Hourai Gakuen no Bouken FAQ
by Arcadia

Questions? Comments? Flames? Email them to me at [email protected].
Also check out my other SFC game FAQS, available at
http://www.geocities.com/arcadia_shulato/sfc/index.html.

----0. General comments and advice

This file is best viewed using a fixed-width font.

This isn't a complete walkthrough. The hero's gender affects parts of the
story, and frankly, I'm too lazy to do them both right now. This FAQ was
written using the female main character. Maybe later, I'll play it with
the male main character and note the differences. I've marked the parts of
the story I know to be different.

The instruction manual says that all equipment is divided into different
types, and that these types determine which character can use them.
However, they didn't always make it easy to determine what type something
is. I must admit I'm guessing on some of them.

Check all the furniture, lockers, trash cans, even the walls. There's
stuff to find everywhere, too much for me to list the locations of
everything. I've listed the items to find in dungeons. For towns and such,
I've only listed where the special or unique items are.

Once you start acquiring phone numbers, try calling everyone at least once
per chapter. A seemingly meaningless conversation could turn out to be a
hint to something special.

About FP: When you defeat enemies, you not only gain experience points and
money, but also "FP". FP stands for Friendship Points.  You can distribute
these among your friends in your dorm, the Hospo HQ, or anywhere you can
save the game. Every character has a Friendship Technique that uses FP.

Every character has a "Special Person". If the character's Special Person
is knocked out in battle, the character will lose their temper and their
stats will be temporarily increased.

Mamejima Supermarket stores have a loaf of bread on their sign. They sell
healing and battle items, and sometimes accessories.
Mamejima Sports stores have a t-shirt on their sign. They sell weapons and
armor.
Mamejima Trunk stores have a chest on their sign. You can store extra
items (up to 64) here. Storing items is free, but it costs 10G apiece to
get them out.

The status-change names in this game are different from what you'd
normally find. Here is an explanation of them.
Sleep (Inemuri) = Character is asleep and unable to fight
Sick (Byouki) = Gradually loses HP (=poison)
Embarassed (Hazukashii) = Unable to move (=paralyzed)
Selfish (Wagamama) = Character acts on his/her own
Amnesia (Kiokusoushitsu) = Unable to use techniques
Pheromone = Character attacks his/her friends
Depressed (Mukiryoku) = Gradually loses GP
Retire = Unable to fight (=dead/unconscious)

Some status changes can be good things:
Anger (Ikari) = Strength and speed temporarily raised
Energy (Yaruki Manman) = All stats temporarily raised
Ecstatic (Shiawase no Zetchou) = All stats temporarily raised

When looking at equipment in a store, a character's name will have an O by
it if they can equip the item and an X if they can't. If their stats will
increase or decrease, and arrow is shown by their name. Note that
sometimes you'll have a situation where one stat will increase and another
will decrease. The shops don't distinsh between these.

----I. Character list

---1. Hero/Heroine (You pick the name)
How to get: Joins automatically in chapter 1

Gender: You pick.
School year: 2
Birthday: You pick.
Blood type: You pick.
Club types: Athletic, Cultural, Scientific, Jungle
Special person: Whoever has the most FP
Friendship Tech: Summon (Shoukan)
   Calls a character to help fight
Helmet types: Cap, Fullface (if male), Girls' (if female)
Armor types: Casual, Sports (if male), Girls' (if female)
Shoe types: Sports (if male), Girls' (if female)

This is the hero of the story, who unfortunately doesn't talk much.

---2. Daichi
How to get: Joins automatically in chapter 1

Gender: Male
School year: 2
Birthday: May
Blood type: O
Club types: Athletic, Jungle
Special person: Hinako
Friendship Tech: Body Barrier
   Takes all damage for 1 turn
Helmet types: Cap, Fullface
Armor types: Casual, Sports
Shoe types: Sports


Daichi is the leader of the Hospo team. He is rather hotheaded. He is an
avid swordsman, and can use "Cut" and "Strike"-type weapons at the start
of the game. He likes to wear geta (traditional japanese sandals), and
came to Hourai Academy because an ordinary school wouldn't let him wear
them.

---3. Hinako
How to get: Joins automatically in Chapter 2

Gender: Female
School year: 2
Birthday: June
Blood type: B
Club types: Cultural, Scientific, Jungle
Special person: Daichi
Friendship Tech: Great Wind (Toppuu)
   An attack effective against flying monsters
Helmet types: Cap, Girls'
Armor types: Casual, Girls'
Shoe types: Casual, Girls'

Hinako is a member of the Hospo team. She is the daughter of a magician
and a priestess, and as such is good with magic. She is a member of the
Gadget club. She can use "Hit"- and "Throw"-type weapons at the start of
the game.

---4. Haru
How to get: Joins automatically in Chapter 3
Gender: Male
School year: 2
Birthday: August
Blood type: AB
Club types: Scientific, Jungle
Special person: D-51
Friendship Tech: Prediction
   Allows you to escape or get a free turn
Helmet types: Cap
Armor types: Casual
Shoe types: Casual

Haru is a member of the Hospo team. He is very intelligent and good with
computers, but not very good with people. He can use "Shoot"-type weapons
at the start of the game.

---5. Isaac
How to get: Joins automatically in Chapter 4
Gender: Male
School year: 3
Birthday: September
Blood type: B
Club types: Athletic, Cultural, Jungle
Special person: Julia
Friendship tech: Decoy
   Issac takes all damage for 1 turn.
Helmet types: Cap
Armor types: Casual, Sports
Shoe types: Casual, Sports

Isaac is an American student who came to Hourai to be with his girlfriend,
Julia. He is a star baseball player who was drafted by the major leagues.
He can use "Hit"-type weapons naturally.

---6. Julia
How to get: Joins automatically in Chapter 4
Gender: Female
School year: 1
Birthday: July
Blood type: A
Club types: Cultural, Scientific, Jungle
Special person: Isaac
Friendship tech: Pray
   Everyone's HP is restored, but Julia's drops to 0
Helmet types: Girls'
Armor types: Girls'
Shoe types: Casual, Girls'

Julia is an American student. Like Isaac, she speaks in an odd mixture of
japanese and english. She is a member of the Nursing Club. She can use
"Throw"-type weapons.

---7. Misato
How to get: Go through the ghost building in the boys' dorm until you find
a boy who tells you about a ghostly voice coming from the north. From
there, go north twice, and Misato will be in the NW corner of the room.
(I should note that this is if you're playing the female character. I
don't know if it's possible to get Misato with the male character.)
Gender: Female
School year: 2
Birthday: August
Blood type: A
Club types: Cultural, Scientific, Jungle
Special person: Yashichi
Friendship tech: Tech Seal
   Neither you nor the enemy can use techs
Helmet types: Ghost
Armor types: Ghost
Shoe types: Ghost

Misato is the ghost of a student who died in an accident. While wandering
around the physical world, something sucked her into the ghost building.
Although she's a ghost, she treated as a human for the sake of clubs. She
can only use ghost equipment.

---8. Adachi (Sensei)
How to get: Joins automatically in Chapter 6

Gender: Female
Birthday: October
Blood type: B
Club types: Cultural, Jungle
Special Person: Kamifukuoka
Friendship tech: Gamble
   If it succeeds, the enemies will leave. Otherwise, you lose
   money
Helmet types: Girls'
Armor types: Girls'
Shoe types: Casual, Girls'

Adachi is your homeroom teacher. She is very cool-headed and responsible.
She can use "Hit"-type weapons.

---9. Mitsurin
How to get: Joins automatically in Chapter 6

Gender: Male
Birthday: November
Blood type: O
Club types: Athletic, Cultural, Jungle
Special Person: None
Friendship tech: Menace
   Chases enemies away
Helmet types: Casual
Armor types: None
Shoe types: None

Mitsurin (which means Jungle) is a boy who lives in the jungle south of
Hourai. He can use any kind of weapon.

---10. Hitoderon
How to get: After reaching the jungle village in Chapter 6, go back to the
beach and talk to the boy who was fishing. You *may* be able to do this
after Chapter 6, but you absolute must do it before Chapter 10. The boy
has caught a starfish-like creature. It begs you to let him go. If you do,
he explains that he's not a starfish, but an alien from the planet Hitode
(which means starfish), and runs off over the sea.
Later, at the end of Chapter 10, he'll turn up again as a Christmas Tree
ornament. If you rescued him before, he'll join you.

Gender: Male
Birthday: April
Blood type: Magellan
Club Types: Athletic, Cultural, Scientific, Jungle
Special person: None
Friendship tech: Enemy Change
   Switches enemy for another
Helmet types: Starfish
Armor types: Starfish
Shoe types: Starfish

Hitoderon is a starfish-like alien. He came with his partner, Hitoderomi,
to study Earth. He can only use special equipment.

---11. D-51
How to get: D-51 is in the jungle ruins in Chapter 7. Get the toolbox from
B1, then drop down the hole in the floor in B2. Go up the stairs, and
you'll find D-51 broken down. Haru will use the toolbox to fix him.

Gender: Unknown
Birthday: September
Blood type: Oil
Club types: None
Special person: Haru
Friendship tech: Shield
   D-51 takes all damage for 1 turn
Helmet types: Robot
Armor types: Robot
Shoe types: Robot

D-51 is a robot found in the jungle ruins. No one knows who built him, or
how long he's been there. He can only use robot-type equipment.

---12. Chihaya
How to get: You can hire her for 1000G during the festival in Chapter 8

Gender: Female
Birthday: January
Blood type: AB
Club types: Athletic, Jungle
Special person: None
Friendship tech: Gamble
   If you win, the enemy leave. Otherwise, you lose money.
Helmet types: Fullface, Girls'
Armor types: Casual, Sports, Girls'
Shoe types: Casual, Sports, Girls'

Chihaya is the leader of the Girls' Dorm Guards. She is an expert martial
artist. She can use "Strike" weapons.

---13. Kamifukuoka (Soutou)
How to get: Joins automatically in Chapter 9

Gender: Male
Birthday: January
Blood Type: AB
Club types: Athletic, Cultural, Scientific, Jungle
Special person: Chihaya
Friendship tech: Enemy Switch
   Exchanges the enemies that appear for different ones
Helmet types: Cap, Fullface
Armor types: Casual
Shoe types: Casual

Kamifukuoka is a substitute teacher at Hourai Academy. He is also the
leader of the Twilight Penguins, an underground group supposedly trying to
take over the world. For some reason, he always wears a surgical mask. He
can use "Cut"-types weapons.

---14. Kusanagi Yashichi
How to get: Joins automatically in Chapter 10

Gender: Male
School year: 2
Birthday: February
Blood type: A
Club types: Athletic, Jungle
Special person: None
Friendship tech: Smile
   Paralyzes female enemies for a few turns
Helmet types: Cap, Fullface
Armor types: Casual
Shoe types: Casual, Sports

Yashichi is a member of the Patrol Squad, and the winner of the Mister
Hourai pageant. He's popular with the ladies, apparently. He can use
"Cut"- and "Strike"-type weapons.

---15. Professor Daiouji (Kyouju)
How to get: Joins automatically in Chapter 12

Gender: Male
Birthday: February
Blood type: B
Club types: Scientific, Jungle
Special person: Hitoderon
Friendship tech: Camouflage
   Escape from enemies or get an extra turn
Helmet types: Fullface
Armor types: Casual
Shoe types: Casual

Daiouji is Hourai's archaeology professor. He studies the history of
Utsuho Island. He can use "Cut"- and "Throw"-type weapons.

---16. Nyanta
How to get: You can find him wandering in the jungle near Amatsudake
Mountain in Chapter 12. Bring a Cat Food from the Research Lab. Talk to
him, and he'll eat the food and join you.

Gender: Unknown
Birthday: March
Blood type: Calico
Club types: Jungle
Special Person: Mitsurin
Friendship tech: Cat's Wave (Neko Maneki)
   Bribe the enemy
Helmet types: Cat
Armor types: Cat
Shoe types: Cat

Nyanta is a giant cat raised by scientists in Hourai's research lab. He
ran away because he didn't like the food they were giving him (Yes, even
cats don't like school cafeteria food!). He can only use special equpiment.

---17. Shishidou Akiko
From the screenshots in the instruction manual, it looks like you can get
Akiko to join you. However, I haven't been able to find out how. Maybe she
only joins if you're playing the male character.


----II. Item lists

If the item can be bought in an ordinary store or vending machine, only
the price is listed in the "Where to get" column. Check the Store Stock
section for where to buy certain items.

---1. Usable Items
Name:                   Effect:                  Where to get
---------               --------                 ------------
Healing Items:
Aloena..................??.......................A woman in
(Aroeena)                                        Shinmachi
Mutsumi's Chocolate.....??.......................Valentine Circle
(Mutsumi no Choko)
Taro Potato Juice.......??.......................Win in battle
(Taroimo Juusu)
Eyemask.................Heals HP for 1 (low).....150G
(Aimasuku)
Medicinal Herb..........Heals HP for all (low)...1000G
(Kanpouyaku)
Fanletter...............Heals GP for 1 (low).....300G
(Fanretaa)
Loveletter..............Heals GP for 1 (mid).....600G
(Raburetaa)
Relax CD................Heals GP for all (low)...1000G
(Rirakkusu CD)
Bath Salts..............Heals GP for all (mid)...Dungeons
(Nyuuyokuzai)
Hammock.................Heals HP/GP for 1........6000G
(Hanmoku)
Cardboard House.........Heals HP/GP for all (hi).3750G
(Danbooru no Ie)

Baked Potato............Cures "Embarrassed"......250G
(Imori no Kuroyaki)
Canned Coffee...........Cures "Sleep"............250G
(Kankoohii)
Family Photo............Cures "Amnesia"..........250G
(Kazoku no Shashin)
Houraimin A.............Cures "Retire"...........3000G
                        (Low HP recovery)
Houraimin Z.............Cures "Retire"...........5000G
                        (Hi HP recovery)
Love Whip...............Cures "Selfish"..........250G
(Ai no Muchi)
Medicine................Cures "Sick".............250G
(Tokkouyaku)

Stamina Drink...........Causes "Energy"..........2000G
(Sutaminadorinku)
Sakurasaku..............Causes "Happiness".......
Sakurachiru.............Causes "Anger"...........
A-Course................Causes "Energy" and......22500G
(A Teishoku)            raises stats

Food! (The more expensive the food, the bigger the effect):
Gyoza...................Heals HP for 1...........210G
Tempura Soba............Heals HP for 1...........300G
Ramen...................Heals HP for 1...........400G
Curry Rice..............Heals HP for 1...........450G
Apricot Candy (Anzuame).Heals HP for 1...........450G
Gomoku Chahan...........Heals HP for 1...........600G
Chuukadon...............Heals HP for 1...........600G
Takoyaki................Heals HP for 1...........630G
Miso Ramen..............Heals HP for 1...........750G
Meat Sauce..............Heals HP for 1...........750G
Cotton Candy (Wataame)..Heals HP for 1...........1800G
Yakisoba................Heals HP for 1...........2100G
Guppa...................Heals HP for 1...........5000G
Roast...................Heals HP for 1...........5400G
Tanshio.................Heals HP for 1...........5200G
Karupi..................Heals HP for 1...........5500G

Specialty Parfait.......Heals HP and.............800G
Special Ramen...........Heals HP and.............1000G

Milk Tea................Heals GP for 1...........300G
Ice Coffee..............Heals GP for 1...........350G
Hot Dog.................Heals GP for 1...........600G
Deluxe Sandwich.........Heals GP for 1...........1000G

Status-up items:
Answer list.............Raises Academic..........Dungeons
(Mondaishuu)
Compress................Raises Strength..........500G
(Shippu)
Magro Ball..............Raises Intelligense......Dungeons
(Maguro no Mentama)
Martial-arts Video......Raises Defense...........Dungeons
(Kakutougi Bideo)
Origami Paper...........Raises Skill.............Dungeons
Senbon Nokku............Raises Speed.............Dungeons
Strength Dumpling.......Raises Strength..........Dungeons
(Chikara Udon)

Cat Food................Use to get Nyanta........10G
(Nekokan)

Battle-use items:
Paper Tape..............Lowers enemy's GP........250G
(Kami Teepu)
Meat Pie................Lowers enemy's Defense...220G
(Miitopai)
100-yen Piece...........Lowers enemy's Speed.....250G
(Hatsuentou)
Pepper..................Lowers enemy's Skill.....150G
(Koshou)

Cracker.................Damages enemies (low)....500G
(Kurakkaa)

Mirage..................Causes "Amnesia".........150G
(Myouga)
Red Card................Causes "Depressed".......550G
(Reddokaado)
Perfume.................Causes "Pheromone".......370G
(Kousui)
Sleep Gas...............Causes "Sleep"...........220G
(Suimin Gasu)
Yellow Card.............Causes "Embarassed"......370G
(Ieroo Kaado)

---2. Equipment

Weapons are divided into 5 types: "Hit", "Strike", "Cut", "Throw" and
"Shoot". Characters start off only being able to use certain types, but
most can learn to use different types of weapons by joining certain clubs.
Likewise, accessories are divided into groups: "Talisman", "Charm" and
"Accessory". Characters learn to use these by joining the Sci-fi club.
Some can only be used by a single character.
Armor, hats and shoes are also divided into types. These types each
character can use are listed with them in the characters section. The only
way to change the types a character can use are with combo techs. They
can't be changed permanently.

Abbreviations used:
St = Strength
De = Defense
Ac = Academic
In = Intelligence
Sp = Speed
Sk = Skill

--A. Weapons
Name              Effect:         Type:         Where to get:
----              -------         -----         -------------
Lion Claw.........+100 St/+30 Sp/.Cats..........Hachirou Shrine
(Raion no Tsume)  +30 Sk

Paper Knife.......+10 St..........Cut...........Have at start
(Peepaanaifu)
Safety Razor......+15 St..........Cut...........700G
(Anzen Kamisori)
Scalpel...........+20 St..........Cut...........525G
(Mesu)
Kitchen Knife.....+40 St..........Cut...........Jungle
(Houchou)
Naginata..........+50 St..........Cut...........3500G
Rapier............+55 St..........Cut...........4700G
(Reipia)
Imitation Masamune.+70 St.........Cut...........7500G
(Masamune Modoki)
Crab Claw.........+70 St..........Cut...........Musketeer HQ
(Kanibasami)
Horror Saw........+80 St..........Cut...........Kouzan Nostra nase
(Horaa na Nokogiri)
Excalibur.........+100 St.........Cut...........Win from Naga
(Ekusukaribaa)
Hijiri's Saber....+100 St/+20 Sp..Cut...........GameParlor Prize
(Hijiri no Saaberu)

Taima Bell........+30 St..........Ghost.........Misato has it
(Taima no Suzu)
Charm Katana......+50 St..........Ghost.........Invincible #22
(Mamorigatana)

Tennis Racket.....+10 St..........Hit...........Have at start
(Tenisu Rakketto)
Wooden Sword......+20 St..........Hit...........750G
(Bokutou)
Wooden Bat........+30 St..........Hit...........1500G
(Ki no Batto)
Blackjack.........+40 St..........Hit...........Jungle
(Burakkujakku)
Metal Bat.........+50 St..........Hit...........5250G
(Kinzoku Batto)
Mitsurin's Spear..+50 St/+30 Sp...Hit...........GameParlor prize
(Mitsurin no Yari)
Joe's Glove.......+60 St..........Hit...........7000G
(Joo no Guroobu)
Power Glove.......+90 St..........Hit...........Jungle
(Pawaa Guroobu)
Legendary Fist....+100 St/+10 De/.Hit...........Kouzan Nostra base
(Densetsu no Kobushi) +10 Ac/+10 In/+10 Sp/+10 Sk
Mamejima Knuckles.+110 St.........Hit...........Factory
(Mamejima Nakkuru)

Manipulator.......+80 St..........Robot.........Invincible #22
(Manipyureetaa)
Iron Knuckles.....+150 St.........Robot.........Factory
(Aian Nakkuru)

Rubber Pistol.....+5 St...........Shoot.........Haru has it
(Wagomu Pisutoru)
Blowgun...........+10 St..........Shoot.........230G
(Fukiya)
Airgun............+25 St..........Shoot.........1250G
(Eagan)
Slingshot.........+50 St..........Shoot.........Jungle
(Suringushotto)
Pitching Machine..+60 St..........Shoot.........5500G
(Pitchingumashin)
Instant Camera....+60 St..........Shoot.........Amatsudake Mt.
(Tousatsu Kamera)   Causes "Embarassed"
Hypnotic Strobe...+60 St..........Shoot.........Kouzan Nostra base
(Saimin no Sutorobo) Causes "Sleep"
Bowgun............+75 St..........Shoot.........8750G
(Boogan)
Youichi's Bow.....+80 St..........Shoot.........10000G
(Youichi no Yumi)
Cupid's Bow.......+100 St.........Shoot.........Musketeer HQ
(Kyuupiddo Yumi)

Starfish Bat......+30 St..........Starfish......Hitderon has it
(Hitode no Batto)
Starfish Staff....+50 St..........Starfish......Kouzan
Nostra base
(Hitode no Konbou)

Glass Bottle......+15 St..........Strike........650G
(Pettobotoru)
Metal Harisen.....+20 St..........Strike........800G
(Tetsu no Harisen)
Garden Shovel.....+30 St..........Strike........Mitsurin has it
(Engei Sukoppu)
Hissatsu Mop......+45 St/+20 Sk...Strike........4000G
(Hissatsu Moppu)
Giant Hammer......+60 St..........Strike........6000G
(Kyodai Hanmaa)
Dream Pillow......+60 St..........Strike........Hospital
(Anmin Makura)    Causes "Sleep"
Tough Axe.........+70 St..........Strike........10000G
(Gouka na Tsuruhashi)
Rachel's Whip.....+80 St/+30 Sk...Strike........GameParlor prize
(Reicheru no Muchi)
Encyclopedia......+100 St/+10 In..Strike........Amatsudake Mt.
(Daijiten)

Softball..........+10 St..........Throw.........200G
(Sofutobooru)
Tennis Ball.......+15 St..........Throw.........450G
(Tenisu Booru)
Worn-out Dustcloth.+20 St.........Throw.........Jungle
(Furubita Zoukin)
Tarot Card........+25 St..........Throw.........1400G
(Tarotto Kaado)   Useful against ghosts
Solomon's Charm...+45 St/+30 In...Throw.........Hospital
(Soromon no Gofu)
Iron Ball.........+50 St..........Throw.........3750G
(Tetsu Arei)
#2 Button.........+65 St..........Throw.........Kouzan Nostra base
(Dai 2 Botan)
Paper Crane.......+65 St/+20 Sk...Throw.........Factory
(Orizuru)
Boomerang.........+70 St..........Throw.........6500G
(Buumeran)
Hulk Cannonball...+100 St.........Throw.........24000G
(Haruku Hougan)

Kimiko's Racket...+80 St..........???...........Gameparlor prize
(Kimiko no Raketto)              (Only usable if in Tennis club)

--B. Helmets:
Name              Effect:         Type:         Where to get:
----              -------         -----         -------------
Student Hat.......+10 De..........Cap...........150G
(Gakuseibou)
Shawl.............+15 De..........Cap...........350G
(Hachimaki)
Baseball Cap......+20 De..........Cap...........Isaac has it
(Yakyuubou)
Triangle Hat......+30 De..........Cap...........Jungle Mine
(Sankakubou)
Napoleon Hat......+40 De..........Cap...........1900G
(Naporeonbou)     Resistance to "Sleep"
Silk Hat..........+45 De..........Cap...........2000G
(Shirukuhatto)
Study Hat.........+75 De/+30 In...Cap...........Roku's store
(Kakubou)
Helmet............+80 De..........Cap...........5500G
(Herumetto)
Rambo Scarf.......+85 De/+30 St...Cap...........Jungle
(Ranbou Hachimaki)
Green Beret.......+85 De/+30 Sp...Cap...........Factory
(Guriinberee)

Facemask..........+10 De..........Fullface......150G
(Medashibou)
Facepaint.........+10 De/+30 Sp...Fullface......Win in battle
(Ouen Peinto)
Black Hood........+15 De..........Fullface......330G
(Kurozukin)
Snow Goggles......+20 De..........Fullface......337G
(Sunoogooguru)
Headgear..........+25 De..........Fullface......Jungle ruins
(Heddogia)
Catch Mask........+30 De..........Fullface......900G
(Kyatchi Masuku)
Noh Mask..........+30 De/+40 Ac...Fulllface.....Kouzan Nostra base
(Noumen)
Wrestler Mask.....+40 De/+10 St...Fullface......3000G
(ResuraaMasuku)
Oxygen Mask.......+60 De..........Fullface......Roku's Store
(Sanso Masuku)
Fullface..........+60 De..........Fullface......6500G
(Furufeesu)
Ayame's Wig.......+70 De/+20 Sk...Fullface......GameParlor prize
(Ayame no Katsura)

Forehead Wrap.....+20 De..........Ghost.........Misato has it
(Hitaikakushi)

Yellow Ribbon.....+10 De..........Girls'........Have at start
(Kiiroi Ribon)
Nurse Hat.........+20 De..........Girls'........450G
(Kangofu no Boushi)
Barrette..........+20 De..........Girls'........Girls' Dorm
(Mitsuami)       Immunity to "Selfish"
Ponytail..........+20 De/+10 Sp...Girls'........750G
(Poniiteeru)
Rabbit Ears.......+30 De..........Girls'........1100G
(Usagi no Mimi)
Kimiko's Bandana..+40 De..........Girls'........Game Parlor Prize
(Kimiko no Bandana)
Mutsumi's Ribbon..+40 De/+20 In...Girls'........Game Parlor Prize
(Mutsumi no Ribon)
Cotton Scarf......+45 De..........Girls'........4300G
(Momen no Sukkafu)
Flower Garland....+50 De..........Girls'........4000G
(Hana no Kanmuri)
Cat Ears..........+85 De..........Girls'........Factory
(Nekomimi)
Tiara.............+110 De.........Girls'........Roku's Store
(Tiara)

Starfish Wig......+40 De..........Starfish......Jungle
(Hitode no Katsura)

--C. Armor:
Name                Effect:         Type:         Where to get:
----                -------         -----         -------------
Casual Clothes......+10 De..........Casual........Have at start
(Fudangi)                      (only used by males)
Student Clothes.....+15 De..........Casual........500G
(Gakuseifuku)
Hand-knitted Sweater.+20 De.........Casual........700G
(Teami no Seetaa)
Jumpsuit............+30 De..........Casual........4050G
(Tsunagi)
Wool Sweater........+45 De..........Casual........Mamejima's store
(Ibara no seetaa)
Lifejacket..........+50 De..........Casual........3500G
(Raifujaketto)
Angel Robe..........+50 De/+30 In...Casual........Dragon Palace
(Tenshi no Hakui)
Musashi Robe........+55 De..........Casual........4300G
(Musashi no Dou)
Long Underwear......+60 De..........Casual........7500G
(Enseki Shitagi)
Bulletproof Vest....+75 De..........Casual........7500G
(Boudan Chokki)
Leader's Cape.......+80 De..........Casual........GameParlor prize
(Soutou no Manto)

Shoulder Pads.......+20 De..........Ghost.........Misato has it
(Katabira)
Strong Shoulderpads.+50 De..........Ghost.........Factory
(Kyou Katabira)

Flower Apron........+10 D/+20 Sk....Girls'........Have at start
(Hanagara Epuron)
Sailor Suit.........+15 De/+10 In...Girls'........900G
(Seeraa Fuku)
Leotard.............+20 De/+10 Sp...Girls'........1500G
(Reotaado)
Familiar Dress......+25 De..........Girls'........Jungle mine
(Omoide no Doresu)
Fancy Blazer........+25 De/+10 In...Girls'........3600G
(Shareta Burezaa)
Corset..............+35 De..........Girls'........2100G
(Korusetto)
White Veil..........+35 De..........Girls'........Mamejima's store
(Shiromuku)
Mutsumi's Vest......+50 De..........Girls'........GameParlor prize
(Mutsumi no Besuto)
Sheep Pajamas.......+50 De..........Girls'........Hachirou Shrine
(Hitsuji no Pajama)
Cat Costume.........+50 De..........Girls'........6000G
(Neko no Kigurumi)
Junihitoe...........+60 De..........Girls'........6000G

Compound Armor......+50 De..........Robot.........Jungle Mine
(Fukugou Aamaa)
Stone Armor.........+75 De..........Robot.........Amatsudake Mt.
(Sekisou Aamaa)

Exercise Suit.......+15 De..........Sports........Have at start
(Taisougi)
Judo Gi.............+25 De..........Sports........1100G
(Juudougi)
Designer Clothes....+30 De..........Sports........1400G
(Meisaifuku)
Kenpo Gi............+35 De..........Sports........Jungle
(Kenpougi)
Wetsuit.............+45 De..........Sports........8250G
(Uettosuutsu)
Racing Suit.........+50 De..........Sports........3400G
(Reeshingusuutsu)
George's Wear.......+55 De/+10 Sp/..Sports........GameParlor prize
(Jooji no Uea)      +10 Sk
Space Clothes.......+60 De..........Sports........Mamejima's store
(Uchuufuku)
Fairy Gyps..........+65 De/+20 St...Sports........Dungeons
(Yousei Gipusu)
Powered Suit........+85 De/+30 St...Sports........15000G
(Pawaado Suutsu)

Starfish Clothes....+50 De..........Starfish......Hitoderon has it
(Hitode no Youfuku)
Starfish Armor......+100 De.........Starfish......Amatsudake Mt.
(Hitode no Yoroi)

Kimiko's Shirt......+80 De..........???...........GameParlor Prize
(Kimiko no Shatsu)                (Only usable if in Tennis Club)


--D. Shoes:
Name              Effect:         Type:         Where to get:
----              -------         -----         -------------
Bathroom Slippers.+5 De...........Casual........Have at start
(Toire no Surippa)
Leather Shoes.....+15 De..........Casual........400G
(Kawagutsu)
Sneakers..........+20 De..........Casual........375G
(Suniikaa)
Long Boots........+25 De..........Casual........2550G
(Nagagutsu)
Cheap Boots.......+30 De..........Casual........900G
(Yasuuri Buutsu)
Stockings.........+35 De..........Casual........1500G
(Geetoru)
London Boots......+40 De..........Casual........Mamejima's store
(Rondonbuutsu)
Health Sandals....+40 De..........Casual........4000G
(Kenkou Sandaru)
Kontou's Sandals..+50 De..........Casual........GameParlor Prize
(Kontou no Zouri)
Safety Shoes......+75 De..........Casual........Kouzan Nostra base
(Anzengutsu)

Shroud............+20 De/+20 Sk...Ghost.........Sewer under
(Kyahan)                                        Sutemura

Toe Shoes.........+10 De/+20 Sk...Girls'........Have at start
(TouShuuzu)
High Heels........+20 De..........Girls'........750G
(Haihiiru)
Legwarmers........+20 De..........Girls'........1500G
(Reggu Uoomaa)
Pokkuri...........+20 De..........Girls'........412G
                  Protect against "Sleep"
Rabbit Shoes......+20 De/+10 Sp...Girls'........Hachirou Shrine
(Usagi no Shuuzu)
Wool Underwear....+30 De..........Girls'........1250G
(Keito no Pantsu)
Monpe.............+30 De..........Girls'........6000G
Mutsumi's Shoes...+35 De..........Girls'........Gameparlor prize
(Mutsumi no Shuuzu)
Animal Slippers...+40 De/+20 St/..Girls'........3000G
(Doubutsu Surippaa) +10 Sp
Cinderella Shoes..+100 De.........Girls'........Girls' Dorm
(Shinderera no Kutsu)
Grass Skirt.......+110 De.........Girls'........14000G
(Soukou no Sukaato)

Large Engine......+20 De/+20 Sk...Robot.........D-51 has it
(Oogata Enjin)
New Engine........+30 De/+20 Sp...Robot.........Invincible #22
(Shingata Enjin)

Tennis Shoes......+20 Defense.....Sports........Have at start
(Tenisushuuzu)
Kungfu Shoes......+25 De/+10 Sk...Sports........1100G
(Kanfuushuuzu)
Soccer Shoes......+25 De/+20 Sk...Sports........Mamejima's store
(Sakkaashuuzu)
Climbing Shoes....+30 De..........Sports........750G
(Tozangutsu)
Bamboo Sandals....+30 De/+20 Sp...Sports........2000G
(Takeuma)
Skate Shoes.......+35 De..........Sports........1200G
(Sukeetogutsu)
Flippers..........+40 De..........Sports........5700G
(Ashihire)
Roller Skates.....+40 De/+20 Sp...Sports........Kouzan Nostra base
(Rooraasukeeto)
Ski Boots.........+50 De..........Sports........2750G
(Sukii Gutsu)
Iron Sandals......+50 De/+10 St...Sports........8000G
(Tetsugeta)

Starfish Shoes....+30 De/+20 Sk...Starfish......Tunnel under
(Hitode no Shuuzu)                              Hachirou

Kimiko's Shoes....+50 De/+100 Sk..???...........Gameparlor Prize
(Kimiko no Shuuzu)              (Only usable if in Tennis Club)


--E. Accessories
Name              Effect:         Type:         Where to get:
----              -------         -----         -------------
Alarm Clock.......Resistance to...Accessory.....15000G
(Mezamashidokei)  "Sleep"
Antibiotic........Resistance to...Accessory.....10000G
(Mubyousokuzai)   "Sick"
Bead Necklace.....Resistance to...Accessory.....7500G
(Jiki Nekkuresu)  "Sick"
Cameo.............Resistance to...Accessory.....Jungle Mine
(Kameo)           "Amnesia"
Doll..............Resistance to...Accessory.....5000G
(Ningyou)         "Selfish"
Engagement Ring...Resistance to...Accessory.....10000G
(Engeeji Ringu)   "Pheromone"
Earmuffs..........Resistance to...Accessory.....5000G
(Mimisen)         "Embarassed"
Finger String.....Resistance to...Accessory.....22500G
(Koyubi no Himo)  "Selfish"
Medal.............Resistance to...Accessory.....7500G
(Kunshou)         "Depressed"
Memento...........Resistance to...Accessory.....Jungle village
(Wasurenagusa)    "Amnesia"
Memo Pad..........Resistance to...Accessory.....Research lab
(Memochou)
Mirror............Resistance to...Accessory.....7500G
(Kagami)          "Embarassed"
Missanga..........Resistance to...Accessory.....5000G
                  "Depressed"
Pendant...........Resistance to...Accessory.....7500G
(Pendanto)        "Pheromone"
Traffic sign......Resistance to...Accessory.....10000G
(Koutsuuanzen)    "Sleep"
Watch.............Resistance to...Accessory.....5000G
(Choushinki)      "Sick"
Hairband..........+10 In..........Accessory.....5000G
(Heabando)

Abacus............+20 Sk..........Charm.........10000G
(Soroban)
Anklet............+10 Sp..........Charm.........5000G
(Ankuretto)
Black Belt........+10 St..........Charm.........5000G
(Kuroobi)
Bracelet..........+10 Sk..........Charm.........7500G
(Buresuretto)                 (only used by females?)
Bug Glasses.......+20 In..........Charm.........10000G
(Mushimegane)
Calculator........+10 Ac..........Charm.........5000G
(Dentaku)
Mutsumi's Notebook.+10 De/+20 Ac/.Charm.........GameParlor prize
(Mutsumi no Techou) +20 In
Philosopher's Stone.+30 In........Charm.........45000G
(Kenja no Koishi)
Tail..............+10 De..........Charm.........5000G
(Shippo)                   (Only useable by females)

Angel Talisman....+20 Ac..........Talisman......10000G
(Tenjin Omamori)
Captain Mark......Resistance to...Talisman......Kouzan Nostra base
(Kyaputen Maaku)  "Depressed"
Magnet............+20 De..........Talisman......10000G
(Teitetsu)
Rabbit's Foot.....+20 Sp..........Talisman......10000G
(Usagi no Ashi)
Scarab............+20 St..........Talisman......10000G
(Sukarabe)
Star Charm........+3 De...........Talisman......Game parlor prize
(Hoshi no Omamori)
Red Collar........Immunity to.....Cat...........Nyanta has it
(Akai Kubiwa)     "Selfish"
Silver Bell.......+50 De/Immunity.Cat...........Biology lab
(Gin no Suzu)     to "Sleep"
Iron Band.........???.............Ghost.........Archaeology lab
(Tekkou)
Starfish Charm....Immunity to.....Starfish......Win in battle
(Hitode no Omamori) "Sick"

---3. Special Items

Name:             Use:               How/when to get:
-----             ----               ----------------
Ticket............Ride the train.....Talk to the man by the
(Teikiken)        for free           Railway Office in Chapter 2
Cell Key..........Opens a cell door...Jungle cave in Chapter 2
(Rouya no Kagi)
Silver ID Card....Opens some doors....Mamejima's office in Chap. 3
(Gin no ID Kaado)
Tool Box..........Use to repair D-51..Jungle ruins in Chapter 7
(Koogubako)
Ruins key.........Opens a door in the.Jungle ruins in Chapter 7
(Sekihi no Kagi)  ruins
Rule Book.........A book belonging....Jungle ruins in Chapter 7
(Meigenshuu)      to the founder of Hourai Academy
Gold ID Card......Unlocks some doors..Jungle ruins in Chapter 7
(Kin no ID Kaado)
Pencil............A school secret.....Base in Chapter 9
(Enpitsu)
Letter #1.........From the Patrol.....Beginning of Chapter 10
(Tegami 1)        Squad
Letter #2.........From the Musketeers.Beginning of Chapter 10
(Tegami 2)
Student ID........Unlocks some doors..End of Chapter 12
(Gakuseishou)

----III. Club and Technique lists

In Hourai Gakuen, you learn spells and techniques by joining clubs. You
can join up to 3 clubs at a time. Most will have 3 levels, with a new
technique at each level. You gain club levels by accumlating experience
points. If you leave a club before you have mastered it, you lose all the
techniques you learned, and you'll have to start over. Once you master a
club, you can leave and still keep the techniques. There are also "Combo
Techniques", which you get by joining two clubs at a time. Unlike regular
techs, you can't keep combo techs permanently. You only have it while
you're in the clubs in question. If you leave one of the clubs, you lose
the tech.
Some techs are like spells, which you can use in battle or while walking
around. Some raise stats. Some give you special abilities, such as raising
the chance of finding items. In an attempt to avoid confusion, I've marked
the spell-type techs with a "*"
Most clubs have entrance requirements. Generally, they require a certain
"club type". Each character has their own set of club types, and these
can't be changed. Some also have other requirements, such as experience
levels.

Alchemy Club:
Location: Shrine near Uchina
When available: Chapter 5
Requirements: Scientific-type, Level 15+
Level:                Tech:            Effect:
1. Apprentice.........Fresh............Cures "Sick" for 1 *
   (Minarai)          (Furesshu)
2. Scholar............Hi-Fresh.........Cures "Sick" for all *
   (Sukaraa)          (Haifuresshu)
3. Alchemist..........Body Plant.......Immunity to "Sick"
   (Arukemisuto)      (Tainai Puranto)

Anime Club
Location: Clubhouse, 2nd floor
Requirements: Cultural-type, Level 10+
When available: Chapter 1
Level:                Tech:            Effect:
1. Beginner...........Shout............Cures "Embarrassed" in 1 *
   (Biginaa)          (Kakegoe)
2. Fan................Anime Song.......Cures "Embarrassed" in all*
   (Mania)            (Animesongu)
3. Collector..........Antisocial.......Immunity to "Embarrassed"
   (Korekutaa)        (Ningenfushin)

Archery Club
Location: Clubhouse, 1st floor
Requirements: Athletic-type, Level 10+
When available: Chapter 1
Level:                Tech:            Effect:
1. Newbie.............Aim..............2x normal damage *
   (Shinjin)          (Nerau)
2. Competitor.........Pinpoint.........3x normal damage *
   (Senshu)           (Pinpointo)
3. Champion...........Bullseye.........100% accuracy; Ability to
   (Meishu)           (Mikiri)         use "Shoot" weapons

Baseball Club
Location: Clubhouse, 1st floor
Requirements: Athletic-type
When available: Chapter 1
Level:                Tech:            Effect:
1. Substitute.........Donmai...........Ally's defense 20% up *
   (Hoketsu)
2. Stamen.............Fight............Party's defense 30% up *
   (Sutamen)         (Fuaito)
3. Ace................Guts Pose........Defense up 10%; Ability to
   (Eesu)             (Gattsu Poozu)   use "Throw" weapons

Cheerleading Club
Location: Clubhouse, 1st floor
When available: Chapter 1
Requirements: Athletic-type
Level:                Tech:            Effect:
1. Underling..........GP+1.............GP up 10%
   (Shitappo)
2. Flagbearer.........GP+2.............GP up 20%
   (Hatamochi)
3. Captain............GP+3.............GP up 30%
   (Danchou)

Computer Club
Location: Clubhouse, 3rd floor
When available: Chapter 1
Requirements: Scientific-type
Level:                Tech:            Effect:
1. Computer Geek......Search...........See HP/GP for 1 enemy *
   (Pasokon Otaku)    (Shiraberu)
2. Programmer.........Research.........See abilities of 1 enemy *
   (Puroguramaa)      (Bunseki)
3. Hacker.............Discover.........Increase amount of money
   (Hakkaa)           (Kaiseki)        gained after battle

Cooking Club
Location: Yaminabe, 2nd floor
When available: Chapter 4
Requirements: Humans only
Level:                Tech:            Effect:
1. Glutton............Coupon...........Healing items 25% cheaper
   (Kuishinbou)       (Saabisu-ken)
2. Chef...............Culinary Skill...Healing items cheaper and
   (Shefu)            (Shoku no Chishiki)  2x as effective
3. Gourmet............Eccentric Taste..Healing items cheaper and ?
   (Gurume)           (Ishoku Dougen)

Debate Club
Location: Clubhouse, 2nd floor
When available: Chapter 1
Requirements: Cultural-type, Level 10+
Level:                Tech:            Effect:
1. Pamphlet-writer....Persuade.........Cures "Pheromone" *
   (Birakubari)       (Settoku)
2. Sophist............Psychotherapy....Cures "Amnesia" *
   (Sofuisuto)        (Saikoserapii)
3. Debater............Charisma.........Immunity to "Pheromone"
   (Dibeetaa)         (Karisuma)

Drama Club
Location: Clubhouse, 2nd floor
When available: Chapter 1
Requirements: Cultural-type, Level 10+
Level:                Tech:            Effect:
1. Prop-builder.......Intimidate.......Lowers 1 enemy's def. 20% *
   (Dougu Kakari)      (Tsuyogari)
2. Supporting Actor...Crying...........Lower all enemies' def 30%*
   (Choiyaku)         (Nakimane)
3. Lead Role..........Bow..............Increases amount of money
   (Shuyaku)          (Ohineri)        recieved after battle

Eastern Medicine CLub
Location: House east of Sutemura
When available: Chapter 5
Requirements: Humans only
Level:                Tech:            Effect:
1. Apprentice.........None
   (Minarai)
2. Herbalist..........Herbal Cure......Cure all status changes *
   (Yakuzaishi)       (Kanpou Chiryou)
3. Pharmacist.........Medicine.........Immunity to status changes
   (Kikoushi)         (Kikou)

Fortunetelling Club
Location: Street vendor in Shinmachi
When available: Chapter 5
Requirements: Scientific-type
Level:                Tech:            Effect:
1. Kyakuhiki..........Shoukichi........Cure "Depressed" in 1 *
2. Fortuneteller......Daikichi.........Cure "Depressed" in all *
   (Tsujiuranaishi)
3. Prophet............Suekichi.........Immunity to "Depressed"
   (Yogensha)

Gadget (Karakuri) Club
Location: Clubhouse, 3rd floor
When available: Chapter 1
Requirements: Scientific-type, Level 25+
Level:                Tech:            Effect:
1. Craftsman..........Win!.............Cause "Selfish" in enemies
   (Saikushi)         (Katsu!)         (lower probability) *
2. Operator...........Operate..........Cause "Selfish" in enemies
   (Kugutsushi)       (Kugutsu)        (higher probability) *
3. Gadgeteer..........Control..........Cause "Pheromone" in
   (Karakurishi)      (Ayatsuri)       enemies *

Game Club
Location: Clubhouse, 2nd flor
When available: Chapter 1
Requirements: Cultural-type
Level:                Tech:            Effect:
1. Gamer..............Awaken...........Cures "Sleep" *
   (Geemaa)           (Nemukezamashi)
2. Debugger...........Exercise.........Cures "Selfish" *
   (Debaggaa)         (Saikyouiku)
3. Designer...........All-nighter......Immunity to "Sleep"
   (Dezainaa)         (Tetsuya)

Hard Rock Club
Location: Behind the Assembly Hall
When available: Chapter 10
Requirements: Cultural-type
Level:                Tech:            Effect:
1. Amateur............Piercing Shriek..Cause "Embarassed" in all
   (Amachua)          (Kanakirigoe)    (lower probability) *
2. Semi-pro...........Shout............Cause "Embarassed" in all
   (Semipuro)         (Shauto)         (Higher probability) *
3. Pro................Trance...........Cause "Amnesia" in all *
   (Puro)             (Toransu)

Jungle Zoology Club
Location: Jungle School (need Mitsurin)
When available: Chapter 6
Requirements: Jungle-type
Level:                Tech:            Effect:
1. Weak Creature......Mouse's Speed....Speed up 20%
   (Yowai Ikimono)    (Nezumi no Subayasa)
2. Tarzan Imitator....Lion's Strength..Strength up 20%
   (Taazanmodoki)     (Raion no Chikara)
3. Jungle King........Cockroach's Life.HP up 20%
   (Janguru Ou)       (Gokiburi no Inochi)

Karate Club
Location: Clubhouse, 1st floor
When available: Chapter 1
Requirements: Athletic-type, Level 10+
Level:                Tech:            Effect:
1. White Belt.........Chop.............Strength up 50% *
   (Shiroobi)         (Choppu)
2. Brown Belt.........Punch............Strength up 100% *
   (Chaobi)           (Panchi)
3. Black Belt.........Prey.............Strength up 10%; Ability to
   (Kuroobi)          (Emono)          use "Strike" weapons

Kendo Club
Location: Clubhouse, 1st floor
When available: Chapter 1
Requirements: Athletic-type, Level 10+
Level:                Tech:            Effect:
1. Senpou.............2-strike.........Attack 1 enemy twice *
                      (2-danzuki)
2. Chuuken............3-strike.........Attack 1 enemy 3x *
                      (3-danzuki)
3. Taishou............Cut Down.........Always attack twice;
                      (Kirisute Gomen) Ability to use "Cut" wpns

Mad Scientist Club
Location: Clubhouse, 3rd floor
When available: Chapter 1
Requirements: Scientific-type, Level 35+
Level:                Tech:            Effect:
1. Tinkerer...........Trash collector..50% chance of finding item
   (Tsukaihashiri)    (Garakuta Sagashi)  after battle
2. Researcher.........Junk collector...75% chance of finding item
   (Kenkyuuin)        (Janku Sagashi)   after battle
3. Director...........Junk recycling...75% chance for item, plus
   (Shunin)           (Janku Saisei)   chance of rare items

Magic Club
Location: Clubhouse, 2nd floor
When available: Chapter 1
Requirements: Cultural-type
Level:                Tech:            Effect:
1. Sakura.............None
2. Party Performer....All+1............All stats up 10%
   (Enkaikanji)       (Bannou+1)
3. Magician...........All+2............All stats up 20%
   (Majishan)         (Bannou+2)

Math Club
Location: Clubhouse, 3rd floor
When available: Chapter 1
Requirements: Scientific-type, Level 10+
Level:                Tech:            Effect:
1. Math Professor.....Recitation.......Cause "Sleep" in all
   (Sansuu Hakase)    (99 Anshou)      enemies (low prob.) *
2. Math Geek..........Equation.........Cause "Sleep" in all
   (Suugaku Mania)    (Koushiki Rekkyo)  enemies (higher prob.) *
3. Mathematician......Cold Calculation.Cause "Amnesia" in all
   (Suugakusha)       (Koori no Anki)  enemies *

Medical Club
Location: Clubhouse, 3rd floor
When available: Chapter 1
Requirements: Scientific-type
Level:                Tech:            Effect:
1. Bandager...........First Aid........Restore HP for 1 (low) *
   (Houtaimaki)       (Shiketsu)
2. Assistant..........Emergency Care...Restore HP for 1 (mid) *
   (Joshu)            (Oukyuu Teate)
3. Doctor.............Surgery..........Restore HP for 1 (all) *
   (Dokutaa)          (Shujutsu)

Native Ritual Club
Location: Jungle School (need Mitsurin)
When available: Chapter 6
Requirements: Jungle-type
Level:                Tech:            Effect:
1. Prayer.............Red Charm........Restores HP (random) *
   (Kitoushi)         (Akai Fuda)
2. Spellcaster........Blue Charm.......Destroys random enemy *
   (Jujutsushi)       (Aoi Fuda)
3. Exorcist...........Gold Charm.......Random effect *
   (Onmyouji)         (Kin no Fuda)

Nursing Club
Location: ???
When available: Chapter 5
Requirements: Julia only
Level:                Tech:            Effect:
1. Nursing Staff......Attentive Nurse..Heals HP for 1, and cures
   (Houkeniin)        (Teatsui Kango)  "Sick" *
2. White-robed Angel..Lifesaver.........Cures all status changes *
   (Hakui no Tenshi)  (Raifuseebaa)
3. Goddess of Love....Revival...........Cures "Retire" *
   (Ai no Megami)

Occult Club
Location: Shinmachi sewer (need Silver ID card)
When available: Chapter 4
Requirements: Cultural-type, Level 12+
Level:                Tech:            Effect:
1. Occult Fan.........Pot Spirit.......Spirit attack (low) *
   (Okaruto Mania)    (Tsubo no Seirei)
2. Sorceror...........Kettle Spirit....Spirit attack (mid) *
   (Madoushi)         (Yakan no Seirei)
3. Great Sorceror.....Ring Spirit......Spirit attack (hi) *
   (Daimadoushi)      (Yubiwa no Seirei)

Patrol Club
Location: ???
When available: Chapter 11
Requirements: Yashichi only
Level:                Tech:            Effect:
1. Hanshi.............Knockout.........Attack + cause "Sleep" *
                      (Nagiharai)
2. Hanchouhosa........Moonlight........Attack 2x + cause
                      (Tsukikage)      "Embarassed" *
3. Hanchou............Focus............75% chance of destroying
                      (Iai)            enemy

Roadside Cleanup Club
Location: House south of Research Lab
When available: Chapter 11
Requirements: Humans only
Level:                Tech:            Effect:
1. Leisure............None
   (Himajin)
2. Hobbyist...........None
   (Shumijin)
3. Dilettante.........None
   (Ginyuushijin)

Sci-Fi club
Location: Clubhouse, 2nd floor
When available: Chapter 1
Requirements: Cultural-type
Level:                Tech:            Effect:
1. Manuscript.........Charm+...........Ability to equip "Charm"
   (Genkoutori)       (Komono+)        items
2. Unpublished writer.Talisman+........Ability to equip "Talisman"
   (Urenai Sakka)     (Tarisuman+)     items
3. SF novelist........Accessory+.......Ability to equip
   (SF Sakka)         (Akusesorii+)    "Accessory" items

Science Club
Location: Clubhouse, 3rd floor
When available: Chapter 1
Requirements: Scientific-type, Level 30+
Level:                Tech:            Effect:
1. Archimedes.........Timespace Warp...Destroys 1 enemy (hi) *
   (Arukimedesu)      (Jikuu no Yugami)
2. Ohtsuki............Plasma...........Destroy all enemies (mid)*
                      (Purazuma)
3. Newton.............Big Bang.........Destroy all enemies (hi) *
   (Nyuuton)          (Bikkuban)

Secret Inventor CLub
Location: Jungle Station 2
When available: Chapter 10
Requirements: D-51 only
Level:                Tech:            Effect:
1. Just a Robot.......Machine Gun......Attack all enemies
   (Tada no Robotto)  (Mashingan)
2. Battle Robot.......Blazer...........Attack all enemies w/ fire
   (Sentou Robotto)   (Bureezaa)
3. Robot Warrior......Freezer..........Attack all enemies w/ cold
   (Robotto Senshi)   (Furiizaa)

Soccer Club
Location: Clubhouse, 1st floor
When available: Chapter 1
Requirements: Athletic-type
Level:                Tech:            Effect:
1. Satellite..........HP+1.............HP up 10%
   (Sateraito)
2. Regular............HP+2.............HP up 20%
   (Regyuraa)
3. #10................HP+3.............HP up 30%
   (10-ban)

Survival CLub
Location: Jungle School (need Mitsurin)
When Available: Chapter 6
Requirements: Jungle-type
Level:                Tech:            Effect:
1. Amateur............HP Exchange......Steal 1 enemy's HP*
   (Shirouto)         (HP Koutai)
2. Professional.......GP Exchange......Steal 1 enemy's GP *
   (Kurouto)          (GP Koutai)
3. Expert.............Exchange All.....Steal HP and GP *
   (Tatsujin)         (Subete Koutai)

Tennis Club
Location: Track
When available: Chapter 8
Requirements: Athletic-type, Level 10+
Level:                Tech:            Effect:
1. Wide Shot..........Ace..............Raise 1 ally's Str. 20% *
   (Tamahiroi)        (Eesu)
2. Player.............Service Ace......Raise all allies' Str. 20%*
   (Seisenshu)        (Saabisu Eesu)
3. Team Captain.......Return Ace.......Ability to use "Hit" wpns,
   (Shushou)          (Ritaan Eesu)    + ability to counterattack

Volunteer Club
Location: Lecture Hall
When Available: Chapter 8
Requirements: Humans only
Level:                Tech:            Effect:
1. Volunteer..........None
   (Borantia)
2. Social Worker......None
   (Shuwa Puro)
3. Preacher...........Donation.........Find money as you walk
   (Dendoushi)        (Kifukin)

Womens' Wrestling Club
Location: House outside Clubhouse
When available: Chapter 8
Requirements: Athletic-type, Females only
Level:                Tech:            Effect:
1. Trainee............Tights+..........Ability to equip Girls'
   (Renshuusei)       (Taitsu+)        shoes
2. Headliner..........Power-up+1.......HP/GP 10% up
   (Zenza)            (Pawaa Appu+1)
3. Main Event.........Power-up+2.......HP/GP 20% up
   (Meinibentaa)      (Pawaa Appu+2)

---Combo Techs
This should be a complete list, unless there are clubs I haven't found.

Tech:             Effect:                 Clubs:
-----             -------                 ------
Fireball..........Fire attack against.....Cooking/Math
(Kakyuu)         all enemies (lo)*
Fire Pillar.......Fire attack against.....Cooking/Alchemy
(Hibashira)       all enemies(mid) *
Fire of Anger.....Fire attack against.....Cooking/Gadget
(Ikari no Honoo)  all enemies (hi)*

Soak..............Water attack against....Sci-fi/Native Ritual
(Doshaburi)       all enemies (low)
Big Wave..........Water attack against....Sci-fi/Gadget
(Oonami)          all enemies (mid)*
Great Flood.......Water attack against....Sci-fi/Physics
(Daikouzui)       all enemies (hi)*

Lightning Ball....Electric attack against.Occult/Gadget
(Denkidama)      all enemies (low) *
Thunder...........Electric attack against.Occult/Physics
(Ikazuchi)        all enemies (mid) *
Lightning Strike..Electric attack against.Occult/Mad Scientist
(Rakurai)         all enemies (hi) *

Encouragement.....Restore Hp for all......Cheerleading/Tennis
(Seien)           (low) *
Cheer.............Restore HP for all......Cheerleading/Survival
(Ouen)            (mid) *
Cheer Dance.......Restore HP for all......Cheerleading/Patrol
(Chiadansu)       (hi) *

Cap+..............Ability to equip........Drama/Baseball
(Kyappu+)          Cap-type helmets
Ribbon+...........Ability to equip........Drama/Anime
(Ribon+)          Girls' helmets
Helmet+...........Ability to equip........Drama/Kendo
(Kabuto+)          Sports-type helmets

Armor+............Ability to equip........Survival/Kendo
(Yoroi+)         Sports armor

Shoes+............Ability to equip........Soccer/Roadside Cleanup
(Shuuzu+)         Casual-type shoes
Shinguard+........Ability to equip........Soccer/Survival
(Suneate+)        Sports shoes

Nice.............Experience points........Roadside Cleanup/Alchemy
(Naisu)          gained up 10%
Very Nice........Experience points........Roadside Cleanup/Native
(Beriinaisu)     gained up 20%            Ritual


----IV. Railway stops

Utsuho Island's railway system was damaged by a hurricane, and they're
still in the process of repairing it. The railway office is on the first
floor of the Administration building. Donate money to fix it, and you'll
get a pass that lets you ride free. Stop by the office occasionally to see
if there are any new lines that need to be repaired.

Location:                  Cost:            Available:
---------                  -----            ----------
Main Gate (East Block).....0................Chapter 2
Boys' Dorm (North Block)...0................Chapter 2
Girls' Dorm (South Block)..0................Chapter 2
Uchina Village.............500G.............Chapter 5
Jungle Station 1...........800G.............Chapter 5
 (Mitsurin's village)                        (Complete in Ch.7)
Track......................1000G............Chapter 8
Jungle Station 2...........1500G............Chapter 9
(Secret Inventor Club)                      (Complete in Ch.10)
Hachirou Shrine............2500G............Chapter 10
Research Lab...............4000G............Chapter 10
                                             (Complete in Ch.11)
Amatsudake Mountain........7000G............Chapter 11
                                             (Complete in Ch.12)
Jungle Station 3...........10000G...........Chapter 12

----V. Phone numbers

When a character (other than the Hospo staff) joins you, they'll give you
their phone number, and you can call them (or their answering machine if
they're in the party with you). There are also several NPC's that you can
call. Sometimes they'll give you hints.

Tsukishiro Ayame 02-1-3774
Location: Principal's office
Ayame is the principal of Hourai Academy.

Yakumo Mutsumi 02-1-8964
Location: Administration building, top floor
Mutsumi is he winner of last year's "Miss Hourai" pageant. She is a
candidate for Student Council (later Student Council President).

Rusu Ryuunosuke 02-1-1333
Location: Administration building, 2nd floor (Chapter 3+)
He is the head of the security guards. He asks you to call him if you see
anything suspicious.

Beatrice Kanuma 02-1-1333
Location: Get it automatically in Chapter 3
Beatrice is one of the security guards.

Miwasaka Hyoue 02-2-5049
Location: Boys' dorm (Chapter 8+)
Miwasaka is the Hourai equivalent of a mercenary. He asks you to call him
if you know how he can make money.

Hijiri 02-1-3104
Location: Musketeer HQ (Chapter 10+)
Hijiri is the captain of the Musketeers. He asks you to call him if
anything disturbs the peace of Hourai Academy.

Kontou Isami 02-3-3742
Location: Patrol HQ (Chapter 10+)
Kontou is the leader of the Patrol Squad. He also asks you to call if
there are any problems.

----VI. Stores and vending machines

Like most of Japan, Utsuho Island has at least 17 vending machines per
capita :).

---Classroom building:
Mamejima Supermarket:
Eyemask, 100-yen Piece, Pepper, Cracker, Scarab, Doll

Mamejima Sports:
Safety Razor, Softball, Student Hat, Facemask, Kungfu Shoes, High Heels

Mamejima Sports (need Silver ID Card):
Sneakers, Skate Shoes, Pokkuri, Scalpel, Snow Goggles, Climbing Shoes

---Hospital
Drug store:
Eyemask, Pepper, Medicine, Family Photo, Love Whip, Baked Potato

---Food Town:
Vending machines:
Houraimin A

Ramen Saburo:
Gyoza, Ramen, Gomoku Chahan, Miso Ramen, Special Ramen

Yaminabe:
Tempura Soba, Curry Rice, Chuukadon, Meat Sauce, A-Course (Chapter 8 only)

Mamejima Shokudou:
Tempura Soba, Curry Rice, Chuukadon, Meat Sauce

Flapper Coffeehouse:
Milk Tea, Ice Coffee, Deluxe Sandwich, Hot Dog, Specialty Parfait

Mamejima Supermarket:
Eyemask, Cracker, Paper Tape, Canned Coffee, Bug Glasses, Hairband

Mamejima Sports:
Wooden Sword, Glass Bottle, Blowgun, Student Clothes, Judo Gi, Sailor Suit

---Shinmachi
Vending machines:
Relax CD

Mamejima Supermarket:
Houraimin A, Meat Pie, Canned Coffee, Family Photo, Bead Necklace,
Rabbit's Foot

Mamejima Sports:
Safety Razor, Softball, Blowgun, Shawl, Black Hood, Nurse Hat

Street vendors (nighttime only):
Ramen, Miso Ramen

Awahime (nighttime only):
Nurse Hat, Sailor Suit, Leotard, Perfume, Stamina Drink, Love Whip

Yakiniku (nighttime only):
Guppa, Roast, Karupi, Tanshio

Mamejima Gift (Need Silver ID card):
Traffic Sign, Watch, Engagement Ring, Tail, Angel Talisman

Game Parlor (Chapter 8-10. This store uses game tokens instead of money):
Star Charm, Mutsumi's Ribbon, Mutsumi's Vest, Mitsurin's Spear, Kimiko's
Bandana, Mutsumi's Shoes, George's Wear, Mutsumi's Notebook, Ayame's Wig,
Kimiko's Racket

Game Parlor (Chapter 11+):
George's Wear, Mutsumi's Notebook, Ayame's Wig, Kimiko's Racket, Rachel's
Whip, Leader's Cloak, Kontou's Sandals, Hijiri's Saber, Kimiko's Shirt,
Kimiko's Shoes

---Girls' Dorm
Mamejima Supermarket:
Eyemask, Paper Tape, Canned Coffee, Baked Potato, Anklet, Calculator

Mamejima Gift (49th floor):
Missanga, Mirror, Bracelet

---Boys' Dorm
Vending machines:
Medicine, Compress, Taro Potato Juice (Chapter 10 only)

---Uchina Village:
Mamejima Supermarket:
Medicinal Herb, Fanletter, Houraimin Z, Medicine, Earmuffs, Pendant

Mamejima Sports:
Designer Clothes, Leotard, Skate Shoes, Pokkuri, Wooden Bat, Metal Harisen

---Sutemura:
Mamejima Sports:
Scalpel, Tennis Ball, Airgun, Hand-knitted Sweater, Designer Clothes,
Leotard

---Jungle Village:
Equipment shop:
Baseball Cap, Snow Goggles, Ponytail, Leather Shoes, Climbing Shoes, Wool
Underwear

Tool shop:
Houraimin A, Red Card, Yellow Card, Sleep Gas, Mirage, Perfume

---Jungle ruins:
Weapons shop:
Iron Ball, Hissatsu Mop, Naginata, Tarot card, Pitching Machine, Napoleon
Hat

---Clubhouse:
Mamejima Supermarket (after Chapter 8)
Hammock, Medicine, Fanletter, Love Whip, Philosopher's Stone, Alarm Clock

---Track:
Mamejima's Store (Chapter 8 only):
Wool Sweater, Space Clothes, White Veil, London Boots, Soccer Shoes,
Cinderella Shoes

Roku's Store (Chapter 8 only):
Study Hat, Oxygen Mask, Tiara, Houraimin A, Medicine

---Invincible #22 (Chapter 8 only):
Jumpsuit, Wetsuit, Fancy Blazer, Long Boots, Flippers, Monpe

---School festival (Chapter 8 only):
Green booths:
Takoyaki, Yakisoba

Orange booths:
100-yen piece, Pepper, Cracker, Paper Tape, Meat Pie, Red Card

Blue booths:
Apricot Candy, Cotton Candy

---Suzuna Forest:
Mamejima Supermarket:
Hammock, Medicinal Herb, Fanletter, Baked Potato, Cameo, Finger String

Mamejima Sports:
Catch Mask, Rabbit Ears, Lifejacket, Racing Suit, Metal Bat, Giant Hammer

---Hachirou Shrine:
Souvenir Shop:
Rapier, Boomerang, Bowgun, Junihitoe, Silk Hat, Wrestler Mask

---Fueno Forest:
Mamejima Gift:
Antibiotic, Medal, Black Belt

Mamejima Sports:
Flower Garland, Cheap Boots, Bamboo Sandals, Grass Skirt, Joe's Glove,
Tough Axe

---Bargain Shop (cave north of Research Lab):
Cardboard House, Medicinal Herb, Relax CD, Hammock, Medicine, Houraimin Z

---Research lab:
Mamejima Supermarket:
Cat Food, Houraimin Z, Loveletter, Relax CD, Abacus, Anklet

Mamejima Sports:
Imitation Masamune, Hulk Cannon, Youichi's Bow, Helmet, Fullface, Cotton
Scarf

Bar Marx:
Milk Tea, Ice Coffee, Deluxe Sandwich, Hot Dog

---Amatsudake Mountain:
Mamejima Sports:
Bulletproof Vest, Musashi Robe, Corset, Stockings, Ski Boots, Legwarmers

---Kouzan Nostra base:
Mamejima Sports:
Long Underwear, Powered Suit, Cat Costume, Health Sandals, Iron Sandals,
Animal Slippers

----VII. Seven Wonders

There are rumored to be 7 "wonders" in Hourai Academy. Some of these can
only be found at certain points in the game, and if you miss it, you're
out of luck.
On the 3rd floor of the classroom building is a student who found them
all, but then lost his memory. He gives you this hint:
"Classroom...Girl's Dorm...Southern Jungle...Food Town...Boy's
Dorm...Fueno Forest.
Ghost...Note...Statue...Three times...Plant...Food...Juice...Love"
However, by the time you're able to talk to him, it may be too late to get
some of them!

Name: Faceless Girl Student
Location: Classroom building basement
When: Chapter 3 (or possibly 5)
If you go into the basement of the classroom building at night, you'll
find a girl crying. Daichi offers to walk her home. She says her home is
in hell. When she turns around, she has no face! She's a ghost! She's only
there at night, and the only time you can get into the building at night
is during Chapter 3 or 5.

Name: Statue with Growing Hair
Location: Girls' Dorm, 40th floor
When: Chapter 4 or 5, Chapter 8-10, and Chapter 11 (You must visit it
three times)
As soon as you can get into the girls' dorm, go to the 40th floor. There's
a small room with 2 cabinets with teddy bears on them. The wall between
the cabinets is actually a door. There is a large bronze statue of a woman
behind the door. When you first go, Hinako will tell you about a story she
heard about a bronze statue with hair that grows. Haru will suggest that
you come back after summer vacation.
Come back in Chapter 8. It looks like the hair is longer than before. Haru
suggests that you come back after the new year.
Come back in Chapter 11. The hair will be down to the floor. There's no
doubt that this is the statue in the story. After the third visit, it will
be recognized as one of the 7 wonders.
Note that you must visit it during each time period for it to count. If
you wait until after Chapter 5 to visit it for the first time, you won't
get it.

Name: Money Flower
Location: Jungle
When: Chapter 6+
Directly north of the beach where you land after the plane crash is a
partially-hidden path through the trees. On the other side is a flower
surrounded by lava. Walk through the lava and examine the flower. The
flower's petals are money! Unfortunately, there's only 1G growing there
now.

Name: A-Course of Happiness
Location: Yaminabe
When: Chapter 8
In chapter 8, Yaminabe will have a special menu to celebrate the School
Festival. Talk to the cashier in the back of the restaurant. You can buy
the food for 22500G, but you don't have to buy it to have it count as one
of the wonders.

Name: Taro Potato Juice
Location: Vending machine in Boys' Dorm
When: Chapter 10
Check the vending machine in the NE corner during Chapter 10. Instead of
the usual Compress, it will have the Taro Potato Juice. It seems no one
knows where this juice is actually made. However, the only one who
actually likes the stuff is Rusu Ryuunosuke, captain of the security
guards (if you called him during this chapter, he'd give you a hint about
the juice).

Name: Valentine Circle
Location: Fueno Forest
When: Chapter 12 (Valentine's Day!)
Go through Fueno Forest during Chapter 12, and there will be a circle
drawn on the ground near the north side. It's Valentine Circle. Legend has
it that if you stand in the middle while thinking about the one you love,
you'll be together forever. Stand in the middle and you'll gain some FP
and a Mutsumi's Chocolate.

Name: Perfect Notes
Location: Teacher's office
When: Chapter 13
Once you have the Student ID Card, go to the locked room in the teacher's
office. The Perfect Notes are in the center cabinet.

----VIII. Locked doors

These are places you need a key card to enter.

Silver ID card:
Location: Classrom building basement
You can find a Perfume here.

Location: Classroom building, 3rd floor
There is a boy here who will give you a hint as to where to find the 7
wonders.

Location: Store by the Classroom building
There is a Mamejima Sports store and a Mamejima Trunk store.

Location: Shinmachi Sewers
The Occult Club HQ is here.

Location: Shinmachi Sewers (NW corner)
You can get to the stores in the NW corner of Shinmachi through here.

Gold ID card:
Location: Hospital, 2nd floor
There is a Dream Pillow and a Solomon's Charm here.

Location: Shrine north of Uchina
Theres's a Lion Claw and a Joe's Glove here.

Security key (Student ID card):
Location: Teachers' office
The Perfect Notes wonder is here.

Location: Classrom building, 3rd floor
There's a history book that tells of the previous struggle against the
Kouzan Nostra here.

Location: Musketeer HQ
There's a Cardboard House and a Cupid's Bow here.

Location: Assembly Hall
There's a Houraimin Z here.

Location: Tunnel under Hachirou
There's a Cardboard House, Starfish Shoes, Loveletter and a Houraimin Z
here.

----IX. FAQ

Q: What does the text in the opening demo say?
A: The first screen reads: "This story is fiction, and any resemlance to
actual people, groups, countries or events is coincidental."

Q: What effect does the hero's gender have?
A: It affects what dorm you stay in and what bathrooms you use :). It also
affects your initial equipment and some parts of the story. It doesn't
appear to affect your stats or club types.
Male character:
Equipment: Tennis Racket, Casual Clothes, Bathroom Slippers
Female character:
Equipment: Paper Knife, Yellow Ribbon, Flower Apron, Toe Shoes

Q: What effect does the hero's birthday have?
A: On your birthday, your friends throw you a party. Your stats get
boosted a bit.

Q: What effect does the hero's blood type have?
A: It doesn't appear to affect anything, but I could be wrong.

Q: How do I get to the shops in the NW corner of Shinmachi?
A: You can get there through the sewers once you have the Silver Card.

Q: How do I get to the buildings on the north side of the Boys' Dorm?
A: There's a secret passage under the stairs in the 2-story building.

Q: How do I get to the baths in the girls' dorm?
A: Starting from the door, slide N,W,S,W,N,E,E,N,W,S,W,N,E,S,E,N.

Q: How do I get to the secret floor below the baths in the girls' dorm?
A: Starting from the entrance to the bath, slide S,E,N,E.

Q: How do I get through the ghost building in the boys' dorm?
A: Follow the bathroom doors. Right open/Left closed = Right. Right
closed/Left open = Left. Both closed = forward. Both open = back.

Q: Where can I find an empty bathroom in Chapter 9?
A: There's only one- in the back of the Assembly hall.

Q: Which letter should I answer in Chapter 10?
A: It doesn't matter. You get the same story either way.

Q: In Chapter 10, which Santas have an alibi?
A: C, E and I.

----X. Random nifty stuff
Mini-games, optional events, weird pop-culture references and other stuff
that didn't fit into any other category.

---Optional events and games:

The theater on the first floor of the classroom building shows short
films. It changes every few months.
Chapter 1: "Penguin Special"
A pep-talk from the Twilight Penguins, including what to do if you eat
3-month-old pudding and get a stomachache.
Chapter 4: "Duel! Patrol Squad vs. Musketeers"
Kontou, leader of the Patrol Squad, and Hijiri, leader of the Musketeers,
fight to see who is stronger. It ends in a tie.
Chapter 9: "Hitoderon: Love's Stage"
Hitoderon and his girlfriend, Hitoderomi Yamada, have a fight over a
package she recieved. Hitoderon thinks it's a present from another guy.
It's really a chicken she ordered to celebrate Hitoderon's birthday.
Chapter 12: "Missing People"
A missing-persons report on Ayame and any characters you haven't found yet.

Starting in Chapter 8, a store in Shinmachi will have a game parlor in its
basement. You can play the joust game from Chapter 2, or the shooting game
from Chapter 5. You can win tokens and exchange them for prizes.
In Chapter 11, the gameroom moves to the house in the NW corner of town
and gets new prizes.
Hint for the shooting game: Knock down all targets on a row except one.
Let that one come around the other side. It will come back as a gold
target, and will be worth a lot more points.

Hachirou Shrine, north of Uchina, has a legend that if you drop a coin
into the donation box and walk to the gate 100 times, you'll get a wish.
Do it! Drop a coin, walk down the stairs until you hear the tone, drop
another coin in the box, walk down the stairs, etc. Boring, but worth it.
After dropping the 100th coin, the shrine door opens, and God Bee, god of
bees and protector of the temple (Hachi means bee), appears. He gives you
a choice between a wooden box and a cardboard one. Picking the wooden one g
ets you a Crab Claw. Picking the cardboard one gets you the Sheep Pajamas,
the Cat Costume and the Rabbit Shoes.

---Cultural references:

The Karate club claims to own a pair of nunchakus used by Bruce Lee.

There's a snake monster in the jungle near the ruins called "Sarin-ja".
The "ja" is the kanji for "snake". I assume this is a pun on the name
Sallinger, possibly a reference to author J. D. Sallinger.

The Tennis club credits its popularity to "Ace o Nerae", a real-life anime
show about tennis. I assume the Kimiko refered to in some of the
gameparlor prizes is from this show.

The Joe refered to in the "Joe's Glove" item is from "Ashita no Joe", an
real-life anime show about a boxer named Joe.

There's a monster in Fueno forest called "Whitesnake". Is it a reference
to the 80s hair-metal band, or just a coincidence?

A bookcase in the Research Lab has a book titled "Malaria Carrie" by
Stephen Kong. Another has "The Ginza Empire" by Isaac Asoromov.

The Hulk Cannonball item is a reference to wrestler Hulk Hogan (the word
for "cannonball" is "hougan").

There's an insect monster on Amatsudake Mountain called "Bee Bee King".
It's a reference to musician B. B. King.

A possibly unintentional one: Rambo Scarf. "Ranbou" means "violent" in
japanese. Really.

---Miscelaneous niftiness:

If you walk on the railroad tracks, you might be attacked by a ghost
train. You'll have to use club techs against these.

There's a locked building in Food Town. A sign on the door says it's
Mamejima Delicatessen, scheduled to open in Hourai Gakuen 2.

A house in the NE corner of Shinmachi has a secret passage in the bathroom
leading to the kitchen. Talk to the woman there and she'll give you her
secret cooking ingredient, Aloena.

The neon sign in the background shown during battles in Shinmachi says
"Fast... Cheap... Bad?"

There is a secret passage from one bathrom stall to another on the 20th
floor of the girls' dorm. You can find a Cinderella Shoes in one of the
stalls.

Go to the NW corner of Shinmachi at night, and the Dragon Palace hotel
will be open. "Rest" there for 10000G, and they'll give you a Angel Robe.

After Chapter 8, the cartoon in the Hospo paper changes. Poor Nopperi-kun!

The Biology Hall has an Australopithecus skeleton. The archaeology hall
has a "Pithecanthropus Utsuhosis" skeleton.

----XI. Walkthrough

---Chapter 1: April

When you start the game, you'll be asked to pick your gender.

The story starts in a plane 20000 meters over the Pacific Ocean. The plane
is carrying students to Hourai Academy, a giant school on Utsuho Island,
an island south of Japan. Unfortunately, the pilot fell asleep at the
wheel  (he stayed up late last night doing "***") and took the plane to
Alaska instead, so everyone will be late for the opening ceremonies.
Eventually, you start wondering what's going on and go to talk to the
stewardess. When you find out you're going to be late, you start getting
upset. The stewardess gets tired of listening to you. If you want to get
there that quickly, she'll help you. She straps a parachute to your back
and boots you out of the plane! Eventually, your chute opens, but breaks
just before you reach the ground. You fall through the roof of the
Assembly Hall just as Tsukishiro Ayame, the principal, is making her
opening remarks. Luckily (for you, at least), someone breaks your fall and
you escape unharmed. Roku, the poor guy you fell on, isn't so lucky, and
is taken to the nurse's office. Afterward, one of the teachers tells you
to go apoligize to the principal.

Head south out of the building. Your homeroom teacher, Miss Adachi, meets
you at the door and takes you to see Pricipal Ayame. The principal seems
to be a bit scatterbrained, and take a while to remember Adachi's name.
After meeting Principal Ayame, Miss Adachi takes you to your classroom.

After class, your classmates ask you your name, birthday and blood type.
Enter whatever you'd like.

Hinako asks to see you and leads you through a hole in the wall to the HQ
of the Hourai Academy's school newspaper, "Hospo". It seems that the boy
you fell on was a member of the newspaper team, and with him in the
hospital, they're shorthanded. They ask you to help them out until Roku
returns (or else pay Roku's medical expenses). Agree to help them. Daichi
introduces himself, Hinako and Haru, and offers to show you around the
school. He goes to wait by the school gate. You can now explore the school
building.

Go out of the building and talk to Daichi when you're done exploring.
Daichi suggests that you go see Roku in the hospital first. Along the way,
he explains the layout of Hourai Academy. The East Block, where you just
came from, contains the classrooms and offices. The North Block contained
the hospital and the boys' dorm. It also contains "Food Town", a town
consisting almost entirely of restaurants, where the students go to eat.

You go to the hospital to see Roku. Roku isn't particularly happy to see
you. He loses his temper and falls out of bed. He blames you for his
injuries (both caused by your fall and his tantrum) and promises to get
even. Daichi waits by the door. Talk to him when you're done in the
hospital. There's a locked door on the second floor, but you'll need the
Gold Card before you can unlock it.

Next, Daichi takes you to Food Town. This is where most of the students
come to eat. In the store named Yaminabe, you'll find a big guy named
Shin. He has a lisp, poor guy. He's running for student council, and
figures he needs to eat alot to keep up the race.

Talk to Daichi when you're done. Next, he shows you the South Block, which
contains the girls' dorm and the Clubhouse, as well as Shinobazu Lake. He
takes you to the Clubhouse. Here, you can join clubs to learn new
techniques. See the Club section of the FAQ for information on this. Pick
some clubs to join and go talk to Daichi again.

Next, Daichi takes you to your dorm. If you're playing the female hero,
it's a giant pink skyscraper. If you're playing the male, it's a spartan,
barracks-style house. The girls' dorm is guarded by the Dorm Guards
because boys keep trying to sneak in. The students think it's because they
want to catch a peek at the girls, but I think it's the building, not the
girls, that they're interested in :). Go to your room and go to bed.

The next day, you go to the Hospo HQ. Talk to Daichi. It's time to gather
the latest gossip and news for the next issue of Hospo. The biggest news
now is the Council meeting. Daichi joins the party, and you decide to go
to the Administration Center to investigate. On the way, you can go to the
Assembly Hall. The hole you made in the ceiling is still there, and the
building is closed while they fix it. Beatrice Kanuma, head of the
Security Guards, has come to inspect it.

The Administration Building is in the southern part of the block. It is
home to the Student Council, the Security Guards and the Railway office.
The Council meeting is being held on the third floor. Talking to people
along the way, you find out that the meeting is probably to discuss the
track meet scheduled for next month. There's also the Student Council
elections happening in June. The candidates are Shin, who you saw in Food
Town, and Yakumo Mutsumi, AKA "Miss Hourai".

Go to the closed door at the far end of the hall on the top floor. You
here a voice inside. A red-haired teacher is talking about the need to
build up the students' bodies and minds. She thinks that a "jousting"
competition in the southern jungle is the best. Overcoming the danger of
the jungle and the challenge of the competition will forge strong
friendships between the students. No one else on the council seems
impressed with the idea. The jungle is too dangerous and far away.
Frustrated, she takes out a strange shiny object and tells everyone to
look... slooooowly. The object flashes, and suddenlt everyone agrees that
a joust in the jungle is a great idea.

Daichi says you've got a great scoop, and you head back to report it. But
a security guard is waiting in the hall. You try to run, but he calls for
reinforcements and corners you. You'll have to fight off the guards before
you can leave.

When you get to the first floor, no one is there, but the front door is
locked. Go out the door behind the receptionists' desk. You'll come out
behind the building. Go east through a hole in the fence.

You and Daichi make it back to HQ with your big scoop. Because of this,
you because somewhat famous around the class. But not everyone is happy
for you. Roku is still looking to get his revenge...

---Chapter 2: May 8th

A security guard bursts into your room demanding that you attend the new
fitness class outside. It seems that yesterday, the council enacted the
"Fitness of Body and Soul Rule", requiring all students to exercise daily.
You run outside and try to keep up, but without much luck.

Later, in the Hospo HQ, you discuss the new rule. This definately warrants
an investigation! Daichi decides to go to the Flapper Coffeeshop, where
people gather to discuss the latest rumors, while Hinako and Haru check
out what's happening in the Administration Building.

Go to Flapper Coffeeshop and talk to the students there. It seems that the
previous track meets would feature things like marathons or sprints.
Jousting in the jungle is unheard of.

As you leave Flapper, a security guard spots you. Daichi makes an excuse
that you're on an errand for the Cooking Club and makes a quick exit.

You arrive back at your dorm. Daichi doesn't want to get risk getting
caught by security, and decides to call it a day.

At last, the day of the track meet arrives. Daichi comes to get you. Head
southwest to the entrance to the jungle. Follow the train tracks if you
get lost.

In the jungle, look under the skulls to find items.

Hinako is waiting with the other students at the track meet. She yellls at
Daichi for being late, but Daichi complains that it took time to find
something to wear that matched his sandals. Principal Ayame explains how
the joust will work. Your job is to defeat as many of the other teams as
possible within the time limit. When you come into contact with another
team, you can choose a direction: right, left, up or down. If the other
team moves the way you pick, you get a point. Likewise, if you move the
way the other team picks, they get a point. When the gauge in the upper
right is full, you can choose to use a special technique and automatically
get a point. Whoever gets 3 points first wins. The game continues for 2
minutes, until you lose a fight, or until all other teams have been
defeated.

Afterward, Daichi is ready to leave. But before you do, you hear Hinako
scream. She's been kidnapped! Two strangely-dressed men drag her into the
cave to the south. Follow them through the caves.

You'll eventually come to what looks like an underground base. There is a
hospital near the entrance where you can save your game. The two men who
kidnapped Hinako are in a room in the SW. As you enter, they're locking
Hinako in a cell. One of them asks why they'd want to kidnap a girl like
her. The other answers that since she's descended from priests of the
ancient gods, she'll be a useful member of their organization. After they
leave, you and Daichi try to open the cell door, but it's locked.

Go to the room in the SE. There is an altar by the north wall, with an
insignia that looks like a shovel above it. Daichi finds the key to
Hinako's cell on the altar. Before you can leave, a group of the strange
men rush into the room and attack you.

After defeating them, go free Hinako. She doesn't know why they'd want to
kidnap her, either. She joins you the help find out who they are and what
they were after.

Items to find in the jungle/caves: 100-yen piece, Stamina Drink, Hammock,
Metal Harisen, Relax CD, Cardboard House, Blowgun

You sneak out of the cave. It seems that the joust competition was
forgotten about in all the confusion. But who was it who convinced the
council to have the joust competition in the jungle? Who were the people
who kidnapped Hinako? And who has time to worry about that with exams
coming up?

---Chapter 3: May 22nd

You, Daichi and Hinako meet in the Hospo HQ. After the track meet, the
morning exercise sessions were stopped. No one misses them.

Suddenly, Haru rushes in. He was looking around on the computer network,
and found out that the questions for the end-of-term exams have been
stolen. Daichi hopes it means that exams will be cancelled, but no such
luck. No one other that the people on the underground computer network
know they're missing. They decide to investigate the theft. The first
place to look if the teachers' offices. Haru joins the party.

The teachers' offices are behind the classrom building. To get there, go
through the auditorium on the second floor. You hear voices coming from an
office on the second floor. One of he teachers, Mr. Kamifukuoka tells
another teacher that students are busy with clubs and such, and some would
pay to have the test questions. The other teacher tells Kamifukuoka
something important, but you can't make out what he's saying. Kamifukuoka
tells the other teacher to gather the "other members" on the roof of the
classroom building later tonight. It seems that Kamifukuoka knows
something about the stolen test questions. This needs to be investigated!

Later that night, you and the other Hospo members wait outside the
classroom building. Once the security guard leaves, you sneak inside. Once
inside, you discover that the security shutters have been closed. You'll
have to find another route to the roof. Go back through the auditorium to
the teachers' offices. Go up the second floor, then back into the
classroom building. On the third floor is the library containing books on
the history of Utsuho Island:
"Hourai Gakuen was founded at the end of the Edo period by Mr. Hokita. The
school came to Utsuho Island 70 years ago, and it's said that there was
conflict with the original inhabitants. People came from all over the
world to help develop the school. Now it's an private, independantly-run
school, run mostly by the students."

Once on the roof, you see Kamifukuoka talking to his group. He says that
their target is the Mamejima Transportation warehouse in Shinmachi. They
change into their costumes and jump off. Daichi recognizes the costumes as
that of the "Twilight Penguins", a mysterious underground gang.

Shinmachi is just north of the school. The warehouse is on the east side
of town, but the guy at the door won't let you in. As you leave, a man in
red stops you and asks if you're here to buy "that". Daichi starts to ask
what "that" is, but Hinako stops him. Thinking you're a customer, the man
leads you to a manhole and says you can get to the Mamejima warehouse
through the sewer.

Go down the manhole, and up the ladder to the SE. You'll end up in the
warehouse. Ride the conveyor belts to the stairs in the NW. Don't forget
to check the boxes. A girl on the second floor can heal you or save your
game.

The Twilight Penguins have Mr. Mamejima cornered in his office, and are
demanding that he hand over the "merchandise". Mamejima claims not to know
anything. Daichi yells at them to let Mamejima go. The Penguins attack
you. After you defeat them, the head Penguin asks if you've come to buy
the test questions from Mamajima. Daichi accuses the Penguins of stealing
the questions.

Before the head penguin can answer, Beatrice Kanuma arrives with some
security guards and tries to arrest him for his role in the theft of the
questions, as well as the kidnapping at the track meet. Kamifukuoka (the
head penguin) says he didn't have anything to do with the kidnapping, and
only came to the warehouse to retriee the questions that were stolen from
him. It was Mamejima himself who stole the questions in order to sell them
on the black market. However, it looks like he's already sold them to som
eone. Kamifukuoka jump past the guards and escapes.

Beatrice introduces herself and gives you her phone number. She tells you
to keep what happened here a secret. The guards take Mamejima away.

After they've left, Daichi notices that Mamejima dropped something. It's a
Silver ID Card, used by class and club officers. Mamejima must have used
the card to steal the test questions. With this card, you can open some of
the locked doors.

Items in the sewer/warehouse: Cardboard House (2), Answer List, Mirror,
Leather Shoes, Judo Gi, Sailor Suit, Eyemask, Houraimin A, Kungfu Shoes

So if the Twilight Penguins weren't the thieves, who was Mamejima working
for? Mamejima was arrested, but claimed he was just hired help, and didn't
know exactly who had hired him.

---Chapter 4: June 13

This is the one part of the story that I know is different, depending on
the gender of the main character. This section is written for the female
character.

You and Julia are talking in your room when Hinako rushes in. She says
that boys have been disappearing from the boys' dorm. Julia wonders if
everyone's just gone home for summer vacation, but Hinako says that no one
in the boys' dorm has enough money for that. Daichi and Haru also live in
the boys' dorm, so you decide to go check on them.

Go to the north block. You can now get to the boys' dorm. Daichi and Haru
are waiting by the entrance. Daichi says that 20 people have disappeared
this month. The students have gotten so scared that they don't want to go
inside the dorms.

There is a big, unused dorm in the back of the campus. To get there, go
into the 2-story building near the front. There is a door under some stair
on the east side of the building. There is a secret passage behind the
door that leads to the other side of the building.

Isaac, Julia's boyfriend, lives in the building behind the 2-story one. He
is a star baseball player who came to Hourai Academy to be with Julia. The
boy in the room next to Isaac's will give you a Tarot Card. It will come
in usefull when fighting ghosts.

Go west out of the building. The abandoned dorm is to the north. When you
get there, Isaac comes running after you. He's desperate to see Julia, but
can't get past the guards at the girls' dorm. He offers to help you in
exchange for helping him see Julia.

Side note: Once Isaac joins, you'll be able to get to the higher levels of
the girls' dorm. Go explore. There isn't any story there (for the female
character, anyway), but there is treasure to find and one of the 7 wonders.
Items in the girls' dorm: Fanletter, Climbing Shoes, Metal Harisen,
Hammock, Bug Glasses, Bead Necklace, Eyemask, Nurse Hat, Medicine, Toe
Shoes, Leotard, Pendant (3), Cinderella Shoes, Ponytail, Cardboard House,
Kungfu Shoes, Barrette, Martial-arts Video, Canned Coffee, Magro Ball,
Meat Pie

The inside of the abandoned dorm building is a maze. The key to the maze
is the two bathroom doors. Right open/Left closed = Right. Right
closed/Left open = Left. Both closed = forward. Both open = back. Go the
wrong way, and you'll end up back at the beginning.

After a few rooms, you'll find a boy who tells you that there's a big
monster to the south, and a ghostly girl's voice coming from the north.
Investigate the girl's voice first. Go north twice, and you'll find Misato
in the NW corner. Talk to her and she'll join you. Then go left to go back
to the main path.

Eventually, you'll come to a room with fire blocking the door. There's a
magic circle drawn on the floor and a boy collapsed beside it. Talk to the
boy and Devil Jinn will appear and attack you. You'll need to use club
techs against Devil Jinn, as physical attacks won't work.

After you defeat Devil Jinn, Everyone escapes. The boy is a member of the
Occult Club, and was trying a new spell. He was trying to summon a wind
spirit to take him home, but summoned Devil Jinn by mistake. That means
the missing students are okay, but heaven only knows where Devil Jinn sent
them.

Julia arrives, looking for Isaac. After their reunion, Julia joins your
party.

---Chapter 5: July 7

The Hospo group meets at Flapper Coffeehouse. Everyone is bored because of
summer vacation, so they decide to go away somewhere. Haru suggests the
Star Festival in Uchina Village. Everyone agrees, and you decide to meet
back at Flapper once you're ready to go.

Stock up on items, switch clubs, etc., then go back to Flapper. You wait
until nightfall to leave. Two students come in complaining about the new
school rule, the "Curfew Rule". It states that students aren't allowed out
at night. Fortunately, most still don't follow it, and the security guards
haven't started cracking down. You'd better get to Uchina before they
start.

There is an old park in the forest to the NW. You should be able to get to
Uchina through there. To get to the park, try to go through the trees NW
of Shinmachi. When you enter, a security guard blocks your way and yells
at you to go back to your dorm. You hide on the other side of the bushes
until he leaves.

Make your way through the park, making sure not to get caught by the
guards. Fortunately, the guard only look at what's directly in front of
them, and they can't see through the bushes. You can get right up behind
them, and they won't notice. If you do get caught, you'll have to start
over. After leaving the park, go west to Uchina.

On the second floor of the inn are Professor Daiouji and Principal Ayame.
They also came for the Star Festival. The tradition at the Star Festival
is for a girl to be chosen to act as a priestess, and go to Yumi Island in
the NW to make an offering for the prosperity of the village. It's also
said that events in the coming year can by foretold through the motions of
the stars during the festival. Check the refrigerator in a house on the
north side for a Strength Dumpling.

However, it looks like they're a bit late getting ready. Go see the mayor
in the big house. He tells you that the prayer book used in the festival
has been stolen. The thief fled toward Sutemura in the north, but they
were unable to catch him. Hinako says you'll go get the prayer book back.
The mayor says that you should stay in the inn tonight and set out for
Sutemura in the morning.

Side note: If you paid to have the train tracks fixed, the train to Uchina
will be running now.

The cave to Sutemura is north of Uchina. Be careful of the lava. Stepping
on it will cause damage.

Items in the cave: Snow Goggles, Medicine, Fanletter

When you exit the cave, you'll be right next to Sutemura. If you have any
characters who need new clubs, head east. The Eastern Medicine Club (which
is VERY useful) is there.

Sutemura, as you might expect from the name, is abandoned. There is a
traveling salesman for Mamejima Sports in one of the houses, who can sell
you some new gear. There is a secret passage in that house leading to a
cabinet containing a Answer List. Another house has a passage leading to a
nurse office.

Go into the house with 3 doors. The Twilight Penguins are there. Daichi
accuses them of stealing the prayer book, but they say they're just there
for summer school. They jump over you and escape. You chase them outside
and the head penguin fights you.

After you win, the head penguin goes flying (gee, did you hit him that
hard?). He falls through the roof of the house, knocking over a table. You
go into the house to look for the prayer book. Haru finds something on the
floor. It turns out to be the official text of the Curfew Rule. Only
someone from security would have this. It looks like someone other than
the Penguins has been here.

There was a staircase under the table the head penguin knocked over. The
real thief must have escaped through this staircase. You go to
investigate. The stairs lead to a sewer. The same shovel insignia you saw
in the cave where Hinako was kidnapped is on the wall.

Items in the sewer: Bath Salts, Hammock, Shroud, Sleep Gas, Airgun,
Medicine, Baseball Cap

The sewer leads to Yumi Island. The shrine used during the Star Festival
is there. When you enter, you here someone talking. A woman complains that
what she thought was "that Rule" turned out to be just a prayer book. She
needs to find the next Rule, or she will have hypnotized the council into
passing the Curfew Rule for nothing. Daichi recogizes the voice- it's
Rachel, the guidance counselor, a.k.a. the red-haired teacher who
convinced the council to have the joust competition. She notices you and
chases you out of the shrine.

Outside, you try to make a flashy introduction, but Daichi slips in the
middle of introducing himself. Hinako asks why she decieved the council
and stole the prayer book. Rachel is disgusted with the lack of discipline
among the students at Hourai. Everyone cuts class, works after school, and
parties at night. She joined "them" to bring order back to the school.
Hinako asks who "they" are, but Rachel won't tell you. She attacks you.

After you defeat Rachel, you go into the shrine and find the prayer book.
Before leaving, check the desk in the SE for a Corset.

Now you just have to go back to Uchina and return the book. When you get
to the entrance to the sewer, you see a boat go by. Pick someone to call
out to it (either Daichi, Hinako or Haru). Hinako is the best choice. Keep
calling until the boat gets near the island. Daichi will try to imitate
Hinako's voice, and scare the boat away. Frustrated at having to go
through the tunnel again, Daichi yells at the boat. This time, it comes
back. Uchina's mayor is on it. He says they ran because they thought
Daichi was a monster. Everyone gets on the boat and rides back to Uchina.

Back at the mayor's house, you return the prayer book. Now the Star
Festival can start. As romantic as the festival is, it would be a shame
not to spend it with someone special. Pick someone to spend it with.

There's a man in white by a house in the SW. He runs a shooting gallery
game. Each play costs 200G. You have 5 shots. Press the A button to shoot.
You have to hit the animals while they're sleeping, or it won't count. The
more targets you hit, the more prizes tickets you'll get. You can trade
the prize tickets for prizes later.

Talk to the mayor again when you're ready for the festival to start.

Although Rachel's attempt to control the school through hypnosis has
failed, what was the "Rule" she was looking for? Who are the "they" she
was working for?

---Chapter 6: August 19

Hinako rushes into your room to wake you up. If you don't hurry, you'll
miss the plane. Your class leaves today on a class trip to Africa.

You and Hinako board the plane. Meanwhile, Daichi, Haru and Ayame are in
the cockpit. The plane takes off.

You ask Hinako where Isaac and Julia are. They're not on this trip, since
it's only for the 2nd-year students. Miss Adachi is sitting in the front
row. Go to the cockpit and talk to Daichi and Haru, then go back to your
seat.

Later that night, the stewardess starts to give her welcome-aboard speech.
Suddenly, alarms start going off. The plane is caught in a storm. Everyone
starts to panic, despite Adachi's attempts to calm them down. The plane
starts to lose altitude, and eventually crashes.

Later, you wake up on a beach. You've been unconscious for a while, and
your friends were getting worried. Daichi was about to give you
mouth-to-mouth. Lifeboats and the remains of your luggage are strewn
about. No one knows where you've landed, but Haru doesn't think you're
that far from Utsuho Island. Hinako notices Miss Adachi passed out on the
other side of the beach. You go to check on her. After she wakes up,
Hinako notices fish scales stuck to her mouth, and fish skeleton in her
hand. Did she eat a fish whole?

Miss Adachi suggests that you go into the jungle to look for food and
water, and to see if any other students survived. She joins your party.

On the west side of the beach if a boy trying to catch some fish. Maybe
you should check back later to see if he catches anything...

Go north, then east. You see a boy being chased by an elephant. Fight off
the elephant for him. The boy introduces himself as Mitsurin. He lives in
a village to the NE. He joins your party. Go through the cave to the
south, or around the jungle to the NE.

Items on the beach/jungle/caves: Cardboard House(2), Medicinal Herb,
Medicine, Eyemask (2), Fanletter, Pokkuri, Barrette, Slingshot, Kitchen
Knife, Kenpo Gi, Blackjack, Sakurachiru, Magro Ball, Worn-out Dustcloth,
Starfish Wig

Turn south at the intersection. There's a building there now. It's the
jungle school. It's camouflaged, so you can only go there with Mitsurin in
the party. The three Jungle-type clubs are in there.

Head east and south. When the path goes into the trees, try going west.
There's a secret path leading back to the beach. It's blocked now, but it
will be open after you get to the village.

When you get to Mitsurin's village, Hinako wants to go tell the others
right away, but Adachi thinks they should look around some more first.
Oddly enough, you find some Hourai students there! Their plane also
crashed on this island, 5 years ago. They taught the natives how to read
and write, and how to run shops.

Side note: Go back to the beach now and talk to the boy who was fishing.
If you don't, you won't be able to get Hitoderon later on.

Go see the village elder, who lives in the big house in the east.
Principal Ayame is already there. She seems surprised to see you.
Apparently, she wants to get into the ruins to the north of the village,
but the village elder won't permit it. She was to search the ruins for
ancient artifacts. Who would have thought Ayame was interested in
archaeology?

The village elder agrees to let the students stay in the village for a
while. Everyone goes to sleep in the next room. Will you ever get back to
Hourai Academy?

---Chapter 7. September 1

In the middle of the night, Ayame sneaks away. Daichi wakes up, yelling
about a fight between a starfish and a penguin, but it's just a dream.

The next morning, get up and leave the village. A villager comes running
into the village screaming that somethng terrible has happened. Ayame has
broken into the ruins. You'll have to go get her out.

Go NW from the village to get to the ruins. The man standing in front of
it can heal you or save your game. Inside the ruins, there are guides, who
can lead you back to the entrance if you get lost or wounded.

Check a coffin on the east side of B1 for the Tool Box. It will come in
handy later. A switch on the west side will open the door in the middle
section.

Go down the east stairs to B2. The statue in the hospital will heal your
HP and GP. A switch in the SE corner opens the first door. Behind the door
is a switch to open the other door, and a staircase. Both are slightly
hidden, so look carefully.

Go down the stairs. A plaque on the wall says that the "Ancient Power"
sleeps behind the sealed door. Search one of the pots to find the Ruins
Key.

Go back to the west side of B2. Use the Ruins Key to unlock the locked
door. Drop down the hole in the floor. Get the Headgear from the pot, then
drop down the hole again. Go up the stairs until you get back to B2.
There's a pile of junk in the room. Haru recognizes the parts as a robot.
He'll use the Tool Box to fix it. The robot is named D-51. He joins the
party.

Go back to B3 and pull the switch to open the door. Keep up the pattern of
switches and doors. Beware the spikes. The switch to lower them is in a
statue on B4. If you're impatient, you can go ahead and walk over them,
but you'll take damage. There's also a weapon shop on B4.

The last switch is behind the spikes. After flipping it, go past the
hospital and up the stairs to the NW. The door should be open. Search the
pot on the dais. There's a book inside. Adachi recognizes it as belonging
to Mr. Hokita, the founder of Hourai Academy. That means Mr. Hokita must
have come to this island, too!

After you get the book, Ayame arrives. She asks to see the book. When you
go to show it to her, the floor collapses.

Items in the ruins: Tool Box, Ruins Key, Headgear, Cardboard House, Tough
Axe, Rule Book

After you fall, Ayame tries to take the book from Adachi, but Adachi
wakes up before she can. She rushes out, dropping her Gold Card. Adachi
finds the card.

You've fallen into some kind of mine. There must be a way back to the
surface somewhere.

Go through the mine until you reach the river. There's boat there! It must
have been left by a previous visitor to the ruins.

Items in the mine: Gold ID card, Triangle Hat, Skate Shoes, Familiar
Dress, Compound Armor, Cameo, Cardboard House

Ride along the river. The scenery should start to look familiar. Then, you
see a pink skyscraper in the distance. It's the girls' dorm! You're still
on Utsuho Island! You ride to Shinobazu Lake and get off the boat.

It turns out that the plane only made it 3 kilometers before crashing back
into Utsuho Island. Fortunately, all the students survived, and made it
back to Hourai. However, some seem to have driven mad by their experiences
in the jungle. One claims to have danced with sunflowers. However, what
was Ayame doing in the ruins? And what were they looking for in that mine?

---Chapter 8: October 9

You and Daichi enter the classroom building. Some students are standing
around the bulletin board, complaining that the price of items has gone
up. It happens every year around the time of the School Festival, but they
seem a little higher that usual this year. There's also a new rule-
Students are no longer allowed to socialize with students of the opposite
sex, not even if they're family.

Later, you discuss it at the Hospo HQ. With Rachel out of the picture, who
is making these strange rules? According to Haru's computer network, while
you were away during summer vacation, the price of items went up, and
underground shops started appearing at the Track. It looks like the Track
is the first place to investigate.

Side note: You can now get to the Patrol HQ north of Shinobazu Lake. You
can find the Imitation Masamune in the refrigerator.

It seems that Shin had advocated the new rule. One students thinks that
because he couldn't get girls, he wanted to keep everyone else from doing
so, too. There's also talk about how he managed to become the 3rd-year
class's class representative, despite the fact that he only just
transfered here. He would often treat people, especially girls, to
expensive meals, so perhaps he bribed his way onto the council.

The Track is SE of the east block. When you get there, Shin is arguing
with some security guards. The guards have stopped him, thinking he's
looking for the underground shop, but he's really going to see the
Inventor Club. He was invited to help them build their robot, Invincible
#22, for the festival. Mr. Mamejima and Roku are there selling things.

Once you leave the Track, the ground start shaking. The Inventor Club's
robot has gone berserk! Two of the club members run up and say that Shin
has stolen Invincible #22. He's planned this from the start.

Haru isn't too worried about the robot. The Inventor Club's stuff is
always flawed, and often goes haywire. Besides, given the robot's height
and weight, it must be mostly hollow inside. Hinako doesn't think it just
went haywire, though. Shin must have had something to do with it.

Beatrice Kanuma comes to clear the area. One of her guards tells her that
the robot is heading for the Administration building. Shin is still bitter
about losing the election, and wants to destroy the building in revenge.

Someone has to stop the robot, but how will you get it? Just then, a plane
flies by. Maybe you can use the plane to get near the robot. You follow
the plane to the Engineer Club HQ. Daichi just jumps in and takes the
plane, ignoring the club members' warnings about it being low of fuel.

Daichi tries to fly it near the robot, but you run out of fuel. Everyone
jumps out of the plane and into the robot before it crashes.

You've landed somewhere around the robot's stomach. Haru thinks that the
control room is in the robot's head.

The doors can be opened by pressing the red switches on the wall. Check
the blue screens for information and clues about the robot. One of the has
this clue: "Amatsu 362, Utsuho 0".

There is a Mamejima Sports vendor on the 4th floor. And yes, they really
did install toilets inside the robot. Were they expecting visitors?

The door to the control room is locked. If you looked at the blue screen
containing the password, Haru will enter it and the door will open. If
not, go find the password and try again.

Shin is inside the control room. Hinako asks him if he's one of Rachel's
comrades. Shin says that he and Rachel belong to the same group, but he
ranks higher. He was sent to Hourai by this group, with orders to take
over the student council. However, he lost the election, and no one is
obeying the rules he had them pass. Since he failed his mission, he can't
return. So he stole the robot to force everyone to obey his rules. Haru
comments that the robot is too junky to be of any use. Shin loses his
temper and attacks. AFter you beat him, you get the robot under control.

Items in the robot: Cardboard House, Sakurachiru, New Engine, Houraimin Z,
Jumpsuit, Loveletter, Manipulator, Wetsuit, Charm Katana, Answer Book,
Bath Salts, Strength Dumpling, Eyemask, Sleep Gas, Relax CD, Senbon Nokku

Later that night, the School Festival is held. There are many booths to
see. At one, you'll find Chihaya, who you can hire for 1000G.

The festival is held in Suzuna Forest, in the east block. There are stores
in caves here. Search a pile of rocks for a Answer Book. You can also
visit the Musketeers HQ to the south. Search the weapon collection there
for a Rapier and a Crab Claw.

Later, go to the Assembly Hall. The new Miss Hourai and Mister Hourai will
be announced. Miss Hourai is Shishidou Akiko, a first-year student. Mister
Hourai is Kusanagi Yashichi, of the Patrol Squad.

After the festival, item prices return to normal.

---Chapter 9: November 11

Another month, another new rule. This time, there are new restrictions on
using the toilets. In order to build up the students' endurance, they're
now only allowed to go to the toilet 3 times a day. Daichi runs off to
answer the call of nature. You need to do the same. Go find an empty
bathroom quick! Check all the toilets you can find. All the toilets in the
classroom building are taken (There's a Twilight Penguin in Ayame's
bathroom!). The bathrooms in the Administration building and the Musketeer
HQ are all taken, too.

The only empty one is in the back of the Assembly Hall. While you're
there, search around. One of the items you can find is a Fairy Gyps.

Go in the bathroom and.. um... go. When you're done, Miwasaka of the
Patrol Squad is waiting for you outside. He claims to know something about
the organization you've been investigating. He asks you to meet him in the
VIP toilet in the Administration building.

Later, you, Hinako and Haru agree you should see what Miwasaka knows.
Daichi finally runs in. The toilets were all crowded, and it took him a
while to find one.

When you leave the classroom building, a security guard and some students
are gathered around a spot on the wall. It seems *someone* used that spot
as a makeshift toilet.

Go to the VIP toilet on the 3rd floor of the Administration building. When
you get there, Miwasaka isn't there. But Roku and a group of strange men
like the ones who kidnapped Hinako are. Roku used a false lead to lure you
into his trap. Daichi accuses Roku of betraying them, but Roku says he's
the one who was betrayed. He feels like the Hospo group abandoned him
after he was injured.

Roku's men throw you in a cell. Beatrice Kanuma, Kamifukuoka, and some
security guards are also there. Beatrice tells you that the group you're
after is called "Kouzan Nostra" (a pun on Cosa Nostra. Kouzan means
"mine"). They're trying to take over the school, and need a certain item
to do it. They built secret passages in the bathrooms in order to move
around the campus and look for this thing. She and her guards were caught
while trying to close off one of the tunnels. Kamifukuoka says that the
Kouzan Nostra is the Twilight Penguins' main target. He found this base
and tried to sneak in to find out who was running it, but got caught. He
decides to join you (over Beatrice's objections) to help fight them.

Kamifukuoka opens the cell door with a key he found while sneaking in.
Beatrice and her guards leave.

Leave the cell and go through the tunnel. At the other end, you hear Roku
talking. One of his men runs in and says they've found what they were
looking for. Whatever it was, it was in the Student Council President's
desk.

Side note: Is it my imagination, or are the green demon monsters carrying
toilet plungers?

Items in the Kouzan Nostra base: #2 Button, Starfish Staff, Relax CD,
Magro Ball, Cardboard House

When you get out of the tunnel, Roku is waiting for you. He blames you for
"stealing" Hospo from him. He attacks you (and yes, he's flipping you the
bird:)).

After you when, Roku threatens to blow up the base. He runs to the stairs,
but Miwasaka stops him. He came back to look for treasure. He takes Roku
with him and leaves.

Daichi notices that Roku dropped something when he ran into Miwasaka. It
looks like an old pencil. Is this what they were looking for? How is a
pencil going to help them take over the school?

---Chapter 10: December 23

After class, you go into the Hospo HQ. Someone pushes past you. He
delivers two letters addressed to you. Haru thinks maybe they're
loveletters. #1 is from the Patrol Squad, and #2 is from the Musketeers.
They both want your help. It doesn't matter which one you pick, though.
You get the same story either way.

Go to whichever HQ you decided to help. The person you meet tells you that
Yashichi, of the Patrol Squad, was kidnapped in Shinmachi yesterday. The
culprit appears to have been the Kouzan Nostra.

Shinmachi is infested with Santa Claus impersonators. Talk to the
townspeople. There's something suspicious about the Santas this year.
People have been disappearing from town.

After talking to everyone, go into Hakuba Cafe to discuss what you've
learned. You decide to talk to the Santas and find out where they were
yesterday. Talk to all the Santas (there are 9, and you have to go through
the sewers to find one), then go back to Hakuba.
The alibis:
Santa A: I was in Yakiniku from 3:00 to 4:00. I saw Yashichi
        there.
Santa B: I was eating in Yakiniku from 3:20 to 5:00, but I never
        saw Yashichi.
Santa C: I was in Yakiniku from 4:20 to 5:20.
Santa D: I was with the street vendors from 4:00 to 5:00. I saw
        Yashichi, but nothing seemed strange.
Santa E: I was with the street vendors from 4:20 to 5:00.
Santa F: I was doing research for my club by the street vendors
        from 4:40 to 6:00.
Santa G: I was in the hospital from 5:00 to 6:00, but I don't
        remember seeing any of the Patrol Squad there.
Santa H: I was in the hospital from 3:20 to 4:40, but I never saw
        Yashichi.
Santa I: I was in the Hospital from 3:20 to 4:20.

Once you've talked to all the Santas, it's time to figure out who doesn't
have an alibi. If one of the Santas was in the company of at least one
other Santa all the time, he's in the clear. First, decide who's in the
clear from the Yakiniku Santas, then the street vendor Santas, then the
hospital Santas. You can rule out Santas C, E and I. Now you should go
talk to the other 6 again.

Santa A is in Yakiniku. Now he claims he was in Yakiniku making a birthday
present for the Head Penguin. The Head Penguin himself conveniently drops
from the ceiling to back up his story.
Santas B and D are at the north end of town. It turns out the two were
together. Their classes fought against each other in the joust
competition, and there's been bad blood between them. They've been meeting
in secret to try to figure out how to get the classes to make up.
Santas F and G are standing together behind a building in the east.
They're members of the Hard Rock club, and have been practicing their
music in the sewer because the council won't let them practice anywhere
else. They were in the sewer together during the kidnapping.

That leaves Santa H, but he's probably already fled Shinmachi. Leave town,
and you'll see Santa H running toward Hachirou Shrine. Follow him to the
shrine. The Santa runs down a staircase hidden under a water trough. By
the time you get to it, it's closed. You'll have to find how to open it.

Go into the eastern building of the shrine. There is a switch hidden
behind a picture on the north wall. Press it. When you get outside, the
hidden passage will be open.

The stairs lead to an underground tunnel. There's lava here, but you have
no choice but to walk on it.

The tunnel leads to another underground base. Go to the double doors.
Santa H is inside, with Yashichi and Akiko. He says he thought he'd let
them live until they'd taken over the school, but that is no longer
possible. You rush in to stop him.

After you defeat the Santas, Akiko runs away. Yashichi explains that he
saw the principal exit the shrine with the fake Santa. He tried to follow
them to find out why they'd be out so late at night, but he was attacked
from behind. Yashichi decides to join you.

Items in the tunnel: Youichi's Bow, Cardboard House, Bath Salts,
Martial-arts Video, Traffic Sign, Antibiotic, Hammock

Later, back at Shinmachi, they've set up a big Christmas Tree. The star on
top of it is alive! It's Hitoderon! If you rescued Hitoderon from the
fisherman in the jungle earlier, he'll join your party.

---Chapter 11: January 8

Side note: You can now get to Fueno Forest near the Boys' Dorm.

A new rule has been announced. This rule divides the students into three
shifts- morning, afternoon and night. Now the students have to study in
these shifts.

After class, everyone gathers in the Hospo HQ. Hinako has found something
out. The history professor, Prof. Daiouji, is planning to make an
announcment concerning the rules they've been looking for. Professor
Daiouji works at the Research Lab to the west.

Haru's phone rings. It's Principal Ayame. She's at the Research Lab and
she's calling for help! Some strange people have appeared at the lab.
Before she can say any more, the line goes dead.

Head west from the Girls' Dorm to get to the Research Lab. Ayame (Hmm, why
is her picture facing the other way?) runs to meet you at the gate. She
says that one of the people who attacked the lab is still in one of the
buildings. You run in to investigate. No one seems to be inside. Ayame
shuts the door behind you and locks it.

There is someone inside after all. Naga, another Kouzan Nostra agent, is
waiting for you in one of the offices. He says that theor boss, Jomra, is
looking for one of the rules in the archaeology lab.

In the biology lab, the second building from the back, there is a Silver
Bell in one of the cabinets. One of the scientists on the lower floor says
that Nyanta, a giant cat he found on the island, has run away because he
didn't give him the food he liked.

The archaeology lab in in the far north. On the first floor, there is a
Answer List in one of the cabinets. There's a Memo Pad and a Iron Band in
one on the second floor.

Professor Daiouji's office is on the second floor. Search a bookshelf to
find an old ledger. Jomra enters, followed by Naga. THey've captured
Professor Daiouji. He wants the ledger, or he'll kill Daiouji. Jomra takes
the ledger from you and leaves. Naga attacks you.

After you defeat Naga, he runs away. You check on Professor Daiouji. He
yells at you for giving Jomra the ledger. The ledger contained the last
rule. Now they have all of them. With these rules, they'll be able to take
over the school. Now the only way to save the school is to find the "3
items". Daiouji retrieves a book (by standing on Daichi's shoulders). The
book contains old student council records. They've dealt with the evil
rules before, and used 3 items to counteract them. They are "Hokita's Rule
Book", "The 100-year Pencil" and "The Oldest Student ID Card".
Fortunately, you already have 2 of them. You found Hokita's Rule Book in
the jungle ruins, and you got the 100-year Pencil from Roku.

Daiouji says he was lured into Jomra's trap by Principal Ayame. She must
be working for the Kouzan Nostra, too.

Now all you have to do is find the third item before the Kouzan Nostra do.
Professor Daiouji joins you to help look for it..

---Chapter 12: February 14

Another of the evil rules has been put in place. Now, all students are
required to wear the same clothing.

Everyone meets at the Research Lab. Principal Ayame is still missing. She
often disappears suddenly, so it may not mean anything. Daiouji says that
the place to look for the third item is in an abandoned factory near
Amatsudake Mountain.

Amatsudake Mountain is south of the Research Lab. It looks like there was
a mine here, too.

Near the top of the mountain, there are rooms with a weak floor. Take a
good look at the floor before walking anywhere. The floor tiles that look
different are holes.

Items on Amatsudake Mountain: Cardboard House (3), Crab Claw, Study Hat,
Instant Camera, Oxygen Mask, Loveletter, Relax CD, Starfish Armor, Senbon
Nokku, Hammock, Soccer Shoes, Stone Armor, Wool Sweater, Cinderella Shoes,
Encyclopedia, White Veil, Bath Salts

Once you exit the mountain, head south into the jungle.

To the west of the jungle entrance is a hidden path through the trees. You
can find a Power Glove there.

Nyanta, the runaway cat from the Research Lab, is wandering around the
eastern side of the jungle. If you're carrying a Cat Food when you talk to
him, he'll join you.

Look for a break in the trees on the west side of the jungle. There's a
train station there. If you paid to fix the track, you can ride it back to
Hourai.

The factory is to the west. The faded sign above the door says "Amatsu
Keystone Factory". But what's a keystone?

Two security guards push past you, insisting that the factory is abandoned
and there's nothing to find. Gee, they're in an awfully big hurry to find
nothing.

A book inside says the following:
"Employee Regulations:
1. Employees will exercise every morning in order to stay in shape for
work.
2. Employees are not allowed outside their rooms after 8 PM.
3. Employees are not to socialize with women.
4. Employees are allowed 3 toilet breaks pf 1 minute each per day.
5. Employees work in three shifts- morning, afternoon and night.
6. In order to work more efficiently, employees are to be refered to by
their employee number."
Hmmm, these sound awfully familiar.

The two security guards are inside the factory. They're found the Oldest
Student ID Card, but as soon as they touch it, they both disappear. You
rush to investigate. You hear Naga's voice. He says that was the power of
the final evil rule. It had sealed the ID card away, but the guards broke
the seal. One of Naga's henchmen swoops down and grabs the card. Naga
stops you from running after him and attacks. After you beat him, you'll
get an Excalibur sword.

After fighting Naga, go after the henchmen. In the next room, you hear the
sounds of a fight, and one of the henchmen begging for mercy. Beatrice and
her guards have caught them. She gives you the ID card and tells you to
take care of the rest of Kouzan Nostra. Before she leaves, she says that
they plan to use the evil rules are the class assembly being held in the
Assembly Hall. You'll need the 3 items to stop them.

Items in the jungle/factory: Power Glove, Rambo Scarf, Mamejima Knuckles,
London Boots, Green Beret, Strong Shoulderpads, Paper Crane, Cat Ears,
Cardboard House, Relax CD, Iron Knuckles

---Chapter 13. March 25

The last rule has been put into place. Now all students are to be called
by their student number, for the sake of "efficiency". The rule holds even
when students are in their dorm or outside the school.

Some students discuss the rule and the upcoming assembly. The students
going to the assembly all look hypnotized. Maybe they should go see what's
going on there. Just peeking in a little won't hurt...

In the Assembly Hall, the students listen quietly to what a Kouzan Nostra
henchman says...

You have to get into the Assembly Hall and stop them. Daichi suggests
dropping in from the roof. The Aviation club has a plane waiting on the
roof of the building. Go to the roof and talk to the people waiting there.
After you take off for the Assembly Hall, you won't be able to tun back
until you reach the bottom floor, so make sure you're prepared.

You take off and land on the roof of the Assembly Hall. The hole you made
when you fell through is still there. Everyone jumps through.

After you fall through the hole, go into the room to the left and press
the button on the wall. It will open the door nearby. Next, go press the
button in the NW corner. Go through the door that just opened and press
the button there. The door leading to the stairs will open.

In the room below, there's a brown tile on the floor. Step on it to drop
down in to the storage room outside the main hall. You barge in on the
Kouzan Nostra leader's speech. You rush the stage and demand that he
surrender. However, he still has the students under his control. He calls
some of them to stop you. Before they can attack, some members of the
Twilight Penguins, Patrol Squad and Musketeers run in and stop them. The
leader threatens to use his secret technique, but Hinako just boots him
off the stage. The students are freed from his spell, and everyone flees
the building.

Now you have to find Jomra. Jomra enter through a door behind you,
followed by two women, both of whom look exactly like principal Ayame. One
of them is Ayame. The other is Tsukishiro Kaname, Ayame's twin sister, and
high priestess of the Kouzan Nostra. Now that he has both sisters, he can
control both Hourai Academy and the Kouzan Nostra. Jomra and the sisters
attack.

After you beat them, Jomra flees. You check on Ayame. Ayame explains that
she and Kaname are twins, and that Kaname disappeared suddenly when they
were children. The Kouzan Nostra must have kidnapped her and brainwashed
her into being their priestess. The woman you saw in the jungle ruins and
at the research lab was Kaname, not Ayame.

Go through the door and down the stairs. It leads to a cave. Along the
way, you'll meet several Kouzan Nostra members. They tell you that they
were born and raised in this cave, as were their parents. Many have never
been outside. Now they seem to be planning to finally go back to the
surface.
One of them says that Kaname hid something special in their temple to the
god Mogemoge.

Mr. Mamejima is in the hospital on B8. He offers to sell you some good
stuff for cheap. After all, if the Kouzan Nostra took over Hourai Academy,
it would mean the end of his business.

Items in the Kouzan Nostra base: Tiara, Captain Mark, Roller Skates,
Legendary Fist, Safety Shoes, Horror Saw, Origami Paper, Relax CD, Noh
Mask, Encyclopedia, Hypnotic Strobe

Jomra is in the temple on B9. Daichi demands to know what he's been
planning. Jomra says that a powerful ore can be found on Utsuho Island.
The Kouzan Nostra are the descendants of miners who came looking for the
ore. But while they were underground mining, Hourai Academy suddenly came
and stole their land. They've been trapped underground, waiting for a
chance at revenge. They tried to destroy the school 40 years ago, but
failed.

But this time, Jomra has a better plan. He takes out a round stone. It's a
"Keystone", like they made in the factory. The Keystones are made from the
Utsuho's special ore. It's said that it will grant the wishes of whoever
has it. Daichi asks if he plans to get revenge on Hourai Academy with it.
Jomra says he has bigger plans. Kaname, Mogemoge, their plans to escape to
the surface- these were all just a front for his real plans. He formed the
Kouzan Nostra in order to find the Keystone and take over the world.

Several Kouzan Nostra men run into the room. They heard a noise and came
to see of Jomra was all right, and to see if Kaname is still on the
surface. Jomra tells them not to worry, and that he'll use the power given
to him by Mogemoge to take care of you. He tells them to open the temple's
door to the Mogemoge idol. You aren't particularly impressed by his
statue, and that makes him madder. He uses the power of the Keystone to
transform into a monster and attacks.

After you defeat him, he turns back to normal. The ground suddenly begins
to shake. Jomra starts teleporting randomly. Daichi thinks he's trying to
escape, but something is wrong. The idol has started to move. Jomra
thought the idol was just an ordinary statue and had made up Mogemoge to
fool the Kouzan Nostra into following him, but apparently the statue was
the real thing after all. Now it, like Jomra, is intent on destroying all
surface-dwellers. It starts with Jomra. Suddenly, the "3 items" start to
glow. They were created to seal evil, so now they've activated. All dead
members are revived, and all your HP and GP are restored.

Now you're ready to fight Mogemoge. You have to defeat each level of the
statue. First the elephants on the bottom, then the tortoise, then
Mogemoge himself. Mogemoge has four weapons. You can attack them
individually. The scroll heals Mogemoge; the scythe does normal attacks;
The spear does a lightning attack against all characters; The skull does a
magic attack that can do 200+ points of damage. Mogemoge himself will
defend until all the weapons are gone. Mogemoge can kill characters
instantly.

Once you defeat Mogemoge, the temple starts to collapse. You escape as
quickly as you can.

---End.

You and Hospo have defeated the Kouzan Nostra and saved the school from
the evil rules, as well as reunited Ayame with her long-lost twin sister.
Hourai Academy returns to normal.

Everyone goes to the Assembly Hall for the closing ceremony. Of course,
you're late. Not only were you late for the opening ceremony, but the
closing ceremony, too!

Inside, Ayame gives a speech. She congradulates you for saving the school.
She says that the events of the previous year have given her new courage
and she can now continue as the principal. One of the students wonders
what she did to get that courage, and she yells that she's been through
alot. She tells you to go get your grades from your teacher, and suddenly
runs off the stage.

In class, Adachi gives you your grades. Adachi apparently gave you some
extra points in return for not telling anyone she ate a live fish after
the plane crash.

After this, you see your "grades". Adachi gives you a listing of your
final stats, how many friends you made and what friendship level they were
at, and your club rankings. Adachi gives you a summary of the events of
the game. What you see here depends on the gender of the hero, and how
many characters you found. She also tells you how many of the Seven
Wonders you found. If you found all 7, she says that this is the first
time in the history of the school that that has happened, and that she
knew you were special when she first met you. Next year, you'll be in the
3rd-year class. Adachi is teaching the 3rd-year students next year, so
you'll be in her class again.

Later, the Hospo team meets in their HQ. Hinako laments that they only
have one more year left at Hourai. Haru asks what happened to everyone
else.
Julia was promoted to 2nd-year. Isaac graduated, but decided to stay an
extra year because he was worried about Julia.
Adachi will be your homeroom teacher again next year.
Misato was finally able to leave for the next world.
D-51 is staying with Haru. Haru wants to study him some more and perhaps
make some upgrades.
Chihaya graduated, and plans to travel to Europe.
Kamifukuoka and Hitoderon have joined together to take over Utsuho Island.
Yashichi and Akiko have gone home for the break.
Daiouji returned to his lab, and has started a new research project.
Nyanta went to live in Mitsurin's village.
Mitsurin plans to attend Hourai starting in April. Haru thinks they should
recruit him for Hospo.
Kaname has started working in the school's office. She stands in for Ayame
when she has to leave.

Daichi wonders what the monster you fought was. Even Jomra was surprised
by it. Haru thinks that the Keystone reacted to the Kouzan Nostra's hatred
and created Mogemoge on its own. But what happened to the Keystone? It
must have been destroyed when the temple collapsed... right?

Everyone says goodbye in front of the class building. They'll all meet
again when the new school year starts in April.

..The credits roll...

Congradulations! You have finished Hourai Gakuen no Bouken!