-  Live-A-Live Walkthrough v2.02                  -Help support the
 -  By: Tzepish                                     anti-ASCII art
        (Blaine Nolan Higdon)                       movement!
        tzepish at gmail dot com



*******************************************************************************

 A.)  Introduction / Revision History


  I suppose an introduction is in order.  This walkthrough is based on
Live-A-Live translation v2.00 from the Aeon Genesis team.  Visit their site
at   http://agtp.romhack.net   .

  The version number on this guide is 2.02... no, it isn't a complete revamp
from the 1.xx versions or anything; I simply gave it the 2.xx label as a way
to show that it is based on the 2.00 translation.  So I sort of fudged the
version number a bit.  Here's a rough and dirty revision history:


  * v2.02 - 08/05/09
    - Minor clarifications added for Sundown in the Final chapter, the Cola
      Bottle's functionality, and finding the Basic Rock.

  * v2.01 - 08/23/08
    - Added two more effective strategies for learning techniques in Masaru's
      chapter.

  * v2.00 - 08/18/08
    - Updated the guide to reflect the names and conventions of the Aeon
      Genesis 2.00 translation.
    - Further text edits for clarity.
    - Changed the format of how story/boss battles are presented, giving more
      information on each boss.
    - Added other tags to the walkthrough to denote specific chapter
      sections, making it easier to skim the walkthrough and find the spots
      where you last left off.
    - Put attack/technique names in quotes, for readability.
    - Added clearer information on item creation in Pogo's chapter.
    - Added better battle strategies in Pogo's chapter.
    - Added more information on the differences between Li, Yuan, and Sammo
      in the Xin Shan Quan chapter.
    - Added more detailed strategies for the boss battles at the end of the
      Xin Shan Quan chapter.
    - Changed the kill order in Oboro's chapter (100 kills) to an easier,
      more efficient path.
    - Changed the path to take to acquire all of Goemon's treasures in
      Oboro's chapter; I found a path that's more efficient and results in
      acquiring all the treasures.
    - Rearranged the trap-finding walkthrough in Sundown's chapter for
      readability.
    - Added item statistics to the item creation portion of Akira's chapter.
    - Wrote much clearer directions for Oersted's chapter.
    - Added more detailed strategies for the boss battles at the end of
      Oersted's chapter.
    - Reformatted the walkthrough for Akira's dungeon in the Final chapter;
      hopefully it's less confusing now.
    - Added way more direction to the Forbidden Land in the Final chapter.

  * v1.05 - 08/04/07
    - Edited text for clarity.
    - Added control scheme.
    - Added more accurate information on certain boss battles.
    - Added the answers to some of the previous version's open questions.
    - Added a kill counter to Oboro's chapter for easier kill-tracking.
    - Added descriptions of the characters in Sundown's chapter, so it's
      possible to actually tell who I'm talking about when I mention
      characters by name.
    - Added the fourth start-point for Akira's dungeon in the Final chapter;
      I had left it out in the previous version because I didn't realize it
      existed.

  * v1.00 - 04/20/02
    - Initial Release (based on the 0.99 Live-A-Live translation)


  I have tried to write a spoiler-free walkthrough.
  Let's see how well I did.



*******************************************************************************

 B.)  Contents:


    A.)  Introduction / Revision History
    B.)  Contents
    C.)  How To Use This Guide
    D.)  Game Basics

    1.)  -Pogo-            Prehistoric Chapter     - Contact
    2.)  -Xin Shan Quan-   Kung Fu Chapter         - Inheritance
    3.)  -Oboro-           Bakumatsu Chapter       - Secret Orders
    4.)  -Sundown-         Old West Chapter        - Wandering
    5.)  -Masaru-          Present Day Chapter     - The Strongest
    6.)  -Akira-           Near Future Chapter     - Flow
    7.)  -Cube-            Science Fiction Chapter - Mechanical Heart
     7a.)  Captain Square

    8.)  -Oersted-         Medieval Chapter        - King of Demons
    9.)  -Final-           Final Chapter
     9a.)  Characters
     9b.)  Dungeons
     9c.)  Ariel Armor
     9d.)  Forbidden Land

    E.)  The End



*******************************************************************************

 C.)  How To Use This Guide:


  To skip to any section, use the Find/Search feature of your browser
(usually control+f) to search for its number followed by the period and right
parenthesis, just as it appears in the table of contents.  The numbers only
appear that way in the table of contents and at the beginnings of the
sections themselves.

  To skip to a particular chapter, you can also search for that chapter's
main character's name with a hyphen before and after it.  Again, their names
will only be written this way in the table of contents and at the beginning
of their respective sections.  For the final chapter, use "Final" for the
character name.

  Whenever there are optional areas or secrets to note, they will be
separated and tagged by !!! OPTIONAL !!! and !!! /OPTIONAL !!!

  Story/Boss battles will be designated by *** BATTLE and ***/BATTLE tags.
However, some story battles are simply too easy for me to bother wrapping
tags around, and others are redundant with the !!! OPTIONAL !!! tags.

  I'll be throwing other tags in as well, like *** ITEM CREATION and
*** TRAINING.  These tags exist simply so that you can use them as bookmarks
and better find your place in the walkthrough.

  In this walkthrough, the first seven chapters are written in chronological
order, since it seems to be the most logical order to present them in.  You
are free to do these first seven chapters in whatever order you wish.  From
there, the eighth and final chapters follow.



*******************************************************************************

 D.)  Game Basics:


Out of Battle Controls:
  D-Pad:     Move Character
  A Button:  Talk / Interact
  B Button:  Hold for Dash
  X Button:  Open Menu
  Y Button:  Character-Specific Action
  R Button:  ----
  L Button:  ----
  Start:     ----
  Select:    ----

In Battle Controls:
  D-Pad:     Move Character / Navigate Menu
  A Button:  Open Action Menu / Confirm Selection
  B Button:  Display Current HP / Cancel Selection / Close Menu
  X Button:  Auto-Select Most Recent Attack / Confirm Selection
  Y Button:  Pass some Time
  R Button:  Rotate Character Clockwise (takes time)
  L Button:  Rotate Character Counter-Clockwise (takes time)
  Start:     Pause the Game
  Select:    ----

In Menu Controls:
  D-Pad:     Navigate Menu
  A Button:  Confirm Selection
  B Button:  Cancel Selection / Close Menu
  X Button:  ----
  Y Button:  ----
  R Button:  Navigate Menu / Switch Characters (Equip Screen)
  L Button:  Navigate Menu / Switch Characters (Equip Screen)
  Start:     ----
  Select:    ----


  This game is a console RPG.
  I'm assuming you know the basics of console RPGs.

  You start by selecting a character and playing through that character's
scenario.  Eventually you will play them all, so your first selection doesn't
really matter; you can pick the character that seems most interesting to you,
or you can choose a chapter that's easier.  If you haven't played this game
before, I recommend Akira's ("Mecha!") or Pogo's ("Caveman!") chapter to
start with; these chapters are probably the most conventional RPG-like, and
they provide opportunities for levelling up and getting used to the battle
system.

  After you have completed each scenario, the final chapter will follow, in
which you have access to all characters.  The only items you can take into
the final chapter are those you have equipped on the main character at the
end of each scenario, so make sure to equip them with whatever you want to
keep before challenging the scenario's boss (I'll be reminding you again
before each boss anyway).

  Each of the first seven chapters can be replayed, in case you are
unsatisfied with your level or equipment, or for any other reason you might
want to repeat a chapter.  Once you begin the eighth chapter, though, you can
no longer redo any of them.

  I am going to assume you can figure out how the combat works.  Characters
can move and execute commands.  Everything you do takes a certain amount of
"time", and after enough actions have been taken (regardless of how they were
divided up amongst your team members), the enemies will take their turns.
For example, if you do nothing but run circles with one character, the
enemies will take their turns, even though your other characters haven't
acted.  In other words, the amount of time you have before the enemies act is
shared amongst your party members.

  Some commands have a "charge time" and take longer to execute than others.
While the character is charging, you can move and take actions with other
characters.

  You can pass your turn to other characters.  Sometimes it's advantageous
to pass your turns and take all of your party's actions with one character.
However, your characters will not gain much Experience unless they take
actions (use an item or a technique).  It seems that only one action needs
to be taken to get the normal amount of Experience.

  Also, you will be automatically healed after every battle.  If a character
falls in battle, that character can no longer be used in that battle - but
will recover completely after the battle is over.  Of course, if all your
characters fall, it's game over.

  Anyway, enough of this.  It only takes a few moments to figure everything
out.  Let's begin!



*******************************************************************************

 1.)  -Pogo-   Prehistoric Chapter - Contact:


  Pogo's chapter is long, somewhat difficult, and somewhat humorous.  It is
arguably (along with Akira's chapter) the most "RPG-like" of the first seven
chapters.  You will gain and lose party members, upgrade your equipment, and
progress through a fair amount of plot, just as you would in most other
console RPGS.  Weird, huh?

***

  As soon as you begin, wake up Gori (the gorilla sleeping next to you) and
check the cabinets in the upper-left for a Big Stick.  Leave and get the
stuff out of the cabinets in the next room to the right (Hard Rock, Big
Stick, and Hide), and then exit and head into the next room on the right.
Talk to the cavemen here, then check the cabinets (Big Stick and Bone).  I
know how much you want to equip all of this great stuff, but just hold on
for a second.

  Go down and left, out of this hallway and into the room with the cavemen
milling about.  You can talk them for some humorous effects, but otherwise
they have no effect on the game.

  Go into the room at the lower-left.  The caveman here can combine
ingredients and make weapons and armor for you.  For a powerful weapon right
off the bat, give him a Hard Rock and a Bone.  He should return a Stone
Knife, an item that can be used once in battle.  Now give him the Stone Knife
and a Big Stick, and somehow he'll transmute them into a Smoulder Spear, a
weapon with 25 Attack Power that grants +10 to Speed (as opposed to your
current weapon, a Bone with 5 Attack Power).  Equip this bad boy to Pogo.


---------------------------------------------------------------------------
*** ITEM CREATION

  If you want to, you can actually gear yourself up as you wish at this
point.  There's a caveman running around like a maniac in the second room in
the first hallway (the one next to the room you started in).  Each time you
talk to him, another caveman will show up.  You can get up to twenty cavemen
in this room by repeatedly talking to any of them.  After there are twenty,
talking to a caveman will send them all out of the room.  If you can talk to
the twentieth caveman that enters the room, you'll score the following items:
Big Stick, Bone, Beast Horn, Beast Fang, Hide, Tough Hide, and Hard Rock.

  I find it easiest if you get up to nineteen cavemen, let them all enter the
room, then stand by the door and talk to anyone to cause the twentieth
caveman to enter.  Since you are standing by the door, you should be able to
spot the twentieth as he enters and talk to him before he gets too far into
the room; you may be able to talk to him before he begins moving.  You can do
this multiple times, by the way, and get a ton of materials.  I recommend
gathering as much as you need here, because soon this room will be cut off to
you, and gathering materials after that point will become much more
difficult.

  After you've gotten enough materials, you can take them to the southwest
caveman and transmute to your heart's content.  Of course, you can also skip
all of this.  The scenario is doable without this stuff, but it'll be much
more difficult.

  Below is a list of all possible transmutations, followed by what I
recommend creating:

  * Beast Fang + Beast Horn    = Nose Ornament (Accessory: +8 IQ)
  * Beast Fang + Big Stick     = Spiky Club (Weapon: 18 Attack)
  * Beast Fang + Bone          = Nose Ornament (Accessory: +8 IQ)
  * Beast Fang + Hard Rock     = Nose Ornament (Accessory: +8 IQ)
  * Beast Fang + Hide          = Thick Chest Hair (Body: 4 Defense, +4 Power)
  * Beast Fang + Tough Hide    = Ooh! Mask (Head: 10 Defense, +15 IQ, Sleep
                                   Immunity, Mind Evade Up, Wind Skill Evade
                                   Up)
  * Beast Fang + Stone Knife   = Shock Caltrops (One time use battle item)
  * Beast Fang + Leather Cord  = Fang Necklace (Accessory: +2 IQ)
  ---------------------------------------------------------------------------
  * Beast Horn + Big Stick     = Shiny Spear (Weapon: 14 Attack, +6 Speed)
  * Beast Horn + Bone          = Gigigaga Wakka (Boots/Accessory: +2 Speed,
                                  +3 IQ, Blunt Evade Up)
  * Beast Horn + Hard Rock     = Gigigaga Wakka (Boots/Accessory: +2 Speed,
                                  +3 IQ, Blunt Evade Up)
  * Beast Horn + Hide          = Beast Hood (Head: 4 Defense, +10 Speed)
  * Beast Horn + Tough Hide    = Ooh! Mask (Head: 10 Defense, +15 IQ, Sleep
                                   Immunity, Mind Evade Up, Wind Skill Evade
                                   Up)
  * Beast Horn + Stone Knife   = Clack Case (Body: 8 Defense, +6 Vitality,
                                  +10 IQ)
  * Beast Horn + Leather Cord  = Clack Case (Body: 8 Defense, +6 Vitality,
                                  +10 IQ)
  ---------------------------------------------------------------------------
  * Big Stick + Bone           = Shiny Spear (Weapon: 14 Attack, +6 Speed)
  * Big Stick + Hard Rock      = Thump Axe (Weapon: 10 Attack, +10 Power)
  * Big Stick + Hide           = Burning Club (Weapon: 8 Attack)
  * Big Stick + Tough Hide     = Bang Bang Drum (Glove: +12 IQ)
  * Big Stick + Stone Knife    = Smoulder Spear (Weapon: 25 Attack,
                                  +10 Speed)
  * Big Stick + Leather Cord   = Swish Whip (Weapon: 10 Attack, +16 Speed)
  ---------------------------------------------------------------------------
  * Bone + Hard Rock           = Stone Knife (Ingredient, One time use
                                   battle item)
  * Bone + Hide                = Beast Hood (Head: 4 Defense, +10 Speed)
  * Bone + Tough Hide          = Bang Bang Drum (Glove: +12 IQ)
  * Bone + Stone Knife         = Smoulder Spear (Weapon: 25 Attack,
                                  +10 Speed)
  * Bone + Leather Cord        = Buzzing Bone (Weapon: 22 Attack)
  ---------------------------------------------------------------------------
  * Hard Rock + Hide           = Thick Chest Hair (Body: 4 Defense, +4 Power)
  * Hard Rock + Tough Hide     = Gatsun Glove (Glove: 5 Defense, +16 Power)
  * Hard Rock + Stone Knife    = Venus Figurine (Accessory: -10 Speed, Mind
                                   Evade Up, Earth Skill Evade Up, Wind Skill
                                   Evade Up, Water Skill Evade Up, Fire Skill
                                   Evade Up) (Can also be used as a one time
                                   use area heal item)
  * Hard Rock + Leather Cord   = Bola (One time use battle item)
  ---------------------------------------------------------------------------
  * Hide + Tough Hide          = Thick Chest Hair (Body: 4 Defense, +4 Power)
  * Hide + Stone Knife         = Leather Cord (Ingredient)
  * Hide + Leather Cord        = Wild Dress (Body: 48 Defense, +10 IQ)
  ---------------------------------------------------------------------------
  * Tough Hide + Stone Knife   = Wild Armor (Body: 24 Defense, -8 Speed,
                                  +10 Vitality, Blunt Evade Up, Sharp Evade
                                   Up)
  * Tough Hide + Leather Cord  = Wild Bag (Weapon: 40 Attack, +20 Power,
                                  +8 IQ)
  ---------------------------------------------------------------------------
  * Stone Knife + Leather Cord = Buzzing Knife (Weapon: 30 Attack)


  Below are my recommendations for fully decking your team out right from the
start.  You may elect to create less items (or skip this whole section) if
you're looking for a challenge or simply don't have the patience for this.
However, I highly recommend creating at least most of this stuff, and this
guide will assume, for the most part, that you are well-equipped.

  Pogo:
    Head:        Ooh! Mask
    Weapon:      Smoulder Spear (or Buzzing Knife)
    Glove:       Gatsun Glove
    Body:        Wild Armor
    Boots:       Gigigaga Wakka
    Accessories: 5x Beast Fang

  Gori:
    Head:        Beast Hood
    Weapon:      -None-
    Glove:       -None-
    Body:        Hide
    Boots:       Gigigaga Wakka
    Accessories: 5x Gigigaga Wakka

  Future Party Member:
    Head:        Ooh! Mask
    Weapon:      Wild Bag
    Glove:       Swish Whip
    Body:        Wild Dress
    Boots:       Gigigaga Wakka
    Accessories: 5x Nose Ornament


  The Buzzing Knife is actually more powerful than the Smoulder Spear, but
you'll need the Smoulder Spear's +10 Speed bonus to compensate for the Wild
Armor's -8 Speed penalty.  That is, unless you want to be stuck with 2 Speed.

  The items listed for Gori, (along with the Basic Rock - more on that later)
are the only items he can equip, so load him up!

  In order to create everything listed above, you'll need the following at
minimum:
    9x Beast Fang
   10x Beast Horn
    3x Big Stick
   13x Bone
   11x Hard Rock
    7x Hide
    5x Tough Hide

  The killer here is the 13 Bones.  Since you start with a Bone equipped, and
you should have grabbed one from one of the starting rooms, that leaves you
with 11 Bones to acquire.  You'll actually find another one very soon (just a
few paragraphs down), so if you want everything listed above, you only need
to repeat the twenty-cavemen sequence 10 times.  Yeah, I just said "only 10
times".

***/ITEM CREATION
---------------------------------------------------------------------------


  After you're done creating items, go to the room with the stone decoration
over its door (northwest), and speak to the elder.  Then, leave this room
south and go through the north exit of the main big room room - the one with
stones on either side.  Follow the only path outside, then speak with the
caveman in front of the elder.  Then, speak with the elder.  You'll be pushed
out into the wild.

  Press the Y Button to find monsters by scent, then run to the source of
the scent to engage them.  The battles out here will drop Meaty Bones; once
you have three Meaty Bones, speak to the elder, and he will let you back into
the cave.  You can continue to hunt for Experience and items now, if you
wish, by talking to the caveman guarding the fence.  Otherwise, head back
into the cave.

  Go to your room and take a snooze.  When you regain control of Pogo, use
this opportunity to sneak into the elder's private room and jack the stuff
inside, then go back into the main room and through the northeast door.  Grab
Gori, leave the room, then go back in.  Yoink the Bone, and inspect the first
(leftmost) hay stack.  Then, check the fifth one, then the second, and
finally the fourth one.  After that, press the Y Button to pick up a scent,
then check the fourth hay stack again.

  Now check the fifth hay stack (on the far right of the room), and your item
screen should come up.  Offer a Meaty Bone (you can take the one over by the
hay stacks), leave the room, then come back and inspect the far right hay
stack again.  After the scene, take the last Meaty Bone in the room if you
haven't already, then leave.  By the way, you should equip your new party
member with whatever you have for her.

  Enter the hallway outside of your room, then go back to the storage room
(the room with the hay stacks where you found Bel) and grab a hay stack.  Go
back to your room and take a nap.

  The next morning, inspect the hay stack in the upper-left of your room.
You can give items to Bel.  If you give her some food, she'll kiss you.  If
you give her something she can equip, she'll flash you (!).  Don't give her
anything too elite, or just save before you do it, since you lose whatever
you give her.  If you attempt to give her a Clack Case or a Thick Chest Hair,
she'll slap you.  Anything else and she'll just refuse the offer.  You can't
progress in the scenario until you get her to kiss you or flash you, so give
her something that'll cause either of those behaviors, then leave.  (If you
don't have anything, you can leave this room and either go hunting for Meaty
Bones, or create an item for her, then return.)

  (Note, this is your last chance to use the twenty caveman room to gather
materials!  Make sure to gather as many materials and create whatever items
you intend to before moving on!)

  After you've gotten Bel to kiss you or flash you, go to the northern most
exit of the main cave.  Speak to the caveman guarding the north exit, and a
short scene will commence.  Afterward, head south into the main room and
watch the scene.

  Looks like trouble.  You will regain control of Pogo in the hallway north
of the main room.  You can go out hunting and power up right now if you think
you're going to need it, but you probably won't if you made tons of cool
weapons and armor earlier in this chapter.  Still, I do recommend acquiring a
couple Meaty Bones, just to be safe.

  When you're ready, head south into the main room and check one of the stone
vehicles.  Watch the scene, and then...


---------------------------------------------------------------------------
*** BATTLE: Ku Tribe x5

  If you're fully geared up, then this first battle is pitifully easy.  Just
use whatever techniques you want to take these guys out one by one.

  This battle is still easy even if you don't have any cool equipment.  Keep
Gori a few steps away and use his "Ee!" technique to hit as many of the dudes
at a time as possible.  Clean them up with Pogo and Bel, and don't worry
about healing anyone.

***/BATTLE
---------------------------------------------------------------------------

---------------------------------------------------------------------------
*** BATTLE: Zaki

  If you got awesome stuff from item creation earlier, and/or powered up,
then he should be no problem at all.  If you didn't, he may be difficult.

  Position Pogo adjacent to Zaki, but try not to allow yourself to be
directly horizontal, vertical, or diagonal to him while you approach.  When
you get there, use "Bash Bash" every turn, and pass every turn with Gori and
Bel.

  If you haven't figured this out yet, Pogo is on a suicide mission - his
goal is to deal as much damage as possible to Zaki before he is cut down.
Make no effort to save him - Gori is your star character here.

  After Pogo falls, move Gori within range of hitting Zaki with "Ee!", and
again, avoid being directly horizontal, vertical, or diagonal to him.  Use
"Ee!" with Gori every turn, and pass every turn with Bel.  Just keep using
"Ee!", and keep Gori just far away enough from Zaki that he cannot be
attacked.  Eventually, Zaki will fall, probably before he is able to deal
any damage to Gori.

***/BATTLE
---------------------------------------------------------------------------


  After the battle and the scene, you'll be outside the cave.  You can head
northwest to find a caveman wandering around who'll transmute items for you.
Now's the time to create whatever equipment you might have neglected to
create earlier.

  Power up out here until nightfall.  Some of the monsters out here are
pretty powerful, so don't be afraid to run away.  Particularly, if you are
attacked by six Sabertooth Tigers, you stand very little chance of actually
winning.

  Power up until Bel is at least level 3, so that she can use the healing
technique "Wavewave".  At level 7, she learns an incredibly powerful skill
called "Laa Laa" that hits a 5x5 area for a consistent 200 to 600 damage.
You'll probably want to spend the time powering up for this one, as learning
it now will make the final battle of this chapter much, much easier.  It
shouldn't take long, either - you may be able to get it before nightfall as
long as Bel acts in each battle.  (If you need to refresh the enemies that
are available out here, you can go ahead and enter and then exit the
northeast cave - a scene will take place, but you can turn right back around
and continue to power up, as long as you don't check the fire pit in the
cave.)

  At night (and after you are sufficiently powered up), enter the cave in the
northeast.  After the scene ends and you regain control of Pogo, go north and
examine the fire pit (once you do this, there's no turning back!  Make sure
you have powered up Bel as much as you intend to before checking the fire
pit!).  After this scene, go into the northwest door.


---------------------------------------------------------------------------
*** BATTLE: Zaki

  This battle is much easier than the last time you faced this guy.  Run
directly up to him and use "Bash Bash" every turn, and you should be able to
defeat him before he defeats you.  Feel free to use a Meaty Bone, though, if
you think you might fall - there are plenty more Meaty Bones to be had in
this chapter.

***/BATTLE
---------------------------------------------------------------------------


  After the battle, go down, grab Gori, and check the wall where the
northwest door was.  After the short scene, go north through the door, then
walk straight north in this next room.

  You'll find yourself in a flower field.  Just pick a direction and run
until something happens.

  You will awaken in complete darkness.  The monsters here are moles and
gators.  The moles are dealt with easily with area attacks like "Oo! -Burp-"
and "Uki! -Burp-", but the gators can be trouble.  Try not to stand in front
of them, since their jaws are stronger than their tail attack.  If you're up
for it, you can power up here, since the gators are worth a decent amount of
Experience.

  Use your Y Button ability to sniff the air.  If you smell a skull, it's a
monster; if you smell a Meaty Bone, the source is an actual Meaty Bone item;
press the A Button on it to pick it up (there are two of them down here).

  Your goal is to find the section of the wall that smells like Zaki and
pound on it a few times with the A Button to escape.  The exit is in the
upper left of this zone.  It can be difficult and annoying to find, because
this place is so dark.  If you turn the brightness up on your monitor, you
may be able to actually see your way around, though.



---------------------------------------------------------------------------
  !!! OPTIONAL !!!   - King Mammoth

  From this point on, you can go back to the wilderness Pogo was expelled to
and challenge King Mammoth, an incredibly powerful boss, for a neato
accessory.

  Only attempt this if you have the best equipment and a high level,
something like 14+.  It would be horrible if you spent three days trying to
catch the accursed thing, only to die because you weren't strong enough to
take him.  Power up in the area just before Zaki's caves so you have tons
of Giant Meaty Bones to use in the battle.  Chances are, you aren't strong
enough when he first appears, after Zaki's pit.  You have until the end of
the scenario to come back for him, though, so don't spend years powering up
now.  And no, there is no way to fight King Mammoth with any party other than
Pogo and Gori.

  Sniff around to find him - his scent is a running mammoth icon.  He moves
very quickly around the field, which makes catching him extremely difficult.
Try to trap him in a corner - he won't run through Pogo or Gori.  When you're
running around trying to grab him, press the A Button frequently - pressing
the A Button on him is the only way to enter battle with him.  If you run
into the square that he currently occupies, it will stop you from moving,
just the same as if you had collided with a townsperson; press the A Button
when this happens!  Clearing the wilderness of all other monsters will make
it easier to catch him as well - just fight everything you happen to
encounter while you're trying to catch the mammoth, and eventually you'll end
up clearing the wilderness.

  His defense is high enough to negate about 75% damage, and he has about
1400 Hit Points.  The Basic Rock (see below) doesn't seem to work on him when
used as an item, so equip it on Pogo if you have it (you should!).

  Put Pogo in front, and use "Zzz Zzz" to put him to sleep.  After that,
continually hit him with "PushPush", which can paralyze him if it hits.  Move
Gori close to Pogo, but make sure he isn't touching King Mammoth.  Have Gori
use "Eeeh!" to change all six panels under King Mammoth to poison panels.
Once he has done so, pass all of his turns to Pogo until you need to heal or
poison the ground again.  King Mammoth has an attack that can turn all the
tiles around him into fire tiles, which he heals from; when this happens,
make sure to turn them all into poison tiles again to deny him the ability to
heal himself.

  If Pogo is having a hard time hitting him with "PushPush", try "Zzz Zzz" to
put him to sleep, then switch back to "PushPush", and repeat as necessary.
When you need to heal, have Gori use a Giant Meaty Bone on both himself and
Pogo.  When you're out of Giant Meaty Bones, move Gori away from the fight.
At this point, it's better to let Gori fall than spend any regular Meaty
Bones on him; save them all for Pogo.  When Pogo's hurt, have him retreat to
a safer square and use Meaty Bones repeatedly until he's fine again.

  If you manage to beat King Mammoth, congratulations, you are rewarded with
King's Fang, a badass accessory that grants a +20 Power bonus and immunity to
Poison, Paralysis, Sleep, Drunk, and Petrify!  Equip this on Pogo
immediately.

  You also have a random chance of receiving Cola Bottle from King Mammoth.
This is an accessory that grants a +30 Speed bonus, and when used in battle,
executes an ULTIMATE attack (multi-use!  You will NOT lose the Cola Bottle
after using it this way!).  Unfortunately, if you don't get it the first
time, you'll have to reset your game and fight King Mammoth again until you
get it (abusing save-states in the battle doesn't seem to work - you have to
actually reset and catch and defeat the damned beast again).  Whether this is
worth it is up to you.  It's a pain to acquire, but it basically makes the
rest of the game a complete joke.  For the rest of the walkthrough, I will
assume you don't have it - because with it, any other strategy is moot.

  !!! /OPTIONAL !!!
---------------------------------------------------------------------------


  Go back into the northwest door where the pit was, and just continue
through the next door.  You'll exit the cave and follow a path westward.
There's another caveman at the end of this path who can transmute items for
you, and there's a door to the north.  After powering up and/or creating
items, go north.

  In this area, there's a sleeping caveman blocking the left path.  Go up the
right path and walk to the north edge of the cliff.  You'll see some cavemen
walking from one cave to another.  Go back down and take the left path up.

  There are three doors here.  The leftmost and middle doors lead directly
into a battle with fifteen cavemen, and after that battle, an endless flow of
cavemen will continue to chase you until you leave the area.  I suppose you
could repeatedly enter the leftmost and middle doors and repeatedly slaughter
the cavemen to power up, but this probably isn't as effective as simply
fighting monsters outside.  Go through the rightmost door.  Loot the cabinets
(as if you need any more of this crap), and grab Gori (talk to him multiple
times).

  Go right and into the next door.  In the next room, there should be a door
straight ahead, and a door farther to the right.  The room straight ahead
contains nothing but a Big Stick and a Bone, so skip it and head to the right
and into the door with the skull over it.  The music should switch to the
battle theme in this next room.  There are a bunch of pointless battles in
here; just run for the north door.  The battle music will end once you have
defeated all the cavemen here.  Note the next door leads to the last room
in the chapter, so now is the time to turn back if there are still things
you'd like to do in this chapter.

  If you intend to defeat King Mammoth (see above) or acquire the Basic Rock
(see below), turn back after defeating all those cavemen.  Once you proceed
any further, you are headed towards the end of the chapter, and it will be
too late.  (Also, on the way back, you will witness this chapter's Watanabe
scene, for those of you who like to keep track of that sort of thing.)


---------------------------------------------------------------------------
  !!! OPTIONAL !!!   - The Basic Rock

  After defeating the series of cavemen at Zaki's caves, you can return to
the wilderness Pogo was exiled to and claim a fantastic item, and all it'll
cost you is a Bone (in fact, DO NOT attempt this unless you have a Bone!).

  Head back to the room with Zaki's pit in it, and then exit that room south
(just step over the pit).  Just southwest of the door you'll step out of is a
rock that looks like a face (the rock is about the size of Pogo).  Approach
it, but don't examine it yet.  The next thing you'll need to do is very
precise, so I recommend clearing some of the monsters out of this area first,
before attempting it, so you don't get attacked during the process.

  You need to stand in front of the rock with the face and press the A Button
on it (as if trying to talk to it) EXACTLY 100 times.  After the 100th time,
you should hear the sound of a door opening.  DO NOT hit the A Button again
when you hear the sound, or else the door will close and you'll have to try
again.  Just make sure to slow down your button-pressing when you near 90 so
you don't go over.  If you do go over, leave the wilderness and then come
back to reset the count to zero.

  After hearing the sound (and NOT pressing the A Button again!), go to the
northwest portion of the wilderness (where the caveman that can transmute
items is).  Just southwest of the caveman there should be a new door - if it
isn't there, leave the wilderness, come back, and try checking face rock 100
times again.  Go into the opening, and check the black slab inside.

  Your inventory screen will come up.  Give the slab a Bone (DO NOT give it
anything else!  If you give it an item that isn't a Bone, the Basic Rock will
be forever lost to you!).

  You'll receive a Basic Rock - an accessory that grants a +50 IQ bonus!  On
top of that, if used as an item in battle, it scans an enemies Hit Points and
disables its arms and legs.  It can be used in such a manner as many times as
you wish.  This thing is tremendously useful.

  !!! /OPTIONAL !!!
---------------------------------------------------------------------------


  After you are done completing everything you intend to in this chapter,
return to the hall where you fought all those cavemen.  Proceed through the
north door.  The music will change in this room - the door ahead is the final
door in this chapter.

  Once you have decided to proceed, make sure you have everything that you
want to keep equipped on Pogo (including the Basic Rock and Cola Bottle, if
you got them), since anything that is not equipped on Pogo will be lost after
this chapter ends.  (It would be better to hold onto the Basic Rock for later
in the game than to lose it now in order to scan this scenario's final boss,
and besides, I can tell you right now, he has 992 Hit Points.  The Cola
Bottle would make this fight very easy, but again, you'll want to save that
for the final chapter.  So make sure to equip both of these items on Pogo.)

  Step through the final door and watch the scene.


---------------------------------------------------------------------------
*** BATTLE: Zaki

  Are you tired of this guy yet?  This battle is even easier than the last
couple times you trounced him, so just run up to him and "Bash Bash" him
until this battle ends.

***/BATTLE
---------------------------------------------------------------------------

---------------------------------------------------------------------------
*** BATTLE: O-D-O

  If you have Bel's "Laa Laa" technique, this fight is horribly easy.  As I
said before, O-D-O has only 992 Hit Points, and "Laa Laa" can hit for up to
600.  Just back Bel off, stick your other guys in front of her, and fire
away.  Once everyone is in position, pass everyone's turn except Bel's, use
"Laa Laa", and watch O-D-O die in two or three rounds.

  If you do not have "Laa Laa", then for God's sake, I hope you have
"Wavewave".  Put Bel somewhere protected, but make sure your other party
members are within healing range.  Pogo is the only character that can handle
O-D-O's melee attacks - put Pogo next to him and use ranged attacks
exclusively with your other characters.  Don't use any of Pogo's attacks that
require charge time - O-D-O can cancel the attack.  Use healing items
liberally if you have to, since you're going to lose everything except Pogo's
equipment at the end of this chapter anyway.

***/BATTLE
---------------------------------------------------------------------------


  Time to enjoy the ending.  Afterwards, pick another character.  Let's roll.



*******************************************************************************

 2.)  -Xin Shan Quan-   Kung Fu Chapter - Inheritance:


  The Xin Shan Quan chapter is pretty simple and straight forward, despite
its non-linearity.  Instead of naming your character, you name the martial
art that your character has mastered.  Throughout this guide, I will refer
to this character as "Master".

***

  You begin in your school.  Loot this room and the room above you, and equip
all the cool stuff you find (just the Kirin Shoes, actually).

  Leave your school.  Make sure to take the grass out here, the grasses are
actually useful items.  Whenever you see a grass like this, take it.

  There are three potential martial arts pupils out there, and your job now
is to find them.  They can be found in any order.  I do, however, recommend
the order presented here.  Read the signs posted about if you can't figure
out where to go.

***

  -Li-:  Head to the Bamboo Forest, west of the base of Mount Da Zhi.  If you
need to get familiar with Master's techniques, you can fight these tigers,
but Master gains no Experience.  Make sure to jack all of the grass here.

  Eventually, a bandit will try to rob you.  Tell her you're broke, and
you'll fight her - a pitiful battle.  Afterward, she'll join you.  Make sure
to unequip her of everything - I'll explain why later.  There's still more
grass to yoink from the forest, so make sure you've got it all before you
leave.  Specifically, make sure you have five Healing Plants.  Do NOT power
up on the tigers here - again, I'll explain later.

***

  -Yuan-:  Go to Wong Town, straight south of Mount Da Zhi.  Here, there are
people slumped over from illness.  If you went to the forest first, you have
five Healing Plants to use on these people.  When you cure them, they'll give
you items.  There are actually six of these fools, but the last one is just
hungry.  Give him a Meat Bun and he'll be cured.

  After curing the third one from the top, a boy will run past you, south
through the city.  Follow him, and you'll encounter some thugs.  Make sure
to poke your nose into their business.  You'll get into a wussy battle.
Afterward, the boy will ask to join you.  To get him to join you now, select
the second option ("Sorry, but..."), and then the first option ("Oh,
alright").  If you choose anything else, he will run off, but he'll end up
joining you later anyway.  After he joins, unequip him of everything - I'll
explain why later.

***

  -Sammo-:  Go to Yuan Hua Street, east of Mount Da Zhi.  There'll be a thief
at the north end of the street.  Eventually, you'll get mixed up in the whole
ordeal.  You'll be asked to punish him - you can choose to enter a very easy
battle here, if you wish.  If you choose not to punish him, you'll have to
pay for his theft... which, as far as I can tell, has no detrimental effect
whatsoever.  The thief then joins you.  Make sure to unequip him of
everything - I'll explain why later.  Talk to the people of Yuan Hua Street
on your way out - they have a habit of giving items away.

***

  After recruiting all three thieves, it is time to return to your school to
train them.  Don't waste any time powering them up on tigers yet; your pupils
will be far more effective after their training, and due to strange
circumstances, if you get them to be too high of a level before you train
them at your school, it's possible that they may end up never learning some
of their techniques.  Also, if they get too strong, you may not survive
training them (they will defeat you - game over).  So just don't power them
up until they are trained.

  Take your pupils to your school.  At the start of their training, you'll
spar once with each of them.  Don't go easy on them.


---------------------------------------------------------------------------
*** TRAINING

  The next day (I guess), Master will take them up to the peak of Mount Da
Zhi for endurance training.  You can fight a total of four battles up here.
Each battle will increase the chosen pupil's Vitality by 5.  I'll tell you
right now, it's better to focus all of your training on one pupil rather than
spread it out evenly.  If you spread it evenly, each pupil will be gimped -
it's better to have one competent pupil to use all the time.  Trust me.  This
is also why I had you unequip them - later, you will equip your chosen pupil
with the best equipment.

  Before you begin the first battle, decide which pupil to select.  Each has
her/his own benefits, as described below.

***

  Li's primary stat is Speed, her Hit Points are adequate, and her base
techniques are the most useful of the three.  Her ranged attacks, in
particular, are quite useful in this chapter (and beyond).

Select Li if you're looking for a hit-and-run skirmisher who can hold her
own in melee as well as ranged combat.

    Hit Points   **
    Power        ****
    Speed        *****
    Vitality     **
    IQ           ***
    Techniques   *****


  After Training (Level 7):
    Hit Points   248
    Power         43
    Speed         58
    Vitality      30
    IQ            12


  End Game (Level 16):
    Hit Points   389
    Power         75
    Speed         99
    Vitality      43
    IQ            49

***

  Yuan's his primary stat is IQ, he has the lowest Hit Points of the three,
but he gains stat bonuses as he levels fastest.  Thanks to his high IQ, he
can use the dreaded "LaoHuZhiWu" technique very effectively, but putting him
in melee can be a dangerous move.  If you level him up enough in the end
game, Yuan can surpass the other two in Power and IQ, and he can match Li's
Speed and Sammo's Vitality, but his low Hit Points will always be a valid
concern.

Select Yuan if you're looking for a ranged artillery character with high
damage output and limited melee capabilities.

    Hit Points   *
    Power        ****
    Speed        ****
    Vitality     ****
    IQ           ****
    Techniques   ****


  After Training (Level 7):
    Hit Points   172
    Power         32
    Speed         35
    Vitality      30
    IQ            25


  End Game (Level 16):
    Hit Points   282
    Power         81
    Speed         76
    Vitality      77
    IQ            78

***

  Sammo's primary stat is Vitality, he has the highest Hit Points of the
three, and his base techniques are powerful, but require charge time.  He is
capable in both melee and ranged combat, but you'll want to keep him close
to the action due to his high Hit Point total.

Select Sammo if you're looking for a tank who is flexible enough to attack
even at range.

    Hit Points   *****
    Power        ****
    Speed        **
    Vitality     *****
    IQ           *
    Techniques   ***


  After Training (Level 8):
    Hit Points   420
    Power         48
    Speed         25
    Vitality      63
    IQ             7


  End Game (Level 16):
    Hit Points   649
    Power         75
    Speed         38
    Vitality      98
    IQ            12

***

  When you have decided which pupil will be the one to inherit your Xin Shan
Quan, train that pupil by talking to her/him.  There will be a total of
twelve training battles, and each will raise a key statistic each time, as
well as increase the pupil's Experience.  The first set of four battles will
raise Vitality by 5 (each, for a total of 20), the second set will raise
Speed, and the third set will raise Power.  At the end of the training, your
chosen pupil will have 20 more Power, Speed, and Vitality (as well as any
other bonuses they may have from gaining levels).

  Your pupil will also learn your techniques when she/he gains a level.  To
make sure the most important techniques are learned first, just continually
use the same technique until she/he gains a level and learns it, then just
repeatedly use the next important technique, etc.  If you've experimented
with the techniques, you'll probably agree with me when I say that
"LaoHuZhiWu" is the most important one.

  Here are the techniques you can teach your pupil, in order from most to
least useful:
    "LaoHuZhiWu"
    "Squirrel Kick"
    "Long Hu Liang PoWan"
    "Lion Hand"
    "Monkey Fist"
    "Bai Li Dao Yi Bu Jiao"

  Note that it's possible to PERMANENTLY miss out on some techniques if you
do not train your pupil effectively.  Make sure to focus on the technique you
want to teach the pupil and use that attack exclusively until your pupil has
learned it, then move on to the next attack.  If your pupil gains a level
during training and fails to learn one of your techniques, then you did
something wrong... reset.

***/TRAINING
---------------------------------------------------------------------------


  After their training has ended, go to Yuan Hua Street.  At the north end of
the street, you'll encounter some thugs.  Thug 'em.  Thuglife.  After you
thug these guys, talk to everyone in the market, including the shop owner.
They all just love to give you things.  Then, go back to your school.

  After the scenes that take place here, head to the temple of Yi Po Men Kung
Fu, through the Bamboo Forest.  If Li was your chosen pupil, she will join
you in the forest, where you first met.  Make sure to equip all of your
coolest stuff on her, including all your accessories.  Master can wear your
second-coolest stuff.  Put Li in front, too.  She should be more powerful
than Master at this point.

  Go into the temple, and fight some goons.  If Yuan was your chosen pupil,
he will join you after you step into the temple.  The same comments made
above about equipment and formation apply to Yuan, here.

  Just make your way through the temple, killing everyone in sight, and
stealing every item you can.  When you reach a room with three treasures on
the left and a tea table on the right, make sure to check the tea table for a
Fukahire Bun (full heal item).  That should come in handy against this
chapter's boss.

  If Sammo was your chosen pupil, he'll join you in one of the temple's later
rooms.  Make sure to put him in front and equip all of your best stuff and
all your accessories on him.

  From here on, I will refer to the character you chose to be your pupil as
"Pupil".

  Eventually, you'll reach the boss room.  Here you will have to fight a
series of battles, each progressively more difficult.  You do, however, get
a break between each one, and if you find yourself getting smoked, you can
leave and power up on tigers in the forest.  This probably goes without
saying, but make sure you save between each battle.

  As a general strategy, have both Master and Pupil focus on one enemy at a
time, and use "Long Hu Liang PoWan" to weaken the stronger enemies.  When you
can, use "LaoHuZhiWu" to hit multiple opponents at once.  Use Pupil's base
techniques - they usually deal more damage (but beware Sammo's charge time).
Don't worry too much about using your healing items, just make sure you save
most of them for the later battles.

  What follows are specific notes and strategies on each battle:


---------------------------------------------------------------------------
*** BATTLE: San Xi, Si Xi

  This battle is, unsurprisingly, the easiest of the bunch.  Send both Master
and Pupil toward the same enemy, and use "Long Hu Liang PoWan" a couple times
at the beginning of the combat; after that, switch to a more damaging
technique.  Try to allow the enemies to flank you so you can hit them both
at once with "LaoHuZhiWu".

***/BATTLE
---------------------------------------------------------------------------

---------------------------------------------------------------------------
*** BATTLE: Yi Xi, Er Xi

  This battle is practically the same as the last one, and the same strategy
works.  These guys are a little stronger, but if you find yourself having
problems here, then you probably need to power up before you move on to the
tougher fights ahead.

***/BATTLE
---------------------------------------------------------------------------

---------------------------------------------------------------------------
*** BATTLE: Dong Jia, Xia Jia

  Try not to use techniques that have charge time; these guys will simply
stomp you and cancel your action.  The most effective way to damage these
guys is to get Master between them and use "LaoHuZhiWu".  You might want to
consider passing all of Pupil's turns just to maximize the amount of attacks
you get with Master.  Otherwise, use ranged attacks with Pupil while Master
keeps them busy with "LaoHuZhiWu".  If Master goes down, then you just got
unlucky - these battles are not supposed to be difficult yet.

***/BATTLE
---------------------------------------------------------------------------

---------------------------------------------------------------------------
*** BATTLE: Bei Jia, Nan Jia

  The same strategy that you used in the previous fight will work here, but
you will probably need to use healing items.  When Master's Hit Points get
low, move him away from the opponents and move Pupil up, and then swap roles;
have Pupil repeatedly use "LaoHuZhiWu" and have Master heal or use "Squirrel
Kick" at range.

  If your Pupil is Sammo, then you may be able to win without healing simply
because you have so many Hit Points.

***/BATTLE
---------------------------------------------------------------------------

---------------------------------------------------------------------------
*** BATTLE: Lin, Shan, Chan

  Focus on Chan first (the one on the lower-left).  Have Pupil use ranged
attacks right from the start of the battle, and move up with Master just
close enough to use "Squirrel Kick" on her.  If your Pupil is Yuan, you'll
have to approach her for "Squirrel Kick" with him as well; just make sure not
to stand next to Master.

  Next, take out Lin (started in the upper-left), since she has a most
dangerous technique called "Waterfoul Dance" that can ruin your day.  Just
make sure Master and Pupil are not next to each other, and use ranged powers
and "Squirrel Kick".

  Finally, go for Shan, using ranged powers and "Squirrel Kick" again.  Shan
has powerful melee attacks, but her ranged attacks are quite weak, so always
keep at least one tile between her and yourself and you should be fine.

***/BATTLE
---------------------------------------------------------------------------

---------------------------------------------------------------------------
*** BATTLE: Yi Bei Kou

  First of all, do not stand directly diagonal to him, or he'll turn you to
stone, which is basically the last thing you want to happen to you.  His
ranged attacks are pretty weak when compared to his melee attacks, so keep
your distance and use ranged powers and "Squirrel Kick".  He is capable of
cancelling any attacks that require a charge time, but he only successfully
cancels them about half the time, so use your own discretion there.  As long
as you don't stand next to him or get turned to stone, he should be pretty
simple.

***/BATTLE
---------------------------------------------------------------------------

---------------------------------------------------------------------------
*** BATTLE: Odi Wang Lee

  The final battle should be pretty easy as long as Pupil is around level 9
or 10.  Open up with "XuanYaLianShanQuan" for some massive damage right off
the bat.

  Li: Constantly use "ShuiNiaoJiao" and/or "SheXingQuan".

  Yuan: Move in, strike with "Long Hu Liang PoWan" a few times, then move out
to heal, etc.  After a few strikes with "Long Hu Liang PoWan", switch to a
more damaging attack.

  Sammo: Soften him up a bit with "Long Hu Liang PoWan" a few times, then
back off and nail him with "BangBangJi" or "Squirrel Kick" until he goes
down.

  Obviously, do not be afraid to use any (or all) of your healing items.

***/BATTLE
---------------------------------------------------------------------------


  After he's dead, you've won!  Pick another character, and let's get
rolling.



*******************************************************************************

 3.)  -Oboro-   Bakumatsu Chapter - Secret Orders:


  Oboro's chapter is extremely complex.  There are probably hundreds of ways
to accomplish your goals in this chapter, but my walkthrough will take you in
specific directions and will accomplish the chapter in the ways that I have
found to be the best.

  The game keeps track of how many people you kill in this chapter; the least
you can end with is zero, and the most is one hundred.  I'll tell you right
now, you will receive an item at the end of the chapter if you do not kill
anyone at all and end with zero kills - a sword with 40 Attack Power.  Not
fantastic, since there is another way to get one (destroy a powerful optional
boss) in this chapter and a stronger sword after this chapter.  Still, it is
something to try, if only just for the satisfaction of knowing you did it.

  The walkthrough for this chapter has been written to satisfy the needs of
the player who is going for either zero kills, as many kills as possible, or
no particular kill total.  Keep your kill goal in mind as you progress
through the chapter, as I may instruct you to make different decisions and
take different paths.

  If you are going for zero kills, and you accidentally enter a battle you
didn't intend to, it never hurts to try to run.

  If you are going for all 100 kills, and you find someone I didn't mention,
don't kill that person.  You are not being clever by killing someone earlier
than I mentioned - there are certain people that need to be alive for certain
events to be triggered later.  You need to leave these certain people alive
in order to get the 100 kills, particularly the women (you come back for
these people later, after the events they trigger have taken place).  I will
put the current Max Kill Count in brackets to aid you as you go on; if you
make sure your kill count always matches this number, you will succeed in
killing all 100 people.  You may ignore these bracketed numbers if you are
going for less than 100 kills.

  Oh, I forgot to mention - hold the Y Button to use Oboro's Stealth Cloak in
this chapter.  Good times!

***

  You will begin the chapter in front of some guards, who will engage you
when you attempt to pass them.  If you want to try for zero kills, run away
from this battle.  Otherwise, kill these idiots [2], and kill the guys behind
you as well [4].


---------------------------------------------------------------------------
  !!! OPTIONAL !!!   - Job Abandonment

  You can choose to abandon your mission right now by leaving the complex
through the south exit.  You'll have to fight some difficult battles (battles
that you have no chance of winning at your starting level).  It doesn't
matter, though - whether you win or lose, it's Game Over.

  !!! /OPTIONAL !!!
---------------------------------------------------------------------------


  Go into the building ahead, and you'll hear some wankers talking about the
password.  When someone says "Mountain!", the password is "River!".  But,
don't forget to listen for the bell.  When the bell chimes (and Oboro will
make note of it whenever it happens), the password changes from "River" to
"Origin", and when the bell chimes again, the password switches back.  If you
are going for zero kills or 100 kills, keep track of the password.  Using the
password is essential for avoiding needless bloodshed, and there is one
instance in which you'll have to know the password to get the kill.

  Go into the door on the right, and in the next room there will be a box
with some Chain Mail inside.  Equip it, and kill the guy, if you wish [5].
Leave this room.  Back in the first hall, the middle door contains nothing
but a guy for you to kill, so do that if you like [6].  Go through the left
door.  There should be a dude wandering around here, who'll attack you if he
touches you [7].  No problem for one as fast as you are, right?  Of course,
he's a wuss anyway.  There's a south door and a north door.  The south door
leads to a room with two people to kill, but don't kill the woman yet - I'll
give the explanation for why in the next paragraph.  Go ahead and kill the
man if you like [8].  The north door leads out the back door of this
building; take it.

  From now on, I will just tell you where the people are, and approximately
how powerful they are.  I'll leave it up to you to kill them or leave them
alone.  If you are ever attacked and you don't want to kill, just run away.
If you don't kill any women, you'll be given a gift later on in the chapter.
And if you want 100 kills, you'll miss out on a kill if you kill any women,
so leave the women alone and come back for them later (you still won't get
the item though).  And finally, if you don't care how many kills you get,
then don't kill any women (for the item), and kill any men you encounter (for
the Experience).

  Outside the back door, there are two idiots out here wandering around, each
killable at your level [10].  There are two guards at the next door, who'll
ask you for the password.  Answer correctly for passage, or answer
incorrectly to kill them [12].  Also, if you're going for maximum kills,
there's a merchant hiding along the west side of the building for you to
kill [13].

  Enter the building.  The next hallway has four doors, and one wandering
moron [14].  From left to right, I'll call these doors Door 1, Door 2, Door
3, and Door 4.  Here's a quick description of what's behind each door, (note
that I'm not telling you to go anywhere yet):  Door 1 leads into another
hallway; Door 2 leads to a room with a bunch of women and a north door that
you shouldn't worry about; Door 3 leads to a room with two men (don't kill
the one in orange yet); Door 4 goes to the attic.  If you want 0 kills, skip
the next paragraph.

  Enter Door 3.  There are two dudes here.  Ignore the man in orange - don't
even get near him.  You need him alive to acquire an item later, but you'll
lose the item even if you enter battle with this dude and run away.  We'll
come back to kill this guy after we get the item.  However, DO make sure to
kill the man in from of him.  If you don't kill the first man now, he'll end
up leaving later, so make sure to score the kill now [15].  Exit back to the
hallway.

  Enter Door 1.  There are three north doors here.  The left door is
guarded by a man who asks for the password.  There's nothing behind this door
yet, but feel free to kill the guy [16].  Go into the middle door and ignore
the man inside (we can kill him later - right now you aren't strong enough).
Take the secret passage in the top-right corner of this room to the attic.
Grab the treasure box real quick, then come back down and return to the
hallway.  Take the right door, and proceed north through the short hallway.

  In this hallway there are three south doors (including the one you just
stepped through), and a north door.  Ignore the middle south door - it leads
into a room with a woman (this room connects with the room behind Door 2 from
before).  Enter the third south door, grab the two boxes, and kill the two
men if you like [18].  Go north back into the hallway.  If you want 0 kills,
skip the rest of this paragraph.  Go up through the north door, kill the man
and two guards out here [21], then come back down into the hallway.

  Go back the way you came from, through the first south door.  Head all the
way back to the doors I numbered earlier, and go through Door 4.

  Kill the guy in here if you want [22], then go through the secret passage
in the wall.  In the back room, a ninja will ask you for the password.  Same
drill, except he'll only accept River and Origin as responses - no dummy
responses.  Make sure you know the current password, so you can get it wrong
or right, depending on whether you want to kill him or not [23].  After that,
go up the ladder.  (If you are going for 100 kills, you no longer need to
remember the password.)

  You're in the attic.  Unless you entered battle with the man in orange
behind Door 3 (the one I told you to stay away from!), you will witness a
scene here.  After the scene, jack all four treasure boxes up here.  Approach
the northwest exit, and a ninja will run in and try to attack you - either
kill him [24], or hold the Y Button to turn invisible and avoid him.  If you
want zero kills, skip the next two paragraphs.

  You should have reached level 5 by now - strong enough to slay those people
you left behind.  Before leaving the attic, look through a hole on the left
that shows an old man spinning some woman around.  Remember the empty room
downstairs that was guarded by some guy who wanted the password?  Now,
inside, are that man and woman.  If you want 100 kills, don't kill either of
them yet; if you kill the man, the girl will run away, and you won't be able
to kill her later; if you kill the girl, you'll miss out on a kill later.
We'll come back for these two when it's safe to kill them (if you don't care
about your kill total, then by all means, you can kill the guy, but leave the
girl alone).

  Return to the hallway with the doors I numbered and enter Door 3.  Kill the
guy in orange that I told you to leave alone earlier [25].  He has outlived
his usefulness.  Proceed through Door 1 and then the middle north door.  Talk
to the guy who I had told you to ignore earlier, and two goons will show up
out of nowhere.  Take these guys out [27] (you may have to heal in this
battle), then kill the original guy [28].  Then, go back up to the attic
through the passage in the corner of this room.

  Exit the attic northwest.  After you exit, you'll be outside.  Run south,
and before turning east there will be a small building along the corner of
the outer wall.  If you are going for zero kills, skip it, and the rest of
this paragraph.  If you don't mind getting a kill, read on.  Enter the
building from the left.  There are two treasure boxes in here, but when you
try to grab them, you'll be attacked by five ninjas.  Just go for the one in
the back and the others will disappear - apparently, they were just images
[29].  Now grab the boxes and get out of here.

  Continue south, and turn east.  Keep running until you enter a small
attic built over the entrance to the complex.  Don't crawl into the very
middle tile of this room, or else the ground will fall and you'll be back in
the beginning.  Crawl through the east exit of the room (avoiding the middle
tile!), then continue along the path.  At the end of the path, you'll reach
another small building with two rats and three boxes.  Grab the boxes; inside
one of them is a Storehouse Key.

  Backtrack to the small attic over the entrance to the complex - the one
with the single rat and the middle tile that I told you to avoid.  Crawl onto
that tile and fall through the floor.  Go north all the way through the first
building and outside through the north exit, then go southwest once outside.
Don't enter the second building - instead, use your Storehouse Key to go
through the hidden north door of the little building in the southwest corner
of the complex.  A ninja will try to jump you in here - once again, decide
whether to kill him [30] or hide with the Y Button.  If you kill him, two
more ninjas jump in [32], then four more [36].  Open the box and you're
rewarded with a Basement Key.

  Now, go all the way through the second building and exit through the north
door.  Use your Storehouse Key to get into the small building on the right.
Loot all the boxes and pots.  The two spirit things floating around in here
are Lost Souls - weak, undead creatures.  If you're going for zero kills, you
should power up on these things by killing them and re-entering.  Don't kill
the woman in the corner yet - even though she doesn't affect your kill
record, her death will make the Lost Souls stop reappearing.  If you aren't
yet level 6, power up here until you reach it.  It shouldn't take long; your
"Flame Arts" technique can kill these things in one shot.  (In theory, you
could power up to level 16 right now, but I recommend against it.  It'd be
better to wait until you have your other party members before spending too
much time powering up, so that they get the Experience as well.)

  Return to the attic in the second building, and exit northwest.  Follow the
path all the way around (make sure to avoid the middle tile in that south
attic).  Near the end of the path, you will see a tree next to a golden
statue of some sort (at the northeast corner of the complex).  Climb down the
tree (press the A Button on it to climb down), then press the A Button on the
statue.  Voila, a secret passage!  Descend it.

  You're in a long corridor...


---------------------------------------------------------------------------
  !!! OPTIONAL !!!   - Majin Ryunosuke

  The first optional boss of this chapter can be found in this hallway.  Of
course, challenging him at level 6 is foolish, so refer to this section later
if you want to kill him.  Your reward for doing so is a sword with 40 Attack
Power (the same reward for scoring zero kills in the chapter).

  As you walk south through this hallway, you'll notice a silver diamond of
some sort on the corner.  Walk north until the diamond is in the very bottom
tile of the screen, then take two steps north.  Turn around and walk south
until you see a jar.  Ignore it, and walk north all the way and enter the
passage.  There should be a sword on the north wall.  Try to take the sword,
and a demon will appear.  Talk to him to initiate battle.

  Majin Ryunosuke is incredibly uber.  DO NOT stand to his sides, no matter
how far away you are from him.  Oboro and O-Robo (who is O-Robo, you ask?
See later in the walkthrough, and really, you shouldn't be fighting this guy
without O-Robo in your team) should keep their distance and use "Bronze Leaf"
and "Fuma Shuriken", respectively.  Put Ryoma (if you have him) up next to
him on the diagonal and use "Polaris Single-Blade".  Ryoma's function is
essentially to divert attention away from Oboro and O-Robo.  Use healing
items like a madman; it's not like you'll be needing them for the final boss.
Try not to have any of your characters stand next to each other unless it's
for healing.  Keeping O-Robo alive is a greater priority than anyone else,
since he can deal the most damage the quickest.  Good luck.

  After killing him, grab the Muramasa off the wall and equip it to Oboro.

  Leave Majin Ryunosuke's room.  Walk south until you see the jar at the very
bottom of the screen.  Take four steps north (three steps after the first
step in which the jar disappears from view), then head south.  The hallway is
now back to normal.

  !!! /OPTIONAL !!!
---------------------------------------------------------------------------


  Pass through a long corridor and into the moat.  There are three ninjas
wandering around in the moat - kill them or avoid them [39].  You can't use
your Stealth Cloak while in the water, by the way, so you may have to engage
battle and run multiple times if you're trying to avoid the ninjas.

  There is also a gargantuan fish floating around (it looks like a
fish-shaped shadow) - avoid it!  If it attacks you, run!  (Read the OPTIONAL
section below for more information on it.)


---------------------------------------------------------------------------
  !!! OPTIONAL !!!   - Lord Iwama

  In the moat is a fish-shaped shadow.  Touching it will trigger a battle
with Lord Iwama, the horrible fish-beast.  Make sure not to touch it on your
first time through the moat, or else he'll destroy you.

  If you want to get to him, kill him, then escape before O-Robo breaks down,
I suggest you enter the moat area from the north and wait just outside the
door a few moments (before stepping into the water), giving Lord Iwama the
chance to swim up to you.  In fact, you can fight him without even stepping
into the water with this method.

  Lord Iwama is not as hard as Majin Ryunosuke.  Guess what?  He is defeated
by the same strategy.  Oboro and O-Robo should use "Bronze Leaf" and "Fuma
Shuriken" from a distance while Ryoma (if you have him) keeps him occupied
with "Polaris Single-Blade".  Once again, keeping O-Robo alive is your
greatest priority.

  For defeating him, you will receive a Suijin Scale, an accessory that
grants a +10 IQ bonus.  Not a big deal, but its other use is great.  It can
be used as an item in battle as often as you like, and it executes an awesome
water technique.  Since you'll want to use it for that purpose in the final
chapter, equip it on Oboro before completing this chapter (only Oboro's
equipment will carry on from this chapter to the next).

  O-Robo might break down in the water after killing Lord Iwama (I hope you
killed Majin Ryunosuke first), but you won't be needing him anymore unless
you want zero kills or you haven't defeated Majin Ryunosuke yet.  If either
of these are the case, reset, and make sure O-Robo doesn't break down next
time (you MUST keep O-Robo in your party to finish the chapter with zero
kills).

  !!! /OPTIONAL !!!
---------------------------------------------------------------------------


  Eventually the moat will end at a door.  Another short corridor, then
you'll be in a jail with a guard wandering around [40].  Ignore the
two jail cells, and go up the stairs to reach another jail area.  DO NOT
challenge the guard that's wandering around up here - he'll own you right
now.  Kill everyone in the cells if you like, using the Basement Key to open
the cell doors [44].

  At this point, if you are going for zero kills, continue left and exit.
Then, skip the next three paragraphs, along with the rest of this one.  If
you don't mind getting kills, read on.  Go back downstairs.  Don't open the
cell on the right with the ninja - we'll save that for later.  Open the cell
on the left, then run up to the prisoner.

  You're now in a room full of Lost Souls.  Run to the north exit in order to
make the boss appear.  When the boss offers to battle, decline the offer.
He'll just come back to life if you kill him without killing all the Lost
Souls first, but you do need to make sure to make him appear before killing
all the Lost Souls, otherwise he'll just revive them all when he appears.

  Kill all the Lost Souls.  The Lost Souls will regenerate in time, so make
sure you're dashing (holding the B Button) when running to each one.  Once
they're all dead, challenge the boss, but make sure you're at least level 7
before doing so.  If you need to power up, let the Lost Souls reappear.  When
fighting the boss, just stay near the lower right corner and use "Strength of
Ninja" on him repeatedly, and try not to stand directly diagonal from him.

  After the battle, equip your best stuff on Oboro and your second best stuff
on Ryoma, then get out of here through the north exit.  You'll be back in the
jail.  Go upstairs.  With Ryoma's help, you can kill the guard up here.  Have
Ryoma keep using "Polaris Single-Blade" on him, and he'll be done quickly
[45].  Exit to the west.

  After exiting the jail, follow the path until you reach a room with a man
(who summons backup if attacked) [48] and a box.  Yoink the box - finally, a
weapon upgrade for Oboro.  Exit this room south.  In the next room, there's a
hidden exit in the lower-right - enter it, and yoink the treasure.  Ignore
the woman.

  Exit this room and go through the leftmost south door.  Follow the path
until you reach a hallway with four samurai goons.  As always, kill them all
or avoid them [52].  Don't go through the south exit, or else you'll just be
outside, north of the second building, without the key to get back in; you'd
have to walk all the way back.  Do not enter the first north door, either, or
else you'll have to deal with a sickly old woman who'll follow you around.
You have to kill her 16 times to get her off your back, but it counts as
killing a woman, so just don't even get near her for now.

  Go through the far right north door (the small brown one).  Continue up the
hall, and you'll be in a hallway with three doors, the leftmost of which is
guarded by a man who will ask you for the password [53].  Go into that room
and take the contents of the two boxes, then leave.  The middle door leads
to a room with a man and two women; feel free to kill the man [54].  Take the
rightmost door when you're ready to move on.

  In the next room, you'll see someone who looks like a toy train exit the
room as you enter.  If you step on the blue cushion in the room, you'll
trigger a trap.  Not really a problem, and you can use this trap to level up
if you need to (you can activate it more than once).  Just kill the guy who
looks like a toy train (the Trap Master) to make the rest of the trap break
down (he doesn't count as a kill).

  Go into the next room, and up the stairs.  Go into the north door (at the
lower-right corner of the room) and take all the treasure except the pot
behind the woman - you have to kill her to get it, and it's just Money
anyway.  Leave the room with the woman, and then go through the south door.

  There are a ton of doors south and an opening on the left.  Ignore the left
opening and go south all the way through the doors.  The next hall will have
a goon wandering around [55].  If you're going for zero kills, skip the next
paragraph.

  This entire paragraph is optional.  Go into the next door (immediately to
the right of the door you just came through).  There's a single woman in
here, so it seems, but you can fight her if you wish - she's actually a
monster of some sort, and she won't count as a kill.  If you don't have Ryoma
in your team, then don't bother challenging her - she'll be too tough at this
point.  If you have Ryoma, use "Polaris Single-Blade" on her continuously so
she remains paralyzed throughout the battle, and have Oboro pass every turn.

  The third door is a trap - don't bother with it.  Turn north at the end of
this hallway and head to the north door.  A guy here will ask you for the
password - deal with him as you normally would [56], then go north through
the door.  Keep following the single path, bypass or slay the orange guy on
the way [57], and eventually you'll end up coming through a passage into some
goon's room [58].  Exit south.  If you are going for zero kills, skip the
next paragraph.

  Go down the hallway, and a woman will see you and call for help.  Just when
it looks like you're going to fight, a masked man busts out of the north room
and they converge on him.  If you're going for 100 kills, kill the goons
IMMEDIATELY before the masked man gets a chance to [62], then kill the masked
man [63].  DO NOT attempt to kill the masked man until all four goons
surrounding him have died, or else he will kill the goons and you will miss
out on those kills.  The safest way to make sure you can kill the goons
before the masked man does is to make sure you're holding the B Button to
dash when running between them, even though they are so close to each other.
And never hesitate.  If you leave this room without killing the masked man,
he won't come back, so don't leave until you've killed him.  Just don't stand
next to him on the diagonal while fighting him, and he'll be easy.  Skip the
next paragraph.

  Go down the hallway, and a woman will see you and call for help.  Just when
it looks like you're going to fight, a masked man busts out of the north room
and they converge on him.  Wait for a few moments, and the new guy will kill
all four opponents for you.  You may then walk past him without challenging
him.  Skip the next paragraph.

  The door that the masked man stepped out of leads to a moderately difficult
battle, but an essential one if you want 100 kills.  If you want to skip it,
skip the rest of this paragraph.  Go through that door and talk to the bald
guy.  He'll summon a tiger, and battle will commence.  Stay in the
lower-right corner and use ranged attacks to take care of the tiger, then use
the same tactic on the bald guy, but keep Oboro and Ryoma far away from each
other.  After he's dead [64], go back into the hallway.

  Take the north door to the right of the door that the masked man came
through.  There is an old man here who will tell you how many kills you have
so far.  If you have zero, he'll give you ten Castellas.  You can kill this
guy, if you like [65].  Ignore the secret passage on the wall.

  Leave the room, then hit the next north door.  Check the two boxes, then
leave.  Go up the stairs on the right.  Take the left door, and you'll be in
a small back-hallway with a north door and a south door on the left side.
If you're going for zero kills, skip the rest of this paragraph.  If you feel
like getting kills, go into the south door, and talk to the guy in there
repeatedly until he attacks you [66].  Then, go back into the back-hallway.

  Go through the north door, continue north, then climb the ladder.  Ah, an
attic trap room.  Don't go east - go south instead.  You'll end up fighting
the same traps either way, but you'll get a treasure box if you go south
instead of east.

  Below are the strategies for beating the traps.  These strategies as
written will work even if you have only Oboro on level 6 (this is why I had
you power up to level 6 earlier).  The traps do not count as kills.


---------------------------------------------------------------------------
*** BATTLE: Trap Master, Fire Trap x14

  Have Ryoma (if you have him) or Oboro (whoever starts the battle on the
left) run to the left corner and use "Quickdraw Wolf Fang" or "Shuriken
Storm" to destroy the Fire Trap directly above, then run up to the Trap
Master with the same character and use "Polaris Single-Blade" or "Shinobi
Slash" to defeat him.  Pass every turn with your other character.

***/BATTLE
---------------------------------------------------------------------------

---------------------------------------------------------------------------
*** BATTLE: Trap Master, Fire Trap x3, Gas Trap x6, Ice Trap x3

  Have Oboro use "Shuriken Storm" straight down at the Gas Trap directly
below, then walk down with either Ryoma or Oboro and take the Trap Master
out.

***/BATTLE
---------------------------------------------------------------------------


  Grab the Genji Armor from the treasure box.  Equip it on Oboro.


---------------------------------------------------------------------------
*** BATTLE: Shura Buddha Statue, Water Buddha Statue x6

  Easiest trap ever - use "Shinobi Slash" or "Polaris Single-Blade" to
destroy the Shura Buddha Statue (the gray one) in one hit.  The rest of the
statues will break down.

***/BATTLE
---------------------------------------------------------------------------

---------------------------------------------------------------------------
*** BATTLE: Flame Buddha Statue x4

  Okay, THIS one may be the easiest trap ever - move Oboro to the center of
the four statues and use "Cross Slice".  All four statues will be destroyed.

***/BATTLE
---------------------------------------------------------------------------


  After getting the box and escaping the traps, you can defeat the other
traps in this room for Experience if you like - they are simply copies of the
traps you have already defeated.  I recommend doing this, especially if
you're going for zero kills, because it's easy Experience.  When you're
ready, exit southeast.

  In the next room, take the north door, and keep going north until you reach
a room with a tea table in the center.  Save your game in this room.

  Press the A Button on the north door repeatedly.  You'll be invited to have
some tea - ignore the offer, just keep hitting the A Button on the door.
Eventually, the guy will ask you if you trust him - of course you do not.
He'll come out and fight you.  The strategies for this battle are below, but
first I need to give you some information.

  There are two ways to win this battle - the hard way, and the easy way.  I
recommend the hard way, because if you take the easy way, you will miss out
on adding a badass character to your party.  If you're going for zero kills
and/or you intend to defeat this chapter's two optional bosses, you MUST get
this character (so you MUST choose the hard way).  Otherwise, the character
is fairly unnecessary, but still recommended.  If you are going for 100 kills
and do not intend to challenge the optional bosses, only then do I recommend
taking the easy option.

  Below are two boss strategies; the first is the strategy for defeating this
guy the hard way (recommended, it allows you to get a badass party member),
and the second is the easy way.  If you defeat him the easy way, you will be
unable to defeat this chapter's two optional bosses, and you will be unable
to complete the chapter with zero kills (you can still complete the chapter
with 100 kills regardless of which option you choose).  The choice is yours.


---------------------------------------------------------------------------
*** BATTLE: Clockwork Gennai, Electrode x6

  If you are reading this, then you have opted to defeat the boss the hard
way.  Good for you!

  You must defeat all the Electrodes before you defeat Clockwork Gennai.
Have Oboro run to the tile that's one tile left of the top-right corner.
Stay up there and use "Shuriken Storm" on the Electrode below ("Strength of
Ninja" doesn't work very well).  Move him one tile to the left and repeat
until all Electrodes are defeated.

  Ryoma (if he's with you) will probably get fried - oh well.  If he doesn't,
use "Quickdraw Wolf Fang" on the Electrodes from where he stands.

  Don't bother healing Ryoma, just let him die.  Use healing items on Oboro
whenever you need to.

  After the Electrodes are gone, go up to Clockwork Gennai and hit him with
"Shinobi Slash", healing when you need to.  You're safer right next to him
than you are anywhere else, so stay on him.

  After he dies, he should drop an item called Zenmai.  If he doesn't, reset
your game (you need this item to get the badass character to join you).

  (Note, if this battle ends up being too difficult and you need to power up,
you can reload your game (you DID save in the tea room, right?) and this
time, fall for his trap (sit on the cushion at the tea table).  He'll send
you to the dungeon.  From there you can walk to the room with the woman and
the two Lost Souls, and you can power up there as much as you want.)

***/BATTLE
---------------------------------------------------------------------------

---------------------------------------------------------------------------
*** BATTLE: Clockwork Gennai, Electrode x6

  If you are reading this, then you have opted to defeat the boss the easy
way, and have forfeited any chance of defeating this chapter's two optional
bosses, and you are not going for zero kills.

  I will assume you have Ryoma in your team - the only reason you wouldn't
have him right now is because you're going for zero kills, and if that's the
case, then you should NOT be taking the easy strategy.  Buck up and read the
strategy above this one.

  Your goal is to defeat Clockwork Gennai first - his death will cause the
Electrodes to break down.  At the start of the battle, have Oboro run
straight to Clockwork Gennai and hit him with "Shinobi Slash".  When it's
Ryoma's turn, run him to the space above the lower-left corner and use
"Quickdraw Wolf Fang" (it's not a big deal if he dies before he gets there,
though).  Then, just stay where you are and hit him with the same attacks.

  You will miss out on the third party member, but at least you didn't die in
that battle.  You coward.

***/BATTLE
---------------------------------------------------------------------------


  REMEMBER WHERE YOU ARE.  This is a key location that I will be referring to
later as "the tea room" or "where you got the Zenmai" a few times, even if
you didn't actually get the Zenmai.  (I'll do the best I can to give you
directions back to this place whenever it's relevant.)

  If you're going for zero kills, skip this paragraph and the next one.  Go
north, then north again through the door on the left.  Go down the stairs on
the right, then through the south door.  Kill the four ninjas [70].  The
woman will ask you to stay with her.  Refuse twice, and then talk to her
again (from in front of her).  She will ask if you find her attractive;
select "kill her" [71].  Don't worry - this is the one woman you are allowed
to kill.  The reason for this is a spoiler, so just trust me (you'll find out
later).

  After dispatching her, go through the south exit, kill the ninja there
[72], then continue along the path and kill the guy that asks for the
password [73].  Ignore the door he was guarding, and head back to where you
got the Zenmai (down the stairs, through the north door, north all the way
through to the hallway, up the stairs, through the south exit, then through
a south exit again).

  Exit the tea room south, then go up the rope ladder.  The traps are now
disabled, and so it is time to hit the loot.  You already have everything in
this first room, so exit northwest.  Go down the stairs and up the next
ladder.  Grab the Genji's Helm and Grappling Hook in here before taking the
southeast exit.

  Ignore the passage in the wall, continue south down the stairs.  Climb the
ladder here.  Grab the three boxes, and be careful not to fall down any pits.

  Exit northwest, go down the stairs and up the ladder.  You're in an attic
with a bunch of gears.  Grab the two boxes, then go back down the rope ladder
the way you came from.  If you want 100 kills, stand still in this room for a
minute, then kill the ninja that appears [74].  Go back up the stairs.

  Go down through the south passage in the bottom-right corner, then follow
the path, and keep going south through all the doors.  Remember that door I
told you to avoid because it was a trap?  Well, it isn't a trap anymore.
Since you probably don't remember, it was the third door (small brown one),
two doors to the right of the one you just stepped through.  Take the
contents of the three boxes inside (make sure to get the Castle Gate Key).
Now leave this room, go left through the hallway, then north through the
leftmost door.  Go north through all the doors until you get to the opening
on the left, and proceed through that opening.  Follow the path back and
climb the rope ladder when you reach it.

  This is the attic room with the holes.  There is a specific pit you should
jump through - it's the one directly north of the box in the lower-left
(which you should have already opened).  Jump through it, then DON'T MOVE.
In this room, you must move a specific way, or else you'll fall down a pit
and miss the box.  The path is this: left, down, down, right.  Now yoink the
box, then move however you like.  You'll fall through a pit.

  You're back at the jail.  Use your Basement Key to escape the cell you
landed in.  Go east, then through the north passageway, then down the
stairs.  If you're going for zero kills, then you didn't rescue the prisoner
here; you'll notice his cell is empty.  Go in and grab the Money.

  Open the door to the cell on the right (the one with the ninja in it).  If
you are not going for 100 kills, skip the next paragraph (skip to the "Free
Goemon" section, below).

  If you are reading this paragraph, then you are going for 100 kills.  Kill
the ninja in the cell [75].  He should be easy, just don't stand directly
diagonal from him during the battle and you'll be fine.  If you got the
Zenmai, skip to the "O-Robo" OPTIONAL section below.  If you did not get the
Zenmai, skip to just after the "O-Robo" OPTIONAL section.


---------------------------------------------------------------------------
  !!! OPTIONAL !!!   - Free Goemon

  Speak to the ninja and let him go, and he will refill many of the treasure
boxes in the compound, including the one in the cell to your left (to get it
again, leave the room and come back).

  By the way, if you hold off on saving Goemon until after defeating Majin
Ryunosuke (see the first OPTIONAL section in this chapter), you can get the
Muramasa twice (Goemon will replace it).  However, you are unlikely to beat
Majin Ryunosuke without getting the items from Goemon beforehand, and a
second Muramasa wouldn't be useful anyway.  I recommend saving Goemon now.

  Goemon will replace the following:

  * The Money in Ryoma's cell, left of Goemon's cell.
  * The Money in the attic of the second building (where the Watanabe mice
       were).
  * The Genji's Gauntlet and Money in the first attic storage (along the
       rooftops on the way to the secret passage by the tree - if you are
       going for zero kills, you can't get this one).
  * The Genji's Tabi and Money in storage room by the entrance to the third
       building (where the woman and two Lost Souls are).
  * The Money in the box in the leftmost room of the hallway before where you
       first encountered the Trap Master (in the third building).
  * The Genji's Helm and Grappling Hook in one of the attic trap rooms.
  * The Grappling Hook in the attic trap room with the gears.
  * The Genji Armor in the attic trap room with the buddha statues.
  * The Muramasa in Majin Ryunosuke's room.

  Below, I will walk you through getting all this treasure.  As long as you
have four Money (and you should), you need no more.  The Grappling Hooks are
worth next to nothing now that the traps have been disabled.

  Unless you are going for zero kills, proceed to the "Goemon's Treasures
- Default" section below.  If you are going for zero kills, skip to the
"Goemon's Treasures - Zero Kills" section.

  !!! /OPTIONAL !!!
---------------------------------------------------------------------------

---------------------------------------------------------------------------
  !!! OPTIONAL !!!   - Goemon's Treasures - Default

  If you are reading this section, then you are not going for zero kills.

  Here's the path I suggest taking to get these treasures: from Goemon's
cell, go through the secret passage on the right, follow the path into the
moat, proceed through the moat (avoid the fish - run if it attacks you) to
the door at the south end of the complex, and enter it.  Follow the path all
the way through until you come out by the tree and the gold statue.  Climb
the tree (press the A Button on it).

  Turn right and follow the path all the way into the small attic over the
entrance to the complex.  Crawl through it (avoid the middle tile), and
continue along the path until you reach the storage room at the southwest
corner of the complex.  Enter it and take the Genji's Gauntlet and the Money,
then exit the way you came in.

  Continue north and turn right when you get the chance.  Grab the Money in
here if you need it, then exit this attic via the west rope ladder.  Exit
south, then take the north door to the right, and continue north all the way
until you exit this building.  Enter the small storage room on the right
(where the Lost Souls are) and grab the Genji's Tabi and Money.  Exit this
room, and use your Castle Gate Key to enter the north building.

  Proceed north, turn right in the hallway, then exit through the rightmost
north door.  Follow that hallway until you reach the hall with three north
doors.  There's Money in the leftmost of these doors, if you need it.  Enter
the rightmost door, and you'll be in the room where you first encountered the
Trap Master.  Go west, then up the stairs.  Go through the south exit.  This
is the room with tons of doors.  Go through the passage on the left, continue
through, then climb the rope ladder.

  Go through the southeast exit, up the stairs, and then up the ladder.  Grab
the Genji's Helm and Grappling Hook here, exit northwest, go up the stairs,
then go up the ladder.  Grab the Genji Armor here and exit southeast.  You
are now at the room before where you got the Zenmai - exactly where you need
to be for the "O-Robo" section, below.  Skip to it.

  !!! /OPTIONAL !!!
---------------------------------------------------------------------------

---------------------------------------------------------------------------
  !!! OPTIONAL !!!   - Goemon's Treasures - Zero Kills

  If you are reading this section, then you are going for zero kills.

  Here's the path I suggest taking to get these treasures: from Goemon's
cell, go up the stairs, then west through the jail.  Follow the path all the
way to the hallway with the four samurai goons, and exit that hallway through
the rightmost north door.

  Follow that hallway until you reach the hall with three north doors.
There's Money in the leftmost of these doors, if you need it.  Enter the
rightmost door, and you'll be in the room where you first encountered the
Trap Master.  Go west, then up the stairs.  Go through the south exit.  This
is the room with tons of doors.  Go through the passage on the left, continue
through, then climb the rope ladder.

  Go through the southeast exit, up the stairs, and then up the ladder.  Grab
the Genji's Helm and Grappling Hook here, exit northwest, go up the stairs,
then go up the ladder.  Grab the Genji Armor here and exit southeast.  You
are now at the room before where you got the Zenmai - exactly where you need
to be for the "O-Robo" section, below.  Proceed to it.

  !!! /OPTIONAL !!!
---------------------------------------------------------------------------

---------------------------------------------------------------------------
  !!! OPTIONAL !!!   - O-Robo

  What follows are directions on how to acquire O-Robo, a party member you'll
need if you wish to defeat the optional bosses, and/or you intend to complete
this chapter with zero kills.  He is optional in all other cases.

  You will need:

  * The Zenmai (an item).
  * Four Money (another item).
  * You cannot have killed the three guards near the end of the chapter.

  If you've been following my guide, then all three of these are already
true.

  You need to go to the tea room, where you got the Zenmai.  If you did the
Goemon's Treasures section, above, then you are already there, and you may
skip the next paragraph (you should have done that section unless you're
going for 100 kills).  If you didn't, then follow the directions in the next
paragraph (from Goemon's cell).

  From Goemon's cell, go up the stairs, then west through the jail.  Follow
the path all the way to the hallway with the four samurai goons, and exit
that hallway through the rightmost north door.  Follow the hallway until you
reach the hall with three north doors.  Enter the rightmost door, and you'll
be in the room where you first encountered the Trap Master.  Go west, then up
the stairs.  Go through the south exit.  This is the room with tons of doors.
Go through the passage on the left, continue through, then climb the rope
ladder.  Go through the southeast exit of this attic, up the stairs, and then
up the ladder.  Exit this attic northwest, go up the stairs, then go up the
ladder.  Exit this attic southeast.  You are now at the room before where you
got the Zenmai.

  Go north into and through the tea room, and examine the small slit in the
wall on the right side of this room.  Insert three Money and you'll hear a
strange noise.  Go south, but avoid the cushion in this room.  There will be
a freaky little bald guy sitting in the south room.  Get in front of him, and
press the A Button on him.  Insert the Zenmai, and battle shall commence.
He's easy - just use "Shuriken Storm" and "Quickdraw Wolf Fang" (if you have
Ryoma) until he dies.

  After the battle, DO NOT run straight up onto the tile above you - it's a
trap!  Go around it and exit north.  Avoid the cushion in this room.  Insert
one Money into the slot in the wall to return the rooms to normal.  Equip
your new party member.

  There are some things you need to know about the newest addition to your
party:

  * If you fall down a pit, he will be destroyed.
  * If you keep him in water too long, he will be destroyed.
  * If you touch a rat, he will flip out and attack you.  He will not be
       destroyed if you defeat him, but it will be annoying.

  Avoid these situations and you'll be fine.  You should take O-Robo with you
to fight the two hidden bosses (if you intend to at all) - one of which is in
the water.  If so, do Majin Ryunosuke first, and be quick about getting to
Lord Iwama and out of the water.

  You will lose O-Robo when you walk into the room with the three goons
guarding Ode's room, so make sure you take down the optional bosses before
then.  And if you are going for 100 kills, you'll have to find a way to
destroy him before you enter the room with the three goons guarding Ode's
room, or else you'll miss out on those three kills.  I'll remind you of all
this again when the time comes, so don't worry.

  !!! /OPTIONAL !!!
---------------------------------------------------------------------------


  At this point, your party should look like one of these:

  * Oboro, O-Robo, Ryoma    - Default party.

  * Oboro, O-Robo           - Going for zero kills.

  * Oboro, Ryoma            - Did not get the Zenmai (Recommended if you're
                              going for 100 kills and do not intend to fight
                              the optional bosses).

  If your party is just Oboro alone, then I suppose you didn't get the
Zenmai, and you didn't get Ryoma for some reason.  Either way, both the 100
kill and the zero kill goals are now impossible for you at this point, so
don't bother with either of them, just finish up the chapter by reading on.

  Now is the time to defeat Majin Ryunosuke and Lord Iwama, if you wish to at
all (and if you haven't already done so).  If you do, head to the room with
the woman and the two Lost Souls and power up like mad.  I suggest getting
Oboro to level 16 and O-Robo to at least level 12.  Put O-Robo ahead of Ryoma
in the formation screen, and give him the second-best equipment.  Then, head
to each boss strategy section above (see the second and third OPTIONAL
sections in this chapter).  By the way, they don't count as kills, so don't
worry about that.  Good luck!  (Note: if you are going for zero kills, you
will have to fight the bosses without Ryoma.  Trust me, you would rather have
O-Boro than Ryoma, and you can't have them both.)

  Skip this paragraph unless you are going for 100 kills.  If you are going
for 100 kills, and you have O-Robo in your party, you will need to dispose of
him before moving on with the chapter (kill the optional bosses first, if you
intend to!).  O-Robo will deprive you of three kills if you keep him, so
don't keep him.  Fall through a pit or spend some time in water to destroy
O-Robo.  I don't think I need to remind you to unequip O-Robo before losing
him.  Then again, I just reminded you anyway.

  When you're done doing whatever optional stuff you want and are ready to
move on with the chapter, return to the tea room.  If you are already there,
skip the next paragraph (the next paragraph is simply the directions to the
tea room, copy/pasted from above).

  From Goemon's cell, go up the stairs, then west through the jail.  Follow
the path all the way to the hallway with the four samurai goons, and exit
that hallway through the rightmost north door.  Follow the hallway until you
reach the hall with three north doors.  Enter the rightmost door, and you'll
be in the room where you first encountered the Trap Master.  Go west, then up
the stairs.  Go through the south exit.  This is the room with tons of doors.
Go through the passage on the left, continue through, then climb the rope
ladder.  Go through the southeast exit of this attic, up the stairs, and then
up the ladder.  Exit this attic northwest, go up the stairs, then go up the
ladder.  Exit this attic southeast, then go through the north door and into
the tea room.

  From the tea room, head to the room with the three guards.  Here are the
directions: go north into the room with the slit in the wall.  Go through the
north door on the left and then up the stairs.  You'll see the three guards
standing in front of a door; unequip O-Robo if you have him, then approach
the guards.

  If O-Robo is in your party, you lose him here, and he ends up killing the
three guards for you.  Otherwise, you have to fight them [78].  Just make
sure not to position Oboro and Ryoma next to each other except to heal, and
this battle shouldn't be too difficult.  After you deal with the guards
(either by killing them or by losing O-Robo), go through the door they once
guarded.

  In the next room, you'll fight eight guys.  They aren't a problem [86].  If
you didn't rescue Ryoma (and if you're going for zero kills, you should not
have), he'll come in here and will take care of the goons for you.  He will
then join you.

  After that, you will have a boss battle on your hands (you have the
opportunity to save and change equipment before the boss battle begins).


---------------------------------------------------------------------------
*** BATTLE: Miyamoto Musashi

  Do not stand to Musashi's right or left; stay below/above or diagonal to
him.  Have Ryoma use "Polaris Single-Blade" repeatedly, and if you have it,
use "Blade of Wind" with Oboro.  If you don't have it, use "Strength of
Ninja".  If you don't even have "Strength of Ninja", then use "Blazing
Firefly" so that you're standing on a fire field (your equipment should make
you gain Hit Points from it) and use "Flame Arts" as your primary attack.
Don't worry about healing Ryoma - of he dies, you shouldn't have trouble
finishing this battle with Oboro alone.

***/BATTLE
---------------------------------------------------------------------------


  Go through the north exit (behind the red scroll) and follow the path.  In
the next room, you will be attacked by Yodogimi if you didn't kill her true
form earlier (she was the one surrounded by four ninjas) (if you have been
following my guide, then you will not have defeated her true form yet, so she
attacks you here).


---------------------------------------------------------------------------
*** BATTLE: Yodogimi

  Position Oboro and Ryoma away from her (and away from each other) and use
"Blade of Wind" and "Quickdraw Wolf Fang".  If you don't have "Blade of Wind"
(level 10), then use "Strength of Ninja" repeatedly instead.  If she manages
to get up next to you before she is defeated, switch to using "Polaris
Single-Blade" with Ryoma.

***/BATTLE
---------------------------------------------------------------------------


  After that battle, Oboro will realize that she was not human after all, and
will subtract her kill from the kill count [85] if you had killed her before
(now you know why you were allowed to kill that one woman earlier).  After
that, go up the stairs.

  In this next room, try to go through the north door.  You should be
interrupted by a woman (if you aren't, then you've killed a woman somewhere.
Shame on you!).  She'll offer you a gift.  If you want 100 kills, kill her
[86], then skip the rest of this paragraph.  Otherwise, accept the gift.
She'll give it to you, then run off.  Wait in this room until she comes back,
and she'll give you an even better gift - a Medicine Box.  This baby grants
you a +30 IQ bonus!  Equip it on Oboro.

  Now that you've encountered that last woman, women are fair game, in case
you want to go back and kill them.  I recommend skipping the "Killing the
Women" OPTIONAL section below unless you plan on completing the chapter with
100 kills, in which case it is mandatory.


---------------------------------------------------------------------------
  !!! OPTIONAL !!!   - Killing the Women

  It's time to kill some women.  Head back to the tea room (just backtrack
until you have a choice between a south door in front of you and south stairs
to the right - take the door).  From here, continue to backtrack until you
are in the attic.  Then, fall through a hole intentionally to get back into
the jail.

  Exit the jail west, and follow the path until you get to the hallway with
the hidden south door in the bottom-right, behind which is the woman hiding
in a box (remember her?).  Enter that room, check the box, then go invisible
by holding the Y Button and wait for her to peek outside the box (this could
take a minute or two).  When she does, talk to her, then murder her [87].

  Exit this room, then head through the other south door.  The room you are
in now has two north exits and a south exit that goes outside.  Take the
first north door (the one on the left) and challenge the old woman inside.
When you exit the room... Surprise!  She's back!  You have to defeat this
annoying hag 16 times before she'll actually die and score you a kill [88].
Just defeat her once in each room as you move on.

  Exit the building south, then enter the building southwest of you.  This
hallway has three south exits - take the middle one, and slaughter the woman
in the room [89].  Exit this room south...  Jackpot [94].

  Exit south, then exit the building south.  Head back into the first
building of the chapter, and go into the room straight south.  Obliterate the
woman in this room [95].

  Exit this building north and return to the second building.  Enter through
the front door, take the leftmost north door, proceed up the hallway, and
take the leftmost north up here.  Inside this room is the old guy spinning a
woman around (the two that I told you to ignore earlier).  Kill them both
[97].

  Exit this building north, and enter the third building (use your Castle
Gate Key to unlock the door).  Take the rightmost north door, proceed through
the hall, and then take the middle north door.  Two more victims are here
[99].

  Back out into the hallway and take the rightmost north door.  Follow the
path until you go up the stairs and reach the room with a north door and a
south door at the bottom of the screen.  Enter the north door, and the 100th
victim is here, standing in front of a pot.  Take her out [100], and you can
ignore the pot - there's simply worthless Money inside.

  You may now return to the room at which you killed the first / last woman
(the one who tried to give you an item before you mercilessly ended her
existence).  If you don't remember how to get back, here it is: exit the room
where you killed the 100th person, then exit this hallway through the south
door.  Continue south through all the doors and out of this hallway.  In the
next hallway, go through the rightmost north door.  Follow the path until you
get to the hallway where you killed the masked man.  Take the rightmost
stairs upward from here, then go through the north door on the right.  Follow
the path until you come up some stairs into a room with a south door and
north stairs; go up those stairs.  Continue to follow the path until you
get to the room where the first/last woman interrupted you.

  !!! /OPTIONAL !!!
---------------------------------------------------------------------------


  Make sure you have Oboro equiped with the stuff you want to keep (including
the Suijin Scale and Medicine Box if you got them), and Ryoma with second
rate equipment.  Head through the north door.


---------------------------------------------------------------------------
*** BATTLE: Ode Iou

  A battle takes place here, and it's an easy one.  Have Ryoma use "Polaris
Single-Blade", and use ranged attacks with Oboro.

***/BATTLE
---------------------------------------------------------------------------


  After the battle, head through the south door, and then the next south
door.


---------------------------------------------------------------------------
*** BATTLE: Frogsnake Demon

  This is the final battle.  If you took down the optional bosses, this
should be cake.  Of course, I will assume that you did not kill them.  Keep
your distance with Oboro and use "Blade of Wind" repeatedly.  If you don't
have it, use "Strength of Ninja" from where you stand.  Ryoma should run up
to the beast and use "Polaris Single-Blade".  When Ryoma reaches around 140
Hit Points, have him use healing items.  If both Oboro and Ryoma are about to
fall, use an Izanagi's Scroll.  Eventually, he'll be done.

***/BATTLE
---------------------------------------------------------------------------


  After the battle, Ryoma will give to you his sword (40 Attack) if you got
through the chapter with zero kills.  Then Ryoma will offer you the chance to
join him.  Your choice will determine a scene in the ending.  Select
"Interesting" to join him, or select "I am Shinobi!" to stay on your own
path.  Your choice doesn't seem to affect anything, so answer however you
like.

  Congratulations - to me!  For getting this chapter done!  This chapter's
guide took longer to write than all other chapters combined.  I'm glad it's
over with.

  Anyway, choose another character, and let's rock.



*******************************************************************************

 4.)  -Sundown-   Old West Chapter - Wandering:


  Sundown's is a short chapter in which the greatest focus is a sort of
puzzle.  Solving the puzzle makes the final battle easier.  Of course, I have
the answers for you in this guide anyhow.

***

  You'll pretty much begin in battle.  It's an easy one - use it to get
acquainted with your techniques.  A single "Double Shot" should end this
battle.

  When you gain control of Sundown, walk into the Crystal Bar (west a bit,
then north).  Annoyingly, you have to press the A Button on the door to open
it.  Go behind the bar and check the pot to steal some Bourbon.  Then, talk
to the barman from across the table.  After the scene, a man will buy you a
drink.  Send it back.  Then, tell him to get lost and waste him.  When you
regain control after the scene, walk outside.

  After the scene outside, you'll be back in the bar.  Talk to everyone here,
then talk to Mad Dog again.  You'll get a Peacekeeper Badge.  Go ahead and
equip it on Sundown (all it does is raise your evade against firearms, but
it's better than nothing), then jack all of Mad Dog's stuff.  Equip the best
stuff on Sundown and the second-best stuff on Mad Dog.  Save the game.

  The next few paragraphs describe how this entire trap sequence works.  If
you already know how to find and set the traps, you can skip down to the
section labelled "TRAP FINDING" for lists of all items, or beyond that
section for lists of characters and their trap-setting speeds.

  You have a limited time from now on to find materials necessary for trap
creation.  Eight bells of time, to be precise.  The traps will lower the
number of goons you'll have to fight in the final battle.  Of course, you
could forego traps entirely and just fight the whole Crazy Bunch, but that'd
be a little nuts.  Even if you don't intend to set the traps, though, you
should try to collect every item in town for your own uses (you have the
time).  (To skip the entire trap sequence and simply fight the whole Crazy
Bunch, talk to the sheriff twice, tell him you're ready, then order drinks at
the bar until all eight bells ring.  Then, skip down to the third final boss
strategy below.)

  You don't have to find all the items before setting the traps up.  If you
wanted to, you could return to the Crystal Bar and have some traps set up
after every few buildings or so, but that isn't efficient.  If you have
collected every item before the fourth bell rings, you should have plenty of
time to set all the traps up.

  While collecting items, when you have Oil and an Empty Bottle, Mad Dog will
offer to make a Molotov Cocktail out of it.  Go ahead, since there's no other
use for them.  It takes time, but do it at least once, since the Molotov
Cocktail counts as a trap (they can also be used as damaging items in
battle).


---------------------------------------------------------------------------
*** TRAP FINDING

  Below is a list of all buildings (starting from the Crystal Bar and going
clockwise) and the items inside.  I've placed an asterisk next to the items
that can be used as traps.  Following each building's list is a paragraph
walking you through the process of finding each item.  The item names in
these paragraphs appear in all caps for readability.


  Start in the Crystal Bar:
    *Slingshot        (Talk to Billy)
     Bourbon          (1st Floor - Behind Counter)
                      (You probably already got this one earlier)
     Bourbon          (1st Floor - Back Room)
     Jacket           (1st Floor - Secret Room)
    *Empty Bottle     (1st Floor - Secret Room)
    *Oil              (1st Floor - Secret Room)
    *Oil              (1st Floor - East Room)
     Bourbon          (1st Floor - East Room)
     Tequila          (1st Floor - East Room)
     Cigar            (2nd Floor - West Room)
    *Barman's Poster  (2nd Floor - East Room)
                      (Must check dresser in 2nd Floor - Center Room
                       before this item appears)

 -Talk to Billy to get a SLINGSHOT.
 -Go behind the bar and grab a BOURBON if you didn't get it already.
 -Enter the back room behind the bar.  Grab BOURBAN from the box at the north
  end of the room.  Head to the shelf at the lower-right of the room and
  press the A Button against it to reveal a secret door.
 -In the secret room, grab the JACKET from the shelf on the right, and grab
  the OIL and EMPTY BOTTLE from the pot and box on the lower level.  Make a
  Molotov Cocktail.  Equip the Jacket on Mad Dog.
 -Exit back to the main room and enter the door on the right side of the bar,
  first floor.  Check the pots and boxes for OIL, BOURBON, and TEQUILA.
 -Head up the stairs and into the door on the left.  Check the box at the
  upper-left corner of this room for a CIGAR.
 -Exit this room and enter the center door on the second floor.  Check the
  dresser for a short scene (necessary to acquire the next item).
 -Exit this room and enter the door on the right.  Ignore the huge money bag
  (triggers a scene that's a waste of time), and check the dresser for a
  BARMAN'S POSTER.  That's it for the bar.



  Building East of Crystal Bar:
     Cigar        (1st Floor - Back Room)
    *Empty Bottle (1st Floor - 1st Room, Behind Counter)
     Bourbon      (2nd Floor - West Room)

 -Enter the door on the right that's tucked behind the staircase.  Grab the
  CIGAR from the box in this room.
 -Exit through the door at the bottom-left, and grab the EMPTY BOTTLE from
  the box behind the counter.
 -Return to the main room and head up the stairs.  Ignore the first door
  (nothing in there) and head left and down into the west door.  Check the
  box for BOURBON, then get out of here.



  Sheriff's Office:
     Cigar        (1st Floor - 1st Room, Sheriff's Desk)
    *Dynamite     (1st Floor - 1st Room)
     Peacemaker   (1st Floor - 1st Room, Gun rack behind desk)
     Buntline     (2nd Floor - Gun rack)

 -Check the center of the desk (from either side) for a CIGAR, then check the
  gun rack behind the desk for a PEACEMAKER and the boxes for DYNAMITE.
 -Head upstairs and into the doorway.  Check the gun rack for a BUNTLINE.
  Equip the Peacemaker on Mad Dog and equip the Buntlines as off-hand items
  on each character.  Ignore the south door, and exit this building the way
  you came in.



  Building South of Sheriff's Office:
    *Empty Bottle (1st Floor - Back Room)

 -Nothing in the first room.  Head into the south door and grab the EMPTY
  BOTTLE from the box.  That's it.



  Southeast Stable:
    *Shovel       (Under the Wagon)

 -Check the center of the wagon from either side to obtain a SHOVEL.



  Building South of Crystal Bar:
    *Oil          (Behind Counter)
    *Frying Pan   (Back Room, on the wall)
    *Carrot       (Back Room)

 -Check the pot behind the counter for OIL.
 -Head into the south door.  Check the pot for a CARROT and grab the FRYING
  PAN off the wall.  Note that you can use the Frying Pan as a trap, or you
  can equip it now for +10 Vitality and increased evade against firearms.  I
  recommend equipping it to Sundown; as long as you set every other trap,
  failing to use the Frying Pan as a trap only adds one more easy minion to
  the final battle, so you might as well take the +10 Vitality.



  Inn Southwest of Crystal Bar:
    *Rope         (Secret Room behind stairs)

 -Go down and left into the south door.  Every door here leads to a room with
  no items in it except one - the door that is hidden behind the stairway.
  Go behind the stairs and up into the hidden door, then grab the ROPE from
  the box in the upper-left corner of this room.  That's it for the inn.



  Southwest Stable:
    *Carrot       (1st Floor)
    *Horse Dung   (1st Floor - South/Center Rubbish Pile)
    *Empty Bottle (2nd Floor)

 -Check the box for a CARROT, and the southeast pile of whatever that yellow
  stuff is for HORSE DUNG.
 -Head up the stairs and grab an EMPTY BOTTLE from the box.



  Northwest Stable:
    *Coal Tar     (Bottom-Right Barrel)
    *Carrot       (Upper-Left Box)
    *Carrot       (Upper-Left Box)

 -Check the barrel in the lower-right for COAL TAR, then check the boxes in
  the upper-left for two CARROTs.



  House West of Crystal Bar:
    *Oil          (1st Floor - Room Behind Stairs)

 -Head into the door that's tucked behind the stairs.  Check the upper-left
  pot for OIL.  The rest of the house is empty.



  North Stable (Small):
     Tequila      (Upper-Right Box)

 -The only item here is the TEQUILA is the upper-right box.  Grab it.

***/TRAP FINDING
---------------------------------------------------------------------------


  When you've grabbed everything you need, go back to the bar.  If you
haven't yet acquired the Slingshot from Billy, do so before you move on, or
else you'll miss your chance to get it.

  Talk to the sheriff twice, and he'll ask you if you're ready to start
setting the traps up.  Say yes, and from here on, talking to anyone in the
bar will prompt you for an item to give to that person.  That person will
then run off and set the trap up for you.

  Some of the townspeople are slow and some are fast.  It's actually a good
idea to start with the slower people and work your way up, so that they all
finish around the same time.  If you assign the slowest people last, they may
not have enough time to set the traps up at all.

  They are, in order from fastest to slowest:
    Sheriff      (Man With Hat)
    Annie        (Woman With Blonde Hair)
    Delos*       (Middle Musician)
    Barman       (Man Behind Bar)
    Gene         (Man With Blonde Hair)
    Wayne's Wife (Woman With Red/Brown Hair)
    Wayne        (Man With Purple Hair)
    Clint        (Man With Brown Hair)
    Sancho       (Left Musician)
    Pancho***    (Right Musician)
    Billy        (Little Boy)
    ----------------------------------------
    Gibson**     (Man With Green Hair)
    Delos*       (Middle Musician)

  *Delos's speed is randomly chosen from one of these two positions.  I
wouldn't bother with him, since it's a waste of time to find out how fast
he's going to be this time anyway.

  **Since there are only ten traps and eleven people (not counting Delos),
don't assign a trap to Gibson, the slowest of them all.  Let the poor guy
relax.

  ***If you aren't using the Frying Pan as a trap (I recommend keeping it),
then you'll have only nine traps to set - in this case, skip Pancho (we would
have skipped Billy, but we need him to set up the Slingshot trap).

  Don't bother setting up more than one of the same trap; the second item
will be wasted.  Once again, only these items will work as traps:
    Barman's Poster
    Carrot
    Coal Tar
    Dynamite
    Frying Pan (Annie only)
    Horse Dung
    Molotov Cocktail
    Rope
    Shovel
    Slingshot (Billy only)

  Only Annie can use the Frying Pan, and only Billy can use the Slingshot, so
assign those traps to them (that is, if you plan to use the Frying Pan as a
trap instead of keeping it for an accessory).  After Annie leaves, you can go
up to her room and take an item from her closet.  It's actually worthless,
but I suppose it's funny.

  After the traps are all geared up, waste time until the eighth bell.  You
can waste time faster by getting drinks from the barman.  After the eighth
bell, the Crazy Bunch will ride in and you'll get to see them all get owned
by your traps.  If you managed to set all the traps, you'll fight the head of
the gang, O. Dio, on his own.  If not, he'll have some goons with him.

  Below are three boss strategies; the first is the strategy for O. Dio alone
(this is what happens if you set all the traps), the second is the strategy
to follow if you set all the traps except the Frying Pan.  The third strategy
is against the entire Crazy Bunch - this is what happens if you set no traps
at all.  If your situation is different from one of these three, then just
follow the strategy that's most similar.


---------------------------------------------------------------------------
*** BATTLE: Dio

  Use this strategy if you set all the traps and are fighting O. Dio alone:

  Move Sundown and Mad Dog right up next to Dio (but not diagonal from him)
and use "Double Shot" and "Lightning Shot" on him.  Dio's melee attacks are
pathetic, so standing next to him makes this fight so easy it's silly.  Let
Mad Dog fall if it comes to that; Sundown is more worthy of your healing
items.  As long as you stand next to Dio, though, you probably won't have to
heal.

***/BATTLE
---------------------------------------------------------------------------

---------------------------------------------------------------------------
*** BATTLE: Dio, Dutton Brother

  Use this strategy if you set all the traps except the Frying Pan:

  Move Sundown toward the Dutton Brother and use "Double Shot" on him.  Move
Mad Dog up and then toward Dio.  Position Mad Dog adjacent to Dio (but not on
the diagonal) and hit him with "Lightning Shot".  If that Dutton Brother
isn't dead yet, hit him with "Double Shot" (he should be dead now), then move
Sundown up next to Dio (again, not on the diagonal).  From here on, just
continue to use "Double Shot" and "Lightning Shot" on Dio every turn.  Dio's
melee attacks are pathetic, so standing next to him makes this fight so easy
it's silly.  Let Mad Dog fall if it comes to that; Sundown is more worthy of
your healing items.  As long as you stand next to Dio, though, you probably
won't have to heal.

***/BATTLE
---------------------------------------------------------------------------

---------------------------------------------------------------------------
*** BATTLE: Dio, Duo de Chico x2, Dutton Brother x6, Pike Brother x6

  Use this strategy if you set zero traps and have chosen to face the entire
Crazy Bunch:

  The first thing you want to do is get rid of the Duo de Chico immediately
to your left.  Move Sundown down one tile, then use a "Double Shot" with
Sundown and a "Lightning Shot" with Mad Dog on him, then use another "Double
Shot" and he should go down.

  Your next priority is to get rid of the Pike Brothers, particularly the
ones adjacent to Dio.  Be very careful not to position Sundown or Mad Dog in
a diagonal line from any Pike Brother or from the remaining Duo de Chico, or
else you're in for a world of hurt.  Take these Pike Brothers down by
using "Double Shot" and "Lightning Shot" on them one at a time.  If you have
Molotov Cocktails, now is the time to use them; try to damage Dio and the
Pike Brothers next to him in the explosion.  Sundown's "Piercing Shot" and
Mad Dog's "Texas Jitterbug" are probably looking pretty tempting right now,
but don't use them - "Piercing Shot" has a charge time and "Texas Jitterbug"
will randomly miss.  You can't afford either of those outcomes in this
battle.

  Once you have opened a path to Dio himself, get right up next to him, but
not on the diagonal.  Dio's melee attacks totally suck, so standing next to
him is the safest spot on the battlefield.  Stay next to Dio with Sundown and
attack all of his minions from where you stand, moving as little as possible.
Mad Dog is probably dead, but we don't need him anymore.  Don't attack Dio
until all of his minions have been cut down - believe it or not, Dio is your
weakest threat right now.

  When all the minions have been defeated, you're golden.  Just "Double Shot"
Dio repeatedly (make sure to stay next to him) until he's dead.

***/BATTLE
---------------------------------------------------------------------------


  You'll have one more battle after this.  You can choose to kill him, or run
away and let him live.  Running away grants you a bonus scene after the
credits.

  Good work smoking those fools.  Let's move on to the next chapter.



*******************************************************************************

 5.)  -Masaru-   Present Day Chapter - The Strongest:


  Masaru's chapter plays like a fighting game (sort of).  You select your
opponent, do battle with her/him, win, and then select another.  After you
have defeated all six, you will be challenged by this chapter's final boss.

  Masaru can learn his opponent's techniques by being hit with them during
this chapter.  Next to each opponent's name I have listed the techniques that
can be learned, and I've explained how to get your opponent to use them on
you in the battle strategies.  If you don't learn a particular technique
during this chapter, however, you aren't hosed - you can still learn them by
gaining levels in the final chapter.

***

  The fighters can be defeated in any order, but some are harder than others,
and some are particularly difficult until you acquire the right techniques.
Here is my recommended order (make sure to save between each battle!):


---------------------------------------------------------------------------
*** BATTLE: Jackie Iaukea (Lower-Right): "Aloha Clap", "Ogre Grip",
                                        "Earth-Rending Fury"

  Just keep hitting him with "Blazing Fist" until you learn "Ogre Grip".
"Aloha Clap" isn't important to learn right now, but if you want it, stand
next to him (not on the diagonal) and "Battle Cry" until he moves up to you
and uses it on you.  If you ever need to heal, run away along the outside of
the ring and use "Battle Cry" repeatedly.

  You can also acquire Masaru's level 16 technique, "Earth-Rending Fury",
from this guy, but I don't recommend it.  It isn't very useful in this
chapter... in fact, it's probably the worst level 16 technique in the game.
If you want to be a completionist, though, and want to get the technique now
instead of at level 16, then here's how you do it: get Jackie low on Hit
Points by hitting him about ten times or so.  Then, stay two tiles away from
him (keep one tile between you and him) and waste time until he he uses it.
Note, he can hit for as much as 290 damage with this technique, so make sure
you are at full Hit Points.

  When you're ready to defeat him, use "Ogre Grip" on him exclusively.  "Ogre
Grip" will knock him back a square and cancel his turn.  He'll then step up
to you and let you hit him with it again and again.  The only thing you need
to fear are his counter attacks, but you shouldn't have any trouble running
away and healing when necessary.

***/BATTLE
---------------------------------------------------------------------------

---------------------------------------------------------------------------
*** BATTLE: Tula Han (Upper-Right): "Armlock", "Cross Heel Hold"

  Stand next to him and "Roundhouse" on him until he uses both of his
techniques on you (should be almost immediately).  "Roundhouse" will turn
Tula Han around, and the only attacks he can use while his back is to you are
his two techniques.  His techniques will disable your arms and legs, but
"Battle Cry" will fix both of those conditions for you.

  Once you've got both of his moves, keep hitting him with "Ogre Grip" until
he goes down.

***/BATTLE
---------------------------------------------------------------------------

---------------------------------------------------------------------------
*** BATTLE: Moribe Seishi (Lower-Left): "Abise-Geri", "Tsuda"

  Make sure to pick up his techniques - they are the most important ones to
learn.  First grab "Abise-Geri" by standing with one square between you and
him, so he can hit you with it.  After you learn that (and after you heal),
move up next to him horizontally so he can hit you with "Tsuda".  At this
point, you may be in pain.  Run away and "Battle Cry" (standard procedure)
until you feel safe.  Then, smack him with "Tsuda".  You will probably miss a
few times, but after he's hit two or three times with "Tsuda", his stats
should be lowered enough that you can finally hit him consistently.  If
you're hurt, "Battle Cry" repeatedly and let your counters finish him.
Otherwise, just hit him repeatedly with "Tsuda".

  If you defeat Moribe Seishi before acquiring both of he techniques, reset.
Seriously, these techniques are NOT optional.

***/BATTLE
---------------------------------------------------------------------------

---------------------------------------------------------------------------
*** BATTLE: Namcat (Upper-left): "Punchama Kick", "Spiral Knee"

  Stand at a place where there's one square between you and him (directly
horizontal or vertical) to learn "Spiral Knee", then move up and start
hitting him with "Tsuda" until you learn "Punchama Kick".  After that, hit
him with "Abise-Geri" repeatedly and you'll cancel most of his actions.  Make
sure to stay above 100 Hit Points, though, since Namcat can hit you pretty
hard if he manages to make an attack.

***/BATTLE
---------------------------------------------------------------------------

---------------------------------------------------------------------------
*** BATTLE: Max Morgan (Lower-Middle): "Max Bomber", "German Suplex"

  Max Morgan hits HARD.  Stand in place and keep using "Battle Cry" until he
approaches and hits you with both of his techniques.  Chances are, though,
you'll take massive damage before you've learned them both, so go ahead and
back off to heal, but DO NOT back yourself into a corner.  When you feel good
again, go back for more punishment and try to learn his techniques.  After
that, use "Abise-Geri" on him until he's done.  DO NOT stand next to him when
you do this, and it's likely he won't even get a move off.  If he does manage
to get next to you, though, move away IMMEDIATELY and continue using
"Abise-Geri".

***/BATTLE
---------------------------------------------------------------------------

---------------------------------------------------------------------------
*** BATTLE: Great Asia (Upper-Middle): "Frankensteiner", "Tornado Press"

  It's hard to learn this guy's moves because his "Bite" technique has
massive range, and he uses it constantly.  Stand next to him diagonally and
keep using "Tsuda" or "Battle Cry" until he hits you with "Frankensteiner".
Then, get far away from him, and stay out there until he hits you with
"Tornado Press" ("Tornado Press" has a range similar to "Bite" - just stay
with one or two squares between you).  You may decide not to bother with his
techniques, since you'll learn them in the final chapter eventually anyway,
and they are very hard to learn.

  Unfortunately, you will not be able to use "Abise-Geri" over and over again
on this fighter like you could on the others, because "Bite" has such a huge
range.  Find a safe spot, then use "Abise-Geri" on him repeatedly until your
spot is no longer safe, then relocate and repeat.  It sounds dangerous, but
he actually goes down pretty easily - you may have trouble NOT killing him
before you learn his techniques.

  I suppose this is worth mentioning now as well: unless this is your first
chapter, by now you've probably noticed a recurring scene involving someone
(or something) called "Watanabe" in every chapter.  To trigger this chapter's
Watanabe scene, get Great Asia to stand in the lower-right of the battlefield
by using "Ogre Grip" to push him down there.  If he uses his "Bite" attack
while down there, there is a chance that the Watanabe scene is triggered.
Note, this is VERY difficult to accomplish without using cheat codes of some
sort... it also isn't worth it.  Trust me, you will be completely
underwhelmed by this scene.  What was Square thinking?

***/BATTLE
---------------------------------------------------------------------------

---------------------------------------------------------------------------
*** BATTLE: Odie Oldbright

  This guy, believe it or not, is probably the easiest opponent in this
chapter.  Don't stand next to him on the diagonal, or he'll destroy you.
Weaken him with "Tsuda" a few times, then use the ever-reliable "Abise-Geri"
technique repeatedly to get him in lockdown.  Piece of cake.

***/BATTLE
---------------------------------------------------------------------------


  Well, that about does it for this chapter, kids.



*******************************************************************************

 6.)  -Akira-   Near Future Chapter - Flow:


  Akira's chapter is a long one, and is arguably the most "RPG-like" of the
first seven chapters (though a case can be made for Pogo's chapter).  You
will gain and lose party members, upgrade your equipment, and progress
through a fair amount of plot.  Don't say I didn't warn you.

***

  The chapter will begin with a pair of eyes asking you if you are happy.  Go
ahead and answer honestly!  It doesn't affect the game either way.

  Press the Y Button when the eyes tell you to.  Throughout the chapter, you
can read minds with the Y Button.  Sometimes this is the only way to progress
further in the chapter.

  You'll awaken on a park bench.  You can talk to and read the minds of the
people around you.  Head east to exit the park, and you'll be surrounded by
punks.  Read the mind of the guy on the left, and a battle will ensue.  These
guys are fools - the battle is easy.  After the battle, read Matsu's mind to
move on.

  Matsu will drop you off at Chibikko House.  Enter.  Go into the rightmost
north door (Taeko should be in this room), and then into the green door on
the left.  Grab the Shower Cap in the top-right corner of this room.  Then go
back into the main hall and into the room in the lower-right (where the
children are).  Talk to Watanabe, and he'll run off.

  Now go through the first south door west of the entrance to Chibikko House.
Watanabe is in here; talk to him again.  Go watch television in the room you
first spoke to Watanabe in, and he'll run in and give you First Aid.  Talk to
him one more time.

  Go through the south door at the west end of Chibikko House.  Read the mind
of your sister, Kaori.  Then, leave Chibikko House.

  Outside, you can fight Crusaders to gain levels.  It only takes three
battles to gain each level until level 13, so you could power up to level 13
right now if you wanted to (just enter a zone and then exit to respawn the
Crusaders), however, I recommend waiting until you get better equipment so
that it's a bit easier.  At this point, just defeat any Crusaders you happen
to encounter along the way.

  Whenever the Crusader in the back is defeated, the rest of the enemies will
disappear without fail, so powering up is easy.  However, if you destroy all
the robots individually before defeating the lead Crusader, you'll receive
useful item drops.  Once you reach level 13, these fools will no longer give
you Experience (but will stop drop items).

  If you teleport away from battle, you'll end up in a random location, like
on the road somewhere, or in Chibikko House.

  Anyway, after you're done messing around outside, head to Toei's place.
It's the brown building in the southwestern corner of town.  Once inside, go
up to the bathroom door and press the Y Button.  A short scene will commence.
Go downstairs and step onto the transporter.  Talk to Toei, then walk back to
Chibikko House.

  Talk to Kaori (in the southwest room).  You'll be asked to find a power
outlet (it's in the lower-left corner of the room).  Plug it in with the A
Button.  Read the mind of the robot in the room, and it'll join your party!
If you've acquired any Power Parts from the Crusader battles outside, go
ahead and use them on your new robot now.  Talk to Toei, then read his mind,
and he'll run off.  Leave this room, and Taeko calls everyone to bed.  This
doesn't interest you, so leave Chibikko House.

  Taro doesn't gain levels, but you can increase his maximum Hit Points by
using Power Parts on him.  Even if Akira is level 13, you can still fight the
Crusaders for Power Parts, if you wish.

  When you're ready to go on, go to the park at the west end of the city, the
place where this chapter began.  Matsu is here, selling taiyaki.  Talk to
Matsu, and then get behind the taiyaki stand and help him out (press the A
Button on the stand).

  You are to sell taiyaki to people and charge a different amount depending
on who your customer is (unethical, I know).  Whenever you succesfully sell
an item, Matsu will give you a healing item.  You can do this as much as you
want, but don't bother - healing items are ridiculously common in this
chapter.

  Here are the customers, the prices you should charge, and what item you
will receive:

  * Boy     -   100 Yen: Taiyaki           (Self Mid-Heal)
                300 Yen: Banana Crepe      (Self Mid-Heal)

  * Woman   -   300 Yen: Banana Crepe      (Self Mid-Heal)
               1000 Yen: Gutsy Taiyaki     (Self Great-Heal)

  * Man     -  1000 Yen: Gutsy Taiyaki     (Self Great-Heal)
              10000 Yen: Misawa Taiyaki    (Self Mid-Heal)

  * Old Man -   100 Yen: Taiyaki           (Self Mid-Heal)
              10000 Yen: Misawa Taiyaki    (Self Mid-Heal)

  So, if a young boy comes up, charge him 100 and you'll receive a Taiyaki,
or charge him 300 and you'll receive a Banana Crepe.  You only need one of
each item to move on, but you could spend some time here and get a bunch of
free healing items.  If you charge the wrong price, you won't get anything.

  Once you have enough items, return to Chibikko House.  Outside, Kazu is
skipping his bed time.  Give him a Gutsy Taiyaki, and he'll give you a Glove
in return.  Go to the bedroom (northwest room), where the other kids are
sleeping.  Each kid wants a snack in return for an item.  Give Akki a Taiyaki
for a Misanga, give Yuki a Misawa Taiyaki for a Power Wrist, and give
Watanabe a Banana Crepe for a Cap.  You can equip this stuff on Akira.

  Go to the laundry room (northeast) and talk to Taeko.  After she leaves,
check the spot directly in front of where she was standing for a pair of
Director's Boxers.  Then, go into the door on the right and sit on the
toilet.  Continually get off and back on the toilet to get some items.  After
you get caught, you can still get one more item by sitting on the toilet, so
go for it.  You will have scored the following items: Watanabe's Boxers,
Taeko's Jeans, Taeko's Stockings, Taeko's Punch, and Taeko's Panties.  Hot?

  After all that crazy silliness, return to Toei's place.  Go all the way
downstairs to the bottom level (this takes quite some time) and when you
reach him, talk to Toei.  He'll ask you a question, reply with "Yeah" and
he'll run upstairs.  Follow him.  Talk to him upstairs, and he'll give you
these directions: touch the pink statue, read the book, play the xylophone,
touch the blue mask, offer a prayer to Buriki Daioh, wash your hands, and
then sit on the toilet.  Yes, you have to run all the way back downstairs to
offer a prayer to Buriki Daioh.  Make sure to wash your hands BEFORE you sit
on the toilet!

  Here are the directions again.  Press the A Button on all of these objects:
  * Touch the pink statue (upper-right of this room)
  * Read the book (in front of Toei; read it from the other side of the
    table)
  * Play the xylophone (on the table to your right)
  * Touch the blue mask (on the wall behind Toei)
  * Offer a prayer to Buriki Daioh (the mech all the way downstairs) (if you
    approach Buriki Daioh and nothing happens, then you messed up one of the
    instructions.  You'll have to talk to Toei and start over.)
  * Wash your hands (the sink next to the bathroom upstairs)
  * Sit on the toilet (enter the door next to the sink and walk straight up)

  You are now on the toilet.  Toei follows you in.  Get ready for the ride of
your life.

  When you regain control, leave the bathroom.  There are five switches here;
give them each a shot.  Then, go back into the bathroom and back up to the
first floor.  Talk to Toei.


---------------------------------------------------------------------------
*** ITEM CREATION

  Toei can now upgrade items for you.  Just give him an item, and he'll run
off and create an upgrade for it.  He often fails - don't worry, you won't
lose your item unless he succeeds.  Below is a list of all possible upgrades.
If one item refines into many, one of the end products is randomly selected,
so make sure to save before attempting to refine something important.

  Here's the list:


- Banana Crepe           (One time use heal item - Self Mid-Heal)
  First Aid              (One time use heal item - Self Mid-Heal)
  Taiyaki                (One time use heal item - Self Mid-Heal)
-> Gutsy Taiyaki         (One time use heal item - Self Great-Heal)
   Matango Light         (One time use heal item - Area Mid-Heal)
   Misawa Taiyaki        (One time use heal item - Self Mid-Heal)
--> Potion No.9          (One time use heal item - All Great-Heal)


- Cap                    (Head: 4 Defense)
-> Shower Cap            (Head: 1 Defense, Water Skill Evade Up)


- Glove                  (Weapon: 4 Attack / Glove: -5 Speed)
-> Bowling Ball          (Weapon: 8 Attack / Glove: 0 Defense)
--> Taeko's Punch        (Weapon: 16 Attack / Glove: 0 Defense)


- Director's Boxers      (Body: 2 Defense, -10 IQ / Head: -5 IQ)
  Watanabe's Boxers      (Body: 1 Defense, -25 IQ / Head: -45 IQ)
-> Hoodie                (Body: 4 Defense)
   Taeko's Jeans         (Body: 2 Defense)
--> Full-body Tights     (Body: 10 Defense)
    Punk Jacket          (Body: 12 Defense, +8 Vitality)
    Taeko's Stockings    (Body: 4 Defense / Head: 0 Defense)
---> Rider Belt          (Accessory: +4 Power, +2 Vitality)
----> Shinju Shirt       (Body: 20 Defense, +10 Power)


- Misanga                (Accessory: +4 IQ)
-> Power Wrist           (Glove: 2 Defense, +4 Power)


- Bracelet               (Accessory: +2 IQ)
  Buriki Brooch          (Accessory: +3 Vitality)
  Punk's Armband         (Weapon: 6 Attack / Glove: 6 Defense) (+2 Power)
-> Abnormal Pearl        (Accessory: +8 Power, -4 IQ)
   MK Badge              (Accessory: +2 Speed)
   Tattoo                (Accessory: +4 Power)
--> Golden Hairpin       (Head: +8 IQ)
    Coral Ring           (Accessory: +4 IQ, Water Field Immunity,
                                            Water Skill Evade Up)
---> Magic Pendant       (Accessory: -2 Power, -2 Speed, -2 Vitality, +8 IQ)


- Sneaks                 (Boots: 1 Defense, +4 Speed)
-> Iron Foot             (Boots: 6 Defense, +12 Power)
--> Rider Boots          (Boots: 3 Defense, +6 Power)


- Taeko's Panties        (Body: 8 Defense / Head: 0 Defense) (Sleep Immunity)
-> Magic Pendant         (Accessory: -2 Power, -2 Speed, -2 Vitality, +8 IQ)
   Potion No.9           (One time use heal item - All Great-Heal)
   Power Wrist           (Glove: 2 Defense, +4 Power)
   Rider Boots           (Boots: 3 Defense, +6 Power)


- Throwing Knife         (One time use battle item)
-> Bounce Gun            (*Robot Accessory: "Bounce Punch")
   Hand Grenade          (One time use battle item)
   Napalm Bomb           (One time use battle item)
--> 100V Laser           (*Robot Accessory: "100V Laser")
    Plasma Spark         (*Robot Accessory: "Plasma Spark")
    Stun Gun             (*Robot Accessory: "50,000V Shock")
---> Poison Jet          (One time use battle item)
----> Kotobuki Lacquer   (*Robot Accessory: "Lacquer Spray Shot")
      Stone Cannon       (*Robot Accessory: "Intense Shot")
-----> Angel's Bottle    (One time use battle item)
       Kintoto Cannon    (*Robot Accessory: "Goldfish Shot")
------> Hiyokokko Cannon (*Robot Accessory: "Dizzy Shot")


   *Robot Accessories can be equipped as a Glove or as an Accessory, but they
    only grant their techniques if equipped as an Accessory on a robot (Taro
    or Cube).  All Robot Accessories give +5 Vitality in addition to their
    benefits listed here.  Also, Robot Accessories can be used as multi-use
    attack items in battle - they will execute their technique when used this
    way.


  Don't ask me how Toei can get a Potion No.9 out of Taeko's Panties.  I'm
not sure if I even want to know.

  I recommend turning your Director's Boxers, Taeko's Jeans, and Watanabe's
Boxers into three Shinju Shirts.  Upgrade your Sneaks to Iron Foot, but don't
refine Iron Foot, or you'll end up with the inferior Rider Boots.  Refine
your Glove into a second Taeko's Punch, and your Taeko's Panties into a
second Power Wrist.  Anything else you have that's worthless or obsolete you
can refine into accessories (you should have enough items to create a couple
Rider Belts).  The Cap has the best defense for headgear (Defense 4), so
don't refine it.

  In theory, you can upgrade all of your healing items to Potion No.9s if
you have the patience, but this is completely unnecessary.

  If you have any Napalm Bombs from battling Crusaders outside, you can
refine them to various Robot Accessories.  These Accessories (when equiped on
a robot, such as Taro or Cube) grant the character extra techniques.  I
recommend getting the Hiyokokko Cannon, Kintoto Cannon, Kotobuki Lacquer,
and Stone Cannon.  For the fifth, I recommend Plasma Spark, but you'll be
finding one of these a little bit later anyway.

***/ITEM CREATION
---------------------------------------------------------------------------


  When you're done with all that, equip Akira with the best stuff and Taro
with the second-best.  Equip any Robot Accessories on Taro.

  Go back to Chibikko House.  Enter the house and walk up a bit until you
hear a scream.  Go back outside and read Taeko's mind.  A battle will begin,
and it will be pitiful.  You will then watch a scene.

  You'll be at the south end of town when the scene ends.  Go south down the
left path and you'll see some Crusaders.  Follow them (south, then east, then
south), and you'll see the Crusaders appear somewhere else.  Just keep
chasing the Crusaders around, and they'll end up taking you to the southern
docks.  Run up to them, and another easy battle will begin.  After it, read
the Crusader's mind, then talk to Matsu, then read Matsu's mind.

  Go back to Chibikko House.  Go to the westmost room, read Kaori's mind,
then exit Chibikko house.  If you haven't yet reached level 13, now is the
time to power up and do so.  Also, make sure to create any items you need at
Toei's place now - once you complete the next area, you will no longer be
able to refine items.

  Once you feel you're powerful enough, go to the research facility at the
east end of the city.  The guards will ask you if you have an appointment -
answer "Nope" and then smoke them.

  You'll encounter many of these goons in here, and they are similar to the
Crusaders outside - if you kill them, their cohorts will break down.
However, you should kill their cohorts anyway, since they drop items.  Don't
be afraid to use the teleport option to escape from battle; unlike outside,
using teleport in here will just cause you to appear where you were before
the battle began.

  Head north to enter the building.  There are two goons and a woman here.
There are three exits: an escalator, the south door you just stepped through,
and a north door.  After killing the goons, go up the escalator.  There are
two doors up here.  The first leads to a battle with a goon and his dog.
They'll keep coming, so you can power up here.  The second (rightmost) door
leads to a computer room with a couple items (in the lockers on the north
wall).

  Go back down the escalator, and go through that north door this time.  Both
south doors in here lead to the same room.  Go in, yoink what's in the two
lockers, then leave.

  Now go up the escalator on the east side of the hallway.  Keep going until
you reach a room with a south door and an escalator on either side.  Go down
the escalator on the right.  In this room there's a south door, a north door,
and another escalator.  Go into the north door and sit on the toilet.

  Bam, Matsu's in your party (if you don't get him here, he'll join you later
anyway).  Equip the fool with the extra Taeko's Punch and Shinju Shirt you
created earlier, and then whatever else you want to give him.  Don't equip
him with anything you can't live without, though, because you won't get a
chance to unequip him before he leaves.  Take his Rider Boots and equip them
on Taro.

  Leave the bathroom, then go into the south door on the left.  There are two
doors here - one guarded, one unguarded.  Go into the unguarded door
and check the four lockers.  Then, fight your way into the guarded door.
Check the lockers in here, then continue through the next door.  Check these
lockers, and go ahead and check the books on the wall for some information if
you like.  Then, backtrack until you get to the room with two escalators.

  Go up the escalator in the lower-right of this room.  After killing two
goons, go north through the door, then down the escalator on the left.  Kill
the guard at the door and step through.


---------------------------------------------------------------------------
*** BATTLE: Crusader RS x4, Lariat No.2 x3

  You'll be attacked by four Crusaders and their robots upon entering this
room.  If you powered up to level 13 earlier, then this battle will be a
piece of cake.  Just use your favorite Image techniques with Akira, anything
you want with Taro, and "Pissed Fist" with Matsu to kill multiple Crusaders
at once.

***/BATTLE
---------------------------------------------------------------------------


  There's nothing in the two lockers in this room, so don't bother.  After
the battle, go through the door in the upper-left.  This room turns into a
hallway with three north doors and a ton of dudes.  In the door on the right
is a spot where you can power up; just read the woman's mind for a battle
which can be repeated.  The door in the middle is locked, so go through the
left door.

  You'll find yourself in a huge computer room.  Go into the next door.  Read
the mind of the scientist in the lower-left of the room to get the VIP room
ID number: F49F.  Now go back into the hallway and use that ID number to
enter the locked door in the middle.  Watch the scene.


---------------------------------------------------------------------------
*** BATTLE: Liquid Human W1

  There's a trick to winning this fight extremely easily; just have someone
attack him from behind or above with a physical attack (like "Elbow"), and
he'll self destruct!  Victory!  If winning this way makes you feel dirty,
however, read on for another strategy.

  If you aren't decked out in good equipment and at least level 13, you might
as well go up a paragraph and fight this thing the easy way.  If Taro has the
Kintoto Cannon equipped, use "Goldfish Shot" on him repeatedly.  Have Akira
heal and have Matsu use "Pissed Fist" on him.  Go insane with curing items -
you won't need them for this chapter's final battle.

***/BATTLE
---------------------------------------------------------------------------


  When you regain control, go to Toei's place and read his mind.  Then, go to
the bar, a small greenish-blue building in the northeast corner of the city.
Read Matsu's mind, then exit the bar.

  Go back to Chibikko House.  Talk to the director, then go into the house.
Go left and talk to Taeko.  Note the blocked door immediately to your right.
Enter EVERY room in the house (including bathrooms) except for the blocked
one.  Once you've been in every room, the obstacle will be gone.  Enter that
room (the westmost north door) and read Kaori's mind.  A scene will begin.

  After you regain control, immediately unequip Taro's Robot Accessories and
equip them on Akira.  After this chapter you will lose all of your items
except whatever is equipped on Akira, and you'll want these Robot Accessories
later for Cube.

  When you're ready, read Matsu's mind.  Another long scene will begin.
After that, go to the Odeo Temple, at the far north of the city.  You'll
fight a number of battles on the way - all easy.  Use them to get to know
your new techniques.

  Enter the temple.  A scene will take place here, and then the final battle.


---------------------------------------------------------------------------
*** BATTLE: Great Inko Statue

  Just keep using "Babylon Kick" until you no longer can, then use "Jomjom
Bullet" until you can "Babylon Kick" again.  You'll defeat him before he can
defeat you.  This is the easiest of the chapter bosses.

***/BATTLE
---------------------------------------------------------------------------


  Watch the ending, and then it's time for a new chapter, ladies and
gentlemen.



*******************************************************************************

 7.)  -Cube-   Science Fiction Chapter - Mechanical Heart:


  Cube's is a very interesting chapter.  There is no combat (aside from the
arcade game) at all, and yet this scenario manages to be quite exciting.  It
is very easy to get lost while playing this chapter, so try to pay attention
to the layout of the ship as you proceed.  Also, pay very close attention to
who I say to talk to.  Moving forward in this scenario requires talking to
the right people.  If you get stuck and can't figure out where you are in my
guide, try talking to everyone to see if one of them will advance the plot.

***

  Begin the chapter by moving in any direction, and a scene will begin.
After some dialogue, Kato will leave the room.  Follow him.  In the next
room, talk to him.  He'll take you to a computer room.  Inside, talk to him
again.

  After Kato leaves, leave this room and go "north" (from now on, the up
direction will be considered north) through the tunnel-hallway thing.  Kato
is standing in the next room - talk to him.  Go inside the Cold Sleep Room,
and press the switch on each of the four occupied capsules.  After you open
them all, and after the short scene, talk to Huey (the guy with the long
black hair).

  After they all leave, you need to follow them to the break room.  Go
through the north door, then through the north tunnel.  You'll be in a room
with two south exits and a single north exit with a big 2 in front of it.
Take the left south exit, then go through the south door on the left.  You
are now in the break room.

  In the break room, talk to Huey and read his book (press the A Button on
it).  Then, go to the upper-left corner of the room and make some coffee
(press the A Button on the object left of Kato).  Huey will drink it.  Make
some more coffee and give it to Corporal Darth.  Everyone will leave the
room.

  Now that Kirk's out of the way, you can play the "Captain Square" arcade
game if you want to (in the lower-left of the room).  It's just a bunch of
battles, and it has no effect on the chapter.  If you intend to beat it, wait
until later (when you find a Memory Card) to play it, because if you play it
now, you cannot save your progress (see the end of this chapter for the
Captain Square level strategies).

  Our next destination is the cockpit.  Go north, back to the room with the
2 on the floor.  That 2 is a floor indicator, and the door behind it is an
elevator.  Go inside, and select Level 3.  Step outside the elevator, and
enter the north door on the left.  This is the cockpit.  Talk to Rachel.
Everyone will assemble in the cockpit.  Talk to Rachel, Huey, and Kato, and
then talk to Kirk.

  Destination: airlock.  Take the elevator to Level 1.  Step out of the
elevator and enter the north door on the left.  This is the airlock.  Talk to
Huey and Kirk.  By the way, when you're wandering around, don't mess with the
controls in this room - it's a good way to get yourself killed.

  After the scene, go to the cockpit (Level 3, northwest) and talk to Huey.
Another scene takes place.

  Now we go to sick bay.  Take the elevator to Level 2, and go through the
south tunnel on the right.  Continue through the next south tunnel-hallway,
then through the south door on the right in the next room.  This is sick bay.
After the scene, talk to Darth to advance the plot.

  Go to the cockpit (Level 3, northwest) and talk to Kato.  After the scene,
you'll end up in the break room.  Give Huey some coffee, then watch a scene.

  Now, we go to Kirk's room.  From the break room, take the south exit.  This
is the sector where the crew members' private rooms are.  You can check the
computers next to the door to see whose room it is.  These two aren't Kirk's
- go south through the south tunnel on the right.  This next area has four
private rooms.  Find Kirk's (upper-left), register your name, and enter.
Talk to Kato.  Check the computer next to the bed and enter the password
"Warp".  Then, check the bottom part of the bed.  Jackpot.  You can now save
your progress in the Captain Square arcade game.

  Go to the airlock and talk to Huey.  You know where it is, but it'll be
faster if you go through the south elevator.  Go south from Kirk's room,
until you find a room with two north exits and a single south door with a 2
in front of it.  This is the south elevator.  Take it to Level 1, then go
north.  This is where the cargo is held.  Go all the way north through this
room, and you should recognize where you are once you stand before the door
to the airlock (left door).  Like I said before, enter and talk to Huey.

  Go back to sick bay (do you remember where it is?  East side of Level 2,
south of the Cold Sleep Room).  Enter the room.  (If nothing appears out of
the ordinary here and the music doesn't change, then you need to make sure to
talk to Kato in Kirk's room and Huey at the airlock before returning here).
After entering sick bay, turn right back out and return to Kirk's room (west
side of Level 2).  Talk to Kato again.

  Go back to sick bay again.  Everyone will end up in Rachel's room for a
scene.  After said scene, go to the airlock (Level 1, northwest).  Just step
inside, hear Rachel yell something, then leave.  Outside, you should hear
some strange sounds.  Go into the cargo hold (straight south), and into the
room on the right.

  SAVE NOW, and save often.  From now on, it will be possible to get instant
Game Over.  Leave the room, and head north, back to the airlock.  Avoid the
behemoth!  He'll kill you instantly.  In the airlock, talk to anyone.  A
scene commences.

  You'll end up in the break room.  Give Rachel some coffee.  Everyone will
leave except for Kato and Darth.  Waste some time running around until Kato
and Darth leave.  If you're wondering about Captain Square, I've written the
level strategies at the end of this section.  Go ahead and play it now, if
you wish.

  Go out the south door of the break room, and into the south tunnel.  A
scene will take place here.  Now go to the computer terminal on the east side
of Level 2, south of sick bay.  Beware the behemoth, who wanders the ship.
He'll be right outside the terminal door.  Go inside and use the computer.

  Go to the Cold Sleep Room, north of the terminal.  Everyone will be
automatically moved to the captain's room.  When they get the door open, go
inside and watch the scene.  Then, go to the guest room, in the southern part
of the private sector, directly south of Kirk's room.  Check the computer,
register your name, and enter.  Check the computer next to the door in this
room.  After that, go back to the captain's room and talk to Kato.

  You'll end up outside the room, and pushed into the north tunnel.  Go
straight ahead north and use your Power Jack to open the door.  Use the north
elevator to go to Level 1, then run south through the cargo room (beware the
behemoth) to the south elevator and take that one to Level 3.  Run north
through the corridors to the north elevator (you'll have to use your Power
Jack once), and take it to Level 2.  Now head to Kato's room (southwest Level
2, lower-right room).

  Inside this room will be an odd robot.  A short scene will take place.
When you get the chance, talk to the robot.  You'll be asked to input the
first name Kato thought up for you.  In case you've forgotten, "Rover" is the
answer.

  You'll end up with Corporal Darth in front of the main computer room on
Level 3.  When you have control of Cube, go back to Kato's room by going to
the north elevator (the path to the south elevator is trapped).  The elevator
itself is shut down, but you can use your Power Jack on a place beside it to
open a hatch and climb down.  You need to climb down two screens - after the
first screen you'll be between floors, then after the second screen you'll be
on Level 2.  Now go to Kato's room on the southwest part of this floor and
talk to Kato.

  As soon as you leave Kato's room, you'll encounter the behemoth, so be
careful.  Also, this is your last chance to play the "Captain Square" arcade
game, so if you are at all interested, head to the break room and operate the
arcade cabinet.  Once you talk to Darth again, you can no longer access the
arcade game.

  When you're ready, return to Darth on Level 3.  You may have to use your
Power Jack again on the way.  Talk to Darth.  He'll give you a Transponder
Unit and run off (later, when Darth tries to contact you, it'll take you to
your item screen; use the Transponder Unit).

  Run to the break room (west side of Level 2) and operate the Captain Square
arcade machine.  Thus, the final battle begins.


---------------------------------------------------------------------------
*** BATTLE: Mother Computer 01-D0, Stabilizer x8

  This battle is actually quite simple.  Use "Upgrade" ten or so times on
yourself in the beginning - you might as well raise your stats while your
opponent can't do anything about it.  Then use "Maser Cannon" to destroy the
Stabilizer side pods one by one.  After they're gone, stand adjacent to
Mother Computer 01-D0 and continually heal yourself with "Upgrade" or "High
Speed Op" - your counter attacks should finish her off.  If you've used
"Upgrade" on yourself enough in the beginning, you can kill the whole thing
with one "Maser Cannon".

***/BATTLE
---------------------------------------------------------------------------


  After the scene with Darth, you can wander about the ship and do as you
please.  Talk to Kato, check the computers, whatever.  Unfortunately, you
cannot play Captain Square anymore.  If you intend to mess around, don't
give Darth any coffee yet - the chapter will end when you do so.


---------------------------------------------------------------------------
  !!! OPTIONAL !!!   - Captain's Log

  After defeating the big boss, you can go to the terminal on Level 2
(southeast) and receive the password JUDGE.  Go to the Level 3 main computer
room and enter JUDGE as your password to get in.  Check the main computer
inside, and select option 2, then enter OAKFDE as your password.  You get to
see the captain's hidden file.  It's not exciting.

  !!! /OPTIONAL !!!
---------------------------------------------------------------------------


  When you're done screwing around, give Darth some coffee, and the chapter's
over.  Good work.

---------------------------------------------------------------------------

 7a.)  Captain Square:


  Here are the level strategies I promised.  I hope you found the memory card
(it's at the bottom part of the bed in Kirk's room, after putting the
password "Warp" into his computer).


  * -Mercury-:  Easy as pie, this level only exists for you to learn what
 your techniques do.  It's really hard to lose this level, so try different
 things.


  * -Venus-:  Another easy level.  Just keep using your "Plasma Ball" from a
 distance.


  * -Earth-:  There's one Fire element, and four Water elements here.  The
 Fire element cannot easily be destroyed with your weapons - you need to get
 it into a water field created by one of the Water elements.  Kill all but
 one Water element, and then stand next to the one remaining until it creates
 a water field with its "Aqua Flare" technique.  Now, try to get the Fire
 element to enter the water field (you can use "Spinning Star" to push it).
 Once on the water field, it won't take long to die, and you can finish the
 remaining Water element(s) off easily.  Be careful - the Fire element has
 a technique that will defeat you instantly.  Try not to allow it to get
 next to you.


  * -Mars-:  Once you kill the Mother Tail (the purple one), the others will
 die.  Stand directly in front of it and use your "Quark Sword" on it,
 ignoring the other enemies.  Two shots should be enough to take the Mother
 Tail down.


  * -Jupiter-:  Try to remain above or below the enemies on the battlefield;
 their most effective attack can hit you horizontally no matter how far away
 you are.  Use "Pi Meson Shot" to destroy multiple enemies at a time.
 Eventually the battlefield may become covered in damaging electrical tiles;
 feel free to back off and heal with "Plasma Charge" if you need to.


  * -Saturn-:  Keep your distance and take them down one at a time with
 "Plasma Ball".  Their attacks can hit you even two squares away, and they
 deal pretty good damage, but two shots with "Plasma Ball" is all it takes to
 kill one.  DO NOT stand directly diagonal to them at any distance, or they
 will own you.  Evade and heal when necessary.


  * -Uranus-:  Get under them and use your "Pi Meson Shot", then your
 "Supernova", then your "Pi Meson Shot", etc.  When the bug reveals itself,
 don't stand next to it!  Just keep using "Supernova" and heal when you have
 to.  When the bug dies, the rest will break down.


  * -Neptune-:  You'll notice one star is different from the others; keep
 your eye on this star!  Open the battle with "Supernova" to get the closest
 stars off of you.  Then focus on trying to kill the one unique star; if you
 kill this one star (use "Plasma Ball" or "Space Phage"), the others will
 break down.  I recommend using "Space Phage", since you can still shoot the
 target star if there are stars in front of it.  When you're hit, heal
 immediately; just two hits can kill you!


  * -Pluto-:  Move to the lower-right corner and use "Plasma Ball".  Heal
 often, whenever your Hit Points get to about 150.  Don't use anything that
 has too much charge time - they'll just cancel it.  In fact, you should be
 able to win this battle with only "Plasma Ball" and "Plasma Charge" for
 healing, and you may be able to stay in the corner of the battlefield the
 entire time.  Good luck.



*******************************************************************************

 8.)  -Oersted-   Medieval Chapter - King of Demons


  Once you begin this chapter, you can no longer redo any of the others.
Make sure you're ready to move on.

***

  You'll begin with a battle.  It's simple.  "V Shine" is more powerful than
"Cut One Way", so use it when you can.  You will have a second battle after
that - it's just as easy.  Then a third battle.  Same thing.

  When you gain control of Oersted, you can wander the castle and pick up
items.  However, I advise you not to take anything.  I don't want to spoil
anything, so let's just say that you can have these items either now or
later, and they'll be more useful later.  When there are items that you
should pick up, I'll let you know.  (Note: apparently some of the items in
this chapter will actually respawn later, so taking them now won't harm
anything... but I don't know which items these are, and this chapter can be
accomplished without taking anything anyway).

  Exit the castle (straight south).  Talk to all the villagers lined up just
outside the castle to get some items.  One of the villagers will give you an
item called "Defender" - equip it on your Glove slot, not on your Weapon
slot.  Another the villager will give you an item called "This Thing"
everytime you talk to him.  They're wimpy accessories (+1 VIT), but better
than nothing.  Grab as many of them as you like, but you'll have no use for
more than 20.

  After getting Defender and as many of "This Thing" as you want, exit south.
Don't examine any of the bushes outside - you'll get items that are better
left for later.  Follow the path south, continue past the sign, then turn
north.  Make sure Oersted is level 3 before entering Hero Mountain (there's
another sign before the entrance).

  Again, don't check any bushes here.  The enemies here are stronger, which
is why I advised you to be at least level 3.  Don't even try to take down the
Nuggiebear if he attacks you - just run.  Head north one screen, then head to
the northwest part of this screen.  You'll find a cabin.  Talk to the man
standing there, then enter the cabin and examine the shield on the wall.
Leave the cabin, and exit the mountain south.

  From off the mountain, walk south back to the fork in the path near the
first sign.  From here, follow the western path all the way into the other
village (you'll pass another sign on the way).  Don't check the bushes here.
Go into the smaller house on the left and examine the shield on the wall.
Take the shield, then leave the village.  Equip the Hero Shield on Uranus,
and take the Leather Boots off Straybow and give them to Uranus.

  Return to the mountain (by now you're probably strong enough to defeat the
Nuggiebear).  Head toward the cabin, and enter.  After the scene, attempt to
leave the cabin - another scene begins.  After that, grab the shield on the
wall, exit the cabin, and continue north up the mountain.  There's a
gravestone up here - examine it.

  Equip the new sword on Hash and Hash's old sword on Oersted.  Also, give
all of Hash's good armor to Oersted.  Equip the second Hero Shield on
Oersted, and give Hash the Defender.  I recommend this order in the formation
screen: Oersted, Hash, Uranus, Straybow.  This will change at a later time.

  Exit the mountain.  Walk back to the first sign, then walk west as if going
to the second village.  At the next sign, turn east.  Keep going east until
you reach the trees that are lighter color and more rounded.  Just to the
left and south of where these trees begin, you'll see a clearing (move south
and see if you can spot it at the lower-left of your screen).  You can enter
this clearing by walking between the trees above it from the right side.
Enter the trees from the right and attempt to navigate through them until you
are directly above the clearing, then head south.

  Head south one screen, and there will be a bunch of red bushes here.  Loot
them!  They will keep growing back, allowing you to take as much as you like!
Just exit and enter again to get more.  I suggest getting tons of these
Naorigusa - there's no reason not to.  Get 99 of them (seriously, you will
need A LOT of these in the battles ahead).  Then, leave the clearing and go
east.

  Continue east along the path, and turn north when the path takes you there.
Pass the sign into the next screen (the sign should indicate that you are
entering the Forbidden Land).  Walk straight up and check the mouth of the
carving.  Enter.

  Don't check the bone piles here - they contain items better saved for
later.  From the entrance, go left, follow the path until there're stairs on
the left and a door on the right - go up the stairs.

  In the second area, follow the path up, then go through the first north
doorway you encounter (on the right).  Follow this path down the stairs, then
keep going east (ignore the door south and the pathway going north), go up
the stairs on the right, and into the door with torches on either side.
Continue up this short hallway into the next north door.

  Don't get any of the treasure boxes here.  Take the left path, and you'll
end up in an opening with a south doorway and two north doors - go through
the leftmost north door.  Continue through this small room into the next
north door.  From here, go right, turn north at the corner, and step through
the door.  Exit this room through the left south door.  Follow the path and
enter the central north door.

  You're in a room with statues.  Now is the time to prepare for a boss
battle.  Change your formation to Hash, Straybow, Uranus, Oersted.  Make sure
your Hero Shields are on Oersted and Uranus.  Your best equipment should be
on Oersted, second-best on Uranus, third-best on Hash, and worst on Straybow.
When you're ready, enter the north door.

  Talk to the demon.


---------------------------------------------------------------------------
*** BATTLE: Demon Lord

  Repeatedly use "Death Trail" with Hash.  Pass Straybow's first turn, then
move Uranus up toward Hash.  Hash will probably be turned to stone - when
this happens, have Uranus use "Prayer of Healing" on him.  Otherwise, your
goal is to get Uranus next to Hash so you can constantly use "God's Blessing"
with him.  Whenever you need to move Hash (to get the Demon Lord within
"Death Trail" range), move Uranus with him - keep those two together.

  Straybow will probably get wasted - no big deal, you don't need him for
this battle.  If he somehow survives, have him use "Purple Mist" on his
turns, but spend no effort trying to keep him alive.

  If you can manage, try to get Oersted within "God's Blessing" range, but
it's not a big deal if he falls as well - Hash and Uranus are going to win
this battle for you.

  If it's Uranus's turn and both Hash and Uranus are at full health, you can
probably get away with using "Voice of God".  If Uranus falls, then you're
in trouble - have Hash use Naorigusa on himself whenever he reaches half
health or lower, and hope that the Demon Lord is near death.

***/BATTLE
---------------------------------------------------------------------------


  After the battle and the scene, equip Brion on Oersted.  Change your
formation to Oersted, Uranus, Straybow.  Exit south.

  Exit the cave and head all the way back to the castle you began the chapter
in.  Talk to the king, then enter the left south door and go to sleep.  In
case I need to remind you, don't take anything.

  After you wake up, leave this room and talk to the person on the throne.
It's an easy fight - it should take you one shot to kill it.  After the
scene, run all the way south and out of the kingdom.  Go to Familia village
(where you met Uranus) and enter the bigger cabin on the right.  Watch the
short scene, then leave and return to the castle.

  After the scene, go up and talk to Uranus.  Watch a scene.

  Make your way out of the castle and return to the Forbidden Land (where you
lost Hash).  Your goal is to get to the statue room, but make sure to save
a step before each door.  Each door is now guarded by a boss (strategies
below).  If the bosses prove to be too difficult, just reload your save and
level up on the random battles in here.

  You'll be taking the same paths as you did last time, but I don't expect
you to remember them, so I've reproduced the directions below.

  From the entrance, go left, follow the path until there're stairs on the
left and a door on the right - go up the stairs.  Save before touching the
door, then step up to the door when ready.


---------------------------------------------------------------------------
*** BATTLE: Claustrophobia

  Claustrophobia has low Hit Points and high Attack Power.  Just keep hitting
her with "Hammer Power", and when/if you need to, heal yourself (you should
have TONS of Naorigusa).

***/BATTLE
---------------------------------------------------------------------------


  Go through the door.  Follow the path up, then go through the first north
doorway you encounter (on the right).  Follow this path down the stairs, then
keep going east (ignore the door south and the pathway going north), go up
the stairs on the right, and into the door with torches on either side.  Save
before approaching the next door.  Approach it when ready.


---------------------------------------------------------------------------
*** BATTLE: Scotophobia

  This boss is easier than the last one.  Use the same strategy as before -
use "Hammer Power" and heal when necessary.

***/BATTLE
---------------------------------------------------------------------------


  Go through the door.  Take the left path, and you'll end up in an opening
with a south doorway and two north doors - go through the leftmost north
door into the small room.  Save before approaching the next door.  Approach
it when ready.


---------------------------------------------------------------------------
*** BATTLE: Acrophobia x4, Acrophobia Container

  This battle can be ended quickly by destroying the Acrophobia Container
(the plant-like creature in the back) - the others will just break down.
BUT, if you kill everything yourself, you might get Flame Armor, a 36 Defense
Armor item that grants a +20 IQ bonus.  What do you think you got all the
Naorigusa for?

  The easy way (no Flame Armor): run directly up to the Acrophobia Container
and hit it with "V Shine" until it dies, taking the rest of the monsters with
it.

  The hard way (for the Flame Armor): stay back and use "Jump Shot" on the
Acrophobias repeatedly, focusing on one at a time.

  If you don't have "Jump Shot" (level 11), then this battle will be
difficult.  Move all the way down, and then left until you are next to the
Acrophobia in the lower-right and use "Hammer Power" on her repeatedly.
After she is defeated, kill the rest of them one at a time with "Hammer
Power".

  Of course, use Naorigusa when you get hurt (which will be frequently - you
may have to heal several turns in a row).  Anytime you have less than 300 Hit
Points, DO NOT MOVE, and simply use Naorigusa from where you stand.  The
Acrophobias don't take very many turns, and they mostly only attack in
response to your attacks or movement, so as long as you are patient and
healing constantly, you should win this battle.

  The annoying thing is, even if you finish them off the hard way, you still
might miss out on the Flame Armor - they don't always drop it.  Shoot me in
the face.

***/BATTLE
---------------------------------------------------------------------------


  Go through the door.  From here, go right, turn north at the corner, and
step through the door.  Exit this room through the left south door.  Follow
the path and save before approaching the north central door.  I highly
recommend powering up to level 12 before this next boss battle - it is very
difficult.

  Approach the door when ready.


---------------------------------------------------------------------------
*** BATTLE: Gynophobia

  This boss is quite difficult and tedious.  Use "Hexaflange" (level 12) on
her (or if you don't have it, "Jump Shot" - but if you aren't level 12,
you're probably doomed) and constantly heal yourself with Naorigusa.  If your
"Spindle" counter happens to kick in while she's constantly destroying you,
it has a chance of knocking her back; when this happens, take the opportunity
to run away from her and heal.  After that, you should be able to hit her a
few times with "Hexaflange" before the onslaught once again ensues.

  Try to stay out of range of her "Sweet Whisper" technique.  There are two
safe tiles: one is two steps to her right and one step down, the other is one
step to her right and two steps down.  "Sweet Whisper" is her most
devastating attack - it can put you to sleep, which is basically as dangerous
as it gets in this situation.  Note, I say "try to stay out of range" of this
technique, but she will definitely still hit you with it multiple times -
it's impossible to completely avoid.  Just hope she doesn't use it twice in a
row.

  Just a warning - most of your turns will probably be spent healing, and
even then, you are still fairly likely to die.  Good luck.

***/BATTLE
---------------------------------------------------------------------------


  Head north into the statue room, and then farther north, through the next
door.  There is a single statue in this room.  Examine it to open a passage.
Go through it.  Continue north up the long hallway, and examine the statue
at the end of the path when you finally reach it.


---------------------------------------------------------------------------
*** BATTLE: Straybow

  The final battle is actually pretty easy, especially compared to the
bloodbath of the previous battle.  Use "Hexaflange" exclusively, and use
Naorigusa to heal when your Hit Points fall below 300 or so.  He frequently
counters, so make sure you have a decent amount of Hit Points before you
attack.

***/BATTLE
---------------------------------------------------------------------------


  Time for the final chapter.



*******************************************************************************

 9.)  -Final-   Final Chapter:


  Begin by choosing who your main character is.  This is the character you
begin the chapter with, and you must find and recruit the others.  If you
choose Oersted as your lead, don't save over your original file - choose a
different save slot.  The final chapter is significantly different with
Oersted (not to mention much shorter), and you'll probably want to complete
it with someone else as well.

  If you choose Oersted, skip ahead to the Oersted section under
"Characters", below.  If you select anyone else, read on.

  Make sure you pick someone you like as your lead character - you won't be
able to remove this character from your team.  Honestly, I believe any
character is a viable option except Akira, who is the weakest character
available.  If you like Akira for some reason, do yourself a favor and don't
pick him as your lead.  You can still recruit him to your team.

  There are minor perks to picking some characters as well.  For example,
Sundown is the hardest character to recruit, but you don't have to worry
about that if he's your lead.  If you pick Oboro as your lead, you'll dash
twice as fast (movement while holding the B Button) throughout the chapter.

***

  After you choose your lead character, you will begin in a place of total
darkness.  Just run in the up direction until you find a stairway.  Ascend it
to arrive in your character's starting location (listed below).  From there,
you can find the other characters by going to their starting locations, and
recruit them to your party.

  If you attempt to recruit a character while you already have four
characters in your party, you can kick someone out (you can't kick the lead
out).  In fact, if you want the best ending, you'll have to have everyone
(except Oersted, whom you cannot acquire) in your party at least once.

  To kick someone out of your party, simply attempt to recruit someone while
your party is full.  When you kick someone out of your team, you can find
them again at their starting location (except Sundown - more details below).

  You could just run to the end of the chapter and challenge the boss if you
want, but he'll probably destroy you, and there's much more to do in this
chapter.  Each character has her/his own dungeon, and that character's best
weapon is at the end of it.  You can only enter these dungeons if the right
character is in your party, so you'll have to swap party members a few times
to complete them all.  I suggest picking your lead, recruiting your main
party, completing those four dungeons, then swapping and completing the other
dungeons.  Many of the best weapons for the other characters can be used as
Gloves on your main team.  After completing all the dungeons, swap back to
your main party, then take on the final boss.

  In addition to the dungeons and the ultimate weapons, there are powerful
armor items to obtain.  Each is obtained by defeating an optional boss.
Having each one of these armor items (Ariel Helm, Ariel Glove, Ariel Mail,
Ariel Boots, and Ariel Ring) makes the final boss much easier.

  Oh yeah, and now you can see why I told you to leave all the items alone in
Oersted's chapter.  You can go ahead and yoink them all in this chapter.

  Following are three sections.  First: the list of characters, their
starting locations, how to recruit them, and my recommendations.  Second: the
dungeons, how to get through them, and the statistics for each ultimate
weapon.  Third: the Ariel equipment, how to obtain each piece, and each
piece's statistics.  Note that the order of these lists in this guide is
arbitrary, and you can recruit/complete/obtain them in any order (or even not
at all - this chapter can be completed at any time by heading to the
Forbidden Land).

  After the three sections, the walkthrough continues with the final dungeon,
and then the final battle.

*******************************************************************************

 9a.)  Characters:


  * -Oersted-:  You will begin on the mountain peak.  Head south into the
 statue room.  Go up to each statue and examine it for a battle.  Basically,
 you've got seven battles (one at each statue) to fight, and they're all
 easy.

     There are two endings for Oersted.  Get the first ending by winning all
 seven boss battles.  Get the second ending by letting one of the bosses kick
 damage you greatly in one of the battles.  Eventually, the Run command will
 be replaced by a new command.  Use it for the second ending.


  * -Pogo-:  Pogo can be found in the southern clearing in the forest (the
 one with the regrowing Naorigusa).  He'll be running around and hiding in
 the trees.  Talk to him four times, and then he'll fight you.  Defeat him to
 get him to join.  If Li is your lead character, you won't have to fight him.
 You can also get tons of Naorigusa here, just like in Oersted's chapter (if
 Sammo was your chosen Xin Shan Quan Pupil, you should take at least 19 of
 these for later).

     Pogo has the second highest hit point total, and at level 16 gains an
 incredibly powerful technique ("Dodegesden").  He is a pretty highly
 recommended party member.


  * -Li-, -Yuan-, -Sammo-:  The Xin Shan Quan Pupil will be at the gravestone
 on the northern peak of the mountain.  Make sure to grab the sparkling item
 on the way up the mountain if you spot it - it's needed to recruit Cube
 (more on that below, in Cube's section).

     Yuan will join you just for talking to him, Li will join you after a
 fight, and Sammo will join you only after you give him enough food.  By the
 way, make sure to check the grave up here for Brion.

     Li isn't all that useful until level 16, at which she gains full use of
 XuanYaLianShanQuan.  She has a moderate hit point level, and she's pretty
 fast.

     Yuan is in the same boat as Li.  He'll learn the allmighty
 XuanYaLianShanQuan at level 16, but his hit point level is very low.  His
 fire and ice based techniques, though, make him useful even before level 16.

     Sammo has high Hit Points, but he's slow.  At level 16, he'll learn
 XuanYaLianShanQuan, and speed won't matter anymore.  Until then, use his
 charge time ranged attacks from behind the rest of your characters.

     To get Sammo, you will have to give him food.  The amount of food you
 need to give him seems to depend on the quality of the food.  If you have
 the patience, you can get him to join you after giving him 19 Naorigusa.  If
 you don't have enough food, you can feed him some now and come back with
 more food for him later.


  * -Oboro-:  Oboro can be found at the entrance to the Forbidden Land.
 Examine the sign, and he'll jump you.  Defeat him, and he'll join you.

     Oboro's "Blade of Wind" and "Bronze Leaf" techniques are very useful.
 He has decent Hit Points and great speed.  Highly recommended.  By the way,
 if Oboro is your lead, you'll dash (hold the B Button) twice as fast
 throughout the chapter.


  * -Sundown-:  Sundown is hard to recruit, and hard to recruit again if you
 kick him out of your party.  You can avoid this problem by making Sundown
 your lead character.  To recruit him, you must talk to him at each of these
 nine locations.  He'll begin at Hash's cabin, then after you talk to him,
 he'll move to the next location, etc.  Don't forget to grab all the treasure
 as you visit these places (including the pots, vases, barrels, armor stands,
 and weapons and armor mounted on the walls)!

  * By Hash's cabin.
  * Eastern side of the mountain (south screen).
  * By the sign in front of the castle.
  * Northwest corner of Lucretia village (outside of the castle).
  * In a castle treasure room (just to the right after you enter).
  * In the castle throne room.
  * In the castle left bedroom.
  * In the castle right bedroom.
  * Outside the village / castle exit.

     He'll join you after you talk to him at all these locations.  If you
 kick him out and try to recruit him again later, he'll be waiting for you at
 one of these places, selected randomly.

     Sundown has low Hit Points and moderate speed.  His most useful feature
 is the "Hurricane Shot" technique he learns on level 16, which often deals
 999 damage.  Prior to level 16, he's pretty worthless, but afterward, he's
 quite overpowered.  In either case, I don't have much fun with him, but to
 each his own, I guess.


  * -Masaru-:  Masaru can be found in the castle dungeon (just to the left
 after entering the castle).  He'll join you after a fight.  If your lead is
 Sundown or Cube, he'll join without a fight.

     Masaru has the highest Hit Points.  His "Tsuda" technique works wonders,
 and is a nice replacement for the Xin Shan Quan Pupil's "Long Hu Liang
 PoWan".  Even though he is supposedly a powerhouse, he lacks specific
 techniques that cause a great deal of damage.  Another downside is that he
 will always start on level 2 (since you can't power him up during his
 chapter), and it'll take a while to get the ball rolling.  Also, his level
 16 technique, "Earth-Rending Fury", is absolutely terrible, whereas the Xin
 Shan Quan Pupil's level 16 technique is awesome.

     Get either Masaru for the Hit Points or the Xin Shan Quan Pupil for the
 level 16 technique - you won't need both characters, but you will want at
 least one of them (for "Tsuda" or "Long Hu Liang PoWan").


  * -Akira-:  Akira will be in Familia village, just outside of Uranus's
 house.  Talk to him.  Select the first option to fight him, or the
 second option to not fight him.  He'll then ask to join you; select the
 first option to accept, or the second option to deny.

     Akira's best asset is his healing ability, but it is inferior to Cube's.
 Not recommended, unless you have a distaste for Cube.  Make sure you recruit
 Akira at least once in order to unequip the robot accessories I told you to
 put on him at the end of his chapter.  You can equip them on Cube and grant
 him the new techniques.

     While Akira is in your party, be very careful about teleporting away
 from battles.  Each time you teleport, you have a random chance of appearing
 inside Akira's dungeon.  You'll want to do this on purpose later, when
 you're ready to take his dungeon on, but until then, try not to teleport
 away from battle unless you really need to.


  * -Cube-:  To recruit Cube, you'll first have to find a specific item.  Go
 southeast of the gravestone on the mountain - there should be a sparkle
 somewhere.  Examine it, and you'll get the item.  The item's name will
 depend on the time period your lead character is from (how well the
 character understands the technology).  "???" is what Pogo will find, "Iron
 Box" for the Xin Shan Quan Pupil, Oboro, and Sundown, "Odd Part" for Masaru,
 and "Battery" for Akira.  Take the Battery to the castle balcony and use it
 on Cube for him to join.

     Cube does not gain levels - the only way to make him stronger is to use
 Power Parts and Akira's robot accessories.  You can find Power Parts
 throughout the chapter by killing the little green robots (don't kill them
 via "Break Down" by killing the red robot).

     Cube is the best healer - he has an area heal that is sometimes
 activated as a counter.  Cube is also immune to most status afflictions.  He
 is a recommended party member, but only for his dungeon and the final battle
 (and if you're having trouble surviving, the optional bosses).  He can be
 powered up without having him in the party, so if you're yet undecided, use
 four characters that can gain levels.

*******************************************************************************

 9b.)  Dungeons:


  There's a unique dungeon for each character in this chapter.  To access a
character's dungeon, that character needs to be in your party.  You'll find
the character's best weapon at the end of their dungeon.

  Presented below are the guides for each dungeon - how to find and enter
them, and how to complete them.  They are listed in chronological order based
on their character's home time-period, but they can be completed in any order
you choose.


---------------------------------------------------------------------------
*** DUNGEON OF INSTINCT   -Pogo-

  Note: don't enter this dungeon until you have a Gold Topknot (you can find
one in Masaru's Strength Dungeon or in the Forbidden Land).  You'll need one
in order to acquire a piece of Ariel Armor (the Ariel Ring).

  On the east side of the mountain (first screen) you can use the Y Button to
smell the air.  Somewhere you should pick up the scent of meat - it'll be
north along the east side, up a narrow path through some trees.  Examine the
wall where the scent is coming from and Pogo will open the entrance.

  From the entrance, take the left path, go through the first left door, and
then through the next left door.  Go through the south door, then follow the
path left, down the stairs, and into the north door on the left.

  There are three north doors in this room.  Go through the left one, grab
the box at the end, then come back.  Go through the right one, grab the box
at the end, then come back.

  Go through the middle door.  (If Akira is in your party, you can read the
minds of the two petrified figures in this room.)  Exit through the door on
the right, then go through the next door straight north.  Follow the path
until you reach a north door on the left and a south door on the right.  Take
the left door, grab the box, then come back and go through the south door.

  Go south through either path (they both go to the same place) and through
the door.  This room has three north doorways and a south path - take the
south path.  Follow the path through multiple doorways until you reach a room
with a large bone in it.  Grab the bone - it's Pogo's ultimate weapon - the
Bone Axe.

* Bone Axe:
  Weapon: 40 Attack, +20 Power
  Glove:  0 Defense, +10 Power

  Backtrack to the room with the three north doorways.  If you don't have a
Gold Topknot, leave the dungeon the way you came in; otherwise, read on.

  Go through the left doorway, and approach the pond at the north end of this
room.  The giant fish in the pond will approach you.  Skip down to the Ariel
Armor (Ariel Ring) section below for the strategy for dealing with this fish,
then return here.

  When you're done with that, leave the dungeon the way you came in.  Here
are the directions from the room with the fish: exit south.  Go north through
the center doorway, then continue north through the small tunnel and then
through the north doorway.  Ignore the door on your left and proceed north
through the hall, until you reach a south door on the end.  Go through it.
Continue straight south through the door into the room with the two petrified
guys.  Exit this room via the south door on the left, continue south until
you're in the room with the three north doors.  Take the south door at the
southwest end of this room.  Follow the path to the right and take the next
door.  Take the south door on the right, and then the south door on the right
again.  Finally, exit south, and you'll be back outside on the mountain.

***/DUNGEON OF INSTINCT
---------------------------------------------------------------------------

---------------------------------------------------------------------------
*** DUNGEON OF TECHNIQUE   -Xin Shan Quan-

  On the west side of the mountain (first screen) there is an odd stone.
Examine it, and the Xin Shan Quan Pupil will bust it open, revealing the
dungeon entrance.

  The dungeon works like this: there are three main halls, and a bunch of
small passages between them.  Inside each passage is a treasure box and an
annoying fat guy who's in love with your lead character (but that doesn't
stop him from trying to kill you).  Don't let all the passages and rocks
confuse you.  Each rock requires a specific technique to break it apart -
only Master's techniques will work.  Two of the rocks will require "Xuan Ya
Lian Shan Quan", so you cannot break every rock until you reach level 16.  Of
course, you don't need to break every rock anyway, since you can enter each
passage way from either side.

  Upon entering, break one of the rocks (doesn't matter which one) and enter
the passage.  Kill the fat guy, grab the box, and exit through the other end.
You are now in the second hallway.  All the openings that are not blocked by
rocks go back to the first hallway, and the ones with rocks go to the third.

  Break another rock, kill the guy, check the box, then exit.  This is the
third hallway.  Again, the openings go back to the second, and the only rock
in this hall (to the southeast) leads to the end.

  Break the final rock with "LaoHuZhiWu", go through it, and you'll again be
confronted by the horny fat guy.  He'll ask you if you're angry with him;
say yes, and you'll only have to fight him one more time.  Then, grab the
Xin Shan Quan Pupil's ultimate weapon - the Master's Nunchaku.

* Master's Nunchaku:
  Weapon: 20 Attack, +20 Power, +20 Speed, +20 Vitality, +20 IQ
  Glove:  0 Defense, +10 Power, +10 Speed, +10 Vitality, +10 IQ

  Now that the fat guy is gone, grab all the boxes you left behind.  It
shouldn't be tough - just hit each open door in the third hall, and exit each
passageway the way you entered, then do the same thing for the second hall.
You don't have to check the first hall - every door will be blocked by a rock
(because every door leads to the second hall).  When you've got all the
treasure, leave.

***/DUNGEON OF TECHNIQUE
---------------------------------------------------------------------------

---------------------------------------------------------------------------
*** DUNGEON OF KEYS   -Oboro-

  Oboro's dungeon has many entrances, and many ways to complete it (much like
his chapter).  Go to Lucretia village (the village within the castle's
walls).  Entering any of the homes will take you to a different place within
the dungeon.  I recommend starting at the northwesternmost door.  So do it.

  As soon as you enter, you are faced with a locked door.  This dungeon is
filled with locked doors.  You can open them with Rusted Keys, which are
dropped by an enemy named "Shadow" that is encountered randomly in here.  If
you're stuck at a door, wander in circles until you encounter and defeat a
Shadow to get a key.  There are four locked doors that cannot be opened with
Rusted Keys - there are special keys hidden in the dungeon that are used for
these doors.  Aside from them, there's only one other treasure in here.

  Go through the door ahead (get a key from the monster Shadow) and descend
the stairs to the left.  Go down through the south door on the right.  Ignore
the path to the south, and instead go east.  Follow the path into the open
doorway, and yoink the box within for the Genbu Key.

  Backtrack to the room with the fountain and the stairs leading up and down
(you had originally entered this room from the north) and descend the stairs
south.  Follow this path all the way to the stairs at the end and ascend
them.  This room has a north door and a north stairway on the left - go
through the door.  From here, go north and into the doorway.  Jack the
treasure box in this room for the Suzaku Key.

  Leave this room and backtrack to the room with the north stairway on the
right.  This time, take the left stairway up, then exit through the south
door.  Exit south again, and you are now back in the village.

  Enter the building in the upper-left through the door on the right.  Go
through the door in this room, then descend the stairs, then enter the south
door.  Follow the only path until you reach a door, and a treasure box behind
it.  Check it for the Seiryu Key.

  Go back to the room with the north and south stairways - this time, descend
the stairs on the left.  Follow the long path until you reach the north
stairway - ascend it.  At the left end of this room is a north stairway and a
south doorway.

  Go up the north stairway.  Follow the path east and go through the north
door.  In this room, take the north door on the right.  This hallway has
three south doors - take the left one.  Follow through the next doorway.
This room has three north doors; take the middle one.  Yoink the box for a
Parasite Sword.

  Exit this room south to the room with three north doorways - take the right
one.  Go through the south doorway on the right, and then the next south
doorway.  Go west through the hall and then down the stairs at the north end
of this room.  Go through the south doorway.  Turn east and enter the doorway
to the north.  Another treasure box - open it for the Byakko Key.

  Leave this room and head straight south down the stairs.  From here it's a
one way path, so follow it.  Use the Genbu Key on the first door, the Byakko
Key on the next, then the Seiryu Key, then the Suzaku Key.  Run straight up
and grab the Murasame, Oboro's ultimate weapon.

* Murasame:
  Weapon: 60 Attack, +8 Power, +13 Speed

  This is the fastest way out of the dungeon: backtrack through the four
large doors and then up the stairs.  After emerging from the stairs, ahead of
you will be the north door where you got the fourth key - don't go through
it, instead go left and up through the first north stairway, then continue
straight up the next stairway.  Follow the path, then go through the first
south door in this room.

***/DUNGEON OF KEYS
---------------------------------------------------------------------------

---------------------------------------------------------------------------
*** DUNGEON OF TIME   -Sundown-

  South of the sign before the Forbidden Land, Sundown will see and hear a
horse in the southern trees.  Follow it through the trees (this can be
annoying) and eventually it'll lead you east through the trees, then north
into the Time Dungeon.

  As the name implies, this dungeon is timed.  You have eight bells to get to
the end and exit, or else you'll be attacked.  As long as you've got one or
two characters at level 16+, the battle shouldn't be a tough one, and you
might as well let time run out, because you'll score the Ariel Glove for
killing the monsters that attack you.  The strategy for these fools can be
found in the Ariel Armor (Ariel Glove) section, below.  After you kill these
fools, you'll no longer have to worry about the time limit.  You may,
however, prefer to complete the dungeon within the time limit first, so that
you can use Sundown's ultimate weapon during the battle.

  Anyway, from the start, head straight up and jack the box above you for a
Venus Figurine, then turn left.  Make sure to grab the box in the upper-left
of this room for Algos's Eye.  Go through the door on the far left.

  In this room, go north (take either path) and descend the stairway.  Yoink
the Chario Boots from the box here (a bit south from the entrance), then exit
southwest.

  Follow through the next door, and BAM, you're in the room with the .44
Magnum, Sundown's ultimate weapon.

* .44 Magnum:
  Weapon: 29 Attack, +20 Speed, +4 IQ
  Glove:  0 Defense, +10 Speed, +2 IQ

  After grabbing the .44 Magnum, exit southeast.  Check the box for Magical
Wood, then exit southwest.  Follow the path up through the north exit.
Continue up the stairs on the right side.  From here, go right, then follow
the path up and through the north door.

  Follow the path up and right, and then go south when you get the chance.
Grab the Holy Water from the treasure box, then return to the path.  Exit
this room through the northeast door.  Follow this path all the way left to
the exit, take it, and you'll be in the first room.  Head southeast to exit
the dungeon.

  If you made it all the way through without time running out, you can always
return later and wait for time to run out (in order to acquire the Ariel
Glove).

***/DUNGEON OF TIME
---------------------------------------------------------------------------

---------------------------------------------------------------------------
*** DUNGEON OF STRENGTH   -Masaru-

  Just to the right of the base of the mountain (the screen BEFORE entering),
in the trees you should see a man riding a bright red fish.  Go through the
trees and challenge this fish-riding man to a battle.

  Don't worry, this guy is incredibly easy.  If you have a level 16+ Pogo in
your party, he'll be done in a flash.  He has only 448 Hit Points.

  There are a bunch of treasure chests in here that cannot be opened yet;
you'll get them after grabbing Masaru's ultimate weapon.  Just run straight
up and grab the Super Bandage.

* Super Bandage:
  Weapon: 50 Attack, +90 Power, +80 Vitality
  Glove:  0 Defense, +45 Power, +40 Vitality

  You can now grab all the treasure boxes.  Do so (especially make sure to
grab the Gold Topknot - you'll need it later to get the Ariel Ring), then
leave.

***/DUNGEON OF STRENGTH
---------------------------------------------------------------------------

---------------------------------------------------------------------------
*** DUNGEON OF MIND   -Akira-

  To enter the Mind Dungeon, just keep teleporting away from battle.  You'll
be randomly deposited into the dungeon eventually.

  First, some information: throughout the dungeon you'll encounter little
blue things.  Talk to them to make the image of a person appear, and read
their minds to make them disappear (it doesn't do anything more than give you
information).  You cannot enter this dungeon again after exiting, so make
sure you've got all four boxes.  Once you enter the dungeon, you are no
longer subject to random dislocation while teleporting, and you never will
be again.

  Your starting location will be random.  The list below describes all four
locations - pick the one that describes where you are, and then skip to the
indicated paragraph:

  * If you are in a small lower-right corner with a rough-looking wall up and
    right of you, then start from Paragraph 1.

  * If you are in an upper-left corner with a pillar on the right of your
    screen and a stairway (going up) visible at the bottom of your screen,
    then start from Paragraph 2.

  * If you are in a small lower-left room with a narrow hall going northward
    and another narrow hall visible on the right side of your screen, then
    start from Paragraph 3.

  * If you are in a small room with a trough to your left and a doorway
    north, then start from Paragraph 4.

  1.) You're in the lower-right.  Go up along the east wall and grab the
treasure box for a Bloody Magic Robe.  Go back down to where you started,
then this time take the left path.  Follow the path until it takes you to a
stairway going north; ascend it.  Go to the right, past the two blue things,
and south through the door.  Follow the path and grab the Coral Ring from the
box at the end, then come back up through the door (to the room with the two
blue things).  Go right, then up along the east wall, then all the way left
and down the south stairway.  From here, go northeast until you see a north
stairway (going up).  Skip to paragraph 7.

  2.) You're in the upper-left.  Go down and ascend the north stairway
directly below your starting place.  Skip to paragraph 6.

  3.) You're in the lower-left.  Go up and ascend the stairway directly above
your starting place.  Skip to paragraph 6.

  4.) You should be in the lower-left with a doorway directly above you if
you are reading this.  From where you stand, go up through the doorway above
you.  Then follow the path, and go down the south stairway when you reach it.
Follow the path, and turn north when you have the option to (south is a dead
end).  Jack the box in the northeast corner of this room for a Bloody Magic
Robe, then backtrack and exit this room the way you came from.  Proceed to
paragraph 5.

  5.) Go east (past the two blue things), and enter the first south doorway
you encounter.  Follow the path and grab the box at the end for a Coral Ring,
then come back up through the door (to the room with the two blue things).
Take the northeast path, and follow it all the way north, and all the way
west, until you reach a south stairway at the west end of the room.  Descend
these stairs, then go northeast until you encounter a north stairway (going
up).  Skip to paragraph 7.

  6.) After ascending the stairs, go all the way right, then turn south after
the blue thing, then enter the first south doorway you encounter (there
should be two blue things to the left of this door).  Follow the path and
grab the Coral Ring from the box, then go north twice - back to the room with
the two blue things to the left.  Go left and down the south stairway.
Follow the path, and turn north when you have the option to (south is a dead
end).  Jack the box in the northeast corner of this room for a Bloody Magic
Robe, then backtrack all the way to where you started this dungeon (just
before that first north stairway).  From the base of that stairway, head
northeast until you see another north stairway (going up).  Proceed to
paragraph 7.

  7.) Go up the north stairway before you.  Follow the only path, jack the
box for a Nightmare Helmet, then exit this room north, then go back down the
south stairs.  Go down, right, and then down the first south stairs.  Go to
the upper-right of this room and yoink the Holy Water from the box, then go
south until you reach a pillar.  Go west at the pillar, and follow the path
south until you reach another pillar.  Go east from this second pillar, then
south, then exit through the south door at the south end of this room.  Run
straight south down the stairs.  Proceed to paragraph 8.

  8.) From here, go north up the center path and descend the first stairway
on the right.  Go up the the middle path in this next room to reach the Gutsy
Glove, Akira's ultimate weapon.

* Gutsy Glove:
  Weapon: 25 Attack, +16 Power, +15 Vitality, Foot Defense Immunity, Arm
          Defense Immunity, Poison Immunity, Paralysis Immunity, Sleep
          Immunity, Drunk Immunity
  Glove:  0 Defense, +8 Power, +8 Vitality, Foot Defense Immunity, Arm
          Defense Immunity, Poison Immunity, Paralysis Immunity, Sleep
          Immunity, Drunk Immunity

  After grabbing the Gutsy Glove, a figure should appear before you.  Read
its mind with the Y Button to exit the dungeon (after you exit, you will be
unable to enter this dungeon again) - you will find yourself just inside the
castle walls.

***/DUNGEON OF MIND
---------------------------------------------------------------------------

---------------------------------------------------------------------------
*** DUNGEON OF INTELLIGENCE   -Cube-

  The Intelligence Dungeon's entrance is easy to find - just enter one of the
homes in Familia village (doesn't matter which).  The dungeon has no battles;
just puzzles.  You'll also find Cube replicas within the dungeon - talk to
them for hints.

  From the first room, go down the stairs, then through the north door in the
center.  Go through the next north door, then down the stairs, then again
through the north door.

  This puzzle is not difficult - the red-tiled floor will mess with your
movement.  The first row swaps your left and right steps and the second row
swaps up and down.  The third row rotates your control pad clockwise 90
degrees; up becomes right, right becomes down, down becomes left, and left
becomes up.  Head straight north as best you can.  There are two north doors
here - the one on the right leads to a small room and the one on the left
proceeds.  If you can't tell which door is which, just enter one; if you find
that the floor is still checkered red and black, then turn back and take the
other door.

  In the next room, examine the chair.  An image will appear in the mirror.
The idea is to walk as if the image were your mirror image (if it faces left,
move left - if it faces down, move up, etc.).  The solution is right, right,
up, up, up, left, left, up (if you mess up, examine the chair again to start
over).  Press the A Button on the ball and move up into the next room.

  Examine the chair.  There are two mirrors in this room - one is right, one
is wrong.  Pay attention only to the left mirror (or ignore them both and use
my guide).  The solution is right, up, up, left, up, up.  Exit north.

  Examine the chair.  In the third room, you'll need to move in the direction
NOT shown by any of the three mirrors.  Solution: right, right, up, left, up,
up, right, right, right, up, up.

  Examine the chair.  In this puzzle, just exit through the door the arrow
points to, even if it leads backward.  Solution: up, up, down, down, up, up.

  Head north and check the chair when you reach it.  To complete this next
puzzle, check the spheres in a clockwise direction.  That is, check the
upper-right one, then the lower right, then lower-left, then upper-left.  Go
down and check the final sphere, then exit north.  Ahead is the 17 Diode,
Cube's ultimate weapon.

* 17 Diode:
  Weapon: 30 Attack, +10 Speed, +50 IQ

  After grabbing the 17 Diode, you'll be transported to Hash's cabin.

  If you want the Ariel Helm, enter the Intelligence Dungeon again and go to
the red tiles for an optional boss battle.  The strategy is detailed below in
the Ariel Armor (Ariel Helm) section.

***/DUNGEON OF INTELLIGENCE
---------------------------------------------------------------------------

*******************************************************************************

 9c.)  Ariel Armor:


  The Ariel Armor items are all incredible, and I highly recommend finding
them all.  Their most useful feature is Petrify Immunity; this is a feature
you will want on all your characters.  Below is a list of the Ariel items,
their stats, and where/how to find them.

---------------------------------------------------------------------------

* Ariel Helm:
  Helmet: 15 Defense, Petrify Immunity

     After completing Cube's Intelligence Dungeon, enter it again and go back
 to the room with the red tiles.  There will be a robot wandering around in
 the third set of tiles.  Challenge him to battle.

     Make sure everyone is touching Cube, and have Cube use "High Speed Op"
 constantly.  Your opponent has high Defense, but low Hit Points, so you
 should be able to beat him with little difficulty as long as everyone else
 is using their strongest techniques.

     After he is defeated, he'll drop the Ariel Helm.  He will also randomly
 drop a Robot Accessory... but you should have grabbed the ones you wanted
 already (from Akira's chapter).  Exit the dungeon the way you entered.

---------------------------------------------------------------------------

* Ariel Glove:
  Glove: 15 Defense, Petrify Immunity

     Let time run out in Sundown's Time Dungeon (see the DUNGEON OF TIME
 section above for how to find this dungeon), and you'll be attacked by four
 Jaggy Eggs.  They each have only 384 Hit Points, but high defense, so if you
 have "Hurricane Shot" and/or any other level 16 techniques, use them.  Don't
 stand adjacent to them unless you're seriously injuring them (such as with
 Pogo's "Dodegesden") and you should be okay.

     After they are defeated, they'll drop the Ariel Glove.

---------------------------------------------------------------------------

* Ariel Mail:
  Body: 45 Defense, Petrify Immunity

     Note: I recommend acquiring at least three other pieces of Ariel Armor
 before attempting this.

     Run away (or teleport) from battle 100 times during the course of this
 chapter, and after the 100th time, you'll be challenged by a panther named
 Death Prophet.  You'll be given a countdown after you've run away from 95
 battles, so there's no need to worry or keep track yourself.

     Death Prophet likes to turn people to stone, so if you have any other
 Ariel Armor pieces, spread them out amongst your party members.  Hopefully
 you'll have one or two characters at level 16+ (and you should, if you've
 run away 100 times!), and you'll be able to smoke this fool with their
 ultimate techniques.  He has 960 Hit Points.

     (He is immune to the Cola Bottle, BTW.)

     After he is defeated, he'll drop the Ariel Mail.

---------------------------------------------------------------------------

* Ariel Boots:
  Glove: 10 Defense, Petrify Immunity

     When standing before the demon king at the peak of the Forbidden Land
 (see below), turn back and leave.  You will be transported to a place of
 darkness.  Wander around for a long time and you'll be challenged by a boss
 (if you find the stairs, just keep wandering to be attacked - or you can
 exit via the stairs if you don't want to fight the boss, but if that's the
 case, then why did you come here?).

     First of all, you can run away from this battle.  Doing so will just
 start the battle over.  Have someone with a powerful ranged attack (like Xin
 Shan Quan Pupil, Oboro, or Sundown) stand in the lower right corner and
 blast him while Cube/Akira heals.  Anyone standing adjacent to this guy is
 dust unless you keep passing to your healer and healing the adjacent
 character.  Actually, this is a good idea, since the powerful melee attack
 is the only attack this boss has, and it decreases his stats to use it.
 He'll be easier to beat if you wait for his stats to go down.  You can use
 "Tsuda" and/or "Long Hu Liang PoWan" to accelerate this.  He has 544 Hit
 Points.

     (He is immune to the Cola Bottle, BTW.)

     He'll drop the Ariel Boots.  Now, head either north or south until you
 find the stairs.  Ascend them, and you'll be back at your lead character's
 starting location.

---------------------------------------------------------------------------

* Ariel Ring:
  Accessory: +10 Vitality, Petrify Immunity, Rear Evade Up, Firearm Evade Up,
             Strangle Skill Evade Up, Charge Skill Evade Up, Mind Evade Up,
             Earth Skill Evade Up, Wind Skill Evade Up, Water Skill Evade Up,
             Fire Skill Evade Up

     Inside Pogo's Instinct Dungeon is a huge fish (see the DUNGEON OF
 INSTINCT section above for its location).  Talk to it and say "Yes" and
 he'll ask you for a Gold Topknot (you can find one in Masaru's Strength
 Dungeon or in the Forbidden Land).  Give it to him, say "Yes" again twice,
 and battle will commence.

     First of all, don't worry if this guy kills you - you won't get Game
 Over, and you'll be able to challenge him again.  Have Pogo use "Dodegesden"
 on him repeatedly, and have everyone else use their most powerful attacks.
 He seems to be unable to attack people that aren't adjacent to him, so have
 the Xin Shan Quan Pupil, Oboro, and/or Sundown attack from a distance while
 Pogo keeps him busy up close.  If you have Akira or Cube, have him be the
 healer.  If he toasts you, just go level up somewhere and try again.

     If you win the battle, he'll toss you the Ariel Ring.  After the battle,
 regardless of whether you won or lost, you can ask the fish some questions,
 if you like.  When you're done with that, leave the dungeon the way you came
 in.

*******************************************************************************

 9d.)  Forbidden Land:


  You can come to the Forbidden Land and finish the final chapter anytime,
but you should complete the optional dungeons and get some Ariel Armor first.
You will only get the best ending if you have taken each character into your
party at least once.

  Before you can enter the Forbidden Land, you will need the sword Brion.
It's at the tombstone on the northern peak of the mountain.  After obtaining
Brion, just examine the entrance to the Forbidden Land to enter.

  This place is exactly the same as it was in Oersted's chapter, so you know
the way through.  Of course, I will assume you don't, so the directions
follow this paragraph.  Your goal is to get to the statue room, grabbing
whatever treasures you wish to take along the way.  If you aren't interested
in getting the treasures, follow the directions in the next section
("FORBIDDEN LAND - No Treasures").  If you want the treasures, skip to the
"FORBIDDEN LAND - Treasures" section.


---------------------------------------------------------------------------
*** FORBIDDEN LAND - No Treasures

  If you don't care about the treasures, follow these directions.

  From the entrance, go left, follow the path until there're stairs on the
left and a door on the right - go up the stairs, and then straight ahead
through the north door.

  Follow the path up, then go through the first north doorway you encounter
(on the right).  Follow this path down the stairs, then keep going east
(ignore the door south and the pathway going north), go up the stairs on the
right, and into the door with torches on either side.  Go straight through
the next door.

  Take the left path, and you'll end up in an opening with a south doorway
and two north doors - go through the leftmost north door into the small room.
Go straight through the next door.

  From here, go right, turn north at the corner, and step through the door.
Exit this room through the left south door.  Follow the path to the north
central door, then step through it and into the statue room.  Skip the next
section.

***/FORBIDDEN LAND - No Treasures
---------------------------------------------------------------------------

---------------------------------------------------------------------------
*** FORBIDDEN LAND - Treasures

  If you want the treasures, follow these directions.

  From the entrance, take the right path and follow it all the way up.  Check
the bone pile for an Alice Biscuit.  Return to the entrance and this time go
up through the door between the two paths.  Check the bones for a Demon's
Cloud.

  Now take the left path, follow the path until there're stairs on the
left and a door on the right - go through the door.  Check the bones here for
a Fujin's Scroll.  Backtrack out of this room and this time take the stairs
on the left, then go straight ahead through the north door.

  Follow the path up, then go through the first north doorway you encounter
(on the right).  Go through the next north door and check the bones for a
Unicorn Horn, then back out of this room.  Go down the stairs on the right,
then south into the doorway.  Grab the Demon's Cloud in this room, then exit
this room north.  Head up the narrow north hallway and grab the Fudo-Myoo's
Fuda at the end of it, then go back south and go right.  Follow the path up
the stairs on the right, and into the door with torches on either side.  Go
straight through the next door.

  Right north along the right wall, and enter the north door.  Grab the
Izanagi's Scroll from the box, then exit this room.  Go back down the hall to
the bottom-right corner of this room, and take the north door between the two
paths - inside is a Gold Topknot.  Now take the left path, and you'll end up
in an opening with a south doorway and two north doors -  go through the
leftmost north door into the small room.  Go straight through the next door.

  From here, go into the door on the left for a Golden Robes, then exit this
room and take the left path.  Follow the path all the way up and into the
room for a Venus Figurine, Algos's Eye, and a Potion No.9.  Exit this room,
head south, and this time take the right path.  Turn north at the corner, and
step through the door.  Exit this room through the left south door.  Follow
the path to the north central door, then step through it and into the statue
room.

***/FORBIDDEN LAND - Treasures
---------------------------------------------------------------------------


  After reaching the statue room, continue north, into the eighth statue, and
north through the long tunnel.  Examine the statue on the peak, then start
walking back down.  Watch the brief scene.

  Make sure you have Petrify Immunity on as many characters as possible,
making your most important characters your highest priority (spread your
Ariel Armor out amongst your party members).  SAVE YOUR GAME.

  At this point, you can run up to begin the final battle, or you can exit
south to get the Ariel Boots.  If you go for the boots, you'll end up outside
of the Forbidden Land and you'll have to run through it again (easy).
Anyway, if you choose to do so, turn back and exit south, then check the
Ariel Armor (Ariel Boots) section above.

  If you're ready for the final battle, talk to the demon king.


---------------------------------------------------------------------------
*** BATTLE: Odio Eye x2, Odio Mole, Odio Mouth

  The boss forms into four parts: two eyes, a mouth, and a "mole" on top.
The eyes have the most dreadful attacks, so focus on them first.  Oboro's
"Bronze Leaf" can hit both eyes and the mouth at once, so take advantage of
it.  Don't bother hitting the mole; it'll just heal itself and raise the
statistics of the eyes and mouth.  Each eye has 800 Hit Points.

  After the eyes are destroyed, you'll have the mouth and the mole left to
deal with.  You have a choice now.  This boss can be killed the normal way,
or the easier, but very long and tedious way.  If you kill him the easier
way, you'll miss out on some of the songs in the music player.  Anyway, to
kill him the normal way (recommended), skip the next paragraph, along with
the rest of this one.  To kill him the (VERY) tedious way, focus on the mole
and read on.

  The mole has 992 Hit Points, but almost everything hits it for 1 damage.
Furthermore, he recovers 1 Hit Point after every time you hit him.  Try to
find the techniques that do more than 1 damage (the Cola Bottle hits it for
10), and use techniques that lower its Vitality and IQ.  This will take a
long bloody time (we're talking leave the game on with turbo X Button), but
if you kill it, you'll completely avoid having to fight the demon king's
second form.  You'll also miss out on some songs in the music player.

  The mouth has 1440 Hit Points - go for it next.  Make sure you've got
Cube/Akira close to all of your party members for healing.  Again, use
ultimate attacks on it.  If you killed the mole, skip the next paragraph.

  After the mouth dies, the mole will unfold its wings and you'll battle
Pure Odio.  Quick attacks are better than slow ones here; Odio can use
"Cancel Ray" to cancel anything with charge time.  Hopefully you're Petrify
immune - if you aren't, Cube and/or healing items can take care of that.  If
you are unable to cure Petrify, wait for the petrified character to drop to 0
Hit Points, then revive her/him.  Go insane with healing items if you must;
that's what they're for.  Pure Odio has 2032 Hit Points.

***/BATTLE
---------------------------------------------------------------------------


  After the battle, you'll be given a choice.  Selecting "yes" will start a
pitiful battle, and then you'll get a lame ending, and you'll also miss out
on some songs in the music player.  Selecting no is the better choice - it
leads to a much better ending.

  After selecting no, go south.  By the way, don't save over your old file at
this point or in the future (use a different slot) - there's no escaping the
Forbidden Land from here.  Keep going south until you reach the seven statue
room.  Attempt to leave, then talk to the people at the south end of the
room.

  You have a series of battles to fight.  Don't worry - they should all be
easy.  Enjoy the ending!



*******************************************************************************

 E.)  The End:


  This is the end.  But before the VERY end, I should acknowledge the
following people:

- SwordsmanX prompted me to clarify a few things about obtaining the Basic
   Rock.

- Chris6182, Hyperionius, and Teppic wrote in to inform me that the sixth
   sick guy in the Xin Shan Quan chapter is just hungry, and can be cured
   with a Meat Bun.

- Falroth discovered that it is possible to completely miss out on some of
   the techniques your pupil can learn in the Xin Shan Quan chapter.

- MagusB tipped me off on the Fukahire Bun on the tea table in the Xin Shan
   Quan chapter.

- The Xterminator provided more information on Yodogimi in Oboro's chapter;
   specifically that it is okay to kill her in her human form the first time
   you encounter her, because her kill will later be subtracted from the kill
   count.

- Glod14K provided the strategy for acquiring "Earth-Rending Fury" early in
   Masaru's chapter.

- Martze emailed me with an effective strategy for getting Tula Han to use
   both his techniques on you in Masaru's chapter - use "Roundhouse" to turn
   him around, and while his back is to you he can only attack you with his
   two techniques.  Nice!

- Dragonwolfy emailed me to tell me that you can attack the W1 killbot in
   Akira's chapter from behind or above to cause it to instantly
   self-destruct.  Nice!

- Eric Moran wrote me with the information that some of the items from
   Oersted's chapter will actually respawn in the final chapter.



  (C) 2002 - 2009  Blaine Nolan Higdon

  Thanks go out to Square for making this game, and the Aeon Genesis team
(http://agtp.romhack.net) for translating it.  Oh yeah, if you post my guide
on your web page or anything, please don't modify it.  Yeah, that's life.