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Alisia Dragoon (Mega Drive / Genesis) (1992)
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 Alisia Dragoon Copyright 1992 Gainax and Game Arts

 This document is created by Faididi and Co. (faididi@yahoo.com)
 Copying or distributing this, in whole or in part, for profit
 without the explicit permission of the author is prohibited.


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[-] Document Version History
------------------------------------------------------------------------------

Version 2006 (2006-07-19 Wednesday)
 - Initial release.

Version 2007 (2007-07-19 Thursday)
 - Corrections made.

Version 2008 (2008-07-19 Saturday)
 - Corrections made.

Version 2010 (2010-07-19 Monday)
 - Corrections made.


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[0] Contents
==============================================================================

[1] Overview
 [1.0] Game Version Differences
 [1.1] Story
 [1.2] Characters
 [1.3] Controls
 [1.4] Options
 [1.5] Companions
 [1.6] Items
 [1.7] General Tips

[2] Strategies
 [2.0] Prologue
 [2.1] Stage  1: Temple
 [2.2] Stage  2: Swamp
 [2.3] Stage  3: Zeppelin
 [2.4] Stage  4: Mountain
 [2.5] Stage  5: Cave
 [2.6] Stage  6: Spaceship
 [2.7] Stage  7: Palace
 [2.8] Stage  8: Sanctum
 [2.9] Epilogue and Staff Credits
 [2.A] Game Ranking

[3] (reserved)

[4] Miscellaneous Information
 [4.1] Debug Mode
  [4.1.1] Frame Control and Status Effects
  [4.1.2] Stage Select
 [4.2] Sound Test
 [4.3] Boss Strategies

[5] Reference
 [5.1] Game Source Information
 [5.2] Really Small Details
 [5.3] Document Credits

[6] Contact Information


==============================================================================
[1] Overview
==============================================================================

 Gainax's Alisia Dragoon is an action platformer that features a heroine
 whose primary attack is casting lightning bolts that can track enemies.


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[1.0] Game Version Differences
------------------------------------------------------------------------------

 - The languages used are different.

 - Some of the names are different.


------------------------------------------------------------------------------
[1.1] Story
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   Barardarl is coming to terrorize once more the people who speak of the
 dreaded god in frightened whispers. Aided by the wizard Drugar and his
 legion of vicious cultists and twisted monsters, Barardarl only desires
 to conquer the land and to bring forth an age of darkness.

   However, the prophecies foretell of one who will come to save the world
 at this time of need. Her name is Alisia, and with her faithful companions,
 she sets out to stop the forces of evil.


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[1.2] Characters
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Alisia Diina Lein
 A so-called dragoon who wields powerful lightning magic and who enjoys the
 absolute loyalty of four different creatures who help protect her wherever
 she goes. When Alisia has been five years old during the Holy War a decade
 ago, her father died in preventing Drugar from awakening Barardarl. Now,
 Alisia is also using her magic to save the kingdom. She is a strong-willed
 person who doesn't like to think sad thoughts.

Barardarl (a.k.a. Baldour, the Silver Star)
 An evil god who is held within a magical seal, which Drugar plans to break.

Drugar (a.k.a. Ornah)
 A powerful wizard priest, and the leader of the cult that worships Barardarl.
 His minions include Saida (energy ball-throwing guards), Bird Saida (flying
 platform guards), Mahta (spear guards), Golam (rock-tossing skeleton guards),
 Darudo (self-destructing android guards), Jangal (spore plants), and many
 other types of beings.


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[1.3] Controls
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Movement Pad (D-Pad) - Move. Press Left and Right to walk. Press Down to
 kneel. On the Select Menu, press Up and Down to cycle through the companions.

Thunder Button (B) - Cast lightning bolts. To shoot sweeping bolts that arc
 back and forth (the Full Power Attack), let the Power Gauge completely fill
 first. A full Power Gauge allows for 4 seconds of continuous fire.

Jump Button (C) - Jump. The longer this is pressed, the higher the jump.
 Alisia will briefly kneel if she lands from anything higher than a standard
 full jump.

Select Button (A) - Pause, and access the Select Menu.

Pause Button (Start) - Pause. Also press this to skip certain Movies.


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[1.4] Options
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Level - Adjust the Difficulty Setting. The default setting is Normal, but
 this may be changed to Hard (where enemies have more defensive strength,
 where many of their attacks are twice as powerful and possibly twice as
 fast, and where some items are removed).

Control - Adjust the controls. The default setting is Type 1, but this may
 be changed to Type 2, Type 3, or Type 4.

 Type 1      Type 2      Type 3      Type 4
 A: Select   A: Thunder  A: Jump     A: Select
 B: Thunder  B: Jump     B: Thunder  B: Jump
 C: Jump     C: Select   C: Select   C: Thunder

Sound Test - Sample the music and the sound effects. There are 183 tunes and
 sound effects. The default selection is 000.


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[1.5] Companions
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 Alisia's companions (Option Monsters) follow closely behind her,
 turning whenever she does. Except Ru, a companion attacks only when
 its Power Gauge is full and when any enemy on the screen is vulnerable.
 Choose "NONE SELECTED" to not use any companions. Their Power Gauges
 will continue to fill even if they are not active.

Name: Owaro Chigzas, the Fire Dragon
Damage: moderate
Recharge: fast
Notes:
 A dragon borne from the light of the earth. Owaro shoots fireballs forward.
 (Its mouth closes while it recharges, opening again when it is ready to
 attack.) It can aim only straight to the left and to the right, and it
 tends to turn around and waste shots on destructible enemy projectiles
 that have missed, making it not very helpful. However, Owaro can detect
 destructible walls and item orbs. If it comes near such objects, it will
 fly toward them and face them, instead of moving close behind Alisia like
 it normally does.
Level Patterns:
 1 - Single fireball.
 2 - Double fireball.
 3 - Triple fireball.

Name: Ru Mardkia Rui, the Burning Sphere
Damage: moderate
Recharge: moderate
Notes:
 A willowisp-like cloud of fire who embodies the energy of the divine.
 Ru damages enemies by touching them, with its Power Gauge doubling as
 a Shield Gauge. It will get hurt only if it touches enemies or other hazards
 when its Power Gauge is too low. (Its surrounding flames appear diminished
 while it recharges, growing thick again when it is ready to attack.) Because
 Ru follows behind like the other companions, its limited attack makes it
 almost useless, except for absorbing enemy projectiles in some situations.
 It can break open destructible walls and item orbs if it flies into them.
Level Patterns:
 1 - Single recharge speed.
 2 - Double recharge speed.
 3 - Triple recharge speed.

Name: Fel Dars Mei, the Thunder Bird
Damage: high
Recharge: slow
Notes:
 A cockatrice-like creature of the windy skies. Fel instantly damages all
 enemies on the screen with blinding blasts of plasma. (Its revolving sparks
 appear diminished while it recharges, growing large again when it is ready
 to attack.) Although it recharges very slowly, its attack is powerful and
 has virtually perfect accuracy. Against bosses, bring it in periodically,
 so it can deliver additional damage.
Level Patterns:
 1 - Single blast.
 2 - Double blast.
 3 - Triple blast.

Name: Lans Ania, the Boomerang Lizard
Damage: low
Recharge: fast
Notes:
 A flying lizard who is as aggressive as the ocean waves. Lans throws
 homing boomerangs at enemies. (Its boomerangs try to return while it
 recharges, appearing on its body again when it is ready to attack.)
 Although the boomerangs do relatively little damage, they can hit
 multiple enemies at once, and they can angle around corners.
Level Patterns:
 1 - Single boomerang.
 2 - Double boomerang.
 3 - Triple boomerang.


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[1.6] Items
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 All items are contained inside floating item orbs, some of which may
 not appear until Alisia reaches certain locations. Item orbs that
 are not opened yet will remain where they are, but items that are
 exposed will disappear after 10 seconds if they are not taken.

Item: Potion (bottle with a blue liquid)
Notes:
 Restores Alisia's health by 1 Hit Point (HP).

Item: Meat Bone (joint of meat)
Notes:
 Restores the current companion's health by 1 HP.

Item: Armor Upgrade (orb inside a square)
Notes:
 Increases Alisia's health capacity by 1 HP, and restores Alisia's
 health by 1 HP. Her armor, besides keeping her warm, can protect her
 from a reasonable amount of harm. Her health capacity is initially
 3 HP, and it can be increased to 6 HP.

Item: Thunder Power Upgrade (spark with bolts)
Notes:
 Increases Alisia's Thunder Power Level by 1. The higher it is, the more
 damage dealt by her bolts. Her Thunder Power Level is initially 1, and
 it can be increased to 8.

Item: Companion Upgrade (star)
Notes:
 Increases the current companion's Level by 1, increases its health capacity
 by 1 HP, and restores its health by 1 HP.

Item: 1-Up (small figure of Alisia)
Notes:
 Adds 1 Credit.

Item: Companion Revival Item (curled-up white reptile)
Notes:
 Revives all dead companions and resets their Levels to 1.
 This does not affect surviving companions.

Item: Magic Fairy (red)
Notes:
 Renders Alisia invulnerable for 16 seconds.

Item: Thunder Fairy (blue)
Notes:
 Renders Alisia's Power Gauge constantly full for 16 seconds.

Item: Twin Fairies
Notes:
 Create a magical platform at a certain location.


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[1.7] General Tips
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 - Wait for the Power Gauge to be completely filled before moving ahead.
 The sweeping bolts (the Full Power Attack) do more damage and can hit
 enemies on almost every side.

 - Waiting for the companions (except Ru) to attack is a good way to know
 when certain enemies are vulnerable.

 - Lans and Fel are the most useful of the companions, because they can
 usually hit enemies anywhere on the screen. After Fel attacks, switch
 to the other companions, so they can keep attacking while it recharges.

 - Some items are hidden high up in the air or are hidden inside secret rooms,
 many of which are located behind destructible walls.

 - Alisia and her surviving companions begin every Stage with full health.

 - If it's Game Over but Alisia has at least 1 Credit in reserve, she may
 continue by restarting from the beginning of the Stage, with all companions.


==============================================================================
[2] Strategies
==============================================================================


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[2.0] Prologue
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 Once again,
 the silver star fell
 from the sky,
 unleashing evil and
 destruction for the
 second time.

 The one person who
 can save the world
 must seek out this
 object.


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[2.1] Stage 1: Temple
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General Hints:

 The first Stage is a good place to prepare for the challenges ahead.
 There are many upgrades to be found.


Walkthrough:

[2.1.1] Stage 1A (Area 1) - Forest

 Shoot or duck under the swarms of small flying creatures. Go down the slope
 to a low flat area, where there are spore plants and larger flying monsters.

 The spore plants periodically spit out buds that will land on the ground.
 The buds themselves won't hurt Alisia, but the spores that pop out from
 them can. While shooting the spore plants, destroy the buds or stay away
 from them before they pop. Also kill or duck under the flying monsters.
 After the spore plants, there are two Potions and a Meat Bone.

 Past the low flat area is a high path leading to the temple. Beware of more
 small flying creatures, bat-like monsters who will either swoop downward
 or shoot bullets, and worms who can quickly roll across the ground. Advance
 slowly, and deal with the threats one at a time. At the temple entrance,
 a swarm of small flying creatures will suddenly emerge at the last moment.

[2.1.2] Stage 1B (Area 2) - Temple

 The temple consists of multiple short levels that zigzag downward. Many
 guards will teleport in and try to throw energy balls aimed at Alisia.

 On the first level, at the top, there are a Meat Bone and two Potions.
 At the far right, also jump up to find a Companion Upgrade.

 On the second level, go to the alcove. Jump against the column to the right
 to find a hidden passageway (which has two guards), leading to a higher
 location. This secret room contains a Meat Bone and a Companion Upgrade.
 The hidden hole at the left is a shortcut back down to the passageway.

 On the fourth level, leap over to the alcove at the right to find a 1-Up.

 On the sixth level, go to the alcove, where there are a Meat Bone and a
 Potion. Jump against the column to the right to find a hidden passageway.
 Jump up against the column at the apparent dead end to find hidden steps,
 leading to a gallery. This secret room contains a Companion Upgrade. At the
 right side of this room, jump up into the ceiling while facing left to find
 more hidden steps. This other secret room contains a Thunder Power Upgrade
 and an Armor Upgrade.

 The eighth level is at the bottom. Alisia should kill the slimes in the
 corridor from a distance, before they leap toward her.

                                * * *
   Alisia walks into the altar room inside the temple to see Drugar, who
 is standing beside a towering monstrosity hidden in a grotesque shell.
 That must be Barardarl!

   "You have done well to come so far," speaks Drugar. Alisia casts a bolt
 at him, but he teleports away from it. "But you are too late," he continues
 as flames magically surround Barardarl, "Our leader has returned to us."
 At the same time, Drugar summons a dragon-shaped monster created from energy
 that sends itself flying straight at Alisia!

   "Ah!," she cries out as the energy blast bites into her. Falling to her
 knees, Alisia places a hand over the aching spot on her body. Thankfully,
 her armor has absorbed much of the attack, and the wound is only a bruise
 on her soft skin underneath. Still clutching herself, she looks up at Drugar.

   "You have seen what power we possess. Do you dare to challenge us?
 Travel to our palace, if you think you can survive the journey!"

   Drugar and Barardarl fly out of the altar room, and the entire place
 begins to collapse, causing pieces of the ceiling to crash down. Alisia
 struggles to her feet and hurries out through the exit at the back.
                                * * *

[2.1.3] Stage 1C (Area 3) - Ruins

 After the temple, there is a Potion just outside (on Normal only). Proceed
 slowly through the ruins, and kill or avoid the numerous enemies who appear.
 In the left half of this area, watch out for guards who throw energy balls,
 and watch out for flying monsters who quickly swoop across the screen.
 Lans' shots are fast enough to hit many of these enemies. In the right
 half of this area, beware of small flying enemies, rolling worms, and
 spear guards who teleport in from nowhere and then thrust left or right.
 For the spear guards, wait for them to solidify before shooting them.
 To the right of the stronghold at the middle of this area, if Alisia takes
 the low paths, skeleton guards will appear above, tossing rocks straight
 down. Quickly move forward or kill the skeleton guards to avoid their rocks.

 Toward the top left corner of this entire area, there is a Potion.

 At the top left corner of this entire area, there is a Thunder Power Upgrade.
 At the top right corner, there are a Meat Bone and a Companion Upgrade.
 At the right end of the bottom level, there are a Potion, a Meat Bone,
 and a Companion Upgrade. The stronghold at the middle of this area contains
 a few more items. On its left side on the ground level, there are a Potion
 and an Armor Upgrade. On top of the stronghold, there is a Meat Bone.

 On its right side, shoot open the wall to reach the second floor, where
 there is a Potion. At the bottom right side of the stronghold, there is
 another Potion (on Normal only).

 For more efficiency at reaching all the items, begin with the stronghold's
 left side, next the top left corner, then the top right corner, and finally
 the stronghold's right side.

 To reach the exit at the far right, follow the second level from the bottom.
 Toward the end of this path (among some enemies), there are a Potion and
 two Meat Bones. On the short bit of ground just before the gate at the end,
 there is a Potion (on Normal only).


Boss: Marl and Marsh

 Marl and Marsh are twin assassins who attack by throwing knives, and they
 move only by teleporting and dropping down from the air. Alisia should duck
 under the knives that are tossed sideways, and she should jump left or right
 at the last moment to dodge the spinning knives, which will aim themselves
 at her. She should also move to the sides to avoid the bosses when they
 teleport above her.


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[2.2] Stage 2: Swamp
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General Hints:

 The second Stage is more straightforward than the first. Stay out of the
 water as much as possible to avoid the swimming monsters, and leap over
 the trap-like lily pads. This is also the only Stage that has a miniboss,
 but it isn't very tough.


Walkthrough:

[2.2.1] Stage 2 (Area 4)

 Near the wall left of the starting point, there is a Magic Fairy (temporary
 invulnerability) (on Normal only). Jump over the lily pads, because stepping
 on them will trigger their claw attacks. Kill the guards who leap out from
 the water to throw energy balls diagonally downward. When going up the first
 hill, beware of flying enemies who can shoot bullets. Drop down into the
 large pit to fight the miniboss, Malmash.

 Malmash is a serpent who will leap out from the water and briefly fly
 through the air before diving into the water again. Watch the ripples
 to see where it will emerge. Stand close beside it and hit it whenever
 it appears, but take care not to brush against it, even when it is exploding
 as it dies. (Standing in the water is okay for now. No other enemies will
 appear until after the miniboss is defeated.) If it flies higher up than
 usual, it will arc back down in a tighter arc, so prepare to move out of
 its way. At the left side of this large pit, there is a Potion. Near the
 right side, there is a Meat Bone. After the miniboss dies, Twin Fairies
 (who are inside an item orb) will appear, but watch out for the swimming
 enemies who will appear in the water again.

 The Twin Fairies will make a platform at the right side of this large pit.
 Use it to reach the path leading onward. Near the Potion and the Meat Bone,
 jump straight up as high as possible and shoot sweeping bolts to find a
 hidden 1-Up (on Normal only). Beware of more bat-like monsters, guards,
 and lily pads. On some dry land ahead, there is a Companion Upgrade.

 Guards who ride flying platforms will swoop down and then shoot. Kill
 them before they fire. To reach the end, leap across the pits and stay
 on the high path. If Alisia drops down to the lower level, she will have
 to shoot through swarms of small jumping monsters and climb back up at
 the left. However, at this lower level's dead end on the right, there
 are a Companion Revival Item and an Armor Upgrade. At the climb-up spot
 on the left, there is a Potion.

 At the bottom of the last slope, just before the water at the end,
 there are a Potion and a Meat Bone.


Boss: Geabel

 Geabel is a reptilian beast who emerges from the water to attack.
 Its weak point is its mouth, when open.

 First, it will rise at the right to spit out four barrages of pink bubbles
 that travel straight to the left. Stand on the patch of ground, and shoot
 its mouth while jumping over the bubbles.

 Next, it will rise up twice, at different spots, to release small jumping
 monsters. Watch the ripples to see where it will appear. Hit it when it
 emerges, and kill the small monsters.

 Then, it will emerge from one end of the pool and dash across to the other
 end. As soon as the ripples can be seen at either end of the pool, begin
 running away from it, and jump at the last moment to avoid it as it dives
 back into the water. It will make two dashes, once in each direction, and
 its first direction can vary.

 Now it will repeat its pattern of attacks. To kill it more quickly, use
 Owaro, Lans, or Fel whenever it emerges. It can still be hit during its
 dashing attacks.


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[2.3] Stage 3: Zeppelin
------------------------------------------------------------------------------


General Hints:

 The third Stage is much trickier in terms of jumping. In the lower parts
 of the zeppelin, Alisia can't return to the previous levels after she climbs
 to the higher ones, so she may want to search for items before going up.


Walkthrough:

[2.3.1] Stage 3 (Area 5)

 The zeppelin is a living airship. The lower parts are lined with turrets
 that will periodically shoot bullets at Alisia. At the beginning, she should
 quickly destroy the turrets immediately around her, having her companions
 help. Then, she should slowly step forward to the right, taking out the
 turrets from a distance.

 On the second level from the bottom, toward the left, there are two Potions.
 At the far left near the lower engines, there are a Companion Upgrade and a
 Companion Revival Item. On this same level, kill the flying platform guard
 at the right, and use her platform to jump up to the third level, where
 the mouth is. Stepping on the teeth is okay, and in this jaw there are two
 Meat Bones and a Potion. Above the upper lip, there is a Companion Upgrade.
 Jump straight up from the top of the upper lip to find a Thunder Fairy
 (temporary infinite magic energy).

 From the mouth, run left across the third level, which is a wide open deck.
 While flying monsters will swoop in from the right, suicidal guards will
 drop down from the top, trying to grab Alisia before sending out explosive
 blasts to the sides. She should use sweeping bolts to kill them before
 they reach her. If they grab Alisia, she should shake them off and then
 duck their blasts. At the very left end of this third level, there are
 a 1-Up and a Potion.

 Jump up along the engine pods at the rear. Toward the top of these pods,
 along the left, there are a Meat Bone and a Thunder Power Upgrade.

 To the right, kill the flying platform guards, and use their platforms
 to reach the back of the zeppelin's head. If Alisia misses the flying
 platforms, she will fall back to the third level, where she may have to
 face some enemies again before climbing up the engine pods once more.
 On the light gray platform, in the middle of the series of flying platforms,
 shortly before the end, there are a Meat Bone and a Potion.


Boss: Gadimbil

 The Gadimbil are three yellow bug-like monsters who periodically emerge from
 behind the walls to fire spreading bullets. Alisia won't fall off the bottom
 ledge of this place.

 Kill the three Gadimbil when they appear to fire spreading bullets.
 One is at the left, one is at the top, and one is at the right.
 There are also eight dark blue plant-like enemies who release eyeball
 projectiles that will float toward Alisia. Killing them isn't necessary,
 but doing so will stop their eyeball projectiles, which can also be
 destroyed. Six of these dark blue enemies are at the middle, while
 the other two periodically emerge at the top left.


------------------------------------------------------------------------------
[2.4] Stage 4: Mountain
------------------------------------------------------------------------------


General Hints:

 The fourth Stage may look a bit maze-like at first, but it's still fairly
 linear. To reach the end, Alisia first has to climb to the top, and there
 are multiple paths she can take to get there.


Walkthrough:

[2.4.1] Stage 4 (Area 6)

 From the starting point, drop down to the left or to the right. At the far
 left, there are a Companion Upgrade and a Meat Bone. If they aren't needed,
 just drop down to the right. Kill the burrowing flying beast to find a
 Thunder Fairy (temporary infinite magic energy), but another such creature
 can appear later. (Killing a second burrowing flying beast won't yield a
 reward again.)

 Go right along this lowest level. Along this bottom path, there is
 a Companion Upgrade. Jump up along the steep slope at the far right,
 and then jump onto a ledge leading back to the left, where there is
 an Armor Upgrade. Shortly past this point, there are a Potion and
 a Meat Bone. Continue to the left to find lots of broken paths that
 generally lead up the mountain.

 Watch out for boulders that bounce down the slopes. The bird-like enemies
 carrying more boulders can be killed before they drop their rocks. Burrowing
 monsters will emerge from the ground, and small flying creatures will appear.

 Use the broken paths to climb higher. At a dead end to the left, there is a
 Potion. On a dead end on a platform to the right, there are a Potion and a
 Meat Bone.

 To reach the top, climb to the top left first. At the end of the top left
 slope, there is a Potion (on Normal only).

 From this point, a few hidden items can be found by dropping down to the
 left, but they may not be worth the trouble. Jump off the top left slope
 and shoot sweeping bolts to find a 1-Up. To the lower right below this
 slope, there is a Companion Upgrade.

 From the top left slope, go to the right to reach a wide open area.


Boss: Yardidd

 Yardidd is a dragon-like beast who has many flying and projectile attacks.
 Of all the bosses, it has the most complex pattern. Its weak point is
 its head.

 First, it flies off the screen and then makes a high swooping attack.
 Duck under it.

 Next, it flies along the right and breathes several high flame streams
 that travel straight to the left. For now, duck to avoid these attacks.

 After that, it spits fireballs that will break up into smaller fireballs
 that will be aimed toward Alisia, dissipating after a distance. These
 fireballs (including the smaller versions) can be destroyed, but not without
 difficulty due to their number and their speed. For an easier time, stay on
 the right side and shoot the fireballs as they come.

 Then, when it hovers in the air and moves above Alisia, it will make
 multiple diving attacks. Take several steps to the left to dodge each
 of the diving attacks, moving back the other way afterward to regain
 some space. When it next flies off the screen, it will make one more
 diving attack. It will then leave the screen again.

 Now it will repeat its pattern of attacks. However, for every other cycle,
 it will make a low swooping attack for the first part and breathe low flame
 streams for the second part. Leap up from the high platform to dodge
 these attacks. The other attacks remain the same.


Walkthrough Continued:

 After the boss dies, continue to the right. Before the next ledge, there
 is a Potion. Jump off to the far right to avoid falling back down to the
 earlier paths. While climbing these last steep slopes, watch out for falling
 boulders. The cave is at the top right.


------------------------------------------------------------------------------
[2.5] Stage 5: Cave
------------------------------------------------------------------------------


General Hints:

 The fifth Stage consists of two areas. The first area is a partially flooded
 cave that contains enemies who will appear from every side and even from
 the ground. The second area is a volcanic cave with lots of harmful hot
 steam and lava. Using Ru there can help preserve the companions' health.


Walkthrough:

[2.5.1] Stage 5A (Area 7) - Underground Springs

 Small flying monsters will swoop down or shoot bullets at Alisia, and
 stalactites will shake loose and drop when she moves under them. Advance
 slowly, and shoot the flying monsters and the stalactites from a distance.

 After stepping past the waterfalls in the foreground, jump over the pit.
 At the apparent dead end, there are a Companion Revival Item and a Potion.
 Shoot open the wall here to find a hidden passageway. This secret room
 contains two Companion Upgrades and an Armor Upgrade. In the middle of
 this passageway, also jump up to the left to reach another hidden path,
 this one sloping up toward the top left, to an open spot above some
 waterfalls. This other secret room contains a Thunder Power Upgrade
 and a 1-Up (on Normal only).

 Return to the pit, and drop through it. The green regenerating monsters
 can shoot bullets laterally. Quickly walk past them after stunning them,
 before they become active again. At the bottom level where the first green
 regenerating monsters are found, go to the left end, where there is a
 Companion Upgrade. Shoot open the wall here to find a hidden passageway.
 This secret room contains two Companion Upgrades and a Magic Fairy
 (temporary invulnerability) (on Normal only).

 Go right along this bottom level. After the green regenerating monsters,
 there are boulder monsters. The boulder monsters can keep replacing the
 four revolving rocks around themselves, and when they die, they will shoot
 a bullet aimed at Alisia. (On Hard, the revolving rocks themselves will also
 shoot bullets.) For an easier time, hide behind the walls for cover and let
 Fel kill them first.

 Past the boulder enemies, look out for more stalactites. Along the way,
 at the one-way drop down from a higher level, there is a Potion. Try to
 save this for later.

 At the far right dead end along the bottom level (where the path narrows
 too much), there are a Meat Bone and a Potion. From here, jump up to the
 high path that goes back to the left. The boomerang monsters emerge from
 the ground, jump, and throw bullet-like boomerangs that will arc back
 at a different height. Some of the boomerang monsters appear in groups,
 emerging from the same spot one by one.

 Leap over the pits (which lead back to the bottom level), and go to the upper
 left dead end, through some broken artificial pillars. At this spot with the
 pillars, there are a Thunder Power Upgrade, a Potion, and Twin Fairies. Turn
 back, but avoid the enemies who can appear again along the higher level by
 going down the one-way drop to the lower level.

 The Twin Fairies will make a platform back to the right. Use it to reach the
 high ledge at the top right. On this high ledge, there are a Potion and a
 Meat Bone. Watch out for a few more enemies. The exit is at the far right.


[2.5.2] Stage 5B (Area 8) - Volcano

 Avoid the steam bursts that are vented from the porous slopes, and avoid
 the flame pillars that periodically rise from the lava pools. Move forward
 and upward, stunning the regenerating monsters to temporarily stop them.
 Using Ru here can be a good idea.

 At a dead end to the right, past two regenerating monsters and a flame
 pillar, there is a Meat Bone. Shortly after this spot, at a high dead end
 past two more regenerating monsters, there is a Potion. Then, at another
 dead end to the left past a flame pillar, there is a Potion.

 At the very large chamber, jump straight up in the middle and shoot sweeping
 bolts to find two hidden Potions. The large stone monsters will teleport in
 and then cause rocks to drop in front of them. Move up close and shoot these
 monsters first. Some of them also fire energy waves. Jump over these waves.

 The large chamber leads off in both directions. Go right first. Near a
 lone flame pillar, there is a Potion. Try to save it for later. Climb to
 a higher corridor with more lava pools and enemies. At the left end of
 this higher corridor, there are a Thunder Power Upgrade and Twin Fairies.

 The Twin Fairies will make a platform at the left side of the large chamber,
 at the top of the steep slope. Use it to reach some higher corridors, where
 there are more boulder monsters. On a ledge at this spot, there is a Potion.
 Past some steam bursts to the right, there is a Companion Upgrade. On the
 next higher level, to the right over a steam vent, there is a Meat Bone.

 At the top left corner, after Alisia climbs to the highest level, several
 boulders will fall down to block the way back. Watch out for more boulder
 monsters that will attack by dropping down along the path to the end.


Boss: war machine

 The war machine is a large vehicle that attacks with multiple weapons while
 driving across the cavern floor. Its weak point is the writhing node of
 wires on its rear top, but that can always be hit, from any side.

 It first appears from the right, shooting laser bolts that can be aimed
 straight forward or diagonally downward. When it approaches, duck on the
 side platform that is farther from it to dodge the projectiles, and then
 move onto the highest platform and jump over it when it comes, all the
 while shooting at it.

 Sometimes, instead of firing laser bolts, it will use its mortar attacks
 and its exhaust attacks, and it will stop and drive back the other way
 after crossing halfway across the room. If it uses its mortar attacks,
 jump over it as usual, but prepare to immediately leap over it again when
 it drives back the other way. (Its greater speed when it comes back allows
 this second jump to be safely made from the side platforms.) Land on the
 highest platform to avoid the exhaust.


------------------------------------------------------------------------------
[2.6] Stage 6: Spaceship
------------------------------------------------------------------------------


General Hints:

 The sixth Stage is a very deadly place. In the first half, the explosive
 tanks, the robots, and their missiles will blow up when they are destroyed,
 sending out fiery blasts. The tilted floors also make dodging these attacks
 difficult. Move slowly and deal with the threats one at a time. Fel can
 destroy active robots and explosive tanks from the other side of the walls.
 In the second half, enemies reappear if Alisia returns to their locations.


Walkthrough:

[2.6.1] Stage 6A (Area 9) - Upper Decks

 Before dropping through the hole and entering the spaceship, climb up along
 its outer surface to the right. Near the rocks, there is a Companion Upgrade.

 Inside the spaceship, many of the robots lying down will wake when Alisia
 nears them, while others are already active. They can shoot bullets or
 explosive missiles down the corridors. The robots will blow up about a
 second after they are defeated, sending out harmful blasts. The explosive
 tanks lying around will also blow up when they are destroyed.

 The spaceship corridors can look confusing, but for now they can be explored
 without a lot of trouble, because the enemies won't keep reappearing yet.

 After entering the ship, drop toward the left side and to the bottom as much
 as possible, and then stay on the same deck while going to the right. At the
 end of this deck, there is a Thunder Power Upgrade. At this spot, a rocket
 robot will suddenly appear from behind, so turn back left and fire down the
 corridor to destroy its rockets and to kill it.

 At the right dead end of the first deck into the ship, there is a Potion.
 One deck down and to the far right, in a small room, there are two
 Meat Bones. Toward the left of this same deck, there is a Potion. Somewhere
 along the left side, on the lower decks, there is a Companion Revival Item.
 (From this spot, go up one deck to move further into the ship.)

 To go deeper into the ship, follow the corridors that generally go to
 the right. At the top right end of the earlier corridors, there is an
 Armor Upgrade. Shortly below it, near an inert dead body in the background,
 there is a Thunder Fairy (temporary infinite magic energy). Get it, and
 charge left and downward, to the rock surface, killing the robots and tanks
 in the way.

 At the bottom, along the rock surface, find holes in the walls that lead
 onward. At the bottom left, there is a Companion Upgrade. Watch out for
 robots and explosive tanks on the way there. Also shoot open the wall to
 the left to find a hidden passageway. This secret room contains two Potions,
 a Meat Bone, and a 1-Up (on Normal only). Continue down to the bottom right,
 along the rock surface, and then come back up to enter the other half of the
 ship. Along the way to this point, there are a Meat Bone and a Potion.


[2.6.2] Stage 6B (Area 10) - Lower Decks

 There are no more robots and explosive tanks, but there are now blue
 bubble-like monsters who can fly and zombies who can shoot bullets.
 The enemies here will keep reappearing if Alisia returns to their
 locations, making this place dangerous to explore.

 To the right of the starting point, a very long vertical shaft runs through
 the middle of this part of the ship. In the middle of a large room to the
 left of the very long vertical shaft, there is a Thunder Power Upgrade.
 At the bottom left small room, there is a Companion Upgrade. Shoot open
 the rock wall to the left, and jump up through the hidden vertical tunnel
 along the left side. This secret room contains a 1-Up. Watch out for a
 zombie here. Skip all of this if it isn't needed.

 To proceed, move down the very long vertical shaft to the right. In the
 middle of this shaft, there are a Potion and a Meat Bone. Near the bottom
 of this shaft, there is a Magic Fairy (temporary invulnerability). At the
 dead end at the bottom of this shaft, there are two Potions and a Meat Bone.
 Shoot open the rock wall here to the right to find a hidden passageway,
 which leads to an open spot along the cliffs outside the ship. This
 secret room contains a Thunder Power Upgrade. Again, skip all of this
 if it isn't needed.

 At the top of the very long vertical shaft, go right to get into another
 vertical shaft, which isn't as lengthy. Keep going up and then right to
 the engine room, jumping over or killing any zombies in the way.


Boss: spaceship wizard

 The wizard teleports and flies around the room, attacking by summoning
 floating assault rifles and possibly by firing spreading shots himself.

 He will first summon two rifles, which will aim at Alisia. They will spin
 across the room in between each burst, and if they go into the walls, Alisia
 won't be able to hit them, but they can still attack her. Destroy the rifles
 as quickly as possible. When the rifles are being summoned, go to one side
 of the room, and as they finish aiming, move to the other side to dodge
 their fire. Despite the look of the room, Alisia can walk continuously along
 its sloped surfaces.

 The wizard himself will teleport around the room, stopping to make his
 attacks. If he is stationary and both rifles aren't gone yet, he will fire
 three spreading shots at Alisia. If he is stationary and both rifles are
 destroyed, he will summon two more. Otherwise, he will merely fly in a
 counterclockwise circle before teleporting again. Keep destroying the rifles
 quickly enough to prevent him from firing his spreading shots. Use Fels
 to damage both rifles whenever possible, and use Lans in between. Hit the
 wizard when not hitting the rifles.


Walkthrough Continued:

 After the boss dies, the doorway at the right will open. Drop down through
 it. At the bottom, there is a Potion (on Normal only). Watch out for more
 zombies on the way to a short shaft.

 The short shaft leads to two rooms on different decks. In the higher room,
 there is a Companion Upgrade. Go under the lower room, toward the bottom
 left, to reach the flying platform.


------------------------------------------------------------------------------
[2.7] Stage 7: Palace
------------------------------------------------------------------------------


General Hints:

 The seventh Stage has many dangerous enemies and few items. In the first
 half, come back for the item orbs after defeating the spear guards. In the
 second half, after the boss, the enemies reappear if Alisia returns to their
 locations. This includes the last part that has the floating platforms.


Walkthrough:

[2.7.1] Stage 7 (Area 11)

 Some of the green slimes spit three spreading shots, while others spawn more
 slimes. Kill them from a distance. Below the starting point, at the bottom
 level's left dead end, there is a Potion. At the bottom level's right
 dead end, there is a Meat Bone. At the bottom of the step-like platforms
 leading to the upper floors, there is a Potion. Try to save these for later.

 At the upper floors, the spear guards who teleport will also cast homing
 energy balls as they thrust. Use Ru to absorb these projectiles. At the
 dead end to the left of the spear guards, there are a Thunder Power Upgrade
 and a Meat Bone. Near the wall to the right of the spear guards, there are
 a Companion Upgrade and a Meat Bone.

 Kill all the spear guards, go to the right end, shoot the ceiling blocks
 to make them float down, and use them as lifts.


Boss: palace wizard

 The wizard alternates between firing spreading shots while he appears
 and summoning phantoms while he disappears.

 Whenever he appears, the wizard normally teleports to Alisia's position,
 but for the first time, he will teleport to the middle of the room. When
 he flies up, he will fire spreading shots at Alisia. Run to the other end
 of the room to avoid the spreading shots, using Ru to hit him while moving
 away from him.

 When he summons four phantoms, who are evenly spaced across the entire
 floor, these phantoms will each fire a shot at Alisia. Stay at the current
 end of the room, kill the two phantoms who are in view before they fire,
 and then duck under the shots from the remaining phantoms (who are out of
 view). Any phantoms close enough to Alisia can shoot at an angle, so if she
 can't destroy the two phantoms on her side in time, she should try to jump
 forward to dodge their shots. After they fire, any remaining phantoms will
 disappear.

 The wizard will now teleport to Alisia's position and then repeat his
 attacks, flying up and firing spreading shots at her. (On Hard, his
 projectiles will be extremely fast, so concentrate on dodging his spreading
 shots, rely on Ru to hit him, and use sweeping bolts mainly on the two
 phantoms who appear on the current side of the room.)


Walkthrough Continued:

 After the boss dies, shoot the ceiling blocks to make them float down, and
 use them as lifts. On the next floor, there is a Meat Bone. To the left,
 there is a Potion. Watch out for the red-clad guards who can cast homing
 energy balls. Wait for them to appear and solidify together before using
 sweeping bolts to kill them both. Further up on the next floor, there is
 a Potion. Again, watch out for pairs of guards.

 Keep going up the step-like platforms to the top room. At the beginning of
 this top room, there are two Potions and two Meat Bones. Before going up to
 the end, Alisia can drop straight down below the first floating platform to
 land on a raised wall. Watch out for a pair of guards here. On this raised
 wall, there are two Potions, one of which is hidden in the air.

 From the raised wall below the top room, drop left, but hug the right wall
 to land on a small hidden ledge. Near this small hidden ledge, there is
 a Companion Upgrade. Keep dropping down to reach the high floor where a
 spear guard has been. On this high floor, there are two Companion Upgrades.
 The way down leads back toward the room where the boss has been.

 In the top room, Alisia has to use the pyramid-shaped floating platforms to
 reach the ceiling. These platforms will move along predetermined courses when
 she steps onto them, but when they begin spinning again, they won't hold her
 anymore, causing her to fall. While Alisia is using the floating platforms,
 more enemies will appear. The flying drones can explode and send out
 harmful blasts to the sides. Near the top left floating platform, there
 is a Companion Revival Item.

 Some of the platforms are stationary, so Alisia will have to quickly jump
 across them before they cause her to fall. Finding the last few platforms
 can be tricky. From the platform that moves past below two other platforms
 that are floating much higher, drop down a bit to the right. For an easier
 time at making this drop, line up with the triangular columns that are
 second and third from the left (in the blue background structure). At the
 very high point afterward, jump to the left of the two high platforms.


------------------------------------------------------------------------------
[2.8] Stage 8: Sanctum
------------------------------------------------------------------------------


General Hints:

 The eighth Stage consists only of the battles against the two final bosses.
 The room extends from the pillar at the left to the platform at the right.


Walkthrough:

[2.8.1] Stage 8 (Area 12)

                                * * *
   "So Alisia, you have survived this long against our loyal army and
 reached our palace in the sky. Unfortunately, you have arrived too late.
 Our leader has begun to awake from his long sleep. Once again, we have
 brought him to life in this world," says Drugar. Barardarl, still curled
 up, is magically covered in magical plates as the wizard completes his
 ritual. Drugar continues, "Your life will make an excellent sacrifice
 to our leader when he awakes!"
                                * * *


Boss: Drugar

 Drugar moves by floating across the room, and he stops to make an attack
 that depends on his position. When he flies from one side to the other,
 stay on the floor to avoid him. When he lands on the floor, he will
 shoot two or three energy waves along the floor. While hitting him from
 a distance, hop up lightly and quickly to dodge the waves. When he pauses
 in the air and summons an energy dragon, this dragon will chase Alisia,
 and it will rapidly spin and then explode after a while, sending out pieces
 of itself in all directions. To avoid the dragon, move closer to him, duck
 under and leap over the dragon in a circular pattern twice, without hitting
 it to preserve the timing, and then move far away from it to avoid its parts
 when it explodes. (On Hard, the dragon lasts twice as long, so duck under
 and jump over it in a circular pattern four times.)

 At the beginning of the second phase, after he gets temporarily knocked
 down and then floats in the air again, he will begin with a third attack,
 which is firing a barrage of spreading shots. Simply walk behind him as soon
 as he raises his hand to fire his spreading shots. Afterward, he will return
 to using his two usual attacks. (On Hard, Drugar will have an additional
 third phase, but the pattern remains the same. Move behind him when he
 begins by firing spreading shots.)


Boss: Barardarl

 Barardarl has multiple weak points. Each part comes with its own attack,
 which is lost when that part is gone.

 During the first phase, Barardarl will fly over to the left side of the
 room, so stay far on the right, and keep hitting the three weak points
 exposed from that side. His head will release three long worms that will
 quickly fly down toward Alisia. Jump over or destroy them. Next, his lower
 right appendage will shoot two pairs of very fast red darts. Jump over them.
 Then, another lower right part will fire two barrages of explosive yellow
 sparks that travel down at various angles. Jump over or duck below them.

 During the second phase, after the previous three parts are gone, Barardarl
 will fly over to the middle of the room. At this point, go to either side
 of the room. Avoid the arcing yellow sparks, and destroy or dodge the small
 white bullets. The red fireballs he launches upward will fall back down.
 Keep walking forward to avoid the fireballs, and stay away from him to
 avoid the swooping attack that he makes after the fireballs land. Staying
 on the right makes the arcing sparks easier to dodge (because they come
 from one of the lower left parts), but doing so may leave no room to avoid
 the swooping attack.

 To defeat Barardarl, destroy all his weak points.


------------------------------------------------------------------------------
[2.9] Epilogue and Staff Credits
------------------------------------------------------------------------------

                                * * *
   With a roar, Barardarl dies as Alisia's final bolt of lightning tears
 him apart. As though sensing the death of the dark god, the entire palace
 begins to shake violently, its great stone walls cracking and crumbling,
 and a blinding flash engulfs Alisia as the building sinks below the clouds.

   The light soon fades away, but Alisia does not notice as her slender form
 falls unconsciously toward the earth below. However, her companions quickly
 fly close by her and, drawing new strength, carry her to safety.

   When Alisia opens her eyes again, she finds herself resting against the
 back of Owaro, flying over the now-peaceful land. Returning to the castle,
 she leaps down onto the ground, treads across the soft petals tossed over
 her path, and shakes hands with the happy minister waiting at the end.
                                * * *

Staff

Main Programmer
 Naozumi Honma

Assistant Programmer
 Osamu Harada

Main Graphic Designer
 Masatoshi Azumi

Assistant Graphic Designer
 Meiko Wada

Music Programmer
 Mister Tom
 Ari Kamijoh

Assistant Music Programmer
 Ken-ichi Kunishima

Story Concept Designer
 Yuzo Sunaga

Scenario Writer
 Yoshimi Kanda

Character Design of Monsters
 Hajime Satoh

Character Design of Alisia
 Hiroyuki Hataike

Technical Support
 Toshimichi Masubuchi

Art Work
 Mariko Uemura

Music Composer
 Mecano Associates

Music Producer
 Kass

Musicians
 Nobuyuki Aoshima
 Mamoru Ishimoda
 Youko Sonoda
 Mariko Satoh

Special Thanks
 Takeshi Miyaji
 Kazuyuki Ohata

Gainax
 Takami Akai
 Toshio Okada
 Yasuhiro Takeda
 Takeshi Sawamura
 Kazuhiro Nakazawa

Special Test Player
 Masahiko Ikeya

Test Players
 Akio Matsuda
 Ken-ichiroh Ohmi
 Nobuo Horii
 Naotsugu Honma
 Hideto Masubuchi
 Hidetomo Tanaka

Executive Producer
 Yoichi Miyaji


------------------------------------------------------------------------------
[2.A] Game Ranking
------------------------------------------------------------------------------

Clear Stage
 The last Stage (and Area) finished.

Alisia Thunder Power
 The Thunder Power Level reached.

Shoot Down Rate
 The percentage of enemies defeated, from the total enemies who have appeared.

I Give You the Rank of
 The Rank achieved, reflecting Alisia's performance. The highest Ranks can
 be reached on Hard. The Ranks also come in two categories. Generally, the
 Beast Master category is applied if Alisia relies more on her companions,
 while the Magic User category is applied if she relies less on them.
 (The categories of the Ranks seem to be incorrectly switched around
 in the game. In this document, they are listed as they appear in the
 Instruction Booklet for the original version of the game.)

Ranks - Beast Master (with more reliance on companions)
 Phoenix Master
 Griffon Master
 Dragoon Master
 Pegasus Master
 Eagle Master
 Falcon Master
 Anaconda Master
 Forg Master (Frog Master)
 Worm Master
 Micro Bee Master

Ranks - Magic User (with less reliance on companions)
 Efreet
 Salamander
 Wizard
 Sprite Sorceress
 Thunder Unicorn
 Elven Mage
 Ogre Shaman
 Goblin Magician
 Electric Slime
 Magic Bacteria


==============================================================================
[3] (reserved)
==============================================================================


==============================================================================
[4] Miscellaneous Information
==============================================================================


------------------------------------------------------------------------------
[4.1] Debug Mode
------------------------------------------------------------------------------

 To access Debug Mode, when the SEGA logo begins fading away hold only A,
 when the Game Arts logo begins fading away hold only B, when the Gainax logo
 begins fading away hold only C, and when the Mecano Associates logo begins
 fading away press only Start. (There should be a 1-Up sound instead of the
 standard beep.) There will be no Game Ranking at the end.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[4.1.1] Frame Control and Status Effects
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 After accessing Debug Mode, to advance one frame and then freeze the action,
 on Controller 2 press A. To unfreeze the action, on Controller 2 press B. For
 special status effects, when unfreezing, on Controller 1 hold the following.

Full Health - Up
 Set Alisia's health to full, at maximum capacity (6 HP).

Thunder Power Level - Left
 Increase Alisia's Thunder Power Level by 1.

Companion Level - Right
 Increase the current companion's Level by 1, and increase its health
 capacity by 1 HP. (This does not restore its health. Interestingly
 enough, this may still be used when a companion is not selected.)

Special Attack - B
 Set Alisia's attacks to instantly defeat enemies. Her Power Gauge will
 not flash when it completely fills, and her Thunder Power Level will appear
 to be frozen, but it can be increased as usual. This effect is switched off
 in between Areas.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[4.1.2] Stage Select
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 After accessing Debug Mode, to skip the current Area, on
 Controller 2 press C. (Skipping the last Stage will cause
 the game to return to the first Stage.) To select a specific
 Stage, after pressing C, on Controller 2 hold the following.

 Stage 1 -     C
 Stage 2 -   B
 Stage 3 -   B C
 Stage 4 - A
 Stage 5 - A   C
 Stage 6 - A B
 Stage 7 - A B C
 Stage 8 - Start


------------------------------------------------------------------------------
[4.2] Sound Test
------------------------------------------------------------------------------

 Press Left and Right to cycle through the tunes and effects.
 Press C to play them. Press B to fade them out.

 If Debug Mode has been accessed, the sound effects will also be
 identified by their alternate codes.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
 ##  Time  Tune or Effect (183 total)
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
 000 0:38  Opening         061 (11E) shuffle         122 (71F) silence
 001 0:14  Prologue        062 (11F) knock           123 (720) silence
 002 1:00  Stage 1A        063 (120) silence         124 (721) shuffle
 003 0:44  Stage 1B        064 (121) silence         125 (722) silence
 004 0:37  Reach Drugar    065 (122) silence         126 (723) silence
 005 0:38  Stage 1C        066 (123) silence         127 (724) silence
 006 0:56  Stage 2         067 (124) silence         128 (725) thud
 007 1:16  Stage 3         068 (125) boom            129 (726) thud
 008 0:45  Stage 4         069 (126) silence         130 (727) knock
 009 0:48  Stage 5A        070 (127) zap             131 (81E) zap
 010 1:02  Stage 5B        071 (21E) teleport        132 (81F) swish
 011 1:00  Stage 6A        072 (21F) squeep          133 (820) rumble
 012 1:04  Stage 6B        073 (220) silence         134 (821) groan
 013 0:16  Stage 6B End    074 (221) thud            135 (822) teleport
 014 0:30  Reach Stage 7   075 (222) thud            136 (823) clank
 015 1:00  Stage 7         076 (223) thud            137 (824) silence
 016 0:50  Boss A          077 (224) rev up          138 (825) thud
 017 0:32  Boss B          078 (225) swoosh          139 (826) thud
 018 1:12  Boss Drugar     079 (226) teleport        140 (827) knock
 019 1:10  Boss Barardarl  080 (227) teleport        141 (91E) click
 020 2:20  Epilogue        081 (31E) teleport        142 (91F) bang
 021 0:13  Game Over       082 (31F) squeep          143 (920) whack
 022 0:02  Stage 1 Screen  083 (320) spin            144 (921) silence
 023 0:03  Stage 2 Screen  084 (321) teleport        145 (922) silence
 024 0:03  Stage 3 Screen  085 (322) silence         146 (923) silence
 025 0:02  Stage 4 Screen  086 (323) silence         147 (924) silence
 026 0:02  Stage 5 Screen  087 (324) silence         148 (925) silence
 027 0:03  Stage 6 Screen  088 (325) silence         149 (926) silence
 028 0:02  Stage 7 Screen  089 (326) thud            150 (927) whir
 029 0:02  Stage 8 Screen  090 (327) rumble          151 (A1E) teleport
 030 0:08  Ranking Screen  091 (41E) teleport        152 (A1F) silence
 031 0:08  Options         092 (41F) squeep          153 (A20) swoosh
 032 (001) lightning       093 (420) swish short     154 (A21) teleport
 033 (002) thud            094 (421) shake           155 (A22) engine rev
 034 (003) boom            095 (422) whoosh          156 (A23) engine hum
 035 (004) slash           096 (423) swish long      157 (A24) engine stop
 036 (005) swish           097 (424) cry             158 (A25) silence
 037 (006) Alisia jump     098 (425) rumble quiet    159 (A26) hollow zap
 038 (007) Alisia hit      099 (426) rumble loud     160 (A27) whir
 039 (008) Armor Upgrade   100 (427) rumble          161 (B1E) teleport
 040 (009) 1-Up            101 (51E) thump           162 (B1F) squeep
 041 (00A) companion enter 102 (51F) thump           163 (B20) glop
 042 (00B) Select Menu     103 (520) rumble loud     164 (B21) slush
 043 (00C) companion hit   104 (521) rumble quiet    165 (B22) whir
 044 (00D) Companion Up.   105 (522) glop            166 (B23) teleport
 045 (00E) Meat Bone       106 (523) silence         167 (B24) silence
 046 (00F) Magic Fairy     107 (524) silence         168 (B25) silence
 047 (010) Thunder Fairy   108 (525) silence         169 (B26) teleport
 048 (011) Thunder P. Up.  109 (526) silence         170 (B27) teleport
 049 (012) Potion          110 (527) silence         171 (C1E) rumble snap
 050 (013) companion die   111 (61E) Yardidd cry     172 (C1F) silence
 051 (014) Companion Rev.  112 (61F) rumble up       173 (C20) silence
 052 (015) boom            113 (620) boom            174 (C21) blurb
 053 (016) whap            114 (621) rattle          175 (C22) blurb
 054 (017) lightning hit   115 (622) silence         176 (C23) teleport
 055 (018) go arrow        116 (623) silence         177 (C24) teleport
 056 (019) Twin Fairies    117 (624) silence         178 (C25) swish
 057 (01A) boom            118 (625) thud            179 (C26) zap
 058 (01B) hop             119 (626) thud            180 (C27) Barardarl cry
 059 (01C) cursor choose   120 (627) whack           181 0:44  Rumble
 060 (01D) cursor cycle    121 (71E) silence         182 0:32  Reach Stage 6
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::


------------------------------------------------------------------------------
[4.3] Boss Strategies
------------------------------------------------------------------------------

Name: Marl and Marsh
Attack: throw knives sideways, throw spinning knives that aim themselves
Motion: teleport, drop from the air
Weak Point: any part
Stage: 1
Notes:
 Duck under the knives that are tossed sideways. Jump left or right at the
 last moment to dodge the spinning knives. Move to the sides to avoid the
 bosses when they teleport.

Name: Malmash
Attack: dives into and out from the water
Motion: dives into and out from the water
Weak Point: any part
Stage: 2
Notes:
 Watch the ripples to see where it will emerge. Stand close beside it and
 hit it whenever it appears, but take care not to brush against it, even
 when it is exploding as it dies. If it flies higher up than usual, it will
 arc back down in a tighter arc, so prepare to move out of its way.

Name: Geabel
Attack: spits bubbles, releases small monsters twice, dashes twice
Motion: sinks into and emerges from the water
Weak Point: mouth (when open)
Stage: 2
Notes:
 First, stand on the patch of ground, and shoot its mouth while jumping
 over the four barrages of bubbles. Next, watch the ripples to see where
 it will appear, and kill the two groups of small monsters it releases.
 Then, as soon as the ripples can be seen at either end of the pool, begin
 running away from it, and jump at the last moment to avoid it. It will
 make two dashes, once in each direction, and its first direction can vary.

Name: Gadimbil
Attack: fire spreading bullets, fire eyeball projectiles (dark blue enemies)
Motion: hide and emerge from behind the walls
Weak Point: any part (when exposed)
Stage: 3
Notes:
 Kill the three Gadimbil when they appear to fire spreading bullets.
 One is at the left, one is at the top, and one is at the right.
 Killing the dark blue enemies isn't necessary, but doing so will
 stop their eyeball projectiles, which can also be destroyed.

Name: Yardidd
Attack: swoops, spits flame streams, spits fireballs that split, dives
Motion: flies around in the air
Weak Point: head
Stage: 4
Notes:
 First, duck under the high swooping attack. Next, duck under the high
 flame streams. After that, stay on the right side and shoot the fireballs
 as they come. Then, take several steps to the left to dodge each of the
 diving attacks, moving back the other way afterward to regain some space.
 When it next flies off the screen, it will make one more diving attack.
 It will then leave the screen again. Now it will repeat its pattern of
 attacks. However, for every other cycle, it will make a low swooping attack
 for the first part and breathe low flame streams for the second part. Leap
 up from the high platform to dodge these attacks.

Name: war machine
Attack: fires laser bolts, fires mortar shells, spits exhaust
Motion: drives back and forth across the ground
Weak Point: wire node
Stage: 5
Notes:
 When it approaches, duck on the side platform that is farther from it to
 dodge the projectiles, and then move onto the highest platform and jump
 over it when it comes. If it uses its mortar attacks, jump over it as usual,
 but prepare to immediately leap over it again when it drives back the other
 way. (Its greater speed when it comes back allows this second jump to be
 safely made from the side platforms.) Land on the highest platform to avoid
 the exhaust.

Name: spaceship wizard
Attack: summons floating assault rifles, fires spreading shots
Motion: flies around in the air, teleports
Weak Point: any part
Stage: 6
Notes:
 Destroy the rifles as quickly as possible. When the rifles are being
 summoned, go to one side of the room, and as they finish aiming, move
 to the other side to dodge their fire. If he is stationary and both rifles
 aren't gone yet, he will fire three spreading shots. Keep destroying the
 rifles quickly enough to prevent him from firing his spreading shots.

Name: palace wizard
Attack: fires spreading shots, summons phantoms who can also shoot
Motion: flies straight up, teleports to Alisia's position
Weak Point: any part
Stage: 7
Notes:
 When he flies up, run to the other end of the room to avoid the spreading
 shots, using Ru to hit him while moving away from him. When he summons four
 phantoms, stay at the current end of the room, kill the two phantoms who are
 in view before they fire, and then duck under the shots from the remaining
 phantoms. The wizard will now repeat his attacks. (On Hard, his projectiles
 will be extremely fast, so concentrate on dodging his spreading shots,
 rely on Ru to hit him, and use sweeping bolts mainly on the two phantoms
 who appear on the current side of the room.)

Name: Drugar
Attack: fires energy waves on the floor, summons energy dragons in the air
Motion: flies through the air, stands on the floor
Weak Point: any part
Stage: 8
Notes:
 When he flies from one side to the other, stay on the floor to avoid him.
 When he lands on the floor, hop up lightly and quickly to dodge the waves.
 When he pauses in the air and summons an energy dragon, move closer to
 him, duck under and leap over the dragon in a circular pattern twice
 (or four times on Hard), without hitting it to preserve the timing, and
 then move far away from it to avoid its parts when it explodes. At the
 beginning of the second phase (and the additional third phase on Hard),
 after he gets temporarily knocked down and then floats in the air again,
 simply walk behind him as soon as he raises his hand to fire his spreading
 shots. Afterward, he will return to using his two usual attacks.

Name: Barardarl
Attack: fires worms, darts, sparks, bullets, and fireballs, swoops
Motion: flies around in the air
Weak Point: multiple parts
Stage: 8
Notes:
 During the first phase, stay far on the right, and keep hitting the three
 weak points exposed from that side. Jump over or destroy the three worms.
 Avoid the two pairs of very fast red darts and the two barrages of yellow
 sparks. During the second phase, go to either side of the room. Avoid the
 arcing yellow sparks, and destroy or dodge the small white bullets. Keep
 walking forward to avoid the fireballs, and stay away from him to avoid the
 swooping attack that he makes after the fireballs land. Staying on the right
 makes the arcing sparks easier to dodge, but doing so may leave no room to
 avoid the swooping attack.


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[5] Reference
==============================================================================


------------------------------------------------------------------------------
[5.1] Game Source Information
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Name: Alisia Dragoon

Code: T-45033 (Japanese)
Code: 670-2139 (North American)

Developer: Gainax
Music Composer: Mecano Associates
Producer: Game Arts

Genre: action platformer
Players: 1

Save: none

Size: 1.00 MB

Publisher: Game Arts

Release Date: 1992-04-24 (Japanese)
Release Date: 1992-03--- (North American)
Release Date: 1992------ (European)

JAN: 4988649103138 (Japanese)
UPC: 010086010398 (North American)
EAN: 4974365610395 (European)

Cover Art: (Japanese)

 Alisia gracefully steps forward, waving her hands in a circle as she
 prepares to cast her lightning magic. Behind her are her companions.
 To her lower left is a skeletal-looking Owaro, breathing a long stream
 of fire (instead of fireballs). To her lower right is Ru, who resembles
 a screaming face made of blue energy. To her upper left is Fel, crackling
 with electricity, but its sparks are nowhere to be seen. To her upper
 right is Lans, with one boomerang being held in its mouth and the other
 two growing out from its arched back. Further to the middle lower rear
 is an image of Drugar's calm face, cast in a gold tint. To the middle upper
 rear is Barardarl, with the two spooky white dots that form its eyes peering
 out from the dark crack in its vein-covered shell. A white, cloudy substance
 can be seen beneath it. The background is framed in a circular window with
 strange cable-like structures attached to it. Some small plants can be seen
 near the top of the window. Blue sparks of light float all around the scene.

Cover Art: (North American) (European)

 Two humanoid warriors stand in the foreground, one wielding a scimitar with
 both hands, and the other holding a sword and a shield. Two spear guards are
 running up from the back. Alisia (who is wearing skimpy bikini-like clothes
 and boots, not her in-game armor and legwear) is shooting a lightning bolt
 upward and away with her fingertips (not with her palm), seemingly oblivious
 to the enemies near her. Behind Alisia, the green-scaled Owaro, who looks
 like a real dragon (a large and truly menacing-looking one), is breathing
 a faint tongue of fire in the same direction as her bolt. Alisia and Owaro
 are standing on the rocky terrain of what appears to be from the mountain
 scene. Large bird-like creatures can be seen flying in the distant skies.

Case Details: (North American)

 She's tough. She's dangerous. She's...

 Alisia Dragoon

 The pace is intense. Enemies
 come at Alisia from everywhere.
 And nowhere. Battle hordes of
 crazed barbarians, mow down
 mobs of poisonous centipedes,
 and slay squadrons of winged
 gargoyles. Blast enemies in
 waves or one by one with multi-
 directional, auto-targeting
 laser fire.

 Recruit killer companions like
 the DragonFrye, Ball O'Fire,
 Thunder Raven and Boomerang
 Lizard. Use them to hurl
 blistering boomerangs, fireballs,
 and electrical attacks. With
 Alisia's super-tough fighting
 skills, fry enemies to a crisp. And
 prove once and for all that you
 can go hand-to-hand with
 evil and come out the champion!


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[5.2] Really Small Details That Flying Lizards Learn For Fun
------------------------------------------------------------------------------

All Dressed Up
 Alisia's armor looks different from image to image. On the Ending Screen,
 her armor is a gray-and-green suit that covers her neck. On the cover art
 for the original version of the game, it is a gray-and-purple suit that
 also covers her neck.

At Least She Didn't Get Lost
 If Alisia can ride Owaro, why can't she just do that to directly reach
 the palace, instead of going through all the trouble of finding the
 flying platform at the spaceship?


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[5.3] Document Credits
------------------------------------------------------------------------------

Gainax (www.gainax.co.jp)
 For developing Alisia Dragoon.

Mecano Associates
 For composing the music.

Game Arts (www.gamearts.co.jp)
 For producing Alisia Dragoon.

Spherelanders
 For playing through the game and figuring out the best tactics.
 Extra thanks to Alex Round for actually authoring this document.


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[6] Contact Information
==============================================================================

 mail: faididi@yahoo.com


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