This is the Moero! Justice School: Nekketsu Seisyun Nikki FAQ v0.1 By Mark Green Email address for submissions/comments: mark [at] antelope [dot] demon [dot] co [dot] uk The latest version of this FAQ will always be available from http://www.gamefaqs.com. ----------- wwwwwwwwwww If the block of characters on the left has a straight mmmmmmmmmmm right-hand edge, you are using a monospaced font. iiiiiiiiiii This FAQ looks far better viewed in a monospaced font. OoOoOoOoOoO Use EDIT, DOS TYPE, the Netscape text viewer, or MORE 12345678901 to view this file. ----------- ---------------------------------------------------------------------- **************************** LEGAL BITS ****************************** ---------------------------------------------------------------------- Neither the author of this FAQ, nor any person who distributes it in any way, shall be responsible or liable for anything that results from using this FAQ for any purpose, including but not limited to damage to your Dreamcast, controllers, hands, eyes, sanity, or the irretrievable corruption of your mind due to exposure to animated violence. This FAQ may be freely distributed provided that it is kept unmodified and in its entirity. This FAQ may not be sold, or included as part of a publication that is sold, without the author's express permission. Moero! Justice Gakuen and Nekketsu Seisyun Nikki are (c) and (tm) of Capcom Enterprises 2000. The use of trademarks within this guide is not intended to represent a challenge to their validity. ---------------------------------------------------------------------- ******************************* INDEX ******************************** ---------------------------------------------------------------------- 1 - Introduction 2 - Setup 3 - Game concepts 3.1 - Game Objective 3.2 - Parameters 3.3 - Hit points 3.4 - JustCharas and Friendships 3.5 - The Bingo Timetable 3.6 - The Board 3.7 - Cards 4 - Gameplay 4.1 - Phases 4.2 - Start Phase 4.3 - Menu Phase 4.4 - Movement 4.5 - Event Phase 4.6 - Battle 4.7 - Math Effects Phase 4.8 - Cards 5 - Aftermath 6 - Edit character menu 7 - Credits ======================================================================== 1. Introduction ======================================================================== Just like the original Rival Schools game, Moero! Justice Gakuen (also known as Project Justice) contains a subgame which is used to create your own game characters. In the original, the subgame was a interaction/dating simulator as popular in Japan and practically unknown everywhere else. As such, it, together with the capacity to edit characters, was removed from the non-Japanese releases, and a variety of prefabricated edit characters were added instead. In Moero!, the subgame is a board game with elements of dating/ interaction thrown in. As before, how you behave within it will affect the moves and statistics of the character you generate. Unfortunately the Japanese level in the board game is quite intense; this guide attempts to straighten things out a bit. ======================================================================== 2. Setup ======================================================================== The first menu you see (with the drawn picture and super-deformed chaacters) is: New game Load game Selecting Load Game will take you to the standard memory card interface to load your game. When you start a new game, you get the following prompts: - The first screen asks you to choose the number of players involved. The icons make this obvious. - You then set up each player in turn: - First you are asked to enter the name of the player. Choose the second blue option on the left for the English character set. - Secondly you are asked to enter the name of the character they'll play. This is also the name of the character that'll be created in the fighting game. You can ONLY use English characters for this. - Choose the gender of the character - top for male, bottom for female. - Choose which school your character goes to: Taiyo Gorin Pacific Gedo Justice Seijyun Gedo is a boys' school and Seijyun is a girls' school; whichever school doesn't match your character's gender will be ghosted. - Choose your registered school course. General Course Physical Education Industrial Course Course Housekeeping Course Performing Arts Course - Pick the three words that are your character's favourites. Authority - - Reason Effort Love - Guts Sudden change - Genius Fisher's profit (?) - - - Friendship (?) - This is probably some euphanism I don't know. My best guess is "patience". - Confirm your definition. - Set up your character's appearance. After you have done this for each human player in the game, you'll then be asked where you want the computer players to get their characters from: Random Load Finally, the game will assign the turn order of the players randomly, then controller assignment will take place. As the pointer moves next to each player's name, that player should hit the A button on their controller. The game will then begin. The first dialog in the game is Kyoko asking if you want to know the rules. You probably don't (bottom option) because you'll only get them in Japanese anyway. ======================================================================== 3. Game concepts ======================================================================== 3.1 Game Objective ~~~~~~~~~~~~~~~~~~~ The objective of the game is to create the best possible character for the fighting game, to score the most points, and to reach the Happy Ending. The game consists of two stages: the Board Game and the Tournament. The Board Game is the main section in which you will play and make your character. You score points for certain actions in the board game. After the Board Game is complete, the Tournament will take place. In the Tournament, the characters you've created fight against each other (controlled by the CPU) and points are awarded for placement in the tournament. To win the game, you need to have the most points. To reach the Happy Ending, you need to have the highest possible Friendship Rating with a JustChara. Creating a good character for the fighting game will be based on the statistic upgrades and special moves you collect while playing the board game. 3.2 Parameters ~~~~~~~~~~~~~~~ Your character's abilities are defined by their "parameters" (stats for RPG fiends, but the game calls them parameters) appear at the top left of the screen when it's your turn. The big bar at the top is your HP bar. The other stats are laid out as follows: Attack Strength (Atk) Willpower (Wil) Defence Strength (Def) Latent Strength (Lat) Physical Strength (Str) Intelligence (Int) Atk: Affects the strength of your attacks. Def: Affects the effectiveness of your blocking. Str: Affects the size of your health bar and the difficulty of dizzying you. Wil: Affects the speed of increase of the Burning Vigor gauge. Lat: Affects the initial value of the Burning Vigor gauge. Int: Affects how well the CPU will play your character. Each one of these has two values tracked: the Value and the Level. The Value is the actual number used by the fighting game, and the Level is used by the board game only. When you increase the Value in the board game, it will go up by a random amount, but the LEVEL WILL ONLY GO UP BY ONE. Hence, in the Fighting Game it matters how much the values went up, but in the Board Game it only matters HOW MANY TIMES YOU RAISED THEM. The same applies to lowering the Value and losing Levels. 3.3 Hit points ~~~~~~~~~~~~~~ The HP bar isn't anything to do with your health in the fighting game. Instead it controls your actions within the board game. All characters have 20 HP. If you ever run out of HP, you will be forced to miss a turn to recover 10 HP. 3.4 JustCharas and Friendships ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ As well as the players, there will be other characters wandering around on the board with you during the game - characters actually taken from the fighting game itself. These are called JustCharas. By interacting with them, you can make friends with them. On the Status screen a list of all JustCharas is shown together with a face indicating their attitude to you. The brighter and happier the face, the more the JustChara likes you. Having friends can help you score in various ways, and it's essential fo the Happy Ending. 3.5 The Bingo Timetable ~~~~~~~~~~~~~~~~~~~~~~~~ You will be given a timetable for the school. It is shown to you on the Status screen. You attend a Lesson by visiting an appropriate square, and when you do, you collect a Signoff from that Lesson. If you get the Signoffs for all the Lessons in a horizontal, vertical, or diagonal line of five on the Bingo Timetable, you will get a bonus. The stinger is: only ONE player can get the Signoff from each Lesson! If an opponent gets it, you'll have to fight them and take it from them. The Bingo timetable shows the bonuses available for each line. The bonuses usually are: - Two complex characters: Completing the line gives you an extra Super move. - Two simpler characters: +1 level to ALL your Parameters. - Heart: +1 Friendship with ALL JustCharas. 3.6 The Board ~~~~~~~~~~~~~~ This section shows a translation of the board. The effects of the squares are explained in detail later on. The starting square is marked with a cross on the map below. The "areas" are used by some cards. Note that the top areas of the board - the floors and rooftop area - are shown actually above each other in 3D. This is purely a visual effect and all controls and movement rules are the same. ----------------------------------------- ROOFTOP İDrwİArtİSpcİIntİEngİParİDefİSocİWilİStrİ AREA İCrdİ 2 İQ PİUp İ 2 İTrdİUp İ 1 İUp İUp İ ----------------------------------------- ====================İDefİ=======================İLatİ============ İUp İ İUp İ ----------------------------------------- 3F AREA İJapİLatİIntİEngİDrwİLosİMthİSpcİIntİ???İ İ 1 İUp İUp İ 4 İCrdİSpcİ 2 İQ KİUp İ 1 İ ----------------------------------------- ====================İParİ=======================İDrwİ============ İDwnİ İCrdİ ----------------------------------------- 2F AREA İStrİParİMthİAtkİSPCİWilİSocİIntİDefİArtİ İUp İTrdİ 3 İUp İaQPİUp İ 2 İUp İUp İ 3 İ ----------------------------------------- ====================İWilİ=======================İParİ============ = 1F AREA İUp İ İTrdİ --------=========---------------------------------------========= İParİSpc=DefİLat=SciİDefİAtkİJapİIntİParİ3x İ3x İIntİPE =LatİSpcİ İCrzİD P=Up İUp =3 İUp İUp İ 4 İUp İDwnİCrdİCrdİUp İ3 =Up İB Kİ --------=-------=========================================-------- İLatİ =Strİ İIntİ İAtkİ İWil= İUp İ =Up İ İUp İ İUp İ İUp = ----- =-------------------------------------------------------= İDefİ =IntİAtkİParİWilİStrİSpcİLatİDrwİLatİWilİIntİDefİSpcİSci= İUp İ =Up İUp İDwnİUp İUp İQ PİUp İCrdİUp İUp İUp İUp İaQPİ 4 = ----- =-------------------------------------------------------= İParİ =???İ İDrwİ İDefİ İParİ İDrw= İDwnİ = 2 İ İCrdİ İUp İ İTrdİ İCrd= ----- =----NORTH ----- ----- ----- ----= İAtkİ =LatİGROUNDSİSocİ İWilİ İEngİ İAtk= İUp İ =Up İAREA İ 3 İ İUp İ İ 1 İ İUp = ----- =---- ----- \ ----- / ----- ----= İIntİ =Defİ İDrwİ \ İAtkİ / İParİ İPar= İUp İ =Up İ İCrdİ \İUp İ/ İTrdİ İTrd= ----- =-------------------------------------------------------= İStrİ =WilİAtkİSpcİLatİStrİIntİParİStrİDefİAtkİWilİLatİSpcİStr= İUp İ =Up İUp İaBKİUp İUp İUp İTrdİUp İUp İUp İUp İUp İB PİUp = --------========================================================= İWilİPar=Latİ /İWilİ\ İJap= İUp İTrd=Up İ / İUp İ \ İ 3 = --------=---- / ----- \ ----= AREA =Defİ İLatİ SOUTH İDef= I CAN'T =Up İ İUp İ GROUNDS İUp = NAME =------------ ----- AREA ----= BECAUSE =MthİWilİDrwİ İSciİ İSpc= ITS IN = 1 İUp İCrdİ İ 2 İ İaQK= ORANGE =------------ ----- ----------------= ON GREY =Intİ İDrwİ İStrİ İSocİParİStrİAtk= InMANUAL=Up İ İCrdİ İUp İ İ 4 İTrdİUp İUp = ============= ----- ----- ----------------= İSpcİDefİStr= İIntİ İSpcİ İDrwİ İPar= İaQPİUp İUp = İUp İ İD Kİ İCrdİ İDwn= ------------= ----- ----- ----- ============= İPE İ İSpc= İDrwİ İIntİ İLatİ =WilİSciİStr= İ 4 İG İD P= İCrdİ İUp İ İUp İ =Up İ 1 İUp = -----Y ----= ----- ----- ----- =-----------= İParİM AİPar= İArtİ İAtkİ İStrİ =EngİP İMth= İDwnİ RİTrd= İ 1 İ İUp İ İUp İ = 3 İO Aİ 4 = ----- E----=---------------------------------------- =----O R----= İSpcİ AİSpc=LatİDefİAtkİSpcİStrİParİWilİAtkİSpcİPE İ =ParİL EİSpc= İQ Pİ İR P=Up İUp İUp İaRPİUp İTrdİUp İUp İHBPİ 1 İ =Trdİ AİQ K= ------------=============================================-----------= İSpcİ???İAtk= =JapİParİPE = İQ Kİ 3 İUp = = 2 İDwnİ 2 = ============= ============= 3.7 Cards ~~~~~~~~~~ As well as the Board, you also have a hand of cards. You can play these cards at the start of any turn. You can have a maximum of six cards in your hand at one time. If you ever have more, then immediately after the event that gave you more cards, you will be asked to select cards to discard to bring the total count back under six. ======================================================================== 4. Game play ======================================================================== 4.1 Phases ~~~~~~~~~~~ Each round of the game is as follows: - Players Move - JustCharas Move And each turn is divided as follows (Magic players will have flashbacks here): - Start Phase (not listed in the manual, but there is one!) - Menu Phase - Movement Phase - Event Phase - Math Effect Phase The game lasts a fixed time of 40 turns. On turn 30, Kyoko will warn you that the game is closing and the sky will change to a sunset colour. 4.2 Start Phase ~~~~~~~~~~~~~~~~ In the Start Phase, the following events will occur: - If you have no hit points, you will gain 10 hit points and all remaining phases in your turn will be skipped. - You gain 1 hit point from natural healing. - If the turn number ends in 5 or 0, Raizo will give you two cards. If this brings you above six cards, you'll have to discard cards until you're at six. Raizo will always give you *two* cards regardless of the number in your hand. - On the very first turn of the game, Kyoko will light a Bonus Lesson square. The first player to get there gets +50 points. 4.3 Menu Phase ~~~~~~~~~~~~~~~ In the Menu Phase, you will be given the menu to select from. The menu is as follows: Spinner Card Status Map Options SPINNER: Takes you to the Movement Phase with the standard Spinner motion type selected. CARD: Lets you play a card from your hand. The card takes effect immediately. Some cards will send you to the Movement Phase or end your turn immediately, but most will not. STATUS: Lets you see your status. The submenu has two options: Board game status Edit character Status MAP: Lets you pan around the board. In this mode, use the A button to toggle the description window; the Y button to change the zoom level; and the X button will display your Bingo Timetable. While the Bingo Timetable is showing, press the R trigger to change the cursor from moving around the map to moving around the Timetable; the map will pan to show the square needed to collect the appropriate lesson on the Timetable. OPTIONS: Takes you to the options submenu, which offers save options and similar. 4.4 Movement ~~~~~~~~~~~~~ In the Movement phase, you will move your character. If you have played cards or similar to affect your movement they will take effect now; if you haven't, you will use the standard spinner movement. You can choose one of two spinners to spin. The first normal Spinner goes from 1 to 6. The second, the Super Spinner, goes from 5 to 10, but every time you spin it, you lose 2HP. Once your movement has been determined you can choose the square to move to. You can move in any direction and can change direction in the middle of a move, but you cannot move less than the value spun. The squares to which you can move will be highlighted in red; the cursor will stop only on these squares and on those at which a decision of direction can be made. If your move takes you past any JustCharas and those JustCharas have a friendship rating with you greater than the least, they can abort your move on their square and initiate an Event. (Your character will crash into them) This can be annoying, but it also means that if you *want* an event with a JustChara, you can try and move beyond them and count on them interrupting. JustCharas are more likely to interrupt near the end of a move than near the start, and they are more likely to interrupt the more friendly to you they are. 4.5 Event Phase ~~~~~~~~~~~~~~~ In the Event Phase, the square you moved to will take effect. First, if you moved to a square with a JustChara on it, or a JustChara aborted your move, one of several things may happen: - They may decide to partner you. In this case, a small version of the JustChara will start following you around. They will then help out in your Battles. This is more likely for JustCharas who are friendlier with you, but even those at the lowest level may join you. - They may have a conversation with you. In this case, the conversation will play out in the bottom boxes. Usually if your friendship with them was the lowest value before you met them, then the conversation will bring your friendship level up to the second. If the friendship level is higher than that, the conversation may include an dialogue choice for you. In this case, you'll be offered three options to pick from. One of them will raise your friendship level, one will keep it the same, and one will lower it. Of course, you don't know which one will do what. This is the basic play mechanic of the old Seisyun Nikki and a whole lot of development simulators. I may try and translate some of the dialogue at some point, but you can tell the result of your choices by listening for the sound effect after the choice, and translating the entire dialogue would ruin this aspect of the game - if you know what they'll say, you also know which is the best response. - They may light a bonus lesson. In this case, the bonus lesson square will have a marker placed on it and you (and ONLY YOU) will get an extra 50 points if you visit that lesson square. If you moved to the opponent's square, you'll have the option of battling them. This starts a battle as described in section 3.5. Once this has occured, the square you landed on takes place. ----- Landing on a Draw Card square adds a card to your İDrwİ hand. If this brings you over 6 cards you'll have to İCrdİ discard to bring your hand to 6. ----- ----- Landing on a Triple Card square adds three cards to your İ3x İ hand. If this brings you over 6 cards you'll have to İCrdİ discard to bring your hand to 6. ----- ----- Landing on an "up" square raises the statistic named İStrİ on the square by a random Value and one Level, and costs İUp İ you 1 HP. ----- ----- Landing on a "Spc" square gives you a new special İSpcİ move. You will gain a special move for the joystick command İQ Pİ shown on the square: ----- Q = Quarter Circle (236) R = Reverse Quarter Circle (214) D = Dragon Motion (623) HB= Half Circle Back (63214) P = Punch K = Kick a = Aerial You will get to choose which special move to go with the command appropriate for the square. If you already have a special move with that command, it will be marked in red on the choice menu, and after choosing you'll be asked to confirm that you want to give up the previously selected one. If you want to keep it, select it again. Landing on this type of square, even if you do not change a special moves, gives you +5 HP. ----- Landing on a lesson square lights the appropriate signoff İJapİ on your Bingo Timetable. If it is not on the card, you still İ 1 İ get the Signoff and prevent the opponent getting it, but it is ----- not lit on the Timetable; it will appear underneath the Timetable on the status bar. Getting a lesson square gives you 10 points. Lessons are: Jap (Japanese), Eng (English), Sci (Science), Mth (Maths), Art (uhh.. Art), Soc (Social Studies) and ??? (Haven't translated it yet) When a Lesson's Signoff has been collected by a player, that player's player number will be written on the square. If you visit a Lesson square from which the Signoff has already been collected by the opponent, you will be given the chance to initiate a Battle to steal the Signoff. If the Lesson is a Bonus Lesson given by a JustChara, you will gain 50 points and the Bonus will go away. If it's a Bonus Lesson given by Kyoko in her capacity as Referee, you will gain 50 points and Kyoko will assign a new Bonus Lesson. ----- Landing on a Parameter-Down square reduces a random stat Value İParİ by a random amount, and one Level. It does however give you İDwnİ HP back. ----- ----- Landing on a Parameter-Trade square lets you pick two stats. İParİ A random value is picked, and the first stat you choose has İTrdİ that value added to it, and the second one has it subtracted ----- from it. One level is guaranteed to be transferred from one to the other. ----- The one and only Parameter-Craze square has a random effect - İParİ positive or negative - on EVERY stat. (The effect is chosen İCrzİ seperately for each stat). You are given a chance to confirm ----- that you want this effect when you land on the square. ----- The one and only Lose Special square will take away a random İLosİ one of your special moves. İSpcİ ----- 4.6 Battle ~~~~~~~~~~ A battle can be started in one of three ways: - Move to an enemy's square and choose to fight them. - Move to a Lesson square whose Signoff is already owned by an enemy and choose to fight them. - Play a "Battle" card. When a battle starts, you and the enemy will square up and your stat bars will appear at the top of the screen. Any temporary effects applied to your stats will be shown in a different colour: red for positive, blue for negative. Each partner who has a before-fight effect will step forward and their effect will be applied to the stat bars. Then, three slot machines will start to spin below the stat blocks. Hit the A button to slow down and stop the machines. The machines will randomly choose three statistics - different for each character - and the values of these stats will be added together. This gives your Vigor score. Partners may then step forward and alter the Vigor score. Once everything has been processed, the person with the highest Vigor will win the battle. If the battle was started by landing on an opponent's Lesson square, and the person who started it won, they will automatically win the Signoff for that square. Otherwise, the winner of the battle has the choice of the following options: Steal a friend Steal a signoff Steal a partner Steal cards STEAL A FRIEND: Pick someone the enemy knows, and your relationship with them improves. STEAL A SIGNOFF: Exactly that, pinch a signoff from the opponent and add it to your own grid. STEAL A PARTNER: Have your opponent's partner join you. The cursor will not move here if your opponent doesn't have any partners. STEAL CARDS: Choose two cards from the opponent's hand to steal. If the opponent doesn't have cards the cursor won't move here. Your partners may also increase their Friendships with you if you win a battle while they're partnering you. The loser of a battle will lose some number of hit points. As for the effects of assistants, here's what I know so far: Batsu Lat+5 Hayato Wil+10 Hinata Vigor+(Random value) Hyo Hit points + 8 after fight Momo Enemy Lat-6 Natsu Enemy Vigor-(Random Value) 4.7 Math Effects Phase ~~~~~~~~~~~~~~~~~~~~~~~ This is a purely automated phase in which the program will deal with effects generated during the turn. Specifically: - Partners may decide to leave in this phase. How long they will stay with you before leaving is affected by your Friendship level with them. When they leave, they will return to full size and become regular JustCharas in your square. - Card effects that lasted only a finite number of turns will wear off in this phase if their time is up. - If you have a new line on your Bingo Timetable, you get your bonus now. 4.8 Cards ~~~~~~~~~~ You start the game with some cards in your hand, and you gain more through being given them by Raizo or through landing on "Draw-card" or "3x-card spaces" during the game. You can choose to play a card by choosing "Card" from the Menu. The cards I've seen so far are as follows: GO! ?: Instead of spinning the spinner to determine how far you'll move, you will move as far as is shown on the card. GO! 0 causes the effect of the square you're on to occu again. If the card says 'X', you can choose a value yourself, from 0 to 6. Playing this card takes you to the Movement Phase. BATTLE: (card shows a red explosion) This lets you immediately battle another player regardless of board location. Playing this card will end your turn after the battle. PARTNER: (card shows two pawn-like pieces) This lets you immediately get a JustChara within a certain range of you to partner you; you do not need to land on them and their opinion of you will not matter (although if they don't like you they won't stay long) HEART: This lets you improve your friendship with a JustChara. Play it and choose a JustChara from the menu and your friendship will improve by one level. BROKEN HEART: This lets you mess up an enemy's friendship. Play it and choose a JustChara and their friendship will worsen. You will be shown the enemy's friendship values. UP: Raises one of your statistics temporarily, usually for about 5 turns. DOWN: Lowers one of the opponent's statistics temporarily, usually for about 5 turns. HP STAR: Completely regenerates your HP bar. HP HAMMER: Knocks 5 HP off the opponent. WARP (area): Lets you send any player or any JustChara to a certain area of the map. The areas are shown in the board diagram at the top of this file, and their Japanese names (which are shown on the cards) are shown in the board map in the manual that came with the game. The first option asks you if you want to send a player or a JustChara - the default is a player. The second lets you choose who to send. If you picked a JustChara the default is not significant. If you picked a player, the default is yourself. ANNOY: The card shows a big frowny face. Play it and pick a JustChara. That JustChara will get into a huff and will not interact with anyone for a few turns. SPINNER: Playing this card lets you force either yourself or an opponent to use an alternate spinner for a few turns. If this card is played on you, the alternate spinner will appear in place of both the others and you will have no choice but to spin it. There are two alternate spinners available. One has only numbers from 1-3, and the other has only numbers from 10-12. Both can be useful in some circumstances and a major hindrance in others. ======================================================================== 5. The Aftermath ======================================================================== On turn 30, the sun will begin to set on the school. On turn 40, Kyoko will announce the end of the board game, and the Tournament will begin. In the Tournament, the characters you've built will fight against each other. The CPU will control them (otherwise the Intelligence stat would be useless), and points are awarded for your placement in the Tournament: +200 for coming first in the Tournament. +75 for coming second in the Tournament. Once the Tournament is over, you will see the ending sequence and finally you will be asked to save your new Edit Character. The ending sequence will show your character leaving the school area followed by a waved goodbye from all the characters - unless you qualified for the Happy Ending.. ======================================================================== 6. Edit characters ======================================================================== The Edit Character menu from the Main Menu is used to manipulate edit characters on your memory cards. The options are as follows: Data Delete Copy Delete Download Password Exit DATA: Takes you to the Data menu for the characters. This lets you view information about the character: CPU Editor Status Commands Password Exit CPU EDITOR: Lets you affect how the CPU will play your character. STATUS: Shows the statistics and partner information for the character. You can switch back and forth between this and the command list. COMMANDS: Shows the character's command list. You can switch back and forth between this and the status screen. PASSWORD: Shows the password for the character. Entering this password from the Edit Character menu will recreate the character. EXIT: Returns to the Edit Character menu. DELETE, COPY: Fairly obvious. DOWNLOAD: Manipulates a file downloaded from the Capcom web site. Since I haven't managed to download any yet I don't know how this works. PASSWORD: Lets you enter a password to create a character. The password is a block of 64 characters including both Roman characters and Japanese Katakana. The layout of the Japanese symbols is as follows: a i u e o ka ki ku ke ko sa shi su se so (Roman characters ta chi tsu te to appear here) na ni nu ne no ha hi fu he ho ma mi mu me mo ra ri ru re ro In writing out passwords, I suggest using lower case for the Japanese symbols, and upper case for the Roman characters. Based on that, you might want to try these passwords which will create two characters I made while getting information for this guide. Neither of them are very good, but it'll serve as an example. ni-P-R-C E-he-te-L K-fu-tsu-L ka-G-a-F ki-o-J-ha mi-e-5-te G-e-he-shi to-tsu-ho-J a-A-P-ra B-a-P-A B-B-P-ra P-A-A-ra P-P-A-P ra-B-ra-ra A-P-B-P B-ra-P-B ri-P-ta-B e-so-N-L ka-ke-su-L ki-M-su-e ku-G-mo-a 9-se-ne-9 he-R-ho-u J-L-fu-5 ra-A-P-ra B-ra-P-A B-B-P-ra P-A-A-ra P-P-A-P ra-B-ra-ra A-P-B-P B-ra-P-B ======================================================================== 7. Credits ======================================================================== Since this is the first version, I haven't recieved any contributions yet. Any you'd like to send in would be gratefully recieved.