Daikatana FAQ(GBC)
version 1.0.0
by Andrew Schultz [email protected]

Please do not reproduce this FAQ for profit without my prior consent.
However, if you write a polite e-mail to me referring to me(and this FAQ) by
name, then I will probably say OK. But if I ignore you that means no--and I
am bad about answering e-mail. Sorry.

Special stuff I'll ignore for this guide only: I have no idea what the PC
game is like. I've heard the jokes. But I have nothing concrete to judge.
Except I think Superfly Johnson is a bit of a silly name.

**** AD SPACE: ****

My home page: http://www.geocities.com/SoHo/Exhibit/2762

================================

           OUTLINE

 1. INTRODUCTION

   1-1. EVALUATION

   1-2. NOTATIONS ETC.

   1-3. PLOT AND SPOILERS

 2. CONTROLS AND INVENTORY

   2-1. MOVING

   2-2. ITEMS

 3. ENEMIES AND SUCH

 4. WALKTHROUGH

   4-1. DOJO AND SEWERS

   4-2. FORTRESS

   4-3. FORTRESS 2

   4-4. FURNACE

   4-5. LEVEL 4

   4-6. DAIKATANA AREA

   4-7. ANCIENT

   4-8. UNDER ATHENS

   4-9. ATHENS

   4-10. MEDUSA

   4-11. VILLAGE

   4-12. CASTLE

   4-13. SAN FRANCISCO, 2030

   4-14. SHUTTLE

   4-15. SHUTTLE LEVEL 2

   4-16. LAB AREA

   4-17. HELIPAD AREA

   4-18. MISHIMA'S TOWER

 5. VERSIONS

 6. CREDITS

================================

 1. INTRODUCTION

   1-1. EVALUATION

Daikatana for the GBC is a much less ambitious effort than the full-scale
effort for the PC. But from what I can piece together about the PC version's
release and its commercial failure and my experiences with the GBC version,
the focus served the game well. Some of the time travel bits are mumbo jumbo,
and there's too much of the people from the future constantly rewriting the
past, and yet the ending absolves all of the hard-coded plot lines.

And although you don't really have to use much of the large selection of
weapons you've been given, it's no less fun to go through several periods of
time whacking bad guys with sticks. Enough to put off some atrocious dialogue
and the confusing morphing effects created by the three main characters you
switch between during the game. Athens and the ancient village are done
rather well and while the futuristic parts seem wound up a bit too hastily,
it's still fun to thrash a motorcycle with a magic sword.

Much of the game's strategy revolves around hitting someone with a sword and
causing them to bounce three squares away and hiding around bends. There are
a few puzzles, and a bit of mapping doesn't hurt. I completed this game in
five hours with the aid of save states, boss fights being the main
impediment. A few days later I completed the deal with 855 armor points
left(using save game status.) Despite not having much to do physically, the
transfer between the past and the future works well. And if the game is
outlandish and goes beyond suspension of disbelief, that's tempered by some
likable cartoon graphics.

Overall Daikatana does a good job of looking back on 2-d NES games such as
Metal Gear and Zelda and capturing parts of them as well as their feel. It's
a bit on the short side, but it's better to be too short than too long.

   1-2. NOTATIONS ETC.

U, D, L and R mean up, down, left and right. 3U means 3 squares up. UR or DL
mean upper right or down-left respectively, and 3U2R means 3 up, 2 right.

   1-3. PLOT AND SPOILERS

For those who want to go through the game and say, well, you are trying to
find a lost magic sword that lets you go through time and then you need to
find the other guy who has a duplicate of it that's the same thing and beat
him up, this may not be necessary.

But here is what I got after a couple of play throughs of the game and
analysis of the text.

[later]

 2. CONTROLS AND INVENTORY

   2-1. MOVING

The directional arrows let you move Hiro. You can move him diagonally, or if
you run diagonally into a wall, you will continue in the direction you can
still go. You can also tap the controller to move slightly and turn around.
This can be critical if you are hiding out.

The A button lets you jump. When you are in the air you can jump up to two
squares in any direction, and you can steer yourself while airborne. You may
want to run before you jump to get the full range. It does not let you jump
over enemies. If you touch enemies, you suffer damage.

The B button lets you perform an action on an item. If there is a secret
floor tile(usually denoted by a square around the tile) stairs will be
revealed down. Otherwise the action is usually performed on the square above.
If there is a door, and you have the key or don't need one, the door opens.
You can even push some objects. If you have no item to perform an action on,
B lets you use your weapon. You may push it rapid-fire.

When pushing an object you must release and press the B button to move it
multiple squares.

The select button lets you pick an item. If you push any button other than
select it cancels the operation.

The save button lets you save games in one of three slots.

If you are using an emulator and wish to use save states, my recommendation
is to have one for non-boss or non-fight settings and another for tough
fights, because you can get zinged without knowing in, or you can be in a
position to get nailed. Save states can make the game too easy if abused(i.e.
you know where a boss will teleport next.) And thus I don't recommend using
them too much. The game is natural enough to get through pretty quickly.

   2-2. ITEMS

You pick up an item by standing on it. It then goes in your inventory. If
it's a special non-weapon it goes on the right--this never fills up, because
you will for instance give that item back to its rightful owner or lose that
item. For instance, a bomb is classified as a weapon you can't fire. Then
there's medicine for a sick person as well.

Sometimes there are refills for certain projectile weapons. When your total
shots are at 99 for any one weapon, or you do not have that weapon, you can't
pick up the refills.

There are also capsules and armor of various colors. Capsules heal hit
points. Armor adds armor points. If an enemy hits you, you lose armor points
first and then hit points. If an enemy takes away the last of your armor
points, you never lose hit points on top of that. You can't take a capsule if
you have maximum hit points.

This poses an interesting problem--if you have, say, 87 rounds of ammo and a
couple more fights, it might be worthwhile to come back for the ammo later if
you want to maximize things.

Items' effectiveness can be color coded.

Yellow capsules/armor = 50
Red capsules/armor = 100
Green capsules/armor = 200
Blue capsules = 200+?

There's not enough armor in the game to get to 4 digits, and even if there
were you'd have to play perfectly. If you can save armor for a boss fight,
that is for the best. Since before then there should be healing tablets lying
around. Items do not regenerate, but you can find them in drawers(push B
below drawers) or even fireplaces.

Movable items are reset once you leave the room and return.

 3. ENEMIES AND SUCH

There are a few relatively effective ways to beat enemies. One of the first
things you note is that, if you hit an enemy straight on with a sword, it
usually bounces backward. Sometimes it bounces at an angle. This can work to
your advantage. You can defeat melee opponents pretty easily by moving in and
timing things right--especially since you don't bounce. Also you are immune
after a hit so if you really need a quick win, or two monsters are too much
for you to handle, you can just zoom in and clobber opponents.

The main thing to watch for is getting outflanked--you can usually handle one
enemy, but two from different directions spell trouble. There is one major
solution to this: hide in a corner, or off to the side of a tunnel.

Because your enemies' main weakness is that you can hit them at a diagonal,
even though you can't face that way. If someone is 1U1L of you you can hit up
and usually get contact. Now, it may be more like .5L, but the point is that
you can hit them before the computer AI ever considers hitting you, or
turning to hit you. So the enemy will bounce back and come forward again, and
you can repeat until your fingers get cramped. Computer monsters also get
trapped in corners, where it's fun to bash them. Sometimes you have to have
rhythm and not just bash enemies indiscriminately, though, especially when
they get fast.

Melee enemies go down pretty easily this way, but missile weapon enemies can
be tougher. Fortunately they take a while to set up, and you can often let
them line you up, move diagonally out of the way, and move in. Sometimes you
can use the same trick as for melee enemies in tight quarters, but other
times you may have to run, duck, and zigzag back in to kill off long-range
foes. Fortunately, their arrows are very slow.

There are a few more tricks to learn, however. The most important one is
knowing when and how to leave and reenter a screen. Sometimes where you enter
can fool the enemy AI. Let's say you had the following map:

XXXX
X...
X.XX
X.XX
... < monster comes from here
...
XXXX

You'd do well to enter this room from the bottom of the two squares and not
in the middle. Because you can actually run at the monster, turn up quickly
and score a hit. If you do it right the monster bounces back right and comes
back left. Other times you may want to position yourself in the middle of two
tiles. For instance if there are robots coming from above and below, you can
hit them before they turn into your entry niche, but if you were absolutely
on one square, a robot might be able to turn before you hit him, since
enemies can only pivot once they reach a background icon square. And here's a
tip--they really, really don't like to.

If you're able to get two enemies to lump together, you can hit them both at
the same time with your sword. It's amazing how sparingly effective missile
weapons are in this game if you sit down and consider how the sword works.

Another good occasional trick is to kill one enemy quickly, go off the
screen, and come back to kill the other. This is useful when you know two
will rush you and it's easier to pick them off individually than to pick one
off in a scramble.

Monsters don't regenerate unless you take stairs somewhere and come back.
Elevators don't count as stairs.

Don't be intimidated by bigger monsters. Although they injure you when they
touch you, they're also much bigger targets.

Don't feel guilty if your sword thrusts force an enemy back in the corner.
Just sit kitty corner and wallop them.

Enemies are not damaged by stuff like heat tiles that can take 5 HP from you.
However, if they fall into the deep water as a result of you hitting them,
they disappear with a splash, which is cute, but not practical on a wide
scale.

Sometimes you may want to just avoid enemies. You don't really get points for
killing them. Goad them one way and turn them another. Other times you may
find it easier to kill an enemy from one exit than from another.

Sometimes you'll be in the perfect cul-de-sac just around a corner and an
enemy won't oblige. Then you may have to show yourself a bit and retreat.

Also note when an enemy is kicked back so that, as he is coming at you, he
will be more than one square away when he turns. Move forward on them so this
is not the case.

 4. WALKTHROUGH

   4-1. DOJO AND SEWERS

Map:

     1-pre-pre
     |
     2
     |
     3
     |
9     4
|     |
8-7-6-5

   You start out as Hiro and there's a scene with talking.

Come on!
Wooow!
I'm tired!!
That's all for today.
Is this the Dojo of Hiro Miyamoto? I need to meet with Hiro.
I'm Hiro Miyamoto. Do you work for Kage Mishima?
No, I despise the Mishimas.
..Well...come inside.
We'd like to talk in private...would you mind?
(3 people go off)
I'm Toshiro Ebihara. I have a very important story to tell you, as long as
you are a real samurai.
Ok, ok, just tell me your story.
Centuries ago, there was a huge battle after a long discord between the
Mishimas and the Ebiharas. Mishima made your ancestor Usagi forge the mystic
sword Daikatana in order to have an advantage in the battle. But it was so
hard and took a long time to achieve it. Usagi finished the Daikatana enough
to be satisfied with its power. Then Inshiro asked Usagi to hand it over to
the Ebiharas.
In order to avoid the disaster when Mishima got it...
Then Usagi and Inshiro worked together to defeat Mishima and they sealed the
Daikatana under Fujiyama.
But then, why are we still under complete control of the Mishimas?
Because Mishima has found the Daikatana sealed beneath Mt. Fuji! And then he
changed history!
Changed history? No way!
That is the power of the Daikatana.
Master! Our Dojo is being attacked! It's Mishima's Team Ninja! They found
this place at last!
OK guys, I'll leave the fighting to you!

This virus is spreading extremely fast. My parents were victims of the
virus...
Because Mishima owns everything, anger grows on a daily basis. But no one can
resist Mishima, because Mishima monopolizes all rights to the vaccine.
Master Ho! We need to be stronger! Strong enough to end Mishima's fear
politics.

 Move Hiro off to the left(his henchment block the way to the right) and on
the next screen, have him move to the stairs. This gets you to the first
puzzle area. This bit will be largely introductory.

Dojo-1

Stand below the box. The game will tell you what to do. Hold B and push up.
Release B, hold it and push up.

"I used up all my resources searching for the Daikatana. But a descendant of
the Mishimas, Kage Mishima, got ahead of me. ?? But Mishima anticipated my
discovering the Daikatana!"

Get the ion blaster in the upper left.

Dojo-2

The game explains what you need to do to jump. You can direct yourself while
you're in the air. Jump the gap--with two squares jumping range, you don't
need to be at the edge. If you miss, you lose 5 hit points for each try.

"My ancestor Tatsuro Ebihara was creating a cure for this awful virus. Yes,
there is a cure for the horrible virus that's spreading through out[sic] the
world!"

Get the armor in the upper niche. This gives you 50 armor points, which will
substitute for hit points lost. Then jump over the gap to the left and go
down the DL stairs again.

Dojo-3

Push the switch at the top(step on it) after the instruction to do so. That
will open the door guarding the DL stairs.

"Tatsuro worked so hard, and finally finished the vaccine. But Kage Mishima
stole it by abusing the power of the Daikatana."
"That means...our history was..."
"Changed by Kage Mishima! We have to defeat Kage, and change history back as
it should be!"

You may want to save before the next bit, just in case. It's your first
fight.

Dojo-4

First room with enemies. They come right at you and you'll probably suffer
one hit, maybe two. This should not be a problem with your armor. It's
possible to retreat, run down, and win cleanly, but it's impractical. Retreat
quickly if you were not ready. They do 6 damage, so it should just be your
armor that takes a hit. You can stand in the entryway and fight them off.
Once you do, you get a cut scene.

Nooo! Hiro... I have one more favor to ask you...
Don't talk! Your wound may open...
I know that I'm dying...the virus has torn down my body... Hiro...please do
me a favor. Please save my daughter Mikiko! She's crept into Mishima's
fortress but she has not come back yet... Please! Get into Mishima's Kyoto
fortress and save her from Kage! P, please... ...
Slump
[get: hologram of Mikiko]

Dojo-5

This is a room with an alligator. There are two ways to get around him. Note
you move as fast as the alligators. The first plan is to go to the square on
the bottom that doesn't have a guard rail and jump down just when the
alligator passes. You can run left and make it pretty easily. The second is
to kill the alligator, which requires you either to move diagonally and
quickly and stab up, or to wait a bit after the alligator goes back left. If
using an emulator wth save states you might want to try both.

Dojo-6

Here you can just wait for the alligators, which appear to be coming at you,
to head up before they get in the gap. Then you can run left to the next
screen. You can also follow them up and hit them with your stick a bunch of
times. They're sitting ducks. Note that there are stairs to dry land, but the
alligators can run up there, too.

Dojo-7

This is the first time you'll have to kill the alligators or take serious
damage. You'll learn about niches here. Go up/left and face down. The
alligators will come to you from the left. Keep hitting down with your stick
and they'll be dispatched pretty easily. When you are down in numbers you
don't want enemies attacking you from both sides and this level helps enforce
this.

Dojo-8

A bit easier here. Just go left and hit the alligator when he comes at you
and note he slides diagonally. This will happen a lot in the future. You may
need to go down to the bottom edge and hit left a bit if you want to kill
him, but you can also move diagonally UL to get to the next scene.

Dojo-9

"This is Mishima's fortress... Mikiko's trapped somewhere inside."

Walk a bit forward and you'll fall through as the walkway is zapped.

"Ooooh!"

You fall through to the swampy area under the fortress.

   4-2. FORTRESS

Fortress-1

Not much to do here except go up and pick up the ion blaster. The waters are
dangerous here. Touch them and lose five hit points, regardless of armor.
Shouldn't be a problem in this roo.

Fortress-2

Or this one. It's not clear if that's a big door or stairs just above you,
but if you approach them, a ghost will appear on the left strip you couldn't
reach.

"It's locked!/What the hell was that?"

The door goes up and you may continue. This ghost will reappear. If you've
overdosed on time travel stories as I have, or if you remember the final
trick in Bill and Ted's Excellent Adventure, you may have a guess. (No, it's
not Napoleon activating a waterslide for you to go across the toxic sludge.)

Fortress-3

You'll have your first encounter with swooping birds here. One will stop just
when your passage north ends. You can wait for it to come down before moving
forward and striking it. You can wait there for the birds to come back and
nail the bird the second time. I just sit there flashing my sword a bunch and
don't worry about timing the swoop. Now for the jumps. They're pretty easy if
you just hold left down as you jump and let go when you land. Back off to the
right a bit if you're too close to the edge. Then go up on the other side and
repeat, mirror-image, two jumps each way. Taking the left passage up leaves a
dead end.

Fortress-4

Another two birds to destroy before you start your jumps.  You can stand on
the uppermost square to hit at it and it's one of those cases where the game
gives you the benefit of a very serious doubt. Here the jumps are a bit
trickier and again the trick is to stand about in the middle of each square
as you jump. Left, up, left. Then go up to the next screen.

Fortress-5

Two more birds and a similar set of jumps back. Right, up, right and now go
through the hole in the top center.

Fortress-6

Here is your first puzzle. You need to create a bridge across the muck. From
top to bottom, here is what the switches do. You need to pull two down.

1. UR bridge part
2. DL bridge part, but vanishes next turn
3. UL and DR bridge part, but vanishes before next turn
4. DR bridge part, but vanishes next turn

Only 1 then 3 works.

Fortress-7

One purple bad guy will run at you, and if you can stay in the center of the
edge, you can whack him to bits. Then go left and up and sock the other guy
into the corner and beat him up. He's pretty stupid and never figures out
you're around the edge. Get the ion blaster recharge.

Fortress-8

There's no shame in taking a hit or two here, but I find going UL to take the
one purple guy out works well. You can lead them left and then turn. They
should be pretty much stuck together. Go up and hit B to enter the elevator.
You'll come out on another floor.

   4-3. FORTRESS 2

Fortress2-1

First of all there's a capsule here if you need to restore any hit points.
The yellow/orange restored up to fifty. If your hit points are at 100,
nothing will happen. The capsule will be left for later. If you're at 80 or
90, then, you may want to wait.

Finally a choice of which direction to take. You can go right to start, but
you get a clue if you go down first. So we will. Step on the DL button and
you'll see the room below. A door will open there. Go down.

Fortress2-2

The bad guy will go into the left dead end and just sit there. You should be
able to smack him down and continue on.

Fortress2-3

Your first meeting with a gold robot. These are intimidating and take a few
hits and do good damage, but if you can get one to approach you in a
corridor, it's a matter of striking when it is a unit away. It will keep
running at you. As you get better you can run after it while it's hit, back
it into a corner, and whack it to death more quickly. Hit the DR button and
go to the previous room and talk to the prisoner for a clue.

"Push 4 buttons in the correct order and the door should open. The order was
3, 1, ... I'm not sure of the order after that."

Well, it's not much of a clue especially because they won't be labeled. But
it probably saves time overall.

Back at 2-1, step on the other button and see a door open to the right.

Fortress2-4

You can run by the blue gunner thing, which takes 7 hits and does 8 damage,
and will hit you twice even if you run in and club it. It's not worth wasting
firepower either. Kill the purple guy and go through.

(If you really want to kill the blue thing, sucker it out of the top hole and
go to the DR. Go one up and start hitting your stick down. It'll keep getting
kicked to the left and you'll win without damage.)

Fortress2-5

You need to beat the golden guy to open the door at the bottom. Quickly go
left so you are UR of the robot and then swing down. It'll bounce back into
the corner and you can move in and keep thrashing it easily.

Fortress2-6

Another grey patrolman. You can just move in to the left and thrash him
before he has a chance to shoot.

Fortress2-7

This is the room where you have to use the code. Note that the bottons have
depressions on them telling you what numbers they are. If they weren't in
order it would make for a bit tougher puzzle. Anyway you know the combo is
3,1,2,4 or 3,1,4,2. It is in fact a clockwise march from the DL.

Fortress2-8

Another intersection. You'll see Superfly Johnson to the north if you go
visit him. But you'll probably want to go down first.

Fortress2-10

You'll probably have to take 5 hit points' loss running into the orange or
purple ball buzzing around. Fall left and go UL to get the security card(the
big red thing) and push B under it. The guards disappear. You can now retreat
back up and run away from the gold robot. In 2-8 you will want to stand just
below the purple machine and push B. You'll see the door open and there'll be
a big cut scene.

Fortress 2-11

"Hey! Can you hear me? Are you all right?"
"...Who, are you? I really don't care who you are... help me please! If you
do, I can lend you a hand! I can be freed by the access card. When you get
the card, insert it into the console of the next room to free me..."

You saved my life! Thanks! My name is ... Superfly Johnson!
I'm Hiro Miyamoto! I'm here to save a girl named Mikiko Ebihara.
ME? Is she a prisoner? Anyway, leave it to me! I was once the security chief
of this fortress!
What? Why were you...?
well, mishima was torturing people so I asked him to stop it!
I told him I wanna quit my job, then they locked me in here!
I see, so you are on my side, fighting against Kage Mishima?
Yup! Well, let's go and give a good scare to Kage! Search her name in the
Database... Mikiko...No...no match. I don't think Mikiko is the usual kind of
prisoner, she must be top secret.
What do you mean?
Her name is not in the prisoners list... If only I knew what she looked
like...
[hiro shows hologram]
Oh, this is Mikiko right? That will help me with the search!! ... ... Ya, I
got her! I got it!
Really? Where is Mikiko?
She's on level 4, kept in isolation and being treated as a VIP! It's further
on, in the fortress. I can guide you! Superfly, Security Ex-Chief can show
you a pretty fast shortcut to her!

(Superfly breaks the gate in the UL. You now change to have Superfly as the
lead. Before following you might want to go in the room where he was locked
to get a capsule.)

   4-4. FURNACE

This is a tricky part of the game, with many walkways and so forth. The best
bet is to run through all this and avoid enemies, especially with well timed
jumps. If you know the way through, it's pretty easy, but if not the motion
can be confusing. You also have to work with a mechanical device late in this
level.

One thing you need to know about walkways is that they do not affect when you
jump, so if you want to cross one that goes in the opposite direction you
want, you can jump onto it a few times. If it leads out of the room, jump
onto it and when you land, you'll be able to enter the next room if your jump
made it to the very edge. Walkways won't kick you out of a room--you still
have to push that way.

 Map

   to L4
     |
     10
     |
6-7-8-9
|
5
|
4
|
3
|
2
|
1

Furnace-1

XXXvXX^XvX
XXX      X
XXX^XXvXXX
XXX XX XXX
XXX^XX^XXX
XX      XX
XXXX XXXXX

There's a grey guy waiting at the top and a bird off to the side. If you're
very quick you can angle UL to get on the walkways and then go up and attack
the bird to the right. There's no wrong way to leave this room, but the best
exit is in the UR.

Furnace-2

XX^XX^XX^X
XX       X
XXvXX^XX^X
XX >> >> X
XXvXX^XX^X
XX XX XX X
XX  X    X
XXXvXX^XvX

If you entered from the DR this is pretty easy. Just tear up the right edge.
However entering from the DL is a bit trickier. You may have to kill an enemy
bird, and you don't want to exit to the UL or center, because those lead to
lava pits that drain HP rather quickly, and you'll need to jump your way
back. The best place to cross is the center row with the walkways. Get on
solid ground so you can kill the birds.

Furnace-3

Assuming you came in on the right, it's a straight shot to the big door(push
B below it.) Otherwise jump and push down for all you're worth.

Furnace-4

Here you need to step on one button to get the platform started back and
forth. You can run quickly to jump on it its first time across, but waiting
is much safer. Jump to get off it so you don't fall down the pit and use the
walkway above.

Furnace-5

You can go right and down here to get the capsule to heal hit points, if you
need to. Otherwise you will want to go up the right wall(jump past the blue
shooter) to get the sidewinder, retreat down, go all the way left, and take
the UL walkway. You may corner a golden robot there, but the blue robot may
get to snipe at you. Back down if it does, and if you need to avoid losing
HP.

Furnace-6

If you entered the right way, you just need to walk up and left. Otherwise
start jumping and holding the down button. That fan chops up hit points even
more quickly than the lava.

Furnace-7

Not really bad if you just run and jump right from the start and avoid the
golden guy in midair. The DR exit leads to a dead end where the blue machine
will ambush you if you go back. Again, survival is more important than
killing the bad guys, but you can probably jump to an easy place, hit the
blue from a slight diagonal, and push it around in a corner.

Furnace-8

Another level where I recommend you just head right. If you want to kill the
bad guys,

XXXXXXXXXX
XXX ^v^v X
>>  ^v^v X
XXX ^v^v X
XXXXXv^v >
XXX Xv^v X
>>  Xv^v X

Furnace-9

XXXXX.XXXX
X///=..//X
X=//...//X
X.////.//X
>.///////X
X///.././X
X////////X
XXXXXXXXXX

Here's a puzzle with a grappler that moves around.

Step on the button. Jump up when you see the pincher one square above you.
Then hold the controls up and left as it goes across the exit to the north.
This will make you fall on the main platform in the north, and because you
didn't start too late, you won't fall off after you land.

Waiting to drop from the grappler after this forces you to wait to drop left
near the end, which leaves you back where you started. The shadows are a bit
deceptive. You can get back by stepping on the other button and catching the
grappler at the bottom of the upper island, but you won't need to.

Furnace-10

Bash the gold robot into the door, which you will open with the B once you've
won. You can even circle around and not kill the robot. This leads to an
elevator that leads to level 4.

   4-5. LEVEL 4

In this area you need to go back and forth a little more. You find Mikiko
here, and there's even a basement with a special item. There are also some
areas requiring a few jumps--or the ability to know when to sacrifice a few
hit points by landing in watery stuff, which takes six and not five hit
points from you now.

You're now playing with Hiro.

Level 4-1

This floor is level 4... Top secret lab complex... They keep the temperature
of this place terribly low... Body Temp. Regulator should be somewhere on
this floor!
OK, I'll take the lead!

You might need that capsule to recharge here. Or you can save it for later.
Go down to 4-2.

Level 4-2

You can't go left just yet. You need a body temperature regulator. It's in
this room, but first, push the gold robot into the DR corner and hack it to
bits. Then wait for the blue guy to move around, and when it is in a corner,
stand at a diagonal and hack it to bits, too. Push B on the left of the two
doors in the room. Voila, your item. Go up to 4-1 and left to 4-3.

Level 4-3

You don't need to destroy the enemy here. Just head down quickly.

Level 4-4

Four quick jumps in a row here. Jump down off the walkway when you get close
to the blue/purple water. Then jump down again. This releases the door to the
left. Two jumps left, use the walkway, jump up and go left. This path,
quickly executed, should allow you to avoid the blue shooter, which always
tries to line up with you.

Level 4-5

"Mikiko...
We need to turn off this shield to get Mikiko...
Let's look for the shield switch!

There's a switch in this room. It's not the shield switch, but it has you say
"What was that noise?"

That noise opened a passage in 4-1, in the UR. Go back there. You may get hit
by a blue guy in 4-4 and 4-3, but I have a strategy to avoid that. When you
get to 4-4, don't move. Wait until the blue shooter comes near and hit it.
Run a square right and then jump up. Lean one square right as you jump.
Depending on where the shooter below is, you can either jump straight up or
up/left. On 4-3, again wait for the shooter to pull up and jump forward to
the left/right of him. You should be able to make it to the top, where you
can go right all the way. If it is about to shoot, just jump and land one
down.

Level 4-6

Get the sidewinder cartridge. You have three machines here that show
different colors: red, green and blue from left to right. There's a machine
at the bottom flashing purple--the color of the dome around Mikiko.

The smaller machine changes colors based on which ones you switch. Its color
is a combination of the ones turned on. Purple=red+blue so hit the two
machines on the end. (Note hitting a machine a second time turns it off, in
case you mess up.) Now go back to 4-5.

Mi:... ... groan...
Wake up, Mikiko! ... Are you awake yet, Mikiko?
..you... who are you?
I'm hiro miyamoto and this is...
Superfly Johnson!
Why are you here?
Your father Toshiro Ebihara... He asked me to save you...
Dad! Where is my father? Did he come with you? ... I miss my father so much!
Mikiko, I'm sorry but... your father... he's gone... He asked me to rescue
you, then ... he died
oh...no... sob sob... he was killed by the virus, right?
No...he wasn't. He was killed by Mishima's Team Ninja...
Oh my god! Kage Mishima!! Now I must have revenge for my father's death! But,
what about the Daikatana? Haven't you recovered the Daikatana yet?
No... not yet.
Wait! It's very dangerous up ahead in this fortress!
He's right. Let's retreat now and...
..What?! If you won't come with me to get the Daikatana, I'll go alone!
OK, OK, Mikiko! I can't let you go alone, alright?

Level 4-7

Mikiko shows you how to use the teleporter. Enter it and you'll get to the
Daikatana area.

mikiko, do you know the code?
hush! I'm recalling.. .i stole a glance at the code when they brought me here
.. yes, OK, I got it! Hurry up! Get on the teleporter quickly!

(you don't have to but when you do...POOF!)

   4-6. DAIKATANA AREA

This area has a side quest and a timer release for a bridge to the Daikatana.
You'll want to avoid, also, the pit traps in a combat room you have to pass
through. The side quest has some cartridges and some armor, so why not give
it a try?

Map of area:

8  12
|   |
6D7 5
|   |
3 - 4   11
|   |    |
2   9 - 10
|
1

Daikatana-1

This is easy enough. Just get out of the teleporter and head up.

Daikatana-2

Here you need to take care of the blue shooter. Stay below it and thrust up
to send it into a corner. Stay diagonal from it a bit and keep thrusting up
so that you hit it. With that nuisance out of the way you can concentrate on
getting around that door to the right.

You may notice you can jump on that small table but not the big one, which is
twice its size. Well, if you move the big table left twice, you can jump on
the small and then the big table. Push B to break the window you can now
reach and A to jump through it.

Daikatana-3

Go along the tunnel up, left, up and right. Fall down when the blue shooter
isn't near, and you can ambush it for one hit staying just left of it. Then
watch what corner it goes into and use the corner-diagonal bashing trick on
it. Push B when under the switch to open the gate right. You don't have to go
that way, but visiting 4 and 5 rounds the story out a bit. You can skip to 6
if you don't want to read all that.

Daikatana-4

A grey gunner and a gold robot are here. You can outrun them whether you are
going up to the Daikatana area or down to the side quest bit(Daikatana-9.)

Daikatana-5

A computer room with a pit at the very north. The first time you enter,
you'll see:

"Hey...what's that?"
"That's the long lost Daikatana!"
"Problem is, how should we get it?"

[note: this is skipped if you just visit the other rooms first and do what
you need to do to get the Daikatana.]

If you are going to get the Daikatana right now, skip to Daikatana-12.
Otherwise, continue.

Daikatana-6

This is a room with plenty of pits(orange squares.) If you depress a button
in the room above, monsters may appear.

Button 1: 2 gold robots
Button 2: purple fighter, blue shooter

These monsters are meant to disrupt your trip to the Daikatana room, but they
only appear once.

Daikatana-12

I got it! I finally got the Daikatana!

Ha, ha, ha,... ... ...I didn't expect you to make it this far!

Who is that?

Kage Mishima! pink

Hey! Look at him! He also has a daikatana? SF

Two daikatanas exist? Hi

Ha! You are such idiots! This is what happens when you can warp time and
space! I sensed a distortion of the dimensions and came back to see you all
here, the descendants of Ebihara and Usagi!

Kage Mishima! Time to die! (blu)

You don't understand, do you? You'd better be careful, Hiro. Don't you know
that our Daikatanas are one and the same?

So what about it?
..no, stop, Hiro! Kage is right!
What do you mean, Mikiko?
It's extraordinary!
An object can exist as two separate entities at the same time and in the same
place! But if the two Daikatanas ever touched...
They would repel each other, try to deny each other's existence, much like
matter and antimatter, and the world may collapse upon itself! Ha, you can
test your hypothesis if you'd like, but I wouldn't recommend it.
No chance! Fight fair and we can settle who the real owner of the Daikatana
will be!
Shut up, you fool! You think you can stand a chance against me, the great
Kage Mishima? Ha! That's a laughable concept!
What!?
Usagi created this Daikatana, and you're one of his descendants. But you
don't know how to use its true power! OK, I wil show it to you, silly Ebihara
girl and stupid Superfly! I'll banish you all forever to the ultimate
prison...the inescapable Prison of Time! watch and see the true power of the
Daikatana!!

Aaaauuggg!! (fall thru space)
heh heh heh... ha-ha-ha-ha!!

[new scenery appears]

   4-7. ANCIENT

This isle has some tricky bits, with backtracking, two critical items and
your first boss. Oh. You also have better power-ups.

Map:

             7
             |
13 - 14       6
#            |
12 - 11   8 - 5
     :   |   |
    10 - 9   4 - 15
             |   |
     1 - 2 - 3   16

Ancient-1

.. ... ...?
W, where am I?
..Mikiko? ... Superfly? I must have lost them somehow... And the Daikatana
seems to have lost all its power.

There's a red armor worth 100 armor points off to the side. Take it and go
right.

Ancient-2

"Charon's Horn! Give it to me! I can cross the sea by riding in Charon's
boat! Charon's Horn! Let me hear it! The sound of Charon's horn can call
Charon!"

OK, we get the point. It's best to be as brutally repetitive as possible with
the upcoming fight, too. Go up and when a skeleton is about to appear below,
go right. Then start clubbing left. The other may come, but if not, bait him
in.

Ancient-3

Here you can just face up and the spider will come down and try to go after
you. They proceed in leaps and bounds. The skeleton will try to throw knives
at you through the rock. When you tire of this charade, go up or down. Then
duck back when the skeleton runs after you. There's always a corner to run
around so you can take care of the skeleton and whomp him in said just-turned
corner.

Before entering the next screen, ready your sidewinder. It'll make things a
lot easier.

Ancient-4

Go up and face left across the gap. Gun down the spider and shoot twice at
the skeleton. You may have to duck down when the skeleton fires at you, but
you can move back up and fire left again. Should only take 2 shots with the
sidewinder for the spider and 3 for the skeleton. Jump across the gap. Exit
up.

Ancient-5

Here boulders will be falling. You can see the shadows--or the vertical
passage of the rocks. Head diagonally towards the stairs, but don't worry if
you get hit. There's a capsule just past.

Ancient-6

You'll want to rush the titan above soon after getting the capsule and energy
water. Just go up again. Shouldn't be too tricky to avoid boulders, but with
the sidewinder it shouldn't take long to annihilate your enemy.

Ancient-7

This is a tricky boss fight as you may think it's the hammer that does the
damage. It's not. When the titan hits the ground, a boulder drops on you for
five damage. He can't damage you directly. So the solution? Get in close and
whale away. It takes 20 hits with the sidewinder, 35 with the ion blaster.
You can fire 5 times or so close in, which means you only lose 20 of your hit
points, and you got at least 50 from the capsule in the previous room. Easy
enough.

On winning this fight, you get fifty extra maximum hit points, the standard
for a boss. You also receive a hammer, which is about twice as vicious as
your stick/sword. It also allows you to bust through those rocks that are
blocking important items. So get the hammer equipped and keep it.

Ancient-8

Duck down and left, and the skeleton will come right. Bash him twice as he
runs by. Then take care of the spider after it stops its runs. Use the hammer
on the UL of the rocks and exit down.

Watch out--read ahead a bit if you are a perfectionist about taking damage.

Ancient-9

hold down/left immediately to get away from the skeleton chucking missiles.
Go behind the single rock and club the spider once it stops. The skeleton
will be hitting the rock, so move up/down to dislodge him and run around so
he comes at you. Then nail him as before. Or you can just chicken out and run
away. But you'll have to deal with him the same way later.

Ancient-10

Bust the rock in front of you and walk on the plank. Falling in the water
costs 5 HP. Just if you were wondering.

The object of the boat area is to get the drachma from the locker and get
out. Once you get the drachma, monsters will appear in every room. But it's
best to run away and avoid them.

Ancient-11

A bedroom. Exit left. Nothing in any of the drawers.

Ancient-12

A room with some weak boards. Since falling through them does you no damage,
you can take a small shortcut dropping through the rightmost one. Nothing in
the drawers.

Ancient-13

A bedroom. Hit the UR drawer to get a red capsule. But don't take it until
after you've gotten through the fights--you'll need it more then.

Ancient-14

Some water around a chest. Enterprising players may note that a full diagonal
jump will get you across. But you can just walk around if you don't want to
risk it. Stand below the chest and hit the B button. A skeleton appears.

"What will you do with my money? I won't give the drachma to you!"

Use the box as a shield and trash him and leave.

You can probably run circles around your enemies--or more precisely, run
diagonals around them. Don't stand still except to lure the skeletons--often
moving the opposite direction you ultimately intend to lure your opponents
works well, because spiders and skeletons take so long to figure where to
move and to throw, respectively. Running into skeletons' lines of fire when
you're far enough away effectively freezes them. Room 12 is a bit tricky if
you need to avoid the weak floorboards. But 11 has the beds as a bunker.

With all this done, you'll want to move back to Ancient-5.

You shouldn't need to take the left down exit and go right to get the capsule
behind the boulder, but you can. Taking the lower right exit features a bend
in Ancient-4.

Ancient-15

Here, from the UL, you have to jump two gaps. Charon's horn is beyond a
boulder you can smash although you may want to deal with the spider first.
Then go south.

Ancient-16

Just walk to the pier. If you have the horn, Hiro will blow it. If you don't
have the coin, Charon will demand it and leave you. If you have the coin, you
move on to Athens, the next part of the game.

   4-8. UNDER ATHENS

        14
        :
13a 13b 13c
 \  |  /
  \ | /
   12
    |
   11   4-3<<<vvv2
    |   | |      |
   10 7-5-6      1
    | |
    9-8

Under Athens-1

Hey? Charon? ... Where are you? Oh, well. Stranger things have happened...

Under Athens-2

Move up, and when you get to the stairs, you fall through to a blue cavern.

Under Athens-3

Here you will want to swat the bat on the left first, then the one on the
right after it pauses the second time. Bust the boulder to the left. Another
will fall to the DR. Bash it, too. You may want to save here to make sure you
have the quickest way through. Leave to the left.

Under Athens-4

Again go to the left and sock one bird and wait for the other to freeze. Head
down, and you'll see Mikiko.

Under Athens-5

"Hiro? Hiro! Over here!"
"You...Mikiko? Wait! I'm on my way over there!"

Go down the ladder and head right.

Under Athens-6

Bash the rock and leave. Back at room 5 go up. At room 4 go left and drop
down the shaft where the rock used to be at the bottom. Go down and drop down
the next shaft to get to Mikiko. Talk to her(B) and exit stage left.

Mikiko! Are you all right?
Well, yeah, I am...somehow. I was lying here when I came to my senses.
What about Superfly?
I don't know...
It's going to be tougher without him...
Hopefully not. I can't find the exit outta here. Please find the way, Hiro!

Under Athens-7

If you go down you'll see there's a too-wide river to cross. But in this room
there are two boulders you can push. The DR one can go left 2. The upper one,
you push left 2 and down 2 into the waterfall. It will go off the screen.
THen push the other boulder down, too. You now will have a sort of island
below.

You lose 10 points for falling off a ledge here.

Under Athens-8

 You just need to make two jumps left here, onto the right side of the
island and off the left side. There's a red capsule here too.

Under Athens-9

Destroy the bat and push B at the big door.

Under Athens-10

This ghostly thing zaps a hieroglyph on the floor as you enter.

"That's...something I've seen before...It helped me get into Mishima's
fortress!"
"It wants to help you, I think."
"I hope so. Maybe it's... the ghost of...my ancestor?"
"Perhaps..."
"No way!? That can't be possible!"
"Way. It must be your ancestor Usagi! My father learned about Mishima's plan
from the spirit of Usagi. THat's what he told me before..."

Under Athens-11

Two green guards are here. They are not hard to beat, but you need to do so
to open the door above. The hammer makes it easy. You also get a Daedalus
Discus, which is handy. It returns when it does not hit anything.

Under Athens-12

This is an anteroom with three doors. One leads to each hieroglyph. You'll
need to push the metal blocks over the hieroglyphs in order to advance.
Before you've done it, your trips into each room will kick you back to this
room even if you take the exit you didn't come in by. It shouldn't take too
long to figure out, but here's the crib, with the order to do things in:

center = eagle
left = serpent
right = lion

Push the bricks over these in order and you'll do OK. If you slip up, things
get reset once you move all three pieces on. I'm not sure what happens if you
move a piece on and off, or if you move it on, move another on, and move that
piece off. Just get it right the first time ;).

Under Athens-13x

Enter 12's center door. Slide the metal left onto the eagle hieroglyph. Exit
north too back to room 12.
Enter 12's left upper door. Follow the corridor up and left. Push the metal
right twice onto the snake tile in the floor. Exit north to room 12.
Enter 12's right upper door. Follow the corridor up and right. Push the metal
up twice onto the lion tile in the floor. Exit north.

Under Athens-14

Follow the mini-catacomb to the stairs

   4-9. ATHENS

This is a very branching area. It contains some fascinating multi-screen
catacombs, which are foreshadowed by doors you never seem able to enter, many
water areas which slow you down, and some nasty monsters. The object is to
find five tablet pieces--one of which is immediately visible, but the others
are much tougher. It's probably the most pleasing scenes in the game from an
art and problem solving standpoint.

Map:

              24 23  Catacombs:  1
               |  |              |
16-15-14 17    21-22        4--3--2
      |  |     |
     12-13 25-20 27
      |        |  |
     11-10    19-26
         |     |
         9--8-18<28
            |
            7
            |
            6
            |
            5
            |
            4
            |
      1--2--3

Athens-1

Defeat the green guy. Keep him at bay with your hammer. He has a bit of range
so take him from the side. Move on.

Athens-2

Two guys here, but again they line up pretty nicely. And as they don't attack
until you get close, don't tempt them to go 2-on-1.

Athens-3

A yellow capsule here and a trident, too. Take the trident and, if you need
it, the capsule. Things are about to get tougher.

Athens-4

Two more mobile guards here. They give 18 damage and require 18 hits with the
sword to dispatch, but only 7 with the hammer and maybe 10 with the
Daikatana.

Athens-5

These next guys don't charge until you get close, and you will want to use
that to your advantage. Keep to the sides and pick them off one at a time. 6
hits with the hammer, 18 damage to you.

The key to winning is to inch forward on the sides and hit only when enemies
charge. Don't move forward too fast. They rush at a specified distance and
you don't have enough time to react.

On winning the fight:

"This is the Acropolis! That means... we should see the Parthenon up ahead.
.. Where are we? It looks like we're in ancient Greece... Hiro, let me go on
ahead of you!" (Translation: let's hard code making this tougher. Mikiko
can't use the hammer.)

Athens-6

Your first archer. They are tough to hit at first, but if you put them with
their backs to a wall, they will stubbornly try to return to the place where
you swatter them from. Easy game then. So move in on them diagonally. Maybe
even let them fire a shot you know will miss and then circle in. The first
shot is the toughest.

Athens-7

Here is your first tablet. Pick it up. You will need five.

Athens-8

Red capsule here. Cut scene on entering.

"Wait, what's that? Looks like an indentation in the door...
"We probably need to put something in this indention? Yeah! This fits in the
indention!"
"We probably need to find all the tablets."

Athens-9

Nothing to see here. A simple bend. Please move on--but stay on the right
edge of the up passage for the next fight!

Athens-10

The dragon here charges at you quickly and seems intimidating. But he doesn't
breathe fire, and because of his size he's a rather easy target. He does 30
damage and needs 8 hits but you can just sit there whacking him with your
sword. Then you can move on to the left.

Note here that the light blue water doesn't do damage but does slow you down.
It doesn't slow down or lessen your jumps, though.

Athens-11

The deep water will cost you hit points here. But you can also knock enemies
into it.

The first time through here I might recommend just going up three squares and
left into the water. Head left and up and jump left over the next dark water
square to avoid enemies completely. Exit up, on the right side.

On the way back, the enemies are more broken up. Go above the block in the
water, face left, and whack the archer as she comes up. Easy pickings. The
green guy can't get to you. But you can just jump down on the left edge and
run around him or beat him up--your choice.

Athens-12

You'll need to defeat the archer here. Start swinging your sword up and on
the first hit, if the archer bounces right, wait for her the second time. If
she goes into a corner, pin her down. You'll need to jump over some deep
water here. The upper part, you'll get to see soon.

Athens-13

Here you want to go back to Athens-12 and you don't even need to defeat the
archer. The best way to defeat this archer is to hide around several corners.
She does seem to bounce around. Also notice that the close-together tiles
are, actually, stairs. You can stand at the top of them and actually gun the
archer down, or you can wait a bit and watch her fire futilely.

The second time through Athens-12, take the second exit above, being careful
to wipe out the green guy--or just jump past him in the water. The first exit
is a dead end.

Athens-14

Be prepared for the green guy right off the bat. You may need 6 hits on him,
but he goes back into his corner after each one, so it's really easy. The
tricky part is exiting on the lower of the two tiles to set up for the next
bit.

Athens-15

If you entered correctly, you just need to wait a bit and the archer will
eventually come up the chute where you entered. Just start whacking away.
Seven hits to the archer. Then the green guy is easy enough. Get him, and you
can go left.

Athens-16

There's a tablet in the enclave. Go get it. Now you can go back to Athens-8
where you have the door that you need to put the tablets in. You can also
make a detour--up from Athens-13.

Athens-17

Remember that passage to the north you didn't go to, when instead you looped
back to a room you'd been before(Athens-12)? Well, there's a capsule there.
You may wish to save it for after the catacombs, though. There's a door there
that you can't enter--it's one-way.

Athens-18

One archer and one green guy. Exits above and (blocked) the right. Don't
cross into the passageway going up, and the green guy won't be tipped off.
You could do worse than blast the archer with a long range weapon here, but
you can use the common sneak and evade tactics, weaving as you go up to avoid
arrows. On the way back, you might find an easy time coming through the
narrow door.

The short version? It's best to sneak by the bad guys, go up and whack them
later.

Athens-19

You may want to go off to the right and hide in the UL corner of the DR bit.
The enemies will eventually come around, and you can swat them down. You can
also run and jump by them, but if you exit up, the archer will present
problems later.

With the bad guys cleared out the UR exit leads to discus refills. The DR
leads to a dragon fight and a gate you can't enter. So you will want to
detour UR and go up, unless you are returning from the catacombs.

Athens-20

Coming from below, step out of the way of the archer's fire and off to the
side. Jump hard UR over the deep pools and exit UR. You'll kill her on the
way back.

From 21-DR, go right and wait for the archer to come in and ambush from the
left. Don't let them gang up on you; don't get too close to the left block.
You can probably get the archer to bounce left/right.

Off to the left you have a dead end that's a catacomb exit. It has some
refills, though.

Athens-21

If you entered from 20-UR, not much to do here except round the bend.

If you enter with the intention of going up, swerving hard left works well.
The archer should follow you and go to the left edge. You'll want to stay
1U1R of the DL. Start whacking to the left. The archer should get boxed in,
but you should be able to shuck and jive(that's my time machine going to the
'80s, Hazzard County) to beat up the archer.

Athens-22

This one is closely linked with the next scene for you to get the next
tablet.

The first order of business is to take care of the archer. You can play hide
and seek and be wary that she can climb on the upper columns, but there is a
quick knockout. Go one square right. Wait for the archer to be above you.
When she squares to shoot, go 2 squares right. She'll square up again. Circle
around and shoot her down from the top. This also works if you let her come
in from the left on the bottom.

Once done with that take the stairs on the right and go all the way up. Jump
left, go 1L and 1U. That leads you to room 22.

Athens-23

Jump left and up. You may have to inch up a bit after this, so you don't fall
off walking right. Go to the edge and jump up on the big slab. Two jumps left
should get you to the towers with the rock. Now if you need the capsule, it's
there, but otherwise drop straight down to get out. From there go left to 21,
down to 20, around and back up to 21, and up to 24.

Athens-24

This is where you drop down into the catacombs. The map below shows you which
crumbly bit leads you to which subterranean passage.

XXXXXXXXXX
X........X
X1...X44.X
X.X.X.X..X
X...2....X
X..2..33.X
X........X
XXXX..XXXX

Now the two places you want to go here are areas 2 and 4. The others don't
hold much.

Athens-25

This is a dead end if you haven't visited a catacomb, but it has  a nice
recharge.

Athens-26

Entering the DL: Oo, big scary dragon here. Stay all petrified and still and
just hack at him when he comes near.

Entering the UL: follow the bend to 27 for the disc recharge.
Athens-27:

I'll describe what to do behind the gate.
Catacombs map:

     1--5
     |  |
4--3--2  6
  |     |
  8     7
        |
        9
        |
       10

Catacombs-1

XXXXXXXXXX
X1X2222222
X1XXXX2222
X1XXXXXXXX
X1X33XXXXX
X1X33X444X
X1X33XX4XX
X1X3XXX4XX

If you dropped in a "1" area then you will want to go down to room to, left
to 3, beat the rats that rush at you(4 hits with a stick, 8 damage) and go
left into the next room, #4. You can just jump over the spikes to get to the
doors. There's a Daedalus disk next to the right one, but the center is the
only one that opens. Before going to the doors you can make a detour to the
DR to step on a button to stop the spikes.

If you dropped in a "2" area then go right to room #5, kill the rats, and go
down to #6. You can go down 1 and jump diagonally DR to get around the spikes
and go back up to the switch in room #5. That allows safe passage to room #7.
Now in 7 there is a fake door in the UL and a real door in the UR. If you did
not disable the spikes, you'll only have to take 5 damage to get to the real
one. Once you do, you'll be kicked out to Athens-27. Negotiating the water is
tricky here. You can go 1D and jump DL, but D and L jumping is safer. Then
you can go 1L and jump UL to get on the tablet's island. A little more
careful jumping and you can take the gate out of the pool. It's not one way
but the catacomb gate is.

If you dropped in a "3" area then you can go down to room 2 and fight it out
with the rats--I recommend switching to a long-range weapon if you wish to
avoid damage. The best place to position yourself is in the middle of the two
columns, facing down, but I've had trouble with this. Off to the left is room
3, with a button you don't have to push for room 8, but it helps. If you
didn't push the button, you'll want to move left just after the arrow passes
by. The right door is locked, but the left leads outside to Athens-25.

If you dropped in a "4" area then go down and right and down, through rooms 2
and 6 and 7. Then change to a missile weapon and go down again, to a new
room. With the annoying fairy, you might just have to take a bit of damage.
But fire away and when you're done, go to the middle and jump DR when the
arrow next to you goes by--this can help you avoid damage, though it's not
much of a big deal with a capsule right by. Go up the center passage, hit the
button in the room above, come down and unlock the UR door. There you will
get to a hidden room that had only been inferred before--2E of the big door
with the stone indentations. Get the stone and whatever you need to refill.
Go left and bust the door in Athens-18 down.

   4-10. MEDUSA

 If you go back to the shield door, you'll get the following conversation:

These scratches are probably Greek letters...Mikiko, can you read this?
I'll try... well, these Greek letters... they make up the word SHIELD.
SHIELD? What could that mean?
Wait! The door is gonna open!
Strange shield, isn't it? It shines and reflects like a mirror!
It's the shield of Perseus. He's a hero of Greek myth.

Walk in.

Medusa-1

MI: It's a little bit creepy in here... too quiet...
Yeah, weird. Well, I'll go first.

Get the armor and, if you need it, the capsule. Go up.

Medusa-2

This is your first encounter with an alligator(5 hits, 10 damage.) Just don't
go forward too much trying to hit him. Duck left and right so as not to go
off the screen or in the nasty water. Eventually you'll get him in a trap
where you hit, he bounces back, and you hit again.

Medusa-3

Room's a bit more constricted here so the left-right stuff is a bit more
important here. If you're really gung ho you can angle-jump up 2 squares but
otherwise go to the right and jump up and walk along.

Medusa-4

It's a statue of the Greek Goddess Athena. It's very lifelike...
It's too lifelike and it's not a real statue! Athena was turned to stone!
..Hiro, we must leave this place! Now! The world Shield! The shield of
Perseus! And the stoned Athena! This can only be...the House of Medusa! (exit
blocked) Medusa somehow locked us up!

Note: step under the statue to recover HP if you need to, before leaving by
the north exit.

Medusa-5

One guard has been turned to stone, but you can walk around him to the next
room above.

Medusa-6

Here a guard blocks your way and you can't jump over him. Jump up 1D1R of him
to move on.

Medusa-7

A slightly tricky walk north but no huge impediments.

Medusa-8

Look! This looks like Superfly?
Yes, MEdusa turned him to stone!
Wait, Superfly... you're back from being stone now!

Medusa-9

The boss fight.

"Medusa's gone and everything seems detoxified ? No more poison."

..8:
HI: Superfly! Are you OK?
SF: Yeah, I'm doing fine now! Just some joints ache a bit though.
MI: Good god! The monsters outside should be turned back from stone now that
she's dead.
SF: Huh! Let me help you guys now!

Work back to the statue of Athena.

SF: Wow! And you are?
My name is Athena. You saved me from the Curse of Medusa and I thank you very
much. I shall give you some of my power.
Woooo! Amazing! I feel as if the Daikatana has regained its power!
Brave man, listen carefully...your sword keeps great power inside but the
power has not awakened yet.
Tell me, athena! What should I do? How can I master the skill to handle the
Daikatana properly?
Broaden your experience by using the sword. And train your concentration.
But what if the DAI loses its power before Hiro masters that skill?? What
should we do?
You'll need to find someone to grant you power like I did.
From the one with the most power of the age you arrive at... It's time for
you to leave here... This is not where you should be! Go where your power is
required and fulfill your mission.
OK, you two, come closer! Let's go!
a difficult fate is waiting for you...but I believe you will survive through
it...
SF: Waaaaoooo! My god! That was so cool, Hiro!
You've gained more mastery over the Daikatana.
Yes, somehow. Hey! Look at that!
Silly fools! You think you can travel beyond space and time without my
knowledge?
Shut up! It's my turn to have my revenge!
Who are you talking to, boy? I'll let you know who's the most powerful one
here!
Waaooo!!
Heh heh heh... Ha ha ha ha!

HI ...! Are you both OK?
MI Well, it seems like we are.
SF Damn! Kage's cheap tricks stranded us again!
MI We have to just accept our fate... Hiro isn't at Kage's skill level with
the Daikatana!
HI: ... Sorry...
Anyway, we should leave here. It's too cold and we should move along!

   4-11. VILLAGE

Map:

     5
     |
     4
     |
     3
     |
10    2-1
|     |
9--7--6
  |
  8
Village-1

A rats (15, 5 hits sword/2 Daikatana) will attack you after this brief scene.

Are you all right, Mikiko?
A rat bit me. But...I'm ok. Let's move on! ... hmm ...

Village-2

Get the bolter. Push the right box right one. Push the other box right next
to it. Jump on the smaller, then the larger box. Push B to break in.

Village-3

Get the bolter arrows and go up.

Village-4

Go past the piano and open the door to the north.

Village-5

A box push puzzle. This is a moderately tough one.

 abcdefgh
1 .+B.B...
2 BB.X.BB.
3 .Br.B.BB
4 ..XB..X.
5 .BB..B.B
6 ..B.B.u.

Push the box at f5 up. Then push the box at e3 up and get the rope. Push the
box at c6 left twice. Push b5 up one. Push a2 up and b2 right. Talk to the
priest.

Shriek! I beg you to spare my life, please!
Hey man! Who are you?
I, my name is Mu...Musilde. W, Wolfman speaks!
SF I'm not a Wolfman!
Don't worry, we're just travelers!
MI Musilde, we really need your help. Please tell us about this place.
Anything about this village.
All right, I'll tell you...This wasteland was once a very peaceful
village...One day, an unknown disease attacked this village.
But the disease of unknown origin...what could have brought this disease
here?
I can't imagine, except that at the same time, the rat population grew in the
village...
!!
One more thing, the ruler of this land, King Gharroth has totally changed!
(big monster enters palace) King Gharroth was actually the King of Kings. But
one day, a strange wizard approached the king. The wizard's name is...Nharre.
Since he appeared, the Black Plague has broken out.
Nharre...very fishy.
I agree! Since then, King Gharroth has become a tyrant!
Either way, we should meet with King Gharroth!
SF: It's a waste of time, isn't it? King Gharroth is being controlled by the
evil wizard Nharre!
MI: Athena came back to life after we defeated Medusa! So, maybe by defeating
Nharre we can help King Gharroth and in turn he might help us increase the
Daikatana's power?
That's what I wanted to say! Musilde, please trust us! Where can we find King
Gharroth?
He lives in the castle beyond the sealed gate. But I don't know how to open
it.
We'll figure out how to open it! Let's go!
I'll pray to God for your success.

Go back down. You can exit the church through the big door now.

Village-6

There's a house here. There's also a capsule and two slugs. They take 4
sword/2 daikatana hits and do 12 damage. They are very slow and move
haltingly, so don't be fooled if they stay around a while. Wait for them to
move.

Visit the house inside. It contains a flint.

Village-7

Capsule here and a well too.

Go below the well and hit B: "Hiro used the rope!" Go down one screen and at
the bottom of the second you'll get a Rune Stone. Go back up. A detour south
is optional--you get a new weapon--but not necessary.

Talk to the man:
HI: No answer. Looks like it's already dead.

Village-8

2 slugs outside a hut. There's a silver claw in one of the cabinets inside.
THere's also a person.

Sorry but I can't give you lodging. As you can see my living conditions are
not good...
what happened to this village?
a deadly plague swept through the vilage, and all the residents are ill or
have died. I wonder how Father Musilde is doing? He's in the village
church...cough cough...

Worry about...Musilde...cough cough

Village-9

Rat and slug to dispose of. Enter the non-boarded house.

[ghost pries book out of bookshelf]
SF: W, what was that?
The spirit of Usagi perhaps... My ancestor and a swordmaster. He forged this
Daikatana.

[get the book of old songs and leave]

Village-10

Rat you can probably get around but kill it if it's too nosey.

Enter the house here. Push B below the fire to get Hot Water. Open the door
in the UR. Enter there.

Village-11

Push B to pour the hot water. Wait for the rats to come to you and hack them
up. Go north.

Village-12

Get the runestone #2 and retreat to the chapel room with the organ.(village-
4.)

!!
I often sang from it when I was young. I'll sing the song for you! [tune
plays] [3rd runestone revealed] Wow, I've never seen such a mechanism.

Get the runestone. Exiting is a bit tricky as Musilde is blocking you, but
there's nothing really to risk. Go north from the well now.

Village-13

Ok, ready to go!
Heeey! Please waaait! Please take this charm. It's the charm of the Musilde
family, handed down through the ages.
I appreciate this. Let's move on!
MI: !!
Are you really all right?
I'm OK...Just a little dizzy... Thanks for your kindness, Musilde!
Thatis not a sign of the plague? No, no way... But I have a bad feeling about
it.

By order of King Gharroth, none shall open this gate!

   4-12. CASTLE

Map:

              34    31-30
              | ~    |  |
  14  16     /   33-32-29
   |  | \    |       |  |
  13  15 17 22      27-28
 ~    |     |        |
12-11  9--8-21 24-25-26
   | ~   :   ~ |
  10~    5    23
        |
        2
        |
        1

20
|
19
|
18

Castle-1

HI: Are you OK mikiko? You look pale.
MI: Never mind. How can we get inside?
SJ: It opened automatically... This might be a trap...what do you think?
HI: We can't go back!

[cut scene: 2 wizards go visit King]

Castle-2

Hello! I'm windrax, nharre's first disciple! Too bad you won't ever meet my
Master after what I'm going to do!!
[tiles are trap doors to fight with minotaur]

Castle-3

Semi-boss fight with minotaur

You have to run around a lot and whack the minotaur with your Daikatana and
rely on hitting him after he makes his rush. That kicks him off to the side
enough for you to move around. I constantly go in circles and pin back only
to provoke him into a rush(and I step out of the way) or to stab him after I
provoked him. When in doubt I always go in my circle pattern, or I run
diagonally so that my distance from him increases. It's pretty quickly clear
if he's going to rush once you cross his path or if he's just walking--for
the first, pull back and for the second, cross over all the way. Don't waste
any time after you hit him moving in your circle. The advantage of moving in
the circle is that you can get away from him and force him to charge from a
distance. Also if he is running parallel to you to catch up your pattern you
can pause a bit, which makes him rush when he sees he's lined up with you.
But it's tough to keep things up for so long.

You can't really stick him in the corner either unless you get at a bit of a
diagonal. I've gotten it done, but it's been random.

Get the jail key after you win.

Castle-3

Castle-4

Talk to the man on the bed.

!!
Why do you have my family's sacred Charm?
HI: Are you a relative of Musilde?
I'm his brother. How did you get the charm?
HI: I'll explain ... explains ...
I see...Musilde's still alive.
Now it's my turn to ask you...why were you put in jail?
..I see. I was caught by Nharre when I tried to warn the King. Nharre gained
the favor of the King and made him break the Holy Sword. It seems Nharre's
afraid of the Holy Sword of King Gharroth.
The power of the Holy Sword might bring King Gharroth back to his senses?
Maybe...but his Holy Sword was broken into pieces...bring him the pieces of
the Holy Sword -- they may be of some help.
Thank you. Well, let's move on!

Push B beneath the door to use the jail key. Note the green capsule. Climb
the stairs.

Castle-5

Mikiko!! Are you ok?
.. ...
She looks sick, seriously. She should take a rest.

Castle-6

Mikiko!! Are you ok?
.I'm all right, just a bit tired. I'll take a rest here, so you both go on
ahead...
No way! You know we won't leave you here alone!
I don't want to hold you back...!
..OK...
!! What? Hiro! Do you really know if this is the right thing to do?
Because of her grim condition, we can't do anything else...

Use the sword on the UL box to reveal stairs down.

Castle-7

2 zombies attack you here. They require 5 sword hits(2 dai) and do 20 flame
missile damage. Head quickly down into the DL corner and right 1. Nail them
before they get to the corner. Bottom chest has a red capsule. Top one has a
key to the castle gate. Go back to 5. Use the key on the castle gate to enter
the castle proper.

Castle-8

Grey archer here(6/3 hits, 17 damage from arrow.) You can just loop him
around either dragon statue. But deal with the rat first off to the side--2
daikatana hits.

Castle-9

A grey archer and a rat here. Just push left and hack the rat up. Then open
the door and go down the stairs. They'll regenerate anyway.

Castle-10

Tap the control left. Swing at the troll(3 sword/1dai, 20 damage) when it
comes near. Move down and hit the other troll. Now look at the screen. One of
the tiles on the rugs is not like the other. Step on it and hit B. A secret
door in the north! Take it.

Castle-11

Two more trolls to kill as you turn left.

Castle-12

Two more trolls before you climb up the stairs.

Castle-13

Two more trolls here. They should be easy to trap. Head north.

Castle-14

The garden you saw in the cut-scene. Go up to get the queen's necklace. Then
hit the flower with your sword to get a piece of the Holy Sword. You probably
won't need the green capsule, but it's there.

The way back is not too treacherous, but you will need to watch out for
climbing the stairs. The rat can make a run for you. Push down if this
happens. Then go back up against the top wall, face down and start slicing.
Hide behind walls to get rid of the grey archer. Go up.

Castle-15

My goodness! The queen's necklace! How did you get ahold of it?
To tell you the truth.. explains
Oh, I see. You came all the way to save King Gharroth... Please help the king
come back to his senses! This is for you.
[you get key to Windrax tower]
Thank you. Well, time to go!

(you can now use the key to enter Windrax's to the north.)

The queen was gentle and kind. But Windrax was evil and mean. Umm...let's
just keep that between us, OK?

Let's attack Windrax's tower next. It shouldn't be too bad. Go up.

"Please take care and help our King."

Castle-16

Notice the tile with the hole in it? You can push B on it to reveal a secret
trap door to secret compartment. When you get back up you have a weird game
to play stepping on colored tiles.

room 16 UR tile goes to 16a
room 16a DL tile goes to 16b, DR to 16a, UR to 16
room 16b DR tile goes to room 18, DL and UR to 16, UL to 16a

So from the outside room, you go on the UR, DL and DR tiles respectively to
get to the room with the dragons breathing around(18.)

Castle-17

Here you can pick up a blue capsule and green armor(+200.)

Castle-18

You can bail out to 16b stepping on the colored tile or avoid the dragons.
Generally you can pass the face of the dragon just after it breathes. There
are three of these.

Castle-19

You can step on the left square to go back to 16 or the right to go to room
18, the other side. The second time through you just have to go up, but
beware that lightning/flame can go through the walls to strike you.

When you get back to room 19, there will be two rats that come from the
basket. Stay in the DR and wipe them out. Then slash the basket from below to
get to Windrax's room.

Castle-20


Huh?! The rats wouldn't play hard enough?? Ok. I, Windrax, will be pleased to
play with you! Time for an ultra-smacking!

Equip yourself with the bow for this one and stand in the center. Be prepared
to turn and fire and run quickly in a diagonal away from where Windrax
appears--he will appear u/d/l/r of you and fire quickly, but he'll stay
around as long as his arrow does. It took me about 20 hits. Trying to cut in
with the Daikatana is too risky. This way makes it relatively workmanlike
without too much drudgery.

On winning, you get a key for the tower of Nharre, 50 armor and maximum hit
points, full healing, a healing leaf(for Mikiko,) and a piece of the Holy
Sword.

Castle-21

First time through you may want to get to the north to get an extra weapon.
If not, you can duck below and make it to the stairs OK here. Because the
monsters will regenerate anyway--why strain yourself killing them?

The best place to kill off the enemies is in the small area with the stairs.
You can't go right in the UL corner as that will let the archer shoot at you,
so inch down a bit from there.

Castle-22

Open the door and get the ballista. There are also some other refills. They
might be best saved for later.

Castle-23

Push B beneath each of the candles. The flint will light and open a passage
to the
north.

Castle-24

You can just hook right and skip the fights in this room. You've beaten these
monsters
before.

Castle-25

Getting around the zombie is tricky but if you go UR before DR, it won't be
able
to shoot you at point blank range. Again, why sweat the fights?

Castle-26

If you're very quick(or you double back to the previous room and return) you
can
go straight UR to the next room. But it may be easier to go right and hook
back
up to avoid fights.

Castle-27

You'll have to fight the bats here. Move forward and if you stand near the
edge
you'll get one. The other will fall the next time it lurches. Be prepared.
Now you
have two ways to go.

1. Go to Windrax's, skip the goodies(armor) and jump left, up, right(or UR if
you're brave) and go up to castle-32. From there jump up, up/left and left to
room 33.

2. Go to the boulder pit. Jump right and go right to screen 28.

Castle-28

Jump right twice. Go below the squarish boulder the same color as the
ground...2U and 2L of the DR corner. Push it up. It's a makeshift pier that
is far enough out to allow you to jump up to screen 29.

The UL island is a dead end either way off the screen.

Castle-29

Here, if you do it right, you can go U and L and push the boulder up. Face up
and swing away and you can peg both bats with one swoop. Nowhere to go here
except up.

Castle-30

Another boulder to push, this time to the left. The blue capsule above may be
useful, but you really just want to jump left to move on. The blue capsule
may be useful on the way back because a tricky jump is coming up after the
lava.

Castle-31

Two things to do here: Jump left from the left edge of the original isle to
get some armor. Then jump back right and down onto the DL isle. Jump left
from its left edge to get to the new room.

Castle-32

The jump here is rather tricky. There's a 2x2 hole a boulder keeps falling
into. First things first: You touch that boulder, you die. So only try to
jump after it's fallen down, and do head straight for the niche when you're
done jumping. It shouldn't be too hard to do, since you will be jumping
diagonally. The trick here is to position yourself in the top center of the
square next to the boulder's big hole. Push UR and jump and hold the keys
down for all they're worth. Step in the niche. Move UL after the boulder
passes by.

Castle-33

Keep holding UL when you enter here. This should get you in the niche on the
left before the next boulder passes. Go UR when the boulder passes by and
then you can go and jump UL if you need hit points(the red capsule.)
Otherwise you can go UL and jump back UR to get out of the boulder's way. You
have enough time but not quite as much as you think.

Castle-34

This area has the first of two big bats(40 dmg, 3 dai) you'll encounter. The
easy way to win is to sit back about 1/2 unit above where you started and
swing your Daikatana a bunch. The bat will eventually swoop but it won't get
close enough. When it dies you may have a tricky jump onto the island the bat
forms on drowning-- Jump UR left of the right dragon's head if the island is
too far right to be walked on.

Castle-35

A cheaty way to do this is to go up when 2L from the edge at the previous
screen and start swinging your sword. The bat will land to your side, but it
will still take a hit. Another is to come in firing with your bow at the same
location. The more fair way is to wait for the bat to swoop and bounce off a
wall and fire just after that. But all's fair in time travel disputes.

Use the rocks where the bird lands to get a piece of the holy sword.

Retracing will be much, much easier because you are running away from the
boulder, and the jump over the big pit isn't so tough. Just stay at the left
edge and jump DL. Then circle back around to the door at room 36.

Castle-36

Jumps up, up-left and left get you where you want to go.

Castle-37

You need the key to Nharre's tower to advance further. You should have it
now.

Castle-38

Here you have a sequence of teleports similar to the whole Windrax episode.

     UR  UL  DL  DR
38     0 37a   0   x
38a   38   x 38b   x
38b  38a   x  39  38

So the pattern from outsde is UL, DL, DL. For 38a and 38b you can pretty much
head left and turn DL. That will avoid the rat and the archer.

Castle-39

You should go up but stop short of the second dragon, which will breathe
fire. After the second one has a burst, hold U and UR to get the ballista
ammo and to step on the teleport to the other side of the room. From there,
head up.

Castle-40

On entering,

SF: You are Nharre, aren't you?
Heh? No, I am just Nharre's servant.
Where's Nharre?
In this pot. He used magic and disappeared into this pot.
SF: In the pot? Are you sure?
Look inside if you don't believe me.
Woooo!
Superfly!! You were tricked!
You are careless, sucker! Ke Ke Ke!

Nothing to do but go up.

Castle-41

This is a tough little fight unless you take immediate action. Head directly
up and start swatting when you're at or near the top of the left white mark.
If you do it right your dojo "friends"(an illusion, of course) will get
themselves bounced around. If not you may just want to bite the bullet and
run into one, take a little damage, and hack him to bits. Because the two of
them are good at trapping you, and while you can run and fight, they can
bounce to the side randomly when you hit them, making a trap easy. 10 hits
for each, 12 damage. When you win, the scene goes back to normal.

Castle-42

You'll again want to use a bow to take out Nharre. He will appear from two
different sides and fire at you. So you must fire quickly and move
diagonally--and you must also determine which version of Nharre blinks. The
one that does is really him. The other, you may notice, lets arrows pass
through it. Stay in the center again. It may take some time to develop the
quick recognition, and you need to score 25 hits to win--and it seems that
you can't get credit for hitting Nharre more than once for each appearance he
makes. Once you do...

Grrr, disgusting! I'll be...back!

[you got Nharre's Wand]

Go back down and use Nharre's Wand to rescue Superfly
Whew...it's very tight! But I got some useful things. There another dimension
down in the pot...Nharre was hiding many things there.
[Get Piece/holy sword, now full sword, and medicine]

Now return to 38, go south(if there's a guy in the left room, visit him) and
go see Mikiko.

Gulp! ... groan ...
SF: She came around.
Good. Mi, you need more rest.
No! I can go!
SF: No you can't!
I'm OK! Don't worry!

Now you need to go up, right, and up and there should be a guy who really can
heal your Holy Sword. He'll also find a key inside a wand(kind of cute.) Now
down, left and push B to get through the gate just above.

Who's there? Go away... I don't want to talk with anyone. That... that's my
Holy Sword! How did you get it?!? Nharre told this holy sword caused the
plague! Why did you put it back together? Someone! Call Nharre!
King Gharroth! The evil wizard Nharre is gone. We destroyed him.
Please...come to your senses!
You defeated him? Nharre is a great wizard! No one can beat him so eas... ?!
That... that's Nharre's wand!
Yes, it's proof of his death!
You idiots! ... poor Nharre! Nharre pledged his loyalty to me. Whom should I
believe now...? I shall avenge his death!

Now you have a boss fight with Gharroth. It is not that tough. Basically he
launches himself in a berserking move. If you can pin him against a wall he
won't be able to start it. If not, you can usually avoid it as his berserking
moves tend to be pretty random. You also can catch him after he berserks in
your direction--the old duck, dodge and swing. He takes 15-20 hits from the
Daikatana. He also does 60 damage.

Once killed, though, he doesn't really die. He just comes to his senses. You,
however, get an extra 50 hit points from the deal.

"It's my wife's necklace! ... The first who was affected by that plague was
my wife. As soon as she knew she was infected, she wanted me to kill her. And
with that Holy Sword, I...released her from the pain...
I see Nharre had taken advantage of you whil you were in deep shock...
You're right...how shameful. I was tricked by Nharre, I tortured my people...
I..I can only apologize by...!
[Don't be so hasty!]
Grr.,,rrr...
[You're back to your old self!]
Uh...Yes, I'm all right now! I feel much better and clear headed! The Holy
Sword's power awakened me! Everyone! Sorry to have troubled you! Please don't
worry anymore! Musilde brothers! Hiro and pals! I do appreciate you all!
Musilde! Do me a favor, please! Get the Healing Leaf from Hiro!
Yes, sire!
Make the medicine from the LEaf and deliver it to all the patients!
(turquoise text, but Gharroth speaking)
As you wish, sire!
Hiro, what is your wish? You shall have anything you want!
It's very kind of you and I will avail myself of your offer.
What about my prize, King?
Nharre!?
Poor king! You'd have lived longer if you stood by me! But now I'll burn the
entire village down!
HI: You shall die this time!
Hiro! Use the holy sword!  Fight with its power that can beat the dragon!

Dragon boss fight:

Note here the extra 50 hit points you get do you no good in this fight. It
still takes 5 hits to beat you after your armor is down.

I have no words for how much I must thank you! Hiro, let me hear your wish?
You shall have anything you want!
King, actually... We... explains
That's the purpose of your quest!? OK, Hiro, I am happy to help you now! OK,
Hiro, hold the Daikatana tight! It's starting now!
Wooo!
Now yuou gained some of my power! Hiro, it's time to leave this place and
fulfill your destiny.
OK! You both come closer! Let's go!
Hiro, may the holy power be with you!

You haven't learned enough,idiots! Grow up and get out now!
Watch it, Kage! You don't know who you're messing with!
Mmm, you're getting better now? Then, I'll give yo a reward! Remember, the
Usagi family shall die by your betrayal!
What?! What do you mean?
Ask Usagi what I mean! SARABA!
You got it! Great, Hiro!
I didn't get rid of him yet! Don't take your eyes off! Our real purpose is
to save the future of humanity! Let's go for it!

   4-13. SAN FRANCISCO, 2030

2030-1:

MI: Hiro, where are we now?
This should be San Francisco... The year 2030.
SF: Whyare we here?
This is the time and location where Kage changed history...
..I remember! my ancestory Tatsuro Ebihara made the vaccine,and KAge stole
it from him!
So we came here to stop his crime.
MI: But this place doesn't look like a laboratory...
Yeah, it looks very dangerous! OK I'll go first!


You play as Superfly Johnson here.

Get the glock and look in the left drawer for green armor. Go left.

2030-2:

Kill the bad guy(18 damage, 5 hits.) Just a bit longer fight than other
melees but not really tricky.

2030-3:

There's a guy in the UL cell. Just open the door. You need to talk to him, or
the enemies won't appear on 5 and 6 and you won't be able to find the secret
passage.

What do you want? Don't bother me! I'll tell you what you want so you'll let
me sleep! / Suddenly Kage appeared with strange weapons. With those weapons
he overthrew this world and began to reign over this world as a dictator.
HI: He brought many superior weapons from the future...then...he gained
control of the world...
SF: Thanks man! OK, go ahead and get back to sleep!

2030-4:

Two more melee goons. You can probably beat up one before the other rushes
you but if not, head to the top to fend them off and keep them together.

2030-5:

A machine gunner here is pretty easy to avoid(15 damage, 4 hits) if you move
around when he starts to aim.

2030-6:

Two melee guys. Doors lock. After you win

SF: They'll be looking for us now! Watch out!
**WARNING! This door is locked due to emergency. Please take the passage No.
M41-0302 instead.
SF: What's that mean?
MI: There seems to be hidden passage, let's search a little more.

This passage is back in the first room in the upper right. You'll have one
guy rush you in room 2 and it will be quick. So keep low.

2030-7:

You obviously have to push that box somewhere. There was a puzzle earlier
with pushing boulders into a stream and this is the same. Push it up 3, left
2, up 1 and left 2. This will block the waterflow. You can jump left and go
down. If you mess up, leave and re-enter.

2030-8:

If you got here before you blocked the water, you'll lose points for falling
in. Otherwise just walk left.

2030-9:

Here you'll have a back-and-forth as you get the bomb above the stairs(walk
down to fall back) and go to the tunnel. Use the bomb and a new one will
return. You'll need to repeat this a bit.

2030-10:

If you need to heal, bomb the right rock and retrieve another bomb and come
back.

The passage to room 11 is behind the left rock.

2030-11:

There's nothing behind the right rock, but there's a glock recharge behind
the center. I found I didn't need this, because there would be some later.

The passage to room 12 is behind the left rock.

2030-12:

Just a simple bend here off to the right. You can leave this area by either
jumping on the stairs and right onto the huge boxes or jumping against the
grain several times on the walkways. I prefer the second, taking the lower
walkway.

2030-13:

If you enter via the box, whack the gunner right away. Otherwise you will
need to jump DR and you can outrun everyone, but killing them won't be too
hard. The gunner doesn't like to jump down from the box and you can whack him
from the side--after dealing with the melee first. Jump on the conveyor belt
to the right a few times.

2030-14:

Jump off the conveyor belt. Push B when under the single box. Superfly will
come in it. A grapple will take it and dump it in a truck coming by.

HI: Are both of you all right?
I'm ok...
Me too, but it's a bit tight...
Be patient for a while...this cargo should be delivered to Kage...

Phew...we arrived...at last.
Where's Superfly's crate?
Was it delivered to another place? what a mess!
Superfly will do fine on his own! Hurry up and let's get inside...

Are both of you all right?

   4-14. SHUTTLE

elevator to shuttle-2
         |
5  7  9  11
|  |  |   |
4--6--8  10
|
3--2--1

Shuttle-1:

Capsule inside truck here.

Shuttle-2:

Electric tool inside truck here, 2 guards. You can make it to the truck
pretty easily first, or you can go UR of it and goad enemies in here where
they're easy targets.

Shuttle-3:

A guard and a gunner. Given how slow the gunner is, you can just push the
guard back to the left. You don't need to worry about killing the gunner.

Shuttle-4:

You can get the guard to come into one of the exit tubes to the right, and
that blocks the gunner above from shooting you. Then zigzag in to zap the
gunner.

Go up for another fight if you'd like, but I'd skip 5 to take the UR passage
to room 6--if want meta-maser refills. If not, take the DR passage to room 6.

Shuttle-5:

Watch the gunner on the left as you enter. You may just want to exit and
reenter to get on the left side of the entrance.
Get the refills and leave. If you fall into the empty shuttle tracks you will
need to jump to get off.

Shuttle-6:

A linking room. If you entered the top left, go UR for supplies and come DL.
If you entered lower left, just go right.

Shuttle-7:

Storage. Get the meta-maser stuff and leave.

Shuttle-8:

Here's a rather silly puzzle where you need to switch the colors on each
machine to the same color as the force field. They rotate red, blue, green
and purple.

Note that you only need to move 6 switches no matter what the (random) field
color is. The switches are one of each color, so one switch is what you want,
another is 1 away, another 2 and another 3.

Shuttle-9:

Get on the silver platform, which leads you to a new shuttle room.

THIS SHUTTLE IS FOR THE EXCLUSIVE USE OF MR. MISHIMA. PLEASE IDENTIFY
YOURSELF.
MI: Maybe we should put something on it that only Kage would carry...
YOU ARE IDENTIFIED AS MR. MISHIMA. PLEASE BE SEATED, SHUTTLE WILL LEAVE HERE
FOR LABORATORY VERY SOON.
HI: Yes, the Daikatana. It's actually the same one that Kage owns...this is
some sort of Time Paradox...

Shuttle-10:

Glock refills here and an elevator to the north. If you are already maxed
out, or close to it, load your glock, win the fight, and come back.

Shuttle-11:

Here there are two guards waiting to do business with you. The wide open
spaces make for trouble. If you're a perfectionist with hit points, now's a
good time to bust out a glock as there will be ample refills. I've found I
need to fire the glock, kill one, retreat and kill the next.

After that's done, take the elevator.

   4-15. SHUTTLE LEVEL 2

A very linear level with a nasty false trail.

elevator
   |
   7
   |
   6
   |
   5
   |
 3-4
 |
1-2

Shuttle L2-1:

Gunner and fighter here. Take them out and go east.

Shuttle L2-2:

Here you'll need to push that grey machine to get an access card. You'll need
to return here a lot to get a new one. In fact, just after you use the access
card dispenser, push the gate to the left of it and get another card. A bit
cheesy, hmph.

Shuttle L2-3:

You probably have 99 glock shots now, and you may not even need a meta-maser
cartridge. So you could just skip this.

Shuttle L2-4:

There's a man in a locked off room here and a fighter in your area. Take the
fighter(push him back horizontally) and use the access card on the right
door. There is nothing up the left way except a colossal waste of time.

Shuttle L2-5:

Coming in from the right side, duck to the right so the gunner doesn't hit
you. In tight quarters you should win fairly quickly.

On the left, stay where you are and hit the guard and then just hide around
corners. (By the way did you remember to go back and get an access card?)

Shuttle L2-6

Coming in from the right side, don't move, unless it's to retreat quickly and
inch to the left edge of the entry square. When facing up, whale away with
Daikatana and the bad guys will go down like hoes.

On the left side, hope you retraced your steps for another access card.

Shuttle L2-7

There's a gunner here waiting to fire at you. You're pretty safe from either
side, and he's slow enough you can pummel him into a corner.

   4-16. LAB AREA

Map

        12
        |
9     10-11
|     |
8--7--6--5
        |
        4--1 3
            \|
             2

Lab-1

There's a green pill here to grab, but note the square on the floor. That's
where you'll want to go down. A huge brain is there. After fighting it you
may need that pill.

Lab-2

First: walk down the stairs. If you fall left, the brain will hit you. The
brain touches you for 55, the brain-halves after it dies, 26.


The fight with the brain can be pretty tough. Because you can beat it up
pretty easily, but then it splits off into two brains which rejoin after some
time if you don't destroy the brain. So it's critical to sucker it into a
corner and whale away. But the problem is, which corner? It seems that you
have

    X  <-not here
   X   <-here!
XXXX

Plus there are the heated squares which take away your hit points. That's a
red herring. You'll want the setup to be as follows:

  u
  b X
  bX
XXXX

Keep whacking down here and when the brains break up, move down towards them
to thwack them as much as possible. You can make small adjustments within
each swing to make sure you have a strong diagonal position so one of the
brain-halves doesn't go leaking out. The brain looks as though it takes up a
2x2 area but that is in fact just 1x1.

If you are very careful, with just the right amount of diagonal walking near
the bottom of the stairs, you can trap the brain right away. If not, circle
around, and hit it once to drive it into a corner and follow up on this. It's
as fast as you and reacts well, so you can't run long.

With the brain defeated, the door to the north will open.

If you are very quick you can climb down the squares

Lab-3

Jump over the heating squares to get to the high-level pass at the top of the
screen. There's also a green capsule which probably allows you just to run
over the heating squares and back. After grabbing the loot, head back
upstairs.

Lab-4

4 hits per golden robot, who do 10 damage. You can bash through and take a
few hits, but I found it's even better to enter at the top of the two
squares, slash left at the top robot and down at the right, and zigzag in to
the left corner, where they'll line up to be pummeled.

Lab-5

Refill time. A glock cartridge and 200 points of armor(green.)

Lab-6

There's a golden robot. Inside the machine room:

"I heard there is a machine that will upset our sense of directio"

There is also a big important looking door for use later.

Lab-7

Another golden robot.

Dialog w doctor ??

Go back to room 6--well, room 8 first if you need the hit points. Then skip
to room 10.

Lab-8

There's a room you can't get into until you've talked with the doctor. The
blue capsule would be nice. Above you have the elevator to the next level.

Lab-9

Without the ID card you can't get to the next part of the game.

Lab-10

The trick here is to recognize what the squiggly arrows do. They make your
character move in the opposite direction you push them, once you cross them.
So get on the first arrow and then push down to go up another square. You now
have a bunker from which you can whale on the two golden robots. It will take
a while because Mikiko is a relatively weak character and can't use the
Daikatana, but it's a sure thing.

On your controls, use 2D 2L 2U 3L 2D 3L to get to the next scene.

If you are going for perfection, exit between the two tiles as you go right.

Lab-11

Still in backwards land here. If you left between the middle two tiles, then
don't move and just swing away. You may get hit once. Once finished, you are
still facing the wrong direction. U L 2U 2L D L D and jump D. D 2L and face D
and push. Now you are back to moving correctly. Go left and up.

Lab-12

Get the capsule if you need it.

......ab.
.. *.....
..f .....
F.......dc
e........E
...AC....
..B  D...

Jump in teleporter C and head down to E. Then head up to F. Get the
experiment data and return through f, e, and c. With directions no longer
goofy you can go back the way you came, except at the end when you get on the
arrow squares, push up instead of down.

Now go back to the lab on square 6.

   4-17. HELIPAD AREA

A cool but all to brief area. Because the scenes are divided up I will not
give a room by room description.

Map:

3-6
| |
2-5
| |
1-4

Room 1 has meta-maser and a green capsule.

Room 2 has a pair of ladders up. There's a guard and a gunner too. We'll take
the left way up first. That leads to room 3 and a button you can push behind
another guard. The button starts the helicopter in room 6.

Climb down to room 1 and back up the right stairs--watch the enemies here as
the narrow corridor means you're vulnerable. Up at room 3 you'll see a small
ledge you can fall off to the right. Do so and exit down. Then go right to
room 5. Step on that button. Go left to room 2 and fall down twice. Go down
to room 1 and right. On room 4 there will be a button in the far right. Push
it. It starts a platform moving.

Back up the right stairs in room 2 all the way to room 3. Fall down off to
the right. Go right after returning to room 2. There's  a yellow and green
platform in room 5 now. Jump down as it is about to come in all the way, and
don't jump full force. You should be able to judge when it's as far down as
it can go. Jump down then.

Go down to level 4 and take care of the gunner and guard. Go up the UR
stairs. Then you have two stairs in room 5 to climb and two in room 6.

Kage escapes in the helicopter. Hiro tries to grab the railings but it
doesn't work. He falls. But Superfly gets the deus ex machina as in "Geez,
silly machine"--a pilot pops out from nowhere to talk about the landing code
and such, and the upshot is, you're pretty safe.

   4-17. NAVAL BASE

On first blush this seems like it will be a very impressive level, but
because it's easy to stay out of the way of the motorcycles, the fights with
big things(including an alligator,) though impressive and entertaining, are
risk-free. There are some small fast annoyances though.

Map:
           8
          /|
12-11-10-9 7
           |
     4--5--6
     |
1--2--3

Naval-1

Nothing to do here. Go right.

Naval-2

Kill the guy chucking bombs and get the glock if you need it. Or save it for
after you mow down the motorcycles. What motorcycles? Go to the right.

Naval-3

But first there is a golden robot and a guy with a bazooka. Box the golden
robot in so that when the shooter comes, you can fake him out. See if you can
kitty-corner him. Then move north.

Naval-4

You can just swing upwards as you enter with the Daikatana to wipe out the
golden robot. Then you can switch to the glock and fire at the motorcycle as
it goes by. If you want to kill it with the Daikatana it is possible to stand
near the UL hide out and swoop down for a hit if the motorcycle isn't too
high up--or back up when it is.

Naval-5

Enter at the highest point(or if you didn't, retreat and do so) and go UR
'til you're at a dead end. Fire down with your glock and then just shoot the
next motorcycle as it passes by. Head along the top to the next room.

Naval-6

The motorcycle only goes halfway across the screen here, so you can wipe it
out with your Daikatana. 6 hits. 25 damage.

Naval-7

Meta maser cartridge here. Nothing in the UR exit.

Naval-8

If you're quick enough, go UL into the culdesac and slash the robot from the
left. Then go UR and U along the wall to smack the gunner(23 and 6) into the
corner. IF you're too slow you can retreat, hit the gunner, and trap him by
the stairs or stay there themselves to smack him as he comes in.

Naval-9

I always seem to take damage from this but if you climb down the stairs, go
left and hack wildly left and down it's possible to avoid damage. If you just
stay at the top of the stairs and concentrate on one of the enemies this room
isn't much of a problem. You'll take one hit. 35/5.

Naval-10

You can ready your glock and fire six shots for a quick win. Using the
daikatana(run forward, slash, go up, slash when necessary, go to the top for
the final kill) works out OK too.

Naval-11

With that big gulf it's pretty obvious that button better to something
special. It does. But ready your glock before jumping.

Here you have to jump on the button and fight a giant crocodile. A worm will
waver back and forth to distract you. Just stay on the left edge of the
button and wait for the crocodile to pop up above you and, when it does, fire
your glock. Note the being on the edge allows you to take a shot at the
alligator when it appears in the center. And don't worry if a few shots get
deflected by the thing that goes back and forth just above the bridge. Enough
will get through.

11 hits should do it. Don't bother with a couple of shots at once. That won't
work. Switch back to the Daikatana when you're done.

Naval-12

Glock refills and unuseable transporters. When you try to enter the door to
the north, you fall through a trap. Mishima murders his general in front of
you.

   4-18. MISHIMA'S TOWER

You're never told explicitly what to do here, but fiddling with the dragons
allows for some trial and error. You can probably guess they're the only
thing to manipulate, really.

Map:

    11
   /
12 4--5--6 10
 \|  |  |/
  3  9  7 (9 goes to 14)
  |     | (14-21 = north/stairs
  2--1--8  all the way)
    / \
  13   0

Usagi unlocks the first door for you, in the basement where you start, so you
can plow around the tower.

The plan here is, first, to go into each of the four sub-towers. They are
behind the closed doors on the perimeter. To open any one of those doors, all
four dragons must be facing in one direction. The door that opens is that
direction from the center.

You can make this a whole lot easier on yourself by setting all the dragons
to point east at first. Then you can just continue to circle around and will
only need a 3/4 revolution each time.

The dragon orientations are confusing and I would like to note they rotate
counterclockwise(U-L-D-R) and whiele left and right are pretty easy to
see(the dragon's front is beige) you will see a coil from behind if the
dragon faces up. However, if you keep circling around clockwise to hit one
button each time, including after you left the open tower, this should not be
a problem.

I've included a first-time-through walkthrough with the understanding that,
after you leave a tower, you step on a button, proceed clockwise, and step on
a button in each room you come to afterwards.

Mishima-0

Just climb up the stairs, but be sure to have the Daikatana ready first.
You'll be repeating a lot of rooms and, I'm afraid, battling a lot of the
same monsters over and over. At least three times through each room. The
sword does best through all this.

Mishima-1

A guard will rush in to "greet" you the first time through. Stay back, use
your Daikatana, and get him(35/3). First time through you need to push the
button under the dragon three times. Make sure it's gone up before you step
on it(leave the square entirely.)

Mishima-2

Entering from the right, go a square or two left(so the guard above gets
stuck) and stick to the top. Turn down and slash just before the
shooter(23/6) crosses your path. Deal with the guard in the bottleneck.

Mishima-3

Duck and run around to confuse the shooter here. You don't need to push the
button the first time through.

Mishima-4

Duck into the right side of the entry, tap left, and wait for the shooter to
come to you. Beat him up.

Mishima-5

Step on the button once your first time through. Also pick up a Novabeam
below in room 9 if you want, but room 9 isn't relevant just yet.

Mishima-6

I go 1R 1D and face right to deal with the guard. The shooter should get
stuck below for a bit, but when he gets out, you can creep right and smack
him as he comes up or even outrun him to the bottom. Killing isn't necessary
now. Just sneaking by.

Mishima-7

Glock refill and capsule here. Step on the button twice the first time
through to see something open! Note: the drama of the fight is contained in
Mishima-10 so there's a bit of a skip.

Mishima-8

Approaching from above it's pretty easy to see the tunnel where the bad guys
can come up for you to help them meet their maker. Then just follow the long
winding corridor.

Mishima-9

This door will open when you've cleared all four side towers. A capsule and
treasure here.

Mishima-10

A fast guy(45/6) can be suckered into chasing you as you hide below the
middle barrier. I've found random hacking doesn't work to kill him perfectly.
You must add a split second of timing before you nail him. Otherwise he will
get in and nick you once.

A novabeam cartridge and a green capsule are your reward here.

Mishima-11

A variation on the previous theme. Here you have twisty arrow squares. Move
up quickly and push down when you step on one so you're a square below the
UL. Then whale away at the enemy before he gets to the corner. You have to be
careful with him because he shoots missiles from his sword(45/8.) But eight
hits will do the trick. Another novabeam cartridge and green capsule. Arrows'
disorienting effects are invalidated once you kill the bad guy, too.

Mishima-12

This guy charges at you when he attacks, a few squares at fast speed. The
solution: get 1U1L of the DR and goadhim to follow you. Then smack him down
once he gets in the corner.

The reward here is nice--200 armor + a green capsule.

Mishima-13

Here the screen turns dark once you start in on things. Two solutions: the
cheapest is to go 2U so the enemy starts looking around. Then go 1D and turn
around and wait for him. But it's a bit quicker to go 2U 2R D and then note
that you'll be able to tell which way the enemy's coming due to the
obstacles.

Once you win this fight you'll get energy water and a green capsule. Not that
the energy water does you much good right now.

Mishima-14

Energy water and a novabeam cartridge here. Head north.

Mishima-15

Your typical anticlimactic anteroom. Head north.

Mishima-16

Some big dude twirling a stick is after you. And you have to move pretty
quickly too since the walls close in on you. Still this guy's a wuss. With a
few well placed blows you can push him into a corner. Stay UL of him,
hammering right, and he is no problem. It may seem tense when the walls close
in, but if you are turning him various colors not much should matter.

+50 hit points for this.

Mishima-17

Some tricky jumps here. Generally you'll wnat to make a jump when the
platform you want to land on is in the middle. But from the first platform a
UR jump when it's at the bottom works. This is the toughest jump of the lot
and then a simple jump right from #2 at its right end works. Then jump onto
#3 when it's in the center headed right and off when it's centered heading
left. You can almost walk off #4 but a jump might help you adjust your shadow
to make sure you land OK.

Mishima-18

The jumps are a bit tougher here. You want to get to the right edge of
platform #1 and jump when it's just past the center. Jump from #2 UR when
it's centered going right. Jump left from #3 in the center. Jump on #4,
straight up from the left of the island, when it's centered and going right.
Jump left off it. Climb up the stairs.

Mishima-19

An anteroom with another Novabeam and a green capsule. The novabeam does no
good; equip the plain sword instead.

Mishima-20

The big fight. Equip your sword for this. It takes 40 hits and 2 swings to
get a hit but it's not as bad as you think. Here's what happens.

Mishima will appear on the center of one of the edges protected by two
globes. He'll fire a missile right at you. Duck diagonally away and circle
back for the kill. You'll want to strike between the two protective globes in
front of him. If you do they will both part and you can get a shot in at him.
This seems tough at first and often you'll hit just one or touch them or even
touch Mishima. But you'll get it right eventually. It's a bit of a long trial
but very doable.

-?? hp for getting hit

Once Mishima is destroyed, you get +50 hit points and a recharge from Usagi.
This is worthless except as a last ditch effort, as Mishima does 90 damage,
i.e. you still get 5 hits with your armor down before you're toast. Mishima
turns into a weird beast.

There are only three things this beast can do. They have surprise value, but
once you get your reflexes in order, none's tough to respond to. With each
attack you can respond with one hit.

1) Materialize just to your right. For this, move L and DL a bit, turn around
and shiv him when he materializes.
2) Drops from above. You'll see a shadow. Move down a half-square and slash
upwards.
3) Goes to the top of the screen. Stand in the center, wait, and move to the
center before he appears. Only when he's fully there and has raised his sword
do you move up. Discs will come in from each side, trying to hit where you
just were. If you go up and hit him directly then you get hit, too, which is
not cool.

The only thing you need to watch for in this pattern besides all this? Stay
in the center.

But wait! One more thing! Head north for the finale!

Mishima-21

Here Mikiko attacks you. You can just spend all your time facing down and
slicing at her. She does 50 damage and takes 25-30 hits but as long as you
pause so slightly to strike after she bounces back, this is a pretty easy
knockout. You can also head to the left or right edge and take a hit and
bounce her back that way where there's more time/room to wait for her to come
back.

End of FAQ proper

================================

 5. VERSIONS

1.0.0 sent to GameFAQs.com 3/12/2005 mostly complete. Some scripting and maps
to fill in. I may add graphic maps for Athens or the Castle, too.

 6. CREDITS

Thanks to the usual GameFAQs gang. They know who they are, and you should,
too, because they get some SERIOUS writing done. Good people too--bloomer,
daremo, falsehead, RetroFreak, Snow Dragon/Brui5ed Ego, ZoopSoul, Sashanan,
lisanne, and others I forgot.

Brian Sulpher for his patience with my putting off that cowriting FAQ a bit
just so I could see what this game is about.