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              OGCBKRRG(#Q(QQ6OOe/



 Chakan The Forever Man FAQ version 1.26
Published January 31st, 2003
By Chakan ( [email protected] )

 See end of file for copyright information.

 If the above artwork looks weird, switch your font to Courier New to properly
view it.

 To view this FAQ properly and with less labor, make sure your  browser/text
editor window is at least the length of the  following bar:
======================================================================


=-=-=-=-=-=-=-=-=-=
TABLE OF CONTENTS
=-=-=-=-=-=-=-=-=-=
-Introduction
-FAQ History
-Game Description
-Story
-Controls
-Weapons
-Potions & Alchemy
-General Tips
-The Four Portals
-Terrestrial Walkthrough
-Elemental Walkthrough
-Boss Strategies
-Endings
-Cheat Codes
-Game Genie Codes
-Game Credits
-Appendix A (Addresses)
-Appendix B (Chakan stuff)
-Appendix C (Updates)
-Appendix D (Credits & Thanks)
-Copyright & Contact Information


=-=-=-=-=-=-=-=-=-=
INTRODUCTION
=-=-=-=-=-=-=-=-=-=

 Chakan The Forever Man for the Sega Genesis is said to be one of
the most difficult games ever released for the platform. When I began
searching for sources of information on the game in the Fall of 2002,
I found that there really wasn't anything at all. So I began working on
this FAQ/Walkthrough that you're reading right now.

 I hope that this guide will help all of you who are lost in the game
make it past a difficult section, as well as help old fans discover new
joy in an old favorite by finding something new.

 This guide contains not only information about the contents of the
game, but also information about the character and the people who
created the game.

 I present to you the world's first and only Chakan The Forever Man FAQ.
I hope you enjoy it.


=-=-=-=-=-=-=-=-=-=
FAQ HISTORY
=-=-=-=-=-=-=-=-=-=

 version 1.26 (Jan/31/2003)
-It has been so long...  So very long... but now I'm back with an
 update, my fellow Chakan fans! I'll be finishing this guide no matter
 how long it takes, and I'll also be creating a Chakan website with
 information on the Genesis game, the sequel, and the comics! More
 on this stuff later!
-Started on the Walkthrough notes for the Earth and Water Elemental
 stages.
-Added that crazy artwork up top thanks to Ben from Boobietime.
-Added the Sega Visions interview thanks to Ben from Boobietime.
-I've done some touch-up work, fixing some spelling errors and things
 of that nature.
-Re-wrote the Introduction.
-Hey, the Chakan FAQ is now over 50kb in size... and that's just with
 "notes!"

 version 1.25 (Oct/25/2002)
-Greetings, readers. It finally arrived in the mail today. I've got a
 good number of corrections to make concerning terminology and such.
 These corrections will occur over the next few editions of the FAQ.
-Updated Game Description.
-Added Endings section.
-Added Game Credits section.
-Added The Four Portals
-Added a new 'Cheat Code,' which advances you to the Elemental plane.
-Added a boss strategy for Elkenrod.
-Added a boss strategy for Dragonfly King.
-Added potion locations for Terrestrial: Air: Phase 3.
-Added secret area location for Terrestrial: Air: Phase 3.
-Added a misc. note for Terrestrial: Air: Phase 3 concerning the
 poles sticking out of the platforms.
-Added a misc. note for Terrestrial: Water: Phase 3 concerning the
 vertical walls that can be smashed.
-Changed the descriptions of the Weapons to those found in the game
 manual. They contain interesting hints.
-Updated the stock potion Tip in the General Tips section.
-Updated Potions & Alchemy. Now reads much more along the lines of
 the game manual.
-Re-arranged the Walkthrough section. It's now in two parts.
-Added another Red potion location to Terrestrial: Fire: Phase One.

 version 1.24 (Oct/21/2002)
-Added the manual's dimension descriptions and in-game introductions
 for the first areas of each, thanks to Michiru Kaioh.
-I'm going to be continuing my small vacation until my complete copy
 of Chakan in the mail. I love it when sellers don't notify you when
 payment arrives or items are shipped. Makes me feel great. Let's
 hope it shows up within the next few days. My vacation will be
 ended by the end of the week, at the very latest (and I doubt the
 idea of not doing anything past Thursday).

 version 1.23 (Oct/18/2002)
-Walkthrough notes started for all of the dimensions' third areas.
-Boss Strategies added for Spider-Queen and Mantis. Can you figure
 out good tips for the others? Send em in!
-I want to note that the next few editions of the FAQ will probably
 only include vague details on how to get through the rest of the
 game. I very much so intend on listing all of the specific, dirty
 details for every level in the game, but I would like to have a
 walkthrough of sorts up before focusing on specific levels. This
 will allow me to do up a walkthrough through the rest of the game
 in just a few more updates, if not done by the next. :)

 version 1.22 (Oct/15/2002)
-Walkthrough notes for all of the dimensions' second ares.
-I have won a copy of Chakan on Ebay that includes a box/manual. This
 is REAL good news. Now hopefully I'll be able to use some more
 official names and even discover some new stuff to put in this FAQ.
 Thanks for the great responce so far, people. You make it even more
 fun doing this. :)

 version 1.21 (Oct/13/2002)
-Walkthrough notes for Elkenrod's first area.
-Walkthrough notes for Spider-Queen's first area.
-Walkthrough notes for Mantis' first area.
-Weapons section started.
-More General Tips.
-Added Appendix D - Credits & Thanks
-Spent time re-formatting the txt, so that it looks prettier now. At
 least I think so...

 version 1.2 (Oct/13/2002)
-Walkthrough notes for Dragonfly King dimension started. Will
 continue adding notes for each level and then write a proper
 walkthrough.
-Added some more General Tips.
-Added a link to AndNow's (the developer of the still to be released
 (?) next Chakan game) website, as well as a link to Robert Kraus'
 official Chakan site. Buy Chakan (me, that is) some comics!:)

 version 1.1 (Oct/10/2002)
-Potions & Alchemy section filled. Can someone assist with spell
 names and official descriptions?
-Added more General Tips.

 version 1.0 (Oct/09/2002)
-FAQ first published. No changes to report.
-Planned for immediate future:
 -Start work on walkthrough, using vague directions to list potion,
 boss, and item locations.
 -More General Tips.
 -Weapons. Including what their special uses are.
 -Potions & Alchemy. Listing of combinations and spell effects.
 -Boss strategies. Some general tips on bosses.
 -Talk with AndNow about upcoming Chakan. Canned?


=-=-=-=-=-=-=-=-=-=
GAME DESCRIPTION
=-=-=-=-=-=-=-=-=-=

 Chakan The Forever Man is an action/adventure game for the 16-bit
Sega Genesis home gaming console. It is based on a comic by Robert
Kraus. The game is a bit on the difficult side, but that's where half
of the satisfaction lies. Finish this game and you've got something
to brag about.

 In the game, you control Chakan, a great warrior who won eternal
life in a fight with Death himself. However, Death tricked Chakan.
Chakan is 'cursed to live until all supernatural evil is destroyed.'

 You start the game with Chakan's two swords, and collect various
weapons and potions throughout the game. Using the various potions in
many different combinations, you're able to cast a good number of
spells to aid you in your quest. They range from invincibility to
high jumping ability to granting you the ability to shoot fireballs
from your blades.

 You start in the Terrestrial Plane in front of a big chart. This
chart represents your progress in the game. There are four portals
to go through, each represents a different element. Inside each,
you'll go through three phases. Once you complete the three phases of
all four dimensions, you'll advance to the Elemental Plane and do the
same. After completing this set of stages, you... well, I'll not
spoil those surprises here.

 All of your weapons and alchemy abilities might not be enough to
get you through this game. Are you skilled and persistent enough?


=-=-=-=-=-=-=-=-=-=
STORY
=-=-=-=-=-=-=-=-=-=

 The following is taken from the introduction at the beginning of the
game:

It has been so long ...
So very long...

I have hunted evil for no less than a thousand years.
Yet I remember well how this pain started, as though it were
just yesterday.

When my blood was warm, I was a great warrior.
Neither man nor beast could best me in mortal combat.

Then, in my arrogance I said one day even Death himself would
bow before my swords.

He smiled and said, 'From a man of death to Death himself, a wager.
If you win, eternal life is yours.
If I win, your soul is mine to do with as I wish'
Foolishly, I accepted.

With sword and spell, we clashed toe to toe.
The world trembled at our unleashed powers.

I attacked with such fury and might that even Death himself was taken
aback and then incredibly felled.

I toppled the master and he granted my reward.
I am cursed to live until all supernatural evil is destroyed

I hunt
And fight
And kill

Until the end of my curse
Only then will I be able to seek solitude and forever rest.


=-=-=-=-=-=-=-=-=-=
CONTROLS
=-=-=-=-=-=-=-=-=-=

 Here's what does what for the standard configuration. You can change
the functions on the Options screen before the game begins.

START BUTTON - Brings up the spell screen and takes you back into the
game.

A BUTTON - Cycles through your weapons an the last potion you
selected, if you haven't used it.

B BUTTON - Attack with current weapon. Use magic that you selected on
the spell screen.

C BUTTON - Tap lightly to execute a short jump. Keep the button
depressed to execute a high jump. Press once to jump then at the apex
of the jump, press the B button a second time to perform a spinning
jump. While performing a spinning jump press the B button to execute
a spinning attack. Press while standing in front of a dimensional
portal to pass through it.

B & C BUTTONS - Jump and attack. Downward attack when equiped with
the AXE.

Press Right or Left - Moves Chakan right or left.

Press Up - Does Nothing.

Press Down - Kneel down.

Press Up & B BUTTON - Upward attack.

Press Down & B BUTTON - Chakan kneels down and attacks.

Press Down & C BUTTON - Drop down from some ledges.

Press Diagonal & B BUTTON - Attack diagonally (at a 45 degree angle).

Press Right or Left & C BUTTON - Jump right or left.

Press a Down Diagonal & C BUTTON - Roll right or left.


=-=-=-=-=-=-=-=-=-=
WEAPONS
=-=-=-=-=-=-=-=-=-=

 You collect each of these four weapons at the end of the first level
of each of the four initial areas. You can switch to them in-game by
hitting A and cycling through till you get the one you want.

Battering Mallet - Collected in the Dragonfly King's dimension. Swing
 to bash through walls and rocky obstacles.

Scythe - Collected in Elkenrod's dimension. Slashes through enemies
 and tears through spider webs.

Axe - Collected in Spider-Queen's dimension. Wield to splinter beasts
 and doors.

Grappling Hook - Collected in Mantis' dimension. Heave to catch onto
 ram's heads and other fixtures. Use it along with the jump button to
 swing over pits and ascend otherwise unscalable walls.


=-=-=-=-=-=-=-=-=-=
POTIONS & ALCHEMY
=-=-=-=-=-=-=-=-=-=

 A word on potions: There are four colors of potions: light blue,
green, red and clear. You'll run accross them in your journey.
Sometimes they'll just be lying on the ground, sometimes they'll
be dropped by enemies after you kill them (usually only bigger
enemies). Using combinations of each color, you can cast a good
variety of spells to help you in your quest.

 Spell list. This is from left to right.

 top row
Shields you from enemies' sight - 2 light blue
Slows down enemies - 1 light blue, 1 green
Gives you the orange fire sword - 1 light blue, 1 red
Imparts the power of the super high jump - 1 light blue, 1 clear

 middle row
Gives you the blue lighting Air Sword - 2 green
Hurls bombs, causes quick death to most visible foes - 1 green, 1 red
Shields you from all enemies - 1 green, 1 clear
Provides the green lightning Earth Sword - 2 red

 bottom row
Arms you with the blue Cold Fire sword - 1 red, 1 clear
Restores your Skull Bar (life) - 2 clear
Creates a passage where none exists. Once you've created the passage,
  you will return to that spot upon re-enterting the portal for that
  dimension - 1 red, 1 clear
Reverse the hour glass - 2 clear


=-=-=-=-=-=-=-=-=-=
GENERAL TIPS/INFO
=-=-=-=-=-=-=-=-=-=

-Spend some time during the game's first few phases collecting some
 potions. There aren't many places to pick up more as you advance
 deeper in the game, so stock up early.
-Experiment with your newly acquired weapons! Certain ones can do
 certain things to aide in your quest.
-Can't reach a platform by jumping? Do a spinning jump.
-Be thrifty with your time when you're actually playing to get
 through the game. You've only got so much time to finish so many
 of the areas...
-Not all monsters can be defeated with every weapon. Learn which ones
 are impervious to your additional weapons and avoid getting next to
 them with them selected.
-Blocked by spiderwebs? Something else? Try using another weapon...
-Blocked by a rectangular block of seaweed? Go back and defeat
 something...
-Sometimes it's better to dispatch of flying enemies quickly. They
 can practically follow you anywhere in the level, if they can keep
 up.
-Watch out for swarms... schools(?) of bats. Having to defeat a
 bunch of easy enemies at once can be hard.
-If you do a roll past an item, you won't pick it up.
-If you use an emulator, you can save your exact location in the game
 and take a breather. Hey, I won't blame you. It's is a long, hard
 road to victory...
 Pansy. :P
-Try holding down the B button and pressing different directions.
 Neat, eh?
-Wonder what the difference is when you crank up the difficulty
 level? Enemy hits cause more damage. Go for it, you hardass, you!
-Having trouble jumping from platform to platform because flying
 enemies keep knocking you off? It's not so when you're invincible...


=-=-=-=-=-=-=-=-=-=
THE FOUR PORTALS
=-=-=-=-=-=-=-=-=-=

 A few brief notes on the four portals. Each represents not
only a different dimension, but a different element. The following
are descriptions of the four portals straight from the game manual.

-Earth (top left)
 Descend into a murky nest of horrors. The realm of the Spider Queen
is dank, smelling of the dead. Her offspring crawl and squirm through
the mazes, biting and stabbing with poisoned stingers. Find here the
sticky webs that only your Scythe can tear away. Face and vanquish
skeletal lizards and venomous larvae that are born squeaking and
snapping for blood. Bulbous, pulsating plants burst with toxic
spores, and mutated horrors make every step a nightmare.

-Water (bottom left)
 Journey through a festering sea of carnivorous squid and spiked
lizards. Crumbling columns bar your way. Giant clawed worms undulate
in the layers of skulls dropped by the Mantis, ruler of this realm
of watery confusion. Fight through the precarious frozen caves,
battling horned tundra wolves. Grapple on slick ice flows with
slippery demons whose only desire is to see you perish in the frozen
depths.

-Fire (top right)
 Scale the rotting, death-tainted walls to the bastion of the
sadistic Elkenrod, Mistress of Spectres. Biting swarms of bats push
and peck you. The fiery breath of Elkenrod's ghostly victims singes
your face. Lava-spewing gargoyles portend things more horrible to
come. In the purple shroud of sunset you fight winged imps and flame
spitters, while huge goat-footed cyclops hurl boulders to dash you
into the furnace pits below.

-Air (bottom right)
 Rise to the floating castle of the Dragonfly King, an airy outpost
of dark disaster. Fight the mace-wielding Man-Ox. Destroy the armored
riders to commandeer the Flying Insectoids. Then mount them at your
peril for airborne combat among the floating islands of doom. Ascend
skyward for a final joust with the deadly knight of this drifting
world.

=-=-=-=-=-=-=-=-=-=
TERRESTRIAL WALKTHROUGH
=-=-=-=-=-=-=-=-=-=

=-=-=EARTH DIMENSION=-=-=

The following is the in-game introduction for the first phase:

Her hive is growing... burrowing deeper and deeper into the earth.
And as her children are born, her power grows stronger.
Nothing can stop me from reaching her lair.
I am coming for you now, Spider Queen


---Phase one nuggets:---

 Weapon gained: Axe
 Weapons needed: None
 Spells needed: None

 Potion locations:
Light Blue (1) -  You get one for defeating the tall walking spider
 near the location of the Axe.
Green (2) - Go right from the starting point and down. Then go right
 some more and you'll find it. Take the path left as you start
 heading up when you're at the bottom-left area of the level.
 Continue following the path and you'll walk right into it.
Clear (1) -  There's one above the location of
 first Green potion one behind a spiderweb. I recommend waiting
 until you're near the end of the level. Right at the end of the
 long, narrow passage at the top of the level, stand at the edge,
 roll to the left and you'll land right next to it.

 Quick path to exit: Head down from the start, all the way right,
all the way up, the long way left through the narrow passage, and
then down and right. Get past the tall walking spider and grab the
Axe to exit the level.

 Secret areas/false walls: None that I'm aware of.

 Misc area tips:
-How do you get past the weird snake type things that drop down and
block your path? Simply slash them after they start moving and you're
good for a few seconds as they recoil and wait for a second. Oddly
enough, this can only be done somewhere above 20 times per creature.
Then they don't receive damage. Odd, eh?

-You Don't have to defeat the tall walking spider to get the Axe.
Just avoid him and keep moving to the right and get that Axe. :)

-In case you do decide to defeat the tall walking spider, it takes
12 hits to make him go all Mega Man-like to the sky. Anyone got a
good method of dispatching this foe?


---Phase two nuggets:---

 Weapons needed: Any.
 Spells needed: None

 Potion locations:
None that I'm aware of.

 Quick path to exit: Destroy the circular object with one of the four
weapons, then head up and then to the left until you read the point
where you can head up even further. Then head to the right and up.
Drop down when you reach the further right area of the level. At the
bottom, head left and then drop down. Destroy the "Spi-taur" and
you'll be outta there.

 Secret areas/false walls: None that I'm aware of.

 Misc area tips:
-The best method to dealing with the "Spi-taur" at the end of the
area seems to be to get on one of the landings with him onscreen.
Simply hold the attack button and let him dive into your blade. He'll
eventually stop diving into your blade. Simply release and he'll go
for it again. Whip that suckah back out to let him impale himself
once more. Repeat this 18 times and he's gone.


---Phase three nuggets:---

 Weapons needed: Grappling Hook helps
 Spells needed: None

 Potion locations:


 Quick path to exit: Head to the bottom-right of the stage, where
you'll find the Spider-Queen. Defeat her to exit. See Boss
Strategies for advice.

 Secret areas/false walls:

 Misc area tips:
-


=-=-=WATER DIMENSION=-=-=

The following is the in-game introduction for the first phase:

From the blackness of the deepest ocean it came.
The one called Mantis brought its evil army and built itself a
fortress to protect itself from me.
It has wasted its time.
My swords shall taste your evil blood.


---Phase one nuggets:---

 Weapon gained: Grappling Hook
 Weapons needed: None
 Spells needed: None

 Potion locations:
Light Blue (6) -  The first is on top of a pillar to the right of the
 starting point. The second's just a few more pillars right. The
 third is a few more screens right of the first Green potion, on that
 high landing you can see as you head toward the first patch of dry
 land. Use a High Jump to get it. And to the right of it, there's yet
 another. Just jump up left to it from the platform below. As you
 head back into water after the first patch of land, jump up the
 pillars and you can see the fifth LB potion. The SIXTH damned LB
 potion is on the platform above the second patch of dry land, just
 above the Grappling Hook.
Green (1) - A few more screens right of the second Light Blue potion
 and you can see the platform that the first Green potion lies on.
 You can get to it by doing a spinning jump left off of the pillar to
 the right of it.
Red (1) - Just to the right of the last Light Blue potion on the last
 high platform in the level, you'll find the single Red potion.
Clear (1) - Just to the right a bit of the 4th Light Blue potion, you
 can find a Clear potion.

 Quick path to exit: Just keep moving right. Defeat the mini-squid as
quickly as you can. Continue movie right until you get to the
Grappling Hook.

 Secret areas/false walls: There's a false wall behind the pillar
to the right of the first high platform above dry land, but there's
nothing there.

 Misc area tips:
-You Must defeat the mini-squid to progress past the seaweed thing.
you only cause him damage if you hit his body, so try jumping up onto
a pillar, jumping down over to his oppositte side, then sticking him
and retreating back to the pillar. His limbs fall away as you deal
out some hurt, and when he's limb-less, he moves a bit faster. It'll
take 7 hits to get rid of his butt.


---Phase two nuggets:---

 Weapons needed: Grappling Hook
 Spells needed: High Jump

 Potion locations:
Clear (1) - Just to the right of the first worm/mantis thing.
Red (1) - Do a spinning jump up and right from the first mini-squid
 in this level to find this one.
Green (1) - Sitting right beside the Red potion.

 Quick path to exit: Head left, cash a High Jump spell, and then do
a spinning jump up through the false ceiling (where the waterfall
is). Continue heading up and stick to the left side of the level
using the Grappling Hook as an aide. As soon you reach the
mini-squid, jump beyond him and go up, using the Grappling Hook once
last time. Defeat the squid you find hanging on the ceiling and
you're outta there!

 Secret areas/false walls: None besides the one you need to pass
through at the beginning to advance. At least none that I'm aware of.

 Misc area tips:
-I'd just avoid the weird worm/mantis things that stand up. You get
no potions or anything.

-Same goes for the two other mini-squids found in this area. No
potions, no rewards...

[Note: What's the clear, circular item you can pick up toward the
       end of the stage? What's it do?]


---Phase three nuggets:---

 Weapons needed: Grappling Hook
 Spells needed: None

 Potion locations:


 Quick path to exit: Head left until you reach the block of
seaweed preventing you from moving further. Do a spinning jump
to the left to reach the platform above it. Grab the fish eyes
and go back down. The block of seaweed will fall, allowing you
to progress to the three doors. Hit up the middle one to proceed
to the lair of the Mantis. See Boss Strategies for advice.

 Secret areas/false walls:

 Misc area tips:
-Lots of vertical walls can be smashed with the Mallet.


=-=-=FIRE DIMENSION=-=-=

The following is the in-game introduction for the first phase:

She is known as Elkenrod.
She once was a beautiful healer who cured the sick and soothed those
in pain.
Now on the side of darkness, she feeds off the pain and suffering of
her captives.
The greater their suffering, the more power she wields.

---Phase one nuggets:---

 Weapon gained: Scythe
 Weapons needed: None
 Spells needed: None

 Potion locations:
Clear (1) - See Secret areas/false walls for this area to discover
 one along with a Red potion.
Green (2) - Above the starting point a few screens, you can clearly
 see a Red and Green potion. Simply hop left through the false wall
 to grab them. A screen or two above (all the way left) and you can
 grab another one by performing a spinning jump onto the platform and
 going right.
Red (3) - See Secret areas/false walls for this area to discover one
 along with a Clear potion. Above the starting point a few screens,
 you can clearly see a Red and Green potion. Simply hop left through
 the false wall to grab them. Head right from there and down a long
 corridor. Move down from there and you'll find another Red potion.

 Quick path to exit: If you've got a High Jump spell's worth of
potions, you can save some time by heading up from the start of the
level through the false ceilling or by going a little right and
hopping up through the platforms. Continue going up and then to the
right. There's no real time-savers in this area. :\

 Secret areas/false walls: A portion of the ceiling above where you
start is false. If you have the High Jump spell, you can spinning
jump up and right to land. This just leads you to the area above you,
which can be reached by more obvious methods with the High Jump
spell. Nothing special.

 Head right from the starting point until you get to the platforms
above the flames. Make a short hop to to the right from the last
platform and you'll discover that the wall has a false area. Walk
right, swinging from the skull to the platform, head up and grab the
Red and Clear potions.

 Above the starting point a few screens, you can clearly see a Red
and Green potion. Simply hop left through the false wall on the right
to snag them.


---Phase two nuggets:---

 Weapons needed: Grappling Hook
 Spells needed: None

 Potion locations:
None that I'm aware of.

 Quick path to exit: Head right and then down. Fall against the wall
on the right, landing on the platform toward the bottom of the area.
Then work yourself up and then to the right. You'll see a vertical
rising row of skulls behind a wall. Take that path up. Latched onto
the top skull, do a spinning jump to the right to head through a
a false wall. Simply walk just off the wall and hold Left to fall
right in front of the exit.

 Secret areas/false walls: There's the one mentioned in the quick
path to the exit, but that's it.

 Misc area tips:
-Those flying bitches can be really annoying if they knock you off
platforms, etc. It may be a good idea to dispatch all flying foes
immediately, especially if you can't outrun them...


---Phase three nuggets:---

 Weapons needed: Grappling Hook?
 Spells needed: None

 Potion locations:


 Quick path to exit: Head up and you'll eventually reach Elkenrod.
Defeat her to exit.

 Secret areas/false walls:

 Misc area tips:
-


=-=-=AIR DIMENSION=-=-=

The following is the in-game introduction for the first phase:

The Dragonfly King has lived for millions of years.
It hails from a prehistoric time when life on Earth was ruled by its
kind.
Now it is trying to regain the Earth as its kingdom.
Enjoy your time, Dragonfly King.
For this is your last day.

---Phase one nuggets:---

 Weapon gained: Mallet
 Weapons needed: None
 Spells needed: None

 Potion locations:
Light Blue (1) - One can be found below the purple dude guarding the
 exit, right next to the clear potion.
Clear (11) - One can be found all the way right from your starting
 position (just beyond the tall platform to the right of the single
 red potion in this area). You get two for defeating each of the
 purple guys. Another one near the purple dude in the right middle
 area of the level,  and one to the right of him on his platform. One
 can be found underneath the purple dude guarding the exit, right
 next to the light blue potion. There's also one right below the top
 platforms, toward the middle of the area. As far as I know, it can
 only be reached with the High Jump spell.
Red (1) - All the way right from your starting position. You'll
 see it.

 Quick path to exit: Simply move your way up from your starting
position, jumping from platform to platform as you ascend. Defeat the
last purple guy to open the exit door (which is on his platform, is
red/orange, and starts lifting as you move near).

 Secondary exit: On the oppositte side of the quick path's exit.
Still have to kill a purple dude to get it to open, though, and this
guy's a little more difficult and the path's more time-consuming...

 Secret areas/false walls: None that I'm aware of.

 Misc area tips:
-I've discovered some fairly easy ways of defeating the purple dudes
 in the first level of the Dragonfly King's dimension. You'll notice
 they pick up two rocks at a time and toss them. As you jump up to
 their platform, stand on the landing at the end. Don't stand too
 close to them, as their touch alone can injure you. Instead, simply
 perform a spinning jump as you see them going into their tossing
 motion. When you land, give them a good slash. Repeat this the 12
 times needed to kill them.

 If you suck at timing your spinning jumps, you can fairly easily set
 the one above your starting position into a loop that will result in
 you not getting hit. You must pin him in between the rock pile and
 the lip of the landing. For a visual reference, Chakan's left bicep
 should be roughly in the middle of the pile. Simply duck and slash
 away. The poor guy will continue to move back and forth in a small
 pattern and then die.

 The one near the left exit (above your starting position) is a bit
 tougher because you don't have the jumping room and his rock pile is
 closer to the lip of the platform. However, you can spin jump up to
 his platform as he's tossing his second rock, slash him a good one,
 then drop left off the lip of the platform. Position Chakan parrallel
 to edge of the platform. Make sure he's underneath it, that way the
 purple guy can't hit him with a skull. Once two have dropped, jump to
 the platform that's to the left of him. Watch another two drop
 straight down as you get there. He'll now start throwing them at that
 platform, but before the firt one gets to far, spin jump on over to
 the lip. If you time it just right, you'll land as the second stone
 zooms right past you. Slash him again and repeat till he's sent to
 his maker.


---Phase two nuggets:---

 Weapons needed: Axe
 Spells needed: None

 Potion locations:
Clear (1) - Near the right axe doorway on the platform at the start.
Red (1) - You can find this one right at the start of the level.
Green (1) - This one Green potion can be found in the top/right
 corner of the level.
Light Blue (1) - At the top/left corner of the level, you can walk
 left through the wall. On the other side, you can do a spinning jump
 to reach this potion. It's kind of difficult to do, and you could
 drop to the exact beginning of the level...

 Quick path to exit: Jump up to the platform on the right from the
start of the area and Axe away on the wall to the right. It'll go
down after 6 hits. Climb your way to the middle/top of the level and
you'll find a purple guy walking around with a funny hat and a mace.
Kick his butt and you'll be spirited away.

 Secret areas/false walls: There's one false wall in the top/left
corner of the level. Simply walk left through it and you find the
single Light Blue potion in this level.

 Misc area tips:

[Note: Anyone got any good strategies to use on purple guy at the
       end of the area?]


---Phase three nuggets:---

 Weapons needed: None
 Spells needed: None

 Potion locations:
 Red (1) - See secret areas.
 Blue (1) - See secret areas.
 Clear (1) - See secret areas.

 Quick path to exit: Just defeat the Dragonfly King to exit.

 Secret areas/false walls: Race the Dragonfly King to the right-most
part of the screen. Once at the door, drop to the right-side of the
nearby pit to discover a secret alcove with a Red, Blue, and Clear
potion waiting.

 Misc area tips:
-You can attatch the Grappling Hook to the poles sticking out from
the sides of the platforms. Does this provide a practical use?
Anyone have an idea?


=-=-=-=-=-=-=-=-=-=
ELEMENTAL WALKTHROUGH
=-=-=-=-=-=-=-=-=-=

=-=-=EARTH DIMENSION=-=-=

---Phase one nuggets:---

 Weapons needed: None
 Spells needed: None

 Potion locations:

 Quick path to exit: Just make your way to the bottom-right of the
level. It's pretty easy to find.

 Secret areas/false walls:

 Misc area tips:
-


---Phase two nuggets:---

 Weapons needed: Mallet
 Spells needed: Invisibility spell recommended (needed?)

 Potion locations:

 Quick path to exit: Use Invisibility and move all the way right,
up one level, and then drop to the right.

 Secret areas/false walls:

 Misc area tips:
-


---Phase three nuggets:---

 Weapons needed: None
 Spells needed: None

 Potion locations:

 Quick path to exit: Make your way to the bottom areas, move right
and up a few screens until the creature with the claw tries to grab
you. Roll towards him to fall down that pit. Defeat him and exit.

 Secret areas/false walls:

 Misc area tips:
-Deal with the little buggers that come out of the other end however
you want. Whack at the creature when it pokes it's face out.



=-=-=WATER DIMENSION=-=-=

---Phase one nuggets:---

 Weapons needed: None
 Spells needed: None

 Potion locations:

 Quick path to exit: Simply head down and to the right from the start
of the level. When you see the path inclining via a small, narrow
slate of ice, bash it with the Hammer. It'll crumble. Drop down and
to the right. Keep hopping on over to the right and you'll reach the
exit in no time.

 Secret areas/false walls:

 Misc area tips:
-


---Phase two nuggets:---

 Weapons needed: Mallet
 Spells needed: None

 Potion locations:

 Quick path to exit: Use the Mallet to smash through the ice floors.
Move straight down from the starting point and you'll reach the
bottom of the stage, which is a freezing cold lake. Hop from ice flow
to ice flow over to the right side of the stage and you'll reach the
exit.

 Secret areas/false walls:

 Misc area tips:
-You can kill the lizard men with one bash of the hammer.


---Phase three nuggets:---

 Weapons needed: None
 Spells needed: None

 Potion locations:

 Quick path to exit: Drop down to the icy lake and hop on the ice
flows toward the right. When you come to the stationary platform
with the skulls, use the Grappling Hook to climb upward, and then
head right. Drop down and left a little, use the Mallet on the patch
of ice, fall towards the right a little, jump up to the right. Now just
defeat the monster to exit.

 Secret areas/false walls:

 Misc area tips:
-This guy's not only a pain in the ass, but a real time-sucker.
Jump over him as he "swims" as you. Then cut him up with the
Axe. Good luck on not running out of time!



=-=-=FIRE DIMENSION=-=-=
=-=-=AIR DIMENSION=-=-=


=-=-=-=-=-=-=-=-=-=
BOSS STRATEGIES
=-=-=-=-=-=-=-=-=-=

=-=-=TERRESTRIAL PLANE=-=-=

SPIDER-QUEEN - A fairly simple fight. Corner the Queen up against
a wall and whip out the Axe. Hold the B button down and let her run
into it. She'll just keep running back and forth between the wall
and you if you get the spacing right.

MANTIS - This is an easy boss fight if you know what you're doing.
Jump over to him so you're on the bottom-right of his lair. Now just
whip out the Grappling Hook and hold the B button down. As long as
you've given yourself room between him and you, he'll receive damage
and not move. Just keep it up till he's a goner.

ELKENROD - Yet again, it all comes down to knowing what to do. Before
you even face off with the dark soceress, hack away at some of the
guys hanging around in the level (no pun intended). After defeating a
few, you'll find this fight a bit easier, as it'll only take a few
hits to send Elkenrod back to the fires of -- well, where that damn
bitch came from.

DRAGONFLY KING - An easy way of defeating the Dragonfly King is to
run to the right of the screen and drop down the right-side of the
last pit. Grab the potions and just wail on him from here. At least at
this location, you have a better chance of not being knocked off a
platform. Use healing mixture as necessary.

=-=-=ELEMENTAL PLANE=-=-=
=-=-=FINAL=-=-=


=-=-=-=-=-=-=-=-=-=
ENDINGS
=-=-=-=-=-=-=-=-=-=

 Beat the game on "Easy" mode and you'll be let in on the truth
concerning Chakan's curse. You will then be presented with one last
opponent. Lose or exit the level via alchemy and you'll get a screen
telling you that rest will come another day. Win and you will be
left with an hourglass. As far as I know, you can do nothing at this
screen.


=-=-=-=-=-=-=-=-=-=
CHEAT CODES
=-=-=-=-=-=-=-=-=-=

As far as I know, there's only one cheat code locked within this
cart, and one dirty trick.

"All the Alchemy Powers"
 Start the game than press the C button on both controllers. Hold
them down and hit reset. You'll hear a sound when the title screen
pops up. Start the game again, hitting start to goto the alchemy
screen, and push the pad on controller 2, left, right, up then down.
Push start on controller 2 for water alchemy, button a for earth
alchemy, button b for fire alchemy and button c for air alchemy.

Advance to Elemental Plane Quickly
 Simply cast the exit spell in the hub at a specific spot. Go right
from in front of the chart and hop over to an isolated platform. This
will advance you to the Elemental Plane, with all four weapons in
stock.


=-=-=-=-=-=-=-=-=-=
GAME GENIE CODES
=-=-=-=-=-=-=-=-=-=

I wouldn't blame the average or below average gamer for using these.
After all, Chakan is probably one of the toughest games ever made.
Your sense of worthness aside, below are all of the Game Genie codes
you could ever need in Chakan. You can copy & paste them and save them
as a PAT file to use in an emulator if you don't own a Game Genie.
These come straight from "The Big Book of Game Genie Codes." To check
out TBBoGGC, see Appendix A for an address.

AKZA-TA7L       [ 1] Protection from most hits
AB3A-TCF2       [ 2] Invincibility lasts longer after getting hit
DB3A-TAF2       [ 3] Invincibility does not last as long
RLGA-TA4C       [ 4] Invincibility (falling still kills you)
ALJA-WA74       \_
ALJA-WA8J       / [ 5] Using an alchemy does not use up potions
P0AT-XTVR       [ 6] Start with 4 blue potions
P0AT-XTVW       [ 7] Start with 4 green potions
P0AT-XTV0       [ 8] Start with 4 red potions
P0AT-XTV4       [ 9] Start with 4 clear potions
RGJA-W600       [10] Super jump
ACGT-VE7W       [11] Infinite time
RGRT-W6TG       [12] Scythe always available
RGRA-W604       [13] Grappling hook always available
RGRA-W61N       [14] Battering mallet always available
RGRT-W6T6       [15] Battle axe always available


=-=-=-=-=-=-=-=-=-=
GAME CREDITS
=-=-=-=-=-=-=-=-=-=

 The guilty parties are listed below...

Producer ...................... Ed Ettore Annunziata

Marketing ..................... Jaime Wojick

Programmed by Extended Play ... Beth Carter
                                Dave Foley
                                Johnathon Miller
                                Dean Sitton

Stunt Programmer .............. Burt Sloane

Design ........................ Johnathon Miller
                                Mark Steven Miller

Art Direction ................. Mira Ross
                                Steve Ross

Music and Sound ............... Nu Romantic Production
                                Mark Steven Miller
                                Jason Scher

Testers ....................... Jay Alonzo
                                Bryce Bigwood
                                Shawn Boundy
                                Joe Cain
                                Ron Calonje
                                Alex Fairchild
                                Lawrence Jeung
                                Martin Kojonok
                                Julio Matinez
                                Dianna Myers
                                Sean Patten
                                Eric Rawlins
                                Siegle Stangenberg
                                Gabriel Watts

Special Thanks ................ Steve Apour
                                Jeronimo Barrera
                                Clyde Grossman
                                Sara Holihan
                                Jerry Markota
                                Al Nilsen
                                Spencer Nilsen
                                SOA Customer Service

Manual ........................ Carol Ann Hanshaw

Chakan created by ............. Robert Kraus

=-=-=-=-=-=-=-=-=-=
APPENDIX A (Addresses)
=-=-=-=-=-=-=-=-=-=

Here you'll find a small collection of web address I've alluded to in
this FAQ, as well as some of Chakan-related sites you might want to
check out.

 SegaFans - http://www.classicgaming.com/saturn/
The only place to find the most up-to-date version of this FAQ, as
well as a hell of a lot more Sega information, media, and more. Yeah,
can you tell I'm plugging my own website? :)

 Chakan - http://www.rakgraphics.com/chakan/
THE OFFICIAL CHAKAN SITE!

 AndNow - http://www.andnow.net/
The developer of the upcoming Chakan sequel/remake. Is it still
coming out?

 Genesis Project - http://www.genesisproject.co.uk/
Home of The Big Book of Game Genie Codes, which contains Genesis
codes only.


=-=-=-=-=-=-=-=-=-=
APPENDIX B (Chakan Stuff)
=-=-=-=-=-=-=-=-=-=

-There is/was a sequel/update to Chakan being developed by AndNow.
They intended to publish it on every console platform possible,
including the Dreamcast, PS2, GameCube, and Xbox. I personally
contacted them for a small interview for my SegaFans site, and was
given a personal reply by their head of staff ED "The Boss"
Annunziata. I will contact them soon and ask for an update and add it
to my existing information. At the very worst, check out their site
for some cool artwork and video clips!

-Here's a cool poem that was given to me by a guy who goes by "Chakan"
on EfNet. Neither of us know where it came from exactly, but it tells
the tale of Chakan quite well. Enjoy.

listen stripling, hear me tell
of my cursed existence in eternal hell
of how in life I was warrior borne
and in death turned to an undead pawn
nor man nor beast could match my skill
all creatures bowed before my will
in pride I even spoke the words
that Death would fall beneath my swords
the reaper agreed
and offered me a prise to live eternally
but should I fall beneath his blades
then his slave I would be made
toe to toe our fight began
death himself against a man
to and fro the battle swayed
with fiendish spell and shining blade
the sky flashed brightly with our might
the earth did tremble under our fight
then in a flash I saw my chance
and I struck death a mortal glance
taken aback he lost his feet
my victory sure Death was beat
the wager won I
I claimed my prize
to live forever no more a man
but I was tricked by Death's twisted deal
to live forever that part was real
but as his slave in eternal damn
now I`m Chakan the Forever Man

-Here's an interview contributed by Ben from boobtime. It
comes from the June/July 1993 issue of Sega Visions:

Chakan started as a character from a comicbook series
called Thundermace, published by RAK graphics in Akron,
Ohio. The character's "dark" edge immediately drew a
following and quickly became RAK's most popular character.
We recently had the opportunity to talk with Robert Kraus,
the creator of Chakan, and Ed Annunziata, the Producer of
the Chakan Genesis game. Here is what they had to say
about this dark and unusual character.

How did the character come about?

KRAUS: I drew a picture in my sketchbook of a
cowboy-looking character that looked like a cross between a
zombie and Clint Eastwood. I liked it and from there I made
up the story of Chakan: The Forever Man.

Where did the background from the character come from?

KRAUS: I grew up in a kind of tough neighborhood. Some of
the violence in the comicbook characters is based on things
that I had seen growing up. But I'm not a violent person by
nature.

How did you become involved with SEGA?

KRAUS: I met Ed Annunziata a few years ago at the Gen Con
gaming convention. He expressed interest in the Chakan
character. We kept in touch over the next few months and
eventually came to an agreement about making a game based
on the character.

What are your thoughts on the finished game?

KRAUS: I couldn't believe how lifelike the character was. It
was amazing how they captured the spirit and the character
of the comic. I really enjoyed it.

What got you interested in Chakan?

ED: His face. Then I learned the story. I liked the fact that he
was a relucant super hero. He didn't do things for the good of
doing them, he did them because he had to.

You were the "champion" of this character from the start. How
did you convince SEGA to do the game?

ED: Persistence.

How long was Chakan in development?

ED: About a year and a half.

How were you about to capture the essence of the character?

ED: While at Gen Con (a role-playing convention) the idea of his
movements came to me. I figured out the controls and mechanics
and most of them were implemented.

What are your thoughts on the finished game?

ED: Chakan was built for the "real" gamer, someone who enjoys
and excels at difficult games. In that aspect I think we succeeded.

Any tips for the player?

ED: See question two.

What does the future hold for Chakan?

ED: No one really knows what the future holds for Chakan, but
always remember...He is the Forever Man.


=-=-=-=-=-=-=-=-=-=
APPENDIX C (Updates)
=-=-=-=-=-=-=-=-=-=

Here's a list of places to find updates to this FAQ:

SegaFans - http://www.classicgaming.com/saturn/
    http://www.classicgaming.com/saturn/ChakanTheForeverman.txt
I will upload a new copy of the FAQ to my website at that second
address every day that I work on it. So this is the first place to
check for updates!

GameFAQs - http://www.gamefaqs.com
I'll update this FAQ at the end of the week on this site until I am
finished with it. If I don't happen to do any work on it during a
week, then I guess I can't update the GF copy. :P


=-=-=-=-=-=-=-=-=-=
APPENDIX D (Credits & Thanks)
=-=-=-=-=-=-=-=-=-=

Thanks to the following for direct assistance in some fashion:
-"Chakan" on EfNet, for typing out the Chakan poem on that day many
 moons ago.
-Michiru Kaioh ( [email protected] ) for the dimension
 descriptions and in-game introductions for the first four areas.
-Ganelon for the trick to advance to the Elemental Plane quickly,
 Boss Strategy for Elkenrod, as well as miscellaneous assistance
 and input.
-Ben from Boobietime ( [email protected] ) for the artwork,
 interview from Sega Visions, and general information.

Thanks to the following for non-direct assistance in some fashion:
-Robert Kraus for creating Chakan. Without whom, there'd be no game.
-Sega for developing and publishing this excellent game.
-Our creator (whoever/whatever it/they is/are), for letting us
 invent emulators, without which, this FAQ would take years to
 finish. It should take much less time with Save States, patch codes,
 and other swanky features. For those of you interested, I use Gens
 when I'm playing Chakan the 'dirty' way. I usually play through the
 levels many, many times using just Quick Saves to test for false
 walls, enemy strategies, etc.
-You, for giving me a another good reason for doing this.


=-=-=-=-=-=-=-=-=-=
COPYRIGHT & CONTACT INFORMATION
=-=-=-=-=-=-=-=-=-=

This FAQ was written entirely by Chakan except where noted. Entire
original contents (c) 2002, 2003 James "Chakan" Barton. Do not publish
this FAQ, either electronically or in print, without my exclusive
written permission. You may print out one full copy for your own
personal use. You may also send me comments, questions, and
suggestions via my email address.

To obtain permission to use this FAQ in any form what-so-ever, email
me at [email protected].

For those of you wondering, if you do gain permission to publish/use
this FAQ in your publication (whatever medium it may be), you will
have to publish the FAQ in it's ENTIRETY. Yes, that means right down
to the Horrible ASCII headers.
Sorry ahead of time. :P

If you've got a question about this FAQ or the game that's not
answered within, feel free to email me ( [email protected] )
and I'll help to the best of my abilities. Feel free to send in
information, tips, and whatever else that's not already included in
here. You'll be credited and thanked publicly.

-End