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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
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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
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[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
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[1] Overview
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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
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- The languages used are different.
- Some of the names are different.
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[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.
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[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
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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.
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[2.4] Stage 4: Mountain
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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.
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[2.5] Stage 5: Cave
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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
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[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
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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
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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
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mail: faididi@yahoo.com
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