There are 4 buttons on the screen.
- Resume - Continues from where you left off (the game autosaves). This option does not appear if you don't have any save data. There is no manual save in this game.
- Start Over - Wipes the auto-save file and starts the game over from the beginning.
- Load Chapter - Starts the game in the middle. In each chapter, there will be five scenes. The game will create a bookmark-save each time you pass a scene in each chapter. You can resume the game from any of the five scenes for each chapter as long as you have cleared that scene; this is very useful if you ever got stuck and don't want to replay the game from the begining again. You can resume the game a few scene back to fix the error you had made.
- Alice's Cottage - Has some informational stuff. It is essentially a staff's corner. If you are reading this guide, you probably can't read japanese, so therefore this button is of no use to you.
- CG Section - Shows you all the CGs you obtained. (NOTE! Appears only after you have completed the game)
- Music Section - Lets you listen to all the music you have heard as you play the game along. (NOTE! Appears only after you have completed the game)
- Links - Auto direct your browser to their Rance 5D talk page. (NOTE! Appears only after you have completed the game)
The Adventure Screen is the screen where you will see whenever you start a new game or start from a different chapter where you have stopped.
1. Movement Button Use it to advance to the next scene. Cannot be used if there is an X mark over it. *Next to the move button, there is the sub-time clock. There are 5 units of sub-time in 1 bar of the time meter, So each time 5 units of the sub-time passes by, 1 bar of the time meter will be gone.
2. Timer Time ticks by on this icon with each action on the adventure screen. After five actions, one of the units in the time bar will be used up.
3. Items on the Ground Click to pick them up. Some items are sold at shops, too.
4. Character Cards Rance and his party members are displayed here. The frontmost character will be used when taking actions. In this example, it’s Rance, but you could make Sill the acting character by clicking her face CG.
5. Important Things This card represents the important thing in the scene. Acting on these items (opening treasure chests, searching something) may require a success check.
6. Item Cards These are Rance’s party’s items. Not every item is displayed, just ones that may be useful in each scene. Use them by dragging and dropping them on your target. The first entry isn’t an item, but a special action the acting character can use.
7. Camp Button Use to enter Camp Mode.
NOTE! When there are characters which are not in your party, their character card will be presented on the lower right. Clicking on those cards will make your active character talk to that character.
- Next to the clock is the background. Clicking on it makes the active character investigate the background. You usually have to investigate the background in major event to trigger something to happen. You can also switch different characters to investigate by just clicking on them to switch.
NOTE! If there are any items lying around after investigation of background or after opening the treasure chest, they are displayed as square icons to the right of the background. You can click on those items to get them.
- Rance: Punch
- Sill Plain: Mind-Reading
- Athena 2.0: Sniff/Smell
- Feliss: Take Soul
- Copandon: Fortune-Telling
Often, when performing actions (searching background, opening treasure, convince people, disarming traps, etc), there's a "chance to succeed". Some actions will have a higher success chance and some characters performing the action may have a higher chance to succeed than others. The diffculty will be displayed in the first row of a 10-column chart. The number of red bars in the first row in the beginning indicates the hardness of current action. It can be lowered by using different character, or by trying this action several times, lowered hardness shown with green bars. Orange bars in the second row count the number of hits you have, which needs to exceed the red. The third row, consisting a bunch of O's and X's, are your attemps of hit/miss. One example is shown below (on the upper row there are 3 red, 1 green and 6 blue bars, so that means that you need to get 4 hits to be successful):
The button at the bottom right corner is the Camp Screen.
This is what you will see after you click the upper left corner button at the Adventure Screen. NOTE! There is no returning back to the Adventure Screen once you enter here.
Movement in dungeon is done by the roulette. There are three types of movements you can choose from in the middle lower part of the roulette:
- * Normal Move - Takes one unit of time. Whichever node the roulette stops on, you get that type of encounter.
- *** Slow Move - Takes two units of time. The roulette will end on three adjacent nodes, and you pick one of the three.
- ***** Careful Move - Takes three units of time. The roulette will end on 5 adjacent nodes, and you pick one of the five.
- Blue = Normal. Nothing extraordinary happens. In this encounter, you can use your character's action to search the background for some item. If you have a captured girl in your active party, you can power her up by clicking on her character's card. (Please be aware that this is the only way to power up any captured Gal Monsters, because they can't gain experiences to level up).
- Green = Major event. There are major events that are story-related. After five events, you move on to the next chapter. All green balls are labeled with a number which indicates how many more do you need to get.
- Yellow = Treasure. You get a treasure chest, which usually contain two items. You can either disarm the treasure chest with skill or use a key to open the treasure chest.
- Orange = Monster. You will encounter a monster in this event. You can either fight or run away from them.
- Red = Trap. You can try to disarm the trap with your skill or use an anti-trap item on the trap to disarm it. Usually if you fail to disarm the trap a few time with your skill, the trap will go off and you will take the punishment from the trap.
- Purple = Summoning Device. You can use this device to keep summoning monsters to fight. The device will usually get destroyed after a few summons, but you'll get some nice loot after.
- White = Special Event. Seems to give you relatively good treasures.
- Black = Kurupiston. Aliens. You can dump unwanted items here. Perhaps something good will happen if you dump the right item, or enough items here. (Sometimes there is a trap that will give you an item that will hold one of your item slots and these items can't be trashed with the normal trashcan. However, you can dump that trap item here).
- In general, the nodes on the roulette change color gradually as you play the game. The Normal Move has the greatest chance of adding green nodes in the roulette, which increases your chance of landing on them.
- Clicking on the list of nodes on the upper right will randomly replace a node on the roulette with the node of color of your choice, but takes away one unit of time.
- If you have an "Event Panel" (green) EVパネル or "Treasure Panel" (yellow) TRパネル, you can use it automatically land on a Event/Treasure Node.
- When you do a normal move, the color of the ball you landed on is added to the center counter. If you get three balls of the same color (land on the same color three times in a row via normal mode), "good" things happen.
- Sometimes you might fight a special monster that give you lots of experiences points, or you will get some valuable treasure.
This is what happen when you start a battle.
In this game, there’s nothing the player can do in battle. You just watch. When the battle starts, a die is automatically rolled to decide which battle actions are taken. For instance, if the die rolls 4, both your enemies and allies will take the battle action in slot 4.
Actions take place in the order of non-combat actions >> support magic >> weapon attacks >> magic attacks.
The symbol to the left of the battle actions is their range.
- (Triangle) targets the first character.
- (Black Triangle) targets one random character.
- (Square) targets everyone.
- (Circle) usually targets self.
Once a battle starts, cheer on your party. However, it’s not as if there’s nothing you can do about battles. Before battles, you can change the arrangement of characters’ skills and their places in your battle party to prepare for battle and raise your chances of winning. After a battle, every member of your party (even those who didn’t battle) receive experience. Battles also take up time. In between the enemy and ally face CGs is a mini timer. If it all runs out, you’ll lose one unit of time (though it’s normal to lose a unit of time in battle).
The Camp Screen has buttons that allows your characters to rest, re-group, reorganize, and level up. Entering camp mode takes up one unit of sub-time. (1/5 of a unit of time)
- On the left are the status of your three party members (the above picture doesn't have a full party). Clicking on them allows you to switch their order (right is front, left is back), which affects who'll be the target of melee attacks.
- The three status bars for weapons indicate Attack Power (red), Chance to Hit (orange) , and Durability (grey). If the durability of an equipment drops to zero, the equipment will only have 1/3 of its original effect.
- Under the equipment area are the 6 battle commands for each character. You can rearrange their order by first clicking on one, then click on another (can't exchange between characters). The order affects which command is executed during the battle dice roll.
- On the right hand side are item slots. You may drag items over the faces of party members to use them. If it's an equipment, drag-dropping equips the new equipment and put the old one in your inventory. You can only have a maximum of 23 items, so if there are some items you just bought and wanted to keep, just drag and drop any unwanted items into the trash can (Important items are undeletable). NOTE!
- On the bottom right, there are four buttons.
From left to right:
- Rest - Takes up one unit of time, and recovers 1/3 HP for each character.
- ST (Status) - Brings up the status screen.
- LV - Summons the Level-up Goddess, who will perform level-up ceremony for characters who have enough experience points (you don't automatically level up from having experience).
- Return - Takes you back to the Adventure Screen.
Status Screen (ST)
The ST button takes you to the Status Screen. In the Status Screen, you can see the status of each character.
|Full Character View||Member 3
|Name||Class A||Class B|
|HP :||Current HP / Max HP|
|Class A||Level||Current Exp / Next level exp|
|Class B||Level||Current Exp / Next level exp|
|Attack:||Base + Equipment = Total||Weak Point|
|Magic Atk:||Base + Equipment = Total|
|Defense:||Base + Equipment = Total|
|Magic Def:||Base + Equipment = Total||Return to|
|Evade:||Base + Equipment = Total|
- Click on the different portraits to pick which character's status you want to view.
- At the right side of name and HP bar are buttons which can switch the class of the character. Each class will learn different skills. Picking the class will not affect which abilities you can use. It only affects which class you are gaining experience for. The next two bars below in purple text shows your character class level and how much experience required to level up.
- The next 5 stats are Physical Attack, Magical Attack, Physical Defense, Magical Defense and Evasion. The base stats are automatically fixed each time your character level up.
- At the middle right side where it is written "Weak Point", showing which alignment the character is weak against. Rance is weak against Light (光), Shiiru is weak against Dark (闇). The other alignments are Fire (炎), Ice (氷), and Lightning (雷).
- The button at the bottom right corner returns you back to the previous screen.
Level Screen (LV)
For each character with different classes at certain fixed levels, he/she will pick up new skills.
- Clicking on one of the 6 current skills to replace it with the new skill. If you are clicking on a skill of the same type, then you get an upgraded skill. For example, adding Fire Arrow 炎の矢 to itself upgrades it to Flame Blast 火爆破. Adding another Fire Arrow 炎の矢 to Flame Blast 火爆破 will upgrade it to Fire Laser Ｆ・レーザー . Sometimes the upgrade changes the skill to make it multi-target, while the name will remain the same. Also if you accidently replace Fire Laser Ｆ・レーザー with Fire Arrow 炎の矢, the Fire Laser Ｆ・レーザー, which you have worked so hard for, reverts to Fire Arrow 炎の矢.
You can see the target range by seeing the shapes at the left side of the skill name:
- Hollow triangle: Target the first character
- Filled triangle: Target one character randomly
- Square: Target entire group
- Circle: Target self
The skill alignments are shown in the box on the right side of the skill name. *Red = Fire
- Blue = Ice
- Yellow = Lightning
- White = Light
- Purple = Dark
- Gray = None.
SEE Rance 5D:Skill List for detailed info on skill progression.