COWBOY BEBOP: TSUITOU NO YOKYAKU (SERENADE OF REMEMBRANCE)
PlayStation 2
FAQ by Andrew Hosking
Version 1.00
10/7/07

Welcome to my FAQ for COWBOY BEBOP for the PS2. This is the first FAQ I've
ever written and I hope you'll find it useful. Unfortunately, I don't have
the Japanese skills to translate the story for you, but I certainly can get
you to the end of the game.

________________________


TABLE OF CONTENTS

-THE CHARACTERS-

-THE CONTROLS-
1. HEADS-UP DISPLAY
2. FIGHTING
2A. COMBOS
2B. COUNTERS
2C. SPECIAL ATTACKS
2D. BLOCKING/ROLLING
3. ACTIONS
3A. SEARCH
3B. PASSCODES
3C. BOMB CODE PUZZLES
4. SHOOTING
4A. FIRST PERSON SHOOTING
5. POWERUPS
6. FLYING
7. BOATING
8. SAVING

-THE GAME-
I. AQUAURA
II. DOME-TOWN
III. KUNG-FU ST.
IV. OOLONG TOWN
V. OOLONG TOWN 2
VI. OOLONG TOWN PIER
VII. TREASURE ISLAND
VIII. CHURCH
IX. BATTLESHIP

-THE EXTRA MENU-
1. EIN MISSION
2. ED SHOOTING GAME
3. CHALLENGE STAGE SELECT
4. BLACKJACK
5. ART GALLERY
6. SOUND MUSEUM

________________________


- THE CHARACTERS -

You play the game as Spike, Jet and Faye. Since the plot separates them in
different locations, you never choose who you play as. They all have the same
controls, the only difference is how they handle.

SPIKE is well-balanced in speed and strength.

JET has the strongest attacks of the three but is also the slowest.

FAYE is the quickest character but has the weakest attacks.

ED is not playable (at least in the main game), but gives you hints
throughout the game, alas, in Japanese. But you should be able to get the
hint that you'll be doing something with the button she's referring to or
that whatever the camera's pointing at is important.

________________________


- THE CONTROLS -

Controls can be changed in the pause menu. Press Start to access the pause
menu at any time.

1. HEADS-UP DISPLAY

First, the meters on the lower left of the screen. The green bar at the top
indicates your health. You only have one life, so if you die you have to
start your current section over. Your enemies' health is represented by a
little bar above their heads. The health of Bosses appears as a big bar at
the top of the screen.

The yellow bar is your tension gauge. This is all about your defense.
Blocking (R1), Dodging (L3) and Bullet Time (Circle + Movement, shooting
levels only) all drain the tension gauge. When it's all used up, you can't
perform those techniques. The tension gauge will quickly regenerate itself as
long as you're doing anything other than the three actions just mentioned.

The bottom bar is your COOL meter if you're doing well, or conversely your
HOT meter if you suck. To explain: as you pull off combo attacks, the bar
fills with blue. As you get hit, the blue drains, get hit some more and the
meter starts filling with red. Whatever color it's filled with, having it
filled means you can either pull of a special attack (Triangle) that'll knock
out everything around you, or if the meter is completely filled you can
initiate a brief period of increased speed and invulnerability (Square + X).
For obvious reasons, you want to keep this meter blue instead of red.

In the upper left is your radar, which can be turned off in the options if
you wish. It seems useless since the levels aren't that big and it's not hard
to lose track of where your enemies are. You are the blue arrow, they are the
red dots. Sometimes, you'll see an enemy represented by a pink dot. This is
where the radar comes in most handy as you will not be able to clear the
current level until the pink dot is taken out. If you leave the pink dot
alone, the red dots will respawn so it's in your best interest to always take
out the pink dot ASAP. When you clear an area of enemies, an arrow will
appear to the right of the radar, pointing you towards the next area.

On most levels, the upper right displays the time limit. If time runs out
before you clear a level, it's game over. For the most part, you can ignore
this. The time limit is really only a factor in Flying levels.

The default settings display Assistant Messages onscreen, which constantly
remind you of the basic controls. I suggest turning them off in the pause
menu.

2. FIGHTING

Most of the game is Fighting.

Left Analog/D-Pad - Movement
X - Punch
Square - Kick
Square + X - COOL Fury (when COOL/HOT bar is full)
Circle - Grab
Triangle - Special Attack (COOL/HOT meter needs to be at least a third full)
L1 - Action
L2 - Pick up/put down weapon
L3 + Movement - Dodge
R1 - Block/Counter
Select - View Map (if available)

After Grabbing Enemy:
Left Analog/D-Pad - Walk with enemy
X - Stun
Square - Kick Away

Mini-Combos:
PKP - Down
PKKP - Stun
PKKKKP - Down
PKKKKPP - Blow Attack (Stun)
KPK - Blow Attack
KPPK - Blow Attack (Stun)
KPPPPK - Down
KPPPPKK - Blow Attack (Stun)

2A. COMBOS

The benefit of combos is twofold. First, is that they are the only way to
fill your COOL meter. The second is that a successfully completed combo is
enough to K.O. most lower-level foes. Cool, huh?

Like any fighting game, a combo is a string of uninterrupted hits, but no
fancy button work is required (a combo can be all punch button or all kick
button), just good timing. You want to repress punch/kick each time JUST
AFTER you land a hit. A tutorial in the game's first level demonstrates the
proper timing.

The different speeds of the three main characters mean they each have a
unique combo rhythm. The slower the character is, the further apart your
button presses will be and vice versa. Likewise, the different strength
levels of the characters mean that the stronger characters require fewer hits
to finish off their combos.

The number of hits to complete each character's combo is:
Jet - 5
Spike - 7
Faye - 8

To be clear, the combo counter that appears while you're Fighting is an
indication of how many hits you've landed without getting hit yourself or
being blocked. The time between hits has nothing to do with it.

Your combo doesn't have to be focused on just one enemy, but more than two
will be tricky. Other enemies can interrupt your combo, so your strategy
should be to keep your enemies on one side of you as much as possible. The
mini-combos listed above can come in handy to reduce the number of foes
actively against you.

2B. COUNTERS

Counters are not only good defense, they can make short work of your enemies.
You can actually get through most of the game solely through counters. A
counter KOs most lower level foes in one hit and gets a cool looking slow-
motion close-up to boot. Plus, there's no cost to your tension gauge. The
only drawback is that counters don't build up your COOL meter, which may mean
nothing to you depending on how you play.

To counter, wait for the enemy to throw a punch/kick your way and press the
R1 button before you get hit. The enemy has to already be in their attack
animation, otherwise, you'll just be blocking. Another early level will train
you on the timing of counters. If other enemies are close to you when you
execute a counter, there's a good chance you'll hit them too.

2C. SPECIAL ATTACKS

Pressing Triangle will execute a swirling special attack that does loads of
damage to everything around you. This requires that your COOL meter be at
least 2/5ths full. Another reason why it's better to be COOL than HOT is that
the HOT special attack is a directional charge that isn't as useful.

If you let your COOL Meter fill to maximum, pressing Square and X
simultaneously initiates what I'll refer to as COOL Fury. The screen gets all
blurry and you're basically invincible until the meter runs out. You will
automatically dodge or counter every attack that's thrown at you and your
attack speed is increased.

2D. BLOCKING/DODGING

Holding down R1 will block most every attack that's thrown at you, except for
some boss techniques. The nice thing about blocking in this game is that you
don't have to be standing still. You can move around as much as you want with
R1 held down and you will only stop to block if an attack is thrown your way.
Keep in mind, holding down R1 steadily drains your tension gauge whether or
not you're actually blocking anything.

Pressing L3 in a direction will make your character roll away. Rolling isn't
terribly useful because your character doesn't roll that far. Plus, instead
of draining your tension gauge, rolling takes off a chunk each time. I
recommend sticking to blocking.

3. ACTIONS

L1 - Action/Search

The action button is used to open doors, push crates, activate switches, jump
gaps and maneuver over/under obstacles. You can only perform Actions where
the ACTION icon appears and is green. The Action icon will be orange as you
approach it and will turn green when you're close enough to perform the
action.

There are also what are referred to in this guide as Timed Actions. Sometimes
an ACTION icon will appear with a blue and red border around it, which will
very quickly disappear. Press L1 while the border is still blue to advance.
If you press L1 while it's in the red, or fail to press it at all, it's
instant death and time to restart the level (Timed Actions have a nasty habit
of appearing at the end of a level).

3A. SEARCH

Left Analog/D-Pad - Move reticule
Circle - Examine

Sometimes an icon similar to ACTION will appear that says SEARCH. Again, move
until the Search icon turns from orange to green and press L1, which will
switch you to a first-person perspective. This means there's a clue or key
(or some bonus unlocakable) here. Just move the orange reticule around until
it turns green, then press the circle button. Ed will tell you what you just
found.

3B. PASSCODES

Left Analog/D-Pad - Highlight Selection
Circle - Enter Selection
X - Undo

There are a number of doors in the game that require a passcode. A clue for
these can always be found nearby. But even if you can read it off the wall
without a close-up, you still need to examine the clue in Search mode before
the game will let you input it (with the exception of the last puzzle). If
you came to this FAQ only looking for a passcode answer, here's the short
list, but remember what I just told you:

Aquaura Capsule Path (Spike): 1214
Dome-Town One Way Drive (Spike): 1225
Escape Route (Faye): 12639
Prison Cargo Storage (Faye): 81045
Battleship Hangar (Spike): 177674
Battleship Passage (Spike): 149210

3C. BOMB CODE PUZZLES

A Bomb Code puzzle is solved by entering the commands displayed onscreen in
order, left-to-right starting with the top row. You have a limited time to do
so. Hitting a wrong button will freeze your controls for a brief moment.

4. SHOOTING

Left Analog/D-Pad - Movement
Right Analog - Aiming
R1 - Fire
L2 - Crouch
L3 + Movement - Dive
R2 - Holster weapon
R3 - Reload
Circle + Movement - Bullet Time

During gun battles, the ammo indicator shows up above your health bar. The
top number is how many bullets you have loaded, the bottom is how many you
have in reserve.

These sequences play like a hybrid of Max Payne and Time Crisis. Finding good
cover is the strategy here. Find something to duck behind (reloading if need
be), wait for them to stop firing, then spring up and shoot back. Your
enemies will duck down too, but it's easy to see where they're hiding because
their health bars are always visible. Often, there'll be things in the
environment that you can shoot (hanging signs, explosive barrels) that can
nail foes in hiding. Watch your crosshair, when it turns from yellow to
orange that means there's something to fire at.

To enter Bullet Time, press the circle button while moving in any direction
to dive and you and all your enemies will freeze, but you'll still have the
ability to aim your weapon. In fact, you can line up as many shots as you
have currently loaded in your gun. Just move the crosshair over the yellow
triangles you see on your foes and you will "lock on". Press circle again to
fire. Keep in mind that as long as you're in bullet time, your tension gauge
will steadily drain. If you don't fire before the gauge runs out, you'll just
fall to the ground without firing a shot. Also note that you can only enter
bullet time when your tension gauge is full.

4A. FIRST PERSON SHOOTING

Left Analog/D-Pad - Aiming
R1 - Fire
R3 - Reload

This mode only occurs twice in the game. The game refers to this as FPS mode,
but you do not control your movement, only aiming and firing. You have an
unlimited reserve of bullets in FPS mode, but you'll still need to reload
when your chamber is empty.

5. POWERUPS
There are only two power-ups in the game. First is the medikit, a white box
with a red cross on it which appears during Fighting and Shooting levels.
Medikits will replenish your health or the health of a character you're
escorting to maximum. Medikits never disappear, so let them sit until you
absolutely need them.

Blue ammo boxes only appear during shooting segments and (duh) replenish your
ammo. The ammo boxes won't disappear when you touch them but will turn red.
They will turn blue again as time passes so you can get more ammo if you need
it.

6. FLYING

Left Analog/D-Pad - Steering
X - Fire weapon
R1 - Boost

To break down the HUD for flying: The left gauge shows your throttle, the
right gauge shows your shield level, the top shows the distance to the goal,
the bottom left has your ammo indicator and the upper right is your remaining
time.

There are only a few flying levels and they're quite simple. Your only
concerns are that you:
1.) Make it to the goal under the time limit
2.) Make it to the goal without blowing up first

You have no control over your path, so the only purpose of your movement is
avoid obstacles and gunfire headed your way. The time limits on the flying
levels are short, so you'll have to hold down the boost button as much as
possible. It's not necessary to take out any enemies during these levels, but
sometimes you will need your gun to shoot a wall blocking your path. You have
limited ammo, so don't waste it.

7. BOATING

Analog/D-Pad - Steering
R1 - Throttle
R2 - Brake
This is only one level in the game. The HUD has two bars, the top shows your
current speed, the bottom green bar is your health.

8. SAVING

You can save the game at any point by pressing Start and choosing Save from
the pause menu. Upon restarting your game, you will begin at the start of
your current level. The game has no auto-save, so always remember to save
your progress.

___________________


- THE GAME -

Every numbered level is a save point in the game.

I - AQUAURA

1. Aquaura Shoal Area (Spike)
After a cutscene, we get a tutorial level that starts by acquainting you with
Punching, Kicking, and the Radar. Take out the three goons to proceed.  The
game will throw you a goon to practice your Combos. At this point, the game
will show you the proper timing to execute a combo. Make sure you master this,
it will make the game much simpler. You can press L2 at any time after the
first combo prompt to replay the demo. You can practice on this guy as long
as you like as he can not die and will not fight you back. When you're ready
to move on, exit through the northern door by pressing Action (L1) near the
lock.

2. Aquaura Deep Sea Area (Spike)
This part familiarizes you with the grab maneuver (which except for one the
last bosses, is pretty useless). Beat all the goons and then a big guy comes
after you. Now Ed teaches you about Blocking and Counters and you get another
demo for the timing of counters. This is another important skill you should
master and once again, you and your foe have unlimited health and time for
you to practice. After you've nailed the counter, exit through the east door.

3. Aquaura Dolphin's Ocean (Spike)
More tutorial regarding the action button. Use the action button to hope over
the bar on the right. Head down, and you get your first crack at a timed
action, hopping on the back of a dolphin. Poor thing. Please L1 will the
action gauge is blue and you're good to go. Once down, Ed talks to you about
the COOL/HOT meter and another demo plays for you. Beat all the goons, then
exit through the east door... but wait, this door's got a Bomb Code Puzzle!
Be prepared to do this A LOT in a later level...

4. Aquaura Offshore Area (Spike)
Ed tells you that you can pick up weapons with L2. You can also kick buckets
at your foes, which should be cool but is hard to pull off and doesn't too
much damage. Beat the goons and exit through the north door.

5. Aquaura Capsule Path (Spike)
Ed teaches you about shooting. Once you've killed everything, you'll find the
north door needs a passcode. You'll find a clue back down the hallway, screen
right. Press L1 where it says Search and examine the clue by moving the
orange dot over the text and pressing circle. Even though you can read it,
you do need to press circle or you don't get to punch it in. "Don't forget
1214", it says. Be sure you don't and punch it in at the north door to
advance. And now a cutscene...

6. Aquaura Holographic Ocean (Spike)
No more tutorials, just kick butt! From here on, I'll only vaguely describe
the level (is it fighting, shooting, etc.) and chime in with greater detail
when unique situations come up. Just beat all the goons here and you get to
sit through a number of cutscenes.

________________________


II - DOME-TOWN

1. Dome-Town Main Street (Spike)
Fighting.

2. Dome-Town Back Alley (Spike)
Shooting.

3. Cul-de-Suc Play Court (Spike)
Fighting. Kick the basketball if you feel like it. The second wave of goons
has our first pink dot. Be sure to take him out.

4. Dome-Town One Way Drive (Spike)
Shooting/Fighting. Another passcode puzzle. The clue can be located back
along the left wall. "Merry Christmas!" The code is 1225. Punch it in. Oh
great, your bounty (named Gonza) now wants to mow you down with a truck. Run
for your life, and keep your finger on the Action button to avoid the
obstacles you encounter.

5. Cul-de-Suc Play Court (Spike)
Fighting. After beating all the thugs, you need to do some investigating to
find Gonza. Some footprints lead away from the truck. You'll find Gonza
hiding behind a wall to the right. Another cutscene later, Gonza escapes and
you take over as Jet.

6. Dome-Town Back Alley (Jet)
Just Action your way over the barriers.

7. Lobby of the Theatre (Jet)
Fighting/Shooting.

8. Theatre Hall (Jet)
Shooting/Fighting.

9. Opening Act (Jet)
Fighting. Eliminate 25 enemies to proceed. A counter on the right keeps track.

10. Gangster Pirates Act (Jet)
Fighting. After you beat the baddies, a rope comes down. Pull it and...

11. End of Kigeki Comedy (Jet)
BOSS - GONZA
..here's the first boss battle. Gonza ain't too tough, but he's got a long
stick and he ain't afraid to use it. Run to one of the sides when he leaps
into the Buddha's hand to avoid the giant bell that swings down. Your best
bet is to counter him, then give him a combo while he's stunned. Or avoid his
charge attack and nail him from behind. Your special attack will also do a
decent amount of damage. Don't forget your block button, it works on most
boss techniques in the game. A medikit is hidden in a torch to the left of
the stage.

________________________


III - KUNG-FU ST.

1. Kung-Fu St. Downtown (Spike)
After more cutscenes, we're back as Spike again going after a new bounty,
Jose Gonzales. Fighting.

2. Kung-Fu St. Residential Area (Spike)
Jose has an armored vehicle on his side. Proceed up the alley carefully, take
cover on the sides and move further up when the vehicle stops firing. At the
end of the sequence, quickly Action over the barrier on the right to avoid
getting run over.

3. Kung-Fu St. Construction Area (Spike)
After clearing a shooting section, you got to get to the next area without
getting hit by the wrecking balls swinging around (instant death). Retreat
back a bit and let the first two thugs you see come to you. Take them out and
then wait for the first ball to hit the left wall, wait until it starts to
swing back to the right and run behind it. You're safe in the corner, but
there's another goon to take out. Once he's gone, follow the second ball as
it swings away from you. Only advance a little bit and hide in a notch on
either side (one of them has a medikit) and wait for the ball to swing by
again. When it's behind you, run to the exit, and get ready to press the
Action button to leap over the barrier. More fighting follows.

4. Huo-Xin-Mian Building Roof (Spike)
Fighting.

5. Kung-Fu St. Neon View (Spike)
Shooting/Fighting.

6. Riverfront Hangout (Spike)
Fighting. There is a Timed Action at the end of this section when Spike is
balancing on the girder. You've been warned.

7. Kung-Fu River (Spike)
BOSS - JOSE
This fight gives me Virtua Fighter 2 d‚j... vu. I think this guy's easier than
Gonza. He's harder to counter because his attacks are so fast, but it can be
done and sometimes he'll be stunned if you do. COOL Fury works well on this
boss. The only tricky bit is explosive barrels get thrown at you from the
bridges, which will knock you off the platform if you're too close to the
edge. Keep in his face, and it'll be over before you know it.

8. SHH-Mall Underground (Spike)
After the cutscene, run like hell from Bianca and her big gun. Avoid the
steam jets. Action your way over the hurdles.

9. SHH-Mall Goods Terminal (Spike)
BOSS - KENT
This is a fun battle. Kent slides stun mines at you, while his sister Bianca
shoots at you from above. Since you can't reach Kent and Spike won't take out
his gun, the only means of attack is to kick Kent's mines back at him. Watch
the timer over the mines and wait till it hits around 2. If you kick a mine
over too soon, Kent will just kick it back. He'll always run over to a mine
regardless of how much time's left on it, so use that to your advantage.
Beware the tire in the middle which will bounce the mines right back to you
and take note of when Bianca says something. That's when she's about to fire
at you and that's when you should take cover behind the boxes traveling on
the conveyor belt or roll away.

________________________


IV - OOLONG TOWN

1. Oolong Town Sideways (Jet)
After a couple of cutscenes, one a curious interlude involving Jet and a
tiger(?), we're back to controlling Jet. This starts with a shooting level
with a pink dot on your radar. You know the drill. Then some fighting. Kick
back the grenade that gets thrown at your from the car.

2. Labor Queen Lovery (Faye)
It's our first Faye level and our first flying level. Looks a lot like the
Death Star trench. As previously mentioned, you have to hold down your boost
button almost the entire time to have a chance. You don't have to worry about
steering into the walls, the only way to take damage is to let the narrow
sections of the corridor or the signs hit you. Just press the opposite
direction from where the blockage is. Simple, no? You can shoot the yellow
signs that pop up or just avoid them, just make sure you save at least one
shot for the wall that appears about the halfway point. You don't have to
shoot the other ship down (I don't think you can anyway), just catch up to it.

3. Oolong Town T-Junction (Faye)
Another cutscene leads to our first Faye fighting level. This one's brief.
Then another cutscene.

4. Ellen's Bar (Faye)
Fighting. There's a pink dot in the upper right of your radar.

5. Back Path of Ellen's Bar (Faye)
Fighting. In this section, you need to worry about Kent's health too, which
appears over your own health bar. Kent can somewhat defend himself and he's
smart enough to pick up medikits when he needs them, but you need to make
sure he's not being wailed on. If he dies, it's game over. Kent will also
move forward on his own. Pay attention to the GO arrow near your radar and
make sure you're advancing right along with Kent. At the end, you have to
push a crate (Action) to open the path for Kent. Then cutscene time again.

6. Subway Platform (Spike)
Fighting. Now Spike has to worry about Bianca's health. Thankfully, Bianca's
a little better at fighting than her brother. The second and third sections
have a pink dot, both knife throwers.

7. Subway Train (Spike)
Fighting/Shooting. The second shooting section has a pink dot.

8. Subway Train's Roof (Spike)
This level's funny. All you have to do is duck under the blue lights that
pass overhead (L2) and avoid the yellow (left side) green (right side) lights
on the sides of the tunnel. Weave back and forth a bit as you move ahead as
the side lights can be blocked from your view by Spike. Don't bother to fight
a single enemy that pops up. They ALL get nailed by the lights. Use the
Action button to leap to the next car but make sure there's no light coming
when you do. As it is with your dumb foes, one hit for you is instant death.

9. Subway Platform (Spike)
Fighting. When you leap down from the roof of the subway car, you'll be
protecting Bianca again. Leap down (Action) onto the tracks when the train
leaves.

10. Subway Rail-Track (Spike)
This one has you running up a track as trains come by every few seconds. You
can see them coming a ways away, so make sure you're in a safe place along
the sides (any part without pipes, or just look for the notches on your radar)
when they do. The exit requires a key which can found in a small toolbox
along the right wall, two notches from the exit. Press Action where it says
SEARCH and examine the box to get the key. Cutscene time.

________________________


V - OOLONG TOWN 2

1. Oolong Town Railside (Faye)
Fighting. After a big dude breaks through the wall, a pink dot appears. Then
some Shooting. After that, an Action icon appears, go to that because the
enemies will just keep respawning here. A Timed Action immediately follows.

2. Oolong Town Shopping Quarter (Faye)
BOSS - LINGLEI
Another fun battle. Take your gun out (R2), and wait for Linglei to start
jumping from sign to sign above you. Curiously, shooting her won't do any
damage, so follow her until she stops, shoot the sign she's standing on and
she will fall to the ground, stunned. Put your gun away (R2), and give her
one and only one combo. She'll beat the snot out of you if you're near her
when she gets back up so avoid her. When the game cuts to a close-up of
Linglei she's about to summon some lackeys. Take them out as quickly as you
can (special attacks come in handy) as Linglei will throw bombs at you. Once
the thugs are down, take your gun back out and repeat the process. Cue the
cutscene...

3. Oolong Town Pier Port (Faye)
This level has you protecting Kent again. Action your way to the next section
when the opportunity arises after the boat shows up. Now you got to Shoot
your way out. Shoot both the girder hanging overhead and the barrel on the
boat to do good damage. Take out all the guns and bodies on board the boat to
proceed. At the end, there's a Bomb Code Puzzle to make Faye's RedTail finish
it off.

4. Waltz at Martian Sea (Faye)
Flying. Faye gets all the fun. No walls to take out this time, so don't be
afraid to use some of your missiles on the guys shooting at you.

5. Ellen's Bar (Jet)
A cutscene followed by a brief Fight. Run upstairs to take out the bomb
throwers first. Another cutscene.

6. Ellen's Bar (Jet)
The level starts with a Timed Action (dodge the ceiling fan!) after which you
should run for the left exit immediately.

7. Back Path of Ellen's Bar (Jet)
This level also starts with a Timed Action. Then shooting. The goal is to
take out the car.

8. Oolong Town Sideways (Jet)
Fighting/Shooting.

9. Prison (Faye)
Timed Action right away to begin your escape. Once out, you'll be Fighting
while protecting Kent once more.

10. Escape Route (Faye)
Fighting. Still protecting Kent. Watch out for the bucket on the floor. If
you bump into it, you'll summon more foes. The door at the top of the stairs
to the right requires both a keycard and a passcode. Go through the other
door. After clearing the two waves of goons, the keycard can be found by
Searching the barrels against the back wall. The passcode clue can be found
on the wall to the right of where you got the keycard. The clue reads: "At
Clock! North South East West". Just think of a clock's face and what numbers
lie at those directions. That would make the code 12639. Go back to the
locked door and punch it in.

11. Overhead Ceiling (Faye)
Remember how I said Faye gets all the fun stuff? Here she gets her own
stealth mission. Before you climb up the ladder, make sure you Search the
toolbox to the ladder's left. It holds a keycard that you'll need up there.
Do not open the door to the ladder's right, that's instant game over. After
you climb the ladder you need to sneak across without making too much noise.
This means walking very slowly (be gentle with that analog stick!), avoiding
the steam jets and not walking into any buckets. Also, do not walk on top of
the vents or you'll be spotted. It one takes one mistake to start the level
over. You have plenty of time, so be patient.

Once you hop down, you'll be doing your stealth thing on the ground. Again,
getting spotted is instant game over. Press and hold Action at the orange
spots to hide. You're safe at these spots but you'll still be able to see the
goons patrolling around. They always come in pairs. Observe them until their
backs are turned, then run up to them (your speed won't give you away this
time) and hit them with the Square or X button. One blow will knock them out.
You've got 20 minutes to clear this section, so take your sweet time. Then
find the next hiding spot and repeat. After Kent rejoins you, you have a
Fighting section to clear.

12. Prison Cargo Storage (Faye)
This level has a lot of crates for you to move. Use the Action button to
start pushing and push them forward as far as they will go. The darker crates
can be destroyed. This door has a Passcode puzzle with two clues in the room.
The first clue can be found in the southeast corner of the room and reads 10-
2+8-4+1. The door needs a five-digit code, so to get that we do each problem
individually. (10-2=8, 2+8=10, 8-4=4, 4+1=5), which gives us the code 81045.
The other clue (Peridot Opal Diamond Emerald) involves knowing what
birthstones correspond to what month (I had to wiki that myself), but it'll
get you the same answer so forget about it. Cutscene time.

13. Ghost Town (Faye)
Now Faye gets a pretty cool chase level. Just run like hell from the
helicopter and keep that Action button handy. When you reach the covered
wagon, take cover behind and push it forward after pressing Action. When
you've pushed it as far as it will go, escape to the right. A Timed Action
follows soon after. Run up the stairs to the left right after that. Another
Timed Action occurs at the very end in the canyon. More cutscenes.

________________________


VI - OOLONG TOWN PIER

1. Oolong Town Pier Port (Spike)
Now a chase for Spike, with the camera taking the POV of the sniper aiming at
you. Just keep running to the right and roll (L3) or take an Action when the
sniper is about to fire. You'll hear rapid beeps which will stop right before
he fires (his sight will also turn red).

2. Oolong Town Pier-House (Spike)
After Fighting some goons, you can't use the lift. To activate it, you need
to use the forklift on the left to clear some boxes. Search the keybox to the
right of the lift keypad and grab the red key, then use it on the forklift.
In the next hallway, there are doors on the left side. You can enter the
first two doors where the locks are green instead of red. The first door
contains a couple of goons and a medikit, the second door contains a cardkey
(Search the lockers) that unlocks the door on the far right of the hallway.

Inside this room are four security monitors along the side walls and a reset
panel on the back wall. There's a sign with instructions (I think) on the
wall that would make probably make this part easier if I could read Japanese.
If you hit a wrong switch and the room turns red, just hit the reset panel
and try again. First, switch on both monitors on the left wall, this unlocks
the two remaining doors in the hallway. The fourth door on the left contains
some goons and a keycard (another locker Search) you'll need after you use
the lift. With the card, go back to the security room and hit the switch on
the reset panel. Now switch on the monitor in the southeast corner of the
room to power the lift. Now go back and use the lift control near the keybox
and exit.

3. Pier House Control Room (Spike)
Fighting. There's a medikit in the boxes in the upper right of the room if
you need it.

4. Pier-House Monitor Room (Spike)
Shooting. Action to the next section to avoid combat after you're done
shooting.

5. Pier-House Conveyor (Spike)
Fighting. Be careful not to fall off the left side of the conveyor. We got a
pink dot, but you can't reach him on his platform. You only option is to kick
the grenades he throws at you back at him. You don't have to worry about him
throwing them back like with Kent, but you do have to aim a little. After you
take out the first pink dot, another takes his place. Take him out too, then
clear the rest. Brief cutscene.

6. Waste Disposition Plant (Spike)
Press Action as the platform goes by to hop across. Then Shooting. Then FPS
mode. The enemies won't shoot at you so your main focus is protecting Bianca.
When the enemies are clear, shoot the red control panel on the wall (first
and third parts) or the crates in her path (second part) so Bianca can
advance. Cutscene.

7. Pier Port Offshore (Jet)
Jet gets to pilot a boat. The crates and buoys will damage your boat if you
hit them while the barrels will merely slow you down. This isn't too hard as
long as you don't drive recklessly but watch out for a Timed Action right at
the end after you hit the ramp.

8. Bomb Sweep - First Half (Jet)
9. Bomb Sweep - Second Half (Jet)
This is my favorite level of the game. You get to walk through a 3D
reconstruction of the Bebop. How cool is that? There are bombs hidden on the
Bebop and you've got to find and disarm them. The bombs are easy to locate,
just look for the Search icons and be sure to check every nook and cranny of
the ship. Locating a bomb in Search mode brings up a Bomb Code Puzzle. Every
time you defuse a bomb, Ed will update you with your progress (if you can't
read Japanese, just look for the number in her statement, that's how many
bombs are left). After you find 10 bombs, the clock will reset to 20 minutes
and Ed tells you there are 11 more bombs (this is where the save point
becomes "Second Half"). The bombs can be disarmed in any order.

Press L1 to use an entrance (you will see an indicator of the room's name by
the door). When in the C1 Center Tube, press and hold a direction to select
where you're going and press L1 to go there. Pressing Select will bring up a
map of the Bebop. The blue room with the spinning arrow is your current
location. The orange parts are where you haven't been.

At some point you will have to rotate the gravity chamber to access the
SwordFish2 and RedTail hangars. You do this by going to the Bridge (located
at the top of the ship) and pressing the Action button near the right side of
the center console. The hangars can then be accessed through the Upper and
Lower Gravity Chambers. I recommend finding all the bombs that are not in the
hangars first to avoid having to re-rotate the chamber later to access the
ones you missed.

Here's a list of how many bombs are in each (accessible) room and also a note
if there are foes to fight within:

B1 Front Tube - 1
Back Hangar - 0
Bridge - 2
C1 Center Tube - 0
Entrance - 0
Faye's Room - 1
Freight Passage - 1
Gravity Passage Lower - 0
Gravity Passage Upper - 0
Hammerhead Hangar - 0 (Fight)
Jet's Room - 3
Living Room - 5
Main Deck - 2 (Fight)
Warehouse - 1 (Fight)
RedTail Hangar - 1 (Fight)
SwordFish2 Hangar - 2 (Fight)
Work Room - 2 (Fight)

After you clear all the bombs, head to the Back Hangar (that's where you
entered the Bebop, it'll be orange on your map now) where you will find more
goons and one additional bomb. Once that's done, head all the way to the
opposite side of the ship and enter the Flight Deck through the Main Deck.

10. Bebop Flight Deck (Jet)
BOSS - KULT MYEYER (Kurt Meyer?)
There's a simple pattern to this one. Hide behind the big crate on the right
when Kurt uses his big machine gun. When he's done firing, come out of hiding
and he will shoot a slow-moving missile at you. Go around the missile (make
sure it doesn't explode and is still following you) and run past Kurt (don't
get too close or he'll slug you). The missile will stun Kurt and that's when
you wail into him (like Linglei, you can only pull off one combo at a time
before he fights back, so don't get greedy). After you knock him down, go
hide behind the crate again and repeat the process until he's done. Cutscenes.

________________________


VII - TREASURE ISLAND

1. Treasure Island (Spike)
Flying. Only worry about dodging left and right. If you see purple pillars
move left. If you see brownish gray ones, move right.

2. Graveyard Entrance (Spike)
Shooting.

3. Priscilla's Home (Spike)
Shooting. Search the guitar on the porch before you exit.

4. Graveyard (Spike)
Fighting. Two pink dots will appear, one on the far end, one near where you
entered. Check your radar. After a brief and tragic cutscene...

5. Priscilla's Grave (Spike)
BOSS - SCHTIER
Spike, armed only with a handgun, versus a helicopter. The simplest way to
victory is to use Bullet Time as the copter rises. Lock on to as many targets
as you can and fire. If it comes back up before your tension gauge is
replenished, dive out of the way of its fire. If the copter swings out wide
before attacking, it's going to launch missiles. You can use Bullet Time to
take out the missiles if you want. If you're aggressive, this'll be easy.
Cutscene.

6. Ghost Town (Faye)
Fighting. The first wave has a pink dot to the north. Attack the fence to get
to him. This is Faye's last level.

7. Ghost Town (Jet)
Fighting. As with Faye's segment, the first wave has a pink dot to the north
through a breakable fence. This is Jet's last level.

8. Ghost Town (Spike)
Fighting. Bianca's health bar appears, but you're not protecting her, she's
got your back from the roof. There's a pink dot to your left during the first
wave. Cutscene.

________________________


VIII - CHURCH

1. Church Chapel
Shooting.

2. Church Passage
3. Church 1st Dining Room
4. Church 1st Guest Room
5. Church Barn
6. Church 2nd Guest Room
7. Church Repentance Room8. Church 2nd Dining Room
9. Church 3rd Guest Room
10. Church Storage

In the first hallway, one of the doors is locked, the other is not. That
makes things simple. Go through the unlocked door and after some Fighting,
Search the cabinets on the north wall and you'll find a key. Search to the
left of the fireplace on the east wall and look at the dark spot on the
ground. This will let you move the fireplace which you do by pressing Action
to its right. But first break the chair on the left to clear the path.
However, your key does not work on this door, so let's try that locked door
back in the hallway.

It works! Search the bookcase to your entrance's right to find another key.
Search the bookcase to the entrance's left and you'll get a map (press Select
to view it, like on the Bebop, orange tells you where you haven't been.
Honestly, it's not that helpful). Break the crates blocking the mantle on the
far wall, then push the mantle aside and go through the door. Beat the goons,
clear the crates then go through the door. This brings you to a hallway with
another locked door, which your key will work on. Go in.

After Fighting a couple more waves, Search the bookcase to the door's right
to get another key. Push the mantle along the far wall and go through the
door (using the key you just found). There's only one door in the next hall,
so use it. A Shooting sequence then occurs.

Afterwards, head right to find two unlocked doors. Go through the north one.
The hallway leads you to a room with pieces of armor on blocks. Use Action to
shove them into the notches in the walls. Just match the piece on the block
to the piece on the wall. Go through the newly unlocked door.

After more Fighting, Search the top of the lit fireplace to get a blue key.
The cupboard to the fireplace's right also has a key. Go back to the hallway
where the last Shooting sequence took place and go to the door all the way on
the west side, which you can now unlock. After another Fight, push the mantle
on the north side out of the way and go through the door.

Search the bookcase to the right of the door to get another blue key. Now go
back to the Shooting hallway and exit through the door all the way to the
east. Remember that one door near the beginning of the church sequence we
couldn't get through earlier? That's where we're going. The path is quite
linear so just follow the doors back until you get to that first room with
the locked door. Whew!

11. Captain H's Base 2F
After a Fight, you'll find a computer to your left that needs power. On the
opposite side of the room is a door that's locked. Go past it and run all the
way around the room to a console and activate it. This will unlock the north
door for a limited time so make haste. Be careful to avoid the now-activated
steam jets along the way.

12. Captain H's Base Power Room 2F
Fighting breaks out when you hit the first roundish platform. Medikits are
rare during this level, so watch your health (think about using lots of
counters). You and enemies can be knocked off the edge if you're too close,
so pay attention. After clearing the second platform, activate the console on
it. Go back out the way you came in.

13. Captain H's Base 1F
Now we want to use that computer we couldn't use earlier, but first we need
to turn the steam back off so we can reach it. Head back down the left path
to do so. Now switch on the previously dormant console. Nothing happens? Go
back all the way around the room to switch the steam back on. The chamber
gets drained and now you can access the lower level. After another Fight,
exit to the north.

14. Captain H's Base Power Room 1F
After clearing the first two Fights, watch out for a Timed Action just after
you Action across a gap. After the last wave of foes, you need to keep
running ahead to avoid falling as the platform collapses beneath you.

15. Captain H's Base Hangar
Fighting. Pink dot to the north. Cutscenes.

________________________


IX - BATTLESHIP

1. The Last Dance
Flying.

2. Battleship Vehicle Entrance
First some Fighting with a pink dot involved. After beating them, a purple
satellite-looking mini-boss comes out and so does your gun. The only way to
hurt it is to shoot the explosives(?) that descend on the vertical track to
its left. A pair of goons will constantly respawn on the upper right platform.
You can shoot everything taking cover behind the console displaying "Locked",
but you're vulnerable if you're not ducking. I recommend positioning yourself
a bit to the left. The explosives need to be near the satellite when you
shoot them to do damage.

After beating it, activate the console you were ducking behind and the one on
the right wall to raise some platforms. Then go to the lift along the left
wall and ride it up. Activate the nearby console to raise another platform.
Now jump across the three raised platforms to reach the walkway along the
right wall. Pick up the keycard at the end. Head back to the console on the
left wall and use it again to lower the left raised platform. Go back down
the lift and head north. Go up the lift on the far wall and exit.

3. Battleship Hangar
A medikit is in the crate at the end of the walkway. Take the lift down and
Fight. One of the goons that comes up runs away from you. That's your pink
dot. After taking out the trash, Search the pillar in the upper right corner
of the room, a keycard is there. The exit door in the upper left needs a
passcode. You'll find the clue along the left wall in front of a pillar. It's
made up of vertical lines and diamonds, I'll use "V" for the diamonds: I VII
VII VI VII IV. Written like that, it looks like Roman numerals doesn't it?
And there's your answer: 177674. Go punch it in and exit.

4. Battleship Monitoring Passage
Shooting. Shoot the armed cameras you see to disable them. It helps to walk
through this section with your gun already pointing upwards. Use bullet time
when you run into armed goons with shields.

5. Battleship Passage
After a brief Fight, you have another Passcode puzzle. But there are no clues
to Search anywhere and worse, if you punch in the wrong code, more baddies
are summoned. But there is a clue here, even if you can't Search it. Look at
the 4 security monitors on the left wall. One of them is on the fritz, but
the other three have big green numbers in their upper left corners. If you
punch in the wrong code and have to fight again, take another look at the
monitors; all four are now working! And if you take the numbers on the
monitors together, you get a six-digit code, just what the door needs. So
looking at the monitors left-to right, then top-to-bottom, you get 149210.
And on you go.

6. Battleship Central Elevator
FPS. Shoot the flashing mines along the walls.

7. Battleship Moving Pavement
Navigate your way through the energy fields. Action over the low ones, duck
(L2) under the high ones and wait for the middle ones to dissipate before
advancing. After the first section, Ed will give you a warning about the
security cameras. To advance here, you need to use bullet time (don't forget
to take your gun out) to take hit BOTH cameras in one pass. Then some
Fighting with energy fields on both sides and the floor moving beneath you.
Just make sure your back isn't against an energy field and you'll be fine.
There's a Timed Action right before you exit.

8. Battleship Engine Room
Before Fighting anyone on the center of the walkway, destroy the two Alert
monitors along the center cylinder to stop more baddies from coming. Beat the
rest, then exit.

9. Battleship Guardian's Gate
BOSS - GUARDIAN
This boss too has a simple pattern. The Guardian will deflect all normal
attacks so don't bother, instead get used to the timing of his attacks (Watch
out for his unblockable charge attack, which you can see coming when Guardian
crouches low to the ground) and counter him. A successful counter will stun
him. While he's stunned, grab him using the circle button (so it does have a
purpose!) and walk him over to the electrical panels on either side of the
walkway. Then slam him into a panel using Square or X. Repeat this process
until he's finished. Be careful, if you miss your grab or take too long
walking him over, he will recover and start attacking you immediately. Also,
he can slam you into the electrical panels too, which will do you a lot of
damage.

10. Battleship Spiral Path
All you got to do is run to the top.

11. Battleship Central Control Tower
BOSS - RONALD
Ronald's tough, but at least you can use your regular fighting techniques on
him. If you try to combo him from the front, he'll usually block you after
the second hit. The trick is to wait till he misses an attack, then combo him
from the back. If your COOL meter has enough juice, give him a special attack,
which can land two solid hits on him. Don't be afraid to run circles around
him if you need to recover your tension gauge. Once you beat him, he takes
out a tonfa and gets his full health back. (Relax, if you're playing on
Normal difficulty, you will too). Use the same techniques as before and
you'll win. And that's the end!

________________________


- THE EXTRA MENU -

Beating the game on Normal unlocks:
-Hard and Bullet Free (Normal difficulty with unlimited bullets and no need
to reload during Shooting, FPS and Flying levels) modes for the main game. To
access these modes, select your completed game save from the Load menu.
-Ein Mission
-Ed Shooting Game

With the above unlocked, the EXTRA menu breaks down like this:

1. EIN MISSION

This lets you control Ed and Ein in a sidestory on the Bebop involving Ein
looking for a present to give another dog, I think. It's all talking with one
shoving puzzle at the end. This would be more enjoyable if I knew what they
were saying.

2. ED SHOOTING GAME

This controls like the main game's Shooting levels (but no bullet time), but
you don't have to worry about getting hit. Your job is to shoot the targets
that resemble bad guys without shooting the ones that look like Spike (which
is tricky because the targets are all orange, just don't shoot the dude with
his hands in his pockets). Don't advance too quickly or targets will
disappear before you get to shoot them. Your reward is some woolong (the
currency of Cowboy Bebop) and if you do really well, some artwork. Try to
nail all 40 bad guys without shooting a single Spike. I'll get to what you
can do with your earnings in a bit.

3. CHALLENGE STAGE SELECT

These are challenges using the normal gameplay. The goal is to accomplish the
task in as little time as possible. The challenges are:
1. Do 20 Counters
2. Do 40 Counters
3. Do 60 Counters
4. Get a 30-Hit Combo (again, by "combo" the game means consecutive hits
without getting hit yourself or getting blocked)
5. Get a 50-Hit Combo
6. Get a 100-Hit Combo
7. KO 20 foes without falling off the platform
8. KO 40 foes without falling off the platform
9. KO 60 foes without falling off the platform
10. KO 20 foes
11. KO 40 foes
12. KO 60 foes
13. Disarm 10 Bomb Code Puzzles (no errors)
14. Disarm 20 Bomb Code Puzzles (no errors)
15. Disarm 30 Bomb Code Puzzles (no errors)
16. Shoot 30 Targets (no bullet time)

Everything except the bomb challenges are open to all three characters. A fun
thing in this mode is that you can choose an alternate costume for each
character by choosing Special instead of Normal after you choose your
character. Spike wears his leather jacket from the end credits of the TV
series, Jet wears his fancy white suit and fedora while Faye wears her casino
uniform from episode 3.

4. BLACKJACK

You can gamble all your earnings away in Blackjack. The game randomly selects
one of the four Bebop crew to be your dealer.

Circle - Play/Double Down/Insurance
X - Quit/Refuse Double Down/Refuse Insurance

Left Analog/D-Pad - Select Bet Amount
Circle - Confirm

Circle - Hit
X - Stand

For the uninitiated, the goal is to get as close to 21 as possible. Numbered
cards are worth their face value, face cards are worth 10, aces are worth 1
or 11 (whatever's more beneficial to you). You start with two cards, if you
want another card to raise your hand's value, you hit. If the value of your
hand goes over 21, you automatically lose. If you want to keep your current
amount, you stand. If the dealer gets a better hand than you after you stand,
you lose. If you have a better hand than the dealer at the end, you win. I'm
not much of a gambler so you won't get much strategy from me on this (I still
don't get how double down works). But this is an easy way to raise big
woolong. Bet the farm and if you lose, simply don't save the game. Keep
trying until you win to increase your earnings in no time.

5. ART GALLERY

Wondering what to do with all that money you've earned in the game? You can
spend it here on design art for the anime and the game. You can't see the art
before you buy it (which would defeat the purpose, wouldn't it?), but the
description below will tell you which character or thing the art is for. If
you can read Japanese, that is. Some art is marked as Unavailable. This is
art you have to earn through the various game modes or find during the main
game.

If you look at your save game file in the load menu, you see a number in the
bottom row that's some number over 157. This is how much of the artwork
you've purchased/unlocked. So if you're going for 100% completion, that's one
of your goals.

6. SOUND MUSEUM

Like the Art Gallery, you can buy the music you've heard in the game here to
listen to at your leisure. Also like the Art Gallery, some music is not for
purchase and can only be earned by playing the game.

REMINDER: Like the main game, there is no autosave for the Extra menu. Always
remember to save your records and purchases. Save is the option just above
EXIT in the Extra menu.

________________________


And that's that. Thanks for reading, I hope it was useful. Special Thanks to
agentsnickers for loaning me the game for almost a year now. Special Boos to
Bandai Namco for never releasing the game in the US. If there's anything I
forgot or need to clarify, write me at sokodei [at] hotmail [dot] com.

Future Updates?
I'm working on getting a translation of the game's cutscenes after which I
might add brief synopses of them to this FAQ.

(c) 2007, Andrew Hosking

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violation of copyright.