- Live-A-Live Walkthrough v2.00 -Help support the
- By: Tzepish anti-ASCII art
(Blaine Nolan Higdon) movement!
tzepish at gmail dot com
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A.) Introduction / Revision History
I suppose an introduction is in order. This walkthrough is based on
Live-A-Live translation v2.00 from the Aeon Genesis team. Visit their site
at http://agtp.romhack.net .
The version number on this guide is 2.00... no, it isn't a complete revamp
or anything, I simply gave it the 2.00 label as a way to show that it is
based on the 2.00 translation. So I sort of fudged the version number a bit.
Here's a rough and dirty revision history:
* v1.00 - 04/20/02
- Initial Release (based on the 0.99 Live-A-Live translation)
* v1.05 - 08/04/07
- Edited text for clarity.
- Added control scheme.
- Added more accurate information on certain boss battles.
- Added the answers to some of the previous version's open questions.
- Added a kill counter to Oboro's chapter for easier kill-tracking.
- Added descriptions of the characters in Sundown's chapter, so it's
possible to actually tell who I'm talking about when I mention
characters by name.
- Added the fourth start-point for Akira's dungeon in the Final chapter;
I had left it out in the previous version because I didn't realize it
existed.
* v2.00 - 08/18/08
- Updated the guide to reflect the names and conventions of the Aeon
Genesis 2.00 translation.
- Further text edits for clarity.
- Changed the format of how story/boss battles are presented, giving more
information on each boss.
- Added other tags to the walkthrough to denote specific chapter
sections, making it easier to skim the walkthrough and find the spots
where you last left off.
- Put attack/technique names in quotes, for readability.
- Added clearer information on item creation in Pogo's chapter.
- Added better battle strategies in Pogo's chapter.
- Added more information on the differences between Li, Yuan, and Sammo
in the Xin Shan Quan chapter.
- Added more detailed strategies for the boss battles at the end of the
Xin Shan Quan chapter.
- Changed the kill order in Oboro's chapter (100 kills) to an easier,
more efficient path.
- Changed the path to take to acquire all of Goemon's treasures in
Oboro's chapter; I found a path that's more efficient and results in
acquiring all the treasures.
- Rearranged the trap-finding walkthrough in Sundown's chapter for
readability.
- Added item statistics to the item creation portion of Akira's chapter.
- Wrote much clearer directions for Oersted's chapter.
- Added more detailed strategies for the boss battles at the end of
Oersted's chapter.
- Reformatted Akira's dungeon in the Final chapter - hopefully it's less
confusing now.
- Added way more direction to the Forbidden Land in the Final chapter.
I have tried to write a spoiler-free walkthrough.
Let's see how well I did.
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B.) Contents:
A.) Introduction / Revision History
B.) Contents
C.) How To Use This Guide
D.) Game Basics
1.) -Pogo- Prehistoric Chapter - Contact
2.) -Xin Shan Quan- Kung Fu Chapter - Inheritance
3.) -Oboro- Bakumatsu Chapter - Secret Orders
4.) -Sundown- Old West Chapter - Wandering
5.) -Masaru- Present Day Chapter - The Strongest
6.) -Akira- Near Future Chapter - Flow
7.) -Cube- Science Fiction Chapter - Mechanical Heart
7a.) Captain Square
8.) -Oersted- Medieval Chapter - King of Demons
9.) -Final- Final Chapter
9a.) Characters
9b.) Dungeons
9c.) Ariel Armor
9d.) Forbidden Land
E.) The End
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C.) How To Use This Guide:
To skip to any section, use the Find/Search feature of your browser
(usually control+f) to search for its number followed by the period and right
parenthesis, just as it appears in the table of contents. The numbers only
appear that way in the table of contents and at the beginnings of the
sections themselves.
To skip to a particular chapter, you can also search for that chapter's
main character's name with a hyphen before and after it. Again, their names
will only be written this way in the table of contents and at the beginning
of their respective sections. For the final chapter, use "Final" for the
character name.
Whenever there are optional areas or secrets to note, they will be
separated and tagged by !!! OPTIONAL !!! and !!! /OPTIONAL !!!
Story/Boss battles will be designated by *** BATTLE and ***/BATTLE tags.
However, some story battles are simply too easy for me to bother wrapping
tags around, and others are redundant with the !!! OPTIONAL !!! tags.
I'll be throwing other tags in as well, like *** ITEM CREATION and
*** TRAINING. These tags exist simply so that you can use them as bookmarks
and better find your place in the walkthrough.
In this walkthrough, the first seven chapters are written in chronological
order, since it seems to be the most logical order to present them in. You
are free to do these first seven chapters in whatever order you wish. From
there, the eighth and final chapters follow.
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D.) Game Basics:
Out of Battle Controls:
D-Pad: Move Character
A Button: Talk / Interact
B Button: Hold for Dash
X Button: Open Menu
Y Button: Character-Specific Action
R Button: ----
L Button: ----
Start: ----
Select: ----
In Battle Controls:
D-Pad: Move Character / Navigate Menu
A Button: Open Action Menu / Confirm Selection
B Button: Display Current HP / Cancel Selection / Close Menu
X Button: Auto-Select Most Recent Attack / Confirm Selection
Y Button: Pass some Time
R Button: Rotate Character Clockwise (takes time)
L Button: Rotate Character Counter-Clockwise (takes time)
Start: Pause the Game
Select: ----
In Menu Controls:
D-Pad: Navigate Menu
A Button: Confirm Selection
B Button: Cancel Selection / Close Menu
X Button: ----
Y Button: ----
R Button: Navigate Menu / Switch Characters (Equip Screen)
L Button: Navigate Menu / Switch Characters (Equip Screen)
Start: ----
Select: ----
This game is a console RPG.
I'm assuming you know the basics of console RPGs.
You start by selecting a character and playing through that character's
scenario. Eventually you will play them all, so your first selection doesn't
really matter; you can pick the character that seems most interesting to you,
or you can choose a chapter that's easier. If you haven't played this game
before, I recommend Akira's ("Mecha!") or Pogo's ("Caveman!") chapter to
start with; these chapters are probably the most conventional RPG-like, and
they provide opportunities for levelling up and getting used to the battle
system.
After you have completed each scenario, the final chapter will follow, in
which you have access to all characters. The only items you can take into
the final chapter are those you have equipped on the main character at the
end of each scenario, so make sure to equip them with whatever you want to
keep before challenging the scenario's boss (I'll be reminding you again
before each boss anyway).
Each of the first seven chapters can be replayed, in case you are
unsatisfied with your level or equipment, or for any other reason you might
want to repeat a chapter. Once you begin the eighth chapter, though, you can
no longer redo any of them.
I am going to assume you can figure out how the combat works. Characters
can move and execute commands. Everything you do takes a certain amount of
"time", and after enough actions have been taken (regardless of how they were
divided up amongst your team members), the enemies will take their turns.
For example, if you do nothing but run circles with one character, the
enemies will take their turns, even though your other characters haven't
acted. In other words, the amount of time you have before the enemies act is
shared amongst your party members.
Some commands have a "charge time" and take longer to execute than others.
While the character is charging, you can move and take actions with other
characters.
You can pass your turn to other characters. Sometimes it's advantageous
to pass your turns and take all of your party's actions with one character.
However, your characters will not gain much Experience unless they take
actions (use an item or a technique). It seems that only one action needs
to be taken to get the normal amount of Experience.
Also, you will be automatically healed after every battle. If a character
falls in battle, that character can no longer be used in that battle - but
will recover completely after the battle is over. Of course, if all your
characters fall, it's game over.
Anyway, enough of this. It only takes a few moments to figure everything
out. Let's begin!
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1.) -Pogo- Prehistoric Chapter - Contact:
Pogo's chapter is long, somewhat difficult, and somewhat humorous. It is
arguably (along with Akira's chapter) the most "RPG-like" of the first seven
chapters. You will gain and lose party members, upgrade your equipment, and
progress through a fair amount of plot, just as you would in most other
console RPGS. Weird, huh?
***
As soon as you begin, wake up Gori (the gorilla sleeping next to you) and
check the cabinets in the upper-left for a Big Stick. Leave and get the
stuff out of the cabinets in the next room to the right (Hard Rock, Big
Stick, and Hide), and then exit and head into the next room on the right.
Talk to the cavemen here, then check the cabinets (Big Stick and Bone). I
know how much you want to equip all of this great stuff, but just hold on
for a second.
Go down and left, out of this hallway and into the room with the cavemen
milling about. You can talk them for some humorous effects, but otherwise
they have no effect on the game.
Go into the room at the lower-left. The caveman here can combine
ingredients and make weapons and armor for you. For a powerful weapon right
off the bat, give him a Hard Rock and a Bone. He should return a Stone
Knife, an item that can be used once in battle. Now give him the Stone Knife
and a Big Stick, and somehow he'll transmute them into a Smoulder Spear, a
weapon with 25 Attack Power that grants +10 to Speed (as opposed to your
current weapon, a Bone with 5 Attack Power).
---------------------------------------------------------------------------
*** ITEM CREATION
If you want to, you can actually gear yourself up as you wish at this
point. There's a caveman running around like a maniac in the second room in
the first hallway (the one next to the room you started in). Each time you
talk to him, another caveman will show up. You can get up to twenty cavemen
in this room by repeatedly talking to any of them. After there are twenty,
talking to a caveman will send them all out of the room. If you can talk to
the twentieth caveman that enters the room, you'll score the following items:
Big Stick, Bone, Beast Horn, Beast Fang, Hide, Tough Hide, and Hard Rock.
I find it easiest if you get up to nineteen cavemen, let them all enter the
room, then stand by the door and talk to anyone to cause the twentieth
caveman to enter. Since you are standing by the door, you should be able to
spot the twentieth as he enters and talk to him before he gets too far into
the room; you may be able to talk to him before he begins moving. You can do
this multiple times, by the way, and get a ton of materials. I recommend
gathering as much as you need here, because soon this room will be cut off to
you, and gathering materials after that point will become much more
difficult.
After you've gotten enough materials, you can take them to the southwest
caveman and transmute to your heart's content. Of course, you can also skip
all of this. The scenario is doable without this stuff, but it'll be much
more difficult.
Below is a list of all possible transmutations, followed by what I
recommend creating:
* Beast Fang + Beast Horn = Nose Ornament (Accessory: +8 IQ)
* Beast Fang + Big Stick = Spiky Club (Weapon: 18 Attack)
* Beast Fang + Bone = Nose Ornament (Accessory: +8 IQ)
* Beast Fang + Hard Rock = Nose Ornament (Accessory: +8 IQ)
* Beast Fang + Hide = Thick Chest Hair (Body: 4 Defense, +4 Power)
* Beast Fang + Tough Hide = Ooh! Mask (Head: 10 Defense, +15 IQ, Sleep
Immunity, Mind Evade Up, Wind Skill Evade
Up)
* Beast Fang + Stone Knife = Shock Caltrops (One time use battle item)
* Beast Fang + Leather Cord = Fang Necklace (Accessory: +2 IQ)
---------------------------------------------------------------------------
* Beast Horn + Big Stick = Shiny Spear (Weapon: 14 Attack, +6 Speed)
* Beast Horn + Bone = Gigigaga Wakka (Boots/Accessory: +2 Speed,
+3 IQ, Blunt Evade Up)
* Beast Horn + Hard Rock = Gigigaga Wakka (Boots/Accessory: +2 Speed,
+3 IQ, Blunt Evade Up)
* Beast Horn + Hide = Beast Hood (Head: 4 Defense, +10 Speed)
* Beast Horn + Tough Hide = Ooh! Mask (Head: 10 Defense, +15 IQ, Sleep
Immunity, Mind Evade Up, Wind Skill Evade
Up)
* Beast Horn + Stone Knife = Clack Case (Body: 8 Defense, +6 Vitality,
+10 IQ)
* Beast Horn + Leather Cord = Clack Case (Body: 8 Defense, +6 Vitality,
+10 IQ)
---------------------------------------------------------------------------
* Big Stick + Bone = Shiny Spear (Weapon: 14 Attack, +6 Speed)
* Big Stick + Hard Rock = Thump Axe (Weapon: 10 Attack, +10 Power)
* Big Stick + Hide = Burning Club (Weapon: 8 Attack)
* Big Stick + Tough Hide = Bang Bang Drum (Glove: +12 IQ)
* Big Stick + Stone Knife = Smoulder Spear (Weapon: 25 Attack,
+10 Speed)
* Big Stick + Leather Cord = Swish Whip (Weapon: 10 Attack, +16 Speed)
---------------------------------------------------------------------------
* Bone + Hard Rock = Stone Knife (Ingredient, One time use
battle item)
* Bone + Hide = Beast Hood (Head: 4 Defense, +10 Speed)
* Bone + Tough Hide = Bang Bang Drum (Glove: +12 IQ)
* Bone + Stone Knife = Smoulder Spear (Weapon: 25 Attack,
+10 Speed)
* Bone + Leather Cord = Buzzing Bone (Weapon: 22 Attack)
---------------------------------------------------------------------------
* Hard Rock + Hide = Thick Chest Hair (Body: 4 Defense, +4 Power)
* Hard Rock + Tough Hide = Gatsun Glove (Glove: 5 Defense, +16 Power)
* Hard Rock + Stone Knife = Venus Figurine (Accessory: -10 Speed, Mind
Evade Up, Earth Skill Evade Up, Wind Skill
Evade Up, Water Skill Evade Up, Fire Skill
Evade Up) (Can also be used as a one time
use area heal item)
* Hard Rock + Leather Cord = Bola (One time use battle item)
---------------------------------------------------------------------------
* Hide + Tough Hide = Thick Chest Hair (Body: 4 Defense, +4 Power)
* Hide + Stone Knife = Leather Cord (Ingredient)
* Hide + Leather Cord = Wild Dress (Body: 48 Defense, +10 IQ)
---------------------------------------------------------------------------
* Tough Hide + Stone Knife = Wild Armor (Body: 24 Defense, -8 Speed,
+10 Vitality, Blunt Evade Up, Sharp Evade
Up)
* Tough Hide + Leather Cord = Wild Bag (Weapon: 40 Attack, +20 Power,
+8 IQ)
---------------------------------------------------------------------------
* Stone Knife + Leather Cord = Buzzing Knife (Weapon: 30 Attack)
Below are my recommendations for fully decking your team out right from the
start. You may elect to create less items (or skip this whole section) if
you're looking for a challenge or simply don't have the patience for this.
However, I highly recommend creating at least most of this stuff, and this
guide will assume, for the most part, that you are well-equipped.
Pogo:
Head: Ooh! Mask
Weapon: Smoulder Spear (or Buzzing Knife)
Glove: Gatsun Glove
Body: Wild Armor
Boots: Gigigaga Wakka
Accessories: 5x Beast Fang
Gori:
Head: Beast Hood
Weapon: -None-
Glove: -None-
Body: Hide
Boots: Gigigaga Wakka
Accessories: 5x Gigigaga Wakka
Future Party Member:
Head: Ooh! Mask
Weapon: Wild Bag
Glove: Swish Whip
Body: Wild Dress
Boots: Gigigaga Wakka
Accessories: 5x Nose Ornament
The Buzzing Knife is actually more powerful than the Smoulder Spear, but
you'll need the Smoulder Spear's +10 Speed bonus to compensate for the Wild
Armor's -8 Speed penalty. That is, unless you want to be stuck with 2 Speed.
The items listed for Gori, (along with the Basic Rock - more on that later)
are the only items he can equip, so load him up!
In order to create everything listed above, you'll need the following at
minimum:
9x Beast Fang
10x Beast Horn
3x Big Stick
13x Bone
11x Hard Rock
7x Hide
5x Tough Hide
The killer here is the 13 Bones. Since you start with a Bone equipped, and
you should have grabbed one from one of the starting rooms, that leaves you
with 11 Bones to acquire. You'll actually find another one very soon (just a
few paragraphs down), so if you want everything listed above, you only need
to repeat the twenty-cavemen sequence 10 times. Yeah, I just said "only 10
times".
***/ITEM CREATION
---------------------------------------------------------------------------
After you're done creating items, go to the room with the stone decoration
over its door (northwest), and speak to the elder. Then, leave this room
south and go through the north exit of the main big room room - the one that
used to be blocked by a caveman. Follow the only path outside, then speak
with the caveman in front of the elder. Then, speak with the elder. You'll
be pushed out into the wild.
Press the Y Button to find monsters by scent, then run to the source of
the scent to engage them. The battles out here will drop Meaty Bones; once
you have three Meaty Bones, speak to the elder, and he will let you back into
the cave. You can continue to hunt for Experience and items now, if you
wish, by talking to the caveman guarding the fence. Otherwise, head back
into the cave.
Go to your room and take a snooze. When you regain control of Pogo, use
this opportunity to sneak into the elder's private room and jack the stuff
inside, then go back into the main room and through the northeast door. Grab
Gori, leave the room, then go back in. Yoink the Bone, and inspect the first
(leftmost) hay stack. Then, check the fifth one, then the second, and
finally the fourth one. After that, press the Y Button and check the fourth
hay stack again.
Now check the fifth hay stack (on the far right of the room), and your item
screen should come up. Offer a Meaty Bone (you can take the one over by the
hay stacks), leave the room, then come back and inspect the far right hay
stack again. After the scene, take the last Meaty Bone in the room if you
haven't already, then leave. By the way, you should equip your new party
member with whatever you have for her.
Enter the hallway outside of your room, then go back to the storage room
(the room with the hay stacks where you found Bel) and grab a hay stack. Go
back to your room and take a nap.
The next morning, inspect the hay stack in the upper-left of your room.
You can give items to Bel. If you give her some food, she'll kiss you. If
you give her something she can equip, she'll flash you (!). Don't give her
anything too elite, or just save before you do it, since you lose whatever
you give her. If you attempt to give her a Clack Case or a Thick Chest Hair,
she'll slap you. Anything else and she'll just refuse the offer. You can't
progress in the scenario until you get her to kiss you or flash you, so give
her something that'll cause either of those behaviors, then leave. (If you
don't have anything, you can leave this room and either go hunting for Meaty
Bones, or create an item for her, then return.)
(Note, this is your last chance to use the twenty caveman room to gather
materials! Make sure to gather as many materials and create whatever items
you intend to before moving on!)
After you've gotten Bel to kiss you or flash you, go to the northern most
exit of the main cave. Speak to the caveman guarding the north exit, and a
short scene will commence. Afterward, head south into the main room and
watch the scene.
Looks like trouble. You will regain control of Pogo in the hallway north
of the main room. You can go out hunting and power up right now if you think
you're going to need it, but you probably won't if you made tons of cool
weapons and armor earlier in this chapter. Still, I do recommend acquiring a
couple Meaty Bones, just to be safe.
When you're ready, head south into the main room and check one of the stone
vehicles. Watch the scene, and then...
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*** BATTLE: Ku Tribe x5
If you're fully geared up, then this first battle is pitifully easy. Just
use whatever techniques you want to take these guys out one by one.
This battle is still easy even if you don't have any cool equipment. Keep
Gori a few steps away and use his "Ee!" technique to hit as many of the dudes
at a time as possible. Clean them up with Pogo and Bel, and don't worry
about healing anyone.
***/BATTLE
---------------------------------------------------------------------------
---------------------------------------------------------------------------
*** BATTLE: Zaki
If you got awesome stuff from item creation earlier, and/or powered up,
then he should be no problem at all. If you didn't, he may be difficult.
Position Pogo adjacent to Zaki, but try not to allow yourself to be
directly horizontal, vertical, or diagonal to him while you approach. When
you get there, use "Bash Bash" every turn, and pass every turn with Gori and
Bel.
If you haven't figured this out yet, Pogo is on a suicide mission - his
goal is to deal as much damage as possible to Zaki before he is cut down.
Make no effort to save him - Gori is your star character here.
After Pogo falls, move Gori within range of hitting Zaki with "Ee!", and
again, avoid being directly horizontal, vertical, or diagonal to him. Use
"Ee!" with Gori every turn, and pass every turn with Bel. Just keep using
"Ee!", and keep Gori just far away enough from Zaki that he cannot be
attacked. Eventually, Zaki will fall, probably before he is able to deal
any damage to Gori.
***/BATTLE
---------------------------------------------------------------------------
After the battle and the scene, you'll be outside the cave. You can head
northwest to find a caveman wandering around who'll transmute items for you.
Now's the time to create whatever equipment you might have neglected to
create earlier.
Power up out here until nightfall. Some of the monsters out here are
pretty powerful, so don't be afraid to run away. Particularly, if you are
attacked by six Sabertooth Tigers, you stand very little chance of actually
winning.
Power up until Bel is at least level 3, so that she can use the healing
technique "Wavewave". At level 7, she learns an incredibly powerful skill
called "Laa Laa" that hits a 5x5 area for a consistent 200 to 600 damage.
You'll probably want to spend the time powering up for this one, as learning
it now will make the final battle of this chapter much, much easier. It
shouldn't take long, either - you may be able to get it before nightfall as
long as Bel acts in each battle. (If you need to refresh the enemies that
are available out here, you can go ahead and enter and then exit the
northeast cave - a scene will take place, but you can turn right back around
and continue to power up, as long as you don't check the fire pit in the
cave.)
At night (and after you are sufficiently powered up), enter the cave in the
northeast. After the scene ends and you regain control of Pogo, go north and
examine the fire pit (once you do this, there's no turning back! Make sure
you have powered up Bel as much as you intend to before checking the fire
pit!). After this scene, go into the northwest door.
---------------------------------------------------------------------------
*** BATTLE: Zaki
This battle is much easier than the last time you faced this guy. Run
directly up to him and use "Bash Bash" every turn, and you should be able to
defeat him before he defeats you. Feel free to use a Meaty Bone, though, if
you think you might fall - there are plenty more Meaty Bones to be had in
this chapter.
***/BATTLE
---------------------------------------------------------------------------
After the battle, go down, grab Gori, and check the wall where the
northwest door was. After the short scene, go north through the door, then
walk straight north in this next room.
You'll find yourself in a flower field. Just pick a direction and run
until something happens.
You will awaken in complete darkness. The monsters here are moles and
gators. The moles are dealt with easily with area attacks like "Oo! -Burp-"
and "Uki! -Burp-", but the gators can be trouble. Try not to stand in front
of them, since their jaws are stronger than their tail attack. If you're up
for it, you can power up here, since the gators are worth a decent amount of
Experience.
Use your Y Button ability to sniff the air. If you smell a skull, it's a
monster; if you smell a Meaty Bone, the source is an actual Meaty Bone item -
press the A Button on it to pick it up (there are two of them down here).
Your goal is to find the section of the wall that smells like Zaki and
pound on it a few times with the A Button to escape. This can be difficult
and annoying, because this place is so dark. If you turn the brightness up
on your monitor, you may be able to actually see your way around, though.
The exit is in the upper left of this zone.
---------------------------------------------------------------------------
!!! OPTIONAL !!! - King Mammoth
From this point on, you can go back to the wilderness Pogo was expelled to
and challenge King Mammoth, an incredibly powerful boss, for a neato
accessory.
Only attempt this if you have the best equipment and a high level,
something like 14+. It would be horrible if you spent three days trying to
catch the accursed thing, only to die because you weren't strong enough to
take him. Power up in the area just before Zaki's caves so you have tons
of Giant Meaty Bones to use in the battle. Chances are, you aren't strong
enough when he first appears, after Zaki's pit. You have until the end of
the scenario to come back for him, though, so don't spend years powering up
now. And no, there is no way to fight King Mammoth with any party other than
Pogo and Gori.
Sniff around to find him - his scent is a running mammoth icon. He moves
very quickly around the field, which makes catching him extremely difficult.
Try to trap him in a corner - he won't run through Pogo or Gori. When you're
running around trying to grab him, press the A Button frequently - pressing
the A Button on him is the only way to enter battle with him. If you run
into the square that he currently occupies, it will stop you from moving,
just the same as if you had collided with a townsperson; press the A Button
when this happens! Clearing the wilderness of all other monsters will make
it easier to catch him as well - just fight everything you happen to
encounter while you're trying to catch the mammoth, and eventually you'll end
up clearing the wilderness.
His defense is high enough to negate about 75% damage, and he has about
1400 Hit Points. The Basic Rock (see below) doesn't seem to work on him when
used as an item, so equip it on Pogo if you have it (you should!).
Put Pogo in front, and use "Zzz Zzz" to put him to sleep. After that,
continually hit him with "PushPush", which can paralyze him if it hits. Move
Gori close to Pogo, but make sure he isn't touching King Mammoth. Have Gori
use "Eeeh!" to change all six panels under King Mammoth to poison panels.
Once he has done so, pass all of his turns to Pogo until you need to heal or
poison the ground again. King Mammoth has an attack that can turn all the
tiles around him into fire tiles, which he heals from; when this happens,
make sure to turn them all into poison tiles again to deny him the ability to
heal himself.
If Pogo is having a hard time hitting him with "PushPush", try "Zzz Zzz" to
put him to sleep, then switch back to "PushPush", and repeat as necessary.
When you need to heal, have Gori use a Giant Meaty Bone on both himself and
Pogo. When you're out of Giant Meaty Bones, move Gori away from the fight.
At this point, it's better to let Gori fall than spend any regular Meaty
Bones on him; save them all for Pogo. When Pogo's hurt, have him retreat to
a safer square and use Meaty Bones repeatedly until he's fine again.
If you manage to beat King Mammoth, congratulations, you are rewarded with
King's Fang, a badass accessory that grants a +20 Power bonus and immunity to
Poison, Paralysis, Sleep, Drunk, and Petrify! Equip this on Pogo
immediately.
You also have a random chance of receiving Cola Bottle from King Mammoth.
This is an accessory that grants a +30 Speed bonus, and when used in battle,
executes an ULTIMATE attack (multi-use! You will NOT lose the Cola Bottle
after using it this way!). Unfortunately, if you don't get it the first
time, you'll have to reset your game and fight King Mammoth again until you
get it (abusing save-states in the battle doesn't seem to work - you have to
actually reset and catch and defeat the damned beast again). Whether this is
worth it is up to you. It's a pain to acquire, but it basically makes the
rest of the game a complete joke.
!!! /OPTIONAL !!!
---------------------------------------------------------------------------
Go back into the northwest door where the pit was, and just continue
through the next door. You'll exit the cave and follow a path westward.
There's another caveman at the end of this path who can transmute items for
you, and there's a door to the north. After powering up and/or creating
items, go north.
In this area, there's a sleeping caveman blocking the left path. Go up the
right path and walk to the north edge of the cliff. You'll see some cavemen
walking from one cave to another. Go back down and take the left path up.
There are three doors here. The leftmost and middle doors lead directly
into a battle with fifteen cavemen, and after that battle, an endless flow of
cavemen will continue to chase you until you leave the area. I suppose you
could repeatedly enter the leftmost and middle doors and repeatedly slaughter
the cavemen to power up, but this probably isn't as effective as simply
fighting monsters outside. Go through the rightmost door. Loot the cabinets
(as if you need any more of this crap), and grab Gori (talk to him multiple
times).
Go right and into the next door. In the next room, there should be a door
straight ahead, and a door farther to the right. The room straight ahead
contains nothing but a Big Stick and a Bone, so skip it and head to the right
and into the door with the skull over it. The music should switch to the
battle theme in this next room. There are a bunch of pointless battles in
here; just run for the north door. The battle music will end once you have
defeated all the cavemen here.
If you intend to defeat King Mammoth (see above) or acquire the Basic Rock
(see below), turn back now. Once you proceed any further, you are headed
towards the end of the chapter, and it will be too late. (Also, on the way
back, you will witness this chapter's Watanabe scene, for those of you who
like to keep track of that sort of thing.)
---------------------------------------------------------------------------
!!! OPTIONAL !!! - The Basic Rock
Anytime between now and the end of Pogo's scenario you can go back to the
wilderness Pogo was exiled to and claim a fantastic item, and all it'll cost
you is a Bone (in fact, DO NOT attempt this unless you have a Bone!).
Head back to the room with Zaki's pit in it, and then exit that room south.
Just southwest of the door you'll step out of is a rock that looks like a
face (the rock is about the size of Pogo). Stand in front of it and press
the A Button on it (as if trying to talk to it) exactly 100 times and you
should hear the sound of a door opening. DO NOT hit the A Button again when
you hear the sound, or else the door will close and you'll have to try again.
Just make sure to slow down your button-pressing when you near 90 so you
don't go over.
After hearing the sound (and NOT pressing the A Button again!), go to the
northwest portion of the wilderness (where the caveman that can transmute
items is). Just southwest of the caveman there should be a new door - if it
isn't there, leave the wilderness, come back, and try checking face rock 100
times again. Go into the opening, and check the black slab inside.
Your inventory screen will come up. Give the slab a Bone (DO NOT give it
anything else! If you give it an item that isn't a Bone, the Basic Rock will
be forever lost to you!).
You'll receive a Basic Rock - an accessory that grants a +50 IQ bonus! On
top of that, if used as an item in battle, it scans an enemies Hit Points and
disables its arms and legs. It can be used in such a manner as many times as
you wish. This thing is tremendously useful.
!!! /OPTIONAL !!!
---------------------------------------------------------------------------
After you are done completing everything you intend to in this chapter,
return to the hall where you fought all those cavemen. Proceed through the
north door. The music will change in this room - the door ahead is the final
door in this chapter.
Once you have decided to proceed, make sure you have everything that you
want to keep equipped on Pogo (including the Basic Rock and Cola Bottle, if
you got them), since anything that is not equipped on Pogo will be lost after
this chapter ends. (It would be better to hold onto the Basic Rock for later
in the game than to lose it now in order to scan this scenario's final boss,
and besides, I can tell you right now, he has 992 Hit Points. The Cola
Bottle would make this fight very easy, but again, you'll want to save that
for the final chapter. So make sure to equip both of these items on Pogo.)
Step through the final door and watch the scene.
---------------------------------------------------------------------------
*** BATTLE: Zaki
Are you tired of this guy yet? This battle is even easier than the last
couple times you trounced him, so just run up to him and "Bash Bash" him
until this battle ends.
***/BATTLE
---------------------------------------------------------------------------
---------------------------------------------------------------------------
*** BATTLE: O-D-O
If you have Bel's "Laa Laa" technique, this fight is horribly easy. As I
said before, O-D-O has only 992 Hit Points, and "Laa Laa" can hit for up to
600. Just back Bel off, stick your other guys in front of her, and fire
away. Once everyone is in position, pass everyone's turn except Bel's, use
"Laa Laa", and watch O-D-O die in two or three rounds.
If you do not have "Laa Laa", then for God's sake, I hope you have
"Wavewave". Put Bel somewhere protected, but make sure your other party
members are within healing range. Pogo is the only character that can handle
O-D-O's melee attacks - put Pogo next to him and use ranged attacks
exclusively with your other characters. Don't use any of Pogo's attacks that
require charge time - O-D-O can cancel the attack. Use healing items
liberally if you have to, since you're going to lose everything except Pogo's
equipment at the end of this chapter anyway.
***/BATTLE
---------------------------------------------------------------------------
Time to enjoy the ending. Afterwards, pick another character. Let's roll.
*******************************************************************************
2.) -Xin Shan Quan- Kung Fu Chapter - Inheritance:
The Xin Shan Quan chapter is pretty simple and straight forward, despite
its non-linearity. Instead of naming your character, you name the martial
art that your character has mastered. Throughout this guide, I will refer
to this character as "Master".
***
You begin in your school. Loot this room and the room above you, and equip
all the cool stuff you find (just the Kirin Shoes, actually).
Leave your school. Make sure to take the grass out here, the grasses are
actually useful items. Whenever you see a grass like this, take it.
There are three potential martial arts pupils out there, and your job now
is to find them. They can be found in any order. I do, however, recommend
the order presented here. Read the signs posted about if you can't figure
out where to go.
***
-Li-: Head to the Bamboo Forest, west of the base of Mount Da Zhi. If you
need to get familiar with Master's techniques, you can fight these tigers,
but Master gains no Experience. Make sure to jack all of the grass here.
Eventually, a bandit will try to rob you. Tell her you're broke, and
you'll fight her - a pitiful battle. Afterward, she'll join you. Make sure
to unequip her of everything - I'll explain why later. There's still more
grass to yoink from the forest, so make sure you've got it all before you
leave. Specifically, make sure you have five Healing Plants. Do NOT power
up on the tigers here - again, I'll explain later.
***
-Yuan-: Go to Wong Town, straight south of Mount Da Zhi. Here, there are
people slumped over from illness. If you went to the forest first, you have
five Healing Plants to use on these people. When you cure them, they'll give
you items. There are actually six of these fools, but the last one is just
hungry. Give him a Meat Bun and he'll be cured.
After curing the third one from the top, a boy will run past you, south
through the city. Follow him, and you'll encounter some thugs. Make sure
to poke your nose into their business. You'll get into a wussy battle.
Afterward, the boy will ask to join you. To get him to join you now, select
the second option ("Sorry, but..."), and then the first option ("Oh,
alright"). If you choose anything else, he will run off, but he'll end up
joining you later anyway. After he joins, unequip him of everything - I'll
explain why later.
***
-Sammo-: Go to Yuan Hua Street, east of Mount Da Zhi. There'll be a thief
at the north end of the street. Eventually, you'll get mixed up in the whole
ordeal. You'll be asked to punish him - you can choose to enter a very easy
battle here, if you wish. If you choose not to punish him, you'll have to
pay for his theft... which, as far as I can tell, has no detrimental effect
whatsoever. The thief then joins you. Make sure to unequip him of
everything - I'll explain why later. Talk to the people of Yuan Hua Street
on your way out - they have a habit of giving items away.
***
After recruiting all three thieves, it is time to return to your school to
train them. Don't waste any time powering them up on tigers yet; your pupils
will be far more effective after their training, and due to strange
circumstances, if you get them to be too high of a level before you train
them at your school, it's possible that they may end up never learning some
of their techniques. Also, if they get too strong, you may not survive
training them (they will defeat you - game over). So just don't power them
up until they are trained.
Take your pupils to your school. At the start of their training, you'll
spar once with each of them. Don't go easy on them.
---------------------------------------------------------------------------
*** TRAINING
The next day (I guess), Master will take them up to the peak of Mount Da
Zhi for endurance training. You can fight a total of four battles up here.
Each battle will increase the chosen pupil's Vitality by 5. I'll tell you
right now, it's better to focus all of your training on one pupil rather than
spread it out evenly. If you spread it evenly, each pupil will be gimped -
it's better to have one competent pupil to use all the time. Trust me. This
is also why I had you unequip them - later, you will equip your chosen pupil
with the best equipment.
Before you begin the first battle, decide which pupil to select. Each has
her/his own benefits, as described below.
***
Li's primary stat is Speed, her Hit Points are adequate, and her base
techniques are the most useful of the three. Her ranged attacks, in
particular, are quite useful in this chapter (and beyond).
Select Li if you're looking for a hit-and-run skirmisher who can hold her
own in melee as well as ranged combat.
Hit Points **
Power ****
Speed *****
Vitality **
IQ ***
Techniques *****
After Training (Level 7):
Hit Points 248
Power 43
Speed 58
Vitality 30
IQ 12
End Game (Level 16):
Hit Points 389
Power 75
Speed 99
Vitality 43
IQ 49
***
Yuan's his primary stat is IQ, he has the lowest Hit Points of the three,
but he gains stat bonuses as he levels fastest. Thanks to his high IQ, he
can use the dreaded "LaoHuZhiWu" technique very effectively, but putting him
in melee can be a dangerous move. If you level him up enough in the end
game, Yuan can surpass the other two in Power and IQ, and he can match Li's
Speed and Sammo's Vitality, but his low Hit Points will always be a valid
concern.
Select Yuan if you're looking for a ranged artillery character with high
damage output and limited melee capabilities.
Hit Points *
Power ****
Speed ****
Vitality ****
IQ ****
Techniques ****
After Training (Level 7):
Hit Points 172
Power 32
Speed 35
Vitality 30
IQ 25
End Game (Level 16):
Hit Points 282
Power 81
Speed 76
Vitality 77
IQ 78
***
Sammo's primary stat is Vitality, he has the highest Hit Points of the
three, and his base techniques are powerful, but require charge time. He is
capable in both melee and ranged combat, but you'll want to keep him close
to the action due to his high Hit Point total.
Select Sammo if you're looking for a tank who is flexible enough to attack
even at range.
Hit Points *****
Power ****
Speed **
Vitality *****
IQ *
Techniques ***
After Training (Level 8):
Hit Points 420
Power 48
Speed 25
Vitality 63
IQ 7
End Game (Level 16):
Hit Points 649
Power 75
Speed 38
Vitality 98
IQ 12
***
When you have decided which pupil will be the one to inherit your Xin Shan
Quan, train that pupil by talking to her/him. There will be a total of
twelve training battles, and each will raise a key statistic each time, as
well as increase the pupil's Experience. The first set of four battles will
raise Vitality by 5 (each, for a total of 20), the second set will raise
Speed, and the third set will raise Power. At the end of the training, your
chosen pupil will have 20 more Power, Speed, and Vitality (as well as any
other bonuses they may have from gaining levels).
Your pupil will also learn your techniques when she/he gains a level. To
make sure the most important techniques are learned first, just continually
use the same technique until she/he gains a level and learns it, then just
repeatedly use the next important technique, etc. If you've experimented
with the techniques, you'll probably agree with me when I say that
"LaoHuZhiWu" is the most important one.
Here are the techniques you can teach your pupil, in order from most to
least useful:
"LaoHuZhiWu"
"Squirrel Kick"
"Long Hu Liang PoWan"
"Lion Hand"
"Monkey Fist"
"Bai Li Dao Yi Bu Jiao"
Note that it's possible to PERMANENTLY miss out on some techniques if you
do not train your pupil effectively. Make sure to focus on the technique you
want to teach the pupil and use that attack exclusively until your pupil has
learned it, then move on to the next attack. If your pupil gains a level
during training and fails to learn one of your techniques, then you did
something wrong... reset.
***/TRAINING
---------------------------------------------------------------------------
After their training has ended, go to Yuan Hua Street. At the north end of
the street, you'll encounter some thugs. Thug 'em. Thuglife. After you
thug these guys, talk to everyone in the market, including the shop owner.
They all just love to give you things. Then, go back to your school.
After the scenes that take place here, head to the temple of Yi Po Men Kung
Fu, through the Bamboo Forest. If Li was your chosen pupil, she will join
you in the forest, where you first met. Make sure to equip all of your
coolest stuff on her, including all your accessories. Master can wear your
second-coolest stuff. Put Li in front, too. She should be more powerful
than Master at this point.
Go into the temple, and fight some goons. If Yuan was your chosen pupil,
he will join you after you step into the temple. The same comments made
above about equipment and formation apply to Yuan, here.
Just make your way through the temple, killing everyone in sight, and
stealing every item you can. When you reach a room with three treasures on
the left and a tea table on the right, make sure to check the tea table for a
Fukahire Bun (full heal item). That should come in handy against this
chapter's boss.
If Sammo was your chosen pupil, he'll join you in one of the temple's later
rooms. Make sure to put him in front and equip all of your best stuff and
all your accessories on him.
From here on, I will refer to the character you chose to be your pupil as
"Pupil".
Eventually, you'll reach the boss room. Here you will have to fight a
series of battles, each progressively more difficult. You do, however, get
a break between each one, and if you find yourself getting smoked, you can
leave and power up on tigers in the forest. This probably goes without
saying, but make sure you save between each battle.
As a general strategy, have both Master and Pupil focus on one enemy at a
time, and use "Long Hu Liang PoWan" to weaken the stronger enemies. When you
can, use "LaoHuZhiWu" to hit multiple opponents at once. Use Pupil's base
techniques - they usually deal more damage (but beware Sammo's charge time).
Don't worry too much about using your healing items, just make sure you save
most of them for the later battles.
What follows are specific notes and strategies on each battle:
---------------------------------------------------------------------------
*** BATTLE: San Xi, Si Xi
This battle is, unsurprisingly, the easiest of the bunch. Send both Master
and Pupil toward the same enemy, and use "Long Hu Liang PoWan" a couple times
at the beginning of the combat; after that, switch to a more damaging
technique. Try to allow the enemies to flank you so you can hit them both
at once with "LaoHuZhiWu".
***/BATTLE
---------------------------------------------------------------------------
---------------------------------------------------------------------------
*** BATTLE: Yi Xi, Er Xi
This battle is practically the same as the last one, and the same strategy
works. These guys are a little stronger, but if you find yourself having
problems here, then you probably need to power up before you move on to the
tougher fights ahead.
***/BATTLE
---------------------------------------------------------------------------
---------------------------------------------------------------------------
*** BATTLE: Dong Jia, Xia Jia
Try not to use techniques that have charge time; these guys will simply
stomp you and cancel your action. The most effective way to damage these
guys is to get Master between them and use "LaoHuZhiWu". You might want to
consider passing all of Pupil's turns just to maximize the amount of attacks
you get with Master. Otherwise, use ranged attacks with Pupil while Master
keeps them busy with "LaoHuZhiWu". If Master goes down, then you just got
unlucky - these battles are not supposed to be difficult yet.
***/BATTLE
---------------------------------------------------------------------------
---------------------------------------------------------------------------
*** BATTLE: Bei Jia, Nan Jia
The same strategy that you used in the previous fight will work here, but
you will probably need to use healing items. When Master's Hit Points get
low, move him away from the opponents and move Pupil up, and then swap roles;
have Pupil repeatedly use "LaoHuZhiWu" and have Master heal or use "Squirrel
Kick" at range.
If your Pupil is Sammo, then you may be able to win without healing simply
because you have so many Hit Points.
***/BATTLE
---------------------------------------------------------------------------
---------------------------------------------------------------------------
*** BATTLE: Lin, Shan, Chan
Focus on Chan first (the one on the lower-left). Have Pupil use ranged
attacks right from the start of the battle, and move up with Master just
close enough to use "Squirrel Kick" on her. If your Pupil is Yuan, you'll
have to approach her for "Squirrel Kick" with him as well; just make sure not
to stand next to Master.
Next, take out Lin (started in the upper-left), since she has a most
dangerous technique called "Waterfoul Dance" that can ruin your day. Just
make sure Master and Pupil are not next to each other, and use ranged powers
and "Squirrel Kick".
Finally, go for Shan, using ranged powers and "Squirrel Kick" again. Shan
has powerful melee attacks, but her ranged attacks are quite weak, so always
keep at least one tile between her and yourself and you should be fine.
***/BATTLE
---------------------------------------------------------------------------
---------------------------------------------------------------------------
*** BATTLE: Yi Bei Kou
First of all, do not stand directly diagonal to him, or he'll turn you to
stone, which is basically the last thing you want to happen to you. His
ranged attacks are pretty weak when compared to his melee attacks, so keep
your distance and use ranged powers and "Squirrel Kick". He is capable of
cancelling any attacks that require a charge time, but he only successfully
cancels them about half the time, so use your own discretion there. As long
as you don't stand next to him or get turned to stone, he should be pretty
simple.
***/BATTLE
---------------------------------------------------------------------------
---------------------------------------------------------------------------
*** BATTLE: Odi Wang Lee
The final battle should be pretty easy as long as Pupil is around level 9
or 10. Open up with "XuanYaLianShanQuan" for some massive damage right off
the bat.
Li: Constantly use "ShuiNiaoJiao" and/or "SheXingQuan".
Yuan: Move in, strike with "Long Hu Liang PoWan" a few times, then move out
to heal, etc. After a few strikes with "Long Hu Liang PoWan", switch to a
more damaging attack.
Sammo: Soften him up a bit with "Long Hu Liang PoWan" a few times, then
back off and nail him with "BangBangJi" or "Squirrel Kick" until he goes
down.
Obviously, do not be afraid to use any (or all) of your healing items.
***/BATTLE
---------------------------------------------------------------------------
After he's dead, you've won! Pick another character, and let's get
rolling.
*******************************************************************************
3.) -Oboro- Bakumatsu Chapter - Secret Orders:
Oboro's chapter is extremely complex. There are probably hundreds of ways
to accomplish your goals in this chapter, but my walkthrough will take you in
specific directions and will accomplish the chapter in the ways that I have
found to be the best.
The game keeps track of how many people you kill in this chapter; the least
you can end with is zero, and the most is one hundred. I'll tell you right
now, you will receive an item at the end of the chapter if you do not kill
anyone at all and end with zero kills - a sword with 40 Attack Power. Not
fantastic, since there is another way to get one (destroy a powerful optional
boss) in this chapter and a stronger sword after this chapter. Still, it is
something to try, if only just for the satisfaction of knowing you did it.
The walkthrough for this chapter has been written to satisfy the needs of
the player who is going for either zero kills, as many kills as possible, or
no particular kill total. Keep your kill goal in mind as you progress
through the chapter, as I may instruct you to make different decisions and
take different paths.
If you are going for zero kills, and you accidentally enter a battle you
didn't intend to, it never hurts to try to run.
If you are going for all 100 kills, and you find someone I didn't mention,
don't kill that person. You are not being clever by killing someone earlier
than I mentioned - there are certain people that need to be alive for certain
events to be triggered later. You need to leave these certain people alive
in order to get the 100 kills, particularly the women (you come back for
these people later, after the events they trigger have taken place). I will
put the current Max Kill Count in brackets to aid you as you go on; if you
make sure your kill count always matches this number, you will succeed in
killing all 100 people. You may ignore these bracketed numbers if you are
going for less than 100 kills.
Oh, I forgot to mention - hold the Y Button to use Oboro's Stealth Cloak in
this chapter. Good times!
***
You will begin the chapter in front of some guards, who will engage you
when you attempt to pass them. If you want to try for zero kills, run away
from this battle. Otherwise, kill these idiots [2], and kill the guys behind
you as well [4].
---------------------------------------------------------------------------
!!! OPTIONAL !!! - Job Abandonment
You can choose to abandon your mission right now by leaving the complex
through the south exit. You'll have to fight some difficult battles (battles
that you have no chance of winning at your starting level). It doesn't
matter, though - whether you win or lose, it's Game Over.
!!! /OPTIONAL !!!
---------------------------------------------------------------------------
Go into the building ahead, and you'll hear some wankers talking about the
password. When someone says "Mountain!", the password is "River!". But,
don't forget to listen for the bell. When the bell chimes (and Oboro will
make note of it whenever it happens), the password changes from "River" to
"Origin", and when the bell chimes again, the password switches back. If you
are going for zero kills or 100 kills, keep track of the password. Using the
password is essential for avoiding needless bloodshed, and there is one
instance in which you'll have to know the password to get the kill.
Go into the door on the right, and in the next room there will be a box
with some Chain Mail inside. Equip it, and kill the guy, if you wish [5].
Leave this room. Back in the first hall, the middle door contains nothing
but a guy for you to kill, so do that if you like [6]. Go through the left
door. There should be a dude wandering around here, who'll attack you if he
touches you [7]. No problem for one as fast as you are, right? Of course,
he's a wuss anyway. There's a south door and a north door. The south door
leads to a room with two people to kill, but don't kill the woman yet - I'll
give the explanation for why in the next paragraph. Go ahead and kill the
man if you like [8]. The north door leads out the back door of this
building; take it.
From now on, I will just tell you where the people are, and approximately
how powerful they are. I'll leave it up to you to kill them or leave them
alone. If you are ever attacked and you don't want to kill, just run away.
If you don't kill any women, you'll be given a gift later on in the chapter.
And if you want 100 kills, you'll miss out on a kill if you kill any women,
so leave the women alone and come back for them later (you still won't get
the item though). And finally, if you don't care how many kills you get,
then don't kill any women (for the item), and kill any men you encounter (for
the Experience).
Outside the back door, there are two idiots out here wandering around, each
killable at your level [10]. There are two guards at the next door, who'll
ask you for the password. Answer correctly for passage, or answer
incorrectly to kill them [12]. Also, if you're going for maximum kills,
there's a merchant hiding along the west side of the building for you to
kill [13].
Enter the building. The next hallway has four doors, and one wandering
moron [14]. From left to right, I'll call these doors Door 1, Door 2, Door
3, and Door 4. Here's a quick description of what's behind each door, (note
that I'm not telling you to go anywhere yet): Door 1 leads into another
hallway; Door 2 leads to a room with a bunch of women and a north door that
you shouldn't worry about; Door 3 leads to a room with two men (don't kill
the one in orange yet); Door 4 goes to the attic. If you want 0 kills, skip
the next paragraph.
Enter Door 3. There are two dudes here. Ignore the man in orange - don't
even get near him. You need him alive to acquire an item later, but you'll
lose the item even if you enter battle with this dude and run away. We'll
come back to kill this guy after we get the item. However, DO make sure to
kill the man in from of him. If you don't kill the first man now, he'll end
up leaving later, so make sure to score the kill now [15]. Exit back to the
hallway.
Enter Door 1. There are three north doors here. The left door is
guarded by a man who asks for the password. There's nothing behind this door
yet, but feel free to kill the guy [16]. Go into the middle door and ignore
the man inside (we can kill him later - right now you aren't strong enough).
Take the secret passage in the top-right corner of this room to the attic.
Grab the treasure box real quick, then come back down and return to the
hallway. Take the right door, and proceed north through the short hallway.
In this hallway there are three south doors (including the one you just
stepped through), and a north door. Ignore the middle south door - it leads
into a room with a woman (this room connects with the room behind Door 2 from
before). Enter the third south door, grab the two boxes, and kill the two
men if you like [18]. Go north back into the hallway. If you want 0 kills,
skip the rest of this paragraph. Go up through the north door, kill the man
and two guards out here [21], then come back down into the hallway.
Go back the way you came from, through the first south door. Head all the
way back to the doors I numbered earlier, and go through Door 4.
Kill the guy in here if you want [22], then go through the secret passage
in the wall. In the back room, a ninja will ask you for the password. Same
drill, except he'll only accept River and Origin as responses - no dummy
responses. Make sure you know the current password, so you can get it wrong
or right, depending on whether you want to kill him or not [23]. After that,
go up the ladder. (If you are going for 100 kills, you no longer need to
remember the password.)
You're in the attic. Unless you entered battle with the man in orange
behind Door 3 (the one I told you to stay away from!), you will witness a
scene here. After the scene, jack all four treasure boxes up here. Approach
the northwest exit, and a ninja will run in and try to attack you - either
kill him [24], or hold the Y Button to turn invisible and avoid him. If you
want zero kills, skip the next two paragraphs.
You should have reached level 5 by now - strong enough to slay those people
you left behind. Before leaving the attic, look through a hole on the left
that shows an old man spinning some woman around. Remember the empty room
downstairs that was guarded by some guy who wanted the password? Now,
inside, are that man and woman. If you want 100 kills, don't kill either of
them yet; if you kill the man, the girl will run away, and you won't be able
to kill her later; if you kill the girl, you'll miss out on a kill later.
We'll come back for these two when it's safe to kill them (if you don't care
about your kill total, then by all means, you can kill the guy, but leave the
girl alone).
Return to the hallway with the doors I numbered and enter Door 3. Kill the
guy in orange that I told you to leave alone earlier [25]. He has outlived
his usefulness. Proceed through Door 1 and then the middle north door. Talk
to the guy who I had told you to ignore earlier, and two goons will show up
out of nowhere. Take these guys out [27] (you may have to heal in this
battle), then kill the original guy [28]. Then, go back up to the attic
through the passage in the corner of this room.
Exit the attic northwest. After you exit, you'll be outside. Run south,
and before turning east there will be a small building along the corner of
the outer wall. If you are going for zero kills, skip it, and the rest of
this paragraph. If you don't mind getting a kill, read on. Enter the
building from the left. There are two treasure boxes in here, but when you
try to grab them, you'll be attacked by five ninjas. Just go for the one in
the back and the others will disappear - apparently, they were just images
[29]. Now grab the boxes and get out of here.
Continue south, and turn east. Keep running until you enter a small
attic built over the entrance to the complex. Don't crawl into the very
middle tile of this room, or else the ground will fall and you'll be back in
the beginning. Crawl through the east exit of the room (avoiding the middle
tile!), then continue along the path. At the end of the path, you'll reach
another small building with two rats and three boxes. Grab the boxes; inside
one of them is a Storehouse Key.
Backtrack to the small attic over the entrance to the complex - the one
with the single rat and the middle tile that I told you to avoid. Crawl onto
that tile and fall through the floor. Go north all the way through the first
building and outside through the north exit, then go southwest once outside.
Don't enter the second building - instead, use your Storehouse Key to go
through the hidden north door of the little building in the southwest corner
of the complex. A ninja will try to jump you in here - once again, decide
whether to kill him [30] or hide with the Y Button. If you kill him, two
more ninjas jump in [32], then four more [36]. Open the box and you're
rewarded with a Basement Key.
Now, go all the way through the second building and exit through the north
door. Use your Storehouse Key to get into the small building on the right.
Loot all the boxes and pots. The two spirit things floating around in here
are Lost Souls - weak, undead creatures. If you're going for zero kills, you
should power up on these things by killing them and re-entering. Don't kill
the woman in the corner yet - even though she doesn't affect your kill
record, her death will make the Lost Souls stop reappearing. If you aren't
yet level 6, power up here until you reach it. It shouldn't take long; your
"Flame Arts" technique can kill these things in one shot. (In theory, you
could power up to level 16 right now, but I recommend against it. It'd be
better to wait until you have your other party members before spending too
much time powering up, so that they get the Experience as well.)
Return to the attic in the second building, and exit northwest. Follow the
path all the way around (make sure to avoid the middle tile in that south
attic). Near the end of the path, you will see a tree next to a golden
statue of some sort (at the northeast corner of the complex). Climb down the
tree (press the A Button on it to climb down), then press the A Button on the
statue. Voila, a secret passage! Descend it.
You're in a long corridor...
---------------------------------------------------------------------------
!!! OPTIONAL !!! - Majin Ryunosuke
The first optional boss of this chapter can be found in this hallway. Of
course, challenging him at level 6 is foolish, so refer to this section later
if you want to kill him. Your reward for doing so is a sword with 40 Attack
Power (the same reward for scoring zero kills in the chapter).
As you walk south through this hallway, you'll notice a silver diamond of
some sort on the corner. Walk north until the diamond is in the very bottom
tile of the screen, then take two steps north. Turn around and walk south
until you see a jar. Ignore it, and walk north all the way and enter the
passage. There should be a sword on the north wall. Try to take the sword,
and a demon will appear. Talk to him to initiate battle.
Majin Ryunosuke is incredibly uber. DO NOT stand to his sides, no matter
how far away you are from him. Oboro and O-Robo (who is O-Robo, you ask?
See later in the walkthrough, and really, you shouldn't be fighting this guy
without O-Robo in your team) should keep their distance and use "Bronze Leaf"
and "Fuma Shuriken", respectively. Put Ryoma (if you have him) up next to
him on the diagonal and use "Polaris Single-Blade". Ryoma's function is
essentially to divert attention away from Oboro and O-Robo. Use healing
items like a madman; it's not like you'll be needing them for the final boss.
Try not to have any of your characters stand next to each other unless it's
for healing. Keeping O-Robo alive is a greater priority than anyone else,
since he can deal the most damage the quickest. Good luck.
After killing him, grab the Muramasa off the wall and equip it to Oboro.
Leave Majin Ryunosuke's room. Walk south until you see the jar at the very
bottom of the screen. Take four steps north (three steps after the first
step in which the jar disappears from view), then head south. The hallway is
now back to normal.
!!! /OPTIONAL !!!
---------------------------------------------------------------------------
Pass through a long corridor and into the moat. There are three ninjas
wandering around in the moat - kill them or avoid them [39]. You can't use
your Stealth Cloak while in the water, by the way, so you may have to engage
battle and run multiple times if you're trying to avoid the ninjas.
There is also a gargantuan fish floating around (it looks like a
fish-shaped shadow) - avoid it! If it attacks you, run! (Read the OPTIONAL
section below for more information on it.)
---------------------------------------------------------------------------
!!! OPTIONAL !!! - Lord Iwama
In the moat is a fish-shaped shadow. Touching it will trigger a battle
with Lord Iwama, the horrible fish-beast. Make sure not to touch it on your
first time through the moat, or else he'll destroy you.
If you want to get to him, kill him, then escape before O-Robo breaks down,
I suggest you enter the moat area from the north and wait just outside the
door a few moments (before stepping into the water), giving Lord Iwama the
chance to swim up to you. In fact, you can fight him without even stepping
into the water with this method.
Lord Iwama is not as hard as Majin Ryunosuke. Guess what? He is defeated
by the same strategy. Oboro and O-Robo should use "Bronze Leaf" and "Fuma
Shuriken" from a distance while Ryoma (if you have him) keeps him occupied
with "Polaris Single-Blade". Once again, keeping O-Robo alive is your
greatest priority.
For defeating him, you will receive a Suijin Scale, an accessory that
grants a +10 IQ bonus. Not a big deal, but its other use is great. It can
be used as an item in battle as often as you like, and it executes an awesome
water technique. Since you'll want to use it for that purpose in the final
chapter, equip it on Oboro before completing this chapter (only Oboro's
equipment will carry on from this chapter to the next).
O-Robo might break down in the water after killing Lord Iwama (I hope you
killed Majin Ryunosuke first), but you won't be needing him anymore unless
you want zero kills or you haven't defeated Majin Ryunosuke yet. If either
of these are the case, reset, and make sure O-Robo doesn't break down next
time (you MUST keep O-Robo in your party to finish the chapter with zero
kills).
!!! /OPTIONAL !!!
---------------------------------------------------------------------------
Eventually the moat will end at a door. Another short corridor, then
you'll be in a jail with a guard wandering around [40]. Ignore the
two jail cells, and go up the stairs to reach another jail area. DO NOT
challenge the guard that's wandering around up here - he'll own you right
now. Kill everyone in the cells if you like, using the Basement Key to open
the cell doors [44].
At this point, if you are going for zero kills, continue left and exit.
Then, skip the next three paragraphs, along with the rest of this one. If
you don't mind getting kills, read on. Go back downstairs. Don't open the
cell on the right with the ninja - we'll save that for later. Open the cell
on the left, then run up to the prisoner.
You're now in a room full of Lost Souls. Run to the north exit in order to
make the boss appear. When the boss offers to battle, decline the offer.
He'll just come back to life if you kill him without killing all the Lost
Souls first, but you do need to make sure to make him appear before killing
all the Lost Souls, otherwise he'll just revive them all when he appears.
Kill all the Lost Souls. The Lost Souls will regenerate in time, so make
sure you're dashing (holding the B Button) when running to each one. Once
they're all dead, challenge the boss, but make sure you're at least level 7
before doing so. If you need to power up, let the Lost Souls reappear. When
fighting the boss, just stay near the lower right corner and use "Strength of
Ninja" on him repeatedly, and try not to stand directly diagonal from him.
After the battle, equip your best stuff on Oboro and your second best stuff
on Ryoma, then get out of here through the north exit. You'll be back in the
jail. Go upstairs. With Ryoma's help, you can kill the guard up here. Have
Ryoma keep using "Polaris Single-Blade" on him, and he'll be done quickly
[45]. Exit to the west.
After exiting the jail, follow the path until you reach a room with a man
(who summons backup if attacked) [48] and a box. Yoink the box - finally, a
weapon upgrade for Oboro. Exit this room south. In the next room, there's a
hidden exit in the lower-right - enter it, and yoink the treasure. Ignore
the woman.
Exit this room and go through the leftmost south door. Follow the path
until you reach a hallway with four samurai goons. As always, kill them all
or avoid them [52]. Don't go through the south exit, or else you'll just be
outside, north of the second building, without the key to get back in; you'd
have to walk all the way back. Do not enter the first north door, either, or
else you'll have to deal with a sickly old woman who'll follow you around.
You have to kill her 16 times to get her off your back, but it counts as
killing a woman, so just don't even get near her for now.
Go through the far right north door (the small brown one). Continue up the
hall, and you'll be in a hallway with three doors, the leftmost of which is
guarded by a man who will ask you for the password [53]. Go into that room
and take the contents of the two boxes, then leave. The middle door leads
to a room with a man and two women; feel free to kill the man [54]. Take the
rightmost door when you're ready to move on.
In the next room, you'll see someone who looks like a toy train exit the
room as you enter. If you step on the blue cushion in the room, you'll
trigger a trap. Not really a problem, and you can use this trap to level up
if you need to (you can activate it more than once). Just kill the guy who
looks like a toy train (the Trap Master) to make the rest of the trap break
down (he doesn't count as a kill).
Go into the next room, and up the stairs. Go into the north door (at the
lower-right corner of the room) and take all the treasure except the pot
behind the woman - you have to kill her to get it, and it's just Money
anyway. Leave the room with the woman, and then go through the south door.
There are a ton of doors south and an opening on the left. Ignore the left
opening and go south all the way through the doors. The next hall will have
a goon wandering around [55]. If you're going for zero kills, skip the next
paragraph.
This entire paragraph is optional. Go into the next door (immediately to
the right of the door you just came through). There's a single woman in
here, so it seems, but you can fight her if you wish - she's actually a
monster of some sort, and she won't count as a kill. If you don't have Ryoma
in your team, then don't bother challenging her - she'll be too tough at this
point. If you have Ryoma, use "Polaris Single-Blade" on her continuously so
she remains paralyzed throughout the battle, and have Oboro pass every turn.
The third door is a trap - don't bother with it. Turn north at the end of
this hallway and head to the north door. A guy here will ask you for the
password - deal with him as you normally would [56], then go north through
the door. Keep following the single path, bypass or slay the orange guy on
the way [57], and eventually you'll end up coming through a passage into some
goon's room [58]. Exit south. If you are going for zero kills, skip the
next paragraph.
Go down the hallway, and a woman will see you and call for help. Just when
it looks like you're going to fight, a masked man busts out of the north room
and they converge on him. If you're going for 100 kills, kill the goons
IMMEDIATELY before the masked man gets a chance to [62], then kill the masked
man [63]. DO NOT attempt to kill the masked man until all four goons
surrounding him have died, or else he will kill the goons and you will miss
out on those kills. The safest way to make sure you can kill the goons
before the masked man does is to make sure you're holding the B Button to
dash when running between them, even though they are so close to each other.
And never hesitate. If you leave this room without killing the masked man,
he won't come back, so don't leave until you've killed him. Just don't stand
next to him on the diagonal while fighting him, and he'll be easy. Skip the
next paragraph.
Go down the hallway, and a woman will see you and call for help. Just when
it looks like you're going to fight, a masked man busts out of the north room
and they converge on him. Wait for a few moments, and the new guy will kill
all four opponents for you. You may then walk past him without challenging
him. Skip the next paragraph.
The door that the masked man stepped out of leads to a moderately difficult
battle, but an essential one if you want 100 kills. If you want to skip it,
skip the rest of this paragraph. Go through that door and talk to the bald
guy. He'll summon a tiger, and battle will commence. Stay in the
lower-right corner and use ranged attacks to take care of the tiger, then use
the same tactic on the bald guy, but keep Oboro and Ryoma far away from each
other. After he's dead [64], go back into the hallway.
Take the north door to the right of the door that the masked man came
through. There is an old man here who will tell you how many kills you have
so far. If you have zero, he'll give you ten Castellas. You can kill this
guy, if you like [65]. Ignore the secret passage on the wall.
Leave the room, then hit the next north door. Check the two boxes, then
leave. Go up the stairs on the right. Take the left door, and you'll be in
a small back-hallway with a north door and a south door on the left side.
If you're going for zero kills, skip the rest of this paragraph. If you feel
like getting kills, go into the south door, and talk to the guy in there
repeatedly until he attacks you [66]. Then, go back into the back-hallway.
Go through the north door, continue north, then climb the ladder. Ah, an
attic trap room. Don't go east - go south instead. You'll end up fighting
the same traps either way, but you'll get a treasure box if you go south
instead of east.
Below are the strategies for beating the traps. These strategies as
written will work even if you have only Oboro on level 6 (this is why I had
you power up to level 6 earlier). The traps do not count as kills.
---------------------------------------------------------------------------
*** BATTLE: Trap Master, Fire Trap x14
Have Ryoma (if you have him) or Oboro (whoever starts the battle on the
left) run to the left corner and use "Quickdraw Wolf Fang" or "Shuriken
Storm" to destroy the Fire Trap directly above, then run up to the Trap
Master with the same character and use "Polaris Single-Blade" or "Shinobi
Slash" to defeat him. Pass every turn with your other character.
***/BATTLE
---------------------------------------------------------------------------
---------------------------------------------------------------------------
*** BATTLE: Trap Master, Fire Trap x3, Gas Trap x6, Ice Trap x3
Have Oboro use "Shuriken Storm" straight down at the Gas Trap directly
below, then walk down with either Ryoma or Oboro and take the Trap Master
out.
***/BATTLE
---------------------------------------------------------------------------
Grab the Genji Armor from the treasure box. Equip it on Oboro.
---------------------------------------------------------------------------
*** BATTLE: Shura Buddha Statue, Water Buddha Statue x6
Easiest trap ever - use "Shinobi Slash" or "Polaris Single-Blade" to
destroy the Shura Buddha Statue (the gray one) in one hit. The rest of the
statues will break down.
***/BATTLE
---------------------------------------------------------------------------
---------------------------------------------------------------------------
*** BATTLE: Flame Buddha Statue x4
Okay, THIS one may be the easiest trap ever - move Oboro to the center of
the four statues and use "Cross Slice". All four statues will be destroyed.
***/BATTLE
---------------------------------------------------------------------------
After getting the box and escaping the traps, you can defeat the other
traps in this room for Experience if you like - they are simply copies of the
traps you have already defeated. I recommend doing this, especially if
you're going for zero kills, because it's easy Experience. When you're
ready, exit southeast.
In the next room, take the north door, and keep going north until you reach
a room with a tea table in the center. Save your game in this room.
Press the A Button on the north door repeatedly. You'll be invited to have
some tea - ignore the offer, just keep hitting the A Button on the door.
Eventually, the guy will ask you if you trust him - of course you do not.
He'll come out and fight you. The strategies for this battle are below, but
first I need to give you some information.
There are two ways to win this battle - the hard way, and the easy way. I
recommend the hard way, because if you take the easy way, you will miss out
on adding a badass character to your party. If you're going for zero kills
and/or you intend to defeat this chapter's two optional bosses, you MUST get
this character (so you MUST choose the hard way). Otherwise, the character
is fairly unnecessary, but still recommended. If you are going for 100 kills
and do not intend to challenge the optional bosses, only then do I recommend
taking the easy option.
Below are two boss strategies; the first is the strategy for defeating this
guy the hard way (recommended, it allows you to get a badass party member),
and the second is the easy way. If you defeat him the easy way, you will be
unable to defeat this chapter's two optional bosses, and you will be unable
to complete the chapter with zero kills (you can still complete the chapter
with 100 kills regardless of which option you choose). The choice is yours.
---------------------------------------------------------------------------
*** BATTLE: Clockwork Gennai, Electrode x6
If you are reading this, then you have opted to defeat the boss the hard
way. Good for you!
You must defeat all the Electrodes before you defeat Clockwork Gennai.
Have Oboro run to the tile that's one tile left of the top-right corner.
Stay up there and use "Shuriken Storm" on the Electrode below ("Strength of
Ninja" doesn't work very well). Move him one tile to the left and repeat
until all Electrodes are defeated.
Ryoma (if he's with you) will probably get fried - oh well. If he doesn't,
use "Quickdraw Wolf Fang" on the Electrodes from where he stands.
Don't bother healing Ryoma, just let him die. Use healing items on Oboro
whenever you need to.
After the Electrodes are gone, go up to Clockwork Gennai and hit him with
"Shinobi Slash", healing when you need to. You're safer right next to him
than you are anywhere else, so stay on him.
After he dies, he should drop an item called Zenmai. If he doesn't, reset
your game (you need this item to get the badass character to join you).
(Note, if this battle ends up being too difficult and you need to power up,
you can reload your game (you DID save in the tea room, right?) and this
time, fall for his trap (sit on the cushion at the tea table). He'll send
you to the dungeon. From there you can walk to the room with the woman and
the two Lost Souls, and you can power up there as much as you want.)
***/BATTLE
---------------------------------------------------------------------------
---------------------------------------------------------------------------
*** BATTLE: Clockwork Gennai, Electrode x6
If you are reading this, then you have opted to defeat the boss the easy
way, and have forfeited any chance of defeating this chapter's two optional
bosses, and you are not going for zero kills.
I will assume you have Ryoma in your team - the only reason you wouldn't
have him right now is because you're going for zero kills, and if that's the
case, then you should NOT be taking the easy strategy. Buck up and read the
strategy above this one.
Your goal is to defeat Clockwork Gennai first - his death will cause the
Electrodes to break down. At the start of the battle, have Oboro run
straight to Clockwork Gennai and hit him with "Shinobi Slash". When it's
Ryoma's turn, run him to the space above the lower-left corner and use
"Quickdraw Wolf Fang" (it's not a big deal if he dies before he gets there,
though). Then, just stay where you are and hit him with the same attacks.
You will miss out on the third party member, but at least you didn't die in
that battle. You coward.
***/BATTLE
---------------------------------------------------------------------------
REMEMBER WHERE YOU ARE. This is a key location that I will be referring to
later as "the tea room" or "where you got the Zenmai" a few times, even if
you didn't actually get the Zenmai. (I'll do the best I can to give you
directions back to this place whenever it's relevant.)
If you're going for zero kills, skip this paragraph and the next one. Go
north, then north again through the door on the left. Go down the stairs on
the right, then through the south door. Kill the four ninjas [70]. The
woman will ask you to stay with her. Refuse twice, and then talk to her
again (from in front of her). She will ask if you find her attractive;
select "kill her" [71]. Don't worry - this is the one woman you are allowed
to kill. The reason for this is a spoiler, so just trust me (you'll find out
later).
After dispatching her, go through the south exit, kill the ninja there
[72], then continue along the path and kill the guy that asks for the
password [73]. Ignore the door he was guarding, and head back to where you
got the Zenmai (down the stairs, through the north door, north all the way
through to the hallway, up the stairs, through the south exit, then through
a south exit again).
Exit the tea room south, then go up the rope ladder. The traps are now
disabled, and so it is time to hit the loot. You already have everything in
this first room, so exit northwest. Go down the stairs and up the next
ladder. Grab the Genji's Helm and Grappling Hook in here before taking the
southeast exit.
Ignore the passage in the wall, continue south down the stairs. Climb the
ladder here. Grab the three boxes, and be careful not to fall down any pits.
Exit northwest, go down the stairs and up the ladder. You're in an attic
with a bunch of gears. Grab the two boxes, then go back down the rope ladder
the way you came from. If you want 100 kills, stand still in this room for a
minute, then kill the ninja that appears [74]. Go back up the stairs.
Go down through the south passage in the bottom-right corner, then follow
the path, and keep going south through all the doors. Remember that door I
told you to avoid because it was a trap? Well, it isn't a trap anymore.
Since you probably don't remember, it was the third door (small brown one),
two doors to the right of the one you just stepped through. Take the
contents of the three boxes inside (make sure to get the Castle Gate Key).
Now leave this room, go left through the hallway, then north through the
leftmost door. Go north through all the doors until you get to the opening
on the left, and proceed through that opening. Follow the path back and
climb the rope ladder when you reach it.
This is the attic room with the holes. There is a specific pit you should
jump through - it's the one directly north of the box in the lower-left
(which you should have already opened). Jump through it, then DON'T MOVE.
In this room, you must move a specific way, or else you'll fall down a pit
and miss the box. The path is this: left, down, down, right. Now yoink the
box, then move however you like. You'll fall through a pit.
You're back at the jail. Use your Basement Key to escape the cell you
landed in. Go east, then through the north passageway, then down the
stairs. If you're going for zero kills, then you didn't rescue the prisoner
here; you'll notice his cell is empty. Go in and grab the Money.
Open the door to the cell on the right (the one with the ninja in it). If
you are not going for 100 kills, skip the next paragraph (skip to the "Free
Goemon" section, below).
If you are reading this paragraph, then you are going for 100 kills. Kill
the ninja in the cell [75]. He should be easy, just don't stand directly
diagonal from him during the battle and you'll be fine. If you got the
Zenmai, skip to the "O-Robo" OPTIONAL section below. If you did not get the
Zenmai, skip to just after the "O-Robo" OPTIONAL section.
---------------------------------------------------------------------------
!!! OPTIONAL !!! - Free Goemon
Speak to the ninja and let him go, and he will refill many of the treasure
boxes in the compound, including the one in the cell to your left (to get it
again, leave the room and come back).
By the way, if you hold off on saving Goemon until after defeating Majin
Ryunosuke (see the first OPTIONAL section in this chapter), you can get the
Muramasa twice (Goemon will replace it). However, you are unlikely to beat
Majin Ryunosuke without getting the items from Goemon beforehand, and a
second Muramasa wouldn't be useful anyway. I recommend saving Goemon now.
Goemon will replace the following:
* The Money in Ryoma's cell, left of Goemon's cell.
* The Money in the attic of the second building (where the Watanabe mice
were).
* The Genji's Gauntlet and Money in the first attic storage (along the
rooftops on the way to the secret passage by the tree - if you are
going for zero kills, you can't get this one).
* The Genji's Tabi and Money in storage room by the entrance to the third
building (where the woman and two Lost Souls are).
* The Money in the box in the leftmost room of the hallway before where you
first encountered the Trap Master (in the third building).
* The Genji's Helm and Grappling Hook in one of the attic trap rooms.
* The Grappling Hook in the attic trap room with the gears.
* The Genji Armor in the attic trap room with the buddha statues.
* The Muramasa in Majin Ryunosuke's room.
Below, I will walk you through getting all this treasure. As long as you
have four Money (and you should), you need no more. The Grappling Hooks are
worth next to nothing now that the traps have been disabled.
Unless you are going for zero kills, proceed to the "Goemon's Treasures
- Default" section below. If you are going for zero kills, skip to the
"Goemon's Treasures - Zero Kills" section.
!!! /OPTIONAL !!!
---------------------------------------------------------------------------
---------------------------------------------------------------------------
!!! OPTIONAL !!! - Goemon's Treasures - Default
If you are reading this section, then you are not going for zero kills.
Here's the path I suggest taking to get these treasures: from Goemon's
cell, go through the secret passage on the right, follow the path into the
moat, proceed through the moat (avoid the fish - run if it attacks you) to
the door at the south end of the complex, and enter it. Follow the path all
the way through until you come out by the tree and the gold statue. Climb
the tree (press the A Button on it).
Turn right and follow the path all the way into the small attic over the
entrance to the complex. Crawl through it (avoid the middle tile), and
continue along the path until you reach the storage room at the southwest
corner of the complex. Enter it and take the Genji's Gauntlet and the Money,
then exit the way you came in.
Continue north and turn right when you get the chance. Grab the Money in
here if you need it, then exit this attic via the west rope ladder. Exit
south, then take the north door to the right, and continue north all the way
until you exit this building. Enter the small storage room on the right
(where the Lost Souls are) and grab the Genji's Tabi and Money. Exit this
room, and use your Castle Gate Key to enter the north building.
Proceed north, turn right in the hallway, then exit through the rightmost
north door. Follow that hallway until you reach the hall with three north
doors. There's Money in the leftmost of these doors, if you need it. Enter
the rightmost door, and you'll be in the room where you first encountered the
Trap Master. Go west, then up the stairs. Go through the south exit. This
is the room with tons of doors. Go through the passage on the left, continue
through, then climb the rope ladder.
Go through the southeast exit, up the stairs, and then up the ladder. Grab
the Genji's Helm and Grappling Hook here, exit northwest, go up the stairs,
then go up the ladder. Grab the Genji Armor here and exit southeast. You
are now at the room before where you got the Zenmai - exactly where you need
to be for the "O-Robo" section, below. Skip to it.
!!! /OPTIONAL !!!
---------------------------------------------------------------------------
---------------------------------------------------------------------------
!!! OPTIONAL !!! - Goemon's Treasures - Zero Kills
If you are reading this section, then you are going for zero kills.
Here's the path I suggest taking to get these treasures: from Goemon's
cell, go up the stairs, then west through the jail. Follow the path all the
way to the hallway with the four samurai goons, and exit that hallway through
the rightmost north door.
Follow that hallway until you reach the hall with three north doors.
There's Money in the leftmost of these doors, if you need it. Enter the
rightmost door, and you'll be in the room where you first encountered the
Trap Master. Go west, then up the stairs. Go through the south exit. This
is the room with tons of doors. Go through the passage on the left, continue
through, then climb the rope ladder.
Go through the southeast exit, up the stairs, and then up the ladder. Grab
the Genji's Helm and Grappling Hook here, exit northwest, go up the stairs,
then go up the ladder. Grab the Genji Armor here and exit southeast. You
are now at the room before where you got the Zenmai - exactly where you need
to be for the "O-Robo" section, below. Proceed to it.
!!! /OPTIONAL !!!
---------------------------------------------------------------------------
---------------------------------------------------------------------------
!!! OPTIONAL !!! - O-Robo
What follows are directions on how to acquire O-Robo, a party member you'll
need if you wish to defeat the optional bosses, and/or you intend to complete
this chapter with zero kills. He is optional in all other cases.
You will need:
* The Zenmai (an item).
* Four Money (another item).
* You cannot have killed the three guards near the end of the chapter.
If you've been following my guide, then all three of these are already
true.
You need to go to the tea room, where you got the Zenmai. If you did the
Goemon's Treasures section, above, then you are already there, and you may
skip the next paragraph (you should have done that section unless you're
going for 100 kills). If you didn't, then follow the directions in the next
paragraph (from Goemon's cell).
From Goemon's cell, go up the stairs, then west through the jail. Follow
the path all the way to the hallway with the four samurai goons, and exit
that hallway through the rightmost north door. Follow the hallway until you
reach the hall with three north doors. Enter the rightmost door, and you'll
be in the room where you first encountered the Trap Master. Go west, then up
the stairs. Go through the south exit. This is the room with tons of doors.
Go through the passage on the left, continue through, then climb the rope
ladder. Go through the southeast exit of this attic, up the stairs, and then
up the ladder. Exit this attic northwest, go up the stairs, then go up the
ladder. Exit this attic southeast. You are now at the room before where you
got the Zenmai.
Go north into and through the tea room, and examine the small slit in the
wall on the right side of this room. Insert three Money and you'll hear a
strange noise. Go south, but avoid the cushion in this room. There will be
a freaky little bald guy sitting in the south room. Get in front of him, and
press the A Button on him. Insert the Zenmai, and battle shall commence.
He's easy - just use "Shuriken Storm" and "Quickdraw Wolf Fang" (if you have
Ryoma) until he dies.
After the battle, DO NOT run straight up onto the tile above you - it's a
trap! Go around it and exit north. Avoid the cushion in this room. Insert
one Money into the slot in the wall to return the rooms to normal. Equip
your new party member.
There are some things you need to know about the newest addition to your
party:
* If you fall down a pit, he will be destroyed.
* If you keep him in water too long, he will be destroyed.
* If you touch a rat, he will flip out and attack you. He will not be
destroyed if you defeat him, but it will be annoying.
Avoid these situations and you'll be fine. You should take O-Robo with you
to fight the two hidden bosses (if you intend to at all) - one of which is in
the water. If so, do Majin Ryunosuke first, and be quick about getting to
Lord Iwama and out of the water.
You will lose O-Robo when you walk into the room with the three goons
guarding Ode's room, so make sure you take down the optional bosses before
then. And if you are going for 100 kills, you'll have to find a way to
destroy him before you enter the room with the three goons guarding Ode's
room, or else you'll miss out on those three kills. I'll remind you of all
this again when the time comes, so don't worry.
!!! /OPTIONAL !!!
---------------------------------------------------------------------------
At this point, your party should look like one of these:
* Oboro, O-Robo, Ryoma - Default party.
* Oboro, O-Robo - Going for zero kills.
* Oboro, Ryoma - Did not get the Zenmai (Recommended if you're
going for 100 kills and do not intend to fight
the optional bosses).
If your party is just Oboro alone, then I suppose you didn't get the
Zenmai, and you didn't get Ryoma for some reason. Either way, both the 100
kill and the zero kill goals are now impossible for you at this point, so
don't bother with either of them, just finish up the chapter by reading on.
Now is the time to defeat Majin Ryunosuke and Lord Iwama, if you wish to at
all (and if you haven't already done so). If you do, head to the room with
the woman and the two Lost Souls and power up like mad. I suggest getting
Oboro to level 16 and O-Robo to at least level 12. Put O-Robo ahead of Ryoma
in the formation screen, and give him the second-best equipment. Then, head
to each boss strategy section above (see the second and third OPTIONAL
sections in this chapter). By the way, they don't count as kills, so don't
worry about that. Good luck! (Note: if you are going for zero kills, you
will have to fight the bosses without Ryoma. Trust me, you would rather have
O-Boro than Ryoma, and you can't have them both.)
Skip this paragraph unless you are going for 100 kills. If you are going
for 100 kills, and you have O-Robo in your party, you will need to dispose of
him before moving on with the chapter (kill the optional bosses first, if you
intend to!). O-Robo will deprive you of three kills if you keep him, so
don't keep him. Fall through a pit or spend some time in water to destroy
O-Robo. I don't think I need to remind you to unequip O-Robo before losing
him. Then again, I just reminded you anyway.
When you're done doing whatever optional stuff you want and are ready to
move on with the chapter, return to the tea room. If you are already there,
skip the next paragraph (the next paragraph is simply the directions to the
tea room, copy/pasted from above).
From Goemon's cell, go up the stairs, then west through the jail. Follow
the path all the way to the hallway with the four samurai goons, and exit
that hallway through the rightmost north door. Follow the hallway until you
reach the hall with three north doors. Enter the rightmost door, and you'll
be in the room where you first encountered the Trap Master. Go west, then up
the stairs. Go through the south exit. This is the room with tons of doors.
Go through the passage on the left, continue through, then climb the rope
ladder. Go through the southeast exit of this attic, up the stairs, and then
up the ladder. Exit this attic northwest, go up the stairs, then go up the
ladder. Exit this attic southeast, then go through the north door and into
the tea room.
From the tea room, head to the room with the three guards. Here are the
directions: go north into the room with the slit in the wall. Go through the
north door on the left and then up the stairs. You'll see the three guards
standing in front of a door; unequip O-Robo if you have him, then approach
the guards.
If O-Robo is in your party, you lose him here, and he ends up killing the
three guards for you. Otherwise, you have to fight them [78]. Just make
sure not to position Oboro and Ryoma next to each other except to heal, and
this battle shouldn't be too difficult. After you deal with the guards
(either by killing them or by losing O-Robo), go through the door they once
guarded.
In the next room, you'll fight eight guys. They aren't a problem [86]. If
you didn't rescue Ryoma (and if you're going for zero kills, you should not
have), he'll come in here and will take care of the goons for you. He will
then join you.
After that, you will have a boss battle on your hands (you have the
opportunity to save and change equipment before the boss battle begins).
---------------------------------------------------------------------------
*** BATTLE: Miyamoto Musashi
Do not stand to Musashi's right or left; stay below/above or diagonal to
him. Have Ryoma use "Polaris Single-Blade" repeatedly, and if you have it,
use "Blade of Wind" with Oboro. If you don't have it, use "Strength of
Ninja". If you don't even have "Strength of Ninja", then use "Blazing
Firefly" so that you're standing on a fire field (your equipment should make
you gain Hit Points from it) and use "Flame Arts" as your primary attack.
Don't worry about healing Ryoma - of he dies, you shouldn't have trouble
finishing this battle with Oboro alone.
***/BATTLE
---------------------------------------------------------------------------
Go through the north exit (behind the red scroll) and follow the path. In
the next room, you will be attacked by Yodogimi if you didn't kill her true
form earlier (she was the one surrounded by four ninjas) (if you have been
following my guide, then you will not have defeated her true form yet, so she
attacks you here).
---------------------------------------------------------------------------
*** BATTLE: Yodogimi
Position Oboro and Ryoma away from her (and away from each other) and use
"Blade of Wind" and "Quickdraw Wolf Fang". If you don't have "Blade of Wind"
(level 10), then use "Strength of Ninja" repeatedly instead. If she manages
to get up next to you before she is defeated, switch to using "Polaris
Single-Blade" with Ryoma.
***/BATTLE
---------------------------------------------------------------------------
After that battle, Oboro will realize that she was not human after all, and
will subtract her kill from the kill count [85] if you had killed her before
(now you know why you were allowed to kill that one woman earlier). After
that, go up the stairs.
In this next room, try to go through the north door. You should be
interrupted by a woman (if you aren't, then you've killed a woman somewhere.
Shame on you!). She'll offer you a gift. If you want 100 kills, kill her
[86], then skip the rest of this paragraph. Otherwise, accept the gift.
She'll give it to you, then run off. Wait in this room until she comes back,
and she'll give you an even better gift - a Medicine Box. This baby grants
you a +30 IQ bonus! Equip it on Oboro.
Now that you've encountered that last woman, women are fair game, in case
you want to go back and kill them. I recommend skipping the "Killing the
Women" OPTIONAL section below unless you plan on completing the chapter with
100 kills, in which case it is mandatory.
---------------------------------------------------------------------------
!!! OPTIONAL !!! - Killing the Women
It's time to kill some women. Head back to the tea room (just backtrack
until you have a choice between a south door in front of you and south stairs
to the right - take the door). From here, continue to backtrack until you
are in the attic. Then, fall through a hole intentionally to get back into
the jail.
Exit the jail west, and follow the path until you get to the hallway with
the hidden south door in the bottom-right, behind which is the woman hiding
in a box (remember her?). Enter that room, check the box, then go invisible
by holding the Y Button and wait for her to peek outside the box (this could
take a minute or two). When she does, talk to her, then murder her [87].
Exit this room, then head through the other south door. The room you are
in now has two north exits and a south exit that goes outside. Take the
first north door (the one on the left) and challenge the old woman inside.
When you exit the room... Surprise! She's back! You have to defeat this
annoying hag 16 times before she'll actually die and score you a kill [88].
Just defeat her once in each room as you move on.
Exit the building south, then enter the building southwest of you. This
hallway has three south exits - take the middle one, and slaughter the woman
in the room [89]. Exit this room south... Jackpot [94].
Exit south, then exit the building south. Head back into the first
building of the chapter, and go into the room straight south. Obliterate the
woman in this room [95].
Exit this building north and return to the second building. Enter through
the front door, take the leftmost north door, proceed up the hallway, and
take the leftmost north up here. Inside this room is the old guy spinning a
woman around (the two that I told you to ignore earlier). Kill them both
[97].
Exit this building north, and enter the third building (use your Castle
Gate Key to unlock the door). Take the rightmost north door, proceed through
the hall, and then take the middle north door. Two more victims are here
[99].
Back out into the hallway and take the rightmost north door. Follow the
path until you go up the stairs and reach the room with a north door and a
south door at the bottom of the screen. Enter the north door, and the 100th
victim is here, standing in front of a pot. Take her out [100], and you can
ignore the pot - there's simply worthless Money inside.
You may now return to the room at which you killed the first / last woman
(the one who tried to give you an item before you mercilessly ended her
existence). If you don't remember how to get back, here it is: exit the room
where you killed the 100th person, then exit this hallway through the south
door. Continue south through all the doors and out of this hallway. In the
next hallway, go through the rightmost north door. Follow the path until you
get to the hallway where you killed the masked man. Take the rightmost
stairs upward from here, then go through the north door on the right. Follow
the path until you come up some stairs into a room with a south door and
north stairs; go up those stairs. Continue to follow the path until you
get to the room where the first/last woman interrupted you.
!!! /OPTIONAL !!!
---------------------------------------------------------------------------
Make sure you have Oboro equiped with the stuff you want to keep (including
the Suijin Scale and Medicine Box if you got them), and Ryoma with second
rate equipment. Head through the north door.
---------------------------------------------------------------------------
*** BATTLE: Ode Iou
A battle takes place here, and it's an easy one. Have Ryoma use "Polaris
Single-Blade", and use ranged attacks with Oboro.
***/BATTLE
---------------------------------------------------------------------------
After the battle, head through the south door, and then the next south
door.
---------------------------------------------------------------------------
*** BATTLE: Frogsnake Demon
This is the final battle. If you took down the optional bosses, this
should be cake. Of course, I will assume that you did not kill them. Keep
your distance with Oboro and use "Blade of Wind" repeatedly. If you don't
have it, use "Strength of Ninja" from where you stand. Ryoma should run up
to the beast and use "Polaris Single-Blade". When Ryoma reaches around 140
Hit Points, have him use healing items. If both Oboro and Ryoma are about to
fall, use an Izanagi's Scroll. Eventually, he'll be done.
***/BATTLE
---------------------------------------------------------------------------
After the battle, Ryoma will give to you his sword (40 Attack) if you got
through the chapter with zero kills. Then Ryoma will offer you the chance to
join him. Your choice will determine a scene in the ending. Select
"Interesting" to join him, or select "I am Shinobi!" to stay on your own
path. Your choice doesn't seem to affect anything, so answer however you
like.
Congratulations - to me! For getting this chapter done! This chapter's
guide took longer to write than all other chapters combined. I'm glad it's
over with.
Anyway, choose another character, and let's rock.
*******************************************************************************
4.) -Sundown- Old West Chapter - Wandering:
Sundown's is a short chapter in which the greatest focus is a sort of
puzzle. Solving the puzzle makes the final battle easier. Of course, I have
the answers for you in this guide anyhow.
***
You'll pretty much begin in battle. It's an easy one - use it to get
acquainted with your techniques. A single "Double Shot" should end this
battle.
When you gain control of Sundown, walk into the Crystal Bar (west a bit,
then north). Annoyingly, you have to press the A Button on the door to open
it. Go behind the bar and check the pot to steal some Bourbon. Then, talk
to the barman from across the table. After the scene, a man will buy you a
drink. Send it back. Then, tell him to get lost and waste him. When you
regain control after the scene, walk outside.
After the scene outside, you'll be back in the bar. Talk to everyone here,
then talk to Mad Dog again. You'll get a Peacekeeper Badge. Go ahead and
equip it on Sundown (all it does is raise your evade against firearms, but
it's better than nothing), then jack all of Mad Dog's stuff. Equip the best
stuff on Sundown and the second-best stuff on Mad Dog. Save the game.
The next few paragraphs describe how this entire trap sequence works. If
you already know how to find and set the traps, you can skip down to the
section labelled "TRAP FINDING" for lists of all items, or beyond that
section for lists of characters and their trap-setting speeds.
You have a limited time from now on to find materials necessary for trap
creation. Eight bells of time, to be precise. The traps will lower the
number of goons you'll have to fight in the final battle. Of course, you
could forego traps entirely and just fight the whole Crazy Bunch, but that'd
be a little nuts. Even if you don't intend to set the traps, though, you
should try to collect every item in town for your own uses (you have the
time). (To skip the entire trap sequence and simply fight the whole Crazy
Bunch, talk to the sheriff twice, tell him you're ready, then order drinks at
the bar until all eight bells ring. Then, skip down to the third final boss
strategy below.)
You don't have to find all the items before setting the traps up. If you
wanted to, you could return to the Crystal Bar and have some traps set up
after every few buildings or so, but that isn't efficient. If you have
collected every item before the fourth bell rings, you should have plenty of
time to set all the traps up.
While collecting items, when you have Oil and an Empty Bottle, Mad Dog will
offer to make a Molotov Cocktail out of it. Go ahead, since there's no other
use for them. It takes time, but do it at least once, since the Molotov
Cocktail counts as a trap (they can also be used as damaging items in
battle).
---------------------------------------------------------------------------
*** TRAP FINDING
Below is a list of all buildings (starting from the Crystal Bar and going
clockwise) and the items inside. I've placed an asterisk next to the items
that can be used as traps. Following each building's list is a paragraph
walking you through the process of finding each item. The item names in
these paragraphs appear in all caps for readability.
Start in the Crystal Bar:
*Slingshot (Talk to Billy)
Bourbon (1st Floor - Behind Counter)
(You probably already got this one earlier)
Bourbon (1st Floor - Back Room)
Jacket (1st Floor - Secret Room)
*Empty Bottle (1st Floor - Secret Room)
*Oil (1st Floor - Secret Room)
*Oil (1st Floor - East Room)
Bourbon (1st Floor - East Room)
Tequila (1st Floor - East Room)
Cigar (2nd Floor - West Room)
*Barman's Poster (2nd Floor - East Room)
(Must check dresser in 2nd Floor - Center Room
before this item appears)
-Talk to Billy to get a SLINGSHOT.
-Go behind the bar and grab a BOURBON if you didn't get it already.
-Enter the back room behind the bar. Grab BOURBAN from the box at the north
end of the room. Head to the shelf at the lower-right of the room and
press the A Button against it to reveal a secret door.
-In the secret room, grab the JACKET from the shelf on the right, and grab
the OIL and EMPTY BOTTLE from the pot and box on the lower level. Make a
Molotov Cocktail. Equip the Jacket on Mad Dog.
-Exit back to the main room and enter the door on the right side of the bar,
first floor. Check the pots and boxes for OIL, BOURBON, and TEQUILA.
-Head up the stairs and into the door on the left. Check the box at the
upper-left corner of this room for a CIGAR.
-Exit this room and enter the center door on the second floor. Check the
dresser for a short scene (necessary to acquire the next item).
-Exit this room and enter the door on the right. Ignore the huge money bag
(triggers a scene that's a waste of time), and check the dresser for a
BARMAN'S POSTER. That's it for the bar.
Building East of Crystal Bar:
Cigar (1st Floor - Back Room)
*Empty Bottle (1st Floor - 1st Room, Behind Counter)
Bourbon (2nd Floor - West Room)
-Enter the door on the right that's tucked behind the staircase. Grab the
CIGAR from the box in this room.
-Exit through the door at the bottom-left, and grab the EMPTY BOTTLE from
the box behind the counter.
-Return to the main room and head up the stairs. Ignore the first door
(nothing in there) and head left and down into the west door. Check the
box for BOURBON, then get out of here.
Sheriff's Office:
Cigar (1st Floor - 1st Room, Sheriff's Desk)
*Dynamite (1st Floor - 1st Room)
Peacemaker (1st Floor - 1st Room, Gun rack behind desk)
Buntline (2nd Floor - Gun rack)
-Check the center of the desk (from either side) for a CIGAR, then check the
gun rack behind the desk for a PEACEMAKER and the boxes for DYNAMITE.
-Head upstairs and into the doorway. Check the gun rack for a BUNTLINE.
Equip the Peacemaker on Mad Dog and equip the Buntlines as off-hand items
on each character. Ignore the south door, and exit this building the way
you came in.
Building South of Sheriff's Office:
*Empty Bottle (1st Floor - Back Room)
-Nothing in the first room. Head into the south door and grab the EMPTY
BOTTLE from the box. That's it.
Southeast Stable:
*Shovel (Under the Wagon)
-Check the center of the wagon from either side to obtain a SHOVEL.
Building South of Crystal Bar:
*Oil (Behind Counter)
*Frying Pan (Back Room, on the wall)
*Carrot (Back Room)
-Check the pot behind the counter for OIL.
-Head into the south door. Check the pot for a CARROT and grab the FRYING
PAN off the wall. Note that you can use the Frying Pan as a trap, or you
can equip it now for +10 Vitality and increased evade against firearms. I
recommend equipping it to Sundown; as long as you set every other trap,
failing to use the Frying Pan as a trap only adds one more easy minion to
the final battle, so you might as well take the +10 Vitality.
Inn Southwest of Crystal Bar:
*Rope (Secret Room behind stairs)
-Go down and left into the south door. Every door here leads to a room with
no items in it except one - the door that is hidden behind the stairway.
Go behind the stairs and up into the hidden door, then grab the ROPE from
the box in the upper-left corner of this room. That's it for the inn.
Southwest Stable:
*Carrot (1st Floor)
*Horse Dung (1st Floor - South/Center Rubbish Pile)
*Empty Bottle (2nd Floor)
-Check the box for a CARROT, and the southeast pile of whatever that yellow
stuff is for HORSE DUNG.
-Head up the stairs and grab an EMPTY BOTTLE from the box.
Northwest Stable:
*Coal Tar (Bottom-Right Barrel)
*Carrot (Upper-Left Box)
*Carrot (Upper-Left Box)
-Check the barrel in the lower-right for COAL TAR, then check the boxes in
the upper-left for two CARROTs.
House West of Crystal Bar:
*Oil (1st Floor - Room Behind Stairs)
-Head into the door that's tucked behind the stairs. Check the upper-left
pot for OIL. The rest of the house is empty.
North Stable (Small):
Tequila (Upper-Right Box)
-The only item here is the TEQUILA is the upper-right box. Grab it.
***/TRAP FINDING
---------------------------------------------------------------------------
When you've grabbed everything you need, go back to the bar. If you
haven't yet acquired the Slingshot from Billy, do so before you move on, or
else you'll miss your chance to get it.
Talk to the sheriff twice, and he'll ask you if you're ready to start
setting the traps up. Say yes, and from here on, talking to anyone in the
bar will prompt you for an item to give to that person. That person will
then run off and set the trap up for you.
Some of the townspeople are slow and some are fast. It's actually a good
idea to start with the slower people and work your way up, so that they all
finish around the same time. If you assign the slowest people last, they may
not have enough time to set the traps up at all.
They are, in order from fastest to slowest:
Sheriff (Man With Hat)
Annie (Woman With Blonde Hair)
Delos* (Middle Musician)
Barman (Man Behind Bar)
Gene (Man With Blonde Hair)
Wayne's Wife (Woman With Red/Brown Hair)
Wayne (Man With Purple Hair)
Clint (Man With Brown Hair)
Sancho (Left Musician)
Pancho*** (Right Musician)
Billy (Little Boy)
----------------------------------------
Gibson** (Man With Green Hair)
Delos* (Middle Musician)
*Delos's speed is randomly chosen from one of these two positions. I
wouldn't bother with him, since it's a waste of time to find out how fast
he's going to be this time anyway.
**Since there are only ten traps and eleven people (not counting Delos),
don't assign a trap to Gibson, the slowest of them all. Let the poor guy
relax.
***If you aren't using the Frying Pan as a trap (I recommend keeping it),
then you'll have only nine traps to set - in this case, skip Pancho (we would
have skipped Billy, but we need him to set up the Slingshot trap).
Don't bother setting up more than one of the same trap; the second item
will be wasted. Once again, only these items will work as traps:
Barman's Poster
Carrot
Coal Tar
Dynamite
Frying Pan (Annie only)
Horse Dung
Molotov Cocktail
Rope
Shovel
Slingshot (Billy only)
Only Annie can use the Frying Pan, and only Billy can use the Slingshot, so
assign those traps to them (that is, if you plan to use the Frying Pan as a
trap instead of keeping it for an accessory). After Annie leaves, you can go
up to her room and take an item from her closet. It's actually worthless,
but I suppose it's funny.
After the traps are all geared up, waste time until the eighth bell. You
can waste time faster by getting drinks from the barman. After the eighth
bell, the Crazy Bunch will ride in and you'll get to see them all get owned
by your traps. If you managed to set all the traps, you'll fight the head of
the gang, O. Dio, on his own. If not, he'll have some goons with him.
Below are three boss strategies; the first is the strategy for O. Dio alone
(this is what happens if you set all the traps), the second is the strategy
to follow if you set all the traps except the Frying Pan. The third strategy
is against the entire Crazy Bunch - this is what happens if you set no traps
at all. If your situation is different from one of these three, then just
follow the strategy that's most similar.
---------------------------------------------------------------------------
*** BATTLE: Dio
Use this strategy if you set all the traps and are fighting O. Dio alone:
Move Sundown and Mad Dog right up next to Dio (but not diagonal from him)
and use "Double Shot" and "Lightning Shot" on him. Dio's melee attacks are
pathetic, so standing next to him makes this fight so easy it's silly. Let
Mad Dog fall if it comes to that; Sundown is more worthy of your healing
items. As long as you stand next to Dio, though, you probably won't have to
heal.
***/BATTLE
---------------------------------------------------------------------------
---------------------------------------------------------------------------
*** BATTLE: Dio, Dutton Brother
Use this strategy if you set all the traps except the Frying Pan:
Move Sundown toward the Dutton Brother and use "Double Shot" on him. Move
Mad Dog up and then toward Dio. Position Mad Dog adjacent to Dio (but not on
the diagonal) and hit him with "Lightning Shot". If that Dutton Brother
isn't dead yet, hit him with "Double Shot" (he should be dead now), then move
Sundown up next to Dio (again, not on the diagonal). From here on, jus