Tecmo's Deception - Invitation To Darkness spoiler-free walkthrough (PSX) August 13, 2007 v1.0 dammit9x at hotmail dot com Copyright 2007 This document may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any unauthorized web site or as a part of any public display is strictly prohibited and a violation of copyright. -------------------------------------------------------------------------------- TABLE OF CONTENTS 1) WALKTHROUGH 2) CHARACTER LEVELS 3) TRAPS 3.1) CAPTURE TRAPS 3.2) DESTROY TRAPS 3.3) CONFUSED TRAPS 3.4) TRAP DEVELOPMENT 4) MONSTERS 4.1) DAMAGE MONSTERS 4.2) CONFUSE MONSTERS 4.3) MONSTER DEVELOPMENT 5) ITEMS 5.1) USABLE ITEMS 5.2) TREASURE ITEMS 5.3) KEY ITEMS 6) BONUSES 6.1) AVAILABLE BONUSES 6.2) KILL OR CAPTURE? 7) MASKS 8) BODY COLLECTING 9) ENDINGS -------------------------------------------------------------------------------- 1) WALKTHROUGH The objective of each chapter is typically to eliminate the invaders, who appear in one or more battles. As such, the walkthrough is mainly a list of each battle and the invaders in each battle. The procedure for defeating invaders is always the same, and usually no discussion is necessary for individual battles. When other objectives must be completed, they are described in the notes section afterward. This walkthrough is free of spoilers; thus names that might be spoilers are replaced with ??? Some invaders display stereotyped behaviors that are noted beside the invader's name and described below: Instant escape When these invaders see you, they disappear immediately. It is possible (but difficult and unnecessary) to kill or capture them with traps and monsters while remaining out of sight. Front door escape When these invaders see you, they head to the front doors and leave the castle. These invaders move counterclockwise along the wall of the entrance room, making it somewhat easy to catch them with traps. Cannot get capture credit If you capture them, you won't get capture credit. However, you can kill them and get kill credit. Thus it is possible to get the genocide bonus but not the capture bonuses. **************************************** Chapter 1: THE MASTER 1 invader: Ardebaran Builder 2 invaders: Indorigo Soldier Doneal Merchant Key item: Skull Key Contract Body collecting: no Notes: Talk to the soldier and go through the doors. Follow the soldier to the dining room. This is optional and causes Ardebaran to disappear and Doneal to appear. Doneal is the only invader in the game who is not hostile and doesn't try to escape. Go to the den and activate the traps in the order shown on the door. Go to the prison and get the Skull Key. Unlock the door in the entrance hall and go upstairs. Go to the living room and battle Ardebaran. For this battle the traps are unlimited. Go to the Demon Gate (strategy room) and get briefed. For the next battle you can reuse the leftover traps in the living room or lay new ones. From now on you may lay traps in Power Rooms also. (For this chapter only, you get free access to Volt Cages.) Go south back toward the elevator to trigger the Indorigo battle. You may also battle Doneal downstairs (if he is there). After Indorigo is defeated, going back to the Demon Gate ends the chapter. **************************************** Chapter 2: THE TRIAL 2 invaders: Jin Soldier Scuba Archer 1 invader: Dairos Soldier 2 invaders: Dan Pirate Madamia Pirate 1 invader: Saizo Ninja 1 invader: Henry Merchant Key item: SavePoint Body collecting: yes Notes: The east door in the entrance room gets unlocked before the third battle. **************************************** Chapter 3: SOULS ESSENCE 3 invaders: Jack Hunter Grand FateMaker Lou Gem Guard Body collecting: yes **************************************** Chapter 4: AN UNHOLY OFFERING 2 invaders: Kain Soldier instant escape Pat Ninja 1 invader: Coolbou Gem Guard Key item: EvilJewel Body collecting: yes Notes: After the second battle, get the EvilJewel from the fireplace in the downstairs living room. **************************************** Chapter 5: MESSENGER 2 invaders: Karbados Hunter Haya Ninja Body collecting: yes Notes: Go to the entrance and recieve the letter. Afterwards the battle begins. **************************************** Chapter 6: OLD MAGICIAN 3 invaders: nameless Magic Doll nameless Magic Doll nameless Magic Doll 2 invaders: nameless White Ant nameless White Ant 1 invader: nameless Queen Ant 1 invader: Doks Wizard Key item: Mask Body collecting: no Notes: The door to the small upstairs room is now unlocked. After this mission, you may start taking captured victims prisoner. **************************************** Chapter 7: FIANA 1 invader: Gilbert General Key item: EvilCrown Body collecting: no Notes: Go to the entrance and talk. You may take Fiana to various rooms. The battle is triggered by taking her to the upstairs power room. After the battle go back to the upstairs power room. **************************************** Chapter 8: THE RESURRECTION 1 invader: Wizbone Wizard Body collecting: yes Notes: The dialog choice at the beginning doesn't matter. You must build a bedroom somewhere downstairs to proceed. From now on you can build bedrooms. If you finish the battle within 2:00 of when it begins, go to the downstairs power room to finish the chapter. This puts you on track for the "good" endings. If you take longer than 2:00, the battle starts over. When it's finished, go to the demon gate. Choosing the first dialog option gets you the She-Death monster. Either way you are on track for the "bad" endings. **************************************** Chapter 9: A FRIEND 1 invader: Erious Swordsman cannot get capture credit Body collecting: yes Notes: The invader doesn't move from his initial position until he sees you. **************************************** Chapter 10: FINAL SHOWDOWN 3 invaders: Iria Psychic Jessica Psychic Sarah Psychic front door escape Body collecting: yes **************************************** Chapter 11: SPIES 3 invaders: Kelvin Trap Pro Fubuki Ninja Casta Ninja front door escape Body collecting: yes **************************************** Chapter 12: GHOST 2 invaders: ??? ??? ??? ??? Body collecting: yes **************************************** Chapter 13: CAVALRY 4 invaders: Takeshi Cavalier Baccas Cavalier Noirart Cavalier Galic Cavalier 4 invaders: Regls Cavalier Wassarf Cavalier Longe Cavalier Gaurl Cavalier 3 invaders: Londo Cavalier Zone Cavalier Gaplas Cavalier Key item: EvilSword Body collecting: yes Notes: Londo cannot be captured at all. **************************************** Chapter 14: AGAINST ALL HOPE 4 invaders: Zine Digger Dogole FateMaker Asher Soldier Kyuler Bomb Pro Body collecting: yes **************************************** Chapter 15: THE AWAKENING 1 invader: Alkeny Cleric instant escape 1 invader: Alkeny Cleric cannot get capture credit Body collecting: yes Notes: It is possible to defeat the invader in the first battle without being seen, but the result is the same. **************************************** Chapter 16: NECKLACE 2 invaders: Bonbon Pirate Dacca Merchant Key item: Necklace Body collecting: yes Notes: After the battle, check the ceiling of the downstairs hall. Set any trap on the second floor, on the tile directly above the item. Trigger the trap and get the item on the first floor. **************************************** Chapter 17: THE OPPRESSED 1 invader: Gaza Ninja Key item: Hourglass Body collecting: yes Notes: You may pick up the items dropped in the entrance room at your liesure. Unlike moneybags, they won't disappear. **************************************** Chapter 18: ULTIMATE SACRIFICE 2 invaders: Geraldine General Ihito Wizard Body collecting: yes **************************************** Chapter 19: CRISIS 1 invader: Shadow General instant escape 2 invaders: Godus General Guile General 1 invader: Shadow General Key item: DevilCane Body collecting: yes Notes: Defeating the invader in the first battle without being seen obviates the other two battles, though this is not really worth the trouble. **************************************** Chapter 20: AMBITION 4 invaders: Jim Soldier Keen Archer Kufu Digger Neil Archer 4 invaders: Max Cavalier Brown FateMaker Zanzibal Ninja Lood Hunter Body collecting: yes **************************************** Chapter 21: CONFUSION 2 invaders: Als Soldier Mimi Royal Maid front door escape Body collecting: yes Notes: Go to the downstairs jail to begin the battle. To avoid being caught in the cage, you may clear it ahead of time in the trap-laying screen. **************************************** Chapter 22: EVIL DECISION 2 invaders: Erios Swordsman Alkeny Cleric 1 invader: Bangel Sorcerer Body collecting: no Notes: You defeat only one of the first two invaders (your pick). Go to the downstairs prison after the second battle. **************************************** Chapter 23: ETERNAL DARKNESS 1 invader: Shelling Swordsman Key item: DemonHorn Body collecting: no Notes: Enter the small upstairs room and then the teleport. You have 2:00 from the time you enter the portal to complete the mission. If you run out of time, reenter the portal and resume the battle, with another 2:00 limit. Repeat as necessary. You may need to visit the strategy crystal in the north part of the castle. Go to the demon gate after the battle. **************************************** Chapter 24: UNCERTAINTY 2 invaders: ??? ??? ??? ??? instant escape Body collecting: no Notes: Go to the Demon Gate after the battle. **************************************** Chapter 25: TWILIGHT OF THE GODS 1 invader: ??? ??? instant escape 1 invader: ??? ??? 1 invader: ??? ??? Body collecting: no Notes: The second battle ends after you do any damage to the invader. Go to the Demon Gate after the last battle. **************************************** Chapter 26: THE FINALKEY 1 invader: ??? ??? Body collecting: yes Notes: Go to the hallway and then the door on the right to begin. This battle only occurs if you choose the "resurrect" dialog option, and affects the end of the game. You may visit the strategy crystal as in chapter 23, but this time there is no time limit. **************************************** Chapter 27: APOCALYPSE 2 invaders: ??? ??? ??? ??? 1 invader: ??? ??? Notes: The first battle only occurs if you choose "lock in" at the dialog option. You only fight one of the invaders, who can only be defeated by the Banish trap. The second battle only occurs if you choose "resurrect" in this chapter and chose "lock up" in chapter 26. -------------------------------------------------------------------------------- 2) CHARACTER LEVELS When the character accumulates enough experience from defeating invaders, his level rises and the stats Skill, Def., vsMgc, and Heal each go up 1-3 points randomly. (The most important of these is Skill.) For levels 2-10, new abilities are learned as well. The amount of experience required for the level-up is deducted from the total; thus the actual required experience is greater than it appears. Defeating invaders with capture or kill traps is the only way for the character to get experience; when an invader is killed by a monster, all of the experience goes to the monster. Level Req. exp New skill 1 0 2 30 Trap: DazingFog 3 40 Trap: Bear Trap 4 50 Trap: Bucket 5 60 Trap: Magnet 6 70 Trap: Stomp 7 85 Monster: Foul 8 100 Monster: Golem 9 115 Monster: Graviton 10 135 Monster: Red Dragon 11 155 12 175 13 195 14 215 15 245 16 275 17 305 18 335 19 375 20 415 -------------------------------------------------------------------------------- 3) TRAPS Defeating invaders is the principal objective of the game, and traps are the primary method of defeating invaders. Traps may be laid in the strategy session before every battle, at the crystal in the demon gate, or at power rooms. A latent trap is indicated in the 3D environment by a red arrow pointing toward the ceiling, floor, or wall, depending on where the trap comes from. When an invader approaches the trap, the arrow spins and a beep sounds. The closer the invader is, the faster the spinning and beeping. To activate a trap, point the view of the character to the arrow, with no doors or walls in the way, and press circle. (The exception is the Banish trap.) If an invader is in range, he will either be caught or escape, depending on the trap's Success%, the invader's defense, and the character's Skill rating. Only one trap or monster animation may be in progress at a time. Traps may have three effects on invaders: Confused traps cause the target to wander dazed for a number of seconds. Destroy traps cause damage to invaders, and also daze them. Capture traps hold invaders for a certain amount of time. Approaching the victim during this time initiates the capture sequence: if the green bar is depleted before the victim breaks free from the trap, he will be captured and his fate will be up to you. The time required to capture is reduced by damaging the invader before attempting the capture. The character is immobile and defenseless during capture attempts; however, the sequence can be broken off by pressing triangle. For the purposes of defending against them, there are two types of traps: Atc. and Mgc. The stats under the invader's Trait column pertain to Atc. and those under Magic are for Mgc. traps. The four defense stats, Agil, Def., Evade% and Wisdom range from 1 to 10 and presumably reduce the capture time, damage, chance of getting caught, and confusion time of traps and monsters. Rk (Rank) overall effectiveness of the trap Sz (Size) space required to lay the trap, where the area is 2 x Sz for wall traps, or Sz x Sz for others MP cost in MP to lay a trap; this is not refunded for canceled traps S% (Success%) determines the chance that the trap will catch the invader and not be dodged; this is not an actual percentage HS (Hold sec.) number of seconds a capture trap holds an invader; this time is reduced for stronger invaders Pw (Power) determines the damage that a destroy trap deals to the invader CS (Conf.sec.) number of seconds a confused trap dazes an invader Du (Duration) number of times the trap can be engaged; when the duration reaches 0 or the trap succeeds, the trap disappears 3.1) CAPTURE TRAPS Rk Name Sz MP S% HS Du In-game description Atc. Floor C Bear trap 3 200 2 3 2 Will pinch the legs of its victim. B Vacuum 3 350 4 5 2 Sucks victims into the floor. A Ice Trap 5 550 6 7 2 Yeilds an icy pinch to the legs of victims. Atc. Ceiling C CopperCge 3 250 2 6 1 Falls from ceiling to trap all victims. B Jail Cell 5 450 3 12 1 The weak can't escape from this cage. A Volt cage 5 650 5 18 1 Zaps any victim that dares to escape. Mgc. Ceiling C Crane 3 200 2 4 1 It's hooks grasp and lift victims. B FastCrane 3 350 4 6 1 This crane spins a victim at high speed. A Ice Crane 5 500 6 8 1 This crane freezes its victim solid. Mgc. Wall C Magnet 3 250 3 5 2 Victims are pulled to the Underworld. B Hand 5 450 5 8 2 A hand from beyond this world will grasp prey. A Volt Hand 5 700 7 12 2 Shocks its victim with electricity. Mgc. Floor - Banisher 7 1500 10 21 1 Magic users are sent to another world. The Banish trap is unusual in that it triggers automatically when an invader comes within range. It works only on these invaders: Wizard, Gem Guard, Cleric, Witch, Sorcerer and Trainer. Banish is acquired at the end of chapter 26. 3.2) DESTROY TRAPS Rk Name Sz MP S% Pw Du In-game description Atc. Wall C Spike 3 100 7 15 2 Comes out of a wall to spear its victim. B PoisonRod 3 150 8 25 3 Poison tips transmit a venemous blow. A FireSpike 5 300 10 40 3 Uses fiery blades to skewer its victim. Mgc. Floor C Pit 3 200 6 20 1 Floor opens to drop a victim deep below. B FloorLift 5 300 7 35 1 Floor rises up to crush victim on ceiling. A PoisonPit 5 500 9 50 1 Drops prey into some slow acting poison. Atc. Ceiling C TonWeight 3 200 4 25 1 Crush a victim with this heavy iron block. B MetalBall 5 300 5 40 1 This ball bounces up and down forcefully. A Fire Bomb 5 500 7 60 1 Flames leap from floor to engulf victim. Mgc. Ceiling/Floor C Stomp 5 250 4 30 1 Giant foot stomps the victim into the ground. B PoisonToe 5 400 5 50 1 Poisons the victim as it stomps on him. A Fire Foot 5 550 6 80 1 Burns the victim with its blazing step. 3.3) CONFUSED TRAPS Rk Name Sz MP S% CS Du In-game description Atc. Ceiling/Floor C Bucket 3 50 7 10 1 This falls to make one temporarily dizzy. B Gold Tub 3 100 7 16 1 Falls on victim to confuse him. A FloorSpin 5 250 8 32 1 This floor spins to disorient the victim. Mgc. Ceiling C DazingFog 3 50 7 10 1 Victim is dazed by this magic fog. B InsaneGas 5 100 7 16 1 Victim goes insane when he smells this gas. A Mind Kill 5 250 8 32 1 Flash of Demon light makes one insane. 3.4) TRAP DEVELOPMENT After chapter 13 you may upgrade your traps in the Develop menu. After upgrading you may still use the weaker ranks. Each upgrade costs a certain amount of gold, shown below. It is possible to perform all the upgrades at once if you have the money. Capture traps Destroy traps Confused traps Vacuum 1500 PoisonRod 1500 Gold Tub 1000 Ice trap 3000 FireSpike 3500 FloorSpin 2000 Jail Cell 4000 FloorLift 2000 InsaneGas 1500 Volt Cage 5000 PoisonPit 4500 Mind Kill 2500 FastCrane 3500 MetalBall 3500 IceCrane 5500 Fire Bomb 5000 Hand 4000 PoisonToe 3500 Volt Hand 6500 Fire Foot 5500 -------------------------------------------------------------------------------- 4) MONSTERS Monsters serve as a convenient, powerful, and reliable but costly supplement to traps in your arsenal against invaders. Monsters are constructed from the bodies of captured prisoners and require a number of block orbs to be summoned. Available monsters are listed in and called from the monster menu in the subscreen. Once called, they attack nearby enemies, either dealing damage or confusing them. (Unlike destroy traps, damage monsters do not daze their targets.) Monster attacks may be either Battle (single target) or Area (all nearby targets). As with traps, monsters are classed as either Atc. or Mgc. Only one trap or monster may be active at once. Furthermore, monsters require a certain amount of space around the character to be summoned. The largest monster, the dragon, is so large that it can effectively be summoned only in the entrance room. Monsters will fail to acquire their targets when space is cramped or the invaders are too far away. Monsters gain experience whenever they perform a successful attack, and will rank-up when enough is accumulated. If the monster kills an invader, the monster gets the experience instead of the character. This should be avoided, as the supply of invaders is limited, and defeating them is the only way for the character to gain experience points. Also beware that if the monster outranks the killed invader, very little experience will be gained. Rank overall effectiveness of the monster Orbs number of power orbs required to summon the monster Power determines the damage that a monster deals to the invader Conf.sec. number of seconds a monster dazes an invader Spd. determines the chance that the monster will hit the invader and not be dodged Exp. experience points required to reach the given rank; as with the main character, a monster's exp. drops to 0 when leveling-up 4.1) DAMAGE MONSTERS Rank Name Orbs Power Spd. Exp. In-game description Atc. Battle C Zombie 2 20 20 0 Will bite and chew a human's flesh. B Ghoul 3 35 20 15 Mighty zombie eats human flesh. A Dead King 4 50 40 90 Zombie King has a truly cursed power. Atc. Battle C Werewolf 3 35 60 0 Shreds its prey with his fangs. B Gaze Wolf 4 55 70 20 King of werewolves. A Herker 5 70 90 120 Gores prey with his fiery tusks. Mgc. Battle C Lami 3 40 40 0 Takes power with his magic tail. B QueenLami 4 60 55 25 She Steals a victim's life. A NagaQueen 5 80 70 130 Sucks the life from her prey. Mgc. Battle C She-Death 4 45 90 0 Fiana has returned as a Zombie. B She-Devil 5 65 95 25 Zombie of Fiana chops her victims. A Demoness 6 85 100 150 The final mutation of Fiana. Atc. Battle C Golem 3 60 10 0 Tremendous strength, but slow. B Big Golem 4 80 15 18 Possesses a destructive force. A GigaGolem 5 100 20 100 He crushes anyone in his path. Mgc. Area C Graviton 3 50 30 0 Alters gravity to crush prey. B Megatron 4 65 40 25 He kills with raw power. A Deathtron 5 80 50 140 Brings ruin to all he encounters. Atc. Area C RedDragon 5 80 10 0 Blows fire to destroy victims. B ArcDragon 6 110 20 40 King of all the dragons. A GemDragon 7 140 40 200 The most powerful monster. 4.2) CONFUSE MONSTERS Rank Name Orbs Conf.sec. Spd. Exp. In-game description Mgc. Battle C Phantom 2 20 25 0 Confuses prey with lantern. B DkPhantom 3 25 35 15 A Ghost from the Underworld. A SoulEater 3 30 60 90 He feeds on human's souls. Mgc. Area C Foul 3 20 50 0 Bad breath sickens victims. B Shadower 3 30 65 25 His breath makes prey insane. A Chaos 4 40 100 130 Blows the devastating Chaos wind. 4.3) MONSTER DEVELOPMENT After chapter 6 you may begin imprisoning invaders and the develop menu becomes available. To imprison an invader, defeat him with a capture trap, choose the third option to keep the body, then drop it off at the upstairs or downstairs prison. Up to three bodies can be toted at once, indicated by coffin symbols, and the mission cannot end until all bodies are deposited. Each monster has the following body requirements: Zombie 1 Cleric, 1 Soldier, 1 Pirate Werewolf 1 Trap Pro, 1 Hunter, 2 Ninjas Lami 2 Psychics, 2 Witches, 1 Messenger Golem 1 General, 2 Cavaliers, 1 Fate Maker, 2 Merchants Graviton 2 Diggers, 1 Alien RedDragon 2 Generals, 3 Fate Makers, 2 Bomb Pros, 1 Sorcerer Phantom 1 Wizard, 1 Cleric, 1 Archer Foul 1 Magic Doll, 1 Pirate, 1 Ninja, 1 Carpenter She-Death This monster is not made through the development menu. To get She-Death, take longer than 2:00 in the chapter 8 battle, then choose the first dialog option at the end of the chapter. -------------------------------------------------------------------------------- 5) ITEMS Items do not play a large role in this game. Useful items are sometimes dropped by defeated invaders, and some basic items can be bought from merchants, but the only item which you will want to buy in large quantities is the block orb. To trade with a merchant, get close and press the X button. You may have to avoid his attacks while doing this. 5.1) USABLE ITEMS The following items are used from the item menu, except for Block Orbs, which are used by summoning monsters. The function of most of them is given by the in-game description. Item name Sell price In-game description Note Herb 70 Recovers 20 HP Nectar 420 Recovers 50 HP Restore 700 Recovers all HP MP Gain 210 Gain 500 MP Amulet 2800 Gain 5000 MP Antidote 210 Removes poison Sanity 280 Cures Insanity Cure 630 Cures all ailments DarkStone 3500 Recover HP full heal; reusable; may break Skill Gem 1400 Skill raised +5 permanent +5 Skill Mantle 1960 Magic guard up permanent +5 vsMgc Armor Gem 2100 Defense raised +5 permanent +5 Def. Speed Gem 1050 Agility raised Shoes 1750 Agility increased Block Orb ----- Monster releaser can't be sold; buy price is 300 5.2) TREASURE ITEMS The following items are not used for anything other than selling. The letter, however, can be read. Item name Sell price In-game description Old Book 5600 Mystical tome Tiara 6300 Priceless treasure Talisman 7700 An evil deterrent Earring 8400 Of evil legend Chalice 10500 From the ruins Mirror 10500 Royal relic Letter 16800 Fiana's letter 5.3) KEY ITEMS The following items can neither be used or sold. They are required to advance the story and will stay in your inventory until the end of the game. Item name Sell price In-game description Note Skull Key ----- Opens the Skull Way Contract ----- Castle Deed SavePoint ----- Creates a Save Point actual purpose unknown EvilJewel ----- Diabolic object EvilCrown ----- Of Dark royalty Mask ----- Control a monster EvilSword ----- Ominous weapon Necklace ----- Mystic jewels Hourglass ----- Effect unknown DevilCane ----- An unholy item -------------------------------------------------------------------------------- 6) BONUSES 6.1) AVAILABLE BONUSES At the end of every chapter and body collecting session there is a bonus of MP based on your performance. The bonuses are detailed below: END OF INVADERS GENOCIDE BONUS 400 x # of invaders, if all killed CAPTURE BONUS 600 x # of invaders, if all captured DYING CAPTURE BONUS 1000 x # of invaders, if all captured at low health (*1) NO BONUS 0, if no invaders defeated or other combination RESULTS OF PLAYER Clear Time: CLEAR TIME BONUS 720 x # of invaders - 2 x minutes elapsed (*2) Trap Success rate: NO BONUS 0, if no traps used successfully PERCENT BONUS 1500 x trap success rate, if < 100% (*3) PERFECT BONUS 3000, if 100% Damage Point: DAMAGE Point BONUS 1000 - 10 x damage taken, if hurt (*4) NO DAMAGE BONUS 2500, if unhurt Unused traps: Trap repayment Half value of unused traps (*5) *1 If some invaders are captured when they are very weak, but others are captured strong, you still get the regular capture bonus. Consider the dying capture bonus an upgraded capture bonus. Typically it is hard to get with more than one invader. *2 In order to get a time bonus, you must average less than 6 hours per invader. *3 A trap is counted as a failure if the invader escapes the trap, or if it misses completely. The failure is still counted even if a subsequent attempt with the same trap succeeds. However, a capture trap that grabs the invader but fails to capture counts as a success. *4 Damage taken is still counted against this bonus even if it is healed before completing the battle. *5 If an invader is killed by a destroy trap and the death ends the mission, that trap is counted as unused, because the animation was incomplete when the mission ended. 6.2) KILL OR CAPTURE? In every battle you must decide how to dispatch the invaders: either kill them with destroy traps and monsters, or capture them with capture traps. By killing all or capturing all the invaders in a mission you recieve the genocide or capture bonus, respectively. The capture bonus is 1.5 times greater, but it is harder to achieve because capture traps have lower success rates and capturing leaves you vulnerable to other nearby invaders. Capturing gives you a choice between MP, gold, or (beyond chapter 6) taking the victim prisoner. Most invaders leave about twice as much MP as gold; however, it should never be necessary to choose the MP over gold, because a competently played level should yield far more in MP bonuses than was spent laying traps. Thus there should be no real risk of runnning out of MP, leaving you free to focus on financing expensive monsters, should you choose. A dead invader only leaves gold, in the form of a moneybag. Moneybags must be picked up within 1 game hour; if killing the last invader ends the battle, you will have to seek out the bag at the beginning of the next chapter or body collecting session to get your money. If there are more than one or two invaders, it's better to go for the genocide bonus unless you want to keep the bodies. This is because trying to capture results in more failed traps, more time taken, and more damage taken, thus reducing the benefit of the capture bonus. The following summarizes the benefits of each choice: Kill all + genocide bonus (400 each) + faster and easier - cannot keep bodies - inconvenient to get the last invader's gold Capture all + capture bonus (600 or 1000 each) + can keep bodies - failure-prone traps and greater risk of damage - more time-consuming Kill some, capture some + can keep bodies + use the most convenient method for each invader - no bonus -------------------------------------------------------------------------------- 7) MASKS After chapter 1, masks are available to use from the menu. When activated for a nominal MP fee, masks may attract or repel invaders for a few seconds. This can be done to lure invaders into nearby traps, to chase them into traps farther away, to clear out invaders that are blocking the path, to separate invaders to deal with them singly, or to herd them together to hit them with area-effect monsters. In order for a mask to work, the invader must be close enough to hear it, and must be either alert or wandering dazed. Masks won't work if the invader is reeling from a hit (not moving) or in the process of dealing with a trap or monster. Invaders may break attack animation to react if the mask is used early enough. Even under the correct circumstances, masks often don't work. Simply retry until the effect is achieved. The table below shows the effect of all the masks on all of the standard invaders. A + or - signifies attraction or repulsion, and a . means that there is no effect. A ? means that I have observed both attraction and repulsion in different specimens of the same type. (I have assumed that the effect of the mask depends only on the invader type.) A + in the Default column indicates that invaders of this type tend to run toward the character without any encouragement. These are general cases; some invaders encountered during the chapters display different default behavior from their generic counterparts. Mask Help Cry NiceLaugh MeanLaugh Death Cry Howl Default MP cost 30 30 50 30 50 Wizard . . + - - . Gem Guard + - + - - . Cleric + . + - - . Psychic - + - - - + Swordsman + . . + + + Trap Pro + + + - - . MagicDoll . + . - - . Witch + + + - - . Messenger . + . . ? . General . . . . + . Cavalier . + . . + . Digger . + . . - . Hunter . . + + + + Fatemaker . + . . + . Soldier + . + + ? . Alien + + + - - . Archer - + + - - + Pirate - + - - - . Merchant - + - - - . Ninja . . . . ? + Bomb Pro . + . - - + Carpenter + + + ? - + Sorcerer + - + - - . -------------------------------------------------------------------------------- 8) BODY COLLECTING After chapter 2, and after most chapters thereafter, you have the option of body collecting. This is an opportunity to battle more invaders in order to gain experience, dropped items, and bodies to develop into monsters. When body collecting, you may attempt to lure up to six invaders. Up to four may arrive. (No more than four invaders may ever be present at once.) Some invaders are less likely to be lured than others, with the rarer types being harder to lure. If you are having trouble getting a particular invader to show up, try luring more than one of them, or change the order of invaders in the list. In order for an invader to be available to lure, at least one specimen of that type must have been defeated before. This means that some invaders are not available until late in the game, and a couple (Messenger, Alien) would never be available. However, luring certain combinations of two invaders incites a third to arrive: Wizard + Witch = Sorcerer Wizard + Messenger = Sorcerer Wizard + General = Messenger Wizard + Soldier = Cleric Gem Guard + Swordsman = Witch Gem Guard + Witch = Psychic Cleric + Messenger = Carpenter Psychic + MagicDoll = Alien Trap Pro + Ninja = Bomb Pro MagicDoll + Digger = Alien Soldier + Archer = Cavalier Archer + Merchant = Digger Pirate + Merchant = Carpenter Pirate + Ninja = Trap Pro Since the maximum number of invaders is four, you must lure the two component invaders and no more than one other for the new invader to arrive. The order in which they are lured is insignificant, but if two valid combinations are present among three invaders, you may not get the new invader that you wanted. All pairs of invaders were tested, so this is all of them. -------------------------------------------------------------------------------- 9) ENDINGS There are six endings. The one you see depends on the outcomes of three branching points in the story, one in chapter 8 and two just before the end. Although 2 x 2 x 2 = 8, there are only six endings because two are reused. The following table presents, without spoilers, the outcome of each path and shows the duplicates. The names of the endings were made up by myself. +----------------+---------------+---------------+----------------+ | Chapter 8 | Chapter 26 | Chapter 27 | Ending | | Wizbone battle | Dialog option | Dialog option | | +----------------+---------------+---------------+----------------+ | | | "Resurrect" | Bad ending |<-----\ | | "Resurrect" +---------------+----------------+ | | | | "Lock in" | Sad ending | | | > 2:00 +---------------+---------------+----------------+ | | | | "Resurrect" | Evil ending |<--\ | | | "Lock up" +---------------+----------------+ | | | | | "Lock in" | Hopeful ending | | | +----------------+---------------+---------------+----------------+ | | | | | "Resurrect" | Bad ending |<-----/ | | "Resurrect" +---------------+----------------+ | | | | "Lock in" | Death ending | | | < 2:00 +---------------+---------------+----------------+ | | | | "Resurrect" | Evil ending |<--/ | | "Lock up" +---------------+----------------+ | | | "Lock in" | Good ending | +----------------+---------------+---------------+----------------+ -------------------------------------------------------------------------------- This document is my own work. If you've played the game and used the FAQ, feel free to drop me a line and tell me what you think. Any questions, comments, corrections or complaints should be addressed to the address below, with clear indication in the subject line that the email is concerning this FAQ. dammit9x at hotmail dot com