Sundown Old West Chapter "In a time when the West was wild and criminals were many" 1. Introduction 2. Buildings and a basic map of this chapter 3. Start of the Old West chapter 4. Collecting items 5. Preparing for the big showdown 6. Complete checklist of what you should have collected 7. Setting traps - Skip this section if you want a challenge! a. Facing O Dio alone after setting the traps. 8. The big battle! Facing all 16 bad guys. - Do this if you want a challenge! 9. Contact info ------1. Introduction------ Live a Live is a classic rpg for the snes released in Japan in 1994 and kindly translated by AGTP. In this game, you start with a choice of 7 chapters that are all very unique and different from each other. After those 7 are complete, you will get a bonus 8th chapter and after that 8th chapter, one final 9th chapter that wraps everything up and ties the first 8 chapters together in a very surprising way. In this FAQ I want to focus on the Old West Chapter starring Sundown and Mad Dog. I will focus on two different ways in which to complete this part of the game. The more common way in which you will be collecting items and setting traps to take out your enemies and second way, setting no traps for a very hard final battle. In other words, 2 characters vs 16 very bad guys. Now, as long as you get all of the items detailed below, there are countless ways in which you can eventually arrive at victory in the final battle. I will do my best to provide general tips on that final battle as well. ------2. Buildings and a map of this chapter------ In this chapter, you will have a chance to enter 11 buildings. Here is a list of those 11 buildings (and I will use these building numbers later in the FAQ too): Buildings: TOP ROW Sheriff's office - top right corner Building with a cow skull at the top, in between Sheriffs and Bar Crystal Bar - 3rd building from the right Barn House, with one tree on each side Barn with skull over the door - top left BOTTOM ROW Barn in the lower left corner (enter from the top, in the middle, you can't see the door) Large house with windows (enter from the top, in the middle, you can't see the door) House with a tree to the left (enter from the top, in the middle, you can't see the door) Small windowless house (enter from the top, in the middle, you can't see the door) House with two windows in the bottom right corner (enter from the top, middle) Simple map (t = tree) 6. Barn* t 5. House*t 4. Barn* 3. Bar* 2. Building* 1. Sheriff's* ________________________________________________________________ Street Enter ________________________________________________________________ 7. Barn* 8. House t* 9. House* 10. Barn* 11. House* ------3. Start of the Old West chapter walkthrough------ Playable Characters in the Old west Chapter 1. Sundown 2. Mad dog -**First battle**: Just move down twice and to the left once and use "Double shot" once. Simple. -Watch the scene that follows -Enter the town and enter the bar (building 3). Remember to press "A" to enter a building. Watch the short scene. -Talk to the bartender and watch another short scene. -A stranger will buy you a drink. You have two choices. Pick "send it back." -You will have another two choices with the same man. Pick "Get lost." -**Second battle** -Just move your character down twice and to the left three times and use "Double shot" once. Again, very simple. -Watch the short scene that follows. -When given the chance, respond with "It's true." -When you regain control and BEFORE GOING OUTSIDE, check the white pot behind the counter, next to the bar man, for a bourbon. -Every other door is locked so head outside and watch the scene. -After the scene you will be back in building 3, the bar. -Talk to everyone. As a point of interest, the guy in the top left tells you about O Dio. -Once you have talked to everyone, talk to Mad dog last (guy in purple, who you dueled with in the first battle). -Watch the scene. At the end of the scene you get the "Peacekeeper badge." ------4. Collecting items, 2nd part of the walkthrough------ Now here is where it gets interesting. You have a choice of how you can complete this chapter. You can collect the required items detailed in this chapter and give them to various NPCs to make the final battle much easier. In a more conventional playthrough you would head back just before/after the 6th bell and you would talk to various people in the bar to set traps which take out 1 or more of the 16 enemies you will face in the third (and possibly last) battle. But, if you want a challenge, you can get the items, like usual, but the challenge comes in not talking to anyone which, in turn means no one will be setting traps and thus, you will have a 2 on 16 battle to end the chapter. -You will notice that a bell will ring every now and then. It will ring 8 times. When the bell rings for the 8th time, you have run out of time. The game will stop for a moment and a text box will show up indicating that the bell is ringing. Well, good thing you have this guide to help you efficiently find the items you will need to either set up the traps or take down the 16 goons you will soon face. ***An absolute bare minimum of what you should get are as follows: Jacket, dynamite, at least 2 each of bourbon, cigars and tequila and 4 oils + 4 empty bottles to make 4 molotov cocktails. I will leave all the items in case you want to get everything and set traps as some people prefer that.*** ------------------------------- Things to find in the bar: bourbon x3, jacket, oil x2, empty bottle, tequila, cigar, slingshot (I waited until later to collect the barman's poster), peacekeeper badge (above). Since **you are in Building 3 (the bar), let's start with that**! You already got the bourbon behind the counter, right? Any way, the door behind the counter is now unlocked. Go through the door and a. in the back of the room is a crate with bourbon. b. In the lower right is a tall cabinet/dresser. Stand to the left of it and press "A" to reveal a hidden door. Go through the door that appears. In the top right, check the tall dresser for a jacket. c. Go down the stairs and get the oil in the white jar. d. Just below the white jar is a box with an empty bottle. Make the molotov cocktail. Back in the main area of the bar where all the prior scenes took place, walk to the right and enter the door to the right of the stairs. One of the white jars is empty, the other has oil. You can also grab bourbon and tequila from the crates at the top of the small room. The other, 3rd crate is empty. Exit this small room and back into the main area and go up the stairs. a. The room on the right is pointless to enter, it only has a sack of money which you can not take. b. The left room has a cigar in a silver box in the top left. c. Back downstairs, the little boy next to the bar counter has a slingshot. d. I always wait until the end to get the barman's poster on the second floor. To get it, go to the center room on the second floor. Check the dresser. Go to the room on the right, check the dresser in that room and you will get the barman's poster. ------------------------------- Things to find in Building 2, which is between the sheriff's and bar: cigar, empty bottle, bourbon Walk next door and to the right to **Building 2, the building in between the sheriff's office and bar.** On the first floor and under the stairs is a partially hidden door that leads to a cigar in a crate on the right. On the left side of this room, there is a door, enter it to end up behind the desk in the main room. Grab the chest, for an empty bottle, to the right. Make another molotov cocktail. Leave, go back to the main room and go up the stairs. a. There is nothing in the room to the right. b. The room to the left, on the second floor has a crate right next to the door you enter, grab it for bourbon. Nothing else here, so leave. ------------------------------- Things to find in the Sheriff's office: cigar, dynamite (super important!), peace maker, buntline Walk to the right again and enter the **Sheriff's office, building 1.** As soon as you enter, walk right up to the front of the desk, front and center, Push "A" and get a cigar. Behind the desk are two crates, one empty, the other with dynamite. Directly to the left of the crate on the left, push "A" while facing the window to get a "Peace maker". Go up the stairs to the second floor and enter the room. The silver box you see is empty but not all is lost. Walk up to the window, front and center and, facing it, push "A" to get a bunt line. There is no reason to exit the door on the bottom so leave this building. ------------------------------- Things to find in Building 11, house: empty bottle From the exit of the Sheriff's office, walk directly south and enter **Building 11: Barn**. You can not see the door but as long as you are walking towards the center of the building you will enter. There is nothing in the first room, enter the door to the south and directly to the right of the door is an empty bottle. Get it and get out! ------------------------------- Things to find in building 10, barn: shovel Head to the left, to **building 10: Barn** and be sure to approach the building from the center to enter the door. Directly to the right upon entry is a shovel if you search the cart, front and center. ------------------------------- Things to find in building 9: House: oil, carrot, frying pan Exit, head to the left again. Approach **building 9: House** from the center (from the middle of the three windows glowing in the dark). a. To the left, upon entry into the house, is a white jar with oil. Make another molotov cocktail. b. Exit the door directly south of the jar. To the right, in this small room, is a white jar with a carrot. To the left of the three barrels is a frying pan you can pick up. Exit this building. ------------------------------- Things to find in building 8: rope Go to the left to **Building 8: House**. You will see shadows of five glowing yellow windows. The door is directly below the middle window (shadow). Enter. As far as I can tell, there is nothing in the first room so skip right past it as you have likely heard the 3rd bell by now, or will soon hear it. In the next room, there is a hidden room under the stairs. Enter and get the crate at the top of the small room holding a rope. Exit that room and you will see a door to the right, nothing there. Nothing upstairs either so leave this building. ------------------------------- Things to find in building 7, barn: carrot, horse dung, empty bottle Once outside, go to the left once again and enter **Building 7: Barn** a. The crate in the bottom right holds a carrot. b. If you want horse dung, take it from the haystack on the bottom, next to the carrot. Yes, it is a trap... ------------------------------- Things to find in building 6, barn: carrot x2, coal tar Walk north to **building 6: Barn**. The building with a skull over the door. a. You will find two carrots in the top left corner. The lone crate in the center and to the left is empty, skip it. b. In the lone barrel in the bottom right you will find coal tar. Exit the building. ------------------------------- Things to find in building 5, house: oil Head to the right and enter **building 5: House** with one tree each on either side. The door to the right has nothing. However, the door to the left, slightly hidden because it is behind the stairs has oil. Make another molotov cocktail now. The second floor has nothing so exit. ------------------------------- Things to find in building 4, barn: tequila Go to the right to enter a barn/storage area. In the top right is a crate with tequila. Exit. Going to the right should take you back to where you started. Sometime slightly before/after entering the bar you should hear the 6th bell. ------5. Preparing for the big showdown!------ First things first, go into the menu and equip anything you want. I recommend equipping Sundown with the jacket you got. The peace maker will increase speed but at the expense of defense. Your choice. Buntline increases speed even more, but also comes at the expense of defense. Remember, you have just 144 HP so defense might be more important. You can either give the frying pan to Annie as a trap or you can equip the frying pan under "other" (you can equip the peacekeeper but it does not seem to make a difference, equip it any way I figure. For mad dog, the buntline might be a great addition for his second hand (right) if you did not use it with Sundown. If you would like to pause the game or save it and look at this checklist to make sure you got everything, please do so before continuing. You should have about 2 bells left before the fight so you still have time if you missed something. You want the Molotov cocktail, for example so make sure you get the 4 oils and 4 empty bottles! If you are going for the no trap challenge, remember, DON'T TALK TO ANYONE and wait for the 8th bell. -When asked if you are going to win, respond with "Of course." ------6. Complete checklist of items you should have------ Peacekeeper badge Bourbon x4 Jacket Molotov Cocktail x4 (made with oil x4 and empty bottle x4) Tequila x2 Cigar x3 Dynamite Peacemaker Buntline Shovel Carrot x4 Frying pan Rope Horse Dung Coal tar Slingshot Barman's poster ***An absolute bare minimum of what you should get are as follows: Jacket, dynamite, at least 2 each of bourbon, cigars and tequila and 4 oils + 4 empty bottles to make 4 molotov cocktails. I will leave all the items in case you want to get everything as some people prefer that.*** ------7. Setting traps------ - So you've gone around the small town and collected all of the items you will need. You don't want the challenging battle. That is ok, it is quite hard and you gain nothing from facing all 16 characters except for maybe personal pride. So, now that you have everything detailed above, it is time to talk to some people and get some help. Try as hard as you can to arrive back at the bar by the 6th bell. Different people have a different pace in which they set traps so the best idea is to be efficient and talk to each character in a certain way. Now, when you are ready to set the traps, talk to the Sheriff twice. Suggested order of talking to people is as follows: -Remember Billy? He will help out with a trap so get him to set up the slingshot. -There are three musicians, it is best to talk to the left one first. -See the man with brown hair? Speak with him next. -There is a guy with purple colored hair, talk to him. -Talk to the girl with brown hair next. -Now, seek out the man with the blonde hair, talk to him. -Next, go behind the bar and talk to that man. -The girl with the blonde hair is the next person you want to talk to. She is the only one who can help with the frying pan so naturally, if you want to use that as a trap, assign it to her. Otherwise, equip it. (I will leave the choice of equipping it vs. using it as a trap to you). -Now, talk to the sheriff. If you forget who he is, he is the man with the hat. -Now, who gets the last trap? You have some slow pokes left here but the best might be the musician on the left or, second best is the middle musician. -The man with green hair is not efficient enough, best to ignore him. Other than Billy and the blonde hair girl, it is really up to you what traps you will assign to what people. The traps you can assign are as follows: Carrots, coal tar, dynamite, poster, shovel, rope, molotov cocktail and horse dung. It is best to set up a diverse range of traps and try to AVOID repeating the same traps. By the way, if you are unable to get back to the bar by the 6th bell, consider skipping a house when you are collecting items. a. If you do all of the above, you will be facing O Dio either alone, or with, at most 1-3 subordinates maximum if you missed a trap or two. Simply move your two heroes right up next to O Dio but making sure not to be diagonal from him as he has a devastating attack that can kill you immediately. As long as you got all the items you were supposed to, you will have more than enough healing items and attack items to see you through to the end of battle and victory. ------8. The big battle! Facing all 16 bad guys!------ - You are here if you did not set up any traps! As a reminder, before you go for the final battle, you have not set any traps so you will see 16 enemies. It will look quite intimidating. When there are all 16 enemies, with the amazing battle music, it is one of the most epic battles in snes rpg history in my opinion. That is why I love this challenge so much! Hard to find anything on the genesis, snes or other consoles of that era that creates such an atmosphere and such a feeling as this moment. This is why it was so important to search every square inch of the town and get all of those items detailed above! You will need them! Now that I am done hyping this battle. Healing items to keep in mind: Bourbon: heals one person about 280 Cigar: heals one person about 170 Tequila: heals a 3x2 area of about 240-250 Useful items for the 2 on 16 battle Molotov Cocktail: Fire damage 3x3 Dynamite: 5x5 damage floor for several rounds **Third battle** First and foremost, do not worry if Mad dog dies in this battle, there is a real chance he could "bite the bullet" so to speak somewhere down the line. While writing this walkthrough and during my last full playthrough, he did not die, however. My first playthrough, he did His Texas Jitterbug is very powerful in this battle if you want to take a risk. But seeing as you are against 16 and that shot misses, which could happen, you might end up in a difficult situation after the miss. Use lightening shot to be on the safe side. Second, see the big guy in the top left with the huge gun? That is O Dio, DO NOT stop anywhere diagonal of him if there is a clear path between you and your two characters! I would start by having Sundown move down a space and throw the dynamite so it covers the top left (it will cover a lot of the field). As long as at least part of the white box hits Dio you are golden but also make sure it hits the guy/horse directly to the left and have Mad dog throw a Molotov for good measure so it hits the guy and horse and as many other enemies as possible. 2nd turn, have Sundown move back up and use another Molotov. By that point in my battle, Sundown's counter (my luck ;) ), plus the second MC killed 3 guys, including the guy on the horse. I had Mad dog use yet another MC. At that point I had to heal. Next turn I moved up directly below the second guy/horse and used my last MC, that plus the fire field took out 2 more enemies. Use the Double shot and Lightning shot (or Texas J if you want to risk it) to get rid of the 2nd guy/horse ASAP. At this point continue to pick off enemies while healing and making sure you are never diagonal from O Dio. Even if one of your guys hits 0 HP, if you heal in time, you can revive them. AS SOON AS YOU GET THE CHANCE go right next to Dio himself, but making sure you are not diagonal, of course. Continue to pick off all the enemies. Dio won't be able to hurt you if you remain directly to the right or directly below him. -After, there is a scene. -If you decide to run away, you will get an extra scene during the end of this chapter. (each of the 8 chapters has a different ending unique to that chapter). - If you DO NOT run away, well, I lied, the 16 on 2 was not the final battle. You will have one more easy battle and no extra scene at the end. Your choice. 9. Contact information Enjoy the rest of the game postindierock@gmail.com or carld18@yahoo.com **If you see any "�" or any other errors in this text, please inform me via email so I can correct this walkthrough promptly!**