Live-A-Live SNES Guide.
by jon (jon_waholic@hotmail.com) and SKChan, 26 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.

CONTENTS
1. General Information
2. Walkthroughs
  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 - Primitive Chapter)
  2.7 Ryuudou Kinmirai-hei (Flow - Near Future Chapter)
  2.8 Maou Chuusei-hen (King of Demon - Medieval Chapter) -under construction
  2.9 Saishu-hen (Final Chapter) -under construction
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. 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-
|-----------  --------------------------------------|
|  Canel      |   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 Canel). 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. Ide-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

Equip-
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

Equip-
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, operate coffee machine,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 Ratchel 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.
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
Poster 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 Poster     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.

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

=====================================================
2.6 SESSHOKU GENSHI-HEN (CONTACT - PRIMITIVE 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.
Standing 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".

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

Equip-
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 beside people).

-----------
CHARACTERS:
-----------
A lot of character's information is not mentioned in the story. This
information is 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. 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), 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, Akkii, 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-Daio
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. You will earn a 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.

Consent, what?-
When Toei pays a visit to the orphanage to take a look at Kaori's pet tortoise
Tarokichi, he 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.

How to get inside Buriki-Daiou?-
In Antique shop, after volunteering to try to start Buriki-Daiou, return to
first floor and Toei will teach you how to get in the 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. The converting option will be
available after this event.

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.

-----------
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

Equiping-
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.

-------------------------
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)
=======================================================
-Under construction-

==============================
2.9 SAISHU-HEN (FINAL CHAPTER)
==============================
-Under construction-

==============
3. CHEAT CODES
==============
7E0EDE64    1st character's experience 100
(Only for Pogo 7E0E5E64, for Akira 7E0E9E64)
7E0F1E64    2nd character's experience 100
7E0F5E64    3rd character's experience 100
7E0F9E64    4th character's experience 100
7E0B67xx    1st item (Oboro-maru's chapter only)
7E0B68xx    2nd item, so on until 7E0B88xx
7E0C67xx    Number of 1st item (Oboro-maru chapter only)
7E0C68xx    Number of 2nd item, so on until 7E0C88xx
7EAA00xx    Enemy's HP

================================
4. ILLUSTRATORS, MUSIC, COMMENTS
================================
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".

==================
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.
