
Whenever a party member reaches their turn to act, they will have the option to perform basic actions, such as attack or defend, as well as the option to perform skills. Each party member has stats that will affect how quickly and how often they can perform a combat action, with many also possessing skills or items that can change that stat. The combat in Sister Travel is a lot like most JRPGs in that it is turn based. In general, it is a good practice to save the game before entering any major combat scenario, as you never know if you might catch a bad break with enemy skills and reloading from a recent save will take a lot of the sting out of a defeat. If a point of interest on the map is marked red, you can almost certainly guarantee that you will have to fight if you enter that area. Most of the combat in game is predetermined for when you explore certain areas or accept certain quests. In most cases, however, you will just have to combat the enemy. For some combat encounters, you will be given the chance to flee if you do not feel prepared for the fight. If you find your AP depleted, but still wish to explore, you might consider saving the game to allow you to restore your progress should things become more than you can handle.Īs you explore the map or progress through the story, you will inevitably run across creatures or Monsters that you will need to deal with.

Once your AP is depleted, there is no penalty if you continue exploring, but any combat encounter you may run across will be more difficult as a result. Generally, each area you explore will cost your active party one AP each the first time you explore the area. As you move across the map, you'll find new points of interest you can discover, which will typically open up more points of interest as you reveal the map. For instance, you may explore the Abundant Forest until you run across a fallen tree that will need to be cleared by lumberjacks later in the story.

Each day, your party can explore as much or as little as you desire until you run into pre-determined story-driven barriers. You can spend your AP in three ways: Exploration, Combat, and Event Checks.Īt the start of the story, the majority of the map will be hidden from you. Sometimes it may be worth it to press on through one more battle than to retreat for the day, but that will largely depend on your play style.

When some or all of your party is fatigued, combat will be much more difficult, but not necessarily impossible. Once a party member's AP becomes depleted, they will become fatigued, lowering their effectiveness in combat. At the start of each day, your AP will be replenished, with each party member's AP being unique to that party member. What you can accomplish each day will depend largely on how you spend the Action Points (AP) of your party. The gameplay in Sister Travel is that of a fairly simplistic RPG. This guide will not tell you specifically what to do, but will provide the relevant information for you to make the choice yourself.įrom a completion standpoint, this guide should give you all the information you need to complete the story and to unlock all of the character CG. The game caters to many different play styles, so the choices you make on what party members you use, what equipment you buy, what choices you make, and how far you explore will be entirely up to you, the player. This guide will also give you a general walkthrough of what progress could or should be made during each in game day and what encounters you can expect on your journey. As such, this guide will feature information on the characters and enemies of Sister Travel, along with lists of the various skills, equipment, and places you will travel throughout the game.
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The intent of this guide is to serve as a full walkthrough of the game.

As you progress through the story, you'll meet new people, fight tough monsters, and maybe even save the world. His goal is to explore the world and collect as many "Little Sisters" as he can. In this game, you will play the role of the primary protagonist, called Brother.
