thrown daggers may not be retrievable.  Beginning in the second game, the Magic-User/Wizard can mimic the effects of throwing a rock (but with greater damage) with the Force Bolt spell.
 * Climbing is the ability to climb up and down walls, tress, and other scalable surfaces without falling. Some surfaces are only scalable on specific areas, which can only be found by trial and error.  Magical ropes that can be use only for climbing are available in some games, but usually only to the Thief.  A Wizard can mimic this skill with the Levitate spell. Thieves begin with this skill and Fighters gain it in the fourth game.
 * Magic is the ability to cast magical spells. In general, the character's skill in a specific spell is required for using the spell to solve puzzles, but both the Magic skill and the character's skill in the spell factor into its general effectiveness.  This skill is the only skill that is only available by default to the Magic-User/Wizard.  The Magic skill affects the character's maximum Mana/Magic Points.  Although the Paladin can cast Paladin-specific spells, these spells do not use the Magic skill and do not drain Mana Points.

Skills that are only available in specific games include:
 * Acrobatics is introduced in the fourth game. It represents the character's ability to leap, roll, and somersault.  The Thief is the only character to begin with this skill by default, and he has it automatically at the beginning of the game.
 * Swimming is introduced in the fifth game. The higher this skill, the less stamina the character uses while swimming, and the longer he can hold his breath.
 * Pickpocketing is introduced in the fifth game, although the Thief can perform somewhat similar actions in previous games. Successful use of the skill allows the character to steal from non-hostile characters without being caught.

Points
Points are statistics that are derived from other statistics. Points are listed as current/maximum (for example, 50/60). Points that are used up are regained gradually over time, especially while the character is not engaged in any actions that might drain the relevant type of points. Resting regains a few points of each type, and sleeping restores all (or sometimes only most) of them. Stamina is regained at a faster rate than the other two types of points. The three types of points are:
 * Health Points represent the character's well-being. Damage from nearly every source decreases this; many forms of damage, especially later in each game, will kill the character regardless of his current Health.  Maximum Health is one-third of Strength plus two-thirds of Vitality.
 * Stamina Points represent the character's physical potency. Stamina is reduced by committing strenuous physical activities.  If an action would reduce the character's Stamina but his current Stamina is zero, he will either be unable to perform the action, or the action will instead reduce his Health.  Maximum Stamina is one-half of Agility plus one-half of Vitality.
 * Mana Points (in the first game, Magic Points) represent the character's reserves of magical energy. Each spell drains a specific amount of Mana.  In later games, a Wizard (and only a Wizard) can create a Magic Staff, which reduces the number of points used in casting a spell.  Maximum Stamina is one-half of Agility plus one-half of Vitality.

Scores
Scores are points gained from certain in-game actions. There are two types of scores:
 * Puzzle Points are gained upon the completion of specific actions, with some granting more than others. Each game has a maximum number of Puzzle Points that can be gained (typically 500).  Each class's unique puzzles, side quests, or challenges grant points, as do general puzzles that can be solved by any character.
 * Experience is a general indicator of how many opponents or challenges the character has overcome. In the first game, it determined when certain monsters started appearing more often (around 1000 or more would result in Mantrays, Cheetaurs, and Sauruses Rex being encountered during the daytime as well as at night).  It was removed from the third and fourth games in the series.

Magic
Spells introduced in Quest for Glory I:
 * Calm (4 points): Calms a creature that is not in combat. Calmed creatures usually stand in place briefly before resuming their pursuit.  Some creatures cannot be calmed; others will be put to sleep by this spell.  Attacking a calmed creature caused them to resume pursuit as well.  Beginning in the second game, Calm can be used to calm, but not eliminate, environmental conditions like wind and fire.
 * Dazzle (3 points): Blinds and stuns a creature. Less effective and versatile than Calm.
 * Detect Magic (2 points): Makes magical effects known to you, and concealed magic visible. Some enchanted creatures and objects cannot be properly interacted with unless this spell is used first.
 * Fetch (5 points): You draw a palm-sized visible object to yourself. Objects that are guarded or in motion are much more difficult to affect.  Rarely, this spell can be used to move an object rather than bringing it to you.
 * Flame Dart (5 points): Shoots a small ball of fire at a target. The only non-combat offensive spell available in the first game.  Its ability to create fires at a distance is necessary in each game for solving certain puzzles.  Its combat value is reduced by the presence of more powerful spells in the third game onwards.
 * Open (2 points): You can open doors, locks, chests, knots, and numerous other objects and barriers. Any locked object that a Thief can open via lockpicking can be opened via Open, although the spell also affects a number of other objects.
 * Trigger (3 points): You trigger existing magical spells and effects. Sometimes redundant with Detect Magic in its ability to reveal hidden magic.  Triggering certain enchanted objects can destroy the object.  Rarely, triggered spells are entirely detrimental to the player, although in this case they are usually instantly fatal as well.
 * Zap (3 points): Your handheld weapon is charged with magical energy, dealing extra damage on the next single attack. In the first game, this is the Magic-User's only starting spell.

Spells introduced in Quest for Glory II:
 * Force Bolt (6 points): A ball of telekinetic force strikes a target. This spell functions similarly to Flame Dart, but instead of burning objects, it can break or move them.
 * Levitate (7 points initially, more over duration): The caster raises into the air. This spell surpasses the effects of the Climb skill, as it does not require an adjacent scalable surface, although there are few uses of the spell that are not located in just such a position.  If levitating in place (for example, to avoid something that is moving underneath), the spell drains an additional 7 Mana Points every few seconds.
 * Reversal (8 points): Spells that target you are reflected away, usually but not always returning to strike the caster. If a Wizard with Reversal casts a spell at another Wizard with Reversal, the spell may ricochet away from the double-Reversal or fail to be reflected from the caster, depending on the game. Reversal does not reflect area effect spells such as Frost Bite and Dragon Fire.

Spells introduced in Quest for Glory III:
 * Juggling Lights (8 points): Lights up dark areas, including magical darkness.
 * Lightning Ball (10 points): Hurls a ball of electricity at a target. It does more damage than Flame Dart, but costs twice as much Mana to cast.  Almost never necessary to solving puzzles.
 * Summon Staff (5 points): Summons a magical staff, which disappears when the caster moves from his current position. While the staff is present, spells cost no Mana to cast, although the caster's skill in any spells that are cast in this manner will not increase for the duration.  If Trigger is cast on a Magic Staff, it may be destroyed.  In each of the games in which a staff may be summoned, it must first be either crafted or earned.

Spells introduced in Quest for Glory IV:
 * Aura (8 points): Provides partial (but not complete) protection from certain life-draining abilities of undead creatures and related areas.
 * Frost Bite (15 points): Inflicts cold-based damage on a creature. Frost Bite affects an area, and cannot be reflected by Reversal.  The undead are immune to cold.
 * Glide (10 points): Allows the caster to slide across the surfaces of bodies of water, including swamps. Unavailable in the fifth game.
 * Hide (6 points): Turns you invisible while you remain stationary.
 * Protection (7 points): Reduces damage taken by physical (not magical) attacks.
 * Resistance (10 points): Reduces damage taken by spells using natural elements, such as fire, ice, and lightning. In the fourth game, it is only available when holding the Magic Staff, so in effect in never costs any points, despite its listed cost.  It can be used normally in the fifth game.
 * Ritual of Release (20 points): Releases a spirit from servitude. Although the spell can be ineffectively cast to increase its skill, it can only actually be used at one particular time, and is unavailable in the fifth game.

Spells introduced in Quest for Glory V:
 * Augment (20 points): Amplifies the power of the next one spell that you cast.
 * Boom (30 points): Creates a skull that remains until any creature (including you) approaches it, at which point it explodes.
 * Dragon Fire (100 points): Conjures a massive burst of fire. It's not affected by Reversal, and is dangerous to use since if you target near yourself you can easily burn yourself to a crisp.
 * Fascination (20 points): Creates lights that attract unintelligent opponents before exploding.
 * First Aid (10 points): Heals the target by 100 Health Points.
 * RIP: Lets you rest peacefully while exploring the map.
 * Shrink (50 points): Reduces the size of an enemy. Some enemies will flee if this spell is cast on them.
 * Thermonuclear Blast: Destroys everything nearby, including the caster.
 * Whirlwind (15 points): Stuns and deals some damage to a creature.

Paladin Abilities
From the third game onward, Paladins also gain some additional abilities depending upon their honor level. These skills include:

From the third and fourth games:

 * Sense Danger: A paladin will be given advanced warning if he's about to encounter a monster in combat, or receive a description of a dangerous element in gameplay.
 * Flaming Sword: A paladin using a paladin sword will find the sword engulfed in blue flames, and its damage will be affected by the Paladin's honor.
 * Healing: Paladins can expend some of their stamina to restore their health.
 * Honor Shield: Paladins will gain improved defense with high enough honor.

In the fifth game:

 * Holy Strength Functions by taking away stamina and raising the strength stat
 * Magic Ward Functions by taking away magic damage from stamina when used.
 * Destroy Undead Destroys undead at a slight cost to stamina. Extremely useful against undead monsters.
 * Peace Calms enemies nearby and allows a Paladin to escape peacefully
 * Sense Aura Allows a Paladin to examine the thoughts and impressions of a character, does not work on every character however and often just gives some general feedback on the area.
 * Awe Allows a Paladin to send enemies running from his awe-inspiring presence.

Inventory
The amount the main character can store in his inventory is determined by his strength attribute. Each item has a specific weight, and the character has a limit as to how much weight he can hold depending upon what his strength is. Unlike other adventure games this can mean there is a disadvantage to simply picking up everything you see, and unlike other RPGs carrying 99 of every healing item can be ineffectual, since if you're carrying more than your limit your stamina will quickly be drained.

Some games also feature a safe treasure chest in an inn where items can be stored when they are not in use, and this chest can be returned to in order to store and pick up items. Items can also be dropped to remove them from the pack all together. In the earlier games this can lead to some amusing death scenes, but the later games usually prevent you from attempting to store or drop an item which will prove essential.

Inventory items may be combined with other items, used in isolation, or used with other objects and characters to create effects and solve puzzles. Depending on the type of puzzle it may be solved by using a specific item, using a certain skill that is sufficiently built up, or casting the right spell. Some puzzles are particular to a certain class, and some can be solved by all classes in different ways.

Combat
Damage can be dealt by casting spells for a wizard, attacking with a weapon for all classes but primarily fighters, and throwing weapons from a distance for some classes but primarily thieves. Some monsters may also be defeated through quest related means, and depending upon your class you may gain more points by fighting a monster or placating it somehow. Fighters usually gain points from defeating every type of monster in combat. Monsters can often be looted for money and items.

Time
Everything in the games takes place on a time scale going from morning, afternoon, evening, and night. Certain shops will only be open certain times of the day, and different sets of monsters generally appear during the night or daytime. Most characters can only be contacted during the day, although specific events happen at night, or after midnight. The main character's stamina is drained and weakened if you choose to stay up all night without sleeping repeatedly, and enough exhaustion can kill you. In the later games different events happen on different days as well, with scripted events taking place on specific days or the plot developing as time progresses.

The phrase "You are getting tired" always occurs when the game's internal timer reaches midnight.

Communication
Communication can take two forms: asking a character in the game about a topic, or telling them about a topic. In the early games this was done by typing in topics you would want to ask or tell them about, in the later games conversation was changed to a tree of topics in a menu, and activating certain events in the game would increase the number of topics you would be able to ask other characters about or tell them about. The response other characters give to how well you communicate is partially dependent upon your communication skill in the second through fourth games, and your ability to bargain is also affected by that skill.

title: Quest for Glory/Basics


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Quest for Glory/Games

 * Quest for Glory I: So You Want To Be A Hero?
 * Quest for Glory II: Trial By Fire
 * Quest for Glory III: Wages of War
 * Quest for Glory IV: Shadows of Darkness
 * Quest for Glory V: Dragon Fire

The games were known to get released quite untested (which, especially in the fourth game, sometimes even prevented finishing the games), but over the years it was fans that released fixes and patches. The GOG version already contains most external fixes, while playing the games in ScummVM solves even further issues. Prior to that, it was highly suggested to collect fixes from places such as Quest for Glory Updates and Patches for Sierra SCI games.

AGD Interactive released a VGA remake of Quest for Glory II as well.

title: Quest for Glory/Games


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Pokémon Red and Blue/Version Differences

Pokémon not available
Some Pokémon are exclusive to either Pokémon Red or Pokémon Blue, and must be traded from another game if you have the other version.

Pokémon exclusive to Pokémon Red

 * 023 - Ekans
 * 024 - Arbok

 * 043 - Oddish
 * 044 - Gloom
 * 045 - Vileplume
 * 056 - Mankey
 * 057 - Primeape
 * 058 - Growlithe
 * 059 - Arcanine
 * 123 - Scyther
 * 125 - Electabuzz

Pokémon exclusive to Pokémon Blue

 * 027 - Sandshrew
 * 028 - Sandslash
 * 037 - Vulpix
 * 038 - Ninetales
 * 052 - Meowth
 * 053 - Persian
 * 069 - Bellsprout
 * 070 - Weepinbell
 * 071 - Victreebel
 * 126 - Magmar
 * 127 - Pinsir


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Pokémon Red and Blue/Introduction

Main Goals
The main goals of the player in this game are two:

 * Capture all 151 Pokémon in order to complete the Pokédex.
 * Win the eight Gym Badges from the Gym Leaders to access and win the Pokémon League.

Game Start
The player receives one Pokémon from Prof. Oak, which must be trained to make it stronger in order to defeat other trainer's Pokémon in battle or to weaken wild Pokémon which can be captured with a special artifact called Pokéball.

Every Pokémon that wins a battle receives Experience Points, which allow it to grow, achieving new levels, learning new, more powerful movements, and even evolving into greater, bigger Pokémon.

To help the trainer in his mission, there are objects which can be used to restore health to Pokémon or cure them from Special Conditions such as Confusion or Paralysis.

title: Pokémon Red and Blue/Introduction


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Mega Man X/Storyline

Dr. Thomas Light and the "Advanced Robot" project of the 21st Century
Dr. Thomas Light, the co-father of Light Labs and modern robotics (with Dr. Albert W. Wily), was the designer of many great inventions during his lifetime. He and Dr. Wily were responsible for the creation of the Robot Masters in the 2000s, a project which created artificial, humanoid beings with advanced AI that could complete very complex tasks unlike other, more simplistic robots. Thus, these inventions became the highlight of the career of Dr. Light, though Wily would revolt by the end of the decade (circa 2008), leading to nearly a decade of fighting between robots (and in some cases humans) known as the Wily Wars. It was during this time that Dr. Light converted one of the first Robot Masters, Rock, a helpful lab assistant, into a fighting robot known as Mega Man.

In his later years, sometime most likely in the 2020s (though this is not certain, yet this would make sense as Light was born circa 1958), Dr. Light worked on a project creating a far more advanced Artificial Intelligence. This project took a great deal of work, but in the end, Light produced an AI far more advanced than anything that the world had ever seen- yet the world of the current era would not see it. This AI possessed the ability to make its own decisions in life, to forge its own destiny, and even feel emotions. Thus, the being would not have to follow the laws of robotics like other artificial beings would.

Thomas Light did create a body for the artificial being that was somewhat similar to the original Mega Man in design, though of course quite advanced. Once the project was completed, he decided to seal it in a capsule for a period of 30 years, knowing that he would not live to finish his research on the project and to be able to determine whether or not it would be safe to introduce such an advanced being to the world. Thus, it was his hope that someone in the next half of the century would be able to unseal the being, whom he named Mega Man X, and learn from him and further continue his research.

Light included this message with X in the capsule:

APPROXIMATELY 30 YEARS WILL BE REQUIRED BEFORE WE CAN SAFELY CONFIRM HIS RELIABILITY. UNFORTUNATELY I WILL NOT LIVE TO SEE THAT DAY, NOR DO I HAVE ANYONE TO CARRY ON MY WORK. THEREFORE, I HAVE DECIDED TO SEAL HIM IN THIS CAPSULE, WHICH WILL TEST HIS INTERNAL SYSTEMS UNTIL HIS RELIABILITY HAS BEEN CONFIRMED. PLEASE DO NOT DISTURB THE CAPSULE UNTIL THAT TIME. "X" POSSESSES GREAT RISKS AS WELL AS GREAT POSSIBILITIES. I CAN ONLY HOPE FOR THE BEST.
 * "X" IS THE FIRST OF A NEW GENERATION OF ROBOTS WHICH CONTAIN AN INNOVATIVE NEW FEATURE - THE ABILITY TO THINK, FEEL AND MAKE THEIR OWN DECISIONS. HOWEVER THIS ABILITY COULD BE VERY DANGEROUS. IF "X" WERE TO BREAK THE FIRST RULE OF ROBOTICS, "A ROBOT MUST NEVER HARM A HUMAN BEING", THE RESULTS WOULD BE DISASTROUS AND I FEAR THAT NO FORCE ON EARTH COULD STOP HIM.
 * SEPTEMBER 18, 20XX
 * T.LIGHT

Light seals X in the capsule for an intended 30 years, but due to events unspecified by Capcom, X remains sealed in the capsule throughout the 21st century and into the early 22nd century until his discovery by an archaeologist named Dr. Cain in the ruins of Dr. Light's lab.

Dr. Albert W. Wily and the "Advanced Robot" project of the 21st Century
It should be similarly noted that during this time, around the end of the Wily Wars and during the next decade, Dr. Wily was working on a project to create an advanced robot as well with a truly advanced AI. This robot would be considered part of his Special Wily Series, or if some wish to classify it as such, the Rockman Killer Series (as its purpose was to destroy Mega Man).

Wily first experimented with this new project when he discovered a powerful element known as Bassnium, and through experimenting with what it can do with a power source, he created an accidental robot named Bass. Bass was an extremely powerful robot, who was accompanied by a robotic wolf-type robot named Treble, though in the end they never managed to defeat Mega Man.

Wily secondly created a robot known as the Robot King and sent him on a mission to take over the world, building a robotic utopia, but Bass in his arrogance to prove he was the strongest robot, joined Mega Man in toppling King, and thus King was defeated and joined Mega Man's side of the Wily Wars. Wily then revealed to Bass that King was designed in order to see whether Bass was the strongest creation or not.

Later, however, Wily does begin construction of a robot that he calls Zero, a robot infinitely more powerful than anything people had ever seen, and one that Bass describes upon seeing it as "girly." However, it is not specified by Capcom as to what happens to this robot after Wily finishes its construction, though later it is discovered in the early 22nd century.

The Greatest Archaeological Find of the 22nd Century?
It is not specified what happens to Dr. Light after he seals X in the capsule in the first half of the 21st century, though given his age at the time it would stand to reason that he died probably within the next decade or so. Still, this leaves questions as to what happened to Mega Man, Roll, Proto Man, and his other creations. Did they go to "live" with Dr. Sergi Cossack, Light's colleague and good friend who was a bit younger than he was? Capcom never has given an answer as to what happens in the nearly one-hundred years between the X series and the Classic series, so some of it is left to speculation and the imagination of fans.

What is known, however, is that somehow Dr. Light's lab ends up being buried underground during the mid-to-late 21st century (perhaps there is a war of some kind that destroys the city that Light Labs was located in?), and thus X, who was supposed to be reawakened within 30 years of being sealed, remains sealed up for far longer than intended.

It was then that a man by the name of Dr. Cain entered the scene. Dr. Cain was most likely born sometime in the mid-21st Century (he is depicted in the Mega Man X games as a man most likely in his mid-60s), and according to the manual of the games he was an archaeologist particularly interested in studying the Mesozoic Era. He was one of the foremost scientists of the later 21st Century (20XX), but it was not until the early 22nd Century (21XX according to the story of Mega Man X for the Super Nintendo) that Cain made the greatest discovery of his career.

Sometime shortly after the date 2114 AD, most likely 2115 AD (2105, 2109, 2114 is stated as the copyright information by the NOM Computers corporation on the computer upon which Cain is using, so his computer is most likely not brand-new but also not by any means outdated as he is a scientist, so the date 2115 is a safe bet to place the beginning events of the series), Dr. Cain comes upon the ruins of Dr. Thomas Light's lab while examining fossilized plant life from the Mesozoic Era. According to "The Journal of Dr. Cain", from April 10th to 14th of that year (21XX officially, though most likely 2115), Cain and his research/excavation team examined the ruins, and on the 14th they came across a capsule that contained an intact artificial being- Mega Man X. Cain read the research notes of Thomas Light, and after being aware of the warnings the good doctor left behind, he unsealed the capsule and activated X and held many conversations with him and was intrigued...

Mega Man X and the Reploids
According to Cain's journal, he continues to study X after he discovers him, and thus eight months after he and his crew came upon the ruins of Dr. Light's lab (December of 2115, though officially 21XX), Dr. Cain builds the first Reploid based on X's design. Reploids are artificial beings based on the design of Mega Man X, hence replications of his design. The first reploid he designed was called Sigma.

Sigma was the first Reploid to be created- a robot that, like X, was much more advanced than anything the world had ever seen. Sigma was based entirely on the design of X but with several modifications (essentially, Cain took the technology, such as the advanced AI, that was used to construct X, and "replicated" it to produce Sigma with variations).

The world was astounded by these new artificial beings, and thus, two months after Cain's creation of Sigma (February of 2116, officially 21XX), Dr. Cain opens the first Reploid assembly line and they start to become commonplace around the world.

However, only one month passes before Mavericks appear- those who willfully choose not to follow the laws of robotics (a condition that Dr. Light had warned about since these advanced artificial beings possessed complete and total free will). Thus, in March of 2116 (officially 21XX), Cain consented to the Council's wish and formed an elite group of military-type Reploids known as the Maverick Hunters, in order to quell the Maverick riots taking place. Cain places Sigma in charge of the Hunters one month later, in April of 2116 (officially 21XX).

At an unspecified date, Cain's team discovers the ruins of Dr. Wily's lab. The Maverick Hunters are sent to investigate, and upon entering they discover a reploid named Zero. Zero takes out many of the Hunters, so Sigma himself enters the ruins and goes to battle against the maverick, almost being defeated by him, but due to a malfunctioning crystal with a "Dr. W" logo on his head (revealed in detail in the section about Zero), Sigma overpowers and defeats him. The defeat spreads a virus to Sigma, which at first becomes known as the Sigma Virus, but later more accurately as the Zero Virus. Sigma brings Zero back to Dr. Cain at Hunter HQ and Cain repairs him and fixes him so that he will no longer go Maverick. Thus, Zero thenceforth becomes one of the leading Maverick Hunters.

The Maverick Rebellion
On June 4th, 2119 (4 years after X's discovery by Dr. Cain, officially 21XX), the first large-scale organized Maverick revolt occurs. The Council believes that some Reploids go "Maverick" because they freely choose to do evil (just as humans can choose to do so), thus they rebel against their human creators. However, it is suspected that Cain's replication of X's design to produce these artificial beings may have produced small quirks that causes them to malfunction. Additionally, there begins to be a hint of a computer virus infecting a few of these artificial beings, though the source of the virus is as of yet unknown.

Unfortunately, Sigma, the leader of the Maverick Hunters, goes missing and turns to lead the Mavericks! Thus, Dr. Cain turns to Zero, who had been training under Sigma's wing, and promotes him to be the leader of the Hunters. Thus, Zero takes X with him (who is reluctant to fight) and the two lead the Hunters off on a campaign as ordered by Cain and the government to stamp out the revolt before it gets out of hand and innocent lives are lost.

As it turns out, Sigma was possessed by the virus that he was infected with when he encountered Zero in the ruins of Wily's lab. X, who had been training under the wing of Sigma, and Zero are dispatched by Dr. Cain to suppress the revolt and bring Sigma and his cohorts to justice. X and Zero encounter Vile, a former Hunter of the 17th Unit, and in the end, Zero self-destructs to defeat him. X ultimately brings Sigma to justice and the rebellion comes to an end.

Six months later (December of 2119, officially 21XX), while the aftermath of the first large-scale revolt is still being cleaned up, a new band of Mavericks known as the X Hunters (Agile, Serges, and Violen) appear with the mission of getting revenge on X and the Maverick Hunters. Dr. Cain sends X and the Hunters out to defeat these new rebels and their army. X reassembles Zero's parts with Cain's help and the X Hunters are defeated along with the newly resurrected Sigma.

At an unspecified date, most likely the early-2120s (officially 21XX), Dr. Cain creates a Reploid scientist named Dr. Doppler with the goals that Doppler will be able to create an antidote for the Sigma Virus, suppress further Maverick rebellion, and be able to build a utopian society where humans and Reploids can live together in peace. However, after Doppler builds what is known as Dopplertown, he distributes a placebo virus and many of the Reploids begin to turn Maverick once again. Reploids start to join the Doppler Army with the intention of forming a Reploid-only utopian society. Thus, war starts to rage, and Hunter HQ itself is attacked. A distress call is sent out to X and Zero, and they are called to the scene. Working together, they take out Doppler's forces, and with Dr. Cain's assistance, they find his hidden lab/base and bring him to his senses. Cain and Doppler work together to form an anti-virus to destroy Sigma, and thus, they hoped he was gone for good.

The Reploid Wars of the 22nd and 23rd Centuries
At an unknown date, most likely the mid-2120s (officially 21XX), Cain Labs, Dr. Cain's scientific research institution, creates a Reploid Army to work together in complement with the Maverick Hunters, known as the Repliforce, to compensate for the failures of the Sigma and Doppler projects as well as uphold Reploid sciences. Colonel, General, and Iris are created by Dr. Cain to head up this new army. Zero starts to have feelings for Iris and they have a bond with each other.

Sometime after the creation of the Repliforce in the mid-2120s (officially 21XX), the Sky Lagoon, a city that floats above the ground, has its power source destroyed by Mavericks and comes crashing to the earth below and destroys the city below, killing millions of people. Repliforce immediately rushes to the city to help the survivors, but as they are the ones on the scene, some hostiles brand Repliforce as traitors and as the cause of the Sky Lagoon's plummet. Thus, reluctantly, the Maverick Hunter's and the Council have no choice but to declare the Repliforce to be Maverick, and as a result, the Repliforce gives many speeches throughout the world to the reploids about their unjust treatment from their human creators and their sympathists and receive a huge following. Many reploids agree, and what results is a full scale uprising that results in the beginning of what is known as the "Reploid Wars."

As a result of the battle between the Maverick Hunters and the Repliforce, the Hunters defeat the forces of the Repliforce and in the end, Colonel, General, and Iris are all destroyed with Zero being emotionally hurt by Iris' death. Sigma is revealed to have been pulling the strings behind the whole fiasco and X and Zero put an end to him before he can use a giant satellite to fire upon the Earth, but though Repliforce is no longer considered to be Maverick, reploids continue to revolt and go Maverick, so the Reploid Wars that started with this incident continue throughout the century and into the following century.

In the late-2120s (officially 21XX), Dr. Cain, the father of the Reploids and the "leader" of the Maverick Hunters retires. Cain felt very guilty for the failure of the Sigma and Doppler project fiascos, and more importantly, the fact that many of the members of the Reploid race that he fathered were going maverick. Additionally, it should be noted that by this time Dr. Cain was getting up there in age (though his birthdate is never specified by Capcom, he is depicted as being in his mid-60s in the early Mega Man X games, so it is most likely sometime around 2050).

Around the year 2130 (officially 21XX), following the retirement of Dr. Cain, a reploid general named Signas is assigned command of the Maverick Hunters. Signas, created by Dr. Cain to assume command of the Hunters upon his retirement, has the most precise CPU of all existing reploids, though his fighting techniques have not yet reached their peak upon his placement in command of the Hunters. Still, Signas proves his worth as a commander, being very loyal to the Hunters and following Cain's legacy, trying to maintain peace for both humans and reploids.

In the early-2130s (officially 21XX), Signas aquaints himself with the Maverick Hunters and quickly asserts himself as a strong and able leader. He organizes them into several teams, two of which are headed by X and Zero. Thus, the Hunters under Signas, X, and Zero work to quell further uprisings at the hands of Maverick groups and peace is attained for a few years.

Several years after the Maverick Hunters quell the threat of the Repliforce and the rebelling mavericks for a while, humans begin to once again think about once again turning their efforts toward space as they did in the 20th and 21st centuries. Thus, in the mid-to-late-2130s (officially 21XX), humans invest large amounts of money in space stations to be built orbiting the Earth. With the rising population of the earth in the 22nd century, there comes the need for building larger colonies in places other than Earth, and thus, large colonies such as Eurasia, emerge out in space.

Also during this time, the Hunters grow in numbers and add new members, such as Alia, a computer analysis expert, Douglas, an expert Reploid mechanic, and Lifesavor, a Reploid medic.

However, in the 2140s (officially 21XX), when the threat of maverick activity had all but escaped the minds of the Hunters and the Council, a new form of Sigma emerged and sent the largest space colony, Eurasia, on a collision course with Earth. The colony was traveling at a velocity so that within a mere 18 hours the colony would smash into the Earth, not only doing tremendous damage, but unleashing a new form of the Sigma virus throughout the world! Thus, once again, X and Zero are called into action by the Maverick Hunters, under the guidance of Signas, their new leader, to put a stop to the madness. First, they seek to rebuild the Enigma, a laser cannon used to quell the Repliforce's armies, having to get the parts from former friends turned maverick by Sigma's virus, but when they rebuild the laser and fire it, it only destroys roughly half of the colony! Next, they seek the parts to a 21st century style space shuttle, hoping that if they rebuild it they will be able to crash it into the colony and smash it before it collides or deter its course. Zero is the only one able to pilot the shuttle and who is not infected by the Sigma Virus, so he volunteers to go, yet Lifesavor meets with Signas and discuss Zero's condition- he is worried that Zero does not seem to be affected by the virus. Who is he? What are his true origins? Regardless, the shuttle goes up with Zero at the helm and, with baited breath they all wait, but this time the colony is destroyed, saving the Earth. However...The remains of the colony that fall to Earth with Zero bring with it a terrible virus to Earth, so in the end, Sigma gets his wish, and Alia picks up a strong viral surge at point 11F5646, and when Lifesavor brings Zero back to the lab the virus stays with him, so is he part of the virus? They begin to believe he is part of the virus' original origin, and eventually the virus becomes to be known as the Zero Virus. Once repaired, Zero heads back to that point and deep in the caverns searches for clues, and when X confronts him he duels him saying that X will not interfere with his desire to understand the truth, and in the end Sigma attempts to show him that Dr. Wily, the 21st century mad-scientist was the one who created him. In the end, the two manage to locate and fight Sigma, though Zero is fatally wounded in the battle, and when Sigma's head (which is all that is left after the fight) fires through both their bodies, Zero uses what remains of his energy to destroy Sigma (hopefully once and for all)...X and the Hunters are overwhelmed by his loss, but they are glad to see Sigma destroyed at last, though the virus is unlike anything they've ever seen.

Now a young Reploid researcher named Gate enters the story. Gate was a colleague of Alia and served on the Reploid Research Team with pinpoint precision in the creation of new reploids. However, taking a note from X and Zero, Gate decided that the most advanced reploids should not be able to be studied, and thus, all of the reploids that he created were so advanced that none of them were able to have their code analyzed. However, his reploids began to act hastily and his reputation began to fall into chaos. As a result, the leader of the Reploid Research Team decided to have his reploids eliminated and each was eliminated in separate ways, each looking like an accident. Alia did participate in some of these incidents, though she felt extremely guilty. She felt that some of Gate's creations were difficult to deal with, but certainly not evil. Gate, in essence, didn't follow the rules. Thus, as a result, he left the team and vowed revenge on those that did not see the genious of his ways.

Meanwhile, just three weeks since the Eurasia space colony incident, the world had become polluted with the virus and debris and humans were forced to live underground for a little while as reploids were sent to rebuild the Earth. Since the latest confrontation, Zero, who was destroyed, was never recovered. Meanwhile, Gate went to observe the crash site and found a small, mysterious fragment. This, somehow, drove him insane and he used the fragment to create the "Zero Nightmare", a reproduction of the then-missing Zero. This copy was to be used to bring Zero out of hiding (if he was rebuilt, which is what Gate believed), and additionally, Gate built High Max, an extremely powerful reploid, as well as the Nightmares, tentacled creatures that would latch onto and control the "brains" of reploids. Meanwhile, X misses Zero at Hunter base when Alia calls in a Mechaniloid attack on one of the cities, and when X goes to fight the robot, the Zero Nightmare finishes it off and High Max claims that the incident was the doing of Zero. When X attempts to defend the reputation of Zero, he cannot stand up to the awesome power of High Max. Isoc, a powerful and convincing speaker, claims that High Max is head of a team of eight researchers that are attempting to get to the bottom of the Nightmare incident. Ultimately, X sets out to confront these investigators, finding that they have "Nightmare Souls." Upon investigating these, Alia reveals that these "investigators" are nothing more than Gate's old creations revived. X, confronts the Zero Nightmare and destroys it in a mysterious arctic area, and then Zero himself comes out and reveals himself to be alive, having been repaired by an unknown entity (this shall be discussed later). X is elated, though he does not understand how Zero was repaired, and Zero is willing to once again join X's fight against the mavericks. X and Zero together manage to defeat High Max, though Isoc escapes from them, freezing Zero in place (Zero wonders why only he is affected by Isoc's power). Upon the defeat of the investigators and High Max, Gate reveals himself as the mastermind behind the uprising, saying that the colonies' collapse was the golden opportunity he needed, as with humans underground he could take over the world and build the perfect utopian society. X and Zero are opposed to this, saying that humans and reploids must learn to co-exist, so Gate invites them to his laboratory. X and Zero lose contact with Alia, and they eventually confront Gate, who explains that the piece he found was a part of Zero's DNA, which he used to create High Max and the Nightmares. Gate transforms into a frightful battle body that was created using the DNA of Zero, but he too is defeated, though he admits to unfortunately having revived the evil Sigma. Thus, the two go to the depths of Gate's lab and confront the evil Sigma, though along the way they find the empty "shell" of Isoc (which Alia says reminds her of the Erasure incident), and the two easily defeat Sigma since he was as of yet incomplete. X and Zero exit the laboratory, X dragging along the battered body of Gate. Zero questions why, and X replies that he was Alia's colleague, and he is all too familiar with the feeling of losing someone in such a way. Signas, Alia, and Douglas show up, and Alia notices the body of Gate laying on the ground. X asks if he went too far in his action. Alia says that he didn't, and thanks him for his kindness. She decides she will do her best to repair him, and to create a program resistant to all viruses to honor her fallen friend's wish. The Hunters agree that their work has just begun, and rebuilding the Earth will not be easy. However, they agree, this is the path to a true Utopia: one in which Reploids and humans live together in peace.

As a side note, it should be noted that the repairs of Zero and X after the Eurasia incident leave several questions in many gamers' minds. X was reportedly repaired by Dr. Light's sentient holographic incarnation, which found him after he was nearly destroyed by Sigma. As for Zero, when X asked him what happened to him after he was "killed" by Sigma, Zero says he did not know. However, he awakened in a cave fully repaired, though he tells X that he repaired himself, and when Zero talks to Dr. Light he asks him who it was that repaired him in the cave to which Dr. Light gives him a strange look but does not answer. Some speculate that, as X was repaired by Light, Zero may have been repaired by Wily (see the following paragraph).

Additionally, the character of Isoc presents some more interesting questions along the same lines. Isoc's obsession with Zero seems to draw an obvious connection to the famed Dr. Wily. Since the X Hunter incident, Wily has been hinted at, and those hints grew more concrete with the Eurasia incident, where Sigma spoke freely about an old man, obsessed with Zero and thinking of him as a son, an old man who appears in Zero's dreams. The logical assumption was, of course, Albert Wily from the original Mega Man games: the creator of Robot Masters, arch-rival of the original Mega Man, and creator of Zero as a final project. Immediately after we're introduced to Isoc, a powerful speaker obsessed with finding Zero's body. Isoc laughs, seemingly proud, when Zero displays his ability to defeat High Max, and then is able to control Zero's body remotely, saying that he knows Zero's internal systems. Later, when Isoc is discovered as a hollow shell (similar to the Erasure incident), Zero hears a mysterious voice telling him to go defeat Sigma, as he is the "strongest robot." All of these are traits commonly associated with Dr. Wily's character, and it seems odd that Isoc was simply erased with no explanation. However, no connection is ever drawn between Isoc and Sigma to further the "partner" thread started with the events of the Eurasia incident. Could Sigma's partner have been Isoc all along? Did Dr. Wily, or a sentient program of Dr. Wily (comparable to Dr. Light's Light Capsules) somehow occupy Isoc's body? As with most questions raised in the X series, only time will tell.

At an unspecified length of time in the future, following the events of the Nightmare Outbreak (one can assume that several years have passed since the world is once again livable for humans and now humans and reploids coexist again), humans have returned to the surface and have rebuilt society along with the reploids. In the early-2160s (after many years of hard work to rebuild the Earth by reploids, though officially the year 21XX), society has been largely rebuilt, crime runs rampant throughout society. Mavericks have once again surfaced and are threatening the fragile peace of the new civilization. Since Sigma himself seems to have been completely destroyed, having been out of the picture for nearly two decades, X (originally programmed with a sense of pacifism) retires from the Maverick Hunters and now serves more as a mentor and in a "desk job." The retirement of X deals the Hunters a damaging blow, and into this gap enters a new army to fight the mavericks known as "Red Alert."  However, Red Alert uses unorthodox fighting methods to counter the mavericks, and it isn't long before the two organizations begin to clash with one another.

Axl, a young reploid and member of the Red Alert army, defects and ends up defecting to the Maverick Hunters. This incident causes a bitter clash between the two organizations, with Red, leader of Red Alert, orchestrating a "challenge" of sorts between the two groups. His eight generals lead the army against the Maverick Hunters, and X eventually comes out of retirement in order to prevent further destruction. Ultimately they defeat the eight generals and discover that Red had fallen victim of Sigma's manipulation, and so once they defeat him and bring him to his senses, X, Zero, and Axl put a stop to Sigma, who has fully recovered since his defeat over two decades ago, once again.

In the next decade, sometime in the early-2170s (officially 21XX), after the Maverick Huners had cleaned up the mess that Red Alert had created and officially reinstated themselves as the dominant force when it came to dealing with the oppression of maverick uprisings and further maverick rebellion had been quelled, the population of the Earth had reached a rather large level and humans were considering other options. Their first consideration was building a colony on the moon, and with its success, they would start to explore space to further degrees. In order to make travel to and from space far easier, the construction of the giant "Orbital Elevator," known as the "Jakob Project," was begun. This gigantic tower stretched all the way from the earth up to outer space! This new era also brought about a new age of Reploid Engineering, with the so-called "New Generation Reploids", which are based on the design of Axl (a new-generation prototype himself), having a shape-changing ability. This ability to "shape-shift" makes them extremely adaptable to environments and as thus suitable to space exploration. Yet, one day, an accident aboard an elevator on the tower sends a car careening down towards the Earth and X is sent to investigate. Upon his arrival, he finds that a group of Copy Reploids had used their ability to copy Sigma's DNA in order to survive the elevator crash. This sets off a whole new riot, mavericks begin to appear, and once again, X, Zero, and Axl are sent to investigate.

Why is there a revolt going on in the 2170s? The "next generation reploids" are supposed to be "Maverick Proof" due to a chip that was built within them, however, Sigma has once again returned and has put a bit of his DNA within them as they make their way right off of the assembly line. Sigma wishes to "scorch the Earth" to rid it of the "old generation" and to repopulate it with his "children." However, what he does not count on is Lumine, the leader of the next-generation reploids. When the Maverick Hunters take down Sigma on the moon, Lumine himself steps out of the shadows and finishes Sigma off, challenging the Hunters to a duel. Lumine proves to be one of the most difficult beings they have yet to fight, but X, Zero, and Axl finally manage to defeat this extremely powerful next-gen being, and thus the war is finally over, it seems.

Sigma's defeat on the moon leaves the question to whether he will ever be seen again...There were no reploids for him to infect and Lumine did seem to utterly destroy him along with his DNA, so it is doubtful that Sigma shall ever return again.

Capcom has yet to specify what happens between the events of the Jakob Project and the early 23rd century, though it would be expected that space travel continues with human exploration thanks to the assistance of the next-generation reploids. The Jakob's Tower definitely made it easier for humans and reploids to reach space and therefore launch their ships into orbit and out into space, and thus, upon return to dock and head down to Earth. Reploid Science seems to advance quite a bit, since by the beginning of the next century even X and Zero seem to have advanced quite a bit in their technology and appearance.

In the year 2202 (officially 22XX), an unheard-of mineral substance known as Force Metal was extracted from the debris of the small planet 2202XA8. Almost immediately, Force Metal technology revolutionized the field of Reploid Engineering. On the artificial island of Gigantis, a massive facility was constructed for the purpose of mining Force Metal. Everything seemed to be in working order until a few years later when a a band of renegade Reploids equipped themselves with weapons and instigated a revolt in one sector of the island. The government branded Epsilon, the mastermind of the revolt, as a Maverick and dispatched a Maverick Hunter team to Gigantis. Thus, X, Zero, and Shadow, a rookie Maverick Hunter, were called to action by the Hunters, under the guidance of Colonel Redips, to the scene to look into the situation.

When X, Zero, and Shadow arrive at the Lagrano Ruins on the outskirts of Gigantis, they end up being separated, though X and Zero are reunited near the top floor of the ruins. Upon exploration, they discover that several new "next-generation reploids" have been created in the Lagrano Labs, among them Epsilon (whose testing was not complete and was deemed unstable), though they had broken out of their capsules or had been released. X and Zero make their way to the top of the ruins only to find that Shadow was an agent in Epsilon's army and that an all-new rebellion is forming under the wing of Epsilon, who their weapons are useless against. X gets separated from Zero and wakes up at the Resistance Headquarters of New Hope, a new army that has been formed to oppose Epsilon and his mavericks. Ultimately, X explores the world, working with the Resistance and their leader, Chief R, whom he saves from Epsilon's cronies, to bring down Epsilon's men. X eventually meets up with Zero and meets many new friends along the way (who are mentioned in the "Reploids Section"). Ultimately, X and his team defeats Epsilon and his group, though as it turns out one of his teammates, Spider, was Colonel Redips in disguise, who was  a next-generation Reploid that possessed the "copy" ability and was using it to spy on them. He had been manipulating Epsilon to gain possession of the Supra-Force Metal, so he comes to put an end to the Resistance and X, who he deems a traitor. In the end, X and the gang defeat Redips as well, who cannot see eye-to-eye with X. Redips believes that Reploids will stagnate if they do not constantly strive to increase their abilities while X disagrees. Still, this proves to be a moot point as they were in an orbital space station which is heading to Earth, so the Supra-Force Metal is disposed of and the team abandons the station, ending up in the ocean below on the surface of the Earth...

title: Mega Man X/Storyline