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FAQ/Move List by CMurdock

Version: 2.1 | Updated: 03/11/99

For Sega Dreamcast
By Chris Murdock
Version 2.1
March 11, 1999

How to get the Bosses.
VMS mini-games
Extra Weapons and Items.
Advanced Strategy.
Additions to the Power Stone Collection.
Power Stone is Copyright 1999 Capcom.
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.
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.


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. VMS Mini-Games
11. Power Stone Collection
12. Secrets
The Dreamcast Virtual Memory card is recommended for this game to save 
character endings and game data.  This game uses up four blocks of 


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.


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.  This goes for the CPU player as well. Default is
     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.

Load/Save: You can Load and Save the game on this screen.

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 from 
one person are gone, the round is over.  The default is best two out of 
three rounds.

On the lower left and lower 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.

This is a basic punch.

This is your standard kick.

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.

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 

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!  Big characters can also 
throw objects that the smaller characters can't, like a huge circular 
table!  Some characters when in Power Drive mode, can grab larger 

Catch: pressing the "B" button can catch any object that is sent to 
you.  However, the timing is fairly precise, so be careful.  This does 
not work with larger objects.

Grab (weapon): When you reach a treasure chest, you can find a weapon.  
Simply walk by the chest to open it.  Grab the weapon with the "B" 
button.  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 

There are eight 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!  The bomb will continue to tick down 
to zero.  You can still pick it up, but be careful!  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 (sometimes two), so use 
them wisely!

This weapon has a timer (usually starting at seven).  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.

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.

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

(There are two different types of swords.  They look different from 
each other, but both do the same thing.)

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

A large wooden hammer (or is it a mallet?).
PROS: Very good damage and the character you hit becomes flat like a 
CONS: Slow, and very close range.

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 

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.

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

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, 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.
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


Most characters have two different Power Fusion moves.  All Power 
Fusion moves can be done while in the air.

Some characters have an additional Power Fusion move by pressing L or R 
in the AIR!

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

Power Drive:
  PUNCH = Flames
  KICK = Magic Carpet
Power Fusion:
  PUNCH + JUMP = Great Fire
  KICK + JUMP = Love Dance
Power Fusion in air:
  PUNCH + JUMP OR KICK + JUMP = Skull Fire

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

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

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

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

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

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

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 your 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 

The all powerful Jump Kick:
One of the best moves in the game is, when you jump, press kick, and 
you'll do a diving kick.  Not only does every character have it, but 
also it aims toward the enemy, and ALWAYS relinquishes a Power Stone!  
This move works great on the CPU, but not so much on human opponents.  
However, it is a good way to get a Power Stone.

The power of the Jump:
You can do any most attacks in the air, but a good attack is to jump, 
then press the "B" button to grab.  You'll stomp your opponent, and get 
a Power Stone or two!

Advanced Strategy:
The number one thing to realize is that getting all the Power Stones 
does not necessarily guarantee a win.  Although you have the potential 
to do lots of damage with the stone's power, you cannot rely on the 
stones at all times, especially since you cannot move for a second or 
two after you have used up the Power Drive.  Concentrate on using a 
wide range of attacks and changing your tactics to keep your opponent 
guessing.  Also move around A LOT, and use the surroundings to your 

Objects, such as chairs, tables, posts, etc., regenerate after a while, 
so you will never run out of stuff to throw!

You must defend the Power Stones, as they can turn the tide of battle 
very quickly.  By keeping an opponent from getting a Power stone, you 
leave them no choice but for them to come at you, and try to attack 
you.  Then they will be prone to mistakes, and you can use this to your 
advantage.  You must also constantly keep moving, and never get 
cornered or stay stationary.  If a special comes at you jump around and 
move around (sometimes erratically) so you can avoid getting hit.  This 
works about 75% of the time. 

Weapons, except for the Bomb, have no time limit.  Try to keep 
opponents at bay with a weapon.  It may not always work, but it's a 
good deterrent if you're walking around with a Bazooka!

The mini games use up ALL 128 blocks of the Mini-Game memory in the 
Dreamcast Virtual Memory Card!

As you finish the game with the eight starting characters, you can 
download VMS games to your Dreamcast Virtual Memory Card.  There are 
three games that you can download via the Power Stone Collection.  You 
will receive Fokker's mini game, then Ayame's, then Gunrock's.  If you 
download Fokker's mini game, you will only receive Fokker's mini game, 
but if you download Gunrock's mini game, you will receive all three.  
The coins you receive in each mini game is put in a grand total (So, if 
you get 30 coins in Fokker's mini game, then 150 coins in Ayame's mini 
game, you will have 180 coins total toward the hidden options).  These 
games are essential as they open up more things in the Power Stone 
Collection.  Each mini game will award you with a coins, and with 1000, 
and then 2000 coins, you can open more secret options in the Power 
Stone Collection.  There are three mini games for the Dreamcast Virtual 
Memory Card:

Fokker's Air Race:
A = Speed up
B = Slow down

You must use your Biplane to get three Power Stones while avoiding the 
bombs, and the birds.  When you get all three Power Stones, you will 
transform, and every bomb will turn into a coin.  Every coin you get 
will be added to your grand total.

Ayame's Shuriken Toss:
A = Use 1 Shuriken
B = Use Super Shuriken (gets everything on screen)

Use your shurikens to take out the ninjas.  You get 1 coin per ninja.  
You can also take out other targets for more coins.  As you get into 
the game, you will see the Power Stones.  As you take out the Power 
Stones, you will get 5 coins per Stone.  When you get three Power 
Stones, you will earn another Super Shuriken (you only start off with 
one).  When you are done, your coins are added to your grand total.

Gunrock's Slot Machine:
A or B = spin slots

You can bet your coins in a slot machine.  This acts like a real slot 
machine as you can lose money.  Highlight how many combinations of 
slots you want (up to five, and one coin per line), and use either the 
"A" button OR the controller to stop the slots.  When you get three in 
a row, it will ask you if you want to go Double or Nothing.  If you 
decide, you will have to match one slot.

As you clear the game and get coins in the mini games, pages will be 
added to the Power Stone Collection.  Here are the pages, and the 
requirements to get each one.

Page 1/15: Extending Staff
Requirements: Beat the game once on any level with anyone.
You will get a new weapon, the extending staff.  It extends itself to 
the opponent!

Page 2/15: Gattling Gun
Requirements: Beat the game a second time on any level with a different 
You will get another new weapon, the gattling gun!  It has a ton of 
ammo, but each shot is relatively weak.

Page 3/15: Ray Gun
Requirements: Beat the game a third time on any level with a different 
You will get another weapon, the ray gun, which has very decent power 
and range, and will hit the opponent multiple times.

Page 4/15: Shield
Requirements: Beat the game a fourth time on any level with a different 
You will get the shield.  It will block EVERYTHING, including specials.  
The shield has a meter showing its durability.  When the meter is gone, 
the shield is used up.  You CANNOT attack when you are equipped with 
the shield.

Page 5/15: Virtual Battle
Requirements: Beat the game with Kraken.
You will get the option to play the Arcade game in first person mode 
(behind the back).

Page 6/15: Dual Battle
Requirements: Beat the game with Valgas.
You will get a two player version of the Virtual Battle.  It is split 

Page 7/15: Fokker's Mini Game
Requirements: Beat the game a fifth time on any level with a different 
This allows you to download this game on the VMS.

Page 8/15: Ayame's Mini Game
Requirements: Beat the game a sixth time on any level with a different 
This allows you to download this game and Fokker's game on the VMS.

Page 9/15: Gunrock's Mini Game
Requirements: Beat the game a seventh time on any level with a 
different character.
This allows you to download this game and the other two mini games on 
the VMS.

Page 10/15: Play as Kraken
Requirements: Beat the game with all eight characters.

Page 11/15: Play as Valgas
Requirements: Beat the game with Kraken.

Page 12/15: Play as Final Valgas in Versus Mode
Requirements: Beat the game with Valgas on LEVEL 8.  I did it the first 
time without continuing, however, I am not sure if the game will give 
you Final Valgas if you continue.

Page 13/15: Art Collection
Requirements: Get over 1000 coins in the VMS mini games.
This shows character and concept artwork, as well as arcade artwork.

Page 14/15: Ending Collection
Requirements: Beat the game with any character(s).
This shows what endings you have.

Page 15/15: Sound and Music Test
Requirements: Get over 2000 coins in the VMS mini games.
This allows you to play all sound effects and music from the game.

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

     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.  As you finish the game three more
     times, you will get the gattling gun, the shield, and the ray gun.

     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.

ALTERNATE COSTUMES: Press L + R and then press "B".

FREE CAMERA MODE: Hold down "A" after you win and you can move the 
camera freely.  Pressing "A" will automatically zoom in on the 
character, so let go of "A" to zoom out.
I got so much positive feedback on this FAQ, that there are too many 
people I want to thank.  In particular, I want to thank Duy Le and Jae 
Austria for giving me the boss information and other information to 
help me finish this FAQ.  I also want to thank Trey Morita for some of 
the secrets in the game.  Thanks guys, you're the best!  I also want to 
thank Mike Cottrell, who gave me the information on the VMS mini games.  
Thanks Mike!
Well, that's it.  E-mail me at murdockl@hotmail.com if you have any 
comments, suggestions, or complaints.

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