Streibough faked his death. Oersted kills Streibough and finds Alethea, but she blames Oersted for Streibough's actions before killing herself. A despairing Oersted becomes the new Lord of Dark, taking on the name Odio. In the final chapter, "Dominion of Hate", Odio draws the seven protagonists—Pogo, the Shifu's student, Oboromaru, the Sundown Kid, Masaru, Akira and Cube—to Lucrece, to his time. The player chooses which of the protagonists to play as. Choosing Oersted begins a scenario where he fights each hero using their respective Odio incarnations, either living in a world devoid of life or obliterating the universe in a final devastating attack if he loses. Choosing any other protagonist has that character assemble and lead the party to a final battle with Odio's true form. The party can either kill Oersted, trapping them in Lucrece; or spare him, leading to final battles with each form of Odio, which Oersted describes as the physical incarnation of hatred−in the remake Odio attacks again, with a recovered Oersted striking the final blow. A repentant and dying Oersted sends each protagonist back to their time period with the warning that enough hate can create another Lord of Dark. Development Live A Live was developed by Development Division 5 of Square, noted as creators of the Final Fantasy series. The game was the directorial debut of Takashi Tokita, who had previously worked in a designer role for Hanjuku Hero and Final Fantasy IV. The original concept was born from the desire to make an RPG where players could experience multiple standalone stories at once, contrasting against Final Fantasy where smaller stories served a grand narrative arc. The production was made possible by the expanding storage capacity of the Super Famicom ROM, with the aim being for players to be able to complete each section within a day. Several staff members, including designer Nobuyuki Inoue and lead programmer Fumiaki Fukaya, had worked on either Hanjuku Hero or the Final Fantasy series. Active production began in December 1993, though the entire development including early planning lasted one and a half years. It was produced for the Super Famicom's 16-megabit cartridge. Tokita had difficulty adjusting to his role as director, particularly as he could not be as hands-on with the graphical elements as he had been for Final Fantasy IV. Except for menus and battles, Fukaya was responsible for all the game's programming. Tokita put an equal