Live-A-Live SNES Guide. by jon (jon_waholic@hotmail.com) and SKChan, 28 Apr 01. This document Copyright 2001 Jon Waholic and Soon-Kiang Chan. Please do not modify or use the document for commercial purpose without authorization from the authors, Jon Waholic or Soon-Kiang Chan. Forewords: This guide contains walkthrough and brief description of story. Some of the name translation may be wrong as I do not have original source of the names. There is no translation for all conversation yet. I may add those sections later, pending responds from readers. Check the menu and controls from other faqs. Always drop me a mail if you find anything missing or incorrect. 14 May 01, 1st update, filled in Medieval and Final chapter. Added a walkthrough to Near-future and primitive chapter. Corrected little bits of mistakes here and there. Unfortunately I will not be translating the text as it is a bigger task than I expected. I will stop expanding this guide and only continue correcting mistake after this update. My apologies to all. 26 April 01, completed the 1st version of the guide. CONTENTS 1. General Information 2. Guides 2.1 Bakumatsu-hen (Secret Order - Feudal Japan Chapter) 2.2 Densan Kunfuu-hen (Inheritance - Kungfu Chapter) 2.3 Kishin SF-hen (Mechanical heart - Science-Fiction Chapter) 2.4 Saikyo Gendai-hen (Strongest - Modern Chapter) 2.5 Hourou Seibu-hen (Wandering - Western Frontier Chapter) 2.6 Sesshoku Genshi-hen (Contact - Prehistoric Chapter) 2.7 Ryuudou Kinmirai-hei (Flow - Near Future Chapter) 2.8 Maou Chuusei-hen (King of Demon - Medieval Chapter) 2.9 Saishuu-hen (Final Chapter) 3. Cheat codes 4. Illustrators, Music, Comments 5. Acknowledgements ====================== 1. GENERAL INFORMATION ====================== Name: Live-A-Live Genre: RPG Released by: Square Date released: 02 Sep 1994 Live-A-Live is an odd gem among SNES's RPG games. It is made up of short chapters concluding with a final chapter where all main characters will gather. Each short chapter happen in different time period, has superb story and offers different gameplay, which is very refreshing compared to long RPG games. Battle system is unique in a sense that it is turn-based SLG. Other games that inherit systems from this game are: Rudora's treasure - scenario system, Treasure Hunter G - battle system. ====================================================== 2.1 BAKUMATSU-HEN (SECRET ORDER - FEUDAL JAPAN CHAPTER) ====================================================== Time is Feudal Japan, a Shinobi, living under shadows, received a secret order... Infiltrate into enemy's castle, overcome numerous enemies and trap to save a captured-personnel. Can he become a 100-man killer? ----------- BACKGROUND: ----------- Bakumatsu- Late Bakufu (literally tent government) in around mid 1800s. Bakufu started in 1192 by Minamoto Yoritomo, lasted till 1868, commonly known as the Shogun rule. Sakamoto Ryoma- One of the hero of Meiji Revolution and supporter of pro-western movements, a great sword-man with preference for firearms and ship navigation techniques. His main contribution is the building of modern merchant and military fleets in different parts of Japan. He was assassinated in 1867 at Kyoto. Enma-Ningun- I am not much of a ninja fan, and have yet verify the existence of such a ninja troupe. ------------- INTRODUCTION: ------------- Ode Iou's castle- Ode's meeting with 3 unknown subordinates (Amakusa-shirou, Yodo-kun, Karakuri-Gennai), checking on preparations in the castle and how their plan to turn Hi-no-moto (Japan) into a world of chaos is going. Everything will be ready by the next day. Ninja master's room- Ninja master summons Hayate, the head ninja, to discuss on how to prevent the disaster. Hayate recommends Oboro-maru(you). Ninja master will ask whether you know the details of the mission (Yes/Repeat). Hayate gives you a 'GakureMino' before setting off. Oboro-maru sets off for Ode's castle, short description of story's background and game starts. --------------- POINTS TO NOTE: --------------- Basic Layout of the castle- |----------- --------------------------------------| | Canal | Castle | Store | | | | | _________|____ ____| 2 | | | | | | |___ ___| | | | | | | | | | | ___ ________ | | | | | | |-------------- | | |- -|-----| Mansion | __ _______ | | | | | 2 | | | | | | | |_______ ____| | Mansion | | | | |___ __ | 1 | | | | | Store | |----- ---- | | | | 1 | |---|Gate|------ | | |_______|____________________| | | | | | | | |____________________________________| |_________| Exit Password- Upon entering Mansion1, you will see a group of samurais checking the password. Options for password top down are 'imo', 'kawa', 'moto', 'shita'. Only 2nd and 3rd are correct. With each sounding of bell, the password will alternate between 'kawa' and 'moto'. Rescuing the Captured-personnel (Sakamoto Ryoma)- 1st way: 1. Defeat the prison guard in castle B1 to get Chikarou-no-kagi. or 1. Get Kura-no-kagi from Store2's attic. 2. Unlock Store1, get Chikarou-no-kagi from chest. Goto Castle B2, unlock the cell. Fell down into a pit-trap. Defeat Amakusa, Ryoma will drop down, ask whether Oboro is a new ninja (of the enemy). Choose any answer and he will join. 2nd way: Reach the Audience chamber in Castle F5. Ryoma will enter and frighten off the 8 samurais. In another word, you will get Ryoma anyhow, even if Oboro does not make an effort to rescue him. Getting Karakuri-maru (a replica of Oboro)- 1. Get at least 4 Ko-ban from chests around the map. 2. When fighting Karakuri-Gennai, defeat all Denkyoku(little devices in the battle) first, you will get Zenmai after winning. 3. Exit room through top door, you will enter a room with a small slit on a wall at top-right corner. Check the slit, use 3 Ko-han. 4. Exit through bottom door, avoid center of the room you are in and the room you are entering. 5. Check the doll, use Zenmai. You will fight it and it will join after winning. 6. Go back to room with slit. Check slit and use 1 Ko-ban. Karakuri-maru will be destroyed if falls from pit, soaks in water for too long. It will go berserk in sight of mice, you have to fight it again. Karakuri-maru will self-destruct with the 3 monks guarding the door of Audience chamber in Castle F5. Defeating Amakusashiro(the one guarding exit to Castle B3 with blond)- Defeat all Hitotama(human spirits) in the chamber before fighting him at the exit. He will revive if there is even one Hitotama left. Hitotama will reappear after awhile. Handling Yodo-kun's(the fake princess in Castle F3) questions- After defeating the 4 ninjas, Yodo-kun will ask a question. Select 2nd choice, try to exit the room but you cannot. Talk to Yodo again, still select 2nd choice and you will fight her in human disguise(counted temporarily as a kill, will be deducted after discovering she is a demonesss) . Before reaching Castle F6, she will reappear and you will fight her in demoness form. If Ryoma is in party and you select 1st choice, Ryoma will remind that Ode has no daughter and the princess is a fake. You will fight her in demoness form. If Ryoma is not in party and you select 1st choice, Oboro's soul will be taken, resulting in gameover. Switching off all traps- Defeating Karakuri-Gennai(old trapmaster in Castle F4) will switch off all traps (pit-trap, moving-walls, puppets). Before getting to Castle F5, the stairs will shut-in and rope-ladder will be drawn up. Enter the room with kettle, exit through top door and a voice will speak out. Reject(top choice) all invitations for Oboro to sit down and Karakuri-Gennai will enter and fight you. If you accept the invitation, you will fall to Castle B1 through a pit-trap. Getting and getting rid of Okame-no-kata- In a room on Castle F1, there is a lady hiding under bedsheet. Talk to her and she will assault(?) you. After winning, she will reappear indoor wherever Oboro goes. To get rid of her, just defeat her 16 times. Remember, she is considered a female human and counted as a kill. Releasing Goemon(the ninja locked in cell beside Ryoma's)- Goemon will state that he do not want to fight you twice. You can release him (second choice) and he will restock some of the treasure chest in Mansion2's attic, Store1's attic, Store2, Castle and Muramasa. Make sure you empty all the chest before rescuing him. Getting Mizukami-no-uroko (accessory)- Defeat Iwama-sama, HP: 2032 (the koi-fish in Canal). Oboro has to be around level 13. Getting Yoshiyuki (weapon)- Complete the chapter with 0 kill. Ryoma will give Oboro his sword. Getting Muramasa (weapon)- Defeat Majin-Ryunosuke, HP: 1248. His attacks are nightmarish powerful (Notice the BGM?). Oboro got to be more than level 14. On the roof near Store2's attic, there is a tree, check it and Oboro will climb down, push stone lantern up and enter the secret passage. On reaching a left-turning passage way, you will notice a white diamond on top of the wall. Walk up till the diamond just disappear from the screen, take one more step up, turn and walk down. You will spot an urn. The urn will ask for Ko-han, just ignore it (select last choice). Walk to the top and enter a room with a sword on a wall. Check the sword, a spirit will appear and command you to leave. Talk to the spirit and you will fight Majin-Ryusuke. You will get Muramasa after winning. Goto the urn, walk up till the urn just disappear from screen, take three steps up and walk down, you will be out of the hidden room. Getting Inrou (accessory)- Reach door of Ode's room in Castle F6 without killing any human females. A maid (kunoichi in disguise) will approach Oboro. You can kill her (top choice) or receive her gift (bottom choice), an Obi. Do not move and wait for a while, she will return with an Inrou. Becoming Nuken-nin (Renegate Ninja)- Anytime before Rescuing Ryoma, you can abandon mission by going to Exit and answering Yes(top choice) to all 3 questions asked there. You will fight 5 continuous battles against 4 ninjas, before meetng Hayate. Upon winning Hayate, he will set off a bomb killing everyone, resulting gameover. Only attempt this when Oboro's level is 14 above and Karakuri-maru will not follow Oboro out of castle. ------------------- 100 KILLS POINTERS: ------------------- 1. Use the wrong password for all occasions. The only pesky one is the ninja on the bottom of rope ladder in Mansion2. He only accepts one wrong password. 2. Do not kill any human female until you kill the female ninja on Castle F6 (see Getting Inrou). Yodo-kun is not considered as a human female. 3. In Mansion2, do not go to Attic before killing the Ronin in the room in front of the entrance. 4. In mansion2's attic, do not use most top-right peephole before killing the samurai and trader in the room. 5. Use the left-most peephole to make an elder and a maid to appear in the room below. 6. In Store1's attic, one ninja will create 4 illusions of himself. It is considered as 1 kill. 7. Kill the fake prisoner in Castle B1 before saving Ryoma. 8. In the room with 2 chest and rope ladder on Castle F1, wait for a minute. A pair of hands will appear on the wall. Talk to the ninja hiding there to kill him. 9. On Castle F3, you got to be fast in killing 4 samurai before the masked man. 10. For the sleeping swordman on Castle F4, just keep on talking to him. 11. Remember to rescue Ryoma and not to have Karakuri-maru in your party, before entering Castle F5. 12. For the maid who runs around the chest on Castle F1, open the chest, exit the room, re-enter, talk to the chest(with the maid inside), hold Y and wait till she takes a peep from the chest. Talk to her, select 1st choice to kill her. ---------------- 0 KILL POINTERS: ---------------- 1. Use correct password (save frequently). 2. Avoid all compulsory battles, example ninja in Store1's attic, ninjas in Yodo-kun's room. 3. Do not rescue Ryoma, keep Karakuri-maru in party before reaching Castle F5. 4. Ode-Iou both form, Amakusa, Yodo(demoness), Gennai, Ryunosuke, O-Mike(Cat disguised as maid in a room on Castle F2), Iwama-sama, hitotama, all traps, are not counted as kill. You can use them to gain experience. ------ ITEMS: ------ Important- 71 Kura-no-kagi chest unlocks both store's door. 72 Joumon-no-kagi chest unlocks castle gate. 73 Chikarou-no-kagi chest,enemy unlocks jaildoor. 74 Ko-ban chest,enemy sets off mechanism. 76 Kaginawa chest creates shortcuts in Castle's attics 81 Zenmai enemy for getting Karakuri-maru. 82 Kakuremino start hides from enemy by pressing 'Y'. Healing- 67 Tenmusu medium,area 68 Kasuteira high,area 6e Izanagi-no-makimono high,area Attack- 6b Ode-shuuriken 6c Fuuma-shuuriken 6f Fuujin-no-makimono 70 Fudoumyoou-no-ofuda 75 Shinobi-no-torimochi Equipping- 69 Inrou accessory int+30 6a Koitsua-Tamageda leg armor def+5 electric,fire,poison,water field immune 6d Mizukami-no-uroko accessory int+10 77 Genji-no-yoroi body armor def+30 distant,water attack evade up 78 Maria-no-beeru body armor def+20 mental,fire attack evade up 79 Genji-no-kabuto head armor def+15 blunt attack evade up 7a Genji-no-kote hand armor def+4 sharp attack evade up 7b Genji-no-tabi leg armor def+4 fire field immune, earth attack evade up 7c Kusari-Katabira body armor def+6 7d Kotetsu weapon att+16 7e Yoshiyuki weapon att+40 paralyze 7f Kanesada weapon att+8 80 Muramasa weapon att+40 83 Chonmage head armor def+1 int+2 84 Yougen-no-obi accessory con+1 85 Shinobi-no-tekkou hand armor def+2 spd+8 86 Pirapira-eri accessory int+2 87 Waru-no-soroban hand armor def+1 spd+4 int+7 88 Mizukami-no-tabi leg armor spd+5 water field immune ------------ SKILLS GAIN: ------------ Oboro-maru Starts at Level 2 with Shinobi-kiri, Jumonji-kiri, Ninpo-kaenbotaru. lv3 Suidon-no-jutsu, lv4 Kadon-no-jutsu, lv5 Doku-kiri lv6 Shuriken-ranshi, lv7 Ninpo-Mugencho, lv8 Sunajin-no-jutsu, lv9 Ninpo-setsugigarashi, lv10 Ninpo-Kamaitachi, lv11 Shura-no-in, lv12 Ninpo-Hinotori, lv13 Ninpo-Komamawashi, lv14 Kage-ichimonji, lv16 Ninpo-Yashasou. Toraware-no-otoko (Sakamoto Ryuma) Starts at level 9 with Battou-Rougashajutsu, Ikaku-shageki, Hokushin-ittouryuu. Karakuri-maru Starts at level 2 with Shinobi-kiri, Jumonji-kiri, Ninpo-kaenbotaru. lv3 Suidon-no-jutsu, lv4 Kadon-no-jutsu, lv5 Shura-no-in, lv6 Kirioroshi, lv7 Shuriken-ranshi, lv8 Fuuma-shuriken, lv9 Electrical-Houten, lv10 Kaenhousha, lv11 Ninpo-Komamawari, lv12 Oderyuu-Shurikenjutsu, lv13 Ninpo-Komamawashi, lv14 Torokeruseppun, lv16 Daigekinugan-banwari. ======================================================= 2.2. DENSAN - KUNFUU-HEN (INHERITANCE - KUNGFU CHAPTER) ======================================================= Location is China, a mountain called Daichi-san. An old kungfu master is looking for young inheritor. After finding 3 disciple, training in constitution, speed and strength, which disciple will be the next in line to be master of... ------------- INTRODUCTION: ------------- In a time of ease, one kungfu is facing extinction. The kungfu is call "Shinsan-ken" (free naming). Unmoving spirit like mountain, a heart always resembles water. A stream in situation can become rock-shattering flow. Looking for strength in spirit rather than body in a person. In the background you can see Shinsanken-Roushi practicing. He decides to pay a visit to the town, looking for suitable young disciple. ----------- CHARACTERS: ----------- Shinsanken-Roushi- An old master of Shinsanken, looking for disciple to inherit his kungfu. You control him for the chapter. He is at level 10 and cannot gain anymore level. He sacrifice himself by fighting the assassins. Yun Jou- A physically weak youth. He was forced by bullies in town to steal from old people. He decided to go against the bullies, then Roushi entered and saved him. You can continuously reject his request by selecting second choice. He will block your way until finally kneeling in front of Roushi's home and refusing to move unless accepted as a disciple (no effect on the storyline). He is an orphan and living with grandmother in Won Town. Lei KuuGo- A bandit in Bamboo forest. A demanding and rough girl who never accept the fact that she is female. She will attempt to rob Roushi and attack him if Roushi refuse to give her money (2nd choice). After defeating her, she only "joins" so that she can find a chance to beat Roushi up in the future. Samo HakKa- He is stealing food from Hoi's restaurant and tried to escape as he has no money to pay. Town people will surround him. Roushi can teach him a lesson (1st choice), Samo will join after Roushi wins; Or Roshi pays on Samo's behalf (chose 2nd choice then 1st choice), Samo joins immediately. Roushi comments on Samo's ability to manipulate his body despite his huge mass. --------------- POINTS TO NOTE: --------------- Locations- To the North(top), you have Roushi's home and peak of Daichisan. North-East(right), Yun-Fa Marketplace. South-West(down), Won Town West(left), bamboo forest and Ihamondan's headquarter. Who should inherit?- The one receiving most training will inherit. Whoever inherits makes no difference to major storyline, you can use your preference here. Yun tops in intelligent, Lei in speed, Samo in strength and contitution, Yun's will have lowest HP but highest stats among the 3 at higher levels. Yun starts at level 1, Lei at level 3, Samo at level 5, you can train in bamboo forest with the tigers. Their skills (wazas) differs. If you chose Lei as leader in final chapter, she can recruit Pogo without fighting. For recruiting them in final chapter, Yun only requires the lead character to talk to him; Lei will start a fight and joins after lead character wins; Samo will want certain amount of food items before joining. Training- There are 4 battle per training. 1st training, mountain peak, increase 5 constitution per battle. 2nd training, bamboo forest, increase 5 speed per battle. Last training, Roushi's home, increase 5 strength per battle. ------------ WALKTHROUGH: ------------ -Get all items from cabinets, urns, search all grasses for herbs, including those in bamboo forest. -Go to Won Town, an illness has broke out in town. Give Taishu-sou to all old people who are groaning, give a Niku-man to bottom-most old man(he is only hungry, not sick). A young man (Yun) will run by to bottom of map. -recruit Yun, Lei, Samo (in any order), take off all their equipments(optional). -Return to Roushi's home, he will test strength of his new disciples. Continues with trainings. -Hoi visits Roushi, asking for help because the bullies are terrorizing the marketplace. Roushi orders all his disciple to stay as he goes to handle the matter. -Go to marketplace, defeat the bullies and Roushi will hear the name of Ihamondan and OdeiWan Lee for first time. Talk to market people to get gifts. -Upon returning home, Roushi will find Ihamondan had raided the place. Only one disciple will survive. After burial, Roushi will order the surviving disciple to stay while he takes revenge alone. Visit the graves at the peak (optional) then go to Ihamondan's headquarter beyond bamboo forest. -The surviving disciple will join Roushi halfway. Defeat Odeiwan Lee in Ihamondan's headquarter to finish the chapter. ------ ITEMS: ------ Important- Df Taishu-sou for curing people in Won Town Healing- Bd An-man self,medium Be Niku-man area,medium Bf Momo-man area,high C0 Fukahire-man self,high Cf Rou-shu area Db Shirotsume-sou self,little Dc Penpen-sou self,little Dd Buta-sou self,little De Ooinunofuguri self,little Attack- C2 Fukei-no-hane C3 Hyoutan Equipping- C1 Nata weapon/hand att+3 or def+0 C4 Keikogi body def+2 C5 Ryuu-no-fuku body def+16 int+6 C6 Ko-no-fuku body def+10 str+5 C7 Dekapan body def+1 C9 Chuukanabe head/body def+4 con+2 sharp attack evade up Ca Donburi head/hand/weapon att+2 or def+2, con+4 Cb Ryuu-no-kote hand def+6 int+9 Cc Ko-no-kote hand def+4 str+6 Cd Tekken weapon/hand att+5 or def+0 Ce Kutsu leg def+1 D0 Kunfuugutsu leg def+2 D1 Pekinnabe hand def+3 D2 Nabefuta hand/body def+1 hand attack evade up D3 Namazuhige head def+1 D8 Panda accessory spd+10 D9 Chauchau accessory con+10 Da Tojutsu-no-sho accessory int+10 E0 Kirin-no-kutsu leg def+5 spd+20 ------------ SKILLS GAIN: ------------ Roushi starts at level10 with Ryuuko-ryohawan, Hyakuridou-ippukugyaku, Shishi-no-te, Sanen-ken, Shimarisu-gyaku, Rouko-no-mai, Fusha-no-sha. Yun, Lei and Samo will learn all of Roushi's skills, including Sengarensan-ken. Yun starts at level1 with Tsuki, Keri. Lv9 Toushu-tou, lv10 Enshu-tou, lv11 Kuuhasenpuu-te, lv12 jikoanseisoku, lv13 Kikounenzanha, lv14 Seianhanai-ken. Lei starts at level3 with Enshu, Neko-keri, Suicho-gyaku, Shakata-ken. Lv10 Seikou-ken, lv12 Karyuutensei-no-jin, lv13 Kohouseikihou, l14 Tenmagosuigyaku. Samo starts at level5 with Kuma-no-te, Hoiko-ro-, Toubanjan, Banbanji-, Ton-ashi, Chinjaoro-su. Lv13 ManGan-zenseki, lv14 Onikiman. ============================================================== 2.3 KISHIN SF-HEN (MECHANICAL HEART - SCIENCE-FICTION CHAPTER) ============================================================== A new life-form is born on an Earth-bound ship Kogierugosumu (CogitoErgosum). A robot made by Mechanic Kato and crew members are all affected by series of incidents happen on the ship... ------------- INTRODUCTION: ------------- Space-doc TSQ-05, journey log showing details of spaceship, destination, cargo and crew number. Next scene, an exterior view of the spaceship. Followed by a corridor and dark cold-sleep chamber. Lights come-on and Kato the mechanic wakes up (guy with spectacles and blue cap) and leaves the room. ----------- CHARACTERS: ----------- Cube- Robot, the lead. Kato- Mechanic. He wears a blue cap and pair of spectacles. Always making robots in his spare time. From his diary, he made Prototype01 and Prototype02. Cube is Prototype03, the first successful robot. Clark- Pilot. A blond-haired hunk who loves computer games. He plans to go on a tour with Rachel after reaching Earth. He always talks about warping. Hwey- Cargo maintenance(Load master), first-mate. Tanned guy with dark-wavy hair, loves reading and dreaming about future of space travel. He is frequently jeered by Clark as chicken and weak. He will leave the ship after reaching Earth but has not announce to anyone yet. Wants to clear things up with Rachel. Rachel- Communication officer. Blond girl with long hair. Currently in love with Clark. Former girlfriend of Hwey. Dass Go-cho(Sergeant)- In charge of escorting the cargo (Behemoth, an alien lifeform). He fought in war against robots. He has seen robots slaughter his teammates and instinctively hates robots. Hall- Ship's Captain. He loves his crew and is always punctual. He was killed in his room by the main computer. -------------------- LAYOUT OF SPACESHIP: -------------------- 1st Floor- Airlock, Elevator, Air-duct | | Cargo hold, Elevator 2nd Floor- Elevator, Air-duct | / \ / \ Refresh Room---| |---Cold Sleep Room | | | | Refresh Room---| |---Cold Sleep Room Captain Hwey | | Medical Bay | | Clark Rachel---| |---Terminal Room Guest Kato | | \ / \ / | Elevator 3rd Floor- Cockpit, Elevator, Air-duct | | | Main Computer Room | | | Store, Elevator ------------ WALKTHROUGH- ------------ There are other things you can try, I will mostly state things required to complete this chapter. -Kato busy in his room, working on a robot(you). He stops and wonders, make a move and he will yell out in excitement. He gives you a name Koro, because you are round, but it sounded like a dog, he decided to give you a contradicting name Cube. -Follow Kato, he will bring you to the Terminal Room to register your name. You may need to enter the name registered in order to enter some rooms. -Go to Cold Sleep Room, wake everyone up by checking the panel on top of capsule. Hwey is not fully awaken, Kato suggests Cube to give Hwey a surprise. Talk to Hwey a few times. All crew will proceed to Refresh Room. -Go to Refresh Room, talk to Hwey to read his book. Hwey ask Kato whether Cube possesses any skills, Kato offers to teach Cube how to use the coffee machine. You can talk to Rachel and Clark, who is playing computer game called "Captain Square". Clark will let you have a go. Use coffee machine to get coffee and offer everyone coffee (optional). While offering coffee to Dass, he got very disturbed and push Cube away. Hall will appear on screen and greet everyone. Everyone continues with their activities. -Free movement: 1. Cube can pay Kato a visit in Main Computer Room 3F. Kato introduce the main computer, then asked whether Cube want to tag along to the Cargo Hold. 2. In Cargo Hold 1F where he will overhear conversation between Hwey and Kato. Enter the containment unit Hwei will show Cube Behemoth. Rachel radios for help in Cockpit. Dass enters and remind everyone the alien is army's property. Hwey leaves with Kato to check the flooring of 1F top Elevator. 3. At Guest's room 2F, Cube will see Dass. Dass says all robot cannot be trusted including Cube and will destroy Cube if Cube misbehave, then enters his room. 4. At Rachel's room, check panel beside door and enter your name. You will see Clark leaving in haste, talk to Rachel, she will apologize for having to go to Cockpit and leave. 5. In Cockpit, talk to Clark and he will tell Cube that hanging out with Hwey will make Cube weak. Talk to Rachel and she notices something wrong with main antenna. -Everybody will assemble in Cockpit, talk to all then talk to Clark again. There are problem sending message to Earth. Clark volunteers to check and fix the problem. -Go to Airlock, Hwey and Clark got into a fight for unknown reason. Stand between them to stop the fight. Clark and Kato put on spacesuit while Hwey operates the doors. Hwey then leaves. (Common sense in Airlock: open both door, sucked into space, gameover.) -Go to Cockpit, talk to Hwey. While Kato is trying to switch the antenna to manual mode, Clark suit's life-supporting system malfunctions. Hwey and Rachel rush out. -Go to Medical Bay. Hwey and Dass try to resuscitate Clark but failed. Kato rushes off to inform the Captain. Rachel will leave with spacesuit when talk to. Talk to Dass, he will get suspicious as spacesuit is frequently checked, there is no reason for life-supporting unit to be damaged. A sudden explosion occurs, Kato rushes in. Kato and Hwey go to Cockpit while Dass go to check on Behemoth. -Free movement: 1. If Rachel left Medical Bay, she will be in her room, unable to believe in Clark's death. 2. In Cargo Hold, Dass is checking Behemoth, wondering why the army wants such a creature as weapon. 3. In Cockpit talk to Kato, they discover the whole antenna was blown off in the explosion. -All of the crew will end up in Refresh Room. Give Hwey coffee(Kato and Dass do not want any). Hall will appear on screen, unnaturally calm. Kato and Dass collect things from Clark's Room, Hwey waits at Airlock. -Go to Airlock, talk to Hwey. -Go to Clark's Room, talk to Kato and Dass. You can check the panel and enter Wa-Pu (1st row 6th letter, dash, 6th row 8th letter) "warp" as password. Search the bottom of Clark's bed and you will find a memory card for saving Captain Square's game. -Go to Medical Bay and discovers the body is gone. Inform anyone and return to Medical Bay. All of you will go to Rachel's room to find Clark's body in Rachel's bed. A message from "Clark" suddenly appears on panel, asking Rachel to go to Airlock. She rushes out with others after her. It is advisable to save here, later happenings can cause instant gameover. -Go to Cargo hold and finds out Behemoth is released(Touch it means gameover). Get out of Cargo Hold quick. -Rush to Airlock, Rachel wants to get out in space but is being held back. Talk to anyone and Rachel manages to break free and opens the doors. Cube gets sucked in , Kato dashes in to save Cube. The door shuts. Dass manages to talk some sense into Rachel. Everybody automatically moves to Refresh Room. Give Rachel coffee and Hall will appear on screen repeating his message over and over again. Rachel realize Behemoth is freed gets hysteric and goes to protect Clark's body, Hwey chases after her. Kato is stopped by Dass. Talk to Kato twice, he will go after Rachel and Hwey, Dass follows. -Go to corridor down from Refresh Room. Hwei manages to stop Rachel but dies soon after, Kato suggest putting Rachel to cold sleep. Kato wants Cube to get Captain's room's password from terminal while Hwey and Rachel are being moved to Cold Sleep Room. -Go to Terminal Room to get the password. (No need to try to open the Captain's room, the password will not work.) -Go to Cold Sleep Room, all automatically move to Captain's Room. Kato breaks the lock and pass Cube a Powerjerky. Entering Captain's room, you will find the Captain is already dead. Dass starts to suspect Kato. -Go to Dass's room, check the panel and you will find an order from the army, stating sacrifice of human life is allowed if situation arises. -Go to Captain's Room, talk to Kato. Kato thinks Dass is using the crew to test the strength of Behemoth. Lights suddenly go out, Kato and Cube escapes. Behemoth knocked Cube into a corridor. Use Powerjerky on door at the top. -Go to Terminal Room, Cube will have to confirm the locations of Behemoth at the request of central computer. Use Powerjerky on Airduct's cover. Enter, go down 1 level, walk towards bottom of screen until you hear Behemoth's scream. Get out of Airduct, go to Cargo Bay. Then check 3F, beware the corridors are booby-trapped. Finally go to bottom Elevator 2F. You will see a Cube look-a-like going towards Kato's room. -Go to Kato's Room. Kato is injured by a robot looked like Cube. Dass enter and is angry that Rachel's Cold Sleep system has been turned off. Kato says that only true Cube will know the first name given to it. Enter the name 'Koro'(2nd row 5th letter, last row 5th letter). Dass shoots the fake Cube. Fake Cube mentioned a name OD-10, which is the main computer. Dass realize OD-10 is the real culprit. Cube follows Dass to Main Computer Room but the door is locked. -Go to Kato's Room, talk to Kato. He believe Cube can infiltrate OD-10's program, but fainted before saying where. Careful of Behemoth outside Kato's room. -Go to Main Computer Room. Dass passes Cube a communication unit. Use the communication unit whenever Dass try to contact Cube. -Head towards Refresh Room's game machine for final showdown. -Dass comes in. He speaks of his past and concludes than both man and machine must keep on learning. Free to explore the whole ship. 1. You can visit Kato in his room. He is very happy than he created you. 2. Get password for Main Computer Room from Terminal Room. Go to Main Computer Room, enter JUGDE, select 2nd option, enter OAKFDE. Main computer will give you a result of crew's performance. Still unknown what effect this performance report will have on the game. Reported items are result, example, cooperation, unity, coordination, incident-happening rate, possibility for improvement, need for rearrangement. -Pass Dass a coffee to close this chapter. ------ ITEMS: ------ Important- F6 Memoriikaado Memory Card F7 Pawaajakki Powerjerky F8 Tsushin-yunitto Communication unit F9 Ko-hi- Coffee ------------ SKILLS GAIN: ------------ Cube starts with High-Speed-Operation, Upgrade, Mindhack, Anti-field, Noise-stream, Info-search, Spin-drive, Mesa-Canon. Captain Square starts with Takion-Sword, Spining-star, Plasma-charge, Supernova, Plasma-ball, Space-fa-ji, Pai-neutron-bullet, Quark-sword. ================================================== 2.4 SAIKYO GENDAI-HEN (STRONGEST - MODERN CHAPTER) ================================================== The focus of the world, a youth learning multitude of fighting skills with ambition to gain the strongest throne. Learning Muey-thai, Pro-wrest, Rucha, Kotsu-hou, Sambo, Sumo through contact. ------------- INTRODUCTION: ------------- Takahara Masaru doing a self-intoduction, preparing a tour of fighting, training in the background. After defeating the 6 martial artists, a mysterious challenger appears. He not only defeats, he kills all his opponents and laugh at their puny skills. He is Odie Olbright, Masaru's last challenger for this chapter. ------ ITEMS: ------ Equipping- Bc Bandage weapon/hand att+0/def+0 ------------ SKILLS GAIN: ------------ Takahara Masaru starts at level 2 with Reppuu-shokenzuki, Doumawashikaitengeri, Kiaitame. Lv16 Daigekinu-iwaban-wari. He learns: Panchama-kick, Spiral knee form Namukyatto (Thai Boxer). Frankensteiner, Tornado-press from Great Eija (Rucha wrestler). Armlock, Cross-heel-hold from Tola Han (Special force). Abisegeri, Tsuda from Moribe Seishi (Kotsu-jutsu master). Max-bomber, German-suplex from Max Morgan (Wrestler). Alohalite, Kifudoukaeshi from Jacky Iyaukea (Sumo wrestler). =========================================================== 2.5 HOUROU SEIBU-HEN (WANDERING - WESTERN FRONTIER CHAPTER) =========================================================== America continent, Western frontier exploration time. A wanderer enters Success Town, a town troubled by outlaws. Search for trap's material, enlist the help of town people to retaliate against outlaws Crazybunch. ------------- INTRODUCTION: ------------- Sheriff pays a visit to Crystal Bar, handing a wanted notice for master of the bar to put up. You get to name your character (default is Sundown Kidd). Sundown riding in the wilderness, stopped by Maddog, wanting to claim the reward on Sundown. The first gunfight of the chapter. Sundown frightens off Maddog's horse Gold and rides on, leaving Maddog behind. A town comes in sight and Sundown enters the town. ----------- CHARACTERS: ----------- Sundown Kidd- The lead, a wanted man for 5000 dollars. Maddog- A bounty-hunter who is after Sundown for the reward. Sweet talker but only cares for money. An honorable man who never shoots a sitting man. Annie- Hostess of Crystal Bar. Fierce girl and sister of Master. Billie- Son of sheriff. Sheriff- Unable to do anything to the Crazybunch. Master of Crystal Bar- Owner of the bar. Wayne and Wayne's wife, Jamer, Clint, Sergil- Town people. Sancho, Delos, Panchoz- The 3 performing amigos. Crazybunch- remaining fractions from destroyed 7th Calvary, outlaws and bandits headed by O.Dio. --------------- POINTS TO NOTE: --------------- Approaches- You do can idle the time off in bar and fight all 16 Crazybunch together, I have done that and emerge victorious after emptying my inventory; Or not defeating the purpose of this chapter and play it the intelligent way through the use of traps to reduce enemy's number. Sundown only have 8 hours (game's timing) to find and ask town people to setup the traps. Ehem...(blushes)- Upon entering the bar the 1st time , enter the middle room on second floor. Too bad it is only 16-bit color 12x16 pixel. Smack...(flushes)- Give Annie her Chemise to set as trap. Setting traps- Faster ones are Sheriff, Annie. Slowest is Billie. Some traps are for specific person, Frying pan can only be set by Annie, Slingshot by Billie, Master's Pinup by Master. There is no meaning in setting 2 traps of a same kind. You can talk to Master, select 1st option, then 2nd option (3rd option in consecutive time) to let time past. Before final hour- Remember to switch Sundown's and Maddog's armors. After showdown with Crazybunch- O.Dio disappeared, turned into a horse. The sheriff recalls that after the defeat of 7th Calvary by the Union, only a horse is left. The horse may be carrying the hatred of dead soldiers... Alternate ending- Last showdown with Maddog in Success Town, escape from battle. Maddog will leave. After ending credits, Maddog shows up with O.Dio(horse). Win the battle, Sundown will repeat what he did in the opening. ------------------ LOCATION OF ITEMS: ------------------ Pachinko (Slingshot), talk to Billie. Crystal Bar- Bourbon, in white-jar. Tequila, shelf behind counter(send master out to set trap). Room behind counter: Bourbon, in chest. Hidden room(check left of the cupboard blocking a door in room behind counter): Jacket, in cupboard. Oil and Empty bottle, in jar and chest respectively. Maddog will offer to combine into Flaming-bottle, at cost of little time. 1F room: Bourbon, Tequila, Oil, in chests and jars. 2F left room: Hamaki, chest. 2F center room: Annie's Chemise, cupboard(need to send Annie out setting trap). 2F right room: Master's pinup, when Master and Annie are in Bar, search Annie's cupboard, then search the Master's cupboard. House right of Bar- Bottle, in chest behind counter. 1F room: Hamaki, in chest. 2F left bottom room: Bourbon, in chest. 2F right room: empty. Sheriff's office- Hamaki, middle of Sheriff's desk. Dynamite, chest. Peacemaker, gunrack. 2F room: Handline, gunrack. House opposite Sheriff's office- Inner room: Bottle, chest. Barn opposite right of Bar- Scoop, middle of wagon. House opposite Bar- Oil, in jar. Inner room: Frying pan, hanging on wall. Carrot, in jar. House opposite left of Bar- Room behind the stairs: Rope, in chest. Other rooms: empty. Barn opposite left of Bar- Carrot, Bottle, in chest. Horse excrete, lowest right haystack. Barn Left of Bar- 2xCarrot, in chest. CoalBarrel, barrel beside wagon. House left of Bar- Room behind stair: Oil, in jar. Other rooms: empty. Wine-store left of Bar- Tequila, in chest. ------ ITEMS: ------ Healing- 4d Bourbon single,little 4e Tequila area,little 4f Hamaki single,medium Traps- 50 Flaming bottle can be used in attack 51 Coal barrel Slowing enemy down. 55 Dynamite can be used in attack 58 Bottle For combining with Oil. 5b Pachinko(Slingshot) For Billie to use. 5e Frying pan For Annie to throw. 61 Oil For combining with Bottle. 62 Rope Tripping horses. 63 Scoop Digging hole. 64 Master's Pinup A sexy poster. 65 Horse Excrete Increase effectiveness of hole. 66 Carrot Lure horse. Equipping- 52 Sheriff Badge accessory, distant attack evade up. 53 Poncho body def+6 54 Jacket body def+8 int+4 56 Somatsuna-Boushi head def+2 57 Atarashii-Boushi head def+4 int+4 59 Tsukaifurushi-no-Gurabu hand def+2 spd+2 5a Annie's Chemise body def+2 5c HakifurushitaBuutsu leg def+4 spd+3 5d AtarashiiBuutsu leg def+6 5f Peacemaker weapon/hand att+18 spd+8/def+0 spd+4 60 HandLine weapon/hand att+14 spd+12/def+0 spd+6 ------------ SKILLS GAIN: ------------ Sundown Kidd starts at level 9, with Single-shot, Double-shot, Hollow-point-bullet, Piercing-bullet, Multi-counter. Lv 10 Triple-shot, lv11 Fourth-shot, lv13 Midare-uchi, lv14 Shin-midare-uchi, lv16 Hurrican-shot. Maddog starts at level 8, with Single-shot, TX-jitterbug, Sidewinder, Inazuma-uchi. ======================================================= 2.6 SESSHOKU GENSHI-HEN (CONTACT - PREHISTORIC CHAPTER) ======================================================= Far before time in primitive age, a youth living with strict elder and buddy Gori is coming to age...Without speech but with a nose that can tell location of beast and danger. ----------- CHARACTERS: ----------- Pogo- Green-haired caveman you control. Gori- This monkey friend hangs around with Pogo. Beru- Prehistoric beauty who is supposed to be sacrificed, but saved by Pogo. Zaki- Stone-age cool villain who has a snake(or lizard) between his legs instead of loincloth. --------------- POINTS TO NOTE: --------------- Cave-room of ever-increasing cavemen- The room right of your cave, talk to the caveman another will enter and the number will keep increasing. If you are able to talk to the 20th caveman entering, you will receive a set of raw materials containing Ki-no-bou, Hone, Kemono-no-tsuno, Kemono-no-kiba, Kekawa, Katai-kawa, Katai-ishi. Talk to 19th cavemen twice, the 20th will not appear, all will exit and you have to restart. Stand in front of the entrance to control the human flow. You can get the best weapon even before the first hunt. Gori's equipment- Gori seems to be only able to equip with Kemonkaburi, Kegawa, Gigigaga-no-wakka, Monona-ishi. Gifts to Beru- On second morning, Beru will be hiding in a haystack inside Pogo's cave. Give her food, she will return with 3 kisses. Give her Kachinkokeesu or Tsukemunage Pogo will get a slap from her. Give her anything she can equip and...too bad it is in 16-bit color 12x16 pixel. I am not sure whether the gifts have any effect on the story, there seems to be none. How to get Oosha-no-kiba(accessory) or Ko-ra-no-bin(accessory)- Right after Pogo escape from the pit-trap, you can go back to the wild Pogo was exiled in and fight King Mammoth (HP:992). Use 'Y' to estimate its location, you will see a running mammoth symbol. Note that it is running instead of walking. King mammoth's defense is so high that attacks cause only 10% of normal damage, and it can easily cause 200+ damage. Make sure Pogo is at least lv16, equipped with best equipment and has lots of healing items. I am not sure what determines which accessory is dropped yet. Getting Monona-ishi(accessory)- After Gori rescues the female gorillas, go to a face-like rock(bottom-left of cave entrance to other village) in the wild where Pogo is exiled in, press talk button exactly 100 times. You will hear door opened sound. Go left towards the craftman, you will see an cave entrance. Go in, talk to the black stone and give it a Hone, you will get Monona-ishi in return. Name of last boss (the T-rex)- O-dei-o-, in case anyone asking. First word(sound?) Pogo said- "A...!" followed by "Aiiii"(love). ------------ WALKTHROUGH: ------------ -Pogo wakes up in bed, leave the room, Gori will tag along even if Pogo does not wakes it up. -Talk to the caveman sleeping outside. Go to elder's room (cave with the horns on top) and approach the elder. He will hint Pogo on what to do and exit. -Go to hunting ground, talk to the caveman with the elder, he will give Pogo a live demonstration on how to use smell (press Y button in open field). Talk to elder after demonstration, he pushes Pogo out. Find and fight all 3 monsters on map and elder will allow Pogo to return to village. -Go to bed. Nightfall, Pogo notice Gori is not around. -Go to food store(right of exit), wakes Gori up and leave the store. -Enter food store again, search the bush where Beru is hiding(use Pogo's nose). Beru will hide in a corner. Offer her meat (use the one in food store if Pogo has no more), leave the food store. -Enter food store and approach Beru. She will come out of hiding. -Go to Pogo's cave, it is blocked by a caveman. -Go to food store, check any haystack, she will use it to cover herself. -Go to Pogo's cave, speak to the caveman, let Pogo return to his bed. -Next morning, check the haystack to find Beru. Give her a meat (go hunting if Pogo has none). -Go to exit of the cave, go to top exit and talk to the guard. He punches Pogo and suddenly Zaki and gang enter. Return to the main cave to witness Zaki searching the place for Beru. Check any of the vehicles, Gori shoves Pogo in and Pogo will go save Beru. Defeat 5 cavemen then Zaki in a battle. The elder decides that Beru cannot stay and exiles Pogo and gang out. -Enter the cave at top right corner of the map and rest for the night. There is a craft-man at top left corner who Pogo can talk to and combine items. This is the last time you get to change Beru's equipment, the next time you use her will be in the boss battle. -Pogo has a dream and wakes up to find Beru being captured by Zaki and gang. Get Gori then check the concealed cave door and enter. -Walk towards Zaki and Pogo will falls into a pit trap. In the darken cave, use smell to determine the cave exit (it is at top left of the map). The creatures in the cave will keep regenerating. -Pogo will find himself back in the cave he spends the night in. Enter the concealed cave door again. -Go to the top of the map, exit using top left cave door. This time Pogo will avoid the pit trap. -Travel left in the wilderness and enter Zaki's village. There is a craft-man near the entrance of the village. -Go to the cliff at the right of the village gate. Gori is surprised that female gorillas are captured by the villages too, and rushes to save them. Enter the right most cave. Other caves are filled to the brim with cavemen, only enter if you want to gain experience. -Upon entering the cave, Pogo finds Gori surrounded by female gorillas and refuses to barge. Use smell to find the cave Beru is held. Enter the cave door to the right. -In the passage with 2 cave doors, enter the one to the left, search the bed to confirm Beru's presence, go back to grab Gori (talk to Gori repeatedly). With Gori in party, enter the cave door to the right. -This is the challenging part of this chapter, use pillars and passage way to trap the 2 cavemen, unless Pogo is trapped by them, do not engage in battle as they will reappear at the top cave door. Exit using the top cave door. -Prepare for final battle, proceed to the top cave door. ------------- COMBINATIONS: ------------- Translation: Ki-no-bou(Wooden stick), Hone(bone), Kemono-no-tsuno(Beast horn), Kemono-no-kiba(Beast tooth), Kekawa(Beast skin), Katai-kawa(Hard skin), Katai-ishi(Hard stone). Sekki-naifu(Stone-age knife) = Hone + Katai-ishi KawaHimo(Skin strips) = Sekki-naifu + Kekawa Busubusu-yari = Sekki-naifu + Ki-no-bou Sekki-naifu + Hone Peshipeshi-muchi = KawaHimo + Ki-no-bou Pokopoko-doramu = Katai-kawa + Ki-no-bou Katai-kawa + Hone Dokadoka-ono = Katai-ishi + Ki-no-bou Meramera-konbou = Kekawa + Ki-no-bou Kibakiba-konbou = Kemono-no-kiba + ki-no-bou Tsuntsun-yari = Hone + Ki-no-bou Kemono-no-tsuno + Ki-no-bou Bunbun-hone = Kawahimo + Hone Kemono-kaburi = Kegawa + Hone Kekawa + Kemono-no-tsuno Hanakasari = Kemono-no-kiba + Hone Kemono-no-kiba + Kemono-no-tsuno Gigigaga-no-wakka = Kemono-no-tsuno + Hone = Katai-ishi + Kemono-no-tsuno Kachinkokeesu = Sekki naifu + Kemono-no-tsuno Kawahimo + Kemono-no-tsuno Uhohomasuku = Katai-kawa + Kemono-no-tsuno Katai-kawa + Kemono-no-kiba Biribiri-makibishi = Sekki-naifu + Kemono-no-kiba Kiba-no-nekkuresu = Kawahimo + Kemono-no-kiba Tsukemunage = Kekawa + Kemono-no-kiba Katai-kawa + Kekawa Katai-ishi + Kekawa Yasei-doresu = Kawahimo + Kekawa BoinBiinasu = Sekki-naifu + Katai-ishi Boora = Kawahimo + Katai-ishi Gatsunguroobu = Katai-kawa + katai-ishi Yasei-aamaa = Sekki-naifu + Katai-kawa Yasei-baggu = Kawahimo + Katai-kawa Bunbun-naifu = Sekki-naifu + Kawahimo ------ ITEMS: ------ Healing- 28 Hone-niku single 29 Dodekahone-niku area,big Attack- 3b Boora 3c Biribirimakibishi Equipping- 33 Tsuntsun-yari weapon att+14 spd+6 34 Kibakiba-konbou weapon att+18 35 Meramera-konbou weapon/hand att+8/def+8 36 Dokadoka-ono weapon att+10 str+10 37 Peshipeshi-muchi weapon/hand att+10/def+10 spd+16 38 Bunbun-hone weapon att+22 39 Busubusu-yari weapon att+25 spd+10 3a Bunbun-naifu weapon/hand att+30/def+0 3d Pokopoko-doramu hand/accessory/attack int+12/spd-8 int+6 3e Gatsun-guroobu hand def+2,str+16 3f Hanakasari accessory int+8 40 Kemono-kaburi head def+4 spd+10 41 Uhohomasuku head/attack def+10 int+15 anti sleep, mental,wind evade up 42 Tsukemunage body def+4 str+4 43 Kachinkokeesu body def+8 con+6 int+10 44 Yasei-aamaa body def+24 spd-8 con+10 dull,sharp evade-up 45 Yasei-doresu body def+48 int+10 Beru only 46 Gigigaga-no-wakka leg def+0 spd+1 int+1/accessory spd+2 int+3 dull evade up 47 Kiba-no-nekkuresu accessory int+2 Beru only 48 Yasei-baggu weapon/hand att+40 str+20 int+8/def-10 int+4 Beru only 49 Monona-ishi accessory/attack int+50 4a Ko-ra-no-bin accessory/attack spd+30 4b Ousha-no-kiba accessory str+20 poison,paralyse,sleep,drunk,stone immune 4c BoinBiinasu accessory/healing int-10 mental,earth,wind,water,fire evade up Raw materials- 2a Ki-no-bou weapon/hand att+4/spd-5 2b Hone weapon/hand att+5/spd-5 2c Kemono-no-tsuno head def+0 str+6 2d Kemono-no-kiba accessory str+4 2e Kegawa body def+4 2f Katai-kawa 30 Katai-ishi attack item 31 Kawahimo 32 Sekki-naifu attack item ------------ SKILLS GAIN: ------------ Pogo starts at level 1 with Boko-boko. Lv2 Dokadoka, lv3 Uhopuu, lv4 Gu-gu-, lv5 Guigui, lv6 Bunbun, lv7 Gaboraccho, lv8 Kikokiko, lv9 Uo-uo-, lv11 Zudogeradein, lv16 Dodegesuten. Gori starts at level 4 with N-ga, U-ho. Lv5 Uki`, lv7 Ukipuu, lv9 Dogodogo, lv11 Ngo. Beru starts at level 1 with Pokapoka, te-te-. Lv3 Furefure-, lv7 Ru-ru-. Zaki starts with Gagango, Barikikyu-n, Baritanku, Gogonga, Baridori-n, Bariburu-n. ===================================================== 2.7 RYUUDOU KINMIRAI-HEN (FLOW - NEAR FUTURE CHAPTER) ===================================================== In a future not far from now, there is a youth with supernatural power, passing days by fighting with no motive... Can this mind-reading youth revive an Ancient robot god by the name of Buriki-Daiou!? ------------- INTRODUCTION: ------------- Akira ask whether you are happy. Yes, he will ask you to spare a thought for those who are not. Unhappy, he will say too bad but it is your own life, you got to change it by your own strength. He continues with his story and how to use his ESP (press 'Y' when facing people). ----------- CHARACTERS: ----------- A lot of character's information is not mentioned in the story. These information are collected from fan's sites, included for completeness of the story. Tadokoro Akira Profile- 17 years old (born 1994, 8 Dec), blood type: A, height: 168cm, weight: 58kg At 3, sister Kaori was born. At 4, his mother Kasumi, disappeared in a mysterious incident. (She was kidnapped and made into liquid human in Chikunami laboratory. Her samples seems to be still kept in the laboratory. At 10, his father Masashi, captain of a mobile-unit was killed by gangsters. He entered an orphanage Chibikko-House, with his sister. At 11, his supernatural power awoke. At 13, his power can heal and cause damage. At 15, met Muhoumatsu, called him "Elder Brother" ever since. Currently, living in Chibikko-House, hanging around on the streets, sleeping on park's bench, helping out in Muhoumatsu's store. Characteristic- Dressed like a delinquent, but has strong sense of justice, protective of little kids. His ability to read mind, causes his lost in trust in people, particularly adults. Due to his distrust in people, he is lonely and constantly looking for people he can trust from the hearts. Not mentioned in game- His wounds (cross on his forehead, slash across his chest) are actually caused by the unleash of supernatural power. They will widen as his power increases. Other wounds on his body are result of fights with "Crusaders". He survives because of his incredible healing power. Both he and his sister can see the future through dreams. He lost this ability when his power awakes. His sister still has this ability. Muhoumatsu Original name: Matsui Kenichi 35 years old (born: 1976, 15 May), bloodtype: O, height: 190cm, weight: 87kg Profile- His pass is unknown. It is believed that his parents died when he was young and was sent to an orphanage. Went independent when 16, wandered with his Harley, did many jobs. Formed a gang, the "Crusaders" when he was 20, hoping to break free from controls by the army. In an encounter with a mobile-unit, he killed Akira's father. Watching Akira weeping made him remembered himself and deeply regretted his doings. He quitted gang, living alone in a simple apartment, selling Taiyaki in a park, giving half of the earning to Chibikko-House, trying to make up. Characteristic- Hot-blooded but maintain his calm. Difficulty in socializing due to his upbringing. His fear of seeing someone close to him die made him always willing to sacrifice himself for ones he love. Not mentioned in story- He wears sunglasses to hide his left eye, which is blinded by a wound he got while in the Crusaders. Tadokoro Kaori 13 years old (1997 12 Sep), bloodtype: O, Height: 135cm, weight: 40kg Akira's younder sister, a girl seriously ill. Inherited the intelligence from her mother. Steady and gentle character even through she do wish play like other kids in the orphanage. Loves reading and has a weak body. Caring for her pet tortoise(Tarokichi, Kazu found it), brother and kids from the orphanage kept her busy all day. Not mentioned in game- Kaori does have weak supernatural power, but is significantly weaker than Akira. Kashiwagi Taeko 26 years old (1984 21 Apr), bloodtype: B, height: 165cm, weight: 60kg Originally a paediatrician-in-training, helped in aunt's Chibikko-house for gaining practical experience. She got close to the kids and decided to stay and inherit the orphanage from her aunt. Currently in charge of teaching, household chores and taking care of her wards. Is a highly-authoritative character and also serious learner. She is love secretly with Muhoumatsu for 5 years and never openly states her feeling. Not mentioned in game: She got 2-dan for Kendo, and also practiced Karate and Iai. She quitted Japanese martial art to study medicine, in hope of becoming a doctor. Before Akira entered Chibikko-house, Muhoumatsu had beening making moderate contributions to the orphanage. Taeko asked him to come so that the orphanage can thank him, but was refused. She decided to pay him a visit and was greatly startled by his appearance. She fell in love with him at the first sight. Other kids at Chibikko-house Kazu, Yuki, Akki-, Watanabe. Toei Antique shop Kotobuki-shokai owner. He is trying everything to revive Buriki-Daiou, which is kept under his shop. An inventor currently working on teleportation machine. Taroimo Dying Tarokichi (Kaori's pet tortoise) is turned into liquid android by Toei and inserted into this robot, thus getting a new life. Buriki-Daiou An ancient robot from Babylonia, only movable by Babylonian saint with mental energy. Dr Cindelman A scientist experimenting with liquid human. He has converted all his colleagues into liquid human, except Toei who escaped. Yamazaki Currently the commander of army and crusaders, in charge of abducting humans for changing into liquid human. Unryuu A priest in Oteo-ji, trying to call Odeo god using modern technology. Working with Cindelman. Kozo Watanabe Father of Watanabe in orphanage, former assistant of Cindelman. He was made into a robot Number W1. Odeo Last boss of this chapter. Its activation requires 2000 liquid humans. --------------- POINTS TO NOTE: --------------- Helping out at Muhoumatsu Taiyaki store- The store is in the park, Akira can help anytime before abduction of Kazu. You will earn an item for quoting a right or slightly-off price, a bashing if the price is wrong. Item earned is according to price of Taiyaki sold, 100yen Taiyaki, 300yen Banana-crepe, 1000yen Dogonjo-yaki, 10000yen Misawa-yaki. Customers and acceptable prices, Kid 100,300; Lady 300,1000; Man-in-suit 1000,10000; Old-lady 100,10000. For fun, just remember half of the earning will go to the orphanage. Power-up for Taroimo- Taroimo and Cube(SF chapter) are both robots which do not gain experience from battle. You got to earn Kyouka-part (Powerup-part) from battle and use it to on them. Defeating all robots in battles seems to increase chances of getting this item. Secondly, if you equip a robot with accessories that can be used for attack, it will have new attack skills in attack menu. Accessories that can be used this way are: Kotobukirakka- Rakka-bunmu-dan, Ganseki-hou- Gekiretsu-dan, Showa-kintoto-hou - Kingyo-dan, Showa-hiyokokko-hou - Hyoko-dan, Boyoyon-juu- Boyoyon-punch, 100V-laser - 100V-laser, Plasma-spark - Plasma-spark, Stungun - 50kV-shock. Unlimited security guards- While using Chikunami laboratory's lavatories, a guard will enter. You can repeat as many times as you like to get experience and powerup-parts. Another place is in one of the dataroom, mind-scan the lady using a computer there and she will call the security. Escaping from battle- Akira escapes from battle on the streets using teleport. He randomly ends up in different places after teleporting. ------------ WALKTHROUGH: ------------ -Akira wakes up on a park bench. Feel free to try out Akira's power in the park. Leave the park by the right, 4 Crusaders will surround Akira. Mind-scan the one on the left, Muhoumatsu will ride in and help Akira out. After the fight, Muhoumatsu offers to give Akira a lift to the orphanage. Mind-scan Muhoumatsu to start moving. -On reaching the orphanage Chibikko-house, Muhoumatsu rides off without entering. Taeko stops Akira at the doorway to get his dirty clothes. Speak to Watanabe (boy with black hair), he will fetch Akira a first-aid kit. Go to room left of doorway and speak to Watanabe. Go and watch television, Watanabe will bring a first-aid kit. After the commotion, talk to Watanabe to get information on Tarokichi, Kaori's pet. Go to left-most room, mind-scan Kaori and gets to know the tortoise is dying. Akira volunteers to fetch Toei and see what can be done. -Go to the antique shop (shop with a big Chinese character on top). Mind-scan out side toilet door. Toei comes out, follow him. Try out his teleporting machine by stepping on it. The machine fails dangerously. Talk to Toei then return to Chibikko-house. -On reaching Chibikko-house, speak to Kaori and Toei enters. He has brought along his robot Taroimo. In order to transform Tarokichi into liquid android, he needs a power source. Go bottom of screen in Kaori's room and check left-most wall for a power socket. Taroimo starts moving, mind-scan it and it will become Akira's partner. Talk to Toei twice, then mind-scan him, Toei will leave in haste. -Stepping out of the room, Akira sees Taeko tucking every kid in bed. Kazu sneaks out. Go to the kids' bedroom and talk to Watanabe. All the 4 kids will want some snacks before bedtime in exchange for items. Watanabe(black-hair)wants Banana crepe, Akki(yellow shirt) wants Daiyaki, Yuki(girl with black hair) wants Misawa-yaki, Kazu(red shirt) on front yard wants Dogonjo-yaki. -Go to laundry room and speak to Taeko, she goes out to hang the laundry. Use the toilet, Watanabe will enter and pass Akira items. Repeat until Taeko interrupts them(Akira can use the toilet again to get the final item from Watanabe). -Go to antique shop. Descend to bottom-most floor, speak to Toei and select top option. Return to top-most floor, talk to Toei and he will tell Akira how to get inside Buriki-Daiou cockpit. 1. Touch the pink-elephant on 1F. 2. Read book on table on 1F. 3. Plays the Xylophone on 1F. 4. Touch the green mask behind Toei on 1F. 5. Pray in front of Buriki-Daiou. 6. Wash hands outside toilet 1F. 7. Go into the toilet 1F. Have fun with the 5 switches in the cockpit. Akira can talk to Toei and select top option for converting items. -Return to Chibikko-house, at the doorway, Akira will hear Taeko's scream. Go to front yard and Akira sees Taeko struggling with the Crusaders. Mind-scan Taeko and Akira will fight off the Crusaders. The Crusaders escape after kidnapping Kazu. Muhoumatsu passes by and gives chase, Akira stops a bike and follows. -At the dock, follow the Crusaders, they will eventually lead Akira to the pier. Join Muhoumatsu and fight the Crusaders. Mind-scan the defeated Crusader, talk to Muhoumatsu then mind-scan him. Muhoumatsu will return to Chibikko-house with Kazu. -Return to Chibikko-house, mind-scan Kaori to know Muhoumatsu has gone to Chikunami laboratory alone. -Go to Chikunami laboratory(right-most building on the map). At the gate, choose second option and fight the guards. Enter the building, escalator leads to data room, door to the right leads to deeper area in the laboratory. After crossing the overhead bridge, take the left elevator down and enter the room guarded. Defeat the Crusaders inside, Muhoumatsu joins Akira. Go through the door Muhoumatsu enters. -Go to left-most room. Enter the tank room and mind-scan the only guy there for the ID for the doors. -Open the double door with ID F.4.9.F (last option), enter the room and Akira will see the 3 masterminds behind these incidents, Dr Cindelman, Yamazaki, Unryuu. Defeat a sub-boss Liquid human robot number W1. Muhoumatsu will escape with Akira. -Everyone automatically gathers at Chibikko-house. Toei concludes that only way to defeat the enemies is the revival of Buriki-Daiou. Muhumatsu insists on trying and leaves, followed by Toei. -Go to antique shop, mind-scan Toei. -Go to the pub, right-most of 2nd street from the top. Talk and mind-scan Muhoumatsu. -Upon leaving the pub, Akira sees the Crusaders setting Chibikko-house on fire. Rush to Chibbiko-house. Enter and talk to Taeko along left of the corridor. Search every room for Kaori. Akira will eventually finds her in Kids' bedroom. -Next scene shows Muhoumatsu approaching Toei, wanting to give Buriki-Daiou another try. But this time he will be taking Matango, a substance which can increase mental energy of a person quickly, but killing the person in the process. It works and Buriki-Daiou moves. Buriki-Daiou saves Akira and Kaori. The crusaders try to stop Buriki-Daiou but fail. Muhoumatsu over-exerted himself and collapsed. Mind-scan Muhoumatsu to know his past identity. Akira asks everyone to leave the cockpit. He will pilot Buriki-Daiou with Muhoumatsu. -Heads toward the temple on top of map for final showdown with ancient giant robot Odeo. -After defeating Odeo, the liquefied humans attack Yamazaki, Dr Cindelman and Unryuu, bringing them down. Akira teleports away. ----------- CONVERTING: ----------- Toei can receive inspirations from items you give him and invent something. Save before converting because he fails sometime. Toei will need to invent low level items before being able to invent high level items. For example, you need to let him invent first Misawa-yaki/Matango-light/Dogonjo-yaki from Taiyaki/First-aid/Banana-crepe, before he can invent Potion-N09 from Misawa-yaki/Matango-light/Dogonjo-yaki. He will inform you that he cannot draw anymore inspiration when the item is at its highest level. Taiyaki/First-aid/Banana-crepe -> Misawa-yaki/Matango-light/Dogonjo-yaki -> Potion-N09 Nuke-knife -> Napalm-bomb (continues as Napalm-bomb) Napalm-bomb/Tenuke-dan -> Stungun/Plasma-spark/100V-laser/Boyoyon-juu -> Poisonjet -> Kotobukirakka- -> Tenshi-no-kobin/Gansekihou -> Showa-hiyokokko-hou/Showa-kintoto-hou Glove -> Bowling-ball -> Taeko-no-punch Encho-no-pantsu/Watanabe-no-pantsu -> Taeko-no-pantaron/Sweat-> Punk-jacket/Zenshin-tights/Taeko-no-pansuto -> Rider-belt -> Juushin-shirt Cap -> Shampoo-hat Bash -> Iron-foot -> Rider-boots Misanga -> Powerwrist Hentai-pearl/MK-badge/Bracelet -> Sango-no-yubiwa/Kin-no-kamikasari/TATOO -> Mahou-no-pendant Taeko-no-pantsu -> Potion-N09/Rider-boots/Power-wrist/Mahou-no-pendant/Juushin-shirt/Shampoo-hat/Showa-hiyokokko-hou ------ ITEMS: ------ Healing- 89 First-aid self,medium 8a Dogonjo-yaki self,high 8b Potion-N09 all,high 8c Matango-light area,medium A4 Taiyaki self,medium Af Banana-crepe self,medium B7 Misawa-yaki self,medium Attack- 8d Napalm-bomb 8e Tenuke-dan 8f Nuke-knife 92 Tenshi-no-kobin 99 Poison-jet Equipping- 90 Kotobukirakka- hand/accessory/attack con+5 91 Ganseki-hou hand/accessory/attack con+5 93 Showa-kintoto-hou hand/accessory/attack con+5 94 Showa-hiyokokko-hou hand/accessory/attack con+5 95 Boyoyon-juu hand/accessory/attack con+5 96 100V-laser hand/accessory/attack con+5 97 Plasma-spark hand/accessory/attack con+5 98 Stungun hand/accessory/attack con+5 9a Sweat body def+4 9b Punk-jacket body def+12 con+8 9c Zenshin-tights body def+10 9d Juushin-shirt body def+20 str+10 9e Cap head def+4 9f Shampoo-hat head def+1 water evade-up A0 Taeko-no-punch weapon/hand att+16/def+0 A1 Power-wrist hand def+2 str+4 A2 Misanga accessory int+4 A3 Bash leg def+1 spd+4 A5 Iron-foot leg def+6 str+12 A6 Rider-boots leg def+3 str+6 A7 Bowling-ball weapon/hand att+8/def+0 Taroimo only A8 Glove weapon/hand att+4/def+0 spd-5 A9 Taeko-no-Pantsu body/head def+8/def+0 sleep immune Aa Watanabe-no-Pantsu body/head def+1/def+0 int-25 Ab Taeko-no-Pantaron body def+2 Ac Taeko-no-Pansuto body/head def+4/def+0 Ad Encho-no-Pantsu body/head def+2/def+0 int-10 Ae Punks-no-Udewa hand/weapon def+6 str+2/att+0 B0 Sango-no-Ubiwa accessory int+4 water immune water evade up B1 Bracelet accessory int+2 B2 Kin-no-Kamikasari head def+0 int+8 B3 Mahou-no-pendant accessory str-2 spd-2 con-2 int+8 B4 Muboumatsu-no-rocket accessory B5 Buriki-no-broach accessory con+3 B6 MK-badge accessory spd+2 B8 Tattoo accessory str+4 B9 Rider-belt accessory str+4 con+2 Ba Hentai-pearl accessory str+8 int-4 Powerup- Bb Kyouka-part increases robot's HP by 10 ------------ SKILLS GAIN: ------------ Akira starts at level 4 with Low-kick, Elbow, Mother-image, Slit-image, Self-heal. Lv5 Heaven-image, lv6 Heal-touch, lv7 Hell-image, lv8 Holy-ghost, lv9 Flame-image, lv10 Holy-blow, lv11 Freeze-image, lv13 Shadow-image, lv16 Holy-image. Taroimo starts at level 5 with Taroimo-punch, Taroimo-kick, Nouten-shot. Muhoumatsu starts at level 8 with Inazuma-upper, Dogonjo-kick, Ikari-no-tekken, Heavyblow. Buriki-Daio starts with Metal-hit, Babylon-kick, Jomjom-dan, Halogen-laser. ------------------------- LYRIC FOR THE TITLE SONG: ------------------------- Yes, there is lyric for the title song " Go! Go! Buriki-Daiou!!". A traditional giant robot anime type of lyric. Go! Go! Buriki-Daiou!! Ima ha mukash-no-Babironia Hagane-no-ken ga Ten wo tsu-ku Igata-no-mashin wo taosu-tame Ikari de hi wo tomose Atsui-kokoro ga yobisamasu Burigi-Daiou ware-to-ari ======================================================= 2.8 MAOU CHUUSEI-HEN (KING OF DEMON - MEDIEVAL CHAPTER) ======================================================= This chapter is unlocked after completing all 7 starting chapters. AFTER COMPLETING THIS CHAPTER, YOU CAN NO LONGER REPLAY OTHER CHAPTER. Make sure you are completely satisfied with result of first seven chapters before continuing. ------------- INTRODUCTION: ------------- The chapter starts with a tournament in Rukurechia. Both Orstedd(you) and Sutoreibou(Straybow) fight the challengers and emerge victorious. King announces that final match determines who shall propose to princess Alicia. Orstedd wins. The king prepares a banquet to celebrate the victory. After the banquet, Alicia and Orstedd are on the terrace. A dragonon swoops down from the sky towards the princess. After beating the monster, another larger one grabs Alicia and fled to a castle in the East. Locations- Top of screen: Rurechia castle. Left: Famirio village. Top-left: Yusha-no-yama (Hero's mountain). Right: Forbidden land, the Demon mountain. --------------- POINTS TO NOTE: --------------- Untaken items- When I play this chapter, I did not take any items from castle, forest, village and demon's mountain (you can complete this chapter comfortably without any additional items). The untaken items remain there for final chapter. ------------ WALKTHROUGH: ------------ In the audience hall, the king fears that the Demon king, who was once defeated by hero Hash 20 years ago, is showing signs of revival. Hash has shut himself off human and stays in mountain. Orstedd volunteers to defeat the Demon King. Feel free to explore the whole castle and collect items after that. The minister will tell you what happened 20 years ago. Standing on top-right corner of the terrace, Orstedd will recall how Alicia was captured. In town, people shower Orstedd with blessings and gifts. At town's gate, Straybow will join Orstedd. Go to Hero's mountain, near the peak, there is a log-house. Speak to the bearded man outside and he will get in the house saying nothing. Check the shield hanging on the wall in the house. Go to Famirio village, in the house to the left, check the shield. The old man surprised that Orstedd recognizes the shield. The old man is Uranus, a cleric who is with Hash when he defeated the Demon king. Both of them are tired of being hailed as heros, retire and live quietly. Return to the mountain house (you can take the shield before you go). In mountain house, Uranus tries to talk some sense into Hash. People are weak alone, and seek strong companions. With trust among people, they can form strong groups. Hash stubbornly refuses to help Orstedd. As Orstedd is about to leave, Hash finally decided to join, to prove that he is still as brave as in the past. Check the tombstone on peak of mountain. Hash will pull out a sword, Bryon, and swore to defeat the Demon king. Go to the Forbidden land. Hash will open the entrance. Go in and defeat the Demon king. Remember to remove Hash and Straybow equipment as they will be leaving the party after the battle. After the battle, Hash says that the monster is just a minion of the Demon king and he has over-exerted himself. He passes Orstedd his sword, Bryon before dying. Just as the party is wondering where the princess is, an earthquake started. As they are escaping, Straybow is trapped in the room, Orstedd and Uranus are forced to escape without him. Go to castle and report the incident to the king. He will ask Orstedd to rest in the room to the left. Before resting, you can remove Uranus equipment. At night, Orstedd is troubled by a dream and woken up by Straybow, who exits the room immediately. Demon king is standing in throne room, talking to him will start a battle. After the battle, the illusion disappeared, revealing a slain king. The minister enters and accuses Orstedd of killing the king. The whole castle thinks that Orstedd is really the demon king who murdered Hash and Straybow too. Uranus tried to defend Orstedd but is arrested. Exit the castle and town, Orstedd will not be allowed to re-enter. Go to the tombstone on peak of the mountain. Orstedd will recall last words of Hash, to save the princess as she believes in Orstedd. As long as there is a soul in the world who believes in him, he should continue fighting. Return to the castle, the soldiers at the gate will arrest and put Orstedd in jail. Talk to Uranus through the bars. He was tortured badly and finally understands why Hash hated people. He wants Orstedd to go and protect whoever believes in Orstedd. With final effort, Uranus casts a spell to unlock the jail door. Orstedd is again accused of silencing his companion and has to escape. Go to Forbidden land for the last time. Orstedd needs to defeat a series of sub-boss guarding some doors before reaching the Demon king. Check the statue in inner-most room to open a secret passage, go in. Straybow appears in front of the statue. He found the power of the Demon king and cast a spell to activate it. He wants to gain power to overcome Orstedd and wins back the princess. He faked his death during the earthquake. Straybow also tricked Orstedd into killing the king. He wants Orstedd to suffer for always beating him in everything. After defeating Straybow, Alicia appears and blames Orstedd of being insensitive to the feeling of Straybow who had being living under Orstedd's shadow. She pities Straybow and commits suicide. Orstedd has flashbacks of everything happened and realizes he possesses nothing now, not even trust from a single human. He vows to teach the world their foolishness. Orstedd is of no more, Demon king Odeio is born. ------ ITEMS: ------ Healing- 01 Naori-kusa 02 Joshua-no-mi 03 Alice-no-biscuit 09 Seisui Attack- 06 Eden's apple 0a Amon-blood 0b Baal-blood 0c Demon's cloud Equipping- 04 Unicorn-horn accessory int+10 drunk immune, mental evade up 05 Konna-mon accessory con+1 07 Soloman-no-hone accessory con-5 int+10 08 Erugosu-no-hitomi accessory int+8 sleep immune 0d Nuida-fuku body def+1 0e Kawa-yoroi body def+4 0f Morgan robe body def+2 int+8 Orstedd cannot equip with this 10 Flame-armor body def+36 int+20 fire evade up 11 Airon-suit body def+24 spd-8 12 Shinsei-armor body def+12 int+5 mental evade up 13 Kin-no-shisou body def+0 spd-20 con-20 poison,sleep immune, back,distant,closed,dull,sharp,charge,foot,hand,mental,earth,wind,water evade up 14 Circlet head def+5 15 Ice-helm head def+10 water evade up 16 Akumu-no-helmet head def+16 int-20 sleep immune, mental evade up 17 Kawa-no-kote hand def+2 spd+5 18 Gauntlet hand def+4 dull evade up 19 Rock-fist hand def+6 str+10 stone immune, earth evade up 1a Kawa-no-buutsu leg def+2 spd+2 1b Kuroneko-no-kutsu leg def+0 spd+20 charge evade up 1c Chario-buutsu leg+2 spd+10 1d Kodaaru-rod weapon att+0 int+10 Straybow and Uranus only 1e Hashibami-no-tsue weapon att+0 int+5 Straybow and Uranus only 1f Norumikki-sword weapon att+8 Orstedd and Hash only 20 Akushian-sword weapon att+13 str+12 21 Ma-bera--sword weapon att+13 spd+10 distance,sharp evade up 22 Defender weapon/hand att+5 /def+5 con+10 distant,sharp evade up, Orstedd and Hash only 23 Bryon weapon att+30 str+22 Hash only 24 Bryon weapon att+30 str+22 Orstedd and Hash only 25 Yusha-no-tate hand def+10 spd-4 int+8 26 Amethyst-no-tate hand def+15 27 Ouzoku-no-tate hand def+8 spd-6 ------------ SKILLS GAIN: ------------ Orstedd starts at level 1 with Cut-one-way, V-shine. Lv2 Purasurinku, lv3 Hammer-power, lv4 Sword-view, lv5 In-cage, lv6 Moon-down, lv7 Mirror-drive, lv8 Spindle, lv9 Dragon-soul, lv10 Laser-sonic, lv11 Jump-shot, lv12 Hekisafuranji, lv16 Death-trail. (Hmmm, is 'laser' a word used in Medieval?..) Straybow starts at level 1 with Red-ballet, Silver-freeze. Lv2 Silver-wind, lv3 Blue-gale, lv4 Red-cage, lv5 Purple-mist, lv6 Blue-score, lv7 Red-coat, lv8 Purple-stray, lv9 Brown-sugar, lv10 Silver-fang, lv14 Amber-storm, lv16 Black-abyss. Uranus starts at level 6 with Kami-no-shukufuku, Kami-no-gokako, God-voice, Iyashi-no-inori. Lv8 with Sanctuary, lv10 judgement. Hash starts at level 10 with Cut-one-way, V-shine, Hammer-power, Jump-shot, Laser-sonic, Death-trail, Dragon-soul, Spindle. =============================== 2.9 SAISHUU-HEN (FINAL CHAPTER) =============================== The final chapter of this game, unlocked only after completing all 8 chapters. Start by selecting the leading character for this chapter. Orstedd will have a different story. The map is mostly the same as Medieval chapter. ------------- INTRODUCTION: ------------- After choosing the lead character, the ending scene will be interrupted by a voice. The character will be teleported into a lost realm. Keep on walking up and a stairway can be seen, exit through the stairway, and the character will end up in their starting location. Basically you just go to the forbidden area for a final showdown with the Demon king Odeio. To get the full ending, you got to find all 6 other characters of different chapters. Orstedd will not be available (as he has turned into the Demon king). After defeating Odieo in final form, Orstedd appears and asks the main character to end his life. Select no (2nd choice) then got to the room with statues of all chapters' bosses; If you select yes (1st choice), you will fight Orstedd and get a moderate ending after winning him. Fight all bosses of each chapter again to finish the game. -------------------------------- STARTING LOCATION OF CHARACTERS: -------------------------------- Bakumatsu chapter- At signboard before entering forbidden area. Check it and Oboro-maru fights you. Winning him, he will join your party. Kungfu chapter- The inheritor will be at tombstone on peak of mountain. For Yun, he will join after talking. Lei will challenge you to a fight and joins after losing to you. Samo wants food item before joining, note that herbs and grasses are not food. SF chapter- along the path to mountain peak, to the right you can see a shiny object on the ground. Pick it up, then go to Castle terrace and give to Cube. Modern chapter: In the castle jail, joins after defeated in a fight. Exception is when main character is Cube or Sundown, he will join unconditionally. Western frontier chapter- Continuously talk to Sundown until he joins. He moves in a pattern, log-house in mountain, cliff to the right in lower area of the mountain, signboard near forest, houses in town, treasure room in castle, audience chamber, guestroom(room to the left), king's room(room to the right), castle gate. Sundown asks why he is being followed, chose 1st choice twice and he joins. Prehistoric chapter- In the forest hidden in bottom of map. Look for and talk to Pogo 3 times, he will challenge you to a fight and joins after winning. He joins unconditionally if main character is Lei (girl from Kung fu chapter). You can revisit the forest to collect infinite amount of herbs. Near future chapter- In front of a house in village. Talk to Akira, select 2nd choice then 1st choice, or select 1st choice and win him in a fight. ---------------- SECRET DUNGEONS: ---------------- Kagi-no-dungeon (key)- Have Oboro-maru in party. Enter the houses in town and fight some ninjas. They will drop Sabita-kagi(worn-key) which can be used to unlock doors. There are 4 more keys in chests scattered all over the dungeon, collect all of them before going deeper. The final treasure is Murasame, a weapon for Oboro-maru. Waza-no-dungeon (skill)- Have inheritor of Shinsan-ken in party. Go to left of the pathway to peak of mountain. The inheritor will break the rock blocking the entrance. Various skills will be needed to break the rocks blocking the way, just trial and error. There will be a mad pursuer chasing the party. In the cave with Tatsujin-no-nunchaku, he will ask whether you are mad with him, you can select yes (top choice) and fight him for the last time. No, he will leave for the moment and keep reappearing in the dungeon. Tatsujin-no-nunchaku is a weapon for Kungfu chapter character. Chie-no-dungeon (intelligence)- Have Cube in party. Enter the houses in village. There are series of puzzles to solve. There will be invisible images of Cube sitting on chairs to give clue to the puzzles. 1st puzzle is movement distorting red tiles, just aim for the exit to the top of the map. 2nd is room with a mirror, talk to the image on chair, a mirror image of Cube will appear is the mirror, follow its movement (right, right, up, up, up, left, left, up). 3rd one involves 2 mirrors, one is correct(left one), the other is wrong. (Move right, up, up, left, up, up.) 4th one involves 3 mirrors, all are wrong. (Move right, right, up, left, up, up, right, right, right, up.) 5th one, just follow the red arrow in front of the chair. (Exit up, up, down, down, up, up.) 6th one, you will need to teleport around the room in clockwise direction. Check the top-right white ball, bottom-right ball in next room, bottom-left ball in next room, finally top-left ball, the next room will only have one white ball. The treasure is 17dai-auto, the only weapon for Cube. The party will be teleported to outside of the log cabin in the mountain. You can revisit this dungeon to challenge a wandering boss, which will drop Ariel-helm. Chikara-no-dungeon (strength)- Have Masaru in party. At right of the way to the mountain. There is a sub-boss guarding the entrance. The chests in the dungeon will not open until you get Saikyou-bandage. Toki-no-dungeon (time)- Have Sundown in party. In the forest bottom right, look out for a black horse, follow it to the entrance of the dungeon. The dungeon will get darker and darker. After 8 clock chimes the boss of the dungeon will appear. After defeating the boss, the dungeon will light up. 44-magnum, a weapon for Sundown is in the deepest level. Honnou-no-dungeon (instinct)- Have Pogo in party. At lower area of mountain, use Pogo's ability to sniff. The dungeon is to the right (near to the cliff Sundown randomly stands). Check the wall emitting the smell and Pogo will break it to reveal a cave. You can find 2 frozen men(no need for guesses, they are Watanabe and son), giving clue to how to find the boss which drops Ariel-mail if you mind-scan they with Akira. There is also a giant Kansai-ben speaking carp (Amurukurechia) in this dungeon. Give him Ougon-chonmage (found in chest in dungeon of strength or Demon mountain) and he will pop his head out of water. Answer yes (top choice) to his question twice and he will challenge you to a fight. He will give you Ariel-ring if you defeat him, in addition, he will give you some (useless) information (who he is, the dungeons, who you are). You will get Buribarihone-ono, a weapon for Pogo, deep in the dungeon. Kokoro-no-dungeon (heart)- Have Akira in party. Let Akira teleport(escape) a few time during battle. You will eventually end up in middle of this dungeon. It is a rather simple dungeon with few treasures and final prize is Dogonjo-glove for Akira, at the lowest level of the dungeon. You can check the blue flames and use Akira's mind-scan (Y button) to know what they are thinking. Mind-scan Alicia's spirit, which appears after you take the Dogonjo-glove, and the party will be teleported out of the dungeon. You cannot reenter this dungeon after you exit. ------------------------- GETTING ARIEL EQUIPMENTS: ------------------------- Ariel-ring- Given by defeating a carp in dungeon of instinct. Ariel-glove- Dropped by boss in dungeon of time. Ariel-helm- Dropped by boss when revisiting the dungeon of intelligence. Ariel-boots- Exit the mountain peak after Odeio appears, the whole party will be teleported back to the lost realm. Dropped by boss in the lost realm. Ariel-mail- Escape from battle 100 times (a counter will start when you escaped 95 times). A monster will attack your party and drop this item. -------------- ORSTEDD STORY: -------------- If you chose Orstedd as lead character, he will start on the peak of Demon's mountain. Go down to the room with all bosses of other chapter and talk to all of them. He will change the history by leading the bosses to victory. Staff roll will show Orstedd roaming the land alone. ------ ITEMS: ------ Important- Ea Byakko-no-kagi use in dungeon of key Eb Seiryuu-no-kagi use in dungeon of key F1 Sabita-kagi use in dungeon of key F4 Genbu-no-kagi use in dungeon of key F6 Power-driver ??? Fc Tetsu-no-hako use on Cube Healing- F5 Magical-wood Equipping- C8 Ariel-glove glove def+15 petrify-immune D4 Ariel-helm head def+15 petrify-immune D5 Ariel-boots leg def+10 petrify-immune D6 Ariel-mail body def+45 petrify-immune D7 Ariel-ring accessory con+10 petrify-immune, back,distance,closed,dash,mental,earth,wind,water,fire evade up. E1 Buribarihone-ono weapon att+ str+20 Pogo only E2 Tatsujin-no-nunchaku weapon att+20 str+20 spd+20 con+20 int+20 Kungfu chapter character only E3 44-magnum weapon att+ spd+20 int+4 Sundown only E4 Murasame weapon att+ str+8 spd+13 Oboro-maru only E5 Saikyou-bandage weapon att+ str+90 con+80 Masaru only E6 Dogonjo-glove weapon att+25 str+16 con+15 leg,arm,poison,paralyze,sleep,drunk immune Akira only E7 17dai-auto part spd+10 int+50 Cube only E8 Gin-no-seisou body def+5 int+20 earth,wind,water,fire evade up E9 Chi-no-masou body def+1 str+60 int-40 Ec Ougon-chonmage head def+0 str+5 int+5 distance,sharp evade up Ed Megami-no-kote hand def+12 int+16 Ee Mantis-hand hand def+6 str+8 spd+4 hand evade up Ef Tsuki-usagi-no-ashi leg def+3 spd+20 distance,earth evade up F0 Mermaid-bottom leg def+6 spd+10 int+10 leg,water immune, water evade up F2 Kyokurakucho-no-ushirobane accessory int+15 mental evade up ============== 3. CHEAT CODES ============== 7E0EDE64 Oboro's experience 100 7E0DDE64 Kungfu chapter character's experience 100 7E0D5E64 Pogo's experience 100 7E0E5E64 Masaru's experience 100 7E0E1E64 Sundown's experience 100 7E0E9E64 Akira's experience 100 7E0D1E64 Orstedd's experience 100 7E11F663 In final chapter, escaped 99 times, the next time the party escapes, a boss will challenge them. (For all chapters except the last) 7E0F1E64 2nd character's experience 100 7E0F5E64 3rd character's experience 100 7E0F9E64 4th character's experience 100 (Oboro-maru's chapter only) 7E0B67xx 1st item 7E0B68xx 2nd item, so on until 7E0B88xx 7E0C67xx Number of 1st item 7E0C68xx Number of 2nd item, so on until 7E0C88xx. (Final chapter only) 7E0B01xx 1st item and so on until 7E0B22xx 7E0C01xx Number of 1st item, so on until 7E0C22xx. 7EAA00xx Enemy's HP ================================ 4. ILLUSTRATORS, MUSIC, COMMENTS ================================ Moral of this game...The common link in all chapter, Odeio = hatred (and Watanabe). As long as there is human emotion, there exists hatred. The only difference, between the charaters from first 7 chapters and Orstedd, is that they never stop fighting against hatred, Orstedd has succumbed to hatred. As long as hatred exist, anyone can become the next Demon king. Music composer: Yoko Shimomura Bakumatsu-chapter, illustrated by Goshow Aoyama. This is chapter has the most variation in approach and secrets. I spend most of the time replaying this chapter. The theme can be most serious survival game or most ridiculous castle in gaming history. Numerous guards, countless traps, death lurking round the corner..., intertwined with Cat spirit drinking lamp's oil, persistent stalker, giant fish, berserk samurais, English speaking gadget tweaking oldman(woman?). One can get crazy more easily than getting killed. I can stop laughing from Okame-no-kata chasing Oboro with "What will you do to me!!!", "Don't come near me!!!", "Love is endurance!". Mitsu-mei (Secret order)-The music is very suitable for ninja theme, sad, rousing and stirs up one's spirit. Nin-on (Sound of ninja)-The castle theme, matches the sinister castle. Satsu-jin (Killing formation)-This battle music really heats up the fighting. Kungfu-chapter, illustrated by Yoshihide Fujiwara. Got to admit this chapter is very nostalgic, like an old kungfu movie. Master dies, disciple gain unbelievable strength from sadness and anger, overcoming the impossible. Mr Fujiwara and Ikeue Ryoichi are both my favorite comic artists. Still a highly emotional chapter to me even after I have watched countless Chinese kungfu movies. Niao-er-zai-ten-kong-fei-siang, yu-er-zai-he-li-yu-yong (in Chinese)- The opening theme, literally "Birds flying in the sky, fish swimming in the river". It is very majestic. Lao-quan-shi-xia-shen-shan (in Chinese)- Old kungfu master decending deep hill, town and marketplace's theme. Zai-zhong-guo-de-zan-dou (in Chinese)- a battle in China, the fighting theme. SF-chapter, illustrated by Yumi Tamura. At the first sight, I thought this chapter is a rip-off from Alien, but after completing I find that I am half correct. This chapter is half a rip-off from Alien and Space Odessey 2001, with focus more on interpersonal relations. A chapter with only one compulsory battle. Many details of spaceship included. An above average SF suspense chapter for me. UNSEEN SYNDROME - suspenseful music. CAPTAIN SQUARE Modern-chapter, illustrated by Ryouji Minagawa. You have no battle in last chapter, now you get only battles in this chapter. Saikyo -VICTORY ROAD- (Strongest) Mosa-tachi (The Veterans) KNOCK YOU DOWN! - Good street fight music. Western Frontier chapter, illustrated by Osamu Ishiwata. Talking bout rip-off, I think it is a little similar to "The 3 Amigos" in using intelligence to overcome strength, but Sundown can finish off Crazybunch by himself. WANDERER UNDER THE FAKE THE WILDS SANCHO.DE.LOS.PANCHOZ Primitive chapter, illustrated by Yoshinori Kobayashi. This is a chapter that transcends language barrier, unfortunately the item names are still in Japanese, not pictures. Really pure fun wild amusement. NATIVE LIFE Iitotenkidesho`! - meaning "Isn't this a wonderful weather". KISS OF JEALOUSY Near-future chapter, illustrated by Kazuhiko Shimamoto. I love manga, anime, robots, I love this chapter. Giant robot piloted by emotionally-unstable youth, type-2014, liquefied human, disappeared mother...this looks like Neo-genesis Evangelion. Luckily the similarity ends there. This chapter resembles more of Robot anime from 60s to early 80s, surprisingly touching chapter, the part where Muhoumatsu sacrifice himself. GO!GO!Buriki-Daiou!! - Opening song. Full of fury and energy. WAIT FOR TRUTH - A really cool music. PSYCHO de Yo.Ro.Shi.Ku!! - Battle music, a hippy-way to write 'yoroshiku', a normal Japanese introductory greeting. Literally means "Psycho is troubled by night-dew". Medieval chapter. Just as I am starting to think this chapter is just "a gallant knight rescues a beautiful princess, becomes the king, lives happily ever after" kind of fairytale, many unexpected twists come up. Maou-heno-jokyoku (A prelude to the Demon king) Todokanu-tsubasa (Wings that never arrive)- gentle flow with tinge of sadness and regrets. Rizentaru-tatakai (Gallant battle) Maouyama-wo-suku (Living in Devil mountain) All other music used in game: LIVE.A.LIVE CRY.A.LIVE WARM.A.LIVE SELECT.A.LIVE Zettsubo-no-miyato (Hopeless city) Maou-Odeio (Demon king Odeio) MEGALOMANIA SILENT LABYRINTH ================== 5.ACKNOWLEDGEMENTS ================== Here are people I need to thank for directly or indirectly making this guide possible. RPG Data Library (http://www.rpgdl.org/index.html)- For having a collection of game secrets. Some of the secrets of Live-A-Live are discovered from their site. The Sun of Chrome (http://www.ipc-tokai.or.jp/~fuko/chrome/)- For background information on Near Future Chapter. All at Ring-A-Live - For making wonderful fan-art. GameFAQs - My lifeline for gaming.