Bushi Seiryuden - Futari no Yuusha Walkthrough Version 1.7 - 10/17/2001 by Carlos Satoshi Mori (csmori@hotmail.com) This is a walkthrough for Bushi Seiryuden - Futari no Yuusha, a game released for the Super Famicom (SFC) in 1997. I decided to write this because this is a very good game, that's underlooked due to the fact it was never released outside Japan, and because it was made pretty late, when 32 and 64-bit games were already out. Please keep in mind that this walkthrough is only a poor substitute of the actual game experience: I recommend that you play this game your own way, and only resource to this document in case you're really stuck, or want to see if there's anything left to do after you finish the game. Also, I should already tell you this game is text-intensive, and those who don't have any knowledge of japanese may have a hard time figuring things out even in this FAQ. I do make use of japanese text here, so if you're unable to see japanese text, you'll see only some garbage text at some points. LEGAL STUFF (what people use to call Disclaimer)----------------------------- (Let's keep it short) This document copyright 2001 Carlos Mori. No one is allowed to change this document, in any way, without my express permission. No one is allowed to sell this document, nor use it as a gift or as a promotional tool of any kind. As of this version (1.7), the only website allowed to publish this file is GameFAQs (www.gamefaqs.com) - its publishing is forbidden for any other sites. Similarly, this document can't be reproduced, even partially, in any other kind of media, including magazines or guides. The game Bushi Seiryuden is copyright 1997 T&E Soft, Inc. and Game Freak, Inc. Super Famicom is a trademark of Nintendo Co., Ltd. TABLE OF CONTENTS------------------------------------------------------------ I - Prologue II - Gameplay Details 1 - Basic Controls 2 - Battle Scenes 3 - Menus 4 - Jewels 5 - Magatamas 6 - Items III - Walkthrough 1 - Chapter 1 2 - Chapter 2 3 - Chapter 3 IV - Help Needed V - Contact Information VI - Version History VII - Credits PROLOGUE--------------------------------------------------------------------- (As translated from the game opening) In the beginning there was the Emperor of the Light. The Emperor rose both hands towards the sky, and with his right hand he grasped the darkness and the Ocean God was born, and with his left hand he grasped the glittering moon and the Mountain Goddess was born; and they both were sent to the chaos-ridden world. The Ocean God took a grain of the darkness of the sky, and planted it on the chaos-ridden world; the sprout from this seed grew up, and produced rain clouds as fruits, and rain fell for three straight days, so soon the chaos- ridden world's ocean was born. The Mountain Goddess dripped her own blood in the sea, and this blood became the earth; her hair became the trees, and the water streamed from her limbs became the animals and the men. GAMEPLAY DETAILS------------------------------------------------------------- Here's just some information you need to know about your controls when you start the game. 1 - Basic Controls ------------------ These are the basic moves you can perform on the game. Keep in mind that not all these controls may be immediately available; instead, they need to be learned at some point later on the game. Also, these controls refer to the original control set - you can change what each button does everytime you start a new game or loads a saved one. Directional Pad - moves your character or your cursor around A Button - select/confirm selection (on menus) - talks to people/reads plaques - uses sword B Button - cancel selection/exit menus - rises shield/shoot (on battle) - dashes (on world) X Button - calls your partner - makes your partner attack (on world) Y Button - charges up your Ki (Ki'Ai) (on battle) - makes a camp (on world) L Button - passes move (on battle and world areas) - moves to previous menu (on menus) R Button - views World Map (on world areas) - switches sidekick color (on battle) Select Button - calls the Status/Battle Log menu (on area) - uses the Heart Radar (on battle) Start Button - calls Item Screen More details on each command can be found at the next sections of this FAQ. More complex commands are explained in the Walkthrough itself (at the points you learn them). 2 - Battles ----------- Battle Scenes are those side scrolling scenes where it's just you and the monsters. Basically, the goal here is to destroy all monsters in the screen. In this game, there are two occasions where you'll face battle scenes. The first one is when you attack or are attacked by a monster in a world area. The second one is when you enter a cave (or a dungeon, if you wish). When you attack a monster, a screen is displayed showing a title for this battle, which has the prime attack and the par number of turns of the battle. The title is like the title of a story, and exists only to differentiate this battle from the others - each monster in the World area has a different battle title assigned to itself. The prime attack just tells who has the right to move first. Even if you can't read japanese, don't worry: if you attacked the monster, you go first; if the enemy attacked you, the monsters move first. The really relevant thing here is the par number of turns. This number indicates how many moves you should beat this battle in. Like in the world areas, every move you make is responded with a move by your enemies. So, you have to really plan your moves ahead if you wish to make the par number. Cave/dungeons have no par. Don't get scared though: failing to finish the battle within the par number of turns doesn't hurt you in any way. The thing is, you need to beat the par number of turns in order to get yourself magatamas (more explanations about magatamas in the "Magatamas" section). Once you manage to beat the par on a battle, the next time you fight against the same enemy you'll have to beat not the previous par, but the record you just settled (again, no big deal if you can't beat the par or your previous record). 3 - Menus --------- By pressing the select or start buttons during the game, you can access a variety of menus. Item Screen - Pressing the Start button at any moment brings in the Item Menu. As the name implies, this menu displays information about all items you currently have. In order to use an item, simply select it and press the A button. The ying-yang symbols on the borders are slots for story-related items. You can't change the order of the items in the menu. Also, on the top right corner of the screen, is written your experience you already have. In the box below it, the number on the left is the amount of magatamas you collected so far, and the one on the right is the amount of jewels you have. Still inside the box, the bottom line says which sword you have equipped - you start with a wooden sword. Pressing the Select button when not in battle brings in a small menu, with the following choices: 状態 (Joutai) = Condition 戦闘記録 (Sentou Kiroku) = Battle Log Condition - Choosing Condition leads you to a status menu, where you can see your level, your attack power and the magatamas and jewels you have right now, among other things. Battle Log - Choosing the Battle Log option leads you to lists of enemies. These lists are the enemies present at each screen of this game. Besides their icons is written the title of that particular battle (if you already fought against that enemy), as well as the par of this battle. If you already fought against an enemy, and beat the par, your record will be there, and the word "Record" beside it. Only the lists for the chapters you've been through are available. 4 - Jewels ---------- Jewels are... well, red-colored jewels. You can find them after cutting bushes, tree stomps and stuff, and occasionally receive one after you destroy a monster in battle. Think of them as this game's money. 5 - Magatamas ------------- Magatamas are ancient comma-shaped jewels. Every time you beat the par number of turns of a battle, you get a number of magatamas equal to the number of moves by which you beat the par. For example, if a battle has a par of 30 and you beat it in 22 moves, you'll get 30 - 22 = 8 magatamas. Magatamas are necessary to accomplish certain objectives of the game. One of these objectives is to destroy the tower (more about that in the walkthrough). Given the amount of magatamas you currently have (that is not counting the magatamas you already launched), you can see a host of different animations of the tower being attacked. So, you have: 001 to 079: Your magatamas fly making a spiral, until a big magatama appears. Then, the tower is attacked by several shots (one shot for every 10 magatamas you launched, and one more for the rest; so, if you have 61 magatamas, you launch 7 shots). 080 to 119: Your magatamas form two concentric circles, and then a golden fish. Five water columns rise, damaging the tower base. 120 to 159: Your magatamas come out in a helicoidal pattern, later forming a white horse. The tower receives a series of horseshoe-shaped blows (twelve blows, actually). 160 to 199: The magatamas make two intercepting circles, and then a white wolf. The wolf howl causes damage to the tower. 200 to 239: The magatamas come out in a double helicoidal pattern, and then form a Houou (a mythical japanese bird), which fires a beam at the tower. 240 and up: Your magatamas come out in an explosive pattern, and then into a snake, which wraps the tower, damaging it. 6 - Items --------- Those are the Items you can get in the game. The japanese text is written (mostly) in hiragana, so it's written just like is appears in the Item menu (When you receive the items, their names are written in kanji). きずぐすり小 (Small Ointment) Recovers 1/4 of your HP きずぐすり大 (Large Ointment) Recovers half of your HP きりょくがん小 (Small Energy Circle) Recovers 1/4 of your Energy きりょくがん大 (Large Energy Circle) Recovers half of your energy ふっかつだま (Recovery Ball) Recovers all your HP and energy どくけし (Antidote) Heals 'poison' status ふうじん (Wind God) Causes a 30-point damage on all enemies inside a chosen horizontal row ふうりゅうじん (Wind Dragon God) Causes a 60-point damage on all enemies inside a chosen horizontal row かしん (Fire God) Causes a 30-point damage on all enemies inside a chosen 3x3 square area かりゅうじん (Fire Dragon God) Causes a 60-point damage on all enemies inside a chosen 3x3 square area らいじん (Lightning God) Causes a 30-point damage on all enemies inside a chosen vertical column らいりゅうじん (Lightning Dragon God) Causes a 30-point damage on all enemies inside a chosen vertical column ときがみ (Time God) Freezes all enemies for 5 moves. ときりゅうじん (Time Dragon God) Freezes all enemies for 10 moves. はやぶさのはね (Falcon Wing) Doubles your mobility for 10 moves (you move twice for every enemy move) かみのはね (God Wing) Escapes from battles Sorry, you have to know japanese in order to know what item you're using. There are other items you can find during battle scenes. Those don't appear on your menu, because they have immediate effect. 涙の雫 (Tear Drop) Tears from the Mountain Goddess. Refills your energy, and increases your energy bar size by 1 point. にんにく (Garlic) A red circle-shaped item. When picked, grants special attacks for 20 moves (special attacks are exactly like fully-charged sword attacks, but don't make you tired afterwards) Also, while messing with Pro Action Replay codes, I found 4 extra items. I believe these items cannot be obtained normally, since there's only room for 12 items on your Item Screen. If anyone actually got one of those without cheating, please let me know. きずぐすり中 (Medium Ointment) Recovers 50 HP points きりょくがん中 (Medium Energy Circle) Recovers 64 Energy points ばくれつそう (Explosive Herb) Causes a 15-point damage on all enemies かんしゃくたま (Temper Ball) Explodes after 3 turns WALKTHROUGH------------------------------------------------------------------ When you first start the game, you should be presented with a list of file slots you can use to save games. Once you choose a save slot, you'll be presented three choices: the first one is "Begin" (load the game on this slot); the second choice deletes this saved game, and the third choice leads you to an options menu. When a new game is started, you have to name your character. L and R switch between the different character sets available, B goes back one character and X goes one character forward. Pressing Start (or choosing the bottom right option) finishes the process. Your character's default name is "Jin", so, in this walkthrough, I'll refer to the player character as Jin. Having selected a name, you'll see a scene of a huge bird flying over an island, and Jin watching it pass by. Just enough to start... Chapter 1: "Premonition" ----------------------------------------------------------------------------- [to 2-1] | | ----- ----- - | | | | 1-7 | 1-6 | | | | MAMOSHIMA -----+--------- Location Names: | | 1-1: Mamoshima | | 1-2: Kamimura | | 1-3: Acid Fields --------- 1-5 | 1-4: Tsukimura | | | 1-5: Mizusawa Vicinities | 1-4 | | 1-6: Mikoshimura | | | 1-7: Midake's Island -----+---------+--------- | | | | 1-2 | 1-3 | | | | -----+--------- | | | 1-1 | | | ----- 1-1: Mamoshima -------------- Enemies: none You start in Mamoshima, right next to your own house. Get in, and you'll see your sister, Nami. Talk to her, and she'll ask if you remember what day is today. Choose any answer, the thing is today is your 15th birthday. Move one step to the right side of the house, and press A: you'll see some inscriptions on the wall. It says: "Press B to hurry", and your sister doesn't know what that means - simply enough, when you're walking around, you can hold the B button to walk a bit faster. Move one more step to the right, and press A again: you'll see your father's souvenir sword. Get out of the house and go inside the others: the people there will teach you some more stuff about the game. Okido (the woman inside the bottom right house) will tell you Ido is waiting for you in the shore for your practice. So, go to the shore and talk to Ido. Time to practice... Battle Basics-------------------------------------------------------------- | | | Here you'll be using a pole as a sparring. The top energy bar is your | | HP, and the one below is your energy. The number near the sword icon is | | your attack power. | | | | Ido will tell you to concentrate: press select when the game tells you | | to. A grid will appear, and you'll be able to see the HPs of everybody | | else. You can move the cursor around to see more info on any enemy. Press | | Select again when you're done. | | | | Next, time to learn to attack. It's very simple, just keep pressing A | | until the pole breaks. It should take 5 hits to finish it. So much for | | today's training. | | | --------------------------------------------------------------------------- Go back home: nobody's there. Go talk to Okido, and she'll tell you your sister went to Kamimura to get some meat for your birthday. However, Kamimura is close to the forest, which is kind of dangerous. Go back home, and get the sword on the wall: It's the せいりゅうのけん (Seiryuu's Sword). With it, you can cut off the bushes that prevent you from going north. Cut the bushes, and go take a look on the blue Bronze Bell: it's a shrine for the Mountain Goddess , and works as a save point. Also, everytime you get in it, you HP and energy are refilled. Go north throu the bridge, into 1-2. 1-2: Kamimura ------------- Enemies: none Go west when you find the plaque (you probably should cut as many bushes and flowers as possible, to get some jewels and items). As soon as you approach the forest, you'll hear a scream, and you'll enter the forest automatically. A couple of monsters are beating up a smaller creature. Go in there, and defeat the monsters; as soon as you do, two more arrive. At this monent, Jin will remember one of his previous training sessions: Attack Charging------------------------------------------------------------ | | | This one is very easy: just push Y, and one ball of energy will appear | | around you. Push it a few more times, and more balls will appear (you can | | charge it up to five balls). After charging, press A to make a stronger | | attack. However, everytime you do this, you get tired for a few turns and | | any remaining enemies will be able to attack you while you rest. The more | | you charge, the stronger your attack is, but you'll also take longer to | | rest. | | | | The greatest advantage of this attack isn't its power, but the fact it | | slashes everyone around you (except enemies below you). You probably | | should use it only against enemies you can't reach with regular slashes. | | | --------------------------------------------------------------------------- Destroy the two enemies using the charged attack. After that, the creature you saved will introduce yourself to you. You can name it whatever you want, but the default name is Wokuu. Wokuu'll say she was previously a human girl, and was brought here by a huge monster. She'll help you out of this forest. Jumping-------------------------------------------------------------------- | | | Press the X button to grab Wokuu's tail, and have her carry you around | | in the sky. While being carried, you can move around by pressing left or | | right. However, because you're too heavy, she can only carry you for 3 | | turns - after that, you can either let go (by pressing X again) or she'll | | lower you down slowly. | | | | If you hold up while pressing X, you'll get a high jump instead of the | | regular one, but Wokuu can only carry you for 2 turns during high jumps. | | You can also jump while crouching (down + X), which is useful when you | | have to go into small spaces. | | | | While jumping, you can attack, but it makes you automatically release | | Wokuu's tail. You can't use any items while jumping, but you can press | | Select to see the enemies' HP. | | | --------------------------------------------------------------------------- Get out of the forest with Wokuu's assistance. Once you're out, go north into Kamimura town. Talk to the people there - one of them tells you that your sister already went home. Also, the guy in the tower sells Small Ointments for 5 jewels, if you want it. Go back to 1-1. When you get there, your house'll be on fire, and a monster (the same one that brought Wokuu) will take your sister out of the house, and shoots a beam that knocks you out. During your sleep, you remember your sister telling you a story about how the Ocean God started craving the bountiful earth, and became an evil god, turning a tower that led to heaven into a wicked place, that launched demons all over the world. When you wake up, you'll be at Okido's house. Before you leave, she'll give you a bracelet. Outside the house, Wokuu'll ask you whether you'll go to save you sister - Wokuu decides to help you do that. Go to the other house, talk to the old man, then go to the far right of the house: Wokuu will find a Small Ointment for you. Ido will be waiting for you by the bridge. He tells you that this bracelet can use one's heart power to create a shield, but it only works on some chosen people - you, for example. Enough talk, now is the time for your last training session with Ido: Shielding and Shooting----------------------------------------------------- | | | You can now use the B button to rise a shield (Ido will ask you to use | | it three times). It can only stand one attack. Afterwards, Ido will tell | | you to use the Heart's Eye - press Select. Notice the little icon to the | | left of Jin - it indicates the presence of an enemy currently out of the | | screen. | | | | Once the enemy appears, Ido teaches you how to shoot: just rise your | | shield, and press B again while it's risen. You'll fire a small shot. | | The shot, however, has only half the attack power of your slashes. | | | | Everytime you shoot, your energy meter goes down by 2 points, so you | | have to keep an eye on the meter. Rising the shield doesn't spend energy, | | not even if it's broken by an enemy attack. If your shield is risen and | | you attack with your sword, the shield is automatically turned off. | | | --------------------------------------------------------------------------- Now go back to 1-2, and from there go east, into 1-3. 1-3: Acid Fields ---------------- Enemies: 1 - 魔物が来る!  (Monsters are Coming!) Par=08 2 - シメワでふせげ! (Defend with the Bracelet!) Par=08 3 - 2種類の敵 (2 Types of Enemies) Par=21 4 - 空中戦でたたけ! (Fight the Air Battle!) Par=11 5 - 草原のクビオトシ (Kubiotoshi of the Fields) Par=07 Go to the guy guarding the gate. If you tried to go there before, he'd block your way, but now he'll let you through. Also, he'll give you an Antidote. Once you're past this gate, a monster will attack you - very easy to kill. Once you kill this enemy, take a look on the stone mark right above you: You'll find lots of those around, and it contains small tips and hints about the game. Talk to the guy guarding the east gate, and he'll let you through as well. Well, now is time to fight some enemies, but now you should focus more on surviving and gathering experience than collecting magatamas. The house on the bottom of the screen has some more tips, but you don't need to read them. Go to the round pad on the floor, on the hill near to the east gate: it's a battle stage. Fall on the hole, and Wokuu will pick you up in mid-air: you can do this anytime you're falling (just press X while falling), even if you just released Wokuu's tail - it's very useful to cross longer chasms. Other than that, the stage is pretty straightforward (you'll need to use the mid-air pick-up a couple more times). After coming out this stage, go north. 1-4: Tsukimura -------------- Enemies: 1 - 段差の敵 (Enemies in Different Levels) Par=23 2 - 毒に気をつけろ! (Beware of the Poison!) Par=13 3 - 色違い出現! (A Different Color Appears!) Par=21 4 - 毒蛇・ミズチの丘 (Poison Snake: Mizuchi's Hill) Par=18 5 - 頭上のインセイ (Insei High in the Sky) Par=18 Notes: Enemy #2: these snake enemies are called Mizuchi: they may sometimes poison you. Poison keeps going even after the battle is over and is represented by a skull over your head. If you're poisoned, only using Antidotes or going back to a save point will finish this. Enemy #3: all enemies may vary their colors - it indicates their strenght. Green enemies are the weakest, followed by Yellow ones; Blue are stronger than Yellow, and Red are the strongest of all. Talk to the guy with the dog. He'll talk about your "weird talking dog" (Wokuu) and that dogs too need to get experience. However, your 'dog' can't attack: he'll then talk about a weird red lake in which you should dunk your 'dog'. Go to the town right above: it's Tsukimura. Talk to the people over there, and you'll learn that 10 years ago, the two gods fought for control over the earth and the Ocean God won; also, you'll learn that the northern village of Mikoshimura was taken over by mushrooms, that can not be destroyed. Also, someone will mention the existance of an island (called Mikajima) in the center of the world, and a creature that lives there, called Miko. Also, you can go to the Village Leader's house and talk to his wife to buy Antidotes for 5 jewels each. Pay attention to the Yin-Yang symbol (I really don't know the right name for it) on the ground: it's a sacred ground. Whenever you fight an enemy and you or the monster is over this symbol, all monsters are instantly killed, and the battle ends immediately (you get no exp, items or magatamas though). Ignore the three holes right east to Tsukimura: you can only explore it later in the game. Go east to 1-5. 1-5: Mizusawa Vicinities ------------------------ Enemies: 1 - 蛇の丘 (Snake Hill) Par=13 2 - フダケ一直線! (Fudake's Straight Line!) Par=13 3 - クビオトシの崖 (Kubiotoshi's Cliff) Par=13 4 - 緑の魔物 (Green Monster) Par=16 5 - 空陸はさみ撃ち! (Air/Ground Pincer Attack!) Par=21 6 - 黄色いフダケ (Yellow Fudake) Par=13 7 - クモの糸をふせげ (Defend the Spider String) Par=30 Notes: Enemy #2: The green blob is called Yanimatsu. It doesn't actually attack you, but if it touches you, it sticks and prevents you from using your sword - if it happens, the only way to get rid of it is trying to use your sword four times. Enemy #7: The spider-ish enemy is called Akuta. Sometimes you may notice its legs are moving very fast - it's about to shoot you with its string. In case you are hit by it, your mobility is cut off by half - that is, the enemies will move twice for every movement you make. You can either defend the string with your shield or simply get out of the way. Go east, and approach the watch tower. The old man there will call you, and tell you about the evil tower (you can see it in the background). It's called Mamusubi no Hashira. All monsters come from there, so you have to destroy the tower if you want to free the world from the monsters. The closest land to the tower is Mikajima, and there is a stone circle that can take you there. Go a bit to the north, and you'll see the stone circle he was talking about. Talk to the guy near the circle - he's Wakoto, the magatamas expert you met in Tsukimura. He'll tell you that the magatamas can destroy the tower, since they're powered by virtue, and the tower is evil. However, it'd take a huge amount of magatamas to destroy the tower - he still doesn't know exactly how many. After talking to him, get into the stone circle. You'll be transported into Mikajima. Talk to the creature in the center of the island - it's Miko. She'll tell you that she too was transformed into this creature years ago. Unlike Wokuu, Miko no longer cares about getting back to her human form. Both Miko and Wokuu suppose they'd return to their human shapes if the monster who did that to them was defeated, but Miko doesn't know where to find this monster. You can use the platform behind Miko in order to destroy the tower. If you step into the platform, you'll automatically launch your magatamas into the tower. Right now, you probably will only launch a few small shots on the tower - depending on how many magatamas you have when you attack, a different animation will appear, like a snake or a wolf attacking the tower (See the "magatamas" section above to see how many magatamas you need to see each animation). You can attack anytime you want: the damage caused to the tower is cummulative. Go back to Mamoshima (through the same portal you came) and from there, go north. 1-6: Mikoshimura ---------------- Enemies: 1 - 3匹の鬼の子! (3 Sons of the Devil!) Par=08 2 - トリプルアタック (Triple Attack) Par=21 3 - 遠すぎた敵 (Distant Enemies) Par=08 4 - 鬼キノコを倒せ! (Defeat the Devil Mushrooms!) Par=27 5 - キダケ3連攻撃! (3-Group Kidake Attack!) Par=08 6 - 時間よ止まれ! (Stop the Time!) Par=17 7 - 青い殺意 (Blue Intent to Kill) Par=21 Notes: Enemy #6: The one-eyed enemy is called Shisui. If you get in the same horizontal or vertical line to it, it'll turn you into stone for 5 turns. After that, it'll close its eye for a while, during which it doesn't turn you into stone. It can freeze you even if you're not in a battle scene. However, since it has no attack power, Wokuu can easily kill it. Go left, to the red lake. When Wokuu asks whether she should dive in, say yes. When she comes out, she'll have turned red. Wokuu's Red Power: Attack-------------------------------------------------- | | | By pressing the R button, you can change Wokuu's color. When Wokuu's | | red, you can order her to attack any enemy on screen. While she's moving | | towards the enemy, any other enemies standing in her way will suffer a | | small damage as well. Sending Wokuu to attack counts as a move, and the | | attacked enemy is immobilized. Every turn, Wokuu causes an amount of | | damage equal to her own strenght (the monster icon on the bottom right of | | the screen is her attack power) and will suffer damage equal to the | | enemy's attack power. | | | | By pressing X while Wokuu's clinging to an enemy, you call her back. | | If she kills the enemy, she automatically returns to you. If Wokuu's HP | | drops to 0, she goes down and cannot be used for 10 turns (after that, | | her HP returns to 1). Wokuu recovers her HP completely everytime a battle | | ends, or when you go from one screen to another (on caves and dungeons). | | | --------------------------------------------------------------------------- The town on top of the screen is Mikoshimura, but now only two houses are left. On the right one, the people will tell that the mushrooms could be destroyed by fire, but it takes some damn strong fire to do that. In the left house, you can buy Small Ointments for 10 jewels a unit. If you want, you can get into the village - it's a battle scene, but has no monsters in it. At this time, you can't go much far in, because of the green mushrooms in the way - try to cut them and they grow back up. Just get out and go back to the stone circle, and warp to Mikajima to talk to Miko. She'll tell you about a fire cloth on the top of Midake mountain. Warp back and go north, then west, into screen 1-7. 1-7: Midake's Island -------------------- Enemies: 1 - ヤリで同志撃ち! (Attack Friends with Spears!) Par=25 2 - 赤と青の魔物 (Red and Blue Monsters) Par=30 3 - ゆれる大地 (Shaking Ground) Par=25 Notes: Enemy #3: The bug with a rock is called Iwamoti. When you're not in a battle scene, it occasionally bangs its rock against the ground: it causes you to jump, and lose a turn (so if you are close to an enemy, it may give them a chance to attack you. During battle, it rises its rock every 5 turns, just to wham it against the ground right after. When it happens, you lose HP equal to Iwamoti's attack power (which is pretty big). To escape this attack, you have to be on the air when the rock comes down. Just get into the cave, which is a battle stage. As soon as you get in, you'll pick up an item - a Wind God. Wokuu'll tell you to use it now, so use it against the enemies right in front of you. The path is straightforward, so go until you find a skeleton on the floor. Walk into it and you'll pick up a letter. It says that he couldn't tell the breakable walls from the other ones. Well, you can - just use your Heart Eye: the breakable walls have an HP meter. Fall through the gap on your left, and have Wokuu pick you up in mid-air. Still in the air, go right as soon as possible, and keep going right until you get to the ledge with a Wind God (remember, when Wokuu can no longer hold you up, simply release and grab her again quickly - basically, press X twice fast). You'll be back at the beginning of the stage. Go the same way, but go up through the platforms left of the skeleton. On top of those platforms, you'll see an item - go to the columns to the right and, from there, you can go get the bag - it's a Small Ointment. Don't fall yet: instead, use your Heart Eye and you'll see that the platform above you is breakable. Destroy it with shots, and that water drop-shaped item will fall into you. That's a Tear Drop - it increases your energy meter by 1 point. When going from column to column, fall through the third hole - there's another Tear Drop there. When you're going up through the light blue platforms, use your Heart Eye one more time - there'll be a breakable wall on the other side. You have to do a crouched jump to get there (down + X), then break the two walls with your sword. Destroy the first enemy you meet, but don't destroy the second - instead, use him as a platform to reach the ledge. Once there, use shots or Wokuu to destroy the third enemy (the one near the Tear Drop), then go get the Tear Drop itself. Go back to the normal path, and keep going up - the exit is to the right. That stage is very straightforward, and getting the 2 Tears there is easy as well. When you get the last Tear of this stage (in total, your fifth one), your shield will be upgraded - it'll turn yellow, and its shot will be able to reach longer distances. Once you're out of the cave, go to the round red pad on the floor - you'll be in a forest. Go right, and press A: Wokuu will find a Fire God on the floor (if you didn't talk to Miko about the 'fire cloth', Wokuu'll only find garbage on the ground). Jump off the mountain (if you didn't notice yet, you can jump off small cliffs), and then go back to 1-6. Go inside Mikoshimura, and use the Fire God on the Mushrooms blocking your way: they'll be destroyed, and you are clear to go. Go to the right unitl you fall in a platform surrounded by spikes. Beyond the spikes to the left, there is a Small Ointment, but you're gonna get some damage in order to go back to the platform. back at the platform, get the little red mushroom: that'll cause the first boss of the game to appear: Boss: Madake [HP=46]------------------------------------------------------- | | | Madake isn't so powerful, as long as you're careful. While the poison | | mushrooms are growing out of him, Madake's invulnerable against anything, | | including shots and items. Keep moving away from it, until it gets light | | green and the mushrooms disappear from its body. Don't let it push you | | out of the platform: instead, jump over it (in its invulnerable form, | | using him as a platform will get you hurt, but the damage is minimal). | | | | While it's light green and has no mushrooms growing out, it's open to | | your attacks, so attack it as many times as you can until it gets dark | | again - don't use charged attacks, they take too long to recover. Chances | | are it's gonna whoop you a few times, but you can use your Ointments to | | recover. It shouldn't take long to beat him. | | | --------------------------------------------------------------------------- Once Madake's gone, the mushrooms are pretty much cleared, and your path is open to the main island. Save if you feel like it, than go through the bridge to finish Chapter 1. Chapter 2: "Reunion" ----------------------------------------------------------------------------- --------- ----- ----- | | | | | | 2-6 | 2-5 | | 2-8 -[To 3-1] | | | | | ----- --- -----+--------- MAIN ISLAND | | | | Location Names: | 2-4 | 2-3 | 2-7 | 2-1: Hatsumura | | | | 2-2: Musubi Vicinities ----- --- -----+--------- 2-3: Manai | | | 2-4: Fuyumura | 2-1 | 2-2 | 2-5: Mt. Amano Vicinities | | | 2-6: Misaki - ----- ----- 2-7: South Gate Vicinities | | 2-8: Sun Palace: Inside the Gates [To 1-6] 2-1: Hatsumura -------------- Enemies: 1 - 硬いカラ (Hard Shell) Par=19 2 - 降下する魔物 (Descending Monster) Par=14 3 - 順番を考えろ! (Think the Order of Things!) Par=21 4 - キー・ダーケ (Simply Odd) Par=30 5 - ホタルの墓 (Hotaru's Grave) Par=36 Notes: Enemy #1: The shelled bug is called Karamushi. Everytime it gets damaged, is gets inside its shell, and becomes invulnerable After 5 moves, it comes back out. Enemy #5: That flying insect is called Kouchuu, and can fire small shots. These shots go up at first, and a target mark shows on the place you're at. The next turn, the shot falls on the place it announced, even if you're currently attacking Kouchuu. The village nearby is Hatsumura. Talk to the people: the village chief will tell that there used to be a mirror that reflected the sunlight to this place, but it disappeared years ago. Others will tell that the path to the Sun Palace is blocked by an ice wall. Leave the town and go east, to 2-2. 2-2: Musubi Vicinities ---------------------- Enemies: 1 - ノズチは森にいる (Nozuchi's in the Forest) Par=33 2 - 急降下攻撃! (Diving Attack!) Par=16 3 - 緑魔の大地 (Green Creatures Land) Par=24 4 - タテとヨコの攻撃 (Horizontal/Vertical Attack) Par=25 5 - ヤリ逃げ大作戦! (Spear Escape Operation!) Par=12 6 - 人斬り (People Cutter) Par=26 7 - ハエの王 (King of the Flies) Par=31 Notes: Enemy #2: The green fly is called Ryokuyou. Usually, it stands still, but if you get close it starts flying around. It has a high mobility, so it can move twice for every move you make. Be careful. Talk to the guy standing near the big hole. He'll tell the hole is called Musubi, and it's a link to the realm of the dead - hence its name (Musubi = End). You can't get to the hole because of the tree stomps, so you need a stronger blade to cut them. The guy had heard of a sword that could do that, but he can't remember where he heard of it, so he tells you to go to Yukimura - people there should know. Go north to 2-3. 2-3: Manai ---------- Enemies: 1 - 1撃でたたけ! (Strike with a Single Hit!) Par=23 2 - 3匹の敵! (Three Enemies!) Par=10 3 - 上下にいる敵 (Enemies Above and Below) Par=29 4 - ジュラシをたおせ (Defeat Jiyurashi!) Par=41 5 - 魔性のトンボ (Devilish Dragonfly) Par=19 6 - 光る眠 (Shining Sleep) Par=19 7 - 黄金のカマ (Gold Sickle) Par=23 Notes: Enemy #6: The light ball is called Mahikari. Every now and then, if a monster is hurt, it shines and heals the HP of all enemies on screen. Pretty easy to kill with Wokuu, though. The guy standing next to the Ice Wall says that even if you try to break or melt the ice with fire, it soon returns. The guy in the tower sells you Wind Gods for 20 jewels each. From the tower, go west. 2-4: Fuyumura ------------- Enemies: 1 - カマ 行進曲 (Great Sickle March) Par=22 2 - ライジャの草原 (Raija's Field) Par=19 3 - 復活の日 (Healing Sun) Par=27 4 - 魔者 大集合! (Great Monster Gathering) Par=35 Go to the village of Fuyumura. The woman of the top house makes sake, for ceremonial purposes. On other houses, you'll learn that a man living on the cave of Mt. Amano has a sword capable of cutting wood (just like the guy near the big hole told you), and that King Goza became king due to the disappearance of his predecessor, King Osu, some 20 years ago. The man on the bottom left house tells you that the Mt. Amano man is a hermit, but the guy on the next house apparently knows how to get him to talk to you. So, go to the neighboring house and speak to the man there. He's kind of a drunk, and he only managed to talk to the hermit because he happened to have sake with himself, and the hermit likes sake. To finish, the drunk says that his grandma knows the hermit, and she lives in the hill right north of Fuyumura (you can see the hill and her house, but there's a tree stomp blocking your way). Go back to the sake-making house and talk to the woman on the right: now she'll agree to sell you some sake for 30 jewels. After paying her, go to the left of the house and get the sake - you should be able to see it on the item screen, opposite to the mushroom. Leave the village, go back to 2-3, and from there go north, to 2-5. 2-5: Mt. Amano Vicitinities --------------------------- Enemies: 1 - タテで小さく! (Reduce with the Shield!) Par=11 2 - フトコロに入れ! (Get in the Pocket!) Par=23 3 - ノズチの谷間 (Nozuchi's Valley) Par=22 4 - 雷鳴るとどろく (Thunder Roar) Par=22 5 - せまりくる空中魔 (Nearing Flying Monsters) Par=15 6 - 回復させるな! (Don't let it Heal!) Par=15 7 - フヨウな者たち (Floating People) Par=20 Notes: Enemy #1: The cloud is called Hashiri. You can't attack it with your sword - you'll get damaged, not him. You have to either shoot it ot let it attack you (you can defend with your shield). Every time it's shot or attacks, it gets smaller. After two shots/attacks, only the eye is left, and it's totally defenseless. Enemy #2: The bulbous plant is called Haretsusou. It can create explosive balls, that it can launch to the sides. If you stand right next to it, it can't make balls until you move out. The only house in the screen sells Small Ointments for 10 jewels. Go to the green pond next to it and make Wokuu dive in. Wokuu will learn a new skill: Wokuu's Green Power: Scout------------------------------------------------- | | | By pressing the R button, you can change Wokuu's color. When it's | | green, you can press the A button, and the background will change color. | | You can now use Wokuu to fly around the entire screen, checking the | | locations of monsters and items. Wokuu's totally intangible in this mode: | | She can freely move into walls, and won't be damaged by enemies (nor can | | damage them. | | | | When you're done with the scouting, press B or X to get Wokuu back to | | you. Scouting doesn't count as a move (you won't lose a turn). | | | --------------------------------------------------------------------------- Go to the cave on the east of the house. It's the cave in Amano. Inside, go to the left until you find the hermit. If you have the sake, he'll talk to you (otherwise, he kicks you out). Wokuu asks to borrow the sword, and he tells that he discarded it - he thinks that the sword brought out the worst on him - and kicks you out. Go east, into 2-6. 2-6: Misaki ----------- Enemies: 1 - 落下爆弾に注意! (Beware of the Falling Bombs!) Par=18 2 - ジャヨウ (Jayou) Par=22 3 - 草原のカラムシ (Karamushi of the Fields) Par=24 4 - 弾をよけろ! (Avoid the Shots!) Par=36 5 - 汚れた緑 (Dirty Green) Par=41 Go east, and you will eventually get into Misaki - nothing there, but a stone mark and two rocks. From there, go down, cutting the bushes and into the forest. Make your way in the forest - the path is pretty obvious - until you can leave the screen by south, and back into 2-4. Back to 2-4, from here you can cut your way to the drunk man's grandma house. The old woman will say she once saw the hermit going to Misaki, and to the twin rocks with an old sword. Also, Misaki is a holy ground, where the spirits of the dead send messengers out. Return to Misaki through the same path you came from, and go to the Twin Rocks. Step between them: that'll cause a small red mole to appear. Go to it and slash it - it'll go away and two others will appear elsewhere. Now, the thing is you have to slash those two moles, but in the same order they showed up. If you do it right, three moles will appear: again, slash them in the right order, to make four moles appear, and so on. If you slash the moles in the wrong order, they all go away, and you have to step between the Twin Rocks to start it all over again. Eventually, you'll be facing six moles. Slashing them in the right order causes just one mole to appear by the water. Slash this one and a cave will appear. Inside the cave, keep in mind that the blocks with circles aren't real blocks (just part of the foreground), and some items are hidden behind them. Use your Heart Eye and move your cursor around: it can detect these items. On the lowest floor, there are some mole-like enemies: these are called Tsuchikage. You should wait for them to move under you, than move to the side - they'll come out and can be attacked. There are two Tear Drops here. Keep using the Heart Eye while going down - you can break two blocks on the roof to make one of the Tear Drops fall on you. The second one is pretty obvious (remember you can use Wokuu's scout skill to check the place). The exit is in the top right corner of the screen. You'll come out in Kakushima. Go inside the cave. It's a straight path. About half way through it, you'll see a small raspberry. At a certain point, Wokuu'll go eat it. While she's eating, you can't use her. It takes 10 moves for her to finish it, but her HP is refilled by the time she comes back. Near the end of the tunnel, there are breakable blocks in the floor that lead to two more Tear Drops, but the only way to destroy these blocks right now is by using items. Don't waste your items - you'll be able to come back here later. At the second screen, there are two more Tear Drops, in visible locations. Work this screen the same way you worked the other ones you just fought. Make sure you pick both Tear Drops here, and the other items too, if you want. After that, go to the rightmost wall: there are breakable walls blocking a path that leads to an exit to the right. You'll be at a small screen. Move right and you'll find the hermit's sword. Wokuu'll tell you to go to the Hermit's place and you'll automatically leave the cave. Go back to the Hermit's cave. When he sees the sword, he talks to you. He'll let you keep the sword, but tells it doesn't give good luck, despite being powerful. You'll go out the cave, and get immediately attacked. Falling Leaves Slash------------------------------------------------------- | | | Right before the battle begins, the hermit appears and tells you to | | make a high jump. Do so, and both enemies will be one column to your | | right. Then, the hermit tells you to use your blade, and not withdraw it. | | Just push A, and you'll make a spin-and-fall movement, killing both | | enemies. | | | | This move is called Rakuyouzan, and replaces your regular slash when | | you're jumping. You can use it during regular and crouching jumps, as | | well as during high jumps. | | | --------------------------------------------------------------------------- After teaching you, the hermit asks where you come from, mentions you are wearing a Bushi Bracelet (Bushis are warriors that defend the Mountain Goddess), and also mentions 4 warriors from Mamoshima fought the Ocean God ten years ago. He says you have a great fate before you, but refuses to tell more when he notices you don't know your fate yet. Well, now you can cut wooden objects, such as tree stomps and piles of logs, as well as some wooden plates on towns. Return to 2-2, where you'll see a man by a bonfire. Talk to him. His name is Watari, and he says setting up camp is good to rest and heal your wounds. He also decides to teach you how to set up camp. Camping-------------------------------------------------------------------- | | | Watari gives you firewood and a firewood bag. He tells you that you | | need 10 pieces of firewood to set camp - less than that just won't do - | | and Wokuu mentions the bag can't hold more than 10 pieces of firewood. | | | | Now that you know that, Watari teaches you to make your camp. Simply | | press Y, and you'll make a bonfire. While the bonfire is on, your HP is | | slowly refilled, until it eventually gets totally full. You can stop it | | at any moment (just press Y again). No matter for how long you stay by | | fire, all 10 pieces of wood are always burned out. While camping, you | | cannot move, so it's wise not to do it with enemies around. If you're | | attacked while camping, your camp is automatically off. | | | | After you're taught, Watari refills your bag with wood, but it's just | | for this time. From now on, whenever you use your wood, you need to | | refill the bag yourself, by cutting off wooden objects, like tree stomps, | | log piles and some wooden boards you find in some towns. Press the start | | button, and you'll see a bonfire icon on the left side. The number near | | is the amount of logs you currently have. If you already have 10 pieces, | | it will display the word "tsukaeru" (use) instead of the number. Any wood | | you cut after you have 10 pieces is wasted. | | | --------------------------------------------------------------------------- Now go to the big hole, still on 2-2. Now you can cut the stomps blocking your way, so jump in the big hole. Things are kinda dark at first; use the scouting skill to take a look ahead. At first, you have to fall down a hole - make sure you pick the items while falling. At the bottom of the hole, you get the mirror, and everything gets light. At the lowest floor, remember to get the Tear Drop - it should be your 10th. Still at the lowest floor, be careful with the Iwamotis - there are raspberries that will take Wokuu away from you. Ignore the gate on the floor; you can't do anything about it right now, so move on. Eventually you will come out of the hole. Now, with the mirror, go north to 2-3, and go to the island with the altar (it's just above the ice wall). On the path to the island, notice you need to use an enemy as platform to get to the Tear Drop. There is a path down (through some breakable blocks), but ignore it right now; you should be out in the altar island pretty soon. Approach the altar, and you'll put the mirror back in it. The whole place gets lightened, and the snow melts. The ice wall is gone, and now you can go east to 2-7. 2-7: South Gate Vicinities -------------------------- Enemies: 1 - 心眼で見つけろ! (Find Out with the Heart Eye!) Par=15 2 - 大地 ふるえて (Shake, Land) Par=32 3 - 恐ろしき草原 (Terrible Prairie) Par=18 4 - はぐれ雲 (Stray Cloud) Par=14 5 - 闇を斬る魔物 (Darkness-Cutting Monster) Par=39 6 - 毒蛇たちの丘 (Poison Snakes Hill) Par=27 7 - 足下に気をつけろ (Beware of Your Steps) Par=21 The old woman in the first house tells she used to live in the Sun Palace, but now only King Goza lives there - he killed everybody else. She also shows you a Kimono she used to wear back then, if you want to. If you say yes, Wokuu mentions she always wanted one of these. The other woman tells that she saw a huge bird flying towards the Sun Palace. The man in the second house served under King Osu, so he's being chased by Goza. He tells that Osu had a powerful sword, but one day simply left the palace, and Goza took the chance to take the Palace. He then recognizes your sword as Osu's Sword. 2-8: Sun Palace - Inside the Gates ---------------------------------- Enemies: 1 - 動けなぬなる弾! (Paralyzing Shot!) Par=34 2 - ノズチのむれる原 (Nozuchi-filled Plain) Par=22 Notes: Enemy #1: The yellow flying bug is called Shichuu. Just like its green counterpart, this one targets before shooting. However, if this shot hits you, you get paralyzed for 5 moves. The city is nearly all gone - because Goza killed all his soldiers, the monsters gradually took over. The woman on the tower sells Time Gods for 20 jewels. While crossing the battle scene, don't forget the Tear Drop near the end of the stage. After the stage, you'll find a Bronze Bell, so you can save and refill. There's also a stone circle that you can use to move to Mikajima and shoot your magatamas at the tower, if you want to. On the tower by the temple, there's a dead guy with a letter. On the letter, he says he stole the mirror following the king's orders, and that the king's been behaving oddly ever since the Monster Bird Shion started its appearances - and no one that annoys him comes out alive. Get into the Palace. It's not really hard, but you have to be careful, especially in the first screen - you can lose a lot of HP. The grasshopper blocks in the ground throw you up; like monsters, the height they throw you depends on their colors (green goes lowest, red goes highest). Anyway, you may wish to get all items: most of them are attack items, and you can't come back here later. On the third screen, you'll meet King Goza. After you tell him you came because your sister was kidnapped by a bird that came this way, Wokuu notices that the king smells like a monster. He replies by saying he isn't a monster; he's closer to a god, and you don't have the power to stop his plans. Time to fight the second boss: Boss: Shionchou [HP=80]---------------------------------------------------- | | | He usually stays on the background, from which he sets a 3x3 area as a | | target . You just need to stay out of the targeted area. After that, he | | goes out of the screen, and the following turn his head appears to peck. | | It's only vulnerable at this moment. Its head only stays down for one | | turn. | | | | The thing is the head will always peck the center of the area the bird | | just targeted, so it's easy to stay waiting at the right spot. | | | | Every time you hit it, it starts setting more targets than it did | | before. When that happens, it'll fire at each target in the same order | | they were set (and later it will peck the first targeted area). | | | | Since it doesn't have that much HP, you probably should be able to | | kill it with four sword hits. | | | --------------------------------------------------------------------------- After you beat Shionchou, you go look for your sister, but you can't find her anywhere. Then, you see her image in the sky - it turns out she's the Mountain Goddess herself. She tells since she and the Bushis were defeated by the Ocean God; she now expects you to defeat him; Wokuu says you're just a child, and cannot overcome a god's power (especially since a goddess couldn't beat this god), and she asks you if you agree. No matter what you answer, the Mountain Goddess says you're a Bushi from Mamoshima, and as such has special powers. The Goddess says you have to destroy the tower, and then defeat the Ocean God, and that your father is in the other world, with the most powerful sword, just waiting to deliver it to you. Also, there's a cave near Kamimura in which a crystal is kept - this crystal is good to detect Tear Drops. As a last gift, she gives you one Tear Drop (should be your 13th). After all that, the Palace explodes. Now, you can go leave the screen by the east side. That finishes Chapter 2. Chapter 3: "Decision" ----------------------------------------------------------------------------- ----- --------- ----- | | | | [To 2-8]- 3-1 | 3-2 | 3-3 | | | | | -----+--- -----+-----+--------- EASTERN COUNTRY | | | | | Location Names: | | | | | 3-1 - Susa | | | | | 3-2 - Susamura | 3-10 | 3-9 | 3-4 | 3-6 | 3-3 - Iwahara | | | | | 3-4 - Majiri | | | | | 3-5 - Torai Island | | | | | 3-6 - Kusakamura --------- - --- -----+--------- 3-7 - Minamo | | | 3-8 - Yamabemura | 3-5 | 3-7 | 3-9 - Nagihama Vicinities | | | 3-10 - Hinomoto ---------+----- --- | | | 3-8 | | | ----- 3-1: Susa --------- Enemies: 1 - 雷電 (Thunder and Lightning) Par=15 2 - はさみ撃ち! (Pincer Attack!) Par=07 3 - 強力!ツメ攻撃! (Powerful! Claw Attack!) Par=11 Just as you start, Wokuu tells her home village is near. The house below you is empty, and Wokuu asks whether you should sleep there tonight. Whatever you answer, Wokuu forces you to sleep there (even if you say yes, she behaves quite unpolitely) - she apologizes during the night, saying she is nervous about returning to her village and meeting her father again. While in the battle scene to cross the mountain, notice there is a Tear Drop you can get by crashing some walls. After that, exit the screen by east, towards 3-2. 3-2: Susamura ------------- Enemies: 1 - 2匹の魔物 (Two Monsters) Par=07 2 - 土と剣士 (Earth and the Fencer) Par=12 3 - シャヨウの崖 (Jayou's Cliff) Par=19 Get in the village of Susa. Unlike other villages, monsters can enter this place, hence the Holy Grounds on every doorstep. On the top house, you can get a Large Ointment if you go to the left. The tower man sells Small Energy Circles for 50 jewels - don't buy, it's way too expensive. In general, no one here is willing to talk to you. There is only one path to the right - go thru it. As soon as you leave the village, Wokuu says she felt like everybody there kept wathching them from inside their houses. A few steps after you leave the village, you fall in a hole. Wokuu's captured and wounded badly. So, now you're alone in the hole. The skeleton's letter says only this place's scary, filled with monsters and stuff. Get all items - you can't get back later - and remember to use the heart Eye often to see breakable walls. On the second screen, the goal is to be thrown thru the top. As soon as you get back to the surface, go to Wokuu. She is alive, but badly wounded, so you can't use her now. Go back to Susa village. Everyone there says they tried to kill you because they thought you were monsters. Someone mentions that a man named Karabito, living in Torai Island, can help you cure Wokuu. Exit the village again (this time, there's no more holes in the ground) and leave the screen by east. 3-3: Iwahara ------------ Enemies: 1 - 爆! (Explosion!) Par=07 2 - 右か左か!? (Right or Left!?) Par=37 3 - 闇の狩人 (Darkness Hunter) Par=15 4 - モグラの崖 (Mole Cliff) Par=43 5 - ヨウキなやつら (Youki Bunch) Par=16 Notes: Enemy #1: The spiked ball is called Hajikeiwa, and attacks by self- destructing. If you allow it to explode, everybody on screen gets the damage. Nothing special about this screen, except that since you don't have Wokuu available to fight, you probably shouldn't expect to beat the pars on this screen. Exit by south, into 3-4. 3-4: Majiri ----------- Enemies: 1 - ノズチは、今 (Now, Nozuchi) Par=28 2 - 空中の魔物たち! (Mid-Air Monsters!) Par=32 3 - ヤミキリの谷 (Yamikiri's Valley) Par=13 Talk to the soldier guarding the cave, and he'll tell you the cave is rid with monsters, so he's there to prevent anyone from getting in. The woman in the house sells Antidotes for 5 jewels. Ignore the east road, and go south. 3-5: Torai Island ----------------- Enemies: 1 - ハシリ来る魔物 (Quickly Coming Monsters) Par=22 2 - 見えない敵 (Invisible Enemy) Par=16 3 - 青く浮くもの (Blue Hovering Thing) Par=28 Go to the house in the island, ignoring the yellow pond - you can't get Wokuu there, since she's wounded. Karabito's inside the house, but he refuses to help you, as he doesn't understand why do you care about the life of a monster. However, once you try to leave the house, Wokuu says she's sorry that she can't help you fight the Ocean God anymore, and that you shouldn't worry about her anymore. Once you try to leave the house again, Karabito tells you to wait; he asks if you're the Bushi's son from Mamoshima. Say yes and he decides to help Wokuu, but he doesn't have the ingredients to make any medicine. He needs a Red Poison Mushroom to make this medicine, and asks you if you haven't seen any. Well, you do have one - the one you picked before you defeated Midake. Give it to him; he'll make the medicine, and give it to her. While you're waiting for it to work, Karabito says that there's a way to make Wokuu return to normal (as well as anyone turned into a monster): He can make an antidote for this condition, if you get the brain of the creature that transformed her in the first place. The next day, Wokuu's already as good as new. Karabito repeats what you need to make Wokuu transform back into a human, but adds he has no clue on where to find this monster - you should ask at Kusakamura. Now that Wokuu is back, you can go to the yellow pond, and get Wokuu a new skill... Wokuu's Yellow Power: Healing---------------------------------------------- | | | While turned yellow, Wokuu can refill Jin's HP and energy. Simply make | | Wokuu yellow, and move around: at every turn, Jin's HP recovers 5 points | | and his energy recovers 2 points; however, Wokuu loses 3 HP per turn | | while she's yellow. | | | | This skill can only be used in battle (as you can't change Wokuu's | | color while not in battle). If Wokuu faints, the healing no longer works. | | You can use either the R or X buttons to make her go back to normal. | | | --------------------------------------------------------------------------- Now go back north to 3-4. There, talk to the woman in the house, and she tells you that lots of Swordsmen have dropped by lately; just yesterday, one such swordsman, called Watari, went towards Hinomoto. Wokuu asks whether anyone lives there: only an old woman, which people know only as "Magic Teacher's Mother", who is waiting for her son (who is seemingly dead); also, a swordsman went through him and got into the cave. Well, he's still not letting you through, so go east, through the battle scene. The battle scene is annoying, but not difficult, so once you're through it go east to 3-6. 3-6: Kusakamura --------------- Enemies: 1 - 連続爆弾! (Serial Explosions!) Par=12 2 - 炎のカミオトシ (Blazing Kamiotoshi) Par=12 3 - ヨウキ者 (Youki People) Par=13 4 - 爆発前にたおせ! (Defeat Before it Explodes!) Par=20 5 - カメを丸めるな! (Don't Let it Curl Up!) Par=30 6 - 剣では1匹! (Sword Kills Only One!) Par=26 Notes: Enemy #6: The bees are called Mizubachi, and each slash you make kills only one of them at a time. On their move, each bee attacks once, so they might hit you two or three times per turn. Shooting at them can kill them at once. Instead of entering the city, get into the stone circle to Mikajima. From there, go to Kamimura (1-2). There used to be a cave with a boulder blocking the entrance, but the boulder isn't there anymore. Get inside, and your sister Nami (aka Mountain Goddess) appears to give you the Goddess Crystal. Goddess Crystal------------------------------------------------------------ | | | You receive the Crystal along with a map. The Crystal reacts to the | | Tear Drops spread all over the world; when placed over a map, the Crystal | | light indicates the places where the Tear Drops are. From now on, you can | | see the world map by pressing the R button while not in a battle scene. | | The shiny dots in the map indicate the locations of the remaining Tear | | Drops. | | | --------------------------------------------------------------------------- The Goddess says from now on she can only help you when you use the Bronze Bells, and that you should focus on beating the Ocean God. Go south to Mamoshima (1-1), and talk to everyone. Okido tells you Nami had arrived short after the Bushis left, and she asked everyone not to tell you who she really was. Ido tells you the Bushis were thrown at the realm of the dead after their defeat, unable to wake up for eternity. As you father has the most powerful sword with him, you have to go to the other world to get it - without this blade, you can't beat the Ocean God, no matter how many magatamas you gather. On the other house, you'll learn that the Bushi powers are hereditary, and this time only Seiryuu (your father) had a child. The other three Bushis - Genbu, Suzaku and Byakko - went to fight and died before having any children, so you're the last Bushi alive. Now, go back to the stone circle and use it to return to Kusakamura (3-6), and this time get into the city to talk to people. Turns out that the village leader is hated by everybody, but no one says that to him. You'll also learn about a creature, known as Gen'you, that turns people into monsters. The tower man sells Large Ointments for 10 jewels. The woman on the leftmost house sells Thunder Gods for 20 jewels, and the man on the house right of the tower sells Fire Gods for 30 jewels. Also, speak to the village leader - he lives in the upmost house with the fence. You can tell he's not the nicest kind of person, nor is his son. Anyway, leave the village and go south, into 3-7. 3-7: Minamo ----------- Enemies: 1 - くさった土の中に (Inside the Stinking Earth) Par=16 2 - またまた大爆発! (Great Explosion Once Again!) Par=45 3 - 足場がくわれた! (He Ate the Ground!) Par=31 4 - 巨大なあぎと (Really Complex Planning) Par=46 5 - どこから戦う!? (Fight From Where!?) Par=37 6 - カラキムシの岩場 (Karakimushi's Rock) Par=38 7 - ツチクイの丘 (Tsuchikui's Cliff) Par=36 Notes: Enemy #3: The green weird thing is called Tsuchikui, and is capable of eating some types of ground (!). Anyway, it has a very low attack power, so it'd be better to send Wokuu to fight before it eats too much. Just move south, noticing you have to fight enemies 3, 4 and 7 no matter what. Once you get to the bottom of the screen, go left until you reach a little island with a man standing in front of a grave. He's Wokuu's father, and that's Wokuu's grave - everyone thinks she was killed by some monster. He tells you he lives nearby, and says you can go rest there if you wish. So, go south into 3-8. 3-8: Yamabemura --------------- Enemies: 1 - 天から落ちた魔物 (Monster Fallen from Heaven) Par=24 2 - ライキとミズバチ (Raiki and Mizubachi) Par=67 3 - カタメられるな! (Don't Get Frozen!) Par=37 4 - 魔の集う崖 (Evil-gathering Cliff) Par=25 5 - 息をひそめて (Hide your Breath) Par=18 Notes: Enemy #5: The enemy itself isn't new, but it's actually disguised as a bush, Right below enemy #3. If you get close to the lowest of those bushes, it may come out and attack you. Go to Yamabe village. Everyone there will pretty much only speak about Wokuu. Go to Wokuu's father house, on the bottom right. You'll stay there for the night. You'll wake up with a scream: news come from Kusaka that the village leader's son was turned into a monster, just like Wokuu. Go back to Kusaka (3-6). Once you get there, go to the village leader's house just to see the kid turned into a monster. Talk to everyone else in the village to learn the Gen'you went west. Go west as well; when on 3-4, get into the tunnel - the guard blocking it was killed by Gen'you. In the first cave there are three Tear Drops, but it's better to get them later (you'll have to come back here later anyway). There's a Tear Drop on the second cave too. Get this one, it should be your 15th. So, your shield gets upgraded (it turns blue) and is now capable of going through enemies. Once you cross both caves, go west into 3-9. 3-9: Nagihama Vicinities ------------------------ Enemies: 1 - 命けずる魔物 (Life-shortening Monster) Par=20 2 - 紅い眼が光とき (When the Eye Shines Red) Par=42 3 - 暗黒の青ホタル! (Blue Firefly of Darkness!) Par=37 4 - キョウセイ攻撃! (Kyousei Attack!) Par=29 5 - 崖に立つライキ (Raiki on the Cliff) Par=24 6 - 葉隠れノロイ (Leaf-hiding Noroi) Par=26 7 - カメは万年!? (Turtles are Eternal!?) Par=16 Notes: Enemy #6: Another one disguised as a bush... The woman in the house tells you her son was an imponent Magician, and one day went to the tower to exterminate the monsters, and that she wishes she could have seen him one more time before he died. Go west, to 3-10. 3-10: Hinomoto -------------- Enemies: 1 - 遠くからの攻撃! (Long-range Attack!) Par=31 2 - 2連丘に注意! (Beware of the Two Cliffs!) Par=33 3 - 闇の中 (Middle of the Darkness) Par=25 4 - ライキの谷間 (Raiki's Valley) Par=29 5 - たくさんの魔物 (Plenty of Monsters) Par=27 6 - フショウの目玉 (Fushou's Eyeball) Par=30 7 - ミツバチの季節 (Mizubachi Season) Par=24 Notes: Enemy #6: The big green one-eye thing is Fushou; it drops an eyeball (called Fushougan) somewhere. This eyeball grows and after three turns it explodes, damaging anything nearby. It's easier to send Wokuu after Fushou. First of all, go south and you'll meet with Watari. When he learns you're going to beat the monster, he teaches you a new move: Uezuki (Up-poke)----------------------------------------------------------- | | | Doesn't get much simpler than this: just press Up + A to poke upwards | | with your sword. This attack can reach enemies up to 2 squares above you. | | It, however, doesn't hit enemies that aren't right above you (i.e. it can | | not hit diagonals). Also, you can't do this while crouching (obviously, | | you can't push up and down at the same time), nor when doing crouched | | jumps (but you can do it while doing normal or high jumps). | | | --------------------------------------------------------------------------- After that, Watari asks if you want to listen to the explanation again, so answer no. Watari also tells you the Magician that died at the tower had made a pot. It's capable of sealing powerful magics, so once you get to kill the monster, you can store its brain into this pot, which is hidden somewhere in Nagihama. Take the lower exit (the one closer to Watari) back into 3-9. Back into 3-9, get into the battle stage. You can see a little cylinder near the end of the stage. Get it - it's the pot Watari talked about. Leave the battle stage (it'd be better to return to the entrance, instead of the exit) and go back to 3-10. At 3-10, start climbing the mountain - and you probably need to use the save point there. On the battle screens, your goal is to be tossed through the top of the screen. You don't need to get all the items, although most of them aren't hard to get - but don't miss the Tear Drops (there are two on the second screen and one on the third screen, so you should end this with a total of 18). Other than that, the stage isn't very difficult, and gives you some opportunities to use your newly-learned up-poke. Once you leave the battle stage, you should be near the top of the hill, and Gen'you is waiting for you there. Once you reach him, he'll jump in the hole, with you following. In the hole, Gen'you tells you he's the magician who once went to the tower; but, unlike everybody thought, he didn't go there to terminate the monsters, but to gain himself more power. Now that he got this 'divine' power, he's using it to create new living beings. Wokuu says a power that creates such unhappiness can't be divine, but is evil instead; he replies that power is power, and the Ocean God also gave him a new spirit with this power. After that, he decides to show you his power by turning you into a monster... Boss: Gen'you (HP=150)----------------------------------------------------- | | | You can move around as a monster if you want, but you can break the | | spell at any moment, just by pressing B. He starts by moving into one of | | the platforms, and then begins to summon a spell. | | | | At this time, he'll summon an attack magic, just like the ones you can | | use. To know exactly which magic he'll call, you need to understand what | | he's saying; if he calls for the 'fury of the wind' (風のいかり), he will | | use a Wind God; if he calls for 'dark clouds' (暗雲), he'll launch a | | Thunder God; if he calls a 'flow from the depths of the earth' (地のした | | よりわきだしたる) he'll launch a Fire God. | | | | The Wind Gods he summons are launched the turn after he makes the call, | | and always hits the row he's standing on. | | | | His Thunder Gods hit the column he's in and the columns right next to | | him, he launches the magic two turns after he summons it. | | | | The Fire Gods hit a specific area (you can see the target being set), | | and take three turns to be launched. | | | | He may also turn you into a monster again, but you can reverse that by | | pressing B (again). If he's attacked before he finishes to summon any | | spell, the magic is cancelled. So, to beat him you have to move after him | | and attack while he's calling a magic; if he's too far away from you when | | he starts the magic, just move out of the area he's about to hit. | | | | Using magic items on him doesn't work - as a matter of fact, only sword | | attacks can damage him. But don't get scared: beating this boss isn't as | | complicated as it might have made it seem in here. | | | --------------------------------------------------------------------------- When you give Gen'you the final slash, you cut off his head, which stays on the ground; the body launches a surge of energy while disappearing. As you receive this wave of power, your own magical power increases; now, all your 'god' magic clothes change into 'dragon gods' (your Wind Gods turn into Wind Dragon Gods, your Fire Gods change into Fire Dragon Gods, and so on). Walk over Gen'you's head - you'll pick it up, and put it on the pot. Now, return to 3-4. When you're inside the second cave (the first cave on your way in), leave through the exit on the middle right of the screen. You'll come out on the top of the mountain, near a plaque. Read the plaque - it's kind of a promotional sign from the antidote-selling woman. Jump off the mountain, and go talk to antidote woman (the house near the southern exit of the screen you are). When she learns you read her plaque, she gives you a new item - a Recovery Ball. Now, go south to 3-5, into the house of Karabito. You'll give the pot and the brain to him, and he starts to make the medicine. Wokuu gets very excited about returning to her old shape, and also plans to give the medicine to the annoying village leader's son. She celebrates she'll no longer have a tail, and won't have you using her as a pillow anymore... However, when Karabito returns, you find out there's enough medicine for only one person. Outside the house, Wokuu asks if it's okay for her to drink the medicine. No matter what you answer, she decides to give the medicine to the kid. Return to Kusaka Village (3-6), and go talk to the village leader. You will give the kid the medicine, and he'll be back to normal. Well, normal in every sense - they accuse you of aiming only their fortune. Wokuu gets pissed up and screams, which puts some sense on those two. The village leader notices you need a boat to go to Sakaki, and allows you to use the one on Yamabe. On your way out, talk to the girl on the village leader's house, and she'll give you a Recovery Ball as a thank you gift. Go to Yamabe - Kai will be waiting for you by the boat. talk to him to get on board. As you reach Sakaki, Wokuu says there's a great dragon in this island, and that the people of her village never get very close to here... This finishes Chapter 3. Chapter 4: "Hades" ----------------------------------------------------------------------------- ----- ----- | | | SAKAKI (Incomplete) | 4-1 | 4-3 | Location Names: | | | 4-1: Sakaki -----+-----+----- 4-2: Sotomura | | | 4-3: Cannibal's Pond | 4-4 | 4-2 | 4-4: Snake Rock Vicinitites | | | ----- ----- 4-1: Sakaki ----------- Enemies: 1 - にらむ魔物 (Staring Monster) Par=19 2 - 上突きを使え! (Use the Up-poke!) Par=21 3 - 隠れている緑魔 (Vanishing Green Evil) Par=37 4 - 光らせるな! (Don't Shine!) Par=23 5 - イワオトシの谷 (Iwaotoshi's Valley) Par=40 As soon as you arrive, you'll be attacked by a bunch of moles - no big deal. You can use the save point, at least to restore yourself. Exit this screen by south. 4-2: Sotomura ------------- Enemies: 1 - ノロイの迷宮 (Noroi's Maze) Par=21 2 - 荒野に消えた魔物 (Wasteland Vanishing Monster) Par=33 3 - カエンの毒 (Kaen's Poison) Par=18 4 - 突き上げられる! (Raise your Attack!) Par=39 5 - 神をも落とすカマ (God-defeating Sickle) Par=26 Notes: Enemy #2: The cactus-like enemy is called Tsuchikure. Its shot makes you confused (i.e. it messes your controller) and it's invulnerable. It can only be destroyed when it's in ghost shape (the ghost that appears before the cactus). First things first, go to the blue pond so you can get Wokuu a brand new (and her last) skill: Wokuu's Blue Power: Item Picking------------------------------------------- | | | When Wokuu's turned blue, she goes after any item on the screen. To | | send her to pick items spends one move. On total, to retrieve an item by | | using Wokuu takes four turns (although you can do other things in the | | meantime): | | | | Turn 1: Wokuu goes for the item; | | Turn 2: Wokuu grabs the item; | | Turn 3: Wokuu brings the item back to your current position; | | Turn 4: Wokuu drops the item for you to catch. | | | | Notice that if you walk between turns 3 and 4, Wokuu will drop the | | item in the place you were, not in the place you moved to. Also, Wokuu | | only goes after bag items; she doesn't get Tear Drops or garlic. At any | | moment, you can call Wokuu back by pressing the X button. | | | --------------------------------------------------------------------------- Having now all Wokuu skills, go to Soto village, right below. You'll learn that a sad flute song can be heard coming from the north, and it's from a child calling for its dead parents. Also, there are eight dragons in this island; they used to be only one, but King Osu came and cut off its neck, dividing it; these dragons casted off their wounded skins and ran away to the caves; the dragons' cast off skins have petrified and blocked the way to the gods. The path to the dragons is blocked by rocks, so they can't leave nor can anyone enter. The woman on one of the top houses says the cave right behind her house is very dark, but you can use some green monsters that live there to make candles... Go to the hole she talked about, right behind her house... Dark Cave (1)-------------------------------------------------------------- | | | The thing about this cave is that you need a candlelight to explore | | the place. The candle icon indicates the size of your candle - the number | | by it indicates how many moves you have left before the candle dies. | | | | The maximum amount of moves you can get out of a candle is 8. In order | | to refill the candle, you need to hit the green pole monster with your | | sword. Moreover, you need to hit it from the sides - up-pokes won't fill | | your candles (Falling Leaves Slashes work). The enemy is indestructible, | | so you don't have to be shy about hitting it. | | | | If the candle meter reaches zero, you get sent back to the beginning | | of the cave. | | | | Despite this limitation, the path here is kinda obvious, and the only | | item you really have to get is the Tear Drop - you can live without the | | rest, but these other items aren't hard to get anyway (besides, remember | | Wokuu can pick up items for you). | | | --------------------------------------------------------------------------- Once you get the Tear Drop (and any other item you may go for), leave the cave (just let the candles run out), and go back to 4-1. From there, move east to 4-3. 4-3: Cannibal's Pond -------------------- Enemies: 1 - 不用意な移動禁物 (Careless Turn Taboo) Par=20 2 - 頭を殺せ! (Kill the Head!) Par=12 3 - ヤツを逃がすな! (Guy Won't Escape!) Par=26 4 - いつわりの顔 (False Face) Par=35 5 - ライマが来たりて (Raima's Come) Par=13 6 - 消えた魔物 (Vanished Monster) Par=52 7 - 真紅のヤリ使い (Crimson Spear Shooter) Par=32 Notes: Enemy #2: The big plant's head is called Jatousou, and its segments are called Jatoukei. Killing the head directly is faster, but killing it piece by piece yields more experience. Enemy #3: The flying bulb is called Tou'in, and does nothing but try to escape through the side of the screen. Killing it gives a lot of exp (100 points) Just go to the island in the center of the pond. A little girl's ghost appears and asks you to listen to her. She says both her parents went to the realm of the dead some 10 years ago, and she can't join them. She asks you to go to Hades and tell her parents about her situation, and that she'll be waiting for them there, no matter if for ten or for a hundred years. Then, she asks if you're gonna do that for her. Even if you answer 'no', Wokuu argues with you and tells the girl you'll help her. So, the girl thanks you (or Wokuu, if you answered 'no') and says every person that came before wouldn't listen to her... so she ate them all. She then gives you a flute, which has the power to open the doors to the other world. Spooked enough, now go to 4-2, and from there go west, into 4-4. 4-4: Snake Rock Vicinities -------------------------- Enemies: 1 - 真紅にそまる草原 (Crimson-dyed Prairie) Par=18 2 - 回って 回って (Turn Turn) Par=19 3 - フドウの荒野 (Fudou's Wasteland) Par=51 4 - 毒のしたたり (Drop of Poison) Par=17 5 - 魔物をさがせ! (Search the Monsters!) Par=38 6 - 青さめた谷間 (Blue-faded Valley) Par=39 Take a look on the stone-like rocks blocking your path - those are the petrified skins people told you about. There's a save point at the top left corner of the screen, if you need. Go for the guy standing in the middle of the bushes. His name is Nusaku, and he found himself trapped by those bushes when he woke up, and he had no sword to cut them away. Nusaku's a trader, and came here in seek for articles to buy or sell; He had bought a kimono near the Sun Palace and thought he'd be able to sell it to someone in this area. Turns out he bought the kimono from the old lady that lives near the Palace (she had shown you the kimono, remember?). Nusaku asks you if you want to buy the kimono then, and since you saved him he'll price it at 150 jewels. You can buy it if you want, but if you answer 'no' (or if you don't have 150 jewels at this point) you can still reach Nusaku at his home, near Susa. If you do buy the kimono, Nusaku tells you he has a mirror at home, capable of showing the real form of a monster-turned person. You can go there later if you want (after Nusaku arrives home). Now, get into the stone circle at the top right corner. At Mikajima, talk to Miko, shoot the magatamas at the tower if you want, and then go to the big hole on the main island (2-2). At 2-2, jump in the big hole, and at its lowest floor you'll find a gate. As soon as you step over the gate, you automatically play the flute. The gate opens, and you fall straight into the other world. --------- ----- | | | | 5-6 | 5-2 | YOMI (Hades) | | | Location Names: ---------+----- 5-1 - Susa Ossary | | | 5-2 - Susa Temple | 5-5 | 5-1 | 5-3 - Within Hades | | | 5-4 - Sand Stream - South Side --- -----+----- 5-5 - Sand Stream - North Side | | | 5-6 - Hirasaka | 5-4 | 5-3 | | | | ----- ----- 5-1: Susa Ossary ---------------- Enemies: 1 - 一撃でたおせ! (Defeat with one Hit!) Par=34 2 - 黄泉に忍ぶ顔 (The Face Hiding on Hades) Par=13 3 - 土の中をさがせ! (Search Underground!) Par=34 4 - 空中魔 飛来! (Flying Monsters' Migration!) Par=21 5 - 3段の丘を進む魔 (3-level Hill Monsters) Par=11 6 - 赤い殺意 (Red Intent to Kill) Par=19 Talk to the man standing next to you; he is this place's eqivalent to a save point. After that, just go north (the path is simpler than it may first seem). 5-2: Susa Temple ---------------- Enemies: none The enemies here (the white ghosts) are lost spirits; they don't battle: if you attack or are attacked by them, just leave the screen by the sides. Everytime you 'battle' them, however, you get carried back to the beginning of the screen, so you need to avoid them in order to progress. First, go to the top right corner, and you'll find King Goza (the one who kidnapped your sister). He asks you to forgive him, and says after he became king, no one believed or appreciated his power. Then the Ocean God appeared, and offered him the power he always wanted. Only after he came here he saw how wrong was everything he did; the Hades is a place for spirits to rest, and now he feels his spirit being cleaned. Having done this mea culpa, Goza's spirit is finally taken to heaven. Now go to the top left corner of the screen, and talk to the ghost there. He says that "where are marks on the floor, taking three lives will make the cave open". You'll soon know what that means - return to the previous screen and from there go south, into 5-3. 5-3: Within Hades ----------------- Enemies: 1 - 下から突き上げろ (Attack from Below) Par=11 2 - 足の下にもいる! (They're Below Your Feet Too!) Par=30 3 - ツチクレの崖 (Tsuchikure's Cliff) Par=55 4 - 蛇の道はへび (Snake's Path) Par=45 5 - ヤリで大爆発! (Big Explosion with Spears!) Par=25 6 - デコボコ丘の魔物 (Monsters of Rugged Hill) Par=28 7 - 気をすうヤツラ! (Energy-sucking Guy!) Par=35 Notes: Enemy #7: The mosquito-like monster is Kurai, and sucks out your energy (and a lot of it). After that, it tries to escape through the top of the screen. Take a look at the three circles on the ground: these are the circles the man on 5-2 was talking about. The goal is to kill three monsters so that their bodies are left exactly over each circle. Once you put bodies on the three circles, three light beams come, take the monster bodies away, and open the cave by blasting the rock blocking it. The first battle scene isn't so very difficult, but because of the nature of the enemies any mistake can reap a lot of your HP. Plan every move. The second battle screen features a green plant stuck to the ceiling. It's called Utsubokusa, and sucks Wokuu in if you gef below it. They're not very strong, but remember to destroy them as soon as possible. After you leave the cave, talk to the ghost woman near the exit (she tells you the spirits here are all just waiting to be resurrected, but there are spirits in Hirasaka that are frozen, and as such are condemned to stay here forever), then go west to 5-4. 5-4: Sand Stream - South Side ----------------------------- Enemies: 1 - 魔物を見つけろ! (Find out the Monsters!) Par=40 2 - ひそむマガツチ (Hidden Magatsuchi) Par=19 3 - リョウメンを斬れ (Cut Ryoumen) Par=15 4 - 素早いアイツ (He's Agile) Par=25 5 - 移動を考えろ! (Consider your Moves!) Par=45 The ghost in the beginning is another save point. When you reach the sand stream, remember that for every move you make, the stream takes you one step in the direction it's flowing. So, it shouldn't be a problem to reach the rightmost cave on the top of the screen. The battle screen is short, and you'll come out of the center cave. Talk to the two ghosts near you - they are the parents of the ghost girl that gave you the flute. The mother asks you to beat all monsters, because without doing it the ghost girl won't be able to come to the other world; the father says this isn't a place for living people, and that you should leave fast - there is a path back to the living world in Hirasaka. Enter the rightmost cave. The battle screen is short, but takes some planning in order not to get everyone exploding at you. After that, you will be out at the top side of the screen, from where you should move north, into 5-5. 5-5: Sand Stream - North Side ----------------------------- Enemies: 1 - 暴発させるな! (No Accidental Explosions!) Par=55 2 - 降りてくる魔物 (Descending Monster) Par=20 3 - リョウメンの岩場 (Ryoumen's Rocks) Par=15 4 - 鬼の詩 (Devil's Poem) Par=25 5 - 見えない場所に (In an Unseen Place) Par=20 6 - 大混乱 (Great Confusion) Par=54 7 - シメワが決め手! (The Bracelet is Decisive!) Par=34 Simply reach the top side of the screen, and talk to the old woman ghost - she will tell you the Bushis are imprisoned in rocks on the underground of a cave in Hirasaka, and destroying these rocks frees the Bushis. Move north to Screen 5-6. 5-6: Hirasaka ------------- Enemies: 1 - 地下の底で・・・ (Deep Underground is...) Par=23 2 - 怨みの火 (Malicious Fire) Par=41 3 - 気力をすわれるな (Don't Surrender your Energy) Par=35 4 - 人形キライ (I Hate Dolls) Par=36 5 - 復活のヨウマ (Recovering Youma) Par=30 6 - 体当たりコウソク (Tackling Kousoku) Par=27 The ghost there is another save point. Get into the cave surrounded by the four poles - each of the poles is actually one of the Bushis. Your goal is to destroy the bases of the poles (they can only be damaged by slashes), in order to free the Bushis' spirits. The stage is somewhat difficult, especially if you want to go through it without suffering damage, but it's not hard to figure out what to do if you use Wokuu to check around the screen. Also, notice you can move the square block to work as a platform. Once all four pole bases are destroyed, the Bushis' spirits gather near the top pole. Get out the same way you got in, and go talk to the bushis. Genbu (in the middle) says the magatamas can destroy the tower, but it doesn't open the path to heaven, which you need to cross to fight the Ocean God. In Sakaki there are eight dragons, and defeating them all will give you the means to go to heaven. Suzaku (in the left) says the Ocean God wishes to rule mankind, so he can take advantage of the results of human wisdom. Because of its wisdom, mankind has both good and evil consciousness in itself, and the Ocean God uses the evil consciousness of men to conquer the earth. But just because a person has evil intents, it doesn't mean he/she is evil; an evil heart can be restored. Byakko (on the right) also explains about the good and evil intentions that were created with the world, and says that 10 years ago the Ocean God created the tower and its monsters in order to seal away all good intentions. After talking to the three, you get to talk to Seiryuu. He gives you his sword, the Yatsuka no Tsurugi (Eight-Handle Sword), a weapon that has been passed in the family and that has the power to beat evil. Then, he teaches you a move to help you in battle: Shita-Zuki (Down-poke)----------------------------------------------------- | | | It's obvious after you learned the up-poke: while in mid-air, press | | down + A to make Jin fall pointing his blade down. You'll hit everyone | | below, and even cause damage on enemies underground (like moles). You | | don't necessarily have to jump to use this: if you're falling down, you | | can apply this move. | | | --------------------------------------------------------------------------- Seiryuu also tells you now the name "Seiryuu" is yours, and tells you to go to Sakaki to open the path to heaven. He apologizes for not giving you any choices on what to do, and then the four bushis rise to heaven. Right next, the Ocean God himself comes down to you! He's not happy for seeing the Bushis free, and has come to prevent you from returning to the world of the living. Boss: Ocean God (HP=200)--------------------------------------------------- | | | The Ocean God rises four barriers around himself, and summons four | | spirits: Hokushin (North God), Nanshin (South God), Toushin (East God), | | and Saishin (West God). The spirits will place themselves around you, and | | attack you. Hokushin does poisoning attacks, Nanshin does paralyzing | | attacks, Toushin has high HP and Saishin has high attack power (even | | though your Heart Eye says they have Attack=2, they actually have more). | | Defeating these four spirits makes the barriers fall, so you can attack | | the Ocean God himself. | | | | The Ocean God may attack you himself by dashing with his sword through | | the screen, if you take too long to approach him after the barriers are | | down. If you do hit him, he teleports to the opposite side of the screen | | and calls the spirits again. | | | | So, destroy the spirits (shots are particularly effective, but you're | | bound to get hit at least once, no matter how you attack), and then move | | to slash the Ocean God. If you're more than three moves away from him, | | move twice and then make a high jump to avoid his dash. It's kinda easy, | | after you get the hang of it. Besides, you can always use your healing | | items... | | | --------------------------------------------------------------------------- After being defeated, the Ocean God leaves, challenging you to go beat him for real in heaven. you probably should save your game, and then leave the screen by south. On 5-5, go east: you can now cut the stones blocking your way. Move north, and you will be at a different part of 5-6. Cross the bridge and get into the stone circle. This finishes Chapter 4. Chapter 5: "History" ----------------------------------------------------------------------------- The stone circle took you to Mikajima; talk to Miko if you want, but she tells nothing new. Now, there are two things you can do: either you go get the remaining tear drops, or simply go straight to Sakaki to beat the eight dragons. While geting all Tear Drops isn't required to beat the game, I strongly recommend you to get them, so you can level up your shield and make it a more effective weapon. Besides, you can take the opportunity to do some other things... So, if you want to go straight for the dragons, ignore the next section. --- Collecting the Tear Drops --- Okay, get into the stone circle to Mamoshima (Chapter 1 world). While in this quest, you probably should fight as many battles as possible, so you (and especially Wokuu) can level up a little more. 1-1: Mamoshima -------------- You can return here to show everyone your new sword and stuff, but there's nothing really relevant here, just some extra explanation about Seiryuu and the Bushis. 1-4: Tsukimura -------------- Go to the leftmost house to talk to Wakoto, the magatama expert. He'll say he figured out how many magatamas you need to destroy the tower: 800. Also, go to the group of holes right next to the village: now that you can cut stones, you can get into the top hole - do it. When falling off the hole, Try to land right on the wall dividing the two sides of the screen - the 20th Tear Drop is there (NOTE: you can only pick up this Tear Drop if you kill all enemies on the screen). There are two ways to exit this first screen: by the left or by the right. You'll have to take both ways - which one you take first doesn't matter. Let's try left first. Don't step in the Red Grasshopper Block, moving to the left side of the screen. The metal blocks are indestructible, and shoot hurricanes on you if you stand in the same row than it. These hurricanes don't damage you, but push you one step to the side. So, stay one column to the left of the lowest block before jumping - you will be pushed, but will not fall off the platform. Then, do a crouched jump, so the second metal block doesn't push you out. land on top of the lowest metal block, and from there jump up - the second metal block will push you, but, again, you'll still be on the platform. Then, just high jump to the next platform. Keep going up, killing the monsters and moving the white blocks to be used as platforms. When you reach the platform below the Tear Drop, stay between the two platforms and make a high jump - you'll be pushed into the narrowest platform. From there, do a regular jump and move left, so you can fall right on the Tear Drop, picking it up. After picking the Tear Drop, don't go up - instead, fall down a couple platforms. Near a metal block, there are breakable walls leading to another Tear Drop (you should have 22 Tear Drops now). Go right, and you'll fall into a hole. Step in the Red Grasshopper Block to be launched to the next floor. Pick the item - a Large Energy Ball, then go up and exit through the right. You will come out of the second hole near Tsukimura. Now, get into the top hole again, but this time exit the first screen by the right. The first screen is straightforward, and the second one is kinda obvious as well, and you should have no problems picking up the three Tear Drops there (hint: don't use any of the grasshopper blocks). Notice the lowest Tear Drop can only be picked up if you kill all enemies on the screen. Nou should now have 25 Drops. When you pick up your 25th Tear Drop, your bracelet is upgraded - now, the shield is red, and its energy shots fly in wave patterns, instead of straight lines - in effect, your shield no longer hits a single row, but two rows. Exit by the top left corner, and you'll be out of the cave. 2-1: Hatsumura -------------- The old woman on the top center house says there's a hole leading to a cave under the city, and the entrance is inside someone's house. Enter the bottom leftmost house, and check the left side: Wokuu finds a hole in the ground, and asks if you want to get in. Inside it, the stage is pretty straightforward, but notice you can only defeat the monsters there by stepping on top of them. Taking the Tear Drops there is easy, and you come out of the cave by the right side. Instead of leaving the screen by the east, leave to the north, into 2-4. 2-4: Fuyumura ------------- Now you can cut the stones blocking your route to the cave. This is yet another dark cave, where you need to keep an eye on the candle... Dark Cave (2)-------------------------------------------------------------- | | | Because this cave is much more difficult than the other one you faced, | | I decided to make a somewhat step-by-step walkthrough of this one; take a | | look into it if you can't figure out the way. Just so you know, always | | slash a monster if you're standing right next to it - I won't tell you to | | do it each and every time. By the way, brace yourself - this walkthrough | | will be very confusing. | | | | First, move left until the edge of the hole, than make a crouched jump | | to the other side, where you can slash the monster to refill your candle. | | From there, high jump and move left until you reach another monster - hit | | it. Jump over the monster (after you're at its left, remember to hit it | | again) and shoot up - you'll destroy a breakable block just out of the | | screen. | | | | Once the block is gone, return the same way you came, until you are | | back at the first monster. From there, high jump and go right, than jump | | and move right until you can reach the monster. High jump to the ledges | | to the right, until you can reach another monster on the highest floor | | (you should be close to the top right corner of the screen). Jump over | | this monster, and move to the left (jump over both the hole and the | | monster, hit the monster when you're at its left). | | | | From this point, you'll have to do a crouched jump, move three steps | | to the left, and then release and grab Wokuu's tail quickly. Move two | | more steps to the left, than hit the A button to make a Falling Leave | | Slash that will hit the monster at the last moment. Move over the monster | | and to the right, falling down the hole - you'll be just beside the 28th | | Tear Drop. Now, let the candles run out, so you get dragged back to the | | entrance of the cave. | | | | Again at the entrance, move left and make a crouched jump until you | | reach the first monster, just like you did the first time. then move up | | and right to the second monster, and from there go further up and right | | to the third monster - so far, it's just like the route to the first Tear | | Drop. You now should be again next to the top and rightmost corner of the | | screen. Jump over the monster, and go left, but this time walk off the | | platform, down the first hole you meet. Walk right until you can hit the | | monster. | | | | Now, move one step right: you will fall down the hole into a platform. | | Walk left until you fall this platform too. You will fall all the way to | | the bottom of the screen, right next to a monster. Hit it and then move | | right until you reach another monster. Destroy the block right of this | | monster, and then move to the place the block used to be. Go up until you | | reach the platform with the monster. Move over the monster and then go to | | the left. Jump from the edge of the platform and move three steps left. | | Grab and release Wokuu's tail, then move one more step left. Make a slash | | to destroy the block. You'll be at the bottom of the screen again. | | | | Once again, go right and up until you reach the platform edge - now | | that you broke the block, you can jump to the other side. Jump left over | | the hole until the next monster. From there, shoot left to destroy the | | block near the left wall. Return right to the previous monster. | | | | From this monster, move left and walk off the platform, making a down- | | poke - you'll damage a block right below you, but won't destroy it. Jump | | back to the monster to reload your candles, then repeat the operation | | until the block breaks. Once the block is broken, you can no longer jump | | back to the platform, so move right, fall off the platform and grab Wokuu | | before you hit the ground. Move right, and make a Falling Leaves Slash to | | hit the monster. At this point, you should be right of a monster close to | | the bottom of the screen. Shoot left to break two more blocks that were | | under the one you just destroyed. Jump right, over the monster, and you | | will be back to the bottom of the screen you visited twice before. | | | | Go right and up one more time, then jump left over the gap until you | | reach the platform (again). Walk left and fall at the hole - now that you | | destroyed the blocks, you'll fall straight to the bottom of the screen. | | Walk left until you reach another monster. | | | | Get on the first blue step to your left. From there, do a crouching | | jump, move one step to the right, hit the monster and immediately pick up | | Wokuu's tail, then move one step to the left - you should be right back | | at the first blue step (but now with more candles). Make a series of high | | jumps, climbing the blue steps, until you reach the top of them (right | | next to a monster). Jump over this monster (you're really close to the | | end, so remember to slash it again one you're at its right). | | | | Move right and jump to the platform with a monster (it's the platform | | right below the one with the Tear Drops). Hit the monster, move over it, | | hit it again and then high jump twice: you're now at the same platform as | | the three Tear Drops. Collect them and then let the candles wear out. | | This cave is, at last, done. Whew! | | | --------------------------------------------------------------------------- After all this work, you should probably go to Fuyumura and save your game (just to make sure). After that, go north using the path on the top left corner of the screen. 2-6: Misaki ----------- Cross the moles' hole into the island. Enter the other cave there. In the first screen of this cave, there's a bunch of breakable blocks in the floor near the right side exit of the screen. Break these blocks with the down-poke and follow the path to find two more Tear Drops. Go back to the main island, and leave the screen east, into 2-5. 2-5: Mt. Amano Vicinities ------------------------- Now you can destroy the stones that prevent you from reaching the cave in the lower left corner of the screen, so get in there. The first screen of the cave has four Tear Drops in it. Make sure you get them all and then leave by the botton left corner of the screen. The second screen has some weird blocks with lights on them. These blocks appear and disappear, and the lights work as an indicator of when they're gonna vanish - the less light are lit, the closer the block is to vanish. You have to work your way up these blocks in order to reach the two Tear Drops on top of the screen. Neither of the other items is important, but you can easily pick them with the Blue Wokuu. Once you get them, leave the cave - you should now have 39 Tear Drops. leave the screen by south, into 2-3. 2-3: Manai ---------- Take the path to the small altar island. Near the beginning of this path, there is a bunch of breakable blocks on the ground - use the down-poke to destroy them. There is one Tear Drop there to take, and a exit on the bottom right corner of the screen. Leave by this exit. On the second screen, the goal is to move the six blocks so you can reach the top right side of the screen, where lie two Tear Drops. It's not really hard, but here it goes anyway. Those six blocks are arranged in the following way (relatively to each other, I'm not drawing the stage itself): 1 2 3 4 5 6 You have to move the two leftmost blocks (blocks 5 and 6) one square to the right, so they both form a 'tower' that will allow you to push the lowest of the rightmost blocks (block 4) to the right until it touches the metal block (thus preventing it from shooting hurricanes at you). Push block 3 to the right until it falls down the hole, shutting the gap. Push block 2 to the right until it falls down the hole, then push block one until it's at the edge of the platform (don't let it fall down the hole). At this point, don't move any more blocks: they should be arranged in a way that allows you to reach the Tear Drops. Once you get to them, leave the cave. 3-1: Susa --------- You can go to the house in the bottom left corner of the screen - Nusaku, the trader, should be back home now, so talk to him. If you didn't buy the kimono back on 4-4, you can buy it now (150 jewels). If you did buy the kimono or buy it now, you can enter the room in the right, in which is the mirror he mentioned earlier - the one that allows one to see his true shape. Wokuu does see her true form, but you can't see it. Oh, well... 3-4: Majiri ----------- Get into the cave that leads to Hinomoto. When you first went there, I told you to ignore the three Tear Drops in the first cave. Now is time to pick those three up. After you get them, don't backtrack - go forward, until 3-10. 3-10: Hinomoto -------------- At the bottom left corner, cut the stones that prevent you from reaching the water. inside the water, you can't move freely - there's an invisible route there. Notice there are dead ends on this invisible route. The goal is to reach the small island on the bottom left. At the island, there's a Tear Drops at the bottom, near the end of the screen. Notice there are two ways out of the first screen: one at the top right, and one right below it. In order to reach the top right exit, you will need to go to the upper side of the screen as soon as you enter the stage. Get the Tear Drop on this screen, and leave by the top exit. The second screen is simple, and get all the Tear Drops at the third screen - there are four Drops (notice you have to get the top right Drop first of all). Once you get the last Drop of this screen, you will total 50 Tear Drops. With this amount of Drops, you get the final upgrade on your shield: now, your shots have the same attack power as your sword attacks! Okay, now leave this cave. As soon as you're out, press R to view the world map. If there are no blinking spots, it means you already have picked up all Tear Drops! So, time to continue to our regular quest... --- End Of Tear Drop Collecting --- All right, now go to the closest stone circle, to go to Mikajima. Destroy the tower, if you haven't done so yet, and talk to Miko. Move to Sakaki: you will come out on screen 4-4. It's time to destroy the Dragons... ----- ----- | | | | 4-1 | 4-3 | SAKAKI (Complete) | | | Location Names: -----+-----+----- 4-1 - Sakaki | | | 4-2 - Sotomura | 4-4 | 4-2 | 4-3 - Cannibal's Pond | | | 4-4 - Snake Rock Vicinities ----- --- -----+----- 4-5 - Michibiki Prairie | | | 4-6 - | 4-6 | 4-5 | | | | ----- --------- 4-4: Snake Rock Vicinities -------------------------- Enemies: 1 - 真紅にそまる草原 (Crimson-dyed Prairie) Par=18 2 - 回って 回って (Turn Turn) Par=19 3 - フドウの荒野 (Fudou's Wasteland) Par=51 4 - 毒のしたたり (Drop of Poison) Par=17 5 - 魔物をさがせ! (Search the Monsters!) Par=38 6 - 青さめた谷間 (Blue-faded Valley) Par=39 As soon as you come out of the stone circle go left. Cut the stones that prevent you from entering the stage and go in. The first screen has no news, so just cruise through it. On the second screen is the first dragon you will fight... Boss: Dairyuu (HP=210)----------------------------------------------------- | | | All eight dragons behave the same way: they move around the screen, | | and if they get to touch their mouth on you, they'll shake you around. | | Every 20 turns, the dragon launches a horn attack. This consists of three | | horns surrounding you. Every following turn, one of the horns dashes | | towards you. | | | | You can walk on the dragon's body (it has four segments), and that is | | often the best place to shoot the head from. Other than that, try to stay | | on the edge of one of the platforms, so you can walk off it when the | | horns come (so you can get out of all horns' range in a single move). The | | horns can be destroyed by slashing, but while you destroy one another one | | may hit you from behind. | | | --------------------------------------------------------------------------- Once the dragon is destroyed, you're automatically out of the stage, and one of the dragon rocks blocking your way disappears. Also, the stage you just fought is sealed, so you can never enter it again. Go east into 4-2, and go to the cave on the top left corner. Cut the stones, and enter the cave. The cave has lots of breakable blocks, so there's more than one route to reach the exit. Once you reach it, it's time to fight the second dragon... Boss: Kouryuu (HP=220)----------------------------------------------------- | | | Same as the previous one, except it has five body segments instead of | | four, and makes the horn attack every 16 turns instead of 20. Also, the | | battlefield is a bit more irregular, so it may hurt your mobility. Still, | | beat it the same way you did the first time. | | | --------------------------------------------------------------------------- After beating Kouryuu, leave the screen through the northwestern exit. You are now in 4-1, but in a section of it that has just a cave. Enter the cave - it has lots of spikes, but yu should be able go cross it with little or no damage. The goal is to reach the bottom of the screen, where you can destroy a group of breakable blocks, fall down a hole and meet the third dragon: Boss: Suiryuu (HP=250)----------------------------------------------------- | | | This one has seven segments, and launches horns every 14 turns. Again, | | same strategy to beat. | | | --------------------------------------------------------------------------- Once out of the cave, return to 4-2, then leave it by the northeast exit. You should be in the main part of 4-1. From there, go east into 4-3. In 4-3, go to the Cannibal's Pons and talk to the ghost girl to tell her her parents are waiting for her, but that she can't join them until the Ocean God is gone. After that, go to the right side of the screen, and move up into the cave. This stage's first screen features some Tsuchikui monsters (the ground- eaters) - you must leave at least one of them alive, so it can eat the ground that prevents you from reaching the exit (the bottom right of the screen). The second screen has lots of lava and self-destructing enemies, so it's necessary to be careful. Once you manage to fall down through the bottom of the screen, you'll meet the fourth dragon. Boss: Setsuryuu (HP=260)--------------------------------------------------- | | | Just to break the routine a little, Setsuryuu does not perform horn | | attacks. Instead, it shoots fire from its mouth - a huge beam, whenever | | you're in the same row than it. The strategy doesn't change much, except | | you have to take care about not standing in its way, and don't need to | | worry about the horns. by the way, it has seven body segments. | | | --------------------------------------------------------------------------- Now that the first four dragons are gone, all the four dragon rocks that blocked your way are gone. Go back to 4-4 and enter this newly-opened path. On the left side, there's a hole surrounded by rocks - enter it. The cave is full with flies and shooting blocks, but things shouldn't be very hard. Once you cross this first screen, you'll fall in a screen with a skeleton. Walk over it and you'll pick up a letter he wrote. It just says he thought he could defeat the golden dragon, but was mistaken, and those without much self-confidence should go back. There's a Fire Dragon God on the right side of the screen - you can have Wokuu pick it up if you want. Fall down the hole and it's time to fight dragon number five. Boss: Gunryuu (HP=320)----------------------------------------------------- | | | Like the other dragons, but has only two body segments, so it's pretty | | hard to walk over him, and makes horn attacks every 14 turns. Same old | | story... | | | --------------------------------------------------------------------------- Once Gunryuu is dead, exit by south and you'll be at 4-5. 4-5: Michibiki Prairie ---------------------- Enemies: 1 - となりはキケン! (Danger Next Door!) Par=24 2 - カエンのいる丘 (Kaen's Height) Par=26 3 - 爆発をとめろ! (Stop the Explosion!) Par=19 4 - 赤ら顔を斬れ! (Cut the Red Face!) Par=21 5 - 剣は電気をとおす (Electricity Through Sword) Par=24 6 - 赤色土の魔物 (Monster of the Red Lands) Par=48 Notes: Enemy #5: The weird Mushroom is called Houdentake. While it's charged up (it sparks), you can't hit it with your sword, or you get shocked. Cut the stones blocking the cave and enter it. This is a dark cave, but the path is quite straightforward, and you should have no problems if you use Wokuu to plan your moves. Once you're out of the cave, simply enter the hole to the right - that's where the next dragon is... Boss: Sairyuu (HP=290)----------------------------------------------------- | | | This dragon can make the horn attack every 10 turns, and can also make | | the fire attack, just like Setsuryuu. It has 11 body segments, so it may | | sometimes be hard to find a position to shoot him from. | | | --------------------------------------------------------------------------- Return to ground level, and exit the screen by east... 4-6: Sakaizaka -------------- Enemies: 1 - 遠い魔物の谷 (Distant Monsters' Valley) Par=31 2 - キマグレなヤツ (Whimsy Guy) Par=41 3 - 赤い谷間の決闘 (Duel on Red Ravine) Par=36 4 - 丘には赤いカメが (A Red Turtle on the Hill) Par=40 5 - 真っ赤っか大作戦 (Operation Deep Red) Par=38 6 - 放電記 (Electric Discharge Chronicle) Par=26 7 - 回る頭をたたけ! (Fight the Spinning Head!) Par=24 As soon as you enter, move north, and enter the cave surrounded by tree stomps. The path is quite annoying, since you are often surrounded by self- destructing enemies. Anyway, when you get to cross this screen, you will meet the seventh dragon: Boss: Kyouryuu (HP=350)---------------------------------------------------- | | | Fighting this dragon is a bit more annoying than the others, because | | it launches its horns on you every five turns, and has 17 body segments, | | which may stop you from reaching a clear attack position. | | | --------------------------------------------------------------------------- Once you defeat Kyouryuu, go east, save your game if you wish, and move to the top left corner of the screen. Approach the last dragon and you will automatically enter a fight against him (only if you already defeated the other dragons). Boss: In'Ryuu (HP=380)----------------------------------------------------- | | | This one has 14 body segments, but is harder to beat than Kyouryuu | | because it moves in more irregular paths. To top if all, it launches horn | | attacks every 6 turns, and can also spit fire. | | | --------------------------------------------------------------------------- Once you destroy the last dragon, you receive an item - the Dragon's Eye- ball. With it, you can now open a road to heaven, and find the Ocean God. Use the Stone Circle in 4-4 to go to Mikajima. At Mikajima, go to the spot from which you destroyed the tower. Now that you have the Dragon's Eyeball, it will split the seas, and open a path to the place the tower used to stand at - now, there's only a stone circle there. Jin automatically walks into the stone circle, and is teleported to the castle in the sky. Castle in the Sky ----------------- Enemies: none There is only one path to take, and it leads into the castle gates. If you feel you're not ready to the final battle, you can step into the altar to warp back to Mikajima. Inside the gates, notice that falling off the bottom of the screen throws you out of the stage. To the right, there's a Recovery Ball in a low platform (after you take it, you have to fall off the bottom of the screen, but it's worth it). Fight your way up, through the top of the screen. The second screen goes the same way as the first. On the third screen, there's a Large Energy Ball in the left corner of the screen, and the exit is to the right. Before you exit this screen, you may want to use some items to refill you HP and energy, because the final boss awaits on the next screen... Notice that, at every move you make, the sea behind you rises a little bit. After it rises to a certain point, a wave falls over you, and the only way to avoid the damage is to be under one of the platforms when the wave breaks down. Each platform has three lights in it - they show which side the platform will move to next turn (for example, if the left light is on, the platform'll move left. If the center light is lit, it won't move). Get yourself covered until the wave falls down. After the wave breaks, you meet with the Ocean God again! Boss: Ocean God (HP=400)--------------------------------------------------- | | | The main problem here is that you have to worry about the waves rising | | on the background, and search for cover when they come down. Every now | | and then, the Ocean God throws an energy ball down, which goes your way | | the next turn. | | | | The best way to beat him is to high jump when you're below him, and | | up-poke from there to slash the Ocean God. You can also climb on a | | platform and jump from there to hit him, but it's hard to do that while | | trying to keep yourself covered. No other attacks do any harm to him. | | | | Every time you hit him, he rises a barrier around himself; attacking | | this barrier makes you hurt, not him. Just wait four turns and his shield | | goes down again. | | | --------------------------------------------------------------------------- Once you manage to beat the Ocean God, the next events may vary. If you have less than 1300 magatamas, the defeated Ocean God returns to the sea, and you get to talk once again to the Mountain Goddess. She tells you the fight is over, but even though you defeated the Ocean God, you failed to eliminate all evil completely. What's left of the tower is destroyed, thus cutting all links between earth and heaven completely... The castle in the sky goes away, and Wokuu says that, without the Ocean God, all monsters should be gone. She asks you whether you think this is a happy ending or not - it isn't. You haven't been able to rid the world of all evil intentions, and because the Ocean God is still around, Wokuu cannot return to her human form. Since she can't go home in this shape, she decides to return with you... Enjoy the bad ending. On the other hand, if you have 1300 magatamas or more, after you defeat the Ocean God, he floats up and says you haven't killed him yet, and he will use the power of the magatamas you collected in his favour. The Mountain Goddess appears and tells you the Ocean God can react to the magatamas' power and change his shape. However, his true shape is revealed and, if you defeat him now, he'll be gone for good. She also refills your HP and energy for the upcoming battle... Final Boss: Ocean God (True Shape) (HP=400)-------------------------------- | | | The Ocean God turns into a huge fish, and sucks you in. He's not | | willing to let you take advantage of a monster's skills, and knocks Wokuu | | out - she does wake up after 10 turns, as usual, but her HP is reduced to | | 1 (as usual), so she loses a lot of her usefulness. | | | | You can use your Heart Eye to look through that fish body, and see the | | regular human-like God is still in there. There's nothing you can do | | against the fish, so focus on dodging his attacks. Whenever he is totally | | steady in the air, it means he'll fire a beam that sweeps through the | | ground. The only way to avoid this one is by jumping (which means you'll | | get hit at least once, while Wokuu is out), but it doesn't take that much | | HP anyway. | | | | After that, he flies around for three turns, trying to stay right | | above you; after the three turns, he turns upside down and dives on the | | ground to slam you (and that takes a lot of HP!). After that, he gets | | tired and stands where he landed, in human form. This is the only moment | | you can hit him. | | | | Once you hit him, the cycle restarts. He may occasionally suck you in | | again, which is probably his most annoying attack, since it gets Wokuu | | out of the battle... | | | | There isn't much you can do to avoid his attacks, except jump when he | | launches the beam (if Wokuu's awake). Other than that, it's mostly a | | matter of taking the hit and constantly using items - you better have a | | fair amount of ointments. You may be able to escape the slam sometimes, | | but everytime you damage him, his fish shape gets bigger, so dodging it | | gets harder and harder. | | | --------------------------------------------------------------------------- After you defeat the monster, the Goddess appears before you once again to tell you your fight is finally over. However, you shouldn't forget that even though the Ocean God is dead, evil still exists. What's left of the tower starts to shake, and that marks the definitve separation of Earth and Heaven. The age of Gods and Men is over; and the human history begins now. Whether it will be a history of light and darkness is up to you people... The castle in the sky goes away, and you're teleported back to Mikajima. Wokuu mentions that without the Ocean God all monsters disappeared, and asks you if you think this is now an all-good world. She doesn't: there's still both good and evil thoughts around. Only then you notice that, in the meantime, Wokuu got back to normal! Now that she's human again, she can return home at last... Enjoy the ending. (NOTE: if you bought Wokuu the kimono, you get a little extra scene of her wearing it.) ---THE END--- ENEMY LISTING---------------------------------------------------------------- Here I'll place information about the enemies you can find in the game. This list will be completed as the walkthrough progresses. Even though some enemies have the same shape, their color indicate their strenght, in the following order: Green - Yellow - Blue - Red, with green being the weakest. Usually, a given shape of monster has always the same attack patterns, regardless of its color. Mobility refers to a monster's capacity to do actions; most monsters have mobility=1, which means they can make one move for every move you make. HP refers to their life; in other words, it's the amount of damage you have to inflict to kill a monster. HP can vary from monster to monster, even if they are exactly equal visually (including in color), but this variation is, in most cases, very small. Attack is the monster's attack power; usually, the amount of damage caused by the monster's most common attack. Exp is the amount of experience you (or Wokuu) receive when you kill this monster. Regular Ground Enemies ---------------------- * Koketake (Green Mushroom) - Mobility=1 HP=004 Attack=02 Exp=001 * Fudake (Yellow Mushroom) - Mobility=1 HP=006 Attack=04 Exp=003 * Kinoko (Blue Mushroom) - Mobility=1 HP=006 Attack=06 Exp=005 * Kidake (Red Mushroom) - Mobility=1 HP=008 Attack=08 Exp=007 The weakest enemy you can possibly find. Walks towards you, and attacks if you're right on its side, and may try to go away afterwards. Occasionally, it may faint for 1 turn after you hit it (the stronger the color, the harder it is for it to faint). * Kubiotoshi (Green Bug with Mantis-like Arms) - Mobility=1 HP=005 Attack=04 Exp=002 * Hitokiri (Yellow Bug with Mantis-like Arms) - Mobility=1 HP=014 Attack=09 Exp=007 * Yamikiri (Blue Bug with Mantis-like Arms) - Mobility=1 HP=023 Attack=14 Exp=010 * Kamiotoshi (Red Bug with Mantis-like Arms) - Mobility=1 HP=036 Attack=19 Exp=015 When it's right next to you, it rises its arms, arming its attack. If you don't move away, it then attacks. Pretty easy to avoid, given it announces when it's gonna attack. * Rain (Green Creature Carrying Wheels) - Mobility=1 HP=009 Attack=08 Exp=006 * Raija (Yellow Creature Carrying Wheels) - Mobility=1 HP=016 Attack=12 Exp=010 * Raiki (Blue Creature Carrying Wheels) - Mobility=1 HP=030 Attack=16 Exp=014 * Raima (Red Creature Carrying Wheels) - Mobility=1 HP=041 Attack=20 Exp=019 Whenever you stand in front of it, its eyes light up red. Next, it shoots a spear from its mouth. * Karamushi (Green Bug in a Shell) - Mobility=1 HP=012 Attack=06 Exp=007 * Karakimushi (Yellow Bug in a Shell) - Mobility=1 HP=026 Attack=07 Exp=010 * Aokara (Blue Bug in a Shell) - Mobility=1 HP=032 Attack=12 Exp=017 * Kara'akamushi (Red Bug in a Shell) - Mobility=1 HP=042 Attack=18 Exp=020 Whenever it's damaged, it goes inside the shell. During this period, it can't be damaged at all. After 5 turns, it comes back out. Colors yellow and above can attack you even when inside the shell, if you stand right next to it. * Tsukimushi (Green Grashopper) - Mobility=1 HP=034 Attack=12 Exp=011 * Sakamushi (Yellow Grasshopper) - Mobility=1 HP=034 Attack=14 Exp=013 * Ochimushi (Blue Grasshopper) - Mobility=1 HP=035 Attack=16 Exp=015 * Nigemushi (Red Grasshopper) - Mobility=1 HP=044 Attack=18 Exp=017 It starts out moving on the ceiling; when it comes down, it tries to keep a 2-square distance from you. * Jatousou (Green Plant Head) - Mobility=0 HP=003 Attack=18 Exp=001 * Jatoukei (Green Plant Stalk) - Mobility=0 HP=023 Attack=01 Exp=015 Basically, this is a three-stage plant: two Jatoukei stages and the Jatousou head on top. The easiest way to kill it is by killing the head - do that, and the remaining parts die as well. However, killing it stage-by-stage yields more exp. * Kousoku (Green Speeding Bug) - Mobility=2 HP=040 Attack=10 Exp=018 Think of it as one of those mushrooms, but with high mobility... * Karakomori (Green Monster with Two Shields) - Mobility=1 HP=010 Attack=16 Exp=001 Attacking from the sides cannot damage it. However, simply stepping over it is enough to kill it. * Houdentake (Green Two-stages Mushroom) - Mobility=1 or 2 HP=047 Attack=23 Exp=021 While it's electrified, you get electrified if you attack it with your sword. Notice it can move either once or twice per turn. Flying Monsters --------------- * Insei (Green Dragonfly) - Mobility=1 HP=003 Attack=02 Exp=002 * Masei (Yellow Dragonfly) - Mobility=1 HP=012 Attack=05 Exp=007 * Kyousei (Blue Dragonfly) - Mobility=1 HP=007 Attack=09 Exp=011 * Seiki (Red Dragonfly) - Mobility=1 HP=036 Attack=14 Exp=015 It simply tries to approach from whichever direction it can, and attacks if you're besides or below you. It often gets in a diagonal position from you, which prevents you from hitting it with regular sword attacks. * Kouchuu (Green Flying Insect) - Mobility=1 HP=012 Attack=01 Exp=007 * Shichuu (Yellow Flying Insect) - Mobility=1 HP=021 Attack=01 Exp=009 * Anchuu (Blue Flying Insect) - Mobility=1 HP=021 Attack=01 Exp=011 * Ranchuu (Red Flying Insect) - Mobility=1 HP=036 Attack=01 Exp=013 It's capable of launching attacks on you as long as it's on the screen. It launches a shot, which targets on the place you are standing in. If you don't move out, the shot hits you the next turn. Shichuu's shot immobilizes you for 5 turns if it hits; Anchuu's shot makes everything dark for 5 turns; Ranchuu's shot confuses you. * Fuyou (Green Hovering Monster with Tail) - Mobility=1 HP=012 Attack=05 Exp=008 * Jayou (Yellow Hovering Monster with Tail) - Mobility=1 HP=018 Attack=07 Exp=011 * Youki (Blue Hovering Monster with Tail) - Mobility=1 HP=023 Attack=09 Exp=013 * Youma (Red Hovering Monster with Tail) - Mobility=1 HP=039 Attack=11 Exp=015 It flies and tries to sting you with its tail. Occasionally, hitting it may cause its tail to fall, but it grows back up soon. * Ryokuyou (Green Fly) - Mobility=2 HP=014 Attack=04 Exp=009 * Youki (Yellow Fly) - Mobility=2 HP=019 Attack=06 Exp=011 * Yousei (Blue Fly) - Mobility=2 HP=030 Attack=08 Exp=014 * Seiki (Red Fly) - Mobility=2 HP=038 Attack=10 Exp=018 The thing about this fly is that its mobility is 2. So, it can move two squares per turn. It won't move before you get close or attack it, but be careful when it starts moving. It tends to go up, then dive on you. Knowing that, you can plan your moves so you can get straight in front of it without getting attacked. * Hashiri (White One-Eyed Cloud) - Mobility=1 HP=001 Attack=10 Exp=010 Trying to attack it with your sword makes it shoot electrocute you, and it won't suffer any damage. To beat it, you can either shoot at it or make it attack you (use your shield to defend): every time you do that, the cloud becomes smaller. After you reduce it twice, only the eye is left, and then it's open to any kind of attack. The eye tries to reach the top of the screen and, if it succeeds, it reloads. * Mitsubati (Yellow Bee Sworm) - Mobility=1 HP=003 Attack=01 Exp=009 Attacking these bees with your sword cannot kill them in a single hit, despite their low HP. Instead, every slash kills only one of the bees. When they attack you, they attack once for every bee present (so it can attack up to three times per turn). However, using shots against them can kill them all immediately, and Wokuu also clings to them (but takes three turns to kill it as well). * Fushou (Green Flying Eye) - Mobility=1 HP=032 Attack=01 Exp=010 * Fushougan (Fushou's Eyeball) - Mobility=1 HP=001 Attack=20 Exp=000 Fushou flies above you and drops an eyeball (Fushougan) on you. This eyeball (which is indestructible) inflates and, after 3 turns, explodes causing damage on anything nearby. * Karakuri (Green Two-faced Head) - Mobility=1 HP=036 Attack=15 Exp=015 * Ryoumen (Yellow Two-faced Head) - Mobility=1 HP=039 Attack=16 Exp=016 * Kaeshi (Blue Two-faced Head) - Mobility=1 HP=044 Attack=17 Exp=019 * Onizura (Red Two-faced Head) - Mobility=1 HP=044 Attack=18 Exp=020 Every turn, a different face is turned to you. The white face can not be damaged, so it's only pointful to attack when the colored one is turned to you. * Tou'in (Green Flying Plant) - Mobility=1 HP=099 Attack=01 Exp=100 It doesn't attack: just tries to leave through the side of the screen. The point is that you get a load of exp if you kill it. Static Enemies -------------- * Haretsusou (Green Plant with a Bulb) - Mobility=0 HP=017 Attack=01 Exp=010 It creates explosive energy balls, that are launched to the sides. These energy balls will fall down holes. It can't create balls while someone is right next to it. * Hifuki (Green Fire-spitting Block) - Mobility=0 HP=023 Attack=05 Exp=008 * Fuki'ishi (Blue Fire-spitting Block) - Mobility=0 HP=031 Attack=09 Exp=011 * Kaen'ishi (Red Fire-spitting Block) - Mobility=0 HP=035 Attack=11 Exp=014 It spits fire shots towards you when you're at its side. * Utsubokusa (Green Bulbous Plant on Ceilings) - Mobility=0 HP=038 Attack=01 Exp=012 Whenever you move under it, it sucks Wokuu inside for 5 turns. No damage is caused to Wokuu or to you, except you can't use Wokuu during this time. * Dokubana (Green Coral-like Plant) - Mobility=0 HP=010 Attack=01 Exp=001 Every five turns, it shoots a poison drop upwards. Status-Damaging Enemies ----------------------- * Mizuchi (Green Snake) - Mobility=1 HP=006 Attack=03 Exp=004 * Nozuchi (Yellow Snake) - Mobility=1 HP=015 Attack=05 Exp=008 * Tomari (Blue Snake) - Mobility=0 HP=009 Attack=03 Exp=004 * Noroi (Light Blue Snake) - Mobility=1 HP=029 Attack=07 Exp=011 * Kaen (Red Snake) - Mobility=1 HP=035 Attack=09 Exp=016 When it opens its mouth, it's a signal it'll try a poison attack. Other than that, behaves like a regular enemy. Tomari doesn't move, just does poison attacks when you get close. * Akuta (Green Multilegged Creature) - Mobility=1 HP=006 Attack=02 Exp=005 * Yatsuta (Yellow Multilegged Creature) - Mobility=1 HP=024 Attack=04 Exp=010 * Yatsuashi (Blue Multilegged Creature) - Mobility=1 HP=033 Attack=06 Exp=015 * Sekigan (Red Multilegged Creature) - Mobility=1 HP=042 Attack=08 Exp=020 Whenever its legs start wiggling fast, it means it intends to shoot you with its string. If you're hit by it, your mobility drops by half - so your enemies may move twice for every move you make. You can defend the string with your shield. It also has a regular attack - a strike with its legs. * Yanimatsu (Green Cell-like Blob) - Mobility=1 HP=001 Attack=00 Exp=001 It cannot cause damage by itself: it just tries to stick to you and, if it succeeds, you become unable to attack with your sword and it can only be destroyed if you try to use your sword 5 times. * Shisui (Green One-eyed Hairball) - Mobility=0 HP=009 Attack=00 Exp=006 * Katame (Yellow One-eyed Hairball) - Mobility=0 HP=030 Attack=00 Exp=011 * Sekika (Blue One-eyed Hairball) - Mobility=0 HP=038 Attack=00 Exp=016 * Fudou (Red One-eyed Hairball) - Mobility=0 HP=047 Attack=00 Exp=021 If you stand in the same horizontal or vertical line than it, you can't move for 5 moves. It doesn't happen while its eye is closed. By itself, it can't cause you any damage, just let you open so others can beat you. * Shizuku (Green Drop on Ceilings) - Mobility=0 HP=008 Attack=01 Exp=003 Every few turns it lets a poison drop fall down. Despite being shown as having no mobility, it can move sideways. * Tsuchikure (Green Cactus-like Monster) - Mobility=1 HP=035 Attack=12 Exp=014 * Doningyou (Yellow Cactus-like Monster) - Mobility=1 HP=034 Attack=15 Exp=015 * Hitogata (Blue Cactus-like Monster) - Mobility=1 HP=040 Attack=18 Exp=018 * Koudoki (Red Cactus-like Monster) - Mobility=1 HP=043 Attack=21 Exp=019 The monster appears, and the next turn it shoots at you. After shooting, it disappears again; after a while, a little ghost appears, marking the place in which the monster will appear again. The monster itself is invulnerable - to destroy it, you have to attack the ghost that appears before him. If its shot hits you, you get confused (that is, you controller gets messed up). * Kurai (Green Mosquito) - Mobility=1 HP=038 Attack=01 Exp=010 When it attacks, it sucks out your energy, after which it tries to escape through the top of the screen. Healers ------- * Mahikari (Green Light Ball) - Mobility=1 HP=005 Attack=00 Exp=010 Every now and then, it flashes a light that heals all enemies on screen. * Sakabashira (Green Goo Pole) - Mobility=0 HP=010 Attack=01 Exp=001 Not really an enemy, but a monster nonetheless. It just appears on dark caves, and hitting it reloads your candles. Can not be destroyed, nor make attacks. Ground-Attacking Monsters ------------------------- * Iwamoti (Green Bug with a Rock) - Mobility=1 HP=012 Attack=15 Exp=007 * Jiyurashi (Yellow Bug with a Rock) - Mobility=1 HP=022 Attack=20 Exp=013 * Iwaotoshi (Blue Bug with a Rock) - Mobility=1 HP=036 Attack=25 Exp=019 * Shindou (Red Bug with a Rock) - Mobility=1 HP=050 Attack=30 Exp=025 Every five turns, it rises its rock, announcing its attack. The following turn, it bangs the rock against the ground. If you're standing on the ground when it happens, you suffer the damage, no matter how far you are from the monster. It's not so hard to avoid, but being hit only once causes a lot of damage. Its high HP and attack makes it hard to kill it from a distance. * Tsuchikage (Green Mole Monster) - Mobility=1 HP=020 Attack=07 Exp=010 * Fudo (Yellow Mole Monster) - Mobility=1 HP=024 Attack=11 Exp=013 * Magatsuchi (Blue Mole Monster) - Mobility=1 HP=035 Attack=15 Exp=016 * Onitsuchi (Red Mole Monster) - Mobility=1 HP=041 Attack=19 Exp=019 It moves underground, and comes out only to attack you. The easiest way to kill it is by making it come under you, than moving to the side on the last moment. It'll come out and you can slash it. If you go right above it, this tactic doesn't work. * Tsuchikui (Green Shell with Teeth) - Mobility=1 HP=029 Attack=01 Exp=015 It eats some types of ground as it passes by. It's not much of a threat as it doesn't go after you, but the longer you let it eat, the less ground you will have to move over. Self-Destructors ---------------- * Hajikeiwa (Green Spiked Ball) - Mobility=1 HP=030 Attack=05 Exp=010 * Haretsuiwa (Yellow Spiked Ball) - Mobility=1 HP=020 Attack=10 Exp=012 * Okori'iwa (Blue Spiked Ball) - Mobility=1 HP=100 Attack=15 Exp=014 * Tobichiri'iwa (Red Spiked Ball) - Mobility=1 HP=020 Attack=20 Exp=016 It attacks by self-destructing. Every time it flashes, its HP decreases by 10; when the HP reaches 0, it explodes. If you allow it to explode, everyone on screen suffers the damage, regardless of distance. Destroying it prevents it from self-destructing. Bosses ------ * Midake (Green Creature with Mushrooms) - Mobility=1 HP=046 Attack=15 Exp=020 The boss of Chapter 1. Cannot be attacked while it's dark green and has mushrooms growing out of its body. While it's light green, it's open to slashes, shots and items. * Shionchou (Huge Bird) - Mobility=1 HP=080 Attack=20 Exp=050 Boss of Chapter 2. Attacks by launching several fire balls towards you and then pecking. * Gen'you (Sorcerer) - Mobility=1 HP=150 Attack=01 Exp=100 Third Chapter boss. Launches magics just like your own, and may sometimes transform you in a monster just like Wokuu. * Ocean God (first appearance) - Mobility=1 HP=200 Attack=32 Exp=150 * Hokushin (Green Spirit) - Mobility=1 HP=002 Attack=02 Exp=010 * Nanshin (Black Spirit) - Mobility=1 HP=001 Attack=02 Exp=010 * Toushin (Red Spirit) - Mobility=1 HP=085 Attack=02 Exp=010 * Saishin (Blue Spirit) - Mobility=1 HP=001 Attack=02 Exp=010 Boss of Chapter 4. The Ocean God himself, but not his strongest form. Rises a barrier, while sending his minion spirits to attack you. Defeating the spirits is required to lower the barriers, and opening the Ocean God himself to your slashes. * Dairyuu (Green Dragon) - Mobility=1 HP=210 Attack=22 Exp=100 * Kouryuu (Yellow Dragon) - Mobility=1 HP=220 Attack=22 Exp=110 * Suiryuu (Blue Dragon) - Mobility=1 HP=250 Attack=24 Exp=120 * Setsuryuu (Red Dragon) - Mobility=1 HP=260 Attack=24 Exp=130 * Gunryuu (Light Green Dragon) - Mobility=1 HP=320 Attack=26 Exp=160 * Sairyuu (Purple Dragon) - Mobility=1 HP=290 Attack=26 Exp=140 * Kyouryuu (Golden Dragon) - Mobility=1 HP=350 Attack=28 Exp=180 * In'ryuu (Dark Green Dragon) - Mobility=1 HP=380 Attack=28 Exp=200 They all sneak around the screen, and bite you if you stand in their way. Most of them can make a horn attack, which consists of 3 horns surrounding and trying to stab you. Some of them can also shoot a fire beam when you're in the same horizontal row than their heads. * Ocean God (2) - Mobility=1 HP=400 Attack=10 Exp=300 Just floats around, shooting an energy ball down occasionally. The real hazard while fighting him are the waves rising in the background. * Ocean God (3) - Mobility=1 HP=400 Attack=60 Exp=300 Ooo, big fish... Sweeps the ground with beams and tries to body slam you, but gets tires after hitting the ground. HELP NEEDED------------------------------------------------------------------ I will place in this section any doubts I might have about the game. Hopefully someone might be able to help me with them. More questions will be posted as they arise. - No questions right now... CONTACT INFORMATION---------------------------------------------------------- If anyone has questions, comments or suggestions to make, please feel free to mail me at the address written on the beginning of this document (which is csmori@hotmail.com). Before doing that, however, please pay attention to the following requests/facts: - Write "Bushi Seiryuden" as your subject, just so I can separate your mail from junk mail and things alike. - Make sure you have the latest version of this document, and that your question isn't already answered here. - Given the amount of mail I receive, I probably won't be able to respond all e-mails. So, if you receive no response, it doesn't mean it hasn't been received and/or read. Don't send it over and over. - In this FAQ, I only gave special attention to places I found particularly difficult or that required some special trick - I'm not gonna write step-by- step instructions for anything else. - Feel free to let me know if I made grammar mistakes or anything like that. I could use some english advice, and it'd only help the quality of the text. - Don't ask me where you can get "romz". If it depends on me, you won't get them. You're on your own. - As a matter of fact, don't ask me anything about ROMs, emulators or patches, nor complain to me if you can't run it on your computer. - No 'l33t'language please. I just hate it. Those rules obeyed, feel free to mail me about pretty much anything else. VERSION HISTORY-------------------------------------------------------------- V 1.0 (08/30/2001) - Initial Release. I'm still not sure this layout is definitive, so don't be surprised if the next version has big changes. V 1.2 (09/06/2001) - Added Chapter 2 to the Walkthrough. - Added an Enemy Listing to this FAQ. - Figured out how many magatamas you need to see each tower destruction animation. V 1.3 (09/14/2001) - Added Chapter 3 to the Walkthrough. - Found out new items while messing with PAR. - Fixed some messed japanese text. V 1.7 (10/17/2001) - Added Chapters 4 and 5 to the Walkthrough, thus completing it. - Finished the Enemy Listing (I think). CREDITS---------------------------------------------------------------------- * T&E Soft and Game Freak - for having created this game. * Nintendo - for having made the Super Famicom. * Glenn Rosenthal - for having written JWPce, the program I used to translate much of the japanese text and information of the game. End of file.