POWER STONE FAQ
For Sega Dreamcast
By Chris Murdock
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Version 1.0
February 23, 1999
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Power Stone is Copyright 1999 Capcom.
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I don't mind you using this FAQ, but if you're gonna use it for 
anything else other than personal use, please give credit to the author 
and the source.
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This is a FAQ for the awesome fighting game Power Stone for the 
Dreamcast.  Please E-mail me at the E-mail address at the bottom of 
this document if you have questions or comments.

CONTENTS:

1. Basic Operation
2. Menu Translations
3. Basic Gameplay Operation
4. Basic Moves
5. Weapons
6. Combo System
7. Special Moves
8. Characters and Specials
9. Strategy
10. Secrets
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The Dreamcast Virtual Memory card is recommended for this game to save 
character endings and game data.  This game uses up four blocks of 
memory.
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1. BASIC OPERATION

NOTE: TO RESET ANY DREAMCAST GAME AT ANY TIME HOLD DOWN A, B, X, AND Y, 
AND THEN PRESS START!

This game can be played with either the digital pad OR the analog pad.  
There is no real preference as to which one to use, just pick the one 
that feels more comfortable.

X BUTTON = PUNCH
Y BUTTON = KICK
A BUTTON = JUMP
B BUTTON = PUNCH + KICK
L BUTTON = PUNCH + JUMP
R BUTTON = KICK + JUMP
START = PAUSE
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2. MENU TRANSLATIONS

On the title screen are the following choices:

Arcade: This is the standard arcade mode.

Versus: Two-player mode.  Note that this option will NOT be highlighted 
if there is not a controller plugged into port B.

Power Stone Collection: This is where all the extras that you find in 
the game are stored.  This includes Character endings and so forth.

Option: This is the options screen:
     
     Game Level: less stars, easier, more stars, harder.  Default is 4.
     
     Time Limit: how long each round lasts, up to infinite (no Time
     Limit).  Default is 99 seconds.
     
     Round: How many rounds each match lasts (default is 3).
     
     Damage: How much damage attacks do.  The more stars, the more                       
     damage is done.  Default is 2.
     
     Sound: Choose from Stereo (default) or Mono.
     
     Vibration: On or Off.  NOTE: you will need to purchase the
     Purupuru pack (force feedback cartridge) for the Dreamcast for
     this option to be turned on.
     
     Button Setup: Change your button setup.
     
     Default Settings (IN BLUE) change everything back to default.
     
     PRESS START TO RETURN TO MAIN MENU.

Load/Save: You can Load and Save the game on this screen.
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3. BASIC GAMEPLAY OPERATION

This is unlike any other fighting game.  You cannot block.  You must 
successfully dodge attacks if you are on the defensive, and dish out 
attacks when you are on the offensive.

Here is the basic gameplay:
There are THREE colored gems, red, blue and yellow.  These gems are 
called the Power Stones.  Player One (on the left) will always start 
out with the red gem, and Player Two (on the right) will always start 
out with the blue gem.  As you start fighting, you will sometimes knock 
out the gem out of the person, and visa-versa, you can have your gem 
knocked out.  About five to ten seconds into the round, the yellow gem 
will appear.  Whoever collects all three gems will transform into a 
more powerful form of themselves.  This is known as the POWER DRIVE.  
At this time, a power gauge will appear showing how much energy is left 
in your Power Drive.  As you do attacks, your Power Drive meter will go 
down.  At anytime during the Power Drive, you can do a super attack 
called the POWER FUSION.  The Power Fusion move will always use up the 
remainder of what is left from the power gauge (whether it is full or 
almost empty).

Most of the time your attacks will "home in" on the opponent.  This 
means that even if you are in a different spot and angle from your 
opponent, all attacks are directed toward wherever your opponent is.

Your energy bar is made up of five jewels, each with a vertical yellow 
bar in it.  As you take damage, the yellow bar will disappear revealing 
a blue bar.  The blue bar will slowly regenerate if you do not take any 
damage during this time.  When the entire yellow bar is gone from one 
of the five jewels, the jewel will disappear.  When all the jewels are 
gone, the round is over.

On the lower left and right side of the screen is a graphical 
representation of which Power Stones you have in your possession.  When 
you have all three gems, this is where your power gauge appears.  In 
the bottom center of the screen, there is a green grid which will show 
the approximate location of the Power Stones when they reappear onto 
the playing field, with the bottom of the grid referring to the bottom 
of the playing field, and so on.
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4. BASIC MOVES

X BUTTON = PUNCH
This is a basic punch.

Y BUTTON = KICK
This is your standard kick.

A BUTTON = JUMP
This is your jump button.  You can jump at anytime, and it is necessary 
to do so to reach higher areas.  You can jump and then go into an 
attack such as a punch or a kick.  Some characters also have a double 
jump by pressing "A" in the middle of a jump.

B BUTTON = PUNCH AND KICK
This button has many uses:

Throw: When close to your opponent, press "B" to perform a throw.

Grab: On a vertical post, you can use this button to grab the post.  
You can also use it on a hanging post to grab the ceiling (only on 
certain stages).  You can also use it to grab onto things on the 
ceiling such as a net, or a series of rafters on the ceiling.  Once you 
grab the object, use the controller to move around freely.  You only 
need to press "B" once to grab, you do not need to hold down the 
button.

Grab (objects): You can use this button to pick up most any object on 
the stage.  A circle will appear on an object you can grab and use as a 
weapon, such as chairs, tables, benches, and so on.  Once you grab the 
object, you can throw it, either upward by pressing KICK after you grab 
it, or throw/slide it on the ground by pressing PUNCH.  You can also 
grab an object, JUMP, and throw it in the air.  With some big 
characters such as Gunrock or Galuda, lampposts and other vertical 
beams can be grabbed and used as weapons!

Catch: pressing the "B" button can catch any object that is sent to 
you.  However, the timing is fairly precise, so be careful.

Grab (weapon): When you reach a treasure chest, you can find a weapon.  
Press PUNCH or KICK to open a treasure chest.  Once you have the 
weapon, you can use it with the punch or kick button.

Dodge: If an enemy is about to attack you, and they are close range, 
you can dodge an oncoming attack by HOLDING "B", and then pressing a 
direction on the controller.  This works better if you use the analog 
controller.
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5. WEAPONS

There are seven main weapons (the instruction manual refers to them as 
"Special" Items) in the game.  To use these items, pick them up with 
the "B" button.  Weapons show up randomly, usually in treasure chests.  
Each weapon except for the Bomb and the Molitov Cocktail will have a 
energy meter showing how "much" of the weapon is left before it is used 
up (this prevents people from using weapons indefinitely).  If you are 
hit while you have a weapon in your hand, you will lose the weapon 
regardless of how much was left.  For the Bomb and the Molitov 
Cocktail, if you are hit with these in your possession, you will drop 
the weapon, causing an explosion!  You can use any of these weapons in 
the air, however they will fire usually in a straight line, as opposed 
to a downward angle.  All weapons if it hits the opponent will ALWAYS 
relinquish a Power Stone, so use them wisely!

BOMB:
This weapon has a timer (usually starting at three).  At zero, it will 
explode (even if it is still in your hands).  A bomb will explode 
whether it has been picked up or not!
PROS: very powerful.
CONS: short timer, and it attacks anything.  If you get caught in the 
explosion, you'll take heavy damage.

MOLITOV COCKTAIL:
This is a liquor bottle with a flame out of it.  It has a small range, 
but unlike the bomb, it has no timer.
PROS: will hit the enemy for multiple hits if connected.
CONS: small range and blast radius.  It can hit you too.

SWORD:
A long one-handed sword.
PROS: Powerful with great range.
CONS: A little slow, and hard to use effectively.

PIPE:
Strong steel pipe.
PROS: Very good damage.
CONS: Medium range, and a little slow.

GUN:
A standard gun.  It has six shots.
PROS: a fast weapon.
CONS: hard to aim, and your speed slows down a little when you have 
one.

FLAME THROWER:
A very nice weapon.  You can hold down the button to shoot out a steady 
stream of flames.
PROS: Powerful and a wide range.
CONS: Hard to aim, and your speed slows down when you have it.

BAZOOKA:
One of the most powerful weapons, it does HEAVY damage.
PROS: very lethal.
CONS: your speed slows down A LOT, and you only get THREE shots.
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6. COMBO SYSTEM

The combo system is fairly simple.  For most characters you can string 
a chain of attacks together with minimal effort.  Most characters 
usually have these strings:

P = PUNCH
K = KICK
T = THROW

P, P, P, [P, P] (some characters can go up to five punches)
K, K, K, [K, K] (same here, some have up to five kicks)
P, P, P, [T]  (some characters can add a throw at the end)
K, K, K, [T]  (same here)

You can also mix, such as P, P, K, K, although each character has a 
string of their own combos.  The best advice for combo mastering is to 
experiment with different strings.

For most characters, a Power Stone will be relinquished from the 
opponent after a successful combo.
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7. SPECIAL MOVES
When you are in Power Drive mode, your normal attacks like your punches 
and kicks change, and become more powerful versions.  These attacks 
usually do heavy damage.

Once you are also in Power Drive mode, you can perform a special attack 
known as Power Fusion.  To do a Power Fusion, you mush hit either

PUNCH + JUMP  (L BUTTON)
OR
KICK + JUMP  (R BUTTON)

Each character has two different Power Fusion moves.  All Power Fusion 
moves can be done while in the air.
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8. CHARACTERS AND SPECIALS

FOKKER:
Power Drive:
  PUNCH = Power Missile
  KICK = Power Hariken
Power Fusion:
  PUNCH + JUMP = Power Explosion
  KICK + JUMP = Power Rocket

ROUGE:
Power Drive:
  PUNCH = Flames
  KICK = Magic Carpet
Power Fusion:
  PUNCH + JUMP = Great Fire
  KICK + JUMP = Love Dance

WANGTANG:
Power Drive:
  PUNCH = Dragon Rays
  KICK = Dragon's Wind
Power Fusion:
  PUNCH + JUMP = Big Dragon Flash
  KICK + JUMP = Mutenryuubu

RYOMA:
Power Drive:
  PUNCH = Reijinken
  KICK = Iaizan
Power Fusion:
  PUNCH + JUMP = Mitarezantou
  KICK + JUMP = Tenchiryuudan

AYAME:
Power Drive:
  PUNCH = Hanashuriken (Flower Shuriken)
  KICK = Oukagakure
Power Fusion:
  PUNCH + JUMP = Hyakkaryuuran
  KICK + JUMP = Ouka no Mai

GUNROCK:
Power Drive:
  PUNCH = Gun Gun Rock
  KICK = Rock the Crash
Power Fusion:
  PUNCH + JUMP = Rock 'n Roll
  KICK + JUMP = Ass Kick (!)

JACK:
Power Drive:
  PUNCH = Rolling Slash
  KICK = Round Slash
Power Fusion:
  PUNCH + JUMP = Killer Dance
  KICK + JUMP = Misery Rain

GALUDA:
Power Drive:
  PUNCH = Sabaki's Light
  KICK = Tenkuu no Sakebi
Power Fusion:
  PUNCH + JUMP = Tenbatsu's Light
  KICK + JUMP = Tenkuu no Otakebi
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9. STRATEGY

Basic Strategy:
Since you cannot block, you must move around constantly.  One thing is 
to use your surroundings to your advantage.  A lot of strategy is using 
objects to your advantage.  You can throw or slide most anything, and 
if you back is to an opponent, if you grab an object and try and throw 
it, your character will jump over the object and slide it behind 
him/her!

Advanced Strategy:
Coming soon.
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10. SECRETS

When you finish arcade mode on any difficulty level, with any 
character, you will open up a new options screen called Extra Options.  
Here is the translation of the Extra Options screen:

     Power Stone: How many Power Stones are on the field.  Either, 3,
     4, or 5.  Since you only need three to change, playing with five
     stones makes the game more interesting!

     Power Gauge Timer: Toggles whether the Power Gauge is shown or
     not.

     Extra Item: This option (default is OFF), will add new items into
     the game!  The new items include food, which refill health, and a
     new weapon, an extending staff!

     Extra Damage: This toggles whether multiple hits do more damage
     than normal.

     Round Display: Toggles the Round Display on or off.

     Normal Damage: What each normal attack does in a damage percent.
     Default is 50%.

     Special Damage: What percent of damage special attacks do.
     Default is 100%.

     DEFAULT SETTINGS (in blue): Changes everything back to default.

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COMING SOON:

Advanced strategy, and hopefully, how to get the bosses!
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Well, that's it.  E-mail me at murdockl@hotmail.com if you have any 
comments, suggestions, or complaints.