Hourai Gakuen no Bouken FAQ by Arcadia Questions? Comments? Flames? Email them to me at arcadia@despammed.com. Also check out my other SFC game FAQS, available at http://www.geocities.com/arcadia_shulato/sfc/index.html. ----0. General comments and advice This file is best viewed using a fixed-width font. This isn't a complete walkthrough. The hero's gender affects parts of the story, and frankly, I'm too lazy to do them both right now. This FAQ was written using the female main character. Maybe later, I'll play it with the male main character and note the differences. I've marked the parts of the story I know to be different. The instruction manual says that all equipment is divided into different types, and that these types determine which character can use them. However, they didn't always make it easy to determine what type something is. I must admit I'm guessing on some of them. Check all the furniture, lockers, trash cans, even the walls. There's stuff to find everywhere, too much for me to list the locations of everything. I've listed the items to find in dungeons. For towns and such, I've only listed where the special or unique items are. Once you start acquiring phone numbers, try calling everyone at least once per chapter. A seemingly meaningless conversation could turn out to be a hint to something special. About FP: When you defeat enemies, you not only gain experience points and money, but also "FP". FP stands for Friendship Points. You can distribute these among your friends in your dorm, the Hospo HQ, or anywhere you can save the game. Every character has a Friendship Technique that uses FP. Every character has a "Special Person". If the character's Special Person is knocked out in battle, the character will lose their temper and their stats will be temporarily increased. Mamejima Supermarket stores have a loaf of bread on their sign. They sell healing and battle items, and sometimes accessories. Mamejima Sports stores have a t-shirt on their sign. They sell weapons and armor. Mamejima Trunk stores have a chest on their sign. You can store extra items (up to 64) here. Storing items is free, but it costs 10G apiece to get them out. The status-change names in this game are different from what you'd normally find. Here is an explanation of them. Sleep (Inemuri) = Character is asleep and unable to fight Sick (Byouki) = Gradually loses HP (=poison) Embarassed (Hazukashii) = Unable to move (=paralyzed) Selfish (Wagamama) = Character acts on his/her own Amnesia (Kiokusoushitsu) = Unable to use techniques Pheromone = Character attacks his/her friends Depressed (Mukiryoku) = Gradually loses GP Retire = Unable to fight (=dead/unconscious) Some status changes can be good things: Anger (Ikari) = Strength and speed temporarily raised Energy (Yaruki Manman) = All stats temporarily raised Ecstatic (Shiawase no Zetchou) = All stats temporarily raised When looking at equipment in a store, a character's name will have an O by it if they can equip the item and an X if they can't. If their stats will increase or decrease, and arrow is shown by their name. Note that sometimes you'll have a situation where one stat will increase and another will decrease. The shops don't distinsh between these. ----I. Character list ---1. Hero/Heroine (You pick the name) How to get: Joins automatically in chapter 1 Gender: You pick. School year: 2 Birthday: You pick. Blood type: You pick. Club types: Athletic, Cultural, Scientific, Jungle Special person: Whoever has the most FP Friendship Tech: Summon (Shoukan) Calls a character to help fight Helmet types: Cap, Fullface (if male), Girls' (if female) Armor types: Casual, Sports (if male), Girls' (if female) Shoe types: Sports (if male), Girls' (if female) This is the hero of the story, who unfortunately doesn't talk much. ---2. Daichi How to get: Joins automatically in chapter 1 Gender: Male School year: 2 Birthday: May Blood type: O Club types: Athletic, Jungle Special person: Hinako Friendship Tech: Body Barrier Takes all damage for 1 turn Helmet types: Cap, Fullface Armor types: Casual, Sports Shoe types: Sports Daichi is the leader of the Hospo team. He is rather hotheaded. He is an avid swordsman, and can use "Cut" and "Strike"-type weapons at the start of the game. He likes to wear geta (traditional japanese sandals), and came to Hourai Academy because an ordinary school wouldn't let him wear them. ---3. Hinako How to get: Joins automatically in Chapter 2 Gender: Female School year: 2 Birthday: June Blood type: B Club types: Cultural, Scientific, Jungle Special person: Daichi Friendship Tech: Great Wind (Toppuu) An attack effective against flying monsters Helmet types: Cap, Girls' Armor types: Casual, Girls' Shoe types: Casual, Girls' Hinako is a member of the Hospo team. She is the daughter of a magician and a priestess, and as such is good with magic. She is a member of the Gadget club. She can use "Hit"- and "Throw"-type weapons at the start of the game. ---4. Haru How to get: Joins automatically in Chapter 3 Gender: Male School year: 2 Birthday: August Blood type: AB Club types: Scientific, Jungle Special person: D-51 Friendship Tech: Prediction Allows you to escape or get a free turn Helmet types: Cap Armor types: Casual Shoe types: Casual Haru is a member of the Hospo team. He is very intelligent and good with computers, but not very good with people. He can use "Shoot"-type weapons at the start of the game. ---5. Isaac How to get: Joins automatically in Chapter 4 Gender: Male School year: 3 Birthday: September Blood type: B Club types: Athletic, Cultural, Jungle Special person: Julia Friendship tech: Decoy Issac takes all damage for 1 turn. Helmet types: Cap Armor types: Casual, Sports Shoe types: Casual, Sports Isaac is an American student who came to Hourai to be with his girlfriend, Julia. He is a star baseball player who was drafted by the major leagues. He can use "Hit"-type weapons naturally. ---6. Julia How to get: Joins automatically in Chapter 4 Gender: Female School year: 1 Birthday: July Blood type: A Club types: Cultural, Scientific, Jungle Special person: Isaac Friendship tech: Pray Everyone's HP is restored, but Julia's drops to 0 Helmet types: Girls' Armor types: Girls' Shoe types: Casual, Girls' Julia is an American student. Like Isaac, she speaks in an odd mixture of japanese and english. She is a member of the Nursing Club. She can use "Throw"-type weapons. ---7. Misato How to get: Go through the ghost building in the boys' dorm until you find a boy who tells you about a ghostly voice coming from the north. From there, go north twice, and Misato will be in the NW corner of the room. (I should note that this is if you're playing the female character. I don't know if it's possible to get Misato with the male character.) Gender: Female School year: 2 Birthday: August Blood type: A Club types: Cultural, Scientific, Jungle Special person: Yashichi Friendship tech: Tech Seal Neither you nor the enemy can use techs Helmet types: Ghost Armor types: Ghost Shoe types: Ghost Misato is the ghost of a student who died in an accident. While wandering around the physical world, something sucked her into the ghost building. Although she's a ghost, she treated as a human for the sake of clubs. She can only use ghost equipment. ---8. Adachi (Sensei) How to get: Joins automatically in Chapter 6 Gender: Female Birthday: October Blood type: B Club types: Cultural, Jungle Special Person: Kamifukuoka Friendship tech: Gamble If it succeeds, the enemies will leave. Otherwise, you lose money Helmet types: Girls' Armor types: Girls' Shoe types: Casual, Girls' Adachi is your homeroom teacher. She is very cool-headed and responsible. She can use "Hit"-type weapons. ---9. Mitsurin How to get: Joins automatically in Chapter 6 Gender: Male Birthday: November Blood type: O Club types: Athletic, Cultural, Jungle Special Person: None Friendship tech: Menace Chases enemies away Helmet types: Casual Armor types: None Shoe types: None Mitsurin (which means Jungle) is a boy who lives in the jungle south of Hourai. He can use any kind of weapon. ---10. Hitoderon How to get: After reaching the jungle village in Chapter 6, go back to the beach and talk to the boy who was fishing. You *may* be able to do this after Chapter 6, but you absolute must do it before Chapter 10. The boy has caught a starfish-like creature. It begs you to let him go. If you do, he explains that he's not a starfish, but an alien from the planet Hitode (which means starfish), and runs off over the sea. Later, at the end of Chapter 10, he'll turn up again as a Christmas Tree ornament. If you rescued him before, he'll join you. Gender: Male Birthday: April Blood type: Magellan Club Types: Athletic, Cultural, Scientific, Jungle Special person: None Friendship tech: Enemy Change Switches enemy for another Helmet types: Starfish Armor types: Starfish Shoe types: Starfish Hitoderon is a starfish-like alien. He came with his partner, Hitoderomi, to study Earth. He can only use special equipment. ---11. D-51 How to get: D-51 is in the jungle ruins in Chapter 7. Get the toolbox from B1, then drop down the hole in the floor in B2. Go up the stairs, and you'll find D-51 broken down. Haru will use the toolbox to fix him. Gender: Unknown Birthday: September Blood type: Oil Club types: None Special person: Haru Friendship tech: Shield D-51 takes all damage for 1 turn Helmet types: Robot Armor types: Robot Shoe types: Robot D-51 is a robot found in the jungle ruins. No one knows who built him, or how long he's been there. He can only use robot-type equipment. ---12. Chihaya How to get: You can hire her for 1000G during the festival in Chapter 8 Gender: Female Birthday: January Blood type: AB Club types: Athletic, Jungle Special person: None Friendship tech: Gamble If you win, the enemy leave. Otherwise, you lose money. Helmet types: Fullface, Girls' Armor types: Casual, Sports, Girls' Shoe types: Casual, Sports, Girls' Chihaya is the leader of the Girls' Dorm Guards. She is an expert martial artist. She can use "Strike" weapons. ---13. Kamifukuoka (Soutou) How to get: Joins automatically in Chapter 9 Gender: Male Birthday: January Blood Type: AB Club types: Athletic, Cultural, Scientific, Jungle Special person: Chihaya Friendship tech: Enemy Switch Exchanges the enemies that appear for different ones Helmet types: Cap, Fullface Armor types: Casual Shoe types: Casual Kamifukuoka is a substitute teacher at Hourai Academy. He is also the leader of the Twilight Penguins, an underground group supposedly trying to take over the world. For some reason, he always wears a surgical mask. He can use "Cut"-types weapons. ---14. Kusanagi Yashichi How to get: Joins automatically in Chapter 10 Gender: Male School year: 2 Birthday: February Blood type: A Club types: Athletic, Jungle Special person: None Friendship tech: Smile Paralyzes female enemies for a few turns Helmet types: Cap, Fullface Armor types: Casual Shoe types: Casual, Sports Yashichi is a member of the Patrol Squad, and the winner of the Mister Hourai pageant. He's popular with the ladies, apparently. He can use "Cut"- and "Strike"-type weapons. ---15. Professor Daiouji (Kyouju) How to get: Joins automatically in Chapter 12 Gender: Male Birthday: February Blood type: B Club types: Scientific, Jungle Special person: Hitoderon Friendship tech: Camouflage Escape from enemies or get an extra turn Helmet types: Fullface Armor types: Casual Shoe types: Casual Daiouji is Hourai's archaeology professor. He studies the history of Utsuho Island. He can use "Cut"- and "Throw"-type weapons. ---16. Nyanta How to get: You can find him wandering in the jungle near Amatsudake Mountain in Chapter 12. Bring a Cat Food from the Research Lab. Talk to him, and he'll eat the food and join you. Gender: Unknown Birthday: March Blood type: Calico Club types: Jungle Special Person: Mitsurin Friendship tech: Cat's Wave (Neko Maneki) Bribe the enemy Helmet types: Cat Armor types: Cat Shoe types: Cat Nyanta is a giant cat raised by scientists in Hourai's research lab. He ran away because he didn't like the food they were giving him (Yes, even cats don't like school cafeteria food!). He can only use special equpiment. ---17. Shishidou Akiko From the screenshots in the instruction manual, it looks like you can get Akiko to join you. However, I haven't been able to find out how. Maybe she only joins if you're playing the male character. ----II. Item lists If the item can be bought in an ordinary store or vending machine, only the price is listed in the "Where to get" column. Check the Store Stock section for where to buy certain items. ---1. Usable Items Name: Effect: Where to get --------- -------- ------------ Healing Items: Aloena..................??.......................A woman in (Aroeena) Shinmachi Mutsumi's Chocolate.....??.......................Valentine Circle (Mutsumi no Choko) Taro Potato Juice.......??.......................Win in battle (Taroimo Juusu) Eyemask.................Heals HP for 1 (low).....150G (Aimasuku) Medicinal Herb..........Heals HP for all (low)...1000G (Kanpouyaku) Fanletter...............Heals GP for 1 (low).....300G (Fanretaa) Loveletter..............Heals GP for 1 (mid).....600G (Raburetaa) Relax CD................Heals GP for all (low)...1000G (Rirakkusu CD) Bath Salts..............Heals GP for all (mid)...Dungeons (Nyuuyokuzai) Hammock.................Heals HP/GP for 1........6000G (Hanmoku) Cardboard House.........Heals HP/GP for all (hi).3750G (Danbooru no Ie) Baked Potato............Cures "Embarrassed"......250G (Imori no Kuroyaki) Canned Coffee...........Cures "Sleep"............250G (Kankoohii) Family Photo............Cures "Amnesia"..........250G (Kazoku no Shashin) Houraimin A.............Cures "Retire"...........3000G (Low HP recovery) Houraimin Z.............Cures "Retire"...........5000G (Hi HP recovery) Love Whip...............Cures "Selfish"..........250G (Ai no Muchi) Medicine................Cures "Sick".............250G (Tokkouyaku) Stamina Drink...........Causes "Energy"..........2000G (Sutaminadorinku) Sakurasaku..............Causes "Happiness"....... Sakurachiru.............Causes "Anger"........... A-Course................Causes "Energy" and......22500G (A Teishoku) raises stats Food! (The more expensive the food, the bigger the effect): Gyoza...................Heals HP for 1...........210G Tempura Soba............Heals HP for 1...........300G Ramen...................Heals HP for 1...........400G Curry Rice..............Heals HP for 1...........450G Apricot Candy (Anzuame).Heals HP for 1...........450G Gomoku Chahan...........Heals HP for 1...........600G Chuukadon...............Heals HP for 1...........600G Takoyaki................Heals HP for 1...........630G Miso Ramen..............Heals HP for 1...........750G Meat Sauce..............Heals HP for 1...........750G Cotton Candy (Wataame)..Heals HP for 1...........1800G Yakisoba................Heals HP for 1...........2100G Guppa...................Heals HP for 1...........5000G Roast...................Heals HP for 1...........5400G Tanshio.................Heals HP for 1...........5200G Karupi..................Heals HP for 1...........5500G Specialty Parfait.......Heals HP and.............800G Special Ramen...........Heals HP and.............1000G Milk Tea................Heals GP for 1...........300G Ice Coffee..............Heals GP for 1...........350G Hot Dog.................Heals GP for 1...........600G Deluxe Sandwich.........Heals GP for 1...........1000G Status-up items: Answer list.............Raises Academic..........Dungeons (Mondaishuu) Compress................Raises Strength..........500G (Shippu) Magro Ball..............Raises Intelligense......Dungeons (Maguro no Mentama) Martial-arts Video......Raises Defense...........Dungeons (Kakutougi Bideo) Origami Paper...........Raises Skill.............Dungeons Senbon Nokku............Raises Speed.............Dungeons Strength Dumpling.......Raises Strength..........Dungeons (Chikara Udon) Cat Food................Use to get Nyanta........10G (Nekokan) Battle-use items: Paper Tape..............Lowers enemy's GP........250G (Kami Teepu) Meat Pie................Lowers enemy's Defense...220G (Miitopai) 100-yen Piece...........Lowers enemy's Speed.....250G (Hatsuentou) Pepper..................Lowers enemy's Skill.....150G (Koshou) Cracker.................Damages enemies (low)....500G (Kurakkaa) Mirage..................Causes "Amnesia".........150G (Myouga) Red Card................Causes "Depressed".......550G (Reddokaado) Perfume.................Causes "Pheromone".......370G (Kousui) Sleep Gas...............Causes "Sleep"...........220G (Suimin Gasu) Yellow Card.............Causes "Embarassed"......370G (Ieroo Kaado) ---2. Equipment Weapons are divided into 5 types: "Hit", "Strike", "Cut", "Throw" and "Shoot". Characters start off only being able to use certain types, but most can learn to use different types of weapons by joining certain clubs. Likewise, accessories are divided into groups: "Talisman", "Charm" and "Accessory". Characters learn to use these by joining the Sci-fi club. Some can only be used by a single character. Armor, hats and shoes are also divided into types. These types each character can use are listed with them in the characters section. The only way to change the types a character can use are with combo techs. They can't be changed permanently. Abbreviations used: St = Strength De = Defense Ac = Academic In = Intelligence Sp = Speed Sk = Skill --A. Weapons Name Effect: Type: Where to get: ---- ------- ----- ------------- Lion Claw.........+100 St/+30 Sp/.Cats..........Hachirou Shrine (Raion no Tsume) +30 Sk Paper Knife.......+10 St..........Cut...........Have at start (Peepaanaifu) Safety Razor......+15 St..........Cut...........700G (Anzen Kamisori) Scalpel...........+20 St..........Cut...........525G (Mesu) Kitchen Knife.....+40 St..........Cut...........Jungle (Houchou) Naginata..........+50 St..........Cut...........3500G Rapier............+55 St..........Cut...........4700G (Reipia) Imitation Masamune.+70 St.........Cut...........7500G (Masamune Modoki) Crab Claw.........+70 St..........Cut...........Musketeer HQ (Kanibasami) Horror Saw........+80 St..........Cut...........Kouzan Nostra nase (Horaa na Nokogiri) Excalibur.........+100 St.........Cut...........Win from Naga (Ekusukaribaa) Hijiri's Saber....+100 St/+20 Sp..Cut...........GameParlor Prize (Hijiri no Saaberu) Taima Bell........+30 St..........Ghost.........Misato has it (Taima no Suzu) Charm Katana......+50 St..........Ghost.........Invincible #22 (Mamorigatana) Tennis Racket.....+10 St..........Hit...........Have at start (Tenisu Rakketto) Wooden Sword......+20 St..........Hit...........750G (Bokutou) Wooden Bat........+30 St..........Hit...........1500G (Ki no Batto) Blackjack.........+40 St..........Hit...........Jungle (Burakkujakku) Metal Bat.........+50 St..........Hit...........5250G (Kinzoku Batto) Mitsurin's Spear..+50 St/+30 Sp...Hit...........GameParlor prize (Mitsurin no Yari) Joe's Glove.......+60 St..........Hit...........7000G (Joo no Guroobu) Power Glove.......+90 St..........Hit...........Jungle (Pawaa Guroobu) Legendary Fist....+100 St/+10 De/.Hit...........Kouzan Nostra base (Densetsu no Kobushi) +10 Ac/+10 In/+10 Sp/+10 Sk Mamejima Knuckles.+110 St.........Hit...........Factory (Mamejima Nakkuru) Manipulator.......+80 St..........Robot.........Invincible #22 (Manipyureetaa) Iron Knuckles.....+150 St.........Robot.........Factory (Aian Nakkuru) Rubber Pistol.....+5 St...........Shoot.........Haru has it (Wagomu Pisutoru) Blowgun...........+10 St..........Shoot.........230G (Fukiya) Airgun............+25 St..........Shoot.........1250G (Eagan) Slingshot.........+50 St..........Shoot.........Jungle (Suringushotto) Pitching Machine..+60 St..........Shoot.........5500G (Pitchingumashin) Instant Camera....+60 St..........Shoot.........Amatsudake Mt. (Tousatsu Kamera) Causes "Embarassed" Hypnotic Strobe...+60 St..........Shoot.........Kouzan Nostra base (Saimin no Sutorobo) Causes "Sleep" Bowgun............+75 St..........Shoot.........8750G (Boogan) Youichi's Bow.....+80 St..........Shoot.........10000G (Youichi no Yumi) Cupid's Bow.......+100 St.........Shoot.........Musketeer HQ (Kyuupiddo Yumi) Starfish Bat......+30 St..........Starfish......Hitderon has it (Hitode no Batto) Starfish Staff....+50 St..........Starfish......Kouzan Nostra base (Hitode no Konbou) Glass Bottle......+15 St..........Strike........650G (Pettobotoru) Metal Harisen.....+20 St..........Strike........800G (Tetsu no Harisen) Garden Shovel.....+30 St..........Strike........Mitsurin has it (Engei Sukoppu) Hissatsu Mop......+45 St/+20 Sk...Strike........4000G (Hissatsu Moppu) Giant Hammer......+60 St..........Strike........6000G (Kyodai Hanmaa) Dream Pillow......+60 St..........Strike........Hospital (Anmin Makura) Causes "Sleep" Tough Axe.........+70 St..........Strike........10000G (Gouka na Tsuruhashi) Rachel's Whip.....+80 St/+30 Sk...Strike........GameParlor prize (Reicheru no Muchi) Encyclopedia......+100 St/+10 In..Strike........Amatsudake Mt. (Daijiten) Softball..........+10 St..........Throw.........200G (Sofutobooru) Tennis Ball.......+15 St..........Throw.........450G (Tenisu Booru) Worn-out Dustcloth.+20 St.........Throw.........Jungle (Furubita Zoukin) Tarot Card........+25 St..........Throw.........1400G (Tarotto Kaado) Useful against ghosts Solomon's Charm...+45 St/+30 In...Throw.........Hospital (Soromon no Gofu) Iron Ball.........+50 St..........Throw.........3750G (Tetsu Arei) #2 Button.........+65 St..........Throw.........Kouzan Nostra base (Dai 2 Botan) Paper Crane.......+65 St/+20 Sk...Throw.........Factory (Orizuru) Boomerang.........+70 St..........Throw.........6500G (Buumeran) Hulk Cannonball...+100 St.........Throw.........24000G (Haruku Hougan) Kimiko's Racket...+80 St..........???...........Gameparlor prize (Kimiko no Raketto) (Only usable if in Tennis club) --B. Helmets: Name Effect: Type: Where to get: ---- ------- ----- ------------- Student Hat.......+10 De..........Cap...........150G (Gakuseibou) Shawl.............+15 De..........Cap...........350G (Hachimaki) Baseball Cap......+20 De..........Cap...........Isaac has it (Yakyuubou) Triangle Hat......+30 De..........Cap...........Jungle Mine (Sankakubou) Napoleon Hat......+40 De..........Cap...........1900G (Naporeonbou) Resistance to "Sleep" Silk Hat..........+45 De..........Cap...........2000G (Shirukuhatto) Study Hat.........+75 De/+30 In...Cap...........Roku's store (Kakubou) Helmet............+80 De..........Cap...........5500G (Herumetto) Rambo Scarf.......+85 De/+30 St...Cap...........Jungle (Ranbou Hachimaki) Green Beret.......+85 De/+30 Sp...Cap...........Factory (Guriinberee) Facemask..........+10 De..........Fullface......150G (Medashibou) Facepaint.........+10 De/+30 Sp...Fullface......Win in battle (Ouen Peinto) Black Hood........+15 De..........Fullface......330G (Kurozukin) Snow Goggles......+20 De..........Fullface......337G (Sunoogooguru) Headgear..........+25 De..........Fullface......Jungle ruins (Heddogia) Catch Mask........+30 De..........Fullface......900G (Kyatchi Masuku) Noh Mask..........+30 De/+40 Ac...Fulllface.....Kouzan Nostra base (Noumen) Wrestler Mask.....+40 De/+10 St...Fullface......3000G (ResuraaMasuku) Oxygen Mask.......+60 De..........Fullface......Roku's Store (Sanso Masuku) Fullface..........+60 De..........Fullface......6500G (Furufeesu) Ayame's Wig.......+70 De/+20 Sk...Fullface......GameParlor prize (Ayame no Katsura) Forehead Wrap.....+20 De..........Ghost.........Misato has it (Hitaikakushi) Yellow Ribbon.....+10 De..........Girls'........Have at start (Kiiroi Ribon) Nurse Hat.........+20 De..........Girls'........450G (Kangofu no Boushi) Barrette..........+20 De..........Girls'........Girls' Dorm (Mitsuami) Immunity to "Selfish" Ponytail..........+20 De/+10 Sp...Girls'........750G (Poniiteeru) Rabbit Ears.......+30 De..........Girls'........1100G (Usagi no Mimi) Kimiko's Bandana..+40 De..........Girls'........Game Parlor Prize (Kimiko no Bandana) Mutsumi's Ribbon..+40 De/+20 In...Girls'........Game Parlor Prize (Mutsumi no Ribon) Cotton Scarf......+45 De..........Girls'........4300G (Momen no Sukkafu) Flower Garland....+50 De..........Girls'........4000G (Hana no Kanmuri) Cat Ears..........+85 De..........Girls'........Factory (Nekomimi) Tiara.............+110 De.........Girls'........Roku's Store (Tiara) Starfish Wig......+40 De..........Starfish......Jungle (Hitode no Katsura) --C. Armor: Name Effect: Type: Where to get: ---- ------- ----- ------------- Casual Clothes......+10 De..........Casual........Have at start (Fudangi) (only used by males) Student Clothes.....+15 De..........Casual........500G (Gakuseifuku) Hand-knitted Sweater.+20 De.........Casual........700G (Teami no Seetaa) Jumpsuit............+30 De..........Casual........4050G (Tsunagi) Wool Sweater........+45 De..........Casual........Mamejima's store (Ibara no seetaa) Lifejacket..........+50 De..........Casual........3500G (Raifujaketto) Angel Robe..........+50 De/+30 In...Casual........Dragon Palace (Tenshi no Hakui) Musashi Robe........+55 De..........Casual........4300G (Musashi no Dou) Long Underwear......+60 De..........Casual........7500G (Enseki Shitagi) Bulletproof Vest....+75 De..........Casual........7500G (Boudan Chokki) Leader's Cape.......+80 De..........Casual........GameParlor prize (Soutou no Manto) Shoulder Pads.......+20 De..........Ghost.........Misato has it (Katabira) Strong Shoulderpads.+50 De..........Ghost.........Factory (Kyou Katabira) Flower Apron........+10 D/+20 Sk....Girls'........Have at start (Hanagara Epuron) Sailor Suit.........+15 De/+10 In...Girls'........900G (Seeraa Fuku) Leotard.............+20 De/+10 Sp...Girls'........1500G (Reotaado) Familiar Dress......+25 De..........Girls'........Jungle mine (Omoide no Doresu) Fancy Blazer........+25 De/+10 In...Girls'........3600G (Shareta Burezaa) Corset..............+35 De..........Girls'........2100G (Korusetto) White Veil..........+35 De..........Girls'........Mamejima's store (Shiromuku) Mutsumi's Vest......+50 De..........Girls'........GameParlor prize (Mutsumi no Besuto) Sheep Pajamas.......+50 De..........Girls'........Hachirou Shrine (Hitsuji no Pajama) Cat Costume.........+50 De..........Girls'........6000G (Neko no Kigurumi) Junihitoe...........+60 De..........Girls'........6000G Compound Armor......+50 De..........Robot.........Jungle Mine (Fukugou Aamaa) Stone Armor.........+75 De..........Robot.........Amatsudake Mt. (Sekisou Aamaa) Exercise Suit.......+15 De..........Sports........Have at start (Taisougi) Judo Gi.............+25 De..........Sports........1100G (Juudougi) Designer Clothes....+30 De..........Sports........1400G (Meisaifuku) Kenpo Gi............+35 De..........Sports........Jungle (Kenpougi) Wetsuit.............+45 De..........Sports........8250G (Uettosuutsu) Racing Suit.........+50 De..........Sports........3400G (Reeshingusuutsu) George's Wear.......+55 De/+10 Sp/..Sports........GameParlor prize (Jooji no Uea) +10 Sk Space Clothes.......+60 De..........Sports........Mamejima's store (Uchuufuku) Fairy Gyps..........+65 De/+20 St...Sports........Dungeons (Yousei Gipusu) Powered Suit........+85 De/+30 St...Sports........15000G (Pawaado Suutsu) Starfish Clothes....+50 De..........Starfish......Hitoderon has it (Hitode no Youfuku) Starfish Armor......+100 De.........Starfish......Amatsudake Mt. (Hitode no Yoroi) Kimiko's Shirt......+80 De..........???...........GameParlor Prize (Kimiko no Shatsu) (Only usable if in Tennis Club) --D. Shoes: Name Effect: Type: Where to get: ---- ------- ----- ------------- Bathroom Slippers.+5 De...........Casual........Have at start (Toire no Surippa) Leather Shoes.....+15 De..........Casual........400G (Kawagutsu) Sneakers..........+20 De..........Casual........375G (Suniikaa) Long Boots........+25 De..........Casual........2550G (Nagagutsu) Cheap Boots.......+30 De..........Casual........900G (Yasuuri Buutsu) Stockings.........+35 De..........Casual........1500G (Geetoru) London Boots......+40 De..........Casual........Mamejima's store (Rondonbuutsu) Health Sandals....+40 De..........Casual........4000G (Kenkou Sandaru) Kontou's Sandals..+50 De..........Casual........GameParlor Prize (Kontou no Zouri) Safety Shoes......+75 De..........Casual........Kouzan Nostra base (Anzengutsu) Shroud............+20 De/+20 Sk...Ghost.........Sewer under (Kyahan) Sutemura Toe Shoes.........+10 De/+20 Sk...Girls'........Have at start (TouShuuzu) High Heels........+20 De..........Girls'........750G (Haihiiru) Legwarmers........+20 De..........Girls'........1500G (Reggu Uoomaa) Pokkuri...........+20 De..........Girls'........412G Protect against "Sleep" Rabbit Shoes......+20 De/+10 Sp...Girls'........Hachirou Shrine (Usagi no Shuuzu) Wool Underwear....+30 De..........Girls'........1250G (Keito no Pantsu) Monpe.............+30 De..........Girls'........6000G Mutsumi's Shoes...+35 De..........Girls'........Gameparlor prize (Mutsumi no Shuuzu) Animal Slippers...+40 De/+20 St/..Girls'........3000G (Doubutsu Surippaa) +10 Sp Cinderella Shoes..+100 De.........Girls'........Girls' Dorm (Shinderera no Kutsu) Grass Skirt.......+110 De.........Girls'........14000G (Soukou no Sukaato) Large Engine......+20 De/+20 Sk...Robot.........D-51 has it (Oogata Enjin) New Engine........+30 De/+20 Sp...Robot.........Invincible #22 (Shingata Enjin) Tennis Shoes......+20 Defense.....Sports........Have at start (Tenisushuuzu) Kungfu Shoes......+25 De/+10 Sk...Sports........1100G (Kanfuushuuzu) Soccer Shoes......+25 De/+20 Sk...Sports........Mamejima's store (Sakkaashuuzu) Climbing Shoes....+30 De..........Sports........750G (Tozangutsu) Bamboo Sandals....+30 De/+20 Sp...Sports........2000G (Takeuma) Skate Shoes.......+35 De..........Sports........1200G (Sukeetogutsu) Flippers..........+40 De..........Sports........5700G (Ashihire) Roller Skates.....+40 De/+20 Sp...Sports........Kouzan Nostra base (Rooraasukeeto) Ski Boots.........+50 De..........Sports........2750G (Sukii Gutsu) Iron Sandals......+50 De/+10 St...Sports........8000G (Tetsugeta) Starfish Shoes....+30 De/+20 Sk...Starfish......Tunnel under (Hitode no Shuuzu) Hachirou Kimiko's Shoes....+50 De/+100 Sk..???...........Gameparlor Prize (Kimiko no Shuuzu) (Only usable if in Tennis Club) --E. Accessories Name Effect: Type: Where to get: ---- ------- ----- ------------- Alarm Clock.......Resistance to...Accessory.....15000G (Mezamashidokei) "Sleep" Antibiotic........Resistance to...Accessory.....10000G (Mubyousokuzai) "Sick" Bead Necklace.....Resistance to...Accessory.....7500G (Jiki Nekkuresu) "Sick" Cameo.............Resistance to...Accessory.....Jungle Mine (Kameo) "Amnesia" Doll..............Resistance to...Accessory.....5000G (Ningyou) "Selfish" Engagement Ring...Resistance to...Accessory.....10000G (Engeeji Ringu) "Pheromone" Earmuffs..........Resistance to...Accessory.....5000G (Mimisen) "Embarassed" Finger String.....Resistance to...Accessory.....22500G (Koyubi no Himo) "Selfish" Medal.............Resistance to...Accessory.....7500G (Kunshou) "Depressed" Memento...........Resistance to...Accessory.....Jungle village (Wasurenagusa) "Amnesia" Memo Pad..........Resistance to...Accessory.....Research lab (Memochou) Mirror............Resistance to...Accessory.....7500G (Kagami) "Embarassed" Missanga..........Resistance to...Accessory.....5000G "Depressed" Pendant...........Resistance to...Accessory.....7500G (Pendanto) "Pheromone" Traffic sign......Resistance to...Accessory.....10000G (Koutsuuanzen) "Sleep" Watch.............Resistance to...Accessory.....5000G (Choushinki) "Sick" Hairband..........+10 In..........Accessory.....5000G (Heabando) Abacus............+20 Sk..........Charm.........10000G (Soroban) Anklet............+10 Sp..........Charm.........5000G (Ankuretto) Black Belt........+10 St..........Charm.........5000G (Kuroobi) Bracelet..........+10 Sk..........Charm.........7500G (Buresuretto) (only used by females?) Bug Glasses.......+20 In..........Charm.........10000G (Mushimegane) Calculator........+10 Ac..........Charm.........5000G (Dentaku) Mutsumi's Notebook.+10 De/+20 Ac/.Charm.........GameParlor prize (Mutsumi no Techou) +20 In Philosopher's Stone.+30 In........Charm.........45000G (Kenja no Koishi) Tail..............+10 De..........Charm.........5000G (Shippo) (Only useable by females) Angel Talisman....+20 Ac..........Talisman......10000G (Tenjin Omamori) Captain Mark......Resistance to...Talisman......Kouzan Nostra base (Kyaputen Maaku) "Depressed" Magnet............+20 De..........Talisman......10000G (Teitetsu) Rabbit's Foot.....+20 Sp..........Talisman......10000G (Usagi no Ashi) Scarab............+20 St..........Talisman......10000G (Sukarabe) Star Charm........+3 De...........Talisman......Game parlor prize (Hoshi no Omamori) Red Collar........Immunity to.....Cat...........Nyanta has it (Akai Kubiwa) "Selfish" Silver Bell.......+50 De/Immunity.Cat...........Biology lab (Gin no Suzu) to "Sleep" Iron Band.........???.............Ghost.........Archaeology lab (Tekkou) Starfish Charm....Immunity to.....Starfish......Win in battle (Hitode no Omamori) "Sick" ---3. Special Items Name: Use: How/when to get: ----- ---- ---------------- Ticket............Ride the train.....Talk to the man by the (Teikiken) for free Railway Office in Chapter 2 Cell Key..........Opens a cell door...Jungle cave in Chapter 2 (Rouya no Kagi) Silver ID Card....Opens some doors....Mamejima's office in Chap. 3 (Gin no ID Kaado) Tool Box..........Use to repair D-51..Jungle ruins in Chapter 7 (Koogubako) Ruins key.........Opens a door in the.Jungle ruins in Chapter 7 (Sekihi no Kagi) ruins Rule Book.........A book belonging....Jungle ruins in Chapter 7 (Meigenshuu) to the founder of Hourai Academy Gold ID Card......Unlocks some doors..Jungle ruins in Chapter 7 (Kin no ID Kaado) Pencil............A school secret.....Base in Chapter 9 (Enpitsu) Letter #1.........From the Patrol.....Beginning of Chapter 10 (Tegami 1) Squad Letter #2.........From the Musketeers.Beginning of Chapter 10 (Tegami 2) Student ID........Unlocks some doors..End of Chapter 12 (Gakuseishou) ----III. Club and Technique lists In Hourai Gakuen, you learn spells and techniques by joining clubs. You can join up to 3 clubs at a time. Most will have 3 levels, with a new technique at each level. You gain club levels by accumlating experience points. If you leave a club before you have mastered it, you lose all the techniques you learned, and you'll have to start over. Once you master a club, you can leave and still keep the techniques. There are also "Combo Techniques", which you get by joining two clubs at a time. Unlike regular techs, you can't keep combo techs permanently. You only have it while you're in the clubs in question. If you leave one of the clubs, you lose the tech. Some techs are like spells, which you can use in battle or while walking around. Some raise stats. Some give you special abilities, such as raising the chance of finding items. In an attempt to avoid confusion, I've marked the spell-type techs with a "*" Most clubs have entrance requirements. Generally, they require a certain "club type". Each character has their own set of club types, and these can't be changed. Some also have other requirements, such as experience levels. Alchemy Club: Location: Shrine near Uchina When available: Chapter 5 Requirements: Scientific-type, Level 15+ Level: Tech: Effect: 1. Apprentice.........Fresh............Cures "Sick" for 1 * (Minarai) (Furesshu) 2. Scholar............Hi-Fresh.........Cures "Sick" for all * (Sukaraa) (Haifuresshu) 3. Alchemist..........Body Plant.......Immunity to "Sick" (Arukemisuto) (Tainai Puranto) Anime Club Location: Clubhouse, 2nd floor Requirements: Cultural-type, Level 10+ When available: Chapter 1 Level: Tech: Effect: 1. Beginner...........Shout............Cures "Embarrassed" in 1 * (Biginaa) (Kakegoe) 2. Fan................Anime Song.......Cures "Embarrassed" in all* (Mania) (Animesongu) 3. Collector..........Antisocial.......Immunity to "Embarrassed" (Korekutaa) (Ningenfushin) Archery Club Location: Clubhouse, 1st floor Requirements: Athletic-type, Level 10+ When available: Chapter 1 Level: Tech: Effect: 1. Newbie.............Aim..............2x normal damage * (Shinjin) (Nerau) 2. Competitor.........Pinpoint.........3x normal damage * (Senshu) (Pinpointo) 3. Champion...........Bullseye.........100% accuracy; Ability to (Meishu) (Mikiri) use "Shoot" weapons Baseball Club Location: Clubhouse, 1st floor Requirements: Athletic-type When available: Chapter 1 Level: Tech: Effect: 1. Substitute.........Donmai...........Ally's defense 20% up * (Hoketsu) 2. Stamen.............Fight............Party's defense 30% up * (Sutamen) (Fuaito) 3. Ace................Guts Pose........Defense up 10%; Ability to (Eesu) (Gattsu Poozu) use "Throw" weapons Cheerleading Club Location: Clubhouse, 1st floor When available: Chapter 1 Requirements: Athletic-type Level: Tech: Effect: 1. Underling..........GP+1.............GP up 10% (Shitappo) 2. Flagbearer.........GP+2.............GP up 20% (Hatamochi) 3. Captain............GP+3.............GP up 30% (Danchou) Computer Club Location: Clubhouse, 3rd floor When available: Chapter 1 Requirements: Scientific-type Level: Tech: Effect: 1. Computer Geek......Search...........See HP/GP for 1 enemy * (Pasokon Otaku) (Shiraberu) 2. Programmer.........Research.........See abilities of 1 enemy * (Puroguramaa) (Bunseki) 3. Hacker.............Discover.........Increase amount of money (Hakkaa) (Kaiseki) gained after battle Cooking Club Location: Yaminabe, 2nd floor When available: Chapter 4 Requirements: Humans only Level: Tech: Effect: 1. Glutton............Coupon...........Healing items 25% cheaper (Kuishinbou) (Saabisu-ken) 2. Chef...............Culinary Skill...Healing items cheaper and (Shefu) (Shoku no Chishiki) 2x as effective 3. Gourmet............Eccentric Taste..Healing items cheaper and ? (Gurume) (Ishoku Dougen) Debate Club Location: Clubhouse, 2nd floor When available: Chapter 1 Requirements: Cultural-type, Level 10+ Level: Tech: Effect: 1. Pamphlet-writer....Persuade.........Cures "Pheromone" * (Birakubari) (Settoku) 2. Sophist............Psychotherapy....Cures "Amnesia" * (Sofuisuto) (Saikoserapii) 3. Debater............Charisma.........Immunity to "Pheromone" (Dibeetaa) (Karisuma) Drama Club Location: Clubhouse, 2nd floor When available: Chapter 1 Requirements: Cultural-type, Level 10+ Level: Tech: Effect: 1. Prop-builder.......Intimidate.......Lowers 1 enemy's def. 20% * (Dougu Kakari) (Tsuyogari) 2. Supporting Actor...Crying...........Lower all enemies' def 30%* (Choiyaku) (Nakimane) 3. Lead Role..........Bow..............Increases amount of money (Shuyaku) (Ohineri) recieved after battle Eastern Medicine CLub Location: House east of Sutemura When available: Chapter 5 Requirements: Humans only Level: Tech: Effect: 1. Apprentice.........None (Minarai) 2. Herbalist..........Herbal Cure......Cure all status changes * (Yakuzaishi) (Kanpou Chiryou) 3. Pharmacist.........Medicine.........Immunity to status changes (Kikoushi) (Kikou) Fortunetelling Club Location: Street vendor in Shinmachi When available: Chapter 5 Requirements: Scientific-type Level: Tech: Effect: 1. Kyakuhiki..........Shoukichi........Cure "Depressed" in 1 * 2. Fortuneteller......Daikichi.........Cure "Depressed" in all * (Tsujiuranaishi) 3. Prophet............Suekichi.........Immunity to "Depressed" (Yogensha) Gadget (Karakuri) Club Location: Clubhouse, 3rd floor When available: Chapter 1 Requirements: Scientific-type, Level 25+ Level: Tech: Effect: 1. Craftsman..........Win!.............Cause "Selfish" in enemies (Saikushi) (Katsu!) (lower probability) * 2. Operator...........Operate..........Cause "Selfish" in enemies (Kugutsushi) (Kugutsu) (higher probability) * 3. Gadgeteer..........Control..........Cause "Pheromone" in (Karakurishi) (Ayatsuri) enemies * Game Club Location: Clubhouse, 2nd flor When available: Chapter 1 Requirements: Cultural-type Level: Tech: Effect: 1. Gamer..............Awaken...........Cures "Sleep" * (Geemaa) (Nemukezamashi) 2. Debugger...........Exercise.........Cures "Selfish" * (Debaggaa) (Saikyouiku) 3. Designer...........All-nighter......Immunity to "Sleep" (Dezainaa) (Tetsuya) Hard Rock Club Location: Behind the Assembly Hall When available: Chapter 10 Requirements: Cultural-type Level: Tech: Effect: 1. Amateur............Piercing Shriek..Cause "Embarassed" in all (Amachua) (Kanakirigoe) (lower probability) * 2. Semi-pro...........Shout............Cause "Embarassed" in all (Semipuro) (Shauto) (Higher probability) * 3. Pro................Trance...........Cause "Amnesia" in all * (Puro) (Toransu) Jungle Zoology Club Location: Jungle School (need Mitsurin) When available: Chapter 6 Requirements: Jungle-type Level: Tech: Effect: 1. Weak Creature......Mouse's Speed....Speed up 20% (Yowai Ikimono) (Nezumi no Subayasa) 2. Tarzan Imitator....Lion's Strength..Strength up 20% (Taazanmodoki) (Raion no Chikara) 3. Jungle King........Cockroach's Life.HP up 20% (Janguru Ou) (Gokiburi no Inochi) Karate Club Location: Clubhouse, 1st floor When available: Chapter 1 Requirements: Athletic-type, Level 10+ Level: Tech: Effect: 1. White Belt.........Chop.............Strength up 50% * (Shiroobi) (Choppu) 2. Brown Belt.........Punch............Strength up 100% * (Chaobi) (Panchi) 3. Black Belt.........Prey.............Strength up 10%; Ability to (Kuroobi) (Emono) use "Strike" weapons Kendo Club Location: Clubhouse, 1st floor When available: Chapter 1 Requirements: Athletic-type, Level 10+ Level: Tech: Effect: 1. Senpou.............2-strike.........Attack 1 enemy twice * (2-danzuki) 2. Chuuken............3-strike.........Attack 1 enemy 3x * (3-danzuki) 3. Taishou............Cut Down.........Always attack twice; (Kirisute Gomen) Ability to use "Cut" wpns Mad Scientist Club Location: Clubhouse, 3rd floor When available: Chapter 1 Requirements: Scientific-type, Level 35+ Level: Tech: Effect: 1. Tinkerer...........Trash collector..50% chance of finding item (Tsukaihashiri) (Garakuta Sagashi) after battle 2. Researcher.........Junk collector...75% chance of finding item (Kenkyuuin) (Janku Sagashi) after battle 3. Director...........Junk recycling...75% chance for item, plus (Shunin) (Janku Saisei) chance of rare items Magic Club Location: Clubhouse, 2nd floor When available: Chapter 1 Requirements: Cultural-type Level: Tech: Effect: 1. Sakura.............None 2. Party Performer....All+1............All stats up 10% (Enkaikanji) (Bannou+1) 3. Magician...........All+2............All stats up 20% (Majishan) (Bannou+2) Math Club Location: Clubhouse, 3rd floor When available: Chapter 1 Requirements: Scientific-type, Level 10+ Level: Tech: Effect: 1. Math Professor.....Recitation.......Cause "Sleep" in all (Sansuu Hakase) (99 Anshou) enemies (low prob.) * 2. Math Geek..........Equation.........Cause "Sleep" in all (Suugaku Mania) (Koushiki Rekkyo) enemies (higher prob.) * 3. Mathematician......Cold Calculation.Cause "Amnesia" in all (Suugakusha) (Koori no Anki) enemies * Medical Club Location: Clubhouse, 3rd floor When available: Chapter 1 Requirements: Scientific-type Level: Tech: Effect: 1. Bandager...........First Aid........Restore HP for 1 (low) * (Houtaimaki) (Shiketsu) 2. Assistant..........Emergency Care...Restore HP for 1 (mid) * (Joshu) (Oukyuu Teate) 3. Doctor.............Surgery..........Restore HP for 1 (all) * (Dokutaa) (Shujutsu) Native Ritual Club Location: Jungle School (need Mitsurin) When available: Chapter 6 Requirements: Jungle-type Level: Tech: Effect: 1. Prayer.............Red Charm........Restores HP (random) * (Kitoushi) (Akai Fuda) 2. Spellcaster........Blue Charm.......Destroys random enemy * (Jujutsushi) (Aoi Fuda) 3. Exorcist...........Gold Charm.......Random effect * (Onmyouji) (Kin no Fuda) Nursing Club Location: ??? When available: Chapter 5 Requirements: Julia only Level: Tech: Effect: 1. Nursing Staff......Attentive Nurse..Heals HP for 1, and cures (Houkeniin) (Teatsui Kango) "Sick" * 2. White-robed Angel..Lifesaver.........Cures all status changes * (Hakui no Tenshi) (Raifuseebaa) 3. Goddess of Love....Revival...........Cures "Retire" * (Ai no Megami) Occult Club Location: Shinmachi sewer (need Silver ID card) When available: Chapter 4 Requirements: Cultural-type, Level 12+ Level: Tech: Effect: 1. Occult Fan.........Pot Spirit.......Spirit attack (low) * (Okaruto Mania) (Tsubo no Seirei) 2. Sorceror...........Kettle Spirit....Spirit attack (mid) * (Madoushi) (Yakan no Seirei) 3. Great Sorceror.....Ring Spirit......Spirit attack (hi) * (Daimadoushi) (Yubiwa no Seirei) Patrol Club Location: ??? When available: Chapter 11 Requirements: Yashichi only Level: Tech: Effect: 1. Hanshi.............Knockout.........Attack + cause "Sleep" * (Nagiharai) 2. Hanchouhosa........Moonlight........Attack 2x + cause (Tsukikage) "Embarassed" * 3. Hanchou............Focus............75% chance of destroying (Iai) enemy Roadside Cleanup Club Location: House south of Research Lab When available: Chapter 11 Requirements: Humans only Level: Tech: Effect: 1. Leisure............None (Himajin) 2. Hobbyist...........None (Shumijin) 3. Dilettante.........None (Ginyuushijin) Sci-Fi club Location: Clubhouse, 2nd floor When available: Chapter 1 Requirements: Cultural-type Level: Tech: Effect: 1. Manuscript.........Charm+...........Ability to equip "Charm" (Genkoutori) (Komono+) items 2. Unpublished writer.Talisman+........Ability to equip "Talisman" (Urenai Sakka) (Tarisuman+) items
3. SF novelist........Accessory+.......Ability to equip
    (SF Sakka)         (Akusesorii+)    "Accessory" items

Science Club
Location: Clubhouse, 3rd floor
When available: Chapter 1
Requirements: Scientific-type, Level 30+
Level:                Tech:            Effect:
1. Archimedes.........Timespace Warp...Destroys 1 enemy (hi) *
    (Arukimedesu)      (Jikuu no Yugami)
2. Ohtsuki............Plasma...........Destroy all enemies (mid)*
                       (Purazuma)
3. Newton.............Big Bang.........Destroy all enemies (hi) *
    (Nyuuton)          (Bikkuban)

Secret Inventor CLub
Location: Jungle Station 2
When available: Chapter 10
Requirements: D-51 only
Level:                Tech:            Effect:
1. Just a Robot.......Machine Gun......Attack all enemies
    (Tada no Robotto)  (Mashingan)
2. Battle Robot.......Blazer...........Attack all enemies w/ fire
    (Sentou Robotto)   (Bureezaa)
3. Robot Warrior......Freezer..........Attack all enemies w/ cold
    (Robotto Senshi)   (Furiizaa)

Soccer Club
Location: Clubhouse, 1st floor
When available: Chapter 1
Requirements: Athletic-type
Level:                Tech:            Effect:
1. Satellite..........HP+1.............HP up 10%
    (Sateraito)
2. Regular............HP+2.............HP up 20%
    (Regyuraa)
3. #10................HP+3.............HP up 30%
    (10-ban)

Survival CLub
Location: Jungle School (need Mitsurin)
When Available: Chapter 6
Requirements: Jungle-type
Level:                Tech:            Effect:
1. Amateur............HP Exchange......Steal 1 enemy's HP*
    (Shirouto)         (HP Koutai)
2. Professional.......GP Exchange......Steal 1 enemy's GP *
    (Kurouto)          (GP Koutai)
3. Expert.............Exchange All.....Steal HP and GP *
    (Tatsujin)         (Subete Koutai)

Tennis Club
Location: Track
When available: Chapter 8
Requirements: Athletic-type, Level 10+
Level:                Tech:            Effect:
1. Wide Shot..........Ace..............Raise 1 ally's Str. 20% *
    (Tamahiroi)        (Eesu)
2. Player.............Service Ace......Raise all allies' Str. 20%*
    (Seisenshu)        (Saabisu Eesu)
3. Team Captain.......Return Ace.......Ability to use "Hit" wpns,
    (Shushou)          (Ritaan Eesu)    + ability to counterattack

Volunteer Club
Location: Lecture Hall
When Available: Chapter 8
Requirements: Humans only
Level:                Tech:            Effect:
1. Volunteer..........None
    (Borantia)
2. Social Worker......None
    (Shuwa Puro)
3. Preacher...........Donation.........Find money as you walk
    (Dendoushi)        (Kifukin)

Womens' Wrestling Club
Location: House outside Clubhouse
When available: Chapter 8
Requirements: Athletic-type, Females only
Level:                Tech:            Effect:
1. Trainee............Tights+..........Ability to equip Girls'
    (Renshuusei)       (Taitsu+)        shoes
2. Headliner..........Power-up+1.......HP/GP 10% up
    (Zenza)            (Pawaa Appu+1)
3. Main Event.........Power-up+2.......HP/GP 20% up
    (Meinibentaa)      (Pawaa Appu+2)

---Combo Techs
This should be a complete list, unless there are clubs I haven't found. 

Tech:             Effect:                 Clubs:
-----             -------                 ------
Fireball..........Fire attack against.....Cooking/Math
 (Kakyuu)         all enemies (lo)*
Fire Pillar.......Fire attack against.....Cooking/Alchemy
 (Hibashira)       all enemies(mid) *
Fire of Anger.....Fire attack against.....Cooking/Gadget
 (Ikari no Honoo)  all enemies (hi)*

Soak..............Water attack against....Sci-fi/Native Ritual
 (Doshaburi)       all enemies (low)
Big Wave..........Water attack against....Sci-fi/Gadget
 (Oonami)          all enemies (mid)*
Great Flood.......Water attack against....Sci-fi/Physics
 (Daikouzui)       all enemies (hi)*

Lightning Ball....Electric attack against.Occult/Gadget
 (Denkidama)      all enemies (low) *
Thunder...........Electric attack against.Occult/Physics
 (Ikazuchi)        all enemies (mid) *
Lightning Strike..Electric attack against.Occult/Mad Scientist
 (Rakurai)         all enemies (hi) *

Encouragement.....Restore Hp for all......Cheerleading/Tennis
 (Seien)           (low) *
Cheer.............Restore HP for all......Cheerleading/Survival
 (Ouen)            (mid) *
Cheer Dance.......Restore HP for all......Cheerleading/Patrol
 (Chiadansu)       (hi) *

Cap+..............Ability to equip........Drama/Baseball
 (Kyappu+)          Cap-type helmets
Ribbon+...........Ability to equip........Drama/Anime
 (Ribon+)          Girls' helmets
Helmet+...........Ability to equip........Drama/Kendo
 (Kabuto+)          Sports-type helmets

Armor+............Ability to equip........Survival/Kendo
 (Yoroi+)         Sports armor

Shoes+............Ability to equip........Soccer/Roadside Cleanup
 (Shuuzu+)         Casual-type shoes
Shinguard+........Ability to equip........Soccer/Survival
 (Suneate+)        Sports shoes

Nice.............Experience points........Roadside Cleanup/Alchemy
 (Naisu)          gained up 10%
Very Nice........Experience points........Roadside Cleanup/Native
 (Beriinaisu)     gained up 20%            Ritual


----IV. Railway stops

Utsuho Island's railway system was damaged by a hurricane, and they're 
still in the process of repairing it. The railway office is on the first 
floor of the Administration building. Donate money to fix it, and you'll 
get a pass that lets you ride free. Stop by the office occasionally to see 
if there are any new lines that need to be repaired.

Location:                  Cost:            Available:
---------                  -----            ----------
Main Gate (East Block).....0................Chapter 2
Boys' Dorm (North Block)...0................Chapter 2
Girls' Dorm (South Block)..0................Chapter 2
Uchina Village.............500G.............Chapter 5
Jungle Station 1...........800G.............Chapter 5
  (Mitsurin's village)                        (Complete in Ch.7)
Track......................1000G............Chapter 8
Jungle Station 2...........1500G............Chapter 9
 (Secret Inventor Club)                      (Complete in Ch.10)
Hachirou Shrine............2500G............Chapter 10
Research Lab...............4000G............Chapter 10
                                              (Complete in Ch.11)
Amatsudake Mountain........7000G............Chapter 11
                                              (Complete in Ch.12)
Jungle Station 3...........10000G...........Chapter 12

----V. Phone numbers

When a character (other than the Hospo staff) joins you, they'll give you 
their phone number, and you can call them (or their answering machine if 
they're in the party with you). There are also several NPC's that you can 
call. Sometimes they'll give you hints.

Tsukishiro Ayame 02-1-3774
Location: Principal's office
Ayame is the principal of Hourai Academy.

Yakumo Mutsumi 02-1-8964
Location: Administration building, top floor
Mutsumi is he winner of last year's "Miss Hourai" pageant. She is a 
candidate for Student Council (later Student Council President).

Rusu Ryuunosuke 02-1-1333
Location: Administration building, 2nd floor (Chapter 3+)
He is the head of the security guards. He asks you to call him if you see 
anything suspicious.

Beatrice Kanuma 02-1-1333
Location: Get it automatically in Chapter 3
Beatrice is one of the security guards.

Miwasaka Hyoue 02-2-5049
Location: Boys' dorm (Chapter 8+)
Miwasaka is the Hourai equivalent of a mercenary. He asks you to call him 
if you know how he can make money.

Hijiri 02-1-3104
Location: Musketeer HQ (Chapter 10+)
Hijiri is the captain of the Musketeers. He asks you to call him if 
anything disturbs the peace of Hourai Academy.

Kontou Isami 02-3-3742
Location: Patrol HQ (Chapter 10+)
Kontou is the leader of the Patrol Squad. He also asks you to call if 
there are any problems.

----VI. Stores and vending machines

Like most of Japan, Utsuho Island has at least 17 vending machines per 
capita :).

---Classroom building:
Mamejima Supermarket: 
Eyemask, 100-yen Piece, Pepper, Cracker, Scarab, Doll

Mamejima Sports:
Safety Razor, Softball, Student Hat, Facemask, Kungfu Shoes, High Heels

Mamejima Sports (need Silver ID Card):
Sneakers, Skate Shoes, Pokkuri, Scalpel, Snow Goggles, Climbing Shoes

---Hospital
Drug store:
Eyemask, Pepper, Medicine, Family Photo, Love Whip, Baked Potato

---Food Town:
Vending machines:
Houraimin A

Ramen Saburo:
Gyoza, Ramen, Gomoku Chahan, Miso Ramen, Special Ramen

Yaminabe:
Tempura Soba, Curry Rice, Chuukadon, Meat Sauce, A-Course (Chapter 8 only)

Mamejima Shokudou:
Tempura Soba, Curry Rice, Chuukadon, Meat Sauce

Flapper Coffeehouse:
Milk Tea, Ice Coffee, Deluxe Sandwich, Hot Dog, Specialty Parfait

Mamejima Supermarket:
Eyemask, Cracker, Paper Tape, Canned Coffee, Bug Glasses, Hairband

Mamejima Sports:
Wooden Sword, Glass Bottle, Blowgun, Student Clothes, Judo Gi, Sailor Suit

---Shinmachi
Vending machines:
Relax CD

Mamejima Supermarket:
Houraimin A, Meat Pie, Canned Coffee, Family Photo, Bead Necklace, 
Rabbit's Foot

Mamejima Sports:
Safety Razor, Softball, Blowgun, Shawl, Black Hood, Nurse Hat

Street vendors (nighttime only):
Ramen, Miso Ramen

Awahime (nighttime only):
Nurse Hat, Sailor Suit, Leotard, Perfume, Stamina Drink, Love Whip

Yakiniku (nighttime only):
Guppa, Roast, Karupi, Tanshio

Mamejima Gift (Need Silver ID card):
Traffic Sign, Watch, Engagement Ring, Tail, Angel Talisman

Game Parlor (Chapter 8-10. This store uses game tokens instead of money):
Star Charm, Mutsumi's Ribbon, Mutsumi's Vest, Mitsurin's Spear, Kimiko's 
Bandana, Mutsumi's Shoes, George's Wear, Mutsumi's Notebook, Ayame's Wig, 
Kimiko's Racket

Game Parlor (Chapter 11+):
George's Wear, Mutsumi's Notebook, Ayame's Wig, Kimiko's Racket, Rachel's 
Whip, Leader's Cloak, Kontou's Sandals, Hijiri's Saber, Kimiko's Shirt, 
Kimiko's Shoes

---Girls' Dorm
Mamejima Supermarket:
Eyemask, Paper Tape, Canned Coffee, Baked Potato, Anklet, Calculator

Mamejima Gift (49th floor):
Missanga, Mirror, Bracelet

---Boys' Dorm
Vending machines:
Medicine, Compress, Taro Potato Juice (Chapter 10 only)

---Uchina Village:
Mamejima Supermarket:
Medicinal Herb, Fanletter, Houraimin Z, Medicine, Earmuffs, Pendant

Mamejima Sports:
Designer Clothes, Leotard, Skate Shoes, Pokkuri, Wooden Bat, Metal Harisen

---Sutemura:
Mamejima Sports:
Scalpel, Tennis Ball, Airgun, Hand-knitted Sweater, Designer Clothes, 
Leotard

---Jungle Village:
Equipment shop:
Baseball Cap, Snow Goggles, Ponytail, Leather Shoes, Climbing Shoes, Wool 
Underwear

Tool shop:
Houraimin A, Red Card, Yellow Card, Sleep Gas, Mirage, Perfume

---Jungle ruins:
Weapons shop:
Iron Ball, Hissatsu Mop, Naginata, Tarot card, Pitching Machine, Napoleon 
Hat

---Clubhouse:
Mamejima Supermarket (after Chapter 8)
Hammock, Medicine, Fanletter, Love Whip, Philosopher's Stone, Alarm Clock

---Track:
Mamejima's Store (Chapter 8 only):
Wool Sweater, Space Clothes, White Veil, London Boots, Soccer Shoes, 
Cinderella Shoes

Roku's Store (Chapter 8 only):
Study Hat, Oxygen Mask, Tiara, Houraimin A, Medicine

---Invincible #22 (Chapter 8 only):
Jumpsuit, Wetsuit, Fancy Blazer, Long Boots, Flippers, Monpe

---School festival (Chapter 8 only):
Green booths:
Takoyaki, Yakisoba

Orange booths:
100-yen piece, Pepper, Cracker, Paper Tape, Meat Pie, Red Card

Blue booths:
Apricot Candy, Cotton Candy

---Suzuna Forest:
Mamejima Supermarket:
Hammock, Medicinal Herb, Fanletter, Baked Potato, Cameo, Finger String

Mamejima Sports:
Catch Mask, Rabbit Ears, Lifejacket, Racing Suit, Metal Bat, Giant Hammer

---Hachirou Shrine:
Souvenir Shop:
Rapier, Boomerang, Bowgun, Junihitoe, Silk Hat, Wrestler Mask

---Fueno Forest:
Mamejima Gift:
Antibiotic, Medal, Black Belt

Mamejima Sports:
Flower Garland, Cheap Boots, Bamboo Sandals, Grass Skirt, Joe's Glove, 
Tough Axe

---Bargain Shop (cave north of Research Lab):
Cardboard House, Medicinal Herb, Relax CD, Hammock, Medicine, Houraimin Z

---Research lab:
Mamejima Supermarket:
Cat Food, Houraimin Z, Loveletter, Relax CD, Abacus, Anklet

Mamejima Sports:
Imitation Masamune, Hulk Cannon, Youichi's Bow, Helmet, Fullface, Cotton 
Scarf

Bar Marx:
Milk Tea, Ice Coffee, Deluxe Sandwich, Hot Dog

---Amatsudake Mountain:
Mamejima Sports:
Bulletproof Vest, Musashi Robe, Corset, Stockings, Ski Boots, Legwarmers

---Kouzan Nostra base:
Mamejima Sports:
Long Underwear, Powered Suit, Cat Costume, Health Sandals, Iron Sandals, 
Animal Slippers

----VII. Seven Wonders

There are rumored to be 7 "wonders" in Hourai Academy. Some of these can 
only be found at certain points in the game, and if you miss it, you're 
out of luck.
On the 3rd floor of the classroom building is a student who found them 
all, but then lost his memory. He gives you this hint:
"Classroom...Girl's Dorm...Southern Jungle...Food Town...Boy's 
Dorm...Fueno Forest.
Ghost...Note...Statue...Three times...Plant...Food...Juice...Love"
However, by the time you're able to talk to him, it may be too late to get 
some of them!

Name: Faceless Girl Student
Location: Classroom building basement
When: Chapter 3 (or possibly 5)
If you go into the basement of the classroom building at night, you'll 
find a girl crying. Daichi offers to walk her home. She says her home is 
in hell. When she turns around, she has no face! She's a ghost! She's only 
there at night, and the only time you can get into the building at night 
is during Chapter 3 or 5.

Name: Statue with Growing Hair
Location: Girls' Dorm, 40th floor
When: Chapter 4 or 5, Chapter 8-10, and Chapter 11 (You must visit it 
three times)
As soon as you can get into the girls' dorm, go to the 40th floor. There's 
a small room with 2 cabinets with teddy bears on them. The wall between 
the cabinets is actually a door. There is a large bronze statue of a woman 
behind the door. When you first go, Hinako will tell you about a story she 
heard about a bronze statue with hair that grows. Haru will suggest that 
you come back after summer vacation.
Come back in Chapter 8. It looks like the hair is longer than before. Haru 
suggests that you come back after the new year.
Come back in Chapter 11. The hair will be down to the floor. There's no 
doubt that this is the statue in the story. After the third visit, it will 
be recognized as one of the 7 wonders.
Note that you must visit it during each time period for it to count. If 
you wait until after Chapter 5 to visit it for the first time, you won't 
get it.

Name: Money Flower
Location: Jungle
When: Chapter 6+
Directly north of the beach where you land after the plane crash is a 
partially-hidden path through the trees. On the other side is a flower 
surrounded by lava. Walk through the lava and examine the flower. The 
flower's petals are money! Unfortunately, there's only 1G growing there 
now.

Name: A-Course of Happiness
Location: Yaminabe
When: Chapter 8
In chapter 8, Yaminabe will have a special menu to celebrate the School 
Festival. Talk to the cashier in the back of the restaurant. You can buy 
the food for 22500G, but you don't have to buy it to have it count as one 
of the wonders.

Name: Taro Potato Juice
Location: Vending machine in Boys' Dorm
When: Chapter 10
Check the vending machine in the NE corner during Chapter 10. Instead of 
the usual Compress, it will have the Taro Potato Juice. It seems no one 
knows where this juice is actually made. However, the only one who 
actually likes the stuff is Rusu Ryuunosuke, captain of the security 
guards (if you called him during this chapter, he'd give you a hint about 
the juice).

Name: Valentine Circle
Location: Fueno Forest
When: Chapter 12 (Valentine's Day!)
Go through Fueno Forest during Chapter 12, and there will be a circle 
drawn on the ground near the north side. It's Valentine Circle. Legend has 
it that if you stand in the middle while thinking about the one you love, 
you'll be together forever. Stand in the middle and you'll gain some FP 
and a Mutsumi's Chocolate.

Name: Perfect Notes
Location: Teacher's office
When: Chapter 13
Once you have the Student ID Card, go to the locked room in the teacher's 
office. The Perfect Notes are in the center cabinet.

----VIII. Locked doors

These are places you need a key card to enter.

Silver ID card:
Location: Classrom building basement
You can find a Perfume here.

Location: Classroom building, 3rd floor
There is a boy here who will give you a hint as to where to find the 7 
wonders.

Location: Store by the Classroom building
There is a Mamejima Sports store and a Mamejima Trunk store.

Location: Shinmachi Sewers
The Occult Club HQ is here.

Location: Shinmachi Sewers (NW corner)
You can get to the stores in the NW corner of Shinmachi through here.

Gold ID card:
Location: Hospital, 2nd floor
There is a Dream Pillow and a Solomon's Charm here.

Location: Shrine north of Uchina
Theres's a Lion Claw and a Joe's Glove here.

Security key (Student ID card):
Location: Teachers' office
The Perfect Notes wonder is here.

Location: Classrom building, 3rd floor
There's a history book that tells of the previous struggle against the 
Kouzan Nostra here.

Location: Musketeer HQ
There's a Cardboard House and a Cupid's Bow here.

Location: Assembly Hall
There's a Houraimin Z here.

Location: Tunnel under Hachirou
There's a Cardboard House, Starfish Shoes, Loveletter and a Houraimin Z 
here.

----IX. FAQ

Q: What does the text in the opening demo say?
A: The first screen reads: "This story is fiction, and any resemlance to 
actual people, groups, countries or events is coincidental."

Q: What effect does the hero's gender have?
A: It affects what dorm you stay in and what bathrooms you use :). It also 
affects your initial equipment and some parts of the story. It doesn't 
appear to affect your stats or club types.
Male character:
Equipment: Tennis Racket, Casual Clothes, Bathroom Slippers
Female character:
Equipment: Paper Knife, Yellow Ribbon, Flower Apron, Toe Shoes

Q: What effect does the hero's birthday have?
A: On your birthday, your friends throw you a party. Your stats get 
boosted a bit.

Q: What effect does the hero's blood type have?
A: It doesn't appear to affect anything, but I could be wrong.

Q: How do I get to the shops in the NW corner of Shinmachi?
A: You can get there through the sewers once you have the Silver Card.

Q: How do I get to the buildings on the north side of the Boys' Dorm?
A: There's a secret passage under the stairs in the 2-story building.

Q: How do I get to the baths in the girls' dorm?
A: Starting from the door, slide N,W,S,W,N,E,E,N,W,S,W,N,E,S,E,N.

Q: How do I get to the secret floor below the baths in the girls' dorm?
A: Starting from the entrance to the bath, slide S,E,N,E.

Q: How do I get through the ghost building in the boys' dorm?
A: Follow the bathroom doors. Right open/Left closed = Right. Right 
closed/Left open = Left. Both closed = forward. Both open = back.

Q: Where can I find an empty bathroom in Chapter 9?
A: There's only one- in the back of the Assembly hall.

Q: Which letter should I answer in Chapter 10?
A: It doesn't matter. You get the same story either way.

Q: In Chapter 10, which Santas have an alibi?
A: C, E and I.

----X. Random nifty stuff
Mini-games, optional events, weird pop-culture references and other stuff 
that didn't fit into any other category.

---Optional events and games:

The theater on the first floor of the classroom building shows short 
films. It changes every few months.
Chapter 1: "Penguin Special"
A pep-talk from the Twilight Penguins, including what to do if you eat 
3-month-old pudding and get a stomachache.
Chapter 4: "Duel! Patrol Squad vs. Musketeers"
Kontou, leader of the Patrol Squad, and Hijiri, leader of the Musketeers, 
fight to see who is stronger. It ends in a tie.
Chapter 9: "Hitoderon: Love's Stage"
Hitoderon and his girlfriend, Hitoderomi Yamada, have a fight over a 
package she recieved. Hitoderon thinks it's a present from another guy. 
It's really a chicken she ordered to celebrate Hitoderon's birthday.
Chapter 12: "Missing People"
A missing-persons report on Ayame and any characters you haven't found yet.

Starting in Chapter 8, a store in Shinmachi will have a game parlor in its 
basement. You can play the joust game from Chapter 2, or the shooting game 
from Chapter 5. You can win tokens and exchange them for prizes.
In Chapter 11, the gameroom moves to the house in the NW corner of town 
and gets new prizes.
Hint for the shooting game: Knock down all targets on a row except one. 
Let that one come around the other side. It will come back as a gold 
target, and will be worth a lot more points.

Hachirou Shrine, north of Uchina, has a legend that if you drop a coin 
into the donation box and walk to the gate 100 times, you'll get a wish. 
Do it! Drop a coin, walk down the stairs until you hear the tone, drop 
another coin in the box, walk down the stairs, etc. Boring, but worth it. 
After dropping the 100th coin, the shrine door opens, and God Bee, god of 
bees and protector of the temple (Hachi means bee), appears. He gives you 
a choice between a wooden box and a cardboard one. Picking the wooden one g
ets you a Crab Claw. Picking the cardboard one gets you the Sheep Pajamas, 
the Cat Costume and the Rabbit Shoes.

---Cultural references:

The Karate club claims to own a pair of nunchakus used by Bruce Lee.

There's a snake monster in the jungle near the ruins called "Sarin-ja". 
The "ja" is the kanji for "snake". I assume this is a pun on the name 
Sallinger, possibly a reference to author J. D. Sallinger.

The Tennis club credits its popularity to "Ace o Nerae", a real-life anime 
show about tennis. I assume the Kimiko refered to in some of the 
gameparlor prizes is from this show.

The Joe refered to in the "Joe's Glove" item is from "Ashita no Joe", an 
real-life anime show about a boxer named Joe.

There's a monster in Fueno forest called "Whitesnake". Is it a reference 
to the 80s hair-metal band, or just a coincidence?

A bookcase in the Research Lab has a book titled "Malaria Carrie" by 
Stephen Kong. Another has "The Ginza Empire" by Isaac Asoromov.

The Hulk Cannonball item is a reference to wrestler Hulk Hogan (the word 
for "cannonball" is "hougan").

There's an insect monster on Amatsudake Mountain called "Bee Bee King". 
It's a reference to musician B. B. King.

A possibly unintentional one: Rambo Scarf. "Ranbou" means "violent" in 
japanese. Really.

---Miscelaneous niftiness:

If you walk on the railroad tracks, you might be attacked by a ghost 
train. You'll have to use club techs against these.

There's a locked building in Food Town. A sign on the door says it's 
Mamejima Delicatessen, scheduled to open in Hourai Gakuen 2.

A house in the NE corner of Shinmachi has a secret passage in the bathroom 
leading to the kitchen. Talk to the woman there and she'll give you her 
secret cooking ingredient, Aloena.

The neon sign in the background shown during battles in Shinmachi says 
"Fast... Cheap... Bad?"

There is a secret passage from one bathrom stall to another on the 20th 
floor of the girls' dorm. You can find a Cinderella Shoes in one of the 
stalls.

Go to the NW corner of Shinmachi at night, and the Dragon Palace hotel 
will be open. "Rest" there for 10000G, and they'll give you a Angel Robe.

After Chapter 8, the cartoon in the Hospo paper changes. Poor Nopperi-kun!

The Biology Hall has an Australopithecus skeleton. The archaeology hall 
has a "Pithecanthropus Utsuhosis" skeleton.

----XI. Walkthrough

---Chapter 1: April

When you start the game, you'll be asked to pick your gender.

The story starts in a plane 20000 meters over the Pacific Ocean. The plane 
is carrying students to Hourai Academy, a giant school on Utsuho Island, 
an island south of Japan. Unfortunately, the pilot fell asleep at the 
wheel  (he stayed up late last night doing "***") and took the plane to 
Alaska instead, so everyone will be late for the opening ceremonies. 
Eventually, you start wondering what's going on and go to talk to the 
stewardess. When you find out you're going to be late, you start getting 
upset. The stewardess gets tired of listening to you. If you want to get 
there that quickly, she'll help you. She straps a parachute to your back 
and boots you out of the plane! Eventually, your chute opens, but breaks 
just before you reach the ground. You fall through the roof of the 
Assembly Hall just as Tsukishiro Ayame, the principal, is making her 
opening remarks. Luckily (for you, at least), someone breaks your fall and 
you escape unharmed. Roku, the poor guy you fell on, isn't so lucky, and 
is taken to the nurse's office. Afterward, one of the teachers tells you 
to go apoligize to the principal.

Head south out of the building. Your homeroom teacher, Miss Adachi, meets 
you at the door and takes you to see Pricipal Ayame. The principal seems 
to be a bit scatterbrained, and take a while to remember Adachi's name. 
After meeting Principal Ayame, Miss Adachi takes you to your classroom.

After class, your classmates ask you your name, birthday and blood type. 
Enter whatever you'd like.

Hinako asks to see you and leads you through a hole in the wall to the HQ 
of the Hourai Academy's school newspaper, "Hospo". It seems that the boy 
you fell on was a member of the newspaper team, and with him in the 
hospital, they're shorthanded. They ask you to help them out until Roku 
returns (or else pay Roku's medical expenses). Agree to help them. Daichi 
introduces himself, Hinako and Haru, and offers to show you around the 
school. He goes to wait by the school gate. You can now explore the school 
building.

Go out of the building and talk to Daichi when you're done exploring. 
Daichi suggests that you go see Roku in the hospital first. Along the way, 
he explains the layout of Hourai Academy. The East Block, where you just 
came from, contains the classrooms and offices. The North Block contained 
the hospital and the boys' dorm. It also contains "Food Town", a town 
consisting almost entirely of restaurants, where the students go to eat.

You go to the hospital to see Roku. Roku isn't particularly happy to see 
you. He loses his temper and falls out of bed. He blames you for his 
injuries (both caused by your fall and his tantrum) and promises to get 
even. Daichi waits by the door. Talk to him when you're done in the 
hospital. There's a locked door on the second floor, but you'll need the 
Gold Card before you can unlock it.

Next, Daichi takes you to Food Town. This is where most of the students 
come to eat. In the store named Yaminabe, you'll find a big guy named 
Shin. He has a lisp, poor guy. He's running for student council, and 
figures he needs to eat alot to keep up the race.

Talk to Daichi when you're done. Next, he shows you the South Block, which 
contains the girls' dorm and the Clubhouse, as well as Shinobazu Lake. He 
takes you to the Clubhouse. Here, you can join clubs to learn new 
techniques. See the Club section of the FAQ for information on this. Pick 
some clubs to join and go talk to Daichi again.

Next, Daichi takes you to your dorm. If you're playing the female hero, 
it's a giant pink skyscraper. If you're playing the male, it's a spartan, 
barracks-style house. The girls' dorm is guarded by the Dorm Guards 
because boys keep trying to sneak in. The students think it's because they 
want to catch a peek at the girls, but I think it's the building, not the 
girls, that they're interested in :). Go to your room and go to bed.

The next day, you go to the Hospo HQ. Talk to Daichi. It's time to gather 
the latest gossip and news for the next issue of Hospo. The biggest news 
now is the Council meeting. Daichi joins the party, and you decide to go 
to the Administration Center to investigate. On the way, you can go to the 
Assembly Hall. The hole you made in the ceiling is still there, and the 
building is closed while they fix it. Beatrice Kanuma, head of the 
Security Guards, has come to inspect it.

The Administration Building is in the southern part of the block. It is 
home to the Student Council, the Security Guards and the Railway office. 
The Council meeting is being held on the third floor. Talking to people 
along the way, you find out that the meeting is probably to discuss the 
track meet scheduled for next month. There's also the Student Council 
elections happening in June. The candidates are Shin, who you saw in Food 
Town, and Yakumo Mutsumi, AKA "Miss Hourai".

Go to the closed door at the far end of the hall on the top floor. You 
here a voice inside. A red-haired teacher is talking about the need to 
build up the students' bodies and minds. She thinks that a "jousting" 
competition in the southern jungle is the best. Overcoming the danger of 
the jungle and the challenge of the competition will forge strong 
friendships between the students. No one else on the council seems 
impressed with the idea. The jungle is too dangerous and far away. 
Frustrated, she takes out a strange shiny object and tells everyone to 
look... slooooowly. The object flashes, and suddenlt everyone agrees that 
a joust in the jungle is a great idea.

Daichi says you've got a great scoop, and you head back to report it. But 
a security guard is waiting in the hall. You try to run, but he calls for 
reinforcements and corners you. You'll have to fight off the guards before 
you can leave.

When you get to the first floor, no one is there, but the front door is 
locked. Go out the door behind the receptionists' desk. You'll come out 
behind the building. Go east through a hole in the fence.

You and Daichi make it back to HQ with your big scoop. Because of this, 
you because somewhat famous around the class. But not everyone is happy 
for you. Roku is still looking to get his revenge...

---Chapter 2: May 8th

A security guard bursts into your room demanding that you attend the new 
fitness class outside. It seems that yesterday, the council enacted the 
"Fitness of Body and Soul Rule", requiring all students to exercise daily. 
You run outside and try to keep up, but without much luck.

Later, in the Hospo HQ, you discuss the new rule. This definately warrants 
an investigation! Daichi decides to go to the Flapper Coffeeshop, where 
people gather to discuss the latest rumors, while Hinako and Haru check 
out what's happening in the Administration Building.

Go to Flapper Coffeeshop and talk to the students there. It seems that the 
previous track meets would feature things like marathons or sprints. 
Jousting in the jungle is unheard of.

As you leave Flapper, a security guard spots you. Daichi makes an excuse 
that you're on an errand for the Cooking Club and makes a quick exit.

You arrive back at your dorm. Daichi doesn't want to get risk getting 
caught by security, and decides to call it a day.

At last, the day of the track meet arrives. Daichi comes to get you. Head 
southwest to the entrance to the jungle. Follow the train tracks if you 
get lost.

In the jungle, look under the skulls to find items.

Hinako is waiting with the other students at the track meet. She yellls at 
Daichi for being late, but Daichi complains that it took time to find 
something to wear that matched his sandals. Principal Ayame explains how 
the joust will work. Your job is to defeat as many of the other teams as 
possible within the time limit. When you come into contact with another 
team, you can choose a direction: right, left, up or down. If the other 
team moves the way you pick, you get a point. Likewise, if you move the 
way the other team picks, they get a point. When the gauge in the upper 
right is full, you can choose to use a special technique and automatically 
get a point. Whoever gets 3 points first wins. The game continues for 2 
minutes, until you lose a fight, or until all other teams have been 
defeated.

Afterward, Daichi is ready to leave. But before you do, you hear Hinako 
scream. She's been kidnapped! Two strangely-dressed men drag her into the 
cave to the south. Follow them through the caves.

You'll eventually come to what looks like an underground base. There is a 
hospital near the entrance where you can save your game. The two men who 
kidnapped Hinako are in a room in the SW. As you enter, they're locking 
Hinako in a cell. One of them asks why they'd want to kidnap a girl like 
her. The other answers that since she's descended from priests of the 
ancient gods, she'll be a useful member of their organization. After they 
leave, you and Daichi try to open the cell door, but it's locked.

Go to the room in the SE. There is an altar by the north wall, with an 
insignia that looks like a shovel above it. Daichi finds the key to 
Hinako's cell on the altar. Before you can leave, a group of the strange 
men rush into the room and attack you.

After defeating them, go free Hinako. She doesn't know why they'd want to 
kidnap her, either. She joins you the help find out who they are and what 
they were after.

Items to find in the jungle/caves: 100-yen piece, Stamina Drink, Hammock, 
Metal Harisen, Relax CD, Cardboard House, Blowgun

You sneak out of the cave. It seems that the joust competition was 
forgotten about in all the confusion. But who was it who convinced the 
council to have the joust competition in the jungle? Who were the people 
who kidnapped Hinako? And who has time to worry about that with exams 
coming up?

---Chapter 3: May 22nd

You, Daichi and Hinako meet in the Hospo HQ. After the track meet, the 
morning exercise sessions were stopped. No one misses them.

Suddenly, Haru rushes in. He was looking around on the computer network, 
and found out that the questions for the end-of-term exams have been 
stolen. Daichi hopes it means that exams will be cancelled, but no such 
luck. No one other that the people on the underground computer network 
know they're missing. They decide to investigate the theft. The first 
place to look if the teachers' offices. Haru joins the party.

The teachers' offices are behind the classrom building. To get there, go 
through the auditorium on the second floor. You hear voices coming from an 
office on the second floor. One of he teachers, Mr. Kamifukuoka tells 
another teacher that students are busy with clubs and such, and some would 
pay to have the test questions. The other teacher tells Kamifukuoka 
something important, but you can't make out what he's saying. Kamifukuoka 
tells the other teacher to gather the "other members" on the roof of the 
classroom building later tonight. It seems that Kamifukuoka knows 
something about the stolen test questions. This needs to be investigated!

Later that night, you and the other Hospo members wait outside the 
classroom building. Once the security guard leaves, you sneak inside. Once 
inside, you discover that the security shutters have been closed. You'll 
have to find another route to the roof. Go back through the auditorium to 
the teachers' offices. Go up the second floor, then back into the 
classroom building. On the third floor is the library containing books on 
the history of Utsuho Island:
"Hourai Gakuen was founded at the end of the Edo period by Mr. Hokita. The 
school came to Utsuho Island 70 years ago, and it's said that there was 
conflict with the original inhabitants. People came from all over the 
world to help develop the school. Now it's an private, independantly-run 
school, run mostly by the students."

Once on the roof, you see Kamifukuoka talking to his group. He says that 
their target is the Mamejima Transportation warehouse in Shinmachi. They 
change into their costumes and jump off. Daichi recognizes the costumes as 
that of the "Twilight Penguins", a mysterious underground gang.

Shinmachi is just north of the school. The warehouse is on the east side 
of town, but the guy at the door won't let you in. As you leave, a man in 
red stops you and asks if you're here to buy "that". Daichi starts to ask 
what "that" is, but Hinako stops him. Thinking you're a customer, the man 
leads you to a manhole and says you can get to the Mamejima warehouse 
through the sewer.

Go down the manhole, and up the ladder to the SE. You'll end up in the 
warehouse. Ride the conveyor belts to the stairs in the NW. Don't forget 
to check the boxes. A girl on the second floor can heal you or save your 
game.

The Twilight Penguins have Mr. Mamejima cornered in his office, and are 
demanding that he hand over the "merchandise". Mamejima claims not to know 
anything. Daichi yells at them to let Mamejima go. The Penguins attack 
you. After you defeat them, the head Penguin asks if you've come to buy 
the test questions from Mamajima. Daichi accuses the Penguins of stealing 
the questions.

Before the head penguin can answer, Beatrice Kanuma arrives with some 
security guards and tries to arrest him for his role in the theft of the 
questions, as well as the kidnapping at the track meet. Kamifukuoka (the 
head penguin) says he didn't have anything to do with the kidnapping, and 
only came to the warehouse to retriee the questions that were stolen from 
him. It was Mamejima himself who stole the questions in order to sell them 
on the black market. However, it looks like he's already sold them to som
eone. Kamifukuoka jump past the guards and escapes.

Beatrice introduces herself and gives you her phone number. She tells you 
to keep what happened here a secret. The guards take Mamejima away.

After they've left, Daichi notices that Mamejima dropped something. It's a 
Silver ID Card, used by class and club officers. Mamejima must have used 
the card to steal the test questions. With this card, you can open some of 
the locked doors.

Items in the sewer/warehouse: Cardboard House (2), Answer List, Mirror, 
Leather Shoes, Judo Gi, Sailor Suit, Eyemask, Houraimin A, Kungfu Shoes

So if the Twilight Penguins weren't the thieves, who was Mamejima working 
for? Mamejima was arrested, but claimed he was just hired help, and didn't 
know exactly who had hired him.

---Chapter 4: June 13

This is the one part of the story that I know is different, depending on 
the gender of the main character. This section is written for the female 
character.

You and Julia are talking in your room when Hinako rushes in. She says 
that boys have been disappearing from the boys' dorm. Julia wonders if 
everyone's just gone home for summer vacation, but Hinako says that no one 
in the boys' dorm has enough money for that. Daichi and Haru also live in 
the boys' dorm, so you decide to go check on them.

Go to the north block. You can now get to the boys' dorm. Daichi and Haru 
are waiting by the entrance. Daichi says that 20 people have disappeared 
this month. The students have gotten so scared that they don't want to go 
inside the dorms.

There is a big, unused dorm in the back of the campus. To get there, go 
into the 2-story building near the front. There is a door under some stair 
on the east side of the building. There is a secret passage behind the 
door that leads to the other side of the building.

Isaac, Julia's boyfriend, lives in the building behind the 2-story one. He 
is a star baseball player who came to Hourai Academy to be with Julia. The 
boy in the room next to Isaac's will give you a Tarot Card. It will come 
in usefull when fighting ghosts.

Go west out of the building. The abandoned dorm is to the north. When you 
get there, Isaac comes running after you. He's desperate to see Julia, but 
can't get past the guards at the girls' dorm. He offers to help you in 
exchange for helping him see Julia.

Side note: Once Isaac joins, you'll be able to get to the higher levels of 
the girls' dorm. Go explore. There isn't any story there (for the female 
character, anyway), but there is treasure to find and one of the 7 wonders.
Items in the girls' dorm: Fanletter, Climbing Shoes, Metal Harisen, 
Hammock, Bug Glasses, Bead Necklace, Eyemask, Nurse Hat, Medicine, Toe 
Shoes, Leotard, Pendant (3), Cinderella Shoes, Ponytail, Cardboard House, 
Kungfu Shoes, Barrette, Martial-arts Video, Canned Coffee, Magro Ball, 
Meat Pie

The inside of the abandoned dorm building is a maze. The key to the maze 
is the two bathroom doors. Right open/Left closed = Right. Right 
closed/Left open = Left. Both closed = forward. Both open = back. Go the 
wrong way, and you'll end up back at the beginning.

After a few rooms, you'll find a boy who tells you that there's a big 
monster to the south, and a ghostly girl's voice coming from the north. 
Investigate the girl's voice first. Go north twice, and you'll find Misato 
in the NW corner. Talk to her and she'll join you. Then go left to go back 
to the main path.

Eventually, you'll come to a room with fire blocking the door. There's a 
magic circle drawn on the floor and a boy collapsed beside it. Talk to the 
boy and Devil Jinn will appear and attack you. You'll need to use club 
techs against Devil Jinn, as physical attacks won't work.

After you defeat Devil Jinn, Everyone escapes. The boy is a member of the 
Occult Club, and was trying a new spell. He was trying to summon a wind 
spirit to take him home, but summoned Devil Jinn by mistake. That means 
the missing students are okay, but heaven only knows where Devil Jinn sent 
them.

Julia arrives, looking for Isaac. After their reunion, Julia joins your 
party.

---Chapter 5: July 7

The Hospo group meets at Flapper Coffeehouse. Everyone is bored because of 
summer vacation, so they decide to go away somewhere. Haru suggests the 
Star Festival in Uchina Village. Everyone agrees, and you decide to meet 
back at Flapper once you're ready to go.

Stock up on items, switch clubs, etc., then go back to Flapper. You wait 
until nightfall to leave. Two students come in complaining about the new 
school rule, the "Curfew Rule". It states that students aren't allowed out 
at night. Fortunately, most still don't follow it, and the security guards 
haven't started cracking down. You'd better get to Uchina before they 
start.

There is an old park in the forest to the NW. You should be able to get to 
Uchina through there. To get to the park, try to go through the trees NW 
of Shinmachi. When you enter, a security guard blocks your way and yells 
at you to go back to your dorm. You hide on the other side of the bushes 
until he leaves.

Make your way through the park, making sure not to get caught by the 
guards. Fortunately, the guard only look at what's directly in front of 
them, and they can't see through the bushes. You can get right up behind 
them, and they won't notice. If you do get caught, you'll have to start 
over. After leaving the park, go west to Uchina.

On the second floor of the inn are Professor Daiouji and Principal Ayame. 
They also came for the Star Festival. The tradition at the Star Festival 
is for a girl to be chosen to act as a priestess, and go to Yumi Island in 
the NW to make an offering for the prosperity of the village. It's also 
said that events in the coming year can by foretold through the motions of 
the stars during the festival. Check the refrigerator in a house on the 
north side for a Strength Dumpling.

However, it looks like they're a bit late getting ready. Go see the mayor 
in the big house. He tells you that the prayer book used in the festival 
has been stolen. The thief fled toward Sutemura in the north, but they 
were unable to catch him. Hinako says you'll go get the prayer book back. 
The mayor says that you should stay in the inn tonight and set out for 
Sutemura in the morning.

Side note: If you paid to have the train tracks fixed, the train to Uchina 
will be running now.

The cave to Sutemura is north of Uchina. Be careful of the lava. Stepping 
on it will cause damage. 

Items in the cave: Snow Goggles, Medicine, Fanletter

When you exit the cave, you'll be right next to Sutemura. If you have any 
characters who need new clubs, head east. The Eastern Medicine Club (which 
is VERY useful) is there.

Sutemura, as you might expect from the name, is abandoned. There is a 
traveling salesman for Mamejima Sports in one of the houses, who can sell 
you some new gear. There is a secret passage in that house leading to a 
cabinet containing a Answer List. Another house has a passage leading to a 
nurse office.

Go into the house with 3 doors. The Twilight Penguins are there. Daichi 
accuses them of stealing the prayer book, but they say they're just there 
for summer school. They jump over you and escape. You chase them outside 
and the head penguin fights you.

After you win, the head penguin goes flying (gee, did you hit him that 
hard?). He falls through the roof of the house, knocking over a table. You 
go into the house to look for the prayer book. Haru finds something on the 
floor. It turns out to be the official text of the Curfew Rule. Only 
someone from security would have this. It looks like someone other than 
the Penguins has been here.

There was a staircase under the table the head penguin knocked over. The 
real thief must have escaped through this staircase. You go to 
investigate. The stairs lead to a sewer. The same shovel insignia you saw 
in the cave where Hinako was kidnapped is on the wall. 

Items in the sewer: Bath Salts, Hammock, Shroud, Sleep Gas, Airgun, 
Medicine, Baseball Cap

The sewer leads to Yumi Island. The shrine used during the Star Festival 
is there. When you enter, you here someone talking. A woman complains that 
what she thought was "that Rule" turned out to be just a prayer book. She 
needs to find the next Rule, or she will have hypnotized the council into 
passing the Curfew Rule for nothing. Daichi recogizes the voice- it's 
Rachel, the guidance counselor, a.k.a. the red-haired teacher who 
convinced the council to have the joust competition. She notices you and 
chases you out of the shrine.

Outside, you try to make a flashy introduction, but Daichi slips in the 
middle of introducing himself. Hinako asks why she decieved the council 
and stole the prayer book. Rachel is disgusted with the lack of discipline 
among the students at Hourai. Everyone cuts class, works after school, and 
parties at night. She joined "them" to bring order back to the school. 
Hinako asks who "they" are, but Rachel won't tell you. She attacks you.

After you defeat Rachel, you go into the shrine and find the prayer book. 
Before leaving, check the desk in the SE for a Corset.

Now you just have to go back to Uchina and return the book. When you get 
to the entrance to the sewer, you see a boat go by. Pick someone to call 
out to it (either Daichi, Hinako or Haru). Hinako is the best choice. Keep 
calling until the boat gets near the island. Daichi will try to imitate 
Hinako's voice, and scare the boat away. Frustrated at having to go 
through the tunnel again, Daichi yells at the boat. This time, it comes 
back. Uchina's mayor is on it. He says they ran because they thought 
Daichi was a monster. Everyone gets on the boat and rides back to Uchina.

Back at the mayor's house, you return the prayer book. Now the Star 
Festival can start. As romantic as the festival is, it would be a shame 
not to spend it with someone special. Pick someone to spend it with.

There's a man in white by a house in the SW. He runs a shooting gallery 
game. Each play costs 200G. You have 5 shots. Press the A button to shoot. 
You have to hit the animals while they're sleeping, or it won't count. The 
more targets you hit, the more prizes tickets you'll get. You can trade 
the prize tickets for prizes later.

Talk to the mayor again when you're ready for the festival to start.

Although Rachel's attempt to control the school through hypnosis has 
failed, what was the "Rule" she was looking for? Who are the "they" she 
was working for?

---Chapter 6: August 19

Hinako rushes into your room to wake you up. If you don't hurry, you'll 
miss the plane. Your class leaves today on a class trip to Africa.

You and Hinako board the plane. Meanwhile, Daichi, Haru and Ayame are in 
the cockpit. The plane takes off.

You ask Hinako where Isaac and Julia are. They're not on this trip, since 
it's only for the 2nd-year students. Miss Adachi is sitting in the front 
row. Go to the cockpit and talk to Daichi and Haru, then go back to your 
seat.

Later that night, the stewardess starts to give her welcome-aboard speech. 
Suddenly, alarms start going off. The plane is caught in a storm. Everyone 
starts to panic, despite Adachi's attempts to calm them down. The plane 
starts to lose altitude, and eventually crashes.

Later, you wake up on a beach. You've been unconscious for a while, and 
your friends were getting worried. Daichi was about to give you 
mouth-to-mouth. Lifeboats and the remains of your luggage are strewn 
about. No one knows where you've landed, but Haru doesn't think you're 
that far from Utsuho Island. Hinako notices Miss Adachi passed out on the 
other side of the beach. You go to check on her. After she wakes up, 
Hinako notices fish scales stuck to her mouth, and fish skeleton in her 
hand. Did she eat a fish whole?

Miss Adachi suggests that you go into the jungle to look for food and 
water, and to see if any other students survived. She joins your party.

On the west side of the beach if a boy trying to catch some fish. Maybe 
you should check back later to see if he catches anything...

Go north, then east. You see a boy being chased by an elephant. Fight off 
the elephant for him. The boy introduces himself as Mitsurin. He lives in 
a village to the NE. He joins your party. Go through the cave to the 
south, or around the jungle to the NE.

Items on the beach/jungle/caves: Cardboard House(2), Medicinal Herb, 
Medicine, Eyemask (2), Fanletter, Pokkuri, Barrette, Slingshot, Kitchen 
Knife, Kenpo Gi, Blackjack, Sakurachiru, Magro Ball, Worn-out Dustcloth, 
Starfish Wig

Turn south at the intersection. There's a building there now. It's the 
jungle school. It's camouflaged, so you can only go there with Mitsurin in 
the party. The three Jungle-type clubs are in there.

Head east and south. When the path goes into the trees, try going west. 
There's a secret path leading back to the beach. It's blocked now, but it 
will be open after you get to the village.

When you get to Mitsurin's village, Hinako wants to go tell the others 
right away, but Adachi thinks they should look around some more first. 
Oddly enough, you find some Hourai students there! Their plane also 
crashed on this island, 5 years ago. They taught the natives how to read 
and write, and how to run shops.

Side note: Go back to the beach now and talk to the boy who was fishing. 
If you don't, you won't be able to get Hitoderon later on.

Go see the village elder, who lives in the big house in the east. 
Principal Ayame is already there. She seems surprised to see you. 
Apparently, she wants to get into the ruins to the north of the village, 
but the village elder won't permit it. She was to search the ruins for 
ancient artifacts. Who would have thought Ayame was interested in 
archaeology?

The village elder agrees to let the students stay in the village for a 
while. Everyone goes to sleep in the next room. Will you ever get back to 
Hourai Academy?

---Chapter 7. September 1

In the middle of the night, Ayame sneaks away. Daichi wakes up, yelling 
about a fight between a starfish and a penguin, but it's just a dream.

The next morning, get up and leave the village. A villager comes running 
into the village screaming that somethng terrible has happened. Ayame has 
broken into the ruins. You'll have to go get her out.

Go NW from the village to get to the ruins. The man standing in front of 
it can heal you or save your game. Inside the ruins, there are guides, who 
can lead you back to the entrance if you get lost or wounded.

Check a coffin on the east side of B1 for the Tool Box. It will come in 
handy later. A switch on the west side will open the door in the middle 
section.

Go down the east stairs to B2. The statue in the hospital will heal your 
HP and GP. A switch in the SE corner opens the first door. Behind the door 
is a switch to open the other door, and a staircase. Both are slightly 
hidden, so look carefully.

Go down the stairs. A plaque on the wall says that the "Ancient Power" 
sleeps behind the sealed door. Search one of the pots to find the Ruins 
Key.

Go back to the west side of B2. Use the Ruins Key to unlock the locked 
door. Drop down the hole in the floor. Get the Headgear from the pot, then 
drop down the hole again. Go up the stairs until you get back to B2. 
There's a pile of junk in the room. Haru recognizes the parts as a robot. 
He'll use the Tool Box to fix it. The robot is named D-51. He joins the 
party.

Go back to B3 and pull the switch to open the door. Keep up the pattern of 
switches and doors. Beware the spikes. The switch to lower them is in a 
statue on B4. If you're impatient, you can go ahead and walk over them, 
but you'll take damage. There's also a weapon shop on B4.

The last switch is behind the spikes. After flipping it, go past the 
hospital and up the stairs to the NW. The door should be open. Search the 
pot on the dais. There's a book inside. Adachi recognizes it as belonging 
to Mr. Hokita, the founder of Hourai Academy. That means Mr. Hokita must 
have come to this island, too!

After you get the book, Ayame arrives. She asks to see the book. When you 
go to show it to her, the floor collapses.

Items in the ruins: Tool Box, Ruins Key, Headgear, Cardboard House, Tough 
Axe, Rule Book

 After you fall, Ayame tries to take the book from Adachi, but Adachi 
wakes up before she can. She rushes out, dropping her Gold Card. Adachi 
finds the card.

You've fallen into some kind of mine. There must be a way back to the 
surface somewhere.

Go through the mine until you reach the river. There's boat there! It must 
have been left by a previous visitor to the ruins.

Items in the mine: Gold ID card, Triangle Hat, Skate Shoes, Familiar 
Dress, Compound Armor, Cameo, Cardboard House

Ride along the river. The scenery should start to look familiar. Then, you 
see a pink skyscraper in the distance. It's the girls' dorm! You're still 
on Utsuho Island! You ride to Shinobazu Lake and get off the boat.

It turns out that the plane only made it 3 kilometers before crashing back 
into Utsuho Island. Fortunately, all the students survived, and made it 
back to Hourai. However, some seem to have driven mad by their experiences 
in the jungle. One claims to have danced with sunflowers. However, what 
was Ayame doing in the ruins? And what were they looking for in that mine?

---Chapter 8: October 9

You and Daichi enter the classroom building. Some students are standing 
around the bulletin board, complaining that the price of items has gone 
up. It happens every year around the time of the School Festival, but they 
seem a little higher that usual this year. There's also a new rule- 
Students are no longer allowed to socialize with students of the opposite 
sex, not even if they're family.

Later, you discuss it at the Hospo HQ. With Rachel out of the picture, who 
is making these strange rules? According to Haru's computer network, while 
you were away during summer vacation, the price of items went up, and 
underground shops started appearing at the Track. It looks like the Track 
is the first place to investigate.

Side note: You can now get to the Patrol HQ north of Shinobazu Lake. You 
can find the Imitation Masamune in the refrigerator.

It seems that Shin had advocated the new rule. One students thinks that 
because he couldn't get girls, he wanted to keep everyone else from doing 
so, too. There's also talk about how he managed to become the 3rd-year 
class's class representative, despite the fact that he only just 
transfered here. He would often treat people, especially girls, to 
expensive meals, so perhaps he bribed his way onto the council.

The Track is SE of the east block. When you get there, Shin is arguing 
with some security guards. The guards have stopped him, thinking he's 
looking for the underground shop, but he's really going to see the 
Inventor Club. He was invited to help them build their robot, Invincible 
#22, for the festival. Mr. Mamejima and Roku are there selling things.

Once you leave the Track, the ground start shaking. The Inventor Club's 
robot has gone berserk! Two of the club members run up and say that Shin 
has stolen Invincible #22. He's planned this from the start.

Haru isn't too worried about the robot. The Inventor Club's stuff is 
always flawed, and often goes haywire. Besides, given the robot's height 
and weight, it must be mostly hollow inside. Hinako doesn't think it just 
went haywire, though. Shin must have had something to do with it.

Beatrice Kanuma comes to clear the area. One of her guards tells her that 
the robot is heading for the Administration building. Shin is still bitter 
about losing the election, and wants to destroy the building in revenge.

Someone has to stop the robot, but how will you get it? Just then, a plane 
flies by. Maybe you can use the plane to get near the robot. You follow 
the plane to the Engineer Club HQ. Daichi just jumps in and takes the 
plane, ignoring the club members' warnings about it being low of fuel.

Daichi tries to fly it near the robot, but you run out of fuel. Everyone 
jumps out of the plane and into the robot before it crashes.

You've landed somewhere around the robot's stomach. Haru thinks that the 
control room is in the robot's head.

The doors can be opened by pressing the red switches on the wall. Check 
the blue screens for information and clues about the robot. One of the has 
this clue: "Amatsu 362, Utsuho 0".

There is a Mamejima Sports vendor on the 4th floor. And yes, they really 
did install toilets inside the robot. Were they expecting visitors?

The door to the control room is locked. If you looked at the blue screen 
containing the password, Haru will enter it and the door will open. If 
not, go find the password and try again.

Shin is inside the control room. Hinako asks him if he's one of Rachel's 
comrades. Shin says that he and Rachel belong to the same group, but he 
ranks higher. He was sent to Hourai by this group, with orders to take 
over the student council. However, he lost the election, and no one is 
obeying the rules he had them pass. Since he failed his mission, he can't 
return. So he stole the robot to force everyone to obey his rules. Haru 
comments that the robot is too junky to be of any use. Shin loses his 
temper and attacks. AFter you beat him, you get the robot under control.

Items in the robot: Cardboard House, Sakurachiru, New Engine, Houraimin Z, 
Jumpsuit, Loveletter, Manipulator, Wetsuit, Charm Katana, Answer Book, 
Bath Salts, Strength Dumpling, Eyemask, Sleep Gas, Relax CD, Senbon Nokku

Later that night, the School Festival is held. There are many booths to 
see. At one, you'll find Chihaya, who you can hire for 1000G.

The festival is held in Suzuna Forest, in the east block. There are stores 
in caves here. Search a pile of rocks for a Answer Book. You can also 
visit the Musketeers HQ to the south. Search the weapon collection there 
for a Rapier and a Crab Claw.

Later, go to the Assembly Hall. The new Miss Hourai and Mister Hourai will 
be announced. Miss Hourai is Shishidou Akiko, a first-year student. Mister 
Hourai is Kusanagi Yashichi, of the Patrol Squad.

After the festival, item prices return to normal.

---Chapter 9: November 11

Another month, another new rule. This time, there are new restrictions on 
using the toilets. In order to build up the students' endurance, they're 
now only allowed to go to the toilet 3 times a day. Daichi runs off to 
answer the call of nature. You need to do the same. Go find an empty 
bathroom quick! Check all the toilets you can find. All the toilets in the 
classroom building are taken (There's a Twilight Penguin in Ayame's 
bathroom!). The bathrooms in the Administration building and the Musketeer 
HQ are all taken, too.

The only empty one is in the back of the Assembly Hall. While you're 
there, search around. One of the items you can find is a Fairy Gyps.

Go in the bathroom and.. um... go. When you're done, Miwasaka of the 
Patrol Squad is waiting for you outside. He claims to know something about 
the organization you've been investigating. He asks you to meet him in the 
VIP toilet in the Administration building.

Later, you, Hinako and Haru agree you should see what Miwasaka knows. 
Daichi finally runs in. The toilets were all crowded, and it took him a 
while to find one.

When you leave the classroom building, a security guard and some students 
are gathered around a spot on the wall. It seems *someone* used that spot 
as a makeshift toilet.

Go to the VIP toilet on the 3rd floor of the Administration building. When 
you get there, Miwasaka isn't there. But Roku and a group of strange men 
like the ones who kidnapped Hinako are. Roku used a false lead to lure you 
into his trap. Daichi accuses Roku of betraying them, but Roku says he's 
the one who was betrayed. He feels like the Hospo group abandoned him 
after he was injured.

Roku's men throw you in a cell. Beatrice Kanuma, Kamifukuoka, and some 
security guards are also there. Beatrice tells you that the group you're 
after is called "Kouzan Nostra" (a pun on Cosa Nostra. Kouzan means 
"mine"). They're trying to take over the school, and need a certain item 
to do it. They built secret passages in the bathrooms in order to move 
around the campus and look for this thing. She and her guards were caught 
while trying to close off one of the tunnels. Kamifukuoka says that the 
Kouzan Nostra is the Twilight Penguins' main target. He found this base 
and tried to sneak in to find out who was running it, but got caught. He 
decides to join you (over Beatrice's objections) to help fight them.

Kamifukuoka opens the cell door with a key he found while sneaking in. 
Beatrice and her guards leave.

Leave the cell and go through the tunnel. At the other end, you hear Roku 
talking. One of his men runs in and says they've found what they were 
looking for. Whatever it was, it was in the Student Council President's 
desk.

Side note: Is it my imagination, or are the green demon monsters carrying 
toilet plungers?

Items in the Kouzan Nostra base: #2 Button, Starfish Staff, Relax CD, 
Magro Ball, Cardboard House

When you get out of the tunnel, Roku is waiting for you. He blames you for 
"stealing" Hospo from him. He attacks you (and yes, he's flipping you the 
bird:)).

After you when, Roku threatens to blow up the base. He runs to the stairs, 
but Miwasaka stops him. He came back to look for treasure. He takes Roku 
with him and leaves.

Daichi notices that Roku dropped something when he ran into Miwasaka. It 
looks like an old pencil. Is this what they were looking for? How is a 
pencil going to help them take over the school?

---Chapter 10: December 23

After class, you go into the Hospo HQ. Someone pushes past you. He 
delivers two letters addressed to you. Haru thinks maybe they're 
loveletters. #1 is from the Patrol Squad, and #2 is from the Musketeers. 
They both want your help. It doesn't matter which one you pick, though. 
You get the same story either way.

Go to whichever HQ you decided to help. The person you meet tells you that 
Yashichi, of the Patrol Squad, was kidnapped in Shinmachi yesterday. The 
culprit appears to have been the Kouzan Nostra.

Shinmachi is infested with Santa Claus impersonators. Talk to the 
townspeople. There's something suspicious about the Santas this year. 
People have been disappearing from town.

After talking to everyone, go into Hakuba Cafe to discuss what you've 
learned. You decide to talk to the Santas and find out where they were 
yesterday. Talk to all the Santas (there are 9, and you have to go through 
the sewers to find one), then go back to Hakuba.
The alibis:
Santa A: I was in Yakiniku from 3:00 to 4:00. I saw Yashichi
         there.
Santa B: I was eating in Yakiniku from 3:20 to 5:00, but I never
         saw Yashichi.
Santa C: I was in Yakiniku from 4:20 to 5:20.
Santa D: I was with the street vendors from 4:00 to 5:00. I saw
         Yashichi, but nothing seemed strange.
Santa E: I was with the street vendors from 4:20 to 5:00.
Santa F: I was doing research for my club by the street vendors
         from 4:40 to 6:00.
Santa G: I was in the hospital from 5:00 to 6:00, but I don't
         remember seeing any of the Patrol Squad there.
Santa H: I was in the hospital from 3:20 to 4:40, but I never saw
         Yashichi.
Santa I: I was in the Hospital from 3:20 to 4:20.

Once you've talked to all the Santas, it's time to figure out who doesn't 
have an alibi. If one of the Santas was in the company of at least one 
other Santa all the time, he's in the clear. First, decide who's in the 
clear from the Yakiniku Santas, then the street vendor Santas, then the 
hospital Santas. You can rule out Santas C, E and I. Now you should go 
talk to the other 6 again.

Santa A is in Yakiniku. Now he claims he was in Yakiniku making a birthday 
present for the Head Penguin. The Head Penguin himself conveniently drops 
from the ceiling to back up his story.
Santas B and D are at the north end of town. It turns out the two were 
together. Their classes fought against each other in the joust 
competition, and there's been bad blood between them. They've been meeting 
in secret to try to figure out how to get the classes to make up.
Santas F and G are standing together behind a building in the east. 
They're members of the Hard Rock club, and have been practicing their 
music in the sewer because the council won't let them practice anywhere 
else. They were in the sewer together during the kidnapping.

That leaves Santa H, but he's probably already fled Shinmachi. Leave town, 
and you'll see Santa H running toward Hachirou Shrine. Follow him to the 
shrine. The Santa runs down a staircase hidden under a water trough. By 
the time you get to it, it's closed. You'll have to find how to open it.

Go into the eastern building of the shrine. There is a switch hidden 
behind a picture on the north wall. Press it. When you get outside, the 
hidden passage will be open.

The stairs lead to an underground tunnel. There's lava here, but you have 
no choice but to walk on it.

The tunnel leads to another underground base. Go to the double doors. 
Santa H is inside, with Yashichi and Akiko. He says he thought he'd let 
them live until they'd taken over the school, but that is no longer 
possible. You rush in to stop him.

After you defeat the Santas, Akiko runs away. Yashichi explains that he 
saw the principal exit the shrine with the fake Santa. He tried to follow 
them to find out why they'd be out so late at night, but he was attacked 
from behind. Yashichi decides to join you.

Items in the tunnel: Youichi's Bow, Cardboard House, Bath Salts, 
Martial-arts Video, Traffic Sign, Antibiotic, Hammock

Later, back at Shinmachi, they've set up a big Christmas Tree. The star on 
top of it is alive! It's Hitoderon! If you rescued Hitoderon from the 
fisherman in the jungle earlier, he'll join your party.

---Chapter 11: January 8

Side note: You can now get to Fueno Forest near the Boys' Dorm.

A new rule has been announced. This rule divides the students into three 
shifts- morning, afternoon and night. Now the students have to study in 
these shifts.

After class, everyone gathers in the Hospo HQ. Hinako has found something 
out. The history professor, Prof. Daiouji, is planning to make an 
announcment concerning the rules they've been looking for. Professor 
Daiouji works at the Research Lab to the west.

Haru's phone rings. It's Principal Ayame. She's at the Research Lab and 
she's calling for help! Some strange people have appeared at the lab. 
Before she can say any more, the line goes dead.

Head west from the Girls' Dorm to get to the Research Lab. Ayame (Hmm, why 
is her picture facing the other way?) runs to meet you at the gate. She 
says that one of the people who attacked the lab is still in one of the 
buildings. You run in to investigate. No one seems to be inside. Ayame 
shuts the door behind you and locks it.

There is someone inside after all. Naga, another Kouzan Nostra agent, is 
waiting for you in one of the offices. He says that theor boss, Jomra, is 
looking for one of the rules in the archaeology lab.

In the biology lab, the second building from the back, there is a Silver 
Bell in one of the cabinets. One of the scientists on the lower floor says 
that Nyanta, a giant cat he found on the island, has run away because he 
didn't give him the food he liked.

The archaeology lab in in the far north. On the first floor, there is a 
Answer List in one of the cabinets. There's a Memo Pad and a Iron Band in 
one on the second floor.

Professor Daiouji's office is on the second floor. Search a bookshelf to 
find an old ledger. Jomra enters, followed by Naga. THey've captured 
Professor Daiouji. He wants the ledger, or he'll kill Daiouji. Jomra takes 
the ledger from you and leaves. Naga attacks you.

After you defeat Naga, he runs away. You check on Professor Daiouji. He 
yells at you for giving Jomra the ledger. The ledger contained the last 
rule. Now they have all of them. With these rules, they'll be able to take 
over the school. Now the only way to save the school is to find the "3 
items". Daiouji retrieves a book (by standing on Daichi's shoulders). The 
book contains old student council records. They've dealt with the evil 
rules before, and used 3 items to counteract them. They are "Hokita's Rule 
Book", "The 100-year Pencil" and "The Oldest Student ID Card". 
Fortunately, you already have 2 of them. You found Hokita's Rule Book in 
the jungle ruins, and you got the 100-year Pencil from Roku.

Daiouji says he was lured into Jomra's trap by Principal Ayame. She must 
be working for the Kouzan Nostra, too.

Now all you have to do is find the third item before the Kouzan Nostra do. 
Professor Daiouji joins you to help look for it..

---Chapter 12: February 14

Another of the evil rules has been put in place. Now, all students are 
required to wear the same clothing.

Everyone meets at the Research Lab. Principal Ayame is still missing. She 
often disappears suddenly, so it may not mean anything. Daiouji says that 
the place to look for the third item is in an abandoned factory near 
Amatsudake Mountain.

Amatsudake Mountain is south of the Research Lab. It looks like there was 
a mine here, too.

Near the top of the mountain, there are rooms with a weak floor. Take a 
good look at the floor before walking anywhere. The floor tiles that look 
different are holes.

Items on Amatsudake Mountain: Cardboard House (3), Crab Claw, Study Hat, 
Instant Camera, Oxygen Mask, Loveletter, Relax CD, Starfish Armor, Senbon 
Nokku, Hammock, Soccer Shoes, Stone Armor, Wool Sweater, Cinderella Shoes, 
Encyclopedia, White Veil, Bath Salts

Once you exit the mountain, head south into the jungle.

To the west of the jungle entrance is a hidden path through the trees. You 
can find a Power Glove there.

Nyanta, the runaway cat from the Research Lab, is wandering around the 
eastern side of the jungle. If you're carrying a Cat Food when you talk to 
him, he'll join you.

Look for a break in the trees on the west side of the jungle. There's a 
train station there. If you paid to fix the track, you can ride it back to 
Hourai.

The factory is to the west. The faded sign above the door says "Amatsu 
Keystone Factory". But what's a keystone?

Two security guards push past you, insisting that the factory is abandoned 
and there's nothing to find. Gee, they're in an awfully big hurry to find 
nothing.

A book inside says the following:
"Employee Regulations:
1. Employees will exercise every morning in order to stay in shape for 
work.
2. Employees are not allowed outside their rooms after 8 PM.
3. Employees are not to socialize with women.
4. Employees are allowed 3 toilet breaks pf 1 minute each per day.
5. Employees work in three shifts- morning, afternoon and night.
6. In order to work more efficiently, employees are to be refered to by 
their employee number."
Hmmm, these sound awfully familiar.

The two security guards are inside the factory. They're found the Oldest 
Student ID Card, but as soon as they touch it, they both disappear. You 
rush to investigate. You hear Naga's voice. He says that was the power of 
the final evil rule. It had sealed the ID card away, but the guards broke 
the seal. One of Naga's henchmen swoops down and grabs the card. Naga 
stops you from running after him and attacks. After you beat him, you'll 
get an Excalibur sword.

After fighting Naga, go after the henchmen. In the next room, you hear the 
sounds of a fight, and one of the henchmen begging for mercy. Beatrice and 
her guards have caught them. She gives you the ID card and tells you to 
take care of the rest of Kouzan Nostra. Before she leaves, she says that 
they plan to use the evil rules are the class assembly being held in the 
Assembly Hall. You'll need the 3 items to stop them.

Items in the jungle/factory: Power Glove, Rambo Scarf, Mamejima Knuckles, 
London Boots, Green Beret, Strong Shoulderpads, Paper Crane, Cat Ears, 
Cardboard House, Relax CD, Iron Knuckles

---Chapter 13. March 25

The last rule has been put into place. Now all students are to be called 
by their student number, for the sake of "efficiency". The rule holds even 
when students are in their dorm or outside the school.

Some students discuss the rule and the upcoming assembly. The students 
going to the assembly all look hypnotized. Maybe they should go see what's 
going on there. Just peeking in a little won't hurt...

In the Assembly Hall, the students listen quietly to what a Kouzan Nostra 
henchman says...

You have to get into the Assembly Hall and stop them. Daichi suggests 
dropping in from the roof. The Aviation club has a plane waiting on the 
roof of the building. Go to the roof and talk to the people waiting there. 
After you take off for the Assembly Hall, you won't be able to tun back 
until you reach the bottom floor, so make sure you're prepared.

You take off and land on the roof of the Assembly Hall. The hole you made 
when you fell through is still there. Everyone jumps through.

After you fall through the hole, go into the room to the left and press 
the button on the wall. It will open the door nearby. Next, go press the 
button in the NW corner. Go through the door that just opened and press 
the button there. The door leading to the stairs will open.

In the room below, there's a brown tile on the floor. Step on it to drop 
down in to the storage room outside the main hall. You barge in on the 
Kouzan Nostra leader's speech. You rush the stage and demand that he 
surrender. However, he still has the students under his control. He calls 
some of them to stop you. Before they can attack, some members of the 
Twilight Penguins, Patrol Squad and Musketeers run in and stop them. The 
leader threatens to use his secret technique, but Hinako just boots him 
off the stage. The students are freed from his spell, and everyone flees 
the building.

Now you have to find Jomra. Jomra enter through a door behind you, 
followed by two women, both of whom look exactly like principal Ayame. One 
of them is Ayame. The other is Tsukishiro Kaname, Ayame's twin sister, and 
high priestess of the Kouzan Nostra. Now that he has both sisters, he can 
control both Hourai Academy and the Kouzan Nostra. Jomra and the sisters 
attack.

After you beat them, Jomra flees. You check on Ayame. Ayame explains that 
she and Kaname are twins, and that Kaname disappeared suddenly when they 
were children. The Kouzan Nostra must have kidnapped her and brainwashed 
her into being their priestess. The woman you saw in the jungle ruins and 
at the research lab was Kaname, not Ayame.

Go through the door and down the stairs. It leads to a cave. Along the 
way, you'll meet several Kouzan Nostra members. They tell you that they 
were born and raised in this cave, as were their parents. Many have never 
been outside. Now they seem to be planning to finally go back to the 
surface.
One of them says that Kaname hid something special in their temple to the 
god Mogemoge.

Mr. Mamejima is in the hospital on B8. He offers to sell you some good 
stuff for cheap. After all, if the Kouzan Nostra took over Hourai Academy, 
it would mean the end of his business.

Items in the Kouzan Nostra base: Tiara, Captain Mark, Roller Skates, 
Legendary Fist, Safety Shoes, Horror Saw, Origami Paper, Relax CD, Noh 
Mask, Encyclopedia, Hypnotic Strobe

Jomra is in the temple on B9. Daichi demands to know what he's been 
planning. Jomra says that a powerful ore can be found on Utsuho Island. 
The Kouzan Nostra are the descendants of miners who came looking for the 
ore. But while they were underground mining, Hourai Academy suddenly came 
and stole their land. They've been trapped underground, waiting for a 
chance at revenge. They tried to destroy the school 40 years ago, but 
failed.

But this time, Jomra has a better plan. He takes out a round stone. It's a 
"Keystone", like they made in the factory. The Keystones are made from the 
Utsuho's special ore. It's said that it will grant the wishes of whoever 
has it. Daichi asks if he plans to get revenge on Hourai Academy with it. 
Jomra says he has bigger plans. Kaname, Mogemoge, their plans to escape to 
the surface- these were all just a front for his real plans. He formed the 
Kouzan Nostra in order to find the Keystone and take over the world.

Several Kouzan Nostra men run into the room. They heard a noise and came 
to see of Jomra was all right, and to see if Kaname is still on the 
surface. Jomra tells them not to worry, and that he'll use the power given 
to him by Mogemoge to take care of you. He tells them to open the temple's 
door to the Mogemoge idol. You aren't particularly impressed by his 
statue, and that makes him madder. He uses the power of the Keystone to 
transform into a monster and attacks.

After you defeat him, he turns back to normal. The ground suddenly begins 
to shake. Jomra starts teleporting randomly. Daichi thinks he's trying to 
escape, but something is wrong. The idol has started to move. Jomra 
thought the idol was just an ordinary statue and had made up Mogemoge to 
fool the Kouzan Nostra into following him, but apparently the statue was 
the real thing after all. Now it, like Jomra, is intent on destroying all 
surface-dwellers. It starts with Jomra. Suddenly, the "3 items" start to 
glow. They were created to seal evil, so now they've activated. All dead 
members are revived, and all your HP and GP are restored.

Now you're ready to fight Mogemoge. You have to defeat each level of the 
statue. First the elephants on the bottom, then the tortoise, then 
Mogemoge himself. Mogemoge has four weapons. You can attack them 
individually. The scroll heals Mogemoge; the scythe does normal attacks; 
The spear does a lightning attack against all characters; The skull does a 
magic attack that can do 200+ points of damage. Mogemoge himself will 
defend until all the weapons are gone. Mogemoge can kill characters 
instantly.

Once you defeat Mogemoge, the temple starts to collapse. You escape as 
quickly as you can.

---End.

You and Hospo have defeated the Kouzan Nostra and saved the school from 
the evil rules, as well as reunited Ayame with her long-lost twin sister. 
Hourai Academy returns to normal.

Everyone goes to the Assembly Hall for the closing ceremony. Of course, 
you're late. Not only were you late for the opening ceremony, but the 
closing ceremony, too!

Inside, Ayame gives a speech. She congradulates you for saving the school. 
She says that the events of the previous year have given her new courage 
and she can now continue as the principal. One of the students wonders 
what she did to get that courage, and she yells that she's been through 
alot. She tells you to go get your grades from your teacher, and suddenly 
runs off the stage.

In class, Adachi gives you your grades. Adachi apparently gave you some 
extra points in return for not telling anyone she ate a live fish after 
the plane crash.

After this, you see your "grades". Adachi gives you a listing of your 
final stats, how many friends you made and what friendship level they were 
at, and your club rankings. Adachi gives you a summary of the events of 
the game. What you see here depends on the gender of the hero, and how 
many characters you found. She also tells you how many of the Seven 
Wonders you found. If you found all 7, she says that this is the first 
time in the history of the school that that has happened, and that she 
knew you were special when she first met you. Next year, you'll be in the 
3rd-year class. Adachi is teaching the 3rd-year students next year, so 
you'll be in her class again.

Later, the Hospo team meets in their HQ. Hinako laments that they only 
have one more year left at Hourai. Haru asks what happened to everyone 
else.
Julia was promoted to 2nd-year. Isaac graduated, but decided to stay an 
extra year because he was worried about Julia.
Adachi will be your homeroom teacher again next year.
Misato was finally able to leave for the next world.
D-51 is staying with Haru. Haru wants to study him some more and perhaps 
make some upgrades.
Chihaya graduated, and plans to travel to Europe.
Kamifukuoka and Hitoderon have joined together to take over Utsuho Island.
Yashichi and Akiko have gone home for the break.
Daiouji returned to his lab, and has started a new research project.
Nyanta went to live in Mitsurin's village.
Mitsurin plans to attend Hourai starting in April. Haru thinks they should 
recruit him for Hospo.
Kaname has started working in the school's office. She stands in for Ayame 
when she has to leave.

Daichi wonders what the monster you fought was. Even Jomra was surprised 
by it. Haru thinks that the Keystone reacted to the Kouzan Nostra's hatred 
and created Mogemoge on its own. But what happened to the Keystone? It 
must have been destroyed when the temple collapsed... right?

Everyone says goodbye in front of the class building. They'll all meet 
again when the new school year starts in April.

...The credits roll...

Congradulations! You have finished Hourai Gakuen no Bouken!