Live A Live is full of surprising decisions, hidden events, obscure side content, and small details that lend each chapter its own sense of depth and intrigue. While the game’s structure is already unconventional, digging beneath the surface reveals even more: secret bosses, alternate endings, mysterious items, obscure references, and heartfelt character moments. In this guide, we’ll walk through a variety of secrets and choices scattered across the chapters—many of which can dramatically impact your experience or even your ending.


Kung Fu Chapter: Training the Disciples

In this emotionally rich chapter, an aging kung fu master chooses between three young students: Lei Kugo (fast and agile), Hong Hakka (high HP and sturdy), and Yuan Jou (a fragile but powerful glass cannon). What the game doesn’t tell you at the start is that only one of them will survive to become your disciple.

If you spend time evenly training all three—without realizing the stakes—you may be surprised by the outcome. In the event of a tie, the game defaults to Hong as the survivor. So if you have a preference, be deliberate about who you train.


Edo Chapter: Recruiting the Mimic Monster

The Twilight of Edo chapter is full of hidden events, but one of the most complex involves recruiting a mimic monster to your side. Here’s how to do it:

  1. Speak to a man in the tea room and choose the correct dialogue option.
  2. Defeat him as a mini-boss to unlock a hidden room.
  3. Insert three koban coins into a tiny slot in that room.
  4. Access another secret room with a strange, lifeless doll.
  5. Bring the doll to life using the Mainspring item.
  6. Defeat the mimic, who will then join your team.

Note: While it’s satisfying to recruit an ally this way, the mimic will permanently die when you leave the castle. Still, for the duration of the mission, two are better than one.


Wild West Chapter: Cowboy Callbacks and Comedy

In the Wild West chapter, you’ll meet four cowboy allies at the Crystal Saloon—all nods to classic American Western icons:

  • Clint = Clint Eastwood
  • Wayne = John Wayne
  • Gibson = Hoot Gibson
  • Gene = Gene Autry, the famous singing cowboy

You can also find humorous and quirky items during the trap-setting section:

  • Annie’s Diary: Found in her room, it serves no function except to return it to her, embarrassing her in a lighthearted way.
  • Bartender’s Pin-Up Poster: Hidden in his room and reluctantly surrendered, this item actually distracts an enemy during the ambush. It’s a bizarre but effective trap—why it works is anyone’s guess.

Wild West Chapter: Sparing Mad Dog

After defeating Odio, Mad Dog challenges Sundown Kid to a final duel. The expected outcome is a dramatic last battle, with Mad Dog dying in the dust. But if you choose to flee the battle, a more peaceful alternate ending unfolds.

Instead of dying, Mad Dog puts down his gun. Later, he and Sundown meet again, riding horses in a bittersweet rematch. Sundown still wins, but Mad Dog lives on. This choice subtly changes the tone of the chapter’s finale and adds nuance to their rivalry.


Prehistoric Chapter: King Mammoth and the Rock of Rocks

In the open wilderness before the cave, Pogo can use his sniffing ability to track down the elusive King Mammoth, one of the hardest optional bosses in the entire game. This enormous beast is devastatingly strong—so come prepared.

Even weirder? Near this area, you’ll find a rock that vaguely resembles a human face. If you press the interaction button 100 times near it, a hidden cave opens up to the west. Inside is a giant black monolith—clearly referencing 2001: A Space Odyssey. Offer it a bone, and it will reward you with the Rock of Rocks, a powerful accessory especially useful in the final chapter.


Distant Future Chapter: Cogito Ergo Sum

You ride aboard the spaceship Cogito Ergo Sum, Latin for “I think, therefore I am”—a fitting title given that you play as a sentient robot. Inside this chapter is a mini-game called Captain Square, a game-within-a-game.

Here’s the catch: progress in Captain Square is lost when you quit—unless you find the Memory Card. To get it:

  1. Use the wall computer and input “warp speed.”
  2. The system will prompt you to check under the bed.
  3. You’ll find the Memory Card, allowing you to save progress inside the mini-game.

Present Chapter: Max Morgan the Macho Man

Masaru’s chapter features fighters inspired by global martial arts archetypes. One of the most obvious references is Max Morgan, an American wrestler who’s clearly based on Macho Man Randy Savage—complete with dramatic flair and over-the-top bravado.


Final Chapter: Endings Explained

The Final Chapter’s outcome hinges on your actions leading up to it. There are multiple endings:

  • True Ending: Collect all seven heroes, defeat the final boss, and choose to spare him.
  • Good Ending: Spare the boss but haven’t collected all seven characters.
  • Bad Ending: Don’t collect all characters and choose not to spare the boss.
  • Worse Ending: Play as Odio, defeat the main characters.
  • Worst Ending: Lose to Odio, or trigger Armageddon—resulting in the destruction of the world.

Each ending carries different emotional weight, and choosing mercy or wrath can reshape how your journey concludes.


Share Your Secrets

There are still secrets and Easter eggs out there waiting to be discovered. Found something odd or hilarious in Live A Live? Whether it’s a strange item interaction, a sneaky boss encounter, or an out-of-nowhere reference, let us know—because with a game this layered, every playthrough uncovers something new.

Thanks for reading—and as always, happy exploring!


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