Live-A-Live SNES Guide.
by jon ([email protected]) and SKChan, 28 Apr 01.

This document Copyright 2001 Jon Waholic and Soon-Kiang Chan.
Please do not modify or use the document for commercial purpose without
authorization from the authors, Jon Waholic or Soon-Kiang Chan.

Forewords:
This guide contains walkthrough and brief description of story. Some of the
name translation may be wrong as I do not have original source of the names.
There is no translation for all conversation yet. I may add those sections
later, pending responds from readers. Check the menu and controls from other
faqs. Always drop me a mail if you find anything missing or incorrect.

14 May 01, 1st update, filled in Medieval and Final chapter. Added a
walkthrough to Near-future and primitive chapter. Corrected little bits of
mistakes here and there. Unfortunately I will not be translating the text as it
is a bigger task than I expected. I will stop expanding this guide and only
continue correcting mistake after this update. My apologies to all.
26 April 01, completed the 1st version of the guide.

CONTENTS
1. General Information
2. Guides
 2.1 Bakumatsu-hen (Secret Order - Feudal Japan Chapter)
 2.2 Densan Kunfuu-hen (Inheritance - Kungfu Chapter)
 2.3 Kishin SF-hen (Mechanical heart - Science-Fiction Chapter)
 2.4 Saikyo Gendai-hen (Strongest - Modern Chapter)
 2.5 Hourou Seibu-hen (Wandering - Western Frontier Chapter)
 2.6 Sesshoku Genshi-hen (Contact - Prehistoric Chapter)
 2.7 Ryuudou Kinmirai-hei (Flow - Near Future Chapter)
 2.8 Maou Chuusei-hen (King of Demon - Medieval Chapter)
 2.9 Saishuu-hen (Final Chapter)
3. Cheat codes
4. Illustrators, Music, Comments
5. Acknowledgements

======================
1. GENERAL INFORMATION
======================
Name: Live-A-Live
Genre: RPG
Released by: Square
Date released: 02 Sep 1994
Live-A-Live is an odd gem among SNES's RPG games. It is made up of short
chapters concluding with a final chapter where all main characters will gather.
Each short chapter happen in different time period, has superb story and offers
different gameplay, which is very refreshing compared to long RPG games. Battle
system is unique in a sense that it is turn-based SLG. Other games that inherit
systems from this game are: Rudora's treasure - scenario system, Treasure
Hunter G - battle system.

======================================================
2.1 BAKUMATSU-HEN (SECRET ORDER - FEUDAL JAPAN CHAPTER)
======================================================
Time is Feudal Japan, a Shinobi, living under shadows, received a secret
order... Infiltrate into enemy's castle, overcome numerous enemies and trap to
save a captured-personnel. Can he become a 100-man killer?

-----------
BACKGROUND:
-----------
Bakumatsu-
Late Bakufu (literally tent government) in around mid 1800s. Bakufu started in
1192 by Minamoto Yoritomo, lasted till 1868, commonly known as the Shogun rule.
Sakamoto Ryoma-
One of the hero of Meiji Revolution and supporter of pro-western movements, a
great sword-man with preference for firearms and ship navigation techniques.
His main contribution is the building of modern merchant and military fleets in
different parts of Japan. He was assassinated in 1867 at Kyoto.
Enma-Ningun-
I am not much of a ninja fan, and have yet verify the existence of such a ninja
troupe.

-------------
INTRODUCTION:
-------------
Ode Iou's castle-
Ode's meeting with 3 unknown subordinates (Amakusa-shirou, Yodo-kun,
Karakuri-Gennai), checking on preparations in the castle and how their plan to
turn Hi-no-moto (Japan) into a world of chaos is going. Everything will be
ready by the next day.
Ninja master's room-
Ninja master summons Hayate, the head ninja, to discuss on how to prevent the
disaster. Hayate recommends Oboro-maru(you). Ninja master will ask whether you
know the details of the mission (Yes/Repeat). Hayate gives you a 'GakureMino'
before setting off.
Oboro-maru sets off for Ode's castle, short description of story's background
and game starts.

---------------
POINTS TO NOTE:
---------------
Basic Layout of the castle-
|-----------  --------------------------------------|
|  Canal      |   Castle   | Store  |  |         |  |
|    _________|____    ____|   2    |  |         |  |
|   |                      |___  ___|  |         |  |
|   |                                  |         |  |
|   |      ___  ________               |         |  |
|   |     |             |--------------          |  |
|- -|-----|  Mansion    |         __  _______    |  |
|   |     |     2       |        |           |   |  |
|   |     |_______  ____|        |  Mansion  |   |  |
|   |___  __                     |     1     |   |  |
|   | Store |                    |-----  ----    |  |
|   |   1   |                    |---|Gate|------   |
|   |_______|____________________|   |    |         |
|                                    |    |         |
|____________________________________|    |_________|
                                     Exit
Password-
Upon entering Mansion1, you will see a group of samurais checking the password.
Options for password top down are 'imo', 'kawa', 'moto', 'shita'. Only 2nd and
3rd are correct. With each sounding of bell, the password will alternate
between 'kawa' and 'moto'.

Rescuing the Captured-personnel (Sakamoto Ryoma)-
1st way:
1. Defeat the prison guard in castle B1 to get Chikarou-no-kagi.
or
1. Get Kura-no-kagi from Store2's attic.
2. Unlock Store1, get Chikarou-no-kagi from chest.
Goto Castle B2, unlock the cell. Fell down into a pit-trap. Defeat Amakusa,
Ryoma will drop down, ask whether Oboro is a new ninja (of the enemy). Choose
any answer and he will join.
2nd way:
Reach the Audience chamber in Castle F5. Ryoma will enter and frighten off the
8 samurais.
In another word, you will get Ryoma anyhow, even if Oboro does not make an
effort to rescue him.

Getting Karakuri-maru (a replica of Oboro)-
1. Get at least 4 Ko-ban from chests around the map.
2. When fighting Karakuri-Gennai, defeat all Denkyoku(little devices in the
battle) first, you will get Zenmai after winning.
3. Exit room through top door, you will enter a room with a small slit on a
wall at top-right corner. Check the slit, use 3 Ko-han.
4. Exit through bottom door, avoid center of the room you are in and the room
you are entering.
5. Check the doll, use Zenmai. You will fight it and it will join after
winning.
6. Go back to room with slit. Check slit and use 1 Ko-ban.
Karakuri-maru will be destroyed if falls from pit, soaks in water for too long.
It will go berserk in sight of mice, you have to fight it again. Karakuri-maru
will self-destruct with the 3 monks guarding the door of Audience chamber in
Castle F5.

Defeating Amakusashiro(the one guarding exit to Castle B3 with blond)-
Defeat all Hitotama(human spirits) in the chamber before fighting him at the
exit. He will revive if there is even one Hitotama left. Hitotama will reappear
after awhile.

Handling Yodo-kun's(the fake princess in Castle F3) questions-
After defeating the 4 ninjas, Yodo-kun will ask a question. Select 2nd choice,
try to exit the room but you cannot. Talk to Yodo again, still select 2nd
choice and you will fight her in human disguise(counted temporarily as a kill,
will be deducted after discovering she is a demonesss) . Before reaching Castle
F6, she will reappear and you will fight her in demoness form.
If Ryoma is in party and you select 1st choice, Ryoma will remind that Ode has
no daughter and the princess is a fake. You will fight her in demoness form.
If Ryoma is not in party and you select 1st choice, Oboro's soul will be taken,
resulting in gameover.

Switching off all traps-
Defeating Karakuri-Gennai(old trapmaster in Castle F4) will switch off all
traps (pit-trap, moving-walls, puppets). Before getting to Castle F5, the
stairs will shut-in and rope-ladder will be drawn up. Enter the room with
kettle, exit through top door and a voice will speak out. Reject(top choice)
all invitations for Oboro to sit down and Karakuri-Gennai will enter and fight
you. If you accept the invitation, you will fall to Castle B1 through a
pit-trap.

Getting and getting rid of Okame-no-kata-
In a room on Castle F1, there is a lady hiding under bedsheet. Talk to her and
she will assault(?) you. After winning, she will reappear indoor wherever Oboro
goes. To get rid of her, just defeat her 16 times. Remember, she is considered
a female human and counted as a kill.

Releasing Goemon(the ninja locked in cell beside Ryoma's)-
Goemon will state that he do not want to fight you twice. You can release him
(second choice) and he will restock some of the treasure chest in Mansion2's
attic, Store1's attic, Store2, Castle and Muramasa. Make sure you empty all the
chest before rescuing him.

Getting Mizukami-no-uroko (accessory)-
Defeat Iwama-sama, HP: 2032 (the koi-fish in Canal). Oboro has to be around
level 13.

Getting Yoshiyuki (weapon)-
Complete the chapter with 0 kill. Ryoma will give Oboro his sword.

Getting Muramasa (weapon)-
Defeat Majin-Ryunosuke, HP: 1248. His attacks are nightmarish powerful (Notice
the BGM?). Oboro got to be more than level 14. On the roof near Store2's attic,
there is a tree, check it and Oboro will climb down, push stone lantern up and
enter the secret passage. On reaching a left-turning passage way, you will
notice a white diamond on top of the wall. Walk up till the diamond just
disappear from the screen, take one more step up, turn and walk down. You will
spot an urn. The urn will ask for Ko-han, just ignore it (select last choice).
Walk to the top and enter a room with a sword on a wall. Check the sword, a
spirit will appear and command you to leave. Talk to the spirit and you will
fight Majin-Ryusuke. You will get Muramasa after winning. Goto the urn, walk up
till the urn just disappear from screen, take three steps up and walk down, you
will be out of the hidden room.

Getting Inrou (accessory)-
Reach door of Ode's room in Castle F6 without killing any human females. A maid
(kunoichi in disguise) will approach Oboro. You can kill her (top choice) or
receive her gift (bottom choice), an Obi. Do not move and wait for a while, she
will return with an Inrou.

Becoming Nuken-nin (Renegate Ninja)-
Anytime before Rescuing Ryoma, you can abandon mission by going to Exit and
answering Yes(top choice) to all 3 questions asked there. You will fight 5
continuous battles against 4 ninjas, before meetng Hayate. Upon winning Hayate,
he will set off a bomb killing everyone, resulting gameover. Only attempt this
when Oboro's level is 14 above and Karakuri-maru will not follow Oboro out of
castle.

-------------------
100 KILLS POINTERS:
-------------------
1. Use the wrong password for all occasions. The only pesky one is the ninja on
the bottom of rope ladder in Mansion2. He only accepts one wrong password.
2. Do not kill any human female until you kill the female ninja on Castle F6
(see Getting Inrou). Yodo-kun is not considered as a human female.
3. In Mansion2, do not go to Attic before killing the Ronin in the room in
front of the entrance.
4. In mansion2's attic, do not use most top-right peephole before killing the
samurai and trader in the room.
5. Use the left-most peephole to make an elder and a maid to appear in the room
below.
6. In Store1's attic, one ninja will create 4 illusions of himself. It is
considered as 1 kill.
7. Kill the fake prisoner in Castle B1 before saving Ryoma.
8. In the room with 2 chest and rope ladder on Castle F1, wait for a minute. A
pair of hands will appear on the wall. Talk to the ninja hiding there to kill
him.
9. On Castle F3, you got to be fast in killing 4 samurai before the masked man.
10. For the sleeping swordman on Castle F4, just keep on talking to him.
11. Remember to rescue Ryoma and not to have Karakuri-maru in your party,
before entering Castle F5.
12. For the maid who runs around the chest on Castle F1, open the chest, exit
the room, re-enter, talk to the chest(with the maid inside), hold Y and wait
till she takes a peep from the chest. Talk to her, select 1st choice to kill
her.

----------------
0 KILL POINTERS:
----------------
1. Use correct password (save frequently).
2. Avoid all compulsory battles, example ninja in Store1's attic, ninjas in
Yodo-kun's room.
3. Do not rescue Ryoma, keep Karakuri-maru in party before reaching Castle F5.
4. Ode-Iou both form, Amakusa, Yodo(demoness), Gennai, Ryunosuke, O-Mike(Cat
disguised as maid in a room on Castle F2), Iwama-sama, hitotama, all traps, are
not counted as kill. You can use them to gain experience.

------
ITEMS:
------
Important-
71 Kura-no-kagi        chest        unlocks both store's door.
72 Joumon-no-kagi      chest        unlocks castle gate.
73 Chikarou-no-kagi    chest,enemy  unlocks jaildoor.
74 Ko-ban              chest,enemy  sets off mechanism.
76 Kaginawa            chest        creates shortcuts in Castle's attics
81 Zenmai              enemy        for getting Karakuri-maru.
82 Kakuremino          start        hides from enemy by pressing 'Y'.

Healing-
67 Tenmusu              medium,area
68 Kasuteira            high,area
6e Izanagi-no-makimono  high,area

Attack-
6b Ode-shuuriken
6c Fuuma-shuuriken
6f Fuujin-no-makimono
70 Fudoumyoou-no-ofuda
75 Shinobi-no-torimochi

Equipping-
69 Inrou                accessory int+30
6a Koitsua-Tamageda     leg armor def+5 electric,fire,poison,water field immune
6d Mizukami-no-uroko    accessory int+10
77 Genji-no-yoroi       body armor def+30 distant,water attack evade up
78 Maria-no-beeru       body armor def+20 mental,fire attack evade up
79 Genji-no-kabuto      head armor def+15 blunt attack evade up
7a Genji-no-kote        hand armor def+4 sharp attack evade up
7b Genji-no-tabi        leg armor def+4 fire field immune, earth attack evade
up
7c Kusari-Katabira      body armor def+6
7d Kotetsu              weapon att+16
7e Yoshiyuki            weapon att+40 paralyze
7f Kanesada             weapon att+8
80 Muramasa             weapon att+40
83 Chonmage             head armor def+1 int+2
84 Yougen-no-obi        accessory con+1
85 Shinobi-no-tekkou    hand armor def+2 spd+8
86 Pirapira-eri         accessory int+2
87 Waru-no-soroban      hand armor def+1 spd+4 int+7
88 Mizukami-no-tabi     leg armor spd+5 water field immune

------------
SKILLS GAIN:
------------
Oboro-maru Starts at Level 2 with Shinobi-kiri, Jumonji-kiri, Ninpo-kaenbotaru.
lv3 Suidon-no-jutsu, lv4 Kadon-no-jutsu, lv5 Doku-kiri lv6 Shuriken-ranshi, lv7
Ninpo-Mugencho, lv8 Sunajin-no-jutsu, lv9 Ninpo-setsugigarashi, lv10
Ninpo-Kamaitachi, lv11 Shura-no-in, lv12 Ninpo-Hinotori, lv13
Ninpo-Komamawashi, lv14 Kage-ichimonji, lv16 Ninpo-Yashasou.

Toraware-no-otoko (Sakamoto Ryuma)  Starts at level 9 with
Battou-Rougashajutsu, Ikaku-shageki, Hokushin-ittouryuu.

Karakuri-maru  Starts at level 2 with Shinobi-kiri, Jumonji-kiri,
Ninpo-kaenbotaru.
lv3 Suidon-no-jutsu, lv4 Kadon-no-jutsu, lv5 Shura-no-in, lv6 Kirioroshi, lv7
Shuriken-ranshi, lv8 Fuuma-shuriken, lv9 Electrical-Houten, lv10 Kaenhousha,
lv11 Ninpo-Komamawari, lv12 Oderyuu-Shurikenjutsu, lv13 Ninpo-Komamawashi, lv14
Torokeruseppun, lv16 Daigekinugan-banwari.

=======================================================
2.2. DENSAN - KUNFUU-HEN (INHERITANCE - KUNGFU CHAPTER)
=======================================================
Location is China, a mountain called Daichi-san. An old kungfu master is
looking for young inheritor. After finding 3 disciple, training in
constitution, speed and strength, which disciple will be the next in line to be
master of...

-------------
INTRODUCTION:
-------------
In a time of ease, one kungfu is facing extinction. The kungfu is call
"Shinsan-ken" (free naming). Unmoving spirit like mountain, a heart always
resembles water. A stream in situation can become rock-shattering flow. Looking
for strength in spirit rather than body in a person. In the background you can
see Shinsanken-Roushi practicing. He decides to pay a visit to the town,
looking for suitable young disciple.

-----------
CHARACTERS:
-----------
Shinsanken-Roushi-
An old master of Shinsanken, looking for disciple to inherit his kungfu. You
control him for the chapter. He is at level 10 and cannot gain anymore level.
He sacrifice himself by fighting the assassins.

Yun Jou-
A physically weak youth. He was forced by bullies in town to steal from old
people. He decided to go against the bullies, then Roushi entered and saved
him. You can continuously reject his request by selecting second choice. He
will block your way until finally kneeling in front of Roushi's home and
refusing to move unless accepted as a disciple (no effect on the storyline). He
is an orphan and living with grandmother in Won Town.

Lei KuuGo-
A bandit in Bamboo forest. A demanding and rough girl who never accept the fact
that she is female. She will attempt to rob Roushi and attack him if Roushi
refuse to give her money (2nd choice). After defeating her, she only "joins" so
that she can find a chance to beat Roushi up in the future.

Samo HakKa-
He is stealing food from Hoi's restaurant and tried to escape as he has no
money to pay. Town people will surround him. Roushi can teach him a lesson (1st
choice), Samo will join after Roushi wins; Or Roshi pays on Samo's behalf
(chose 2nd choice then 1st choice), Samo joins immediately. Roushi comments on
Samo's ability to manipulate his body despite his huge mass.

---------------
POINTS TO NOTE:
---------------
Locations-
To the North(top), you have Roushi's home and peak of Daichisan.
North-East(right), Yun-Fa Marketplace.
South-West(down), Won Town
West(left), bamboo forest and Ihamondan's headquarter.

Who should inherit?-
The one receiving most training will inherit. Whoever inherits makes no
difference to major storyline, you can use your preference here. Yun tops in
intelligent, Lei in speed, Samo in strength and contitution, Yun's will have
lowest HP but highest stats among the 3 at higher levels. Yun starts at level
1, Lei at level 3, Samo at level 5, you can train in bamboo forest with the
tigers. Their skills (wazas) differs. If you chose Lei as leader in final
chapter, she can recruit Pogo without fighting. For recruiting them in final
chapter, Yun only requires the lead character to talk to him; Lei will start a
fight and joins after lead character wins; Samo will want certain amount of
food items before joining.

Training-
There are 4 battle per training.
1st training, mountain peak, increase 5 constitution per battle.
2nd  training, bamboo forest, increase 5 speed per battle.
Last training, Roushi's home, increase 5 strength per battle.

------------
WALKTHROUGH:
------------
-Get all items from cabinets, urns, search all grasses for herbs, including
those in bamboo forest.
-Go to Won Town, an illness has broke out in town. Give Taishu-sou to all old
people who are groaning, give a Niku-man to bottom-most old man(he is only
hungry, not sick). A young man (Yun) will run by to bottom of map.
-recruit Yun, Lei, Samo (in any order), take off all their
equipments(optional).
-Return to Roushi's home, he will test strength of his new disciples. Continues
with trainings.
-Hoi visits Roushi, asking for help because the bullies are terrorizing the
marketplace. Roushi orders all his disciple to stay as he goes to handle the
matter.
-Go to marketplace, defeat the bullies and Roushi will hear the name of
Ihamondan and OdeiWan Lee for first time. Talk to market people to get gifts.
-Upon returning home, Roushi will find Ihamondan had raided the place. Only one
disciple will survive. After burial, Roushi will order the surviving disciple
to stay while he takes revenge alone. Visit the graves at the peak (optional)
then go to Ihamondan's headquarter beyond bamboo forest.
-The surviving disciple will join Roushi halfway. Defeat Odeiwan Lee in
Ihamondan's headquarter to finish the chapter.

------
ITEMS:
------
Important-
Df Taishu-sou      for curing people in Won Town

Healing-
Bd An-man          self,medium
Be Niku-man        area,medium
Bf Momo-man        area,high
C0 Fukahire-man    self,high
Cf Rou-shu         area
Db Shirotsume-sou  self,little
Dc Penpen-sou      self,little
Dd Buta-sou        self,little
De Ooinunofuguri   self,little

Attack-
C2 Fukei-no-hane
C3 Hyoutan

Equipping-
C1 Nata           weapon/hand att+3 or def+0
C4 Keikogi        body def+2
C5 Ryuu-no-fuku   body def+16 int+6
C6 Ko-no-fuku     body def+10 str+5
C7 Dekapan        body def+1
C9 Chuukanabe     head/body def+4 con+2 sharp attack evade up
Ca Donburi        head/hand/weapon att+2 or def+2, con+4
Cb Ryuu-no-kote   hand def+6 int+9
Cc Ko-no-kote     hand def+4 str+6
Cd Tekken         weapon/hand att+5 or def+0
Ce Kutsu          leg def+1
D0 Kunfuugutsu    leg def+2
D1 Pekinnabe      hand def+3
D2 Nabefuta       hand/body def+1 hand attack evade up
D3 Namazuhige     head def+1
D8 Panda          accessory spd+10
D9 Chauchau       accessory con+10
Da Tojutsu-no-sho accessory int+10
E0 Kirin-no-kutsu leg def+5 spd+20

------------
SKILLS GAIN:
------------
Roushi starts at level10 with Ryuuko-ryohawan, Hyakuridou-ippukugyaku,
Shishi-no-te, Sanen-ken, Shimarisu-gyaku, Rouko-no-mai, Fusha-no-sha.

Yun, Lei and Samo will learn all of Roushi's skills, including Sengarensan-ken.

Yun starts at level1 with Tsuki, Keri.
Lv9 Toushu-tou, lv10 Enshu-tou, lv11 Kuuhasenpuu-te, lv12 jikoanseisoku, lv13
Kikounenzanha, lv14 Seianhanai-ken.

Lei starts at level3 with Enshu, Neko-keri, Suicho-gyaku, Shakata-ken.
Lv10 Seikou-ken, lv12 Karyuutensei-no-jin, lv13 Kohouseikihou, l14
Tenmagosuigyaku.

Samo starts at level5 with Kuma-no-te, Hoiko-ro-, Toubanjan, Banbanji-,
Ton-ashi, Chinjaoro-su.
Lv13 ManGan-zenseki, lv14 Onikiman.

==============================================================
2.3 KISHIN SF-HEN (MECHANICAL HEART - SCIENCE-FICTION CHAPTER)
==============================================================
A new life-form is born on an Earth-bound ship Kogierugosumu (CogitoErgosum). A
robot made by Mechanic Kato and crew members are all affected by series of
incidents happen on the ship...

-------------
INTRODUCTION:
-------------
Space-doc TSQ-05, journey log showing details of spaceship, destination, cargo
and crew number. Next scene, an exterior view of the spaceship. Followed by a
corridor and dark cold-sleep chamber. Lights come-on and Kato the mechanic
wakes up (guy with spectacles and blue cap) and leaves the room.

-----------
CHARACTERS:
-----------
Cube- Robot, the lead.

Kato-
Mechanic. He wears a blue cap and pair of spectacles. Always making robots in
his spare time. From his diary, he made Prototype01 and Prototype02. Cube is
Prototype03, the first successful robot.

Clark-
Pilot. A blond-haired hunk who loves computer games. He plans to go on a tour
with Rachel after reaching Earth. He always talks about warping.

Hwey-
Cargo maintenance(Load master), first-mate. Tanned guy with dark-wavy hair,
loves reading and dreaming about future of space travel. He is frequently
jeered by Clark as chicken and weak. He will leave the ship after reaching
Earth but has not announce to anyone yet. Wants to clear things up with Rachel.

Rachel-
Communication officer. Blond girl with long hair. Currently in love with Clark.
Former girlfriend of Hwey.

Dass Go-cho(Sergeant)-
In charge of escorting the cargo (Behemoth, an alien lifeform). He fought in
war against robots. He has seen robots slaughter his teammates and
instinctively hates robots.

Hall-
Ship's Captain. He loves his crew and is always punctual. He was killed in his
room by the main computer.

--------------------
LAYOUT OF SPACESHIP:
--------------------
1st Floor-
          Airlock, Elevator, Air-duct
                    |
                    |
           Cargo hold, Elevator

2nd Floor-
             Elevator, Air-duct
                    |
                   / \
                  /   \
  Refresh Room---|     |---Cold Sleep Room
                 |     |
                 |     |
  Refresh Room---|     |---Cold Sleep Room
Captain  Hwey     |     |   Medical Bay
                 |     |
Clark    Rachel---|     |---Terminal Room
Guest    Kato     |     |
                  \   /
                   \ /
                    |
                 Elevator

3rd Floor-
       Cockpit, Elevator, Air-duct
                    |
                    |
                    |
            Main Computer Room
                    |
                    |
                    |
            Store, Elevator

------------
WALKTHROUGH-
------------
There are other things you can try, I will mostly state things required to
complete this chapter.

-Kato busy in his room, working on a robot(you). He stops and wonders, make a
move and he will yell out in excitement. He gives you a name Koro, because you
are round, but it sounded like a dog, he decided to give you a contradicting
name Cube.

-Follow Kato, he will bring you to the Terminal Room to register your name. You
may need to enter the name registered in order to enter some rooms.

-Go to Cold Sleep Room, wake everyone up by checking the panel on top of
capsule. Hwey is not fully awaken, Kato suggests Cube to give Hwey a surprise.
Talk to Hwey a few times. All crew will proceed to Refresh Room.

-Go to Refresh Room, talk to Hwey to read his book. Hwey ask Kato whether Cube
possesses any skills, Kato offers to teach Cube how to use the coffee machine.
You can talk to Rachel and Clark, who is playing computer game called "Captain
Square". Clark will let you have a go. Use coffee machine to get coffee and
offer everyone coffee (optional). While offering coffee to Dass, he got very
disturbed and push Cube away. Hall will appear on screen and greet everyone.
Everyone continues with their activities.

-Free movement:
1. Cube can pay Kato a visit in Main Computer Room 3F. Kato introduce the main
computer, then asked whether Cube want to tag along to the Cargo Hold.
2. In Cargo Hold 1F where he will overhear conversation between Hwey and Kato.
Enter the containment unit Hwei will show Cube Behemoth. Rachel radios for help
in Cockpit. Dass enters and remind everyone the alien is army's property. Hwey
leaves with Kato to check the flooring of 1F top Elevator.
3. At Guest's room 2F, Cube will see Dass. Dass says all robot cannot be
trusted including Cube and will destroy Cube if Cube misbehave, then enters his
room.
4. At Rachel's room, check panel beside door and enter your name. You will see
Clark leaving in haste, talk to Rachel, she will apologize for having to go to
Cockpit and leave.
5. In Cockpit, talk to Clark and he will tell Cube that hanging out with Hwey
will make Cube weak. Talk to Rachel and she notices something wrong with main
antenna.

-Everybody will assemble in Cockpit, talk to all then talk to Clark again.
There are problem sending message to Earth. Clark volunteers to check and fix
the problem.

-Go to Airlock, Hwey and Clark got into a fight for unknown reason. Stand
between them to stop the fight. Clark and Kato put on spacesuit while Hwey
operates the doors. Hwey then leaves. (Common sense in Airlock: open both door,
sucked into space, gameover.)

-Go to Cockpit, talk to Hwey. While Kato is trying to switch the antenna to
manual mode, Clark suit's life-supporting system malfunctions. Hwey and Rachel
rush out.

-Go to Medical Bay. Hwey and Dass try to resuscitate Clark but failed. Kato
rushes off to inform the Captain. Rachel will leave with spacesuit when talk
to. Talk to Dass, he will get suspicious as spacesuit is frequently checked,
there is no reason for life-supporting unit to be damaged. A sudden explosion
occurs, Kato rushes in. Kato and Hwey go to Cockpit while Dass go to check on
Behemoth.

-Free movement:
1. If Rachel left Medical Bay, she will be in her room, unable to believe in
Clark's death.
2. In Cargo Hold, Dass is checking Behemoth, wondering why the army wants such
a creature as weapon.
3. In Cockpit talk to Kato, they discover the whole antenna was blown off in
the explosion.

-All of the crew will end up in Refresh Room. Give Hwey coffee(Kato and Dass do
not want any). Hall will appear on screen, unnaturally calm. Kato and Dass
collect things from Clark's Room, Hwey waits at Airlock.

-Go to Airlock, talk to Hwey.

-Go to Clark's Room, talk to Kato and Dass. You can check the panel and enter
Wa-Pu (1st row 6th letter, dash, 6th row 8th letter) "warp" as password. Search
the bottom of Clark's bed and you will find a memory card for saving Captain
Square's game.

-Go to Medical Bay and discovers the body is gone. Inform anyone and return to
Medical Bay. All of you will go to Rachel's room to find Clark's body in
Rachel's bed. A message from "Clark" suddenly appears on panel, asking Rachel
to go to Airlock. She rushes out with others after her. It is advisable to save
here, later happenings can cause instant gameover.

-Go to Cargo hold and finds out Behemoth is released(Touch it means gameover).
Get out of Cargo Hold quick.

-Rush to Airlock, Rachel wants to get out in space but is being held back. Talk
to anyone and Rachel manages to break free and opens the doors. Cube gets
sucked in , Kato dashes in to save Cube. The door shuts. Dass manages to talk
some sense into Rachel. Everybody automatically moves to Refresh Room. Give
Rachel coffee and Hall will appear on screen repeating his message over and
over again. Rachel realize Behemoth is freed gets hysteric and goes to protect
Clark's body, Hwey chases after her. Kato is stopped by Dass. Talk to Kato
twice, he will go after Rachel and Hwey, Dass follows.

-Go to corridor down from Refresh Room. Hwei manages to stop Rachel but dies
soon after, Kato suggest putting Rachel to cold sleep. Kato wants Cube to get
Captain's room's password from terminal while Hwey and Rachel are being moved
to Cold Sleep Room.

-Go to Terminal Room to get the password. (No need to try to open the Captain's
room, the password will not work.)

-Go to Cold Sleep Room, all automatically move to Captain's Room. Kato breaks
the lock and pass Cube a Powerjerky. Entering Captain's room, you will find the
Captain is already dead. Dass starts to suspect Kato.

-Go to Dass's room, check the panel and you will find an order from the army,
stating sacrifice of human life is allowed if situation arises.

-Go to Captain's Room, talk to Kato. Kato thinks Dass is using the crew to test
the strength of Behemoth. Lights suddenly go out, Kato and Cube escapes.
Behemoth knocked Cube into a corridor. Use Powerjerky on door at the top.

-Go to Terminal Room, Cube will have to confirm the locations of Behemoth at
the request of central computer. Use Powerjerky on Airduct's cover. Enter, go
down 1 level, walk towards bottom of screen until you hear Behemoth's scream.
Get out of Airduct, go to Cargo Bay. Then check 3F, beware the corridors are
booby-trapped. Finally go to bottom Elevator 2F. You will see a Cube
look-a-like going towards Kato's room.

-Go to Kato's Room. Kato is injured by a robot looked like Cube. Dass enter and
is angry that Rachel's Cold Sleep system has been turned off. Kato says that
only true Cube will know the first name given to it. Enter the name 'Koro'(2nd
row 5th letter, last row 5th letter). Dass shoots the fake Cube. Fake Cube
mentioned a name OD-10, which is the main computer. Dass realize OD-10 is the
real culprit. Cube follows Dass to Main Computer Room but the door is locked.

-Go to Kato's Room, talk to Kato. He believe Cube can infiltrate OD-10's
program, but fainted before saying where. Careful of Behemoth outside Kato's
room.

-Go to Main Computer Room. Dass passes Cube a communication unit. Use the
communication unit whenever Dass try to contact Cube.

-Head towards Refresh Room's game machine for final showdown.

-Dass comes in. He speaks of his past and concludes than both man and machine
must keep on learning. Free to explore the whole ship.
1. You can visit Kato in his room. He is very happy than he created you.
2. Get password for Main Computer Room from Terminal Room. Go to Main Computer
Room, enter JUGDE, select 2nd option, enter OAKFDE. Main computer will give you
a result of crew's performance. Still unknown what effect this performance
report will have on the game. Reported items are result, example, cooperation,
unity, coordination, incident-happening rate, possibility for improvement, need
for rearrangement.

-Pass Dass a coffee to close this chapter.

------
ITEMS:
------
Important-
F6 Memoriikaado        Memory Card
F7 Pawaajakki          Powerjerky
F8 Tsushin-yunitto     Communication unit
F9 Ko-hi-              Coffee

------------
SKILLS GAIN:
------------
Cube starts with High-Speed-Operation, Upgrade, Mindhack, Anti-field,
Noise-stream, Info-search, Spin-drive, Mesa-Canon.

Captain Square starts with Takion-Sword, Spining-star, Plasma-charge,
Supernova, Plasma-ball, Space-fa-ji, Pai-neutron-bullet, Quark-sword.

==================================================
2.4 SAIKYO GENDAI-HEN (STRONGEST - MODERN CHAPTER)
==================================================
The focus of the world, a youth learning multitude of fighting skills with
ambition to gain the strongest throne. Learning Muey-thai, Pro-wrest, Rucha,
Kotsu-hou, Sambo, Sumo through contact.

-------------
INTRODUCTION:
-------------
Takahara Masaru doing a self-intoduction, preparing a tour of fighting,
training in the background.

After defeating the 6 martial artists, a mysterious challenger appears. He not
only defeats, he kills all his opponents and laugh at their puny skills. He is
Odie Olbright, Masaru's last challenger for this chapter.

------
ITEMS:
------
Equipping-
Bc Bandage       weapon/hand att+0/def+0

------------
SKILLS GAIN:
------------
Takahara Masaru starts at level 2 with Reppuu-shokenzuki, Doumawashikaitengeri,
Kiaitame. Lv16 Daigekinu-iwaban-wari.

He learns:
Panchama-kick, Spiral knee form Namukyatto (Thai Boxer).
Frankensteiner, Tornado-press from Great Eija (Rucha wrestler).
Armlock, Cross-heel-hold from Tola Han (Special force).
Abisegeri, Tsuda from Moribe Seishi (Kotsu-jutsu master).
Max-bomber, German-suplex from Max Morgan (Wrestler).
Alohalite, Kifudoukaeshi from Jacky Iyaukea (Sumo wrestler).

===========================================================
2.5 HOUROU SEIBU-HEN (WANDERING - WESTERN FRONTIER CHAPTER)
===========================================================
America continent, Western frontier exploration time. A wanderer enters Success
Town, a town troubled by outlaws. Search for trap's material, enlist the help
of town people to retaliate against outlaws Crazybunch.

-------------
INTRODUCTION:
-------------
Sheriff pays a visit to Crystal Bar, handing a wanted notice for master of the
bar to put up. You get to name your character (default is Sundown Kidd).
Sundown riding in the wilderness, stopped by Maddog, wanting to claim the
reward on Sundown. The first gunfight of the chapter. Sundown frightens off
Maddog's horse Gold and rides on, leaving Maddog behind. A town comes in sight
and Sundown enters the town.

-----------
CHARACTERS:
-----------
Sundown Kidd-
The lead, a wanted man for 5000 dollars.

Maddog-
A bounty-hunter who is after Sundown for the reward. Sweet talker but only
cares for money. An honorable man who never shoots a sitting man.

Annie-
Hostess of Crystal Bar. Fierce girl and sister of Master.

Billie-
Son of sheriff.

Sheriff-
Unable to do anything to the Crazybunch.

Master of Crystal Bar-
Owner of the bar.

Wayne and Wayne's wife, Jamer, Clint, Sergil-
Town people.

Sancho, Delos, Panchoz-
The 3 performing amigos.

Crazybunch- remaining fractions from destroyed 7th Calvary, outlaws and bandits
headed by O.Dio.

---------------
POINTS TO NOTE:
---------------
Approaches-
You do can idle the time off in bar and fight all 16 Crazybunch together, I
have done that and emerge victorious after emptying my inventory; Or not
defeating the purpose of this chapter and play it the intelligent way through
the use of traps to reduce enemy's number. Sundown only have 8 hours (game's
timing) to find and ask town people to setup the traps.

Ehem...(blushes)-
Upon entering the bar the 1st time , enter the middle room on second floor. Too
bad it is only 16-bit color 12x16 pixel.

Smack...(flushes)-
Give Annie her Chemise to set as trap.

Setting traps-
Faster ones are Sheriff, Annie. Slowest is Billie. Some traps are for specific
person, Frying pan can only be set by Annie, Slingshot by Billie, Master's
Pinup by Master. There is no meaning in setting 2 traps of a same kind. You can
talk to Master, select 1st option, then 2nd option (3rd option in consecutive
time) to let time past.

Before final hour-
Remember to switch Sundown's and Maddog's armors.

After showdown with Crazybunch-
O.Dio disappeared, turned into a horse. The sheriff recalls that after the
defeat of 7th Calvary by the Union, only a horse is left. The horse may be
carrying the hatred of dead soldiers...

Alternate ending-
Last showdown with Maddog in Success Town, escape from battle. Maddog will
leave. After ending credits, Maddog shows up with O.Dio(horse). Win the battle,
Sundown will repeat what he did in the opening.

------------------
LOCATION OF ITEMS:
------------------
Pachinko (Slingshot), talk to Billie.

Crystal Bar-
Bourbon, in white-jar.
Tequila, shelf behind counter(send master out to set trap).
Room behind counter:
Bourbon, in chest.
Hidden room(check left of the cupboard blocking a door in room behind counter):
Jacket, in cupboard.
Oil and Empty bottle, in jar and chest respectively. Maddog will offer to
combine into Flaming-bottle, at cost of little time.
1F room:
Bourbon, Tequila, Oil, in chests and jars.
2F left room:
Hamaki, chest.
2F center room:
Annie's Chemise, cupboard(need to send Annie out setting trap).
2F right room:
Master's pinup, when Master and Annie are in Bar, search Annie's cupboard, then
search the Master's cupboard.

House right of Bar-
Bottle, in chest behind counter.
1F room:
Hamaki, in chest.
2F left bottom room:
Bourbon, in chest.
2F right room: empty.

Sheriff's office-
Hamaki, middle of Sheriff's desk.
Dynamite, chest.
Peacemaker, gunrack.
2F room:
Handline, gunrack.

House opposite Sheriff's office-
Inner room:
Bottle, chest.

Barn opposite right of Bar-
Scoop, middle of wagon.

House opposite Bar-
Oil, in jar.
Inner room:
Frying pan, hanging on wall.
Carrot, in jar.

House opposite left of Bar-
Room behind the stairs:
Rope, in chest.
Other rooms: empty.

Barn opposite left of Bar-
Carrot, Bottle, in chest.
Horse excrete, lowest right haystack.

Barn Left of Bar-
2xCarrot, in chest.
CoalBarrel, barrel beside wagon.

House left of Bar-
Room behind stair:
Oil, in jar.
Other rooms: empty.

Wine-store left of Bar-
Tequila, in chest.

------
ITEMS:
------
Healing-
4d Bourbon       single,little
4e Tequila       area,little
4f Hamaki        single,medium

Traps-
50 Flaming bottle      can be used in attack
51 Coal barrel         Slowing enemy down.
55 Dynamite            can be used in attack
58 Bottle              For combining with Oil.
5b Pachinko(Slingshot) For Billie to use.
5e Frying pan          For Annie to throw.
61 Oil                 For combining with Bottle.
62 Rope                Tripping horses.
63 Scoop               Digging hole.
64 Master's Pinup      A sexy poster.
65 Horse Excrete       Increase effectiveness of hole.
66 Carrot              Lure horse.

Equipping-
52 Sheriff Badge       accessory, distant attack evade up.
53 Poncho              body def+6
54 Jacket              body def+8 int+4
56 Somatsuna-Boushi    head def+2
57 Atarashii-Boushi    head def+4 int+4
59 Tsukaifurushi-no-Gurabu hand def+2 spd+2
5a Annie's Chemise     body def+2
5c HakifurushitaBuutsu leg def+4 spd+3
5d AtarashiiBuutsu     leg def+6
5f Peacemaker          weapon/hand att+18 spd+8/def+0 spd+4
60 HandLine            weapon/hand att+14 spd+12/def+0 spd+6

------------
SKILLS GAIN:
------------
Sundown Kidd starts at level 9, with Single-shot, Double-shot,
Hollow-point-bullet, Piercing-bullet, Multi-counter. Lv 10 Triple-shot, lv11
Fourth-shot, lv13 Midare-uchi, lv14 Shin-midare-uchi, lv16 Hurrican-shot.

Maddog starts at level 8, with Single-shot, TX-jitterbug, Sidewinder,
Inazuma-uchi.

=======================================================
2.6 SESSHOKU GENSHI-HEN (CONTACT - PREHISTORIC CHAPTER)
=======================================================
Far before time in primitive age, a youth living with strict elder and buddy
Gori is coming to age...Without speech but with a nose that can tell location
of beast and danger.

-----------
CHARACTERS:
-----------
Pogo-
Green-haired caveman you control.
Gori-
This monkey friend hangs around with Pogo.
Beru-
Prehistoric beauty who is supposed to be sacrificed, but saved by Pogo.
Zaki-
Stone-age cool villain who has a snake(or lizard) between his legs instead of
loincloth.

---------------
POINTS TO NOTE:
---------------
Cave-room of ever-increasing cavemen-
The room right of your cave, talk to the caveman another will enter and the
number will keep increasing. If you are able to talk to the 20th caveman
entering, you will receive a set of raw materials containing Ki-no-bou, Hone,
Kemono-no-tsuno, Kemono-no-kiba, Kekawa, Katai-kawa, Katai-ishi. Talk to 19th
cavemen twice, the 20th will not appear, all will exit and you have to restart.
Stand in front of the entrance to control the human flow. You can get the best
weapon even before the first hunt.

Gori's equipment-
Gori seems to be only able to equip with Kemonkaburi, Kegawa,
Gigigaga-no-wakka, Monona-ishi.

Gifts to Beru-
On second morning, Beru will be hiding in a haystack inside Pogo's cave. Give
her food, she will return with 3 kisses. Give her Kachinkokeesu or Tsukemunage
Pogo will get a slap from her. Give her anything she can equip and...too bad it
is in 16-bit color 12x16 pixel. I am not sure whether the gifts have any effect
on the story, there seems to be none.

How to get Oosha-no-kiba(accessory) or Ko-ra-no-bin(accessory)-
Right after Pogo escape from the pit-trap, you can go back to the wild Pogo was
exiled in and fight King Mammoth (HP:992). Use 'Y' to estimate its location,
you will see a running mammoth symbol. Note that it is running instead of
walking. King mammoth's defense is so high that attacks cause only 10% of
normal damage, and it can easily cause 200+ damage. Make sure Pogo is at least
lv16, equipped with best equipment and has lots of healing items. I am not sure
what determines which accessory is dropped yet.

Getting Monona-ishi(accessory)-
After Gori rescues the female gorillas, go to a face-like rock(bottom-left of
cave entrance to other village) in the wild where Pogo is exiled in, press talk
button exactly 100 times. You will hear door opened sound. Go left towards the
craftman, you will see an cave entrance. Go in, talk to the black stone and
give it a Hone, you will get Monona-ishi in return.

Name of last boss (the T-rex)-
O-dei-o-, in case anyone asking.

First word(sound?) Pogo said-
"A...!" followed by "Aiiii"(love).

------------
WALKTHROUGH:
------------
-Pogo wakes up in bed, leave the room, Gori will tag along even if Pogo does
not wakes it up.
-Talk to the caveman sleeping outside. Go to elder's room (cave with the horns
on top) and approach the elder. He will hint Pogo on what to do and exit.
-Go to hunting ground, talk to the caveman with the elder, he will give Pogo a
live demonstration on how to use smell (press Y button in open field). Talk to
elder after demonstration, he pushes Pogo out. Find and fight all 3 monsters on
map and elder will allow Pogo to return to village.
-Go to bed. Nightfall, Pogo notice Gori is not around.
-Go to food store(right of exit), wakes Gori up and leave the store.
-Enter food store again, search the bush where Beru is hiding(use Pogo's nose).
Beru will hide in a corner. Offer her meat (use the one in food store if Pogo
has no more), leave the food store.
-Enter food store and approach Beru. She will come out of hiding.
-Go to Pogo's cave, it is blocked by a caveman.
-Go to food store, check any haystack, she will use it to cover herself.
-Go to Pogo's cave, speak to the caveman, let Pogo return to his bed.
-Next morning, check the haystack to find Beru. Give her a meat (go hunting if
Pogo has none).
-Go to exit of the cave, go to top exit and talk to the guard. He punches Pogo
and suddenly Zaki and gang enter. Return to the main cave to witness Zaki
searching the place for Beru. Check any of the vehicles, Gori shoves Pogo in
and Pogo will go save Beru. Defeat 5 cavemen then Zaki in a battle. The elder
decides that Beru cannot stay and exiles Pogo and gang out.
-Enter the cave at top right corner of the map and rest for the night. There is
a craft-man at top left corner who Pogo can talk to and combine items. This is
the last time you get to change Beru's equipment, the next time you use her
will be in the boss battle.
-Pogo has a dream and wakes up to find Beru being captured by Zaki and gang.
Get Gori then check the concealed cave door and enter.
-Walk towards Zaki and Pogo will falls into a pit trap. In the darken cave, use
smell to determine the cave exit (it is at top left of the map). The creatures
in the cave will keep regenerating.
-Pogo will find himself back in the cave he spends the night in. Enter the
concealed cave door again.
-Go to the top of the map, exit using top left cave door. This time Pogo will
avoid the pit trap.
-Travel left in the wilderness and enter Zaki's village. There is a craft-man
near the entrance of the village.
-Go to the cliff at the right of the village gate. Gori is surprised that
female gorillas are captured by the villages too, and rushes to save them.
Enter the right most cave. Other caves are filled to the brim with cavemen,
only enter if you want to gain experience.
-Upon entering the cave, Pogo finds Gori surrounded by female gorillas and
refuses to barge. Use smell to find the cave Beru is held. Enter the cave door
to the right.
-In the passage with 2 cave doors, enter the one to the left, search the bed to
confirm Beru's presence, go back to grab Gori (talk to Gori repeatedly). With
Gori in party, enter the cave door to the right.
-This is the challenging part of this chapter, use pillars and passage way to
trap the 2 cavemen, unless Pogo is trapped by them, do not engage in battle as
they will reappear at the top cave door. Exit using the top cave door.
-Prepare for final battle, proceed to the top cave door.

-------------
COMBINATIONS:
-------------
Translation: Ki-no-bou(Wooden stick), Hone(bone), Kemono-no-tsuno(Beast horn),
Kemono-no-kiba(Beast tooth), Kekawa(Beast skin), Katai-kawa(Hard skin),
Katai-ishi(Hard stone).

Sekki-naifu(Stone-age knife) = Hone + Katai-ishi
KawaHimo(Skin strips) = Sekki-naifu + Kekawa

Busubusu-yari = Sekki-naifu + Ki-no-bou
               Sekki-naifu + Hone
Peshipeshi-muchi = KawaHimo + Ki-no-bou
Pokopoko-doramu = Katai-kawa + Ki-no-bou
                 Katai-kawa + Hone
Dokadoka-ono = Katai-ishi + Ki-no-bou
Meramera-konbou = Kekawa + Ki-no-bou
Kibakiba-konbou = Kemono-no-kiba + ki-no-bou
Tsuntsun-yari = Hone + Ki-no-bou
               Kemono-no-tsuno + Ki-no-bou
Bunbun-hone = Kawahimo + Hone
Kemono-kaburi = Kegawa + Hone
               Kekawa + Kemono-no-tsuno
Hanakasari = Kemono-no-kiba + Hone
            Kemono-no-kiba + Kemono-no-tsuno
Gigigaga-no-wakka = Kemono-no-tsuno + Hone
                 = Katai-ishi + Kemono-no-tsuno
Kachinkokeesu = Sekki naifu + Kemono-no-tsuno
               Kawahimo + Kemono-no-tsuno
Uhohomasuku = Katai-kawa + Kemono-no-tsuno
             Katai-kawa + Kemono-no-kiba
Biribiri-makibishi = Sekki-naifu + Kemono-no-kiba
Kiba-no-nekkuresu = Kawahimo + Kemono-no-kiba
Tsukemunage = Kekawa + Kemono-no-kiba
             Katai-kawa + Kekawa
             Katai-ishi + Kekawa
Yasei-doresu = Kawahimo + Kekawa
BoinBiinasu = Sekki-naifu + Katai-ishi
Boora = Kawahimo + Katai-ishi
Gatsunguroobu = Katai-kawa + katai-ishi
Yasei-aamaa = Sekki-naifu + Katai-kawa
Yasei-baggu = Kawahimo + Katai-kawa
Bunbun-naifu = Sekki-naifu + Kawahimo

------
ITEMS:
------
Healing-
28 Hone-niku       single
29 Dodekahone-niku area,big

Attack-
3b Boora
3c Biribirimakibishi

Equipping-
33 Tsuntsun-yari      weapon att+14 spd+6
34 Kibakiba-konbou    weapon att+18
35 Meramera-konbou    weapon/hand att+8/def+8
36 Dokadoka-ono       weapon att+10 str+10
37 Peshipeshi-muchi   weapon/hand att+10/def+10 spd+16
38 Bunbun-hone        weapon att+22
39 Busubusu-yari      weapon att+25 spd+10
3a Bunbun-naifu       weapon/hand att+30/def+0
3d Pokopoko-doramu    hand/accessory/attack int+12/spd-8 int+6
3e Gatsun-guroobu     hand def+2,str+16
3f Hanakasari         accessory int+8
40 Kemono-kaburi      head def+4 spd+10
41 Uhohomasuku        head/attack def+10 int+15 anti sleep, mental,wind evade
up
42 Tsukemunage        body def+4 str+4
43 Kachinkokeesu      body def+8 con+6 int+10
44 Yasei-aamaa        body def+24 spd-8 con+10 dull,sharp evade-up
45 Yasei-doresu       body def+48 int+10 Beru only
46 Gigigaga-no-wakka  leg def+0 spd+1 int+1/accessory spd+2 int+3 dull evade up
47 Kiba-no-nekkuresu  accessory int+2 Beru only
48 Yasei-baggu        weapon/hand att+40 str+20 int+8/def-10 int+4 Beru only
49 Monona-ishi        accessory/attack int+50
4a Ko-ra-no-bin       accessory/attack spd+30
4b Ousha-no-kiba      accessory str+20 poison,paralyse,sleep,drunk,stone immune
4c BoinBiinasu    accessory/healing int-10 mental,earth,wind,water,fire evade
up

Raw materials-
2a Ki-no-bou         weapon/hand att+4/spd-5
2b Hone              weapon/hand att+5/spd-5
2c Kemono-no-tsuno   head def+0 str+6
2d Kemono-no-kiba    accessory str+4
2e Kegawa            body def+4
2f Katai-kawa
30 Katai-ishi        attack item
31 Kawahimo
32 Sekki-naifu       attack item

------------
SKILLS GAIN:
------------
Pogo starts at level 1 with Boko-boko.
Lv2 Dokadoka, lv3 Uhopuu, lv4 Gu-gu-, lv5 Guigui, lv6 Bunbun, lv7 Gaboraccho,
lv8 Kikokiko, lv9 Uo-uo-, lv11 Zudogeradein, lv16 Dodegesuten.

Gori starts at level 4 with N-ga, U-ho.
Lv5 Uki`, lv7 Ukipuu, lv9 Dogodogo, lv11 Ngo.

Beru starts at level 1 with Pokapoka, te-te-.
Lv3 Furefure-, lv7 Ru-ru-.

Zaki starts with Gagango, Barikikyu-n, Baritanku, Gogonga, Baridori-n,
Bariburu-n.

=====================================================
2.7 RYUUDOU KINMIRAI-HEN (FLOW - NEAR FUTURE CHAPTER)
=====================================================
In a future not far from now, there is a youth with supernatural power, passing
days by fighting with no motive... Can this mind-reading youth revive an
Ancient robot god by the name of Buriki-Daiou!?

-------------
INTRODUCTION:
-------------
Akira ask whether you are happy. Yes, he will ask you to spare a thought for
those who are not. Unhappy, he will say too bad but it is your own life, you
got to change it by your own strength. He continues with his story and how to
use his ESP (press 'Y' when facing people).

-----------
CHARACTERS:
-----------
A lot of character's information is not mentioned in the story. These
information are collected from fan's sites, included for completeness of the
story.

Tadokoro Akira
Profile-
17 years old (born 1994, 8 Dec), blood type: A, height: 168cm, weight: 58kg
At 3, sister Kaori was born.
At 4, his mother Kasumi, disappeared in a mysterious incident. (She was
kidnapped and made into liquid human in Chikunami laboratory. Her samples seems
to be still kept in the laboratory.
At 10, his father Masashi, captain of a mobile-unit was killed by gangsters. He
entered an orphanage Chibikko-House, with his sister.
At 11, his supernatural power awoke.
At 13, his power can heal and cause damage.
At 15, met Muhoumatsu, called him "Elder Brother" ever since.
Currently, living in Chibikko-House, hanging around on the streets, sleeping on
park's bench, helping out in Muhoumatsu's store.
Characteristic-
Dressed like a delinquent, but has strong sense of justice, protective of
little kids. His ability to read mind, causes his lost in trust in people,
particularly adults. Due to his distrust in people, he is lonely and constantly
looking for people he can trust from the hearts.
Not mentioned in game-
His wounds (cross on his forehead, slash across his chest) are actually caused
by the unleash of supernatural power. They will widen as his power increases.
Other wounds on his body are result of fights with "Crusaders". He survives
because of his incredible healing power.
Both he and his sister can see the future through dreams. He lost this ability
when his power awakes. His sister still has this ability.

Muhoumatsu Original name: Matsui Kenichi
35 years old (born: 1976, 15 May), bloodtype: O, height: 190cm, weight: 87kg
Profile-
His pass is unknown. It is believed that his parents died when he was young and
was sent to an orphanage. Went independent when 16, wandered with his Harley,
did many jobs. Formed a gang, the "Crusaders" when he was 20, hoping to break
free from controls by the army. In an encounter with a mobile-unit, he killed
Akira's father. Watching Akira weeping made him remembered himself and deeply
regretted his doings. He quitted gang, living alone in a simple apartment,
selling Taiyaki in a park, giving half of the earning to Chibikko-House, trying
to make up.
Characteristic-
Hot-blooded but maintain his calm. Difficulty in socializing due to his
upbringing. His fear of seeing someone close to him die made him always willing
to sacrifice himself for ones he love.
Not mentioned in story-
He wears sunglasses to hide his left eye, which is blinded by a wound he got
while in the Crusaders.

Tadokoro Kaori
13 years old (1997 12 Sep), bloodtype: O, Height: 135cm, weight: 40kg
Akira's younder sister, a girl seriously ill. Inherited the intelligence from
her mother. Steady and gentle character even through she do wish play like
other kids in the orphanage. Loves reading and has a weak body. Caring for her
pet tortoise(Tarokichi, Kazu found it), brother and kids from the orphanage
kept her busy all day.
Not mentioned in game-
Kaori does have weak supernatural power, but is significantly weaker than
Akira.

Kashiwagi Taeko
26 years old (1984 21 Apr), bloodtype: B, height: 165cm, weight: 60kg
Originally a paediatrician-in-training, helped in aunt's Chibikko-house for
gaining practical experience. She got close to the kids and decided to stay and
inherit the orphanage from her aunt. Currently in charge of teaching, household
chores and taking care of her wards. Is a highly-authoritative character and
also serious learner. She is love secretly with Muhoumatsu for 5 years and
never openly states her feeling.
Not mentioned in game:
She got 2-dan for Kendo, and also practiced Karate and Iai. She quitted
Japanese martial art to study medicine, in hope of becoming a doctor.
Before Akira entered Chibikko-house, Muhoumatsu had beening making moderate
contributions to the orphanage. Taeko asked him to come so that the orphanage
can thank him, but was refused. She decided to pay him a visit and was greatly
startled by his appearance. She fell in love with him at the first sight.

Other kids at Chibikko-house
Kazu, Yuki, Akki-, Watanabe.

Toei
Antique shop Kotobuki-shokai owner. He is trying everything to revive
Buriki-Daiou, which is kept under his shop. An inventor currently working on
teleportation machine.

Taroimo
Dying Tarokichi (Kaori's pet tortoise) is turned into liquid android by Toei
and inserted into this robot, thus getting a new life.

Buriki-Daiou
An ancient robot from Babylonia, only movable by Babylonian saint with mental
energy.

Dr Cindelman
A scientist experimenting with liquid human. He has converted all his
colleagues into liquid human, except Toei who escaped.

Yamazaki
Currently the commander of army and crusaders, in charge of abducting humans
for changing into liquid human.

Unryuu
A priest in Oteo-ji, trying to call Odeo god using modern technology. Working
with Cindelman.

Kozo Watanabe
Father of Watanabe in orphanage, former assistant of Cindelman. He was made
into a robot Number W1.

Odeo
Last boss of this chapter. Its activation requires 2000 liquid humans.

---------------
POINTS TO NOTE:
---------------
Helping out at Muhoumatsu Taiyaki store-
The store is in the park, Akira can help anytime before abduction of Kazu. You
will earn an item for quoting a right or slightly-off price, a bashing if the
price is wrong.
Item earned is according to price of Taiyaki sold,
100yen Taiyaki, 300yen Banana-crepe, 1000yen Dogonjo-yaki, 10000yen
Misawa-yaki.
Customers and acceptable prices,
Kid 100,300; Lady 300,1000; Man-in-suit 1000,10000; Old-lady 100,10000.
For fun, just remember half of the earning will go to the orphanage.

Power-up for Taroimo-
Taroimo and Cube(SF chapter) are both robots which do not gain experience from
battle. You got to earn Kyouka-part (Powerup-part) from battle and use it to on
them. Defeating all robots in battles seems to increase chances of getting this
item. Secondly, if you equip a robot with accessories that can be used for
attack, it will have new attack skills in attack menu. Accessories that can be
used this way are: Kotobukirakka- Rakka-bunmu-dan, Ganseki-hou- Gekiretsu-dan,
Showa-kintoto-hou - Kingyo-dan, Showa-hiyokokko-hou - Hyoko-dan, Boyoyon-juu-
Boyoyon-punch, 100V-laser - 100V-laser, Plasma-spark - Plasma-spark, Stungun -
50kV-shock.

Unlimited security guards-
While using Chikunami laboratory's lavatories, a guard will enter. You can
repeat as many times as you like to get experience and powerup-parts. Another
place is in one of the dataroom, mind-scan the lady using a computer there and
she will call the security.

Escaping from battle-
Akira escapes from battle on the streets using teleport. He randomly ends up in
different places after teleporting.

------------
WALKTHROUGH:
------------
-Akira wakes up on a park bench. Feel free to try out Akira's power in the
park. Leave the park by the right, 4 Crusaders will surround Akira. Mind-scan
the one on the left, Muhoumatsu will ride in and help Akira out. After the
fight, Muhoumatsu offers to give Akira a lift to the orphanage. Mind-scan
Muhoumatsu to start moving.

-On reaching the orphanage Chibikko-house, Muhoumatsu rides off without
entering. Taeko stops Akira at the doorway to get his dirty clothes. Speak to
Watanabe (boy with black hair), he will fetch Akira a first-aid kit. Go to room
left of doorway and speak to Watanabe. Go and watch television, Watanabe will
bring a first-aid kit. After the commotion, talk to Watanabe to get information
on Tarokichi, Kaori's pet. Go to left-most room, mind-scan Kaori and gets to
know the tortoise is dying. Akira volunteers to fetch Toei and see what can be
done.

-Go to the antique shop (shop with a big Chinese character on top). Mind-scan
out side toilet door. Toei comes out, follow him. Try out his teleporting
machine by stepping on it. The machine fails dangerously. Talk to Toei then
return to Chibikko-house.

-On reaching Chibikko-house, speak to Kaori and Toei enters. He has brought
along his robot Taroimo. In order to transform Tarokichi into liquid android,
he needs a power source. Go bottom of screen in Kaori's room and check
left-most wall for a power socket. Taroimo starts moving, mind-scan it and it
will become Akira's partner. Talk to Toei twice, then mind-scan him, Toei will
leave in haste.

-Stepping out of the room, Akira sees Taeko tucking every kid in bed. Kazu
sneaks out. Go to the kids' bedroom and talk to Watanabe. All the 4 kids will
want some snacks before bedtime in exchange for items.
Watanabe(black-hair)wants Banana crepe, Akki(yellow shirt) wants Daiyaki,
Yuki(girl with black hair) wants Misawa-yaki, Kazu(red shirt) on front yard
wants Dogonjo-yaki.

-Go to laundry room and speak to Taeko, she goes out to hang the laundry. Use
the toilet, Watanabe will enter and pass Akira items. Repeat until Taeko
interrupts them(Akira can use the toilet again to get the final item from
Watanabe).

-Go to antique shop. Descend to bottom-most floor, speak to Toei and select top
option. Return to top-most floor, talk to Toei and he will tell Akira how to
get inside Buriki-Daiou cockpit.
1. Touch the pink-elephant on 1F.
2. Read book on table on 1F.
3. Plays the Xylophone on 1F.
4. Touch the green mask behind Toei on 1F.
5. Pray in front of Buriki-Daiou.
6. Wash hands outside toilet 1F.
7. Go into the toilet 1F.
Have fun with the 5 switches in the cockpit. Akira can talk to Toei and select
top option for converting items.

-Return to Chibikko-house, at the doorway, Akira will hear Taeko's scream. Go
to front yard and Akira sees Taeko struggling with the Crusaders. Mind-scan
Taeko and Akira will fight off the Crusaders. The Crusaders escape after
kidnapping Kazu. Muhoumatsu passes by and gives chase, Akira stops a bike and
follows.

-At the dock, follow the Crusaders, they will eventually lead Akira to the
pier. Join Muhoumatsu and fight the Crusaders. Mind-scan the defeated Crusader,
talk to Muhoumatsu then mind-scan him. Muhoumatsu will return to Chibikko-house
with Kazu.

-Return to Chibikko-house, mind-scan Kaori to know Muhoumatsu has gone to
Chikunami laboratory alone.

-Go to Chikunami laboratory(right-most building on the map). At the gate,
choose second option and fight the guards. Enter the building, escalator leads
to data room, door to the right leads to deeper area in the laboratory. After
crossing the overhead bridge, take the left elevator down and enter the room
guarded. Defeat the Crusaders inside, Muhoumatsu joins Akira. Go through the
door Muhoumatsu enters.

-Go to left-most room. Enter the tank room and mind-scan the only guy there for
the ID for the doors.

-Open the double door with ID F.4.9.F (last option), enter the room and Akira
will see the 3 masterminds behind these incidents, Dr Cindelman, Yamazaki,
Unryuu. Defeat a sub-boss Liquid human robot number W1. Muhoumatsu will escape
with Akira.

-Everyone automatically gathers at Chibikko-house. Toei concludes that only way
to defeat the enemies is the revival of Buriki-Daiou. Muhumatsu insists on
trying and leaves, followed by Toei.

-Go to antique shop, mind-scan Toei.

-Go to the pub, right-most of 2nd street from the top. Talk and mind-scan
Muhoumatsu.

-Upon leaving the pub, Akira sees the Crusaders setting Chibikko-house on fire.
Rush to Chibbiko-house. Enter and talk to Taeko along left of the corridor.
Search every room for Kaori. Akira will eventually finds her in Kids' bedroom.

-Next scene shows Muhoumatsu approaching Toei, wanting to give Buriki-Daiou
another try. But this time he will be taking Matango, a substance which can
increase mental energy of a person quickly, but killing the person in the
process. It works and Buriki-Daiou moves. Buriki-Daiou saves Akira and Kaori.
The crusaders try to stop Buriki-Daiou but fail. Muhoumatsu over-exerted
himself and collapsed. Mind-scan Muhoumatsu to know his past identity. Akira
asks everyone to leave the cockpit. He will pilot Buriki-Daiou with Muhoumatsu.

-Heads toward the temple on top of map for final showdown with ancient giant
robot Odeo.

-After defeating Odeo, the liquefied humans attack Yamazaki, Dr Cindelman and
Unryuu, bringing them down. Akira teleports away.

-----------
CONVERTING:
-----------
Toei can receive inspirations from items you give him and invent something.
Save before converting because he fails sometime. Toei will need to invent low
level items before being able to invent high level items. For example, you need
to let him invent first Misawa-yaki/Matango-light/Dogonjo-yaki from
Taiyaki/First-aid/Banana-crepe, before he can invent Potion-N09 from
Misawa-yaki/Matango-light/Dogonjo-yaki. He will inform you that he cannot draw
anymore inspiration when the item is at its highest level.

Taiyaki/First-aid/Banana-crepe ->
 Misawa-yaki/Matango-light/Dogonjo-yaki ->
   Potion-N09

Nuke-knife ->
 Napalm-bomb (continues as Napalm-bomb)

Napalm-bomb/Tenuke-dan ->
 Stungun/Plasma-spark/100V-laser/Boyoyon-juu ->
   Poisonjet ->
     Kotobukirakka- ->
       Tenshi-no-kobin/Gansekihou ->
         Showa-hiyokokko-hou/Showa-kintoto-hou

Glove ->
 Bowling-ball ->
   Taeko-no-punch

Encho-no-pantsu/Watanabe-no-pantsu ->
 Taeko-no-pantaron/Sweat->
   Punk-jacket/Zenshin-tights/Taeko-no-pansuto ->
     Rider-belt ->
       Juushin-shirt
Cap ->
 Shampoo-hat

Bash ->
 Iron-foot ->
   Rider-boots

Misanga ->
 Powerwrist

Hentai-pearl/MK-badge/Bracelet ->
 Sango-no-yubiwa/Kin-no-kamikasari/TATOO ->
   Mahou-no-pendant

Taeko-no-pantsu ->

Potion-N09/Rider-boots/Power-wrist/Mahou-no-pendant/Juushin-shirt/Shampoo-hat/Showa-hiyokokko-hou

------
ITEMS:
------
Healing-
89 First-aid     self,medium
8a Dogonjo-yaki  self,high
8b Potion-N09    all,high
8c Matango-light area,medium
A4 Taiyaki       self,medium
Af Banana-crepe  self,medium
B7 Misawa-yaki   self,medium

Attack-
8d Napalm-bomb
8e Tenuke-dan
8f Nuke-knife
92 Tenshi-no-kobin
99 Poison-jet

Equipping-
90 Kotobukirakka-      hand/accessory/attack con+5
91 Ganseki-hou         hand/accessory/attack con+5
93 Showa-kintoto-hou   hand/accessory/attack con+5
94 Showa-hiyokokko-hou hand/accessory/attack con+5
95 Boyoyon-juu         hand/accessory/attack con+5
96 100V-laser          hand/accessory/attack con+5
97 Plasma-spark        hand/accessory/attack con+5
98 Stungun             hand/accessory/attack con+5
9a Sweat               body def+4
9b Punk-jacket         body def+12 con+8
9c Zenshin-tights      body def+10
9d Juushin-shirt       body def+20 str+10
9e Cap                 head def+4
9f Shampoo-hat         head def+1 water evade-up
A0 Taeko-no-punch      weapon/hand att+16/def+0
A1 Power-wrist         hand def+2 str+4
A2 Misanga             accessory int+4
A3 Bash                leg def+1 spd+4
A5 Iron-foot           leg def+6 str+12
A6 Rider-boots         leg def+3 str+6
A7 Bowling-ball        weapon/hand att+8/def+0 Taroimo only
A8 Glove               weapon/hand att+4/def+0 spd-5
A9 Taeko-no-Pantsu     body/head def+8/def+0 sleep immune
Aa Watanabe-no-Pantsu  body/head def+1/def+0 int-25
Ab Taeko-no-Pantaron   body def+2
Ac Taeko-no-Pansuto    body/head def+4/def+0
Ad Encho-no-Pantsu     body/head def+2/def+0 int-10
Ae Punks-no-Udewa      hand/weapon def+6 str+2/att+0
B0 Sango-no-Ubiwa      accessory int+4 water immune water evade up
B1 Bracelet            accessory int+2
B2 Kin-no-Kamikasari   head def+0 int+8
B3 Mahou-no-pendant    accessory str-2 spd-2 con-2 int+8
B4 Muboumatsu-no-rocket accessory
B5 Buriki-no-broach    accessory con+3
B6 MK-badge            accessory spd+2
B8 Tattoo              accessory str+4
B9 Rider-belt          accessory str+4 con+2
Ba Hentai-pearl        accessory str+8 int-4

Powerup-
Bb Kyouka-part          increases robot's HP by 10

------------
SKILLS GAIN:
------------
Akira starts at level 4 with Low-kick, Elbow, Mother-image, Slit-image,
Self-heal. Lv5 Heaven-image, lv6 Heal-touch, lv7 Hell-image, lv8 Holy-ghost,
lv9 Flame-image, lv10 Holy-blow, lv11 Freeze-image, lv13 Shadow-image, lv16
Holy-image.

Taroimo starts at level 5 with Taroimo-punch, Taroimo-kick, Nouten-shot.

Muhoumatsu starts at level 8 with Inazuma-upper, Dogonjo-kick, Ikari-no-tekken,
Heavyblow.

Buriki-Daio starts with Metal-hit, Babylon-kick, Jomjom-dan, Halogen-laser.

-------------------------
LYRIC FOR THE TITLE SONG:
-------------------------
Yes, there is lyric for the title song " Go! Go! Buriki-Daiou!!". A traditional
giant robot anime type of lyric.

Go! Go! Buriki-Daiou!!
Ima ha mukash-no-Babironia
Hagane-no-ken ga Ten wo tsu-ku
Igata-no-mashin wo taosu-tame
Ikari de hi wo tomose
Atsui-kokoro ga yobisamasu
Burigi-Daiou ware-to-ari

=======================================================
2.8 MAOU CHUUSEI-HEN (KING OF DEMON - MEDIEVAL CHAPTER)
=======================================================
This chapter is unlocked after completing all 7 starting chapters. AFTER
COMPLETING THIS CHAPTER, YOU CAN NO LONGER REPLAY OTHER CHAPTER. Make sure you
are completely satisfied with result of first seven chapters before continuing.

-------------
INTRODUCTION:
-------------
The chapter starts with a tournament in Rukurechia. Both Orstedd(you) and
Sutoreibou(Straybow) fight the challengers and emerge victorious. King
announces that final match determines who shall propose to princess Alicia.
Orstedd wins. The king prepares a banquet to celebrate the victory. After the
banquet, Alicia and Orstedd are on the terrace. A dragonon swoops down from the
sky towards the princess. After beating the monster, another larger one grabs
Alicia and fled to a castle in the East.

Locations-
Top of screen: Rurechia castle.
Left: Famirio village.
Top-left: Yusha-no-yama (Hero's mountain).
Right: Forbidden land, the Demon mountain.

---------------
POINTS TO NOTE:
---------------
Untaken items-
When I play this chapter, I did not take any items from castle, forest, village
and demon's mountain (you can complete this chapter comfortably without any
additional items). The untaken items remain there for final chapter.

------------
WALKTHROUGH:
------------
In the audience hall, the king fears that the Demon king, who was once defeated
by hero Hash 20 years ago, is showing signs of revival. Hash has shut himself
off human and stays in mountain. Orstedd volunteers to defeat the Demon King.
Feel free to explore the whole castle and collect items after that. The
minister will tell you what happened 20 years ago. Standing on top-right corner
of the terrace, Orstedd will recall how Alicia was captured.

In town, people shower Orstedd with blessings and gifts. At town's gate,
Straybow will join Orstedd.

Go to Hero's mountain, near the peak, there is a log-house. Speak to the
bearded man outside and he will get in the house saying nothing. Check the
shield hanging on the wall in the house.

Go to Famirio village, in the house to the left, check the shield. The old man
surprised that Orstedd recognizes the shield. The old man is Uranus, a cleric
who is with Hash when he defeated the Demon king. Both of them are tired of
being hailed as heros, retire and live quietly. Return to the mountain house
(you can take the shield before you go).

In mountain house, Uranus tries to talk some sense into Hash. People are weak
alone, and seek strong companions. With trust among people, they can form
strong groups. Hash stubbornly refuses to help Orstedd. As Orstedd is about to
leave, Hash finally decided to join, to prove that he is still as brave as in
the past.

Check the tombstone on peak of mountain. Hash will pull out a sword, Bryon, and
swore to defeat the Demon king.

Go to the Forbidden land. Hash will open the entrance. Go in and defeat the
Demon king. Remember to remove Hash and Straybow equipment as they will be
leaving the party after the battle. After the battle, Hash says that the
monster is just a minion of the Demon king and he has over-exerted himself. He
passes Orstedd his sword, Bryon before dying. Just as the party is wondering
where the princess is, an earthquake started. As they are escaping, Straybow is
trapped in the room, Orstedd and Uranus are forced to escape without him.

Go to castle and report the incident to the king. He will ask Orstedd to rest
in the room to the left. Before resting, you can remove Uranus equipment. At
night, Orstedd is troubled by a dream and woken up by Straybow, who exits the
room immediately. Demon king is standing in throne room, talking to him will
start a battle. After the battle, the illusion disappeared, revealing a slain
king. The minister enters and accuses Orstedd of killing the king. The whole
castle thinks that Orstedd is really the demon king who murdered Hash and
Straybow too. Uranus tried to defend Orstedd but is arrested. Exit the castle
and town, Orstedd will not be allowed to re-enter.

Go to the tombstone on peak of the mountain. Orstedd will recall last words of
Hash, to save the princess as she believes in Orstedd. As long as there is a
soul in the world who believes in him, he should continue fighting.

Return to the castle, the soldiers at the gate will arrest and put Orstedd in
jail. Talk to Uranus through the bars. He was tortured badly and finally
understands why Hash hated people. He wants Orstedd to go and protect whoever
believes in Orstedd. With final effort, Uranus casts a spell to unlock the jail
door. Orstedd is again accused of silencing his companion and has to escape.

Go to Forbidden land for the last time. Orstedd needs to defeat a series of
sub-boss guarding some doors before reaching the Demon king. Check the statue
in inner-most room to open a secret passage, go in. Straybow appears in front
of the statue. He found the power of the Demon king and cast a spell to
activate it. He wants to gain power to overcome Orstedd and wins back the
princess. He faked his death during the earthquake. Straybow also tricked
Orstedd into killing the king. He wants Orstedd to suffer for always beating
him in everything.

After defeating Straybow, Alicia appears and blames Orstedd of being
insensitive to the feeling of Straybow who had being living under Orstedd's
shadow. She pities Straybow and commits suicide. Orstedd has flashbacks of
everything happened and realizes he possesses nothing now, not even trust from
a single human. He vows to teach the world their foolishness. Orstedd is of no
more, Demon king Odeio is born.

------
ITEMS:
------
Healing-
01 Naori-kusa
02 Joshua-no-mi
03 Alice-no-biscuit
09 Seisui

Attack-
06 Eden's apple
0a Amon-blood
0b Baal-blood
0c Demon's cloud

Equipping-
04 Unicorn-horn    accessory int+10 drunk immune, mental evade up
05 Konna-mon       accessory con+1
07 Soloman-no-hone accessory con-5 int+10
08 Erugosu-no-hitomi  accessory int+8 sleep immune
0d Nuida-fuku      body def+1
0e Kawa-yoroi      body def+4
0f Morgan robe     body def+2 int+8 Orstedd cannot equip with this
10 Flame-armor     body def+36 int+20 fire evade up
11 Airon-suit      body def+24 spd-8
12 Shinsei-armor   body def+12 int+5 mental evade up
13 Kin-no-shisou   body def+0 spd-20 con-20 poison,sleep immune,
back,distant,closed,dull,sharp,charge,foot,hand,mental,earth,wind,water evade
up
14 Circlet         head def+5
15 Ice-helm        head def+10 water evade up
16 Akumu-no-helmet head def+16 int-20 sleep immune, mental evade up
17 Kawa-no-kote    hand def+2 spd+5
18 Gauntlet        hand def+4 dull evade up
19 Rock-fist       hand def+6 str+10 stone immune, earth evade up
1a Kawa-no-buutsu  leg def+2 spd+2
1b Kuroneko-no-kutsu  leg def+0 spd+20 charge evade up
1c Chario-buutsu   leg+2 spd+10
1d Kodaaru-rod     weapon att+0 int+10 Straybow and Uranus only
1e Hashibami-no-tsue  weapon att+0 int+5 Straybow and Uranus only
1f Norumikki-sword    weapon att+8 Orstedd and Hash only
20 Akushian-sword     weapon att+13 str+12
21 Ma-bera--sword     weapon att+13 spd+10 distance,sharp evade up
22 Defender           weapon/hand att+5 /def+5 con+10 distant,sharp evade up,
Orstedd and Hash only
23 Bryon              weapon att+30 str+22 Hash only
24 Bryon              weapon att+30 str+22 Orstedd and Hash only
25 Yusha-no-tate      hand def+10 spd-4 int+8
26 Amethyst-no-tate   hand def+15
27 Ouzoku-no-tate     hand def+8 spd-6

------------
SKILLS GAIN:
------------
Orstedd starts at level 1 with Cut-one-way, V-shine.
Lv2 Purasurinku, lv3 Hammer-power, lv4 Sword-view, lv5 In-cage, lv6 Moon-down,
lv7 Mirror-drive, lv8 Spindle, lv9 Dragon-soul, lv10 Laser-sonic, lv11
Jump-shot, lv12 Hekisafuranji, lv16 Death-trail.
(Hmmm, is 'laser' a word used in Medieval?..)

Straybow starts at level 1 with Red-ballet, Silver-freeze.
Lv2 Silver-wind, lv3 Blue-gale, lv4 Red-cage, lv5 Purple-mist, lv6 Blue-score,
lv7 Red-coat, lv8 Purple-stray, lv9 Brown-sugar, lv10 Silver-fang, lv14
Amber-storm, lv16 Black-abyss.

Uranus starts at level 6 with Kami-no-shukufuku, Kami-no-gokako, God-voice,
Iyashi-no-inori. Lv8 with Sanctuary, lv10 judgement.

Hash starts at level 10 with Cut-one-way, V-shine, Hammer-power, Jump-shot,
Laser-sonic, Death-trail, Dragon-soul, Spindle.

===============================
2.9 SAISHUU-HEN (FINAL CHAPTER)
===============================
The final chapter of this game, unlocked only after completing all 8 chapters.
Start by selecting the leading character for this chapter. Orstedd will have a
different story. The map is mostly the same as Medieval chapter.

-------------
INTRODUCTION:
-------------
After choosing the lead character, the ending scene will be interrupted by a
voice. The character will be teleported into a lost realm. Keep on walking up
and a stairway can be seen, exit through the stairway, and the character will
end up in their starting location.

Basically you just go to the forbidden area for a final showdown with the Demon
king Odeio. To get the full ending, you got to find all 6 other characters of
different chapters. Orstedd will not be available (as he has turned into the
Demon king).

After defeating Odieo in final form, Orstedd appears and asks the main
character to end his life. Select no (2nd choice) then got to the room with
statues of all chapters' bosses; If you select yes (1st choice), you will fight
Orstedd and get a moderate ending after winning him. Fight all bosses of each
chapter again to finish the game.

--------------------------------
STARTING LOCATION OF CHARACTERS:
--------------------------------
Bakumatsu chapter- At signboard before entering forbidden area. Check it and
Oboro-maru fights you. Winning him, he will join your party.

Kungfu chapter- The inheritor will be at tombstone on peak of mountain. For
Yun, he will join after talking. Lei will challenge you to a fight and joins
after losing to you. Samo wants food item before joining, note that herbs and
grasses are not food.

SF chapter- along the path to mountain peak, to the right you can see a shiny
object on the ground. Pick it up, then go to Castle terrace and give to Cube.

Modern chapter: In the castle jail, joins after defeated in a fight. Exception
is when main character is Cube or Sundown, he will join unconditionally.

Western frontier chapter- Continuously talk to Sundown until he joins. He moves
in a pattern, log-house in mountain, cliff to the right in lower area of the
mountain, signboard near forest, houses in town, treasure room in castle,
audience chamber, guestroom(room to the left), king's room(room to the right),
castle gate. Sundown asks why he is being followed, chose 1st choice twice and
he joins.

Prehistoric chapter- In the forest hidden in bottom of map. Look for and talk
to Pogo 3 times, he will challenge you to a fight and joins after winning. He
joins unconditionally if main character is Lei (girl from Kung fu chapter). You
can revisit the forest to collect infinite amount of herbs.

Near future chapter- In front of a house in village. Talk to Akira, select 2nd
choice then 1st choice, or select 1st choice and win him in a fight.

----------------
SECRET DUNGEONS:
----------------
Kagi-no-dungeon (key)- Have Oboro-maru in party.
Enter the houses in town and fight some ninjas. They will drop
Sabita-kagi(worn-key) which can be used to unlock doors. There are 4 more keys
in chests scattered all over the dungeon, collect all of them before going
deeper. The final treasure is Murasame, a weapon for Oboro-maru.

Waza-no-dungeon (skill)- Have inheritor of Shinsan-ken in party.
Go to left of the pathway to peak of mountain. The inheritor will break the
rock blocking the entrance. Various skills will be needed to break the rocks
blocking the way, just trial and error. There will be a mad pursuer chasing the
party. In the cave with Tatsujin-no-nunchaku, he will ask whether you are mad
with him, you can select yes (top choice) and fight him for the last time. No,
he will leave for the moment and keep reappearing in the dungeon.
Tatsujin-no-nunchaku is a weapon for Kungfu chapter character.

Chie-no-dungeon (intelligence)- Have Cube in party.
Enter the houses in village. There are series of puzzles to solve. There will
be invisible images of Cube sitting on chairs to give clue to the puzzles.
1st puzzle is movement distorting red tiles, just aim for the exit to the top
of the map.
2nd is room with a mirror, talk to the image on chair, a mirror image of Cube
will appear is the mirror, follow its movement (right, right, up, up, up, left,
left, up).
3rd one involves 2 mirrors, one is correct(left one), the other is wrong. (Move
right, up, up, left, up, up.)
4th one involves 3 mirrors, all are wrong. (Move right, right, up, left, up,
up, right, right, right, up.)
5th one, just follow the red arrow in front of the chair. (Exit up, up, down,
down, up, up.)
6th one, you will need to teleport around the room in clockwise direction.
Check the top-right white ball, bottom-right ball in next room, bottom-left
ball in next room, finally top-left ball, the next room will only have one
white ball.
The treasure is 17dai-auto, the only weapon for Cube. The party will be
teleported to outside of the log cabin in the mountain.
You can revisit this dungeon to challenge a wandering boss, which will drop
Ariel-helm.

Chikara-no-dungeon (strength)- Have Masaru in party.
At right of the way to the mountain. There is a sub-boss guarding the entrance.
The chests in the dungeon will not open until you get Saikyou-bandage.

Toki-no-dungeon (time)- Have Sundown in party.
In the forest bottom right, look out for a black horse, follow it to the
entrance of the dungeon. The dungeon will get darker and darker. After 8 clock
chimes the boss of the dungeon will appear. After defeating the boss, the
dungeon will light up. 44-magnum, a weapon for Sundown is in the deepest level.

Honnou-no-dungeon (instinct)- Have Pogo in party.
At lower area of mountain, use Pogo's ability to sniff. The dungeon is to the
right (near to the cliff Sundown randomly stands). Check the wall emitting the
smell and Pogo will break it to reveal a cave. You can find 2 frozen men(no
need for guesses, they are Watanabe and son), giving clue to how to find the
boss which drops Ariel-mail if you mind-scan they with Akira. There is also a
giant Kansai-ben speaking carp (Amurukurechia) in this dungeon. Give him
Ougon-chonmage (found in chest in dungeon of strength or Demon mountain) and he
will pop his head out of water. Answer yes (top choice) to his question twice
and he will challenge you to a fight. He will give you Ariel-ring if you defeat
him, in addition, he will give you some (useless) information (who he is, the
dungeons, who you are). You will get Buribarihone-ono, a weapon for Pogo, deep
in the dungeon.

Kokoro-no-dungeon (heart)- Have Akira in party.
Let Akira teleport(escape) a few time during battle. You will eventually end up
in middle of this dungeon. It is a rather simple dungeon with few treasures and
final prize is Dogonjo-glove for Akira, at the lowest level of the dungeon. You
can check the blue flames and use Akira's mind-scan (Y button) to know what
they are thinking. Mind-scan Alicia's spirit, which appears after you take the
Dogonjo-glove, and the party will be teleported out of the dungeon. You cannot
reenter this dungeon after you exit.

-------------------------
GETTING ARIEL EQUIPMENTS:
-------------------------
Ariel-ring-
Given by defeating a carp in dungeon of instinct.

Ariel-glove-
Dropped by boss in dungeon of time.

Ariel-helm-
Dropped by boss when revisiting the dungeon of intelligence.

Ariel-boots-
Exit the mountain peak after Odeio appears, the whole party will be teleported
back to the lost realm. Dropped by boss in the lost realm.

Ariel-mail-
Escape from battle 100 times (a counter will start when you escaped 95 times).
A monster will attack your party and drop this item.

--------------
ORSTEDD STORY:
--------------
If you chose Orstedd as lead character, he will start on the peak of Demon's
mountain. Go down to the room with all bosses of other chapter and talk to all
of them. He will change the history by leading the bosses to victory. Staff
roll will show Orstedd roaming the land alone.

------
ITEMS:
------
Important-
Ea Byakko-no-kagi   use in dungeon of key
Eb Seiryuu-no-kagi  use in dungeon of key
F1 Sabita-kagi      use in dungeon of key
F4 Genbu-no-kagi    use in dungeon of key
F6 Power-driver     ???
Fc Tetsu-no-hako    use on Cube

Healing-
F5 Magical-wood

Equipping-
C8 Ariel-glove      glove def+15 petrify-immune
D4 Ariel-helm       head def+15 petrify-immune
D5 Ariel-boots      leg def+10 petrify-immune
D6 Ariel-mail       body def+45 petrify-immune
D7 Ariel-ring       accessory con+10 petrify-immune,
back,distance,closed,dash,mental,earth,wind,water,fire evade up.
E1 Buribarihone-ono weapon att+ str+20 Pogo only
E2 Tatsujin-no-nunchaku weapon att+20 str+20 spd+20 con+20 int+20 Kungfu
chapter character only
E3 44-magnum        weapon att+ spd+20 int+4 Sundown only
E4 Murasame         weapon att+ str+8 spd+13 Oboro-maru only
E5 Saikyou-bandage  weapon att+ str+90 con+80 Masaru only
E6 Dogonjo-glove    weapon att+25 str+16 con+15
leg,arm,poison,paralyze,sleep,drunk immune Akira only
E7 17dai-auto       part spd+10 int+50 Cube only
E8 Gin-no-seisou    body def+5 int+20 earth,wind,water,fire evade up
E9 Chi-no-masou     body def+1 str+60 int-40
Ec Ougon-chonmage   head def+0 str+5 int+5 distance,sharp evade up
Ed Megami-no-kote   hand def+12 int+16
Ee Mantis-hand      hand def+6 str+8 spd+4 hand evade up
Ef Tsuki-usagi-no-ashi  leg def+3 spd+20 distance,earth evade up
F0 Mermaid-bottom   leg def+6 spd+10 int+10 leg,water immune, water evade up
F2 Kyokurakucho-no-ushirobane   accessory int+15 mental evade up

==============
3. CHEAT CODES
==============
7E0EDE64    Oboro's experience 100
7E0DDE64    Kungfu chapter character's experience 100
7E0D5E64    Pogo's experience 100
7E0E5E64    Masaru's experience 100
7E0E1E64    Sundown's experience 100
7E0E9E64    Akira's experience 100
7E0D1E64    Orstedd's experience 100

7E11F663    In final chapter, escaped 99 times, the next time the party
escapes, a boss will challenge them.

(For all chapters except the last)
7E0F1E64    2nd character's experience 100
7E0F5E64    3rd character's experience 100
7E0F9E64    4th character's experience 100

(Oboro-maru's chapter only)
7E0B67xx    1st item
7E0B68xx    2nd item, so on until 7E0B88xx
7E0C67xx    Number of 1st item
7E0C68xx    Number of 2nd item, so on until 7E0C88xx.

(Final chapter only)
7E0B01xx    1st item and so on until 7E0B22xx
7E0C01xx    Number of 1st item, so on until 7E0C22xx.
7EAA00xx    Enemy's HP

================================
4. ILLUSTRATORS, MUSIC, COMMENTS
================================
Moral of this game...The common link in all chapter, Odeio = hatred (and
Watanabe). As long as there is human emotion, there exists hatred. The only
difference, between the charaters from first 7 chapters and Orstedd, is that
they never stop fighting against hatred, Orstedd has succumbed to hatred. As
long as hatred exist, anyone can become the next Demon king.

Music composer: Yoko Shimomura

Bakumatsu-chapter, illustrated by Goshow Aoyama.
This is chapter has the most variation in approach and secrets. I spend most of
the time replaying this chapter. The theme can be most serious survival game or
most ridiculous castle in gaming history. Numerous guards, countless traps,
death lurking round the corner..., intertwined with Cat spirit drinking lamp's
oil, persistent stalker, giant fish, berserk samurais, English speaking gadget
tweaking oldman(woman?). One can get crazy more easily than getting killed. I
can stop laughing from Okame-no-kata chasing Oboro with "What will you do to
me!!!", "Don't come near me!!!", "Love is endurance!".
Mitsu-mei (Secret order)-The music is very suitable for ninja theme, sad,
rousing and stirs up one's spirit.
Nin-on (Sound of ninja)-The castle theme, matches the sinister castle.
Satsu-jin (Killing formation)-This battle music really heats up the fighting.

Kungfu-chapter, illustrated by Yoshihide Fujiwara.
Got to admit this chapter is very nostalgic, like an old kungfu movie. Master
dies, disciple gain unbelievable strength from sadness and anger, overcoming
the impossible. Mr Fujiwara and Ikeue Ryoichi are both my favorite comic
artists. Still a highly emotional chapter to me even after I have watched
countless Chinese kungfu movies.
Niao-er-zai-ten-kong-fei-siang, yu-er-zai-he-li-yu-yong (in Chinese)- The
opening theme, literally "Birds flying in the sky, fish swimming in the river".
It is very majestic.
Lao-quan-shi-xia-shen-shan (in Chinese)- Old kungfu master decending deep hill,
town and marketplace's theme.
Zai-zhong-guo-de-zan-dou (in Chinese)- a battle in China, the fighting theme.

SF-chapter, illustrated by Yumi Tamura.
At the first sight, I thought this chapter is a rip-off from Alien, but after
completing I find that I am half correct. This chapter is half a rip-off from
Alien and Space Odessey 2001, with focus more on interpersonal relations. A
chapter with only one compulsory battle. Many details of spaceship included. An
above average SF suspense chapter for me.
UNSEEN SYNDROME - suspenseful music.
CAPTAIN SQUARE

Modern-chapter, illustrated by Ryouji Minagawa.
You have no battle in last chapter, now you get only battles in this chapter.
Saikyo -VICTORY ROAD- (Strongest)
Mosa-tachi (The Veterans)
KNOCK YOU DOWN! - Good street fight music.

Western Frontier chapter, illustrated by Osamu Ishiwata.
Talking bout rip-off, I think it is a little similar to "The 3 Amigos" in using
intelligence to overcome strength, but Sundown can finish off Crazybunch by
himself.
WANDERER
UNDER THE FAKE
THE WILDS
SANCHO.DE.LOS.PANCHOZ

Primitive chapter, illustrated by Yoshinori Kobayashi.
This is a chapter that transcends language barrier, unfortunately the item
names are still in Japanese, not pictures. Really pure fun wild amusement.
NATIVE LIFE
Iitotenkidesho`! - meaning "Isn't this a wonderful weather".
KISS OF JEALOUSY

Near-future chapter, illustrated by Kazuhiko Shimamoto.
I love manga, anime, robots, I love this chapter. Giant robot piloted by
emotionally-unstable youth, type-2014, liquefied human, disappeared
mother...this looks like Neo-genesis Evangelion. Luckily the similarity ends
there. This chapter resembles more of Robot anime from 60s to early 80s,
surprisingly touching chapter, the part where Muhoumatsu sacrifice himself.
GO!GO!Buriki-Daiou!! - Opening song. Full of fury and energy.
WAIT FOR TRUTH - A really cool music.
PSYCHO de Yo.Ro.Shi.Ku!! - Battle music, a hippy-way to write 'yoroshiku', a
normal Japanese introductory greeting. Literally means "Psycho is troubled by
night-dew".

Medieval chapter.
Just as I am starting to think this chapter is just "a gallant knight rescues a
beautiful princess, becomes the king, lives happily ever after" kind of
fairytale, many unexpected twists come up.
Maou-heno-jokyoku (A prelude to the Demon king)
Todokanu-tsubasa (Wings that never arrive)- gentle flow with tinge of sadness
and regrets.
Rizentaru-tatakai (Gallant battle)
Maouyama-wo-suku (Living in Devil mountain)

All other music used in game:
LIVE.A.LIVE
CRY.A.LIVE
WARM.A.LIVE
SELECT.A.LIVE
Zettsubo-no-miyato (Hopeless city)
Maou-Odeio (Demon king Odeio)
MEGALOMANIA
SILENT LABYRINTH

==================
5.ACKNOWLEDGEMENTS
==================
Here are people I need to thank for directly or indirectly making this guide
possible.

RPG Data Library (http://www.rpgdl.org/index.html)-
For having a collection of game secrets. Some of the secrets of Live-A-Live are
discovered from their site.

The Sun of Chrome (http://www.ipc-tokai.or.jp/~fuko/chrome/)-
For background information on Near Future Chapter.

All at Ring-A-Live - For making wonderful fan-art.

GameFAQs - My lifeline for gaming.