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FAQ/Walkthrough

by Syonyx

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[_    _] [    _]
  |  |    )  /    ^            _____,    _________   ______           _._
  |  |   ;  /   /   \       ,-'  __  |  [    ____ | [    _ `.      ,-`   `-.
  |  |_,' ,'   /  ^  \     /  ,-'  )_|   |  |    '   |  | `  \    /   .-.   \
  |      /    /  / \  \   ;  /    _____  |  |        |  |  )  )  /   /   \   \
  |  |\  \   /  (   )  \ (  (    [__   ] |  '----.   |  |_/  /  {   {     }   }
  |  | \  \ {    ---    } .  .      | |  |  ,----'   |   __ ,   {   {     }   }
  |  |  \  \|   .---.   |  \  \    _| |  |  |     ,  |  |  \ `.  \   \   /   /
 _|  |_  \  \. (_   _)  ,   '_ '--'  _|  |  |____/ | |  |_  \  \  \   '-'   /
[______]  \  \___] [_____]    `-___-'   [_________, [_____]  \  \  '-._ _.-'
           \  `                                    _____      \  `     `
            \  '.                                 [  _  ]      \  '.
             \_  `____  D  E  C  E  P  T  I  O  N  || ||        \_  `____
               `-.___,'                            ||_||          `-.___,'
                                                  [_____]

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   =                                                                       =
   +      Kagero: Deception II    ~~~    A Complete FAQ/Walkthrough        +
   =                                                                       =
   #                          by :: Syonyx ::                              #
   =                                                                       =
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Version 1.0 - last updated 18-May-05
_____________________                                             _____________
  TABLE OF CONTENTS                                                 GAME INFO

1. Introduction                                     Title: Kagero: Deception II
2. Controls                                          Platform: Sony Playstation
3. Gameplay                                             ESRB Rating: M (Mature)
4. Trap Info                                                   Developer: Tecmo
5. Trap Tips & Ark Bonuses                                     Publisher: Tecmo
6. WALKTHROUGH                                    Release Dates: 30-SEP-98 (NA)
     Map M1: West Woods Mansion                                  23-JUL-98 (JP)
       -Chapters 1-5
     Map M2: King's Palace
       -Chapters 6-15
     Map M3: Timenoid Ruins
       -Chapters 16-26
7. Endings
8. Contact & Legal Info

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                              ~~~~~~~~~~~~~~~~~
                               1. INTRODUCTION
                              ~~~~~~~~~~~~~~~~~
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Greetings to all fans of sadism, torture, and abusing helpless victims!  I am
Syonyx, and this is my guide to Kagero: Deception II on the Sony Playstation,
the game where you use horrible traps to destroy your enemies.  This is a
welcome innovation in action-adventure games, and produces much grim
satisfaction.  In my opinion, this is one of the best lesser-known gems on the
system.  This guide covers every trap in the game in detail and provides a full
walkthrough, including all branching paths and endings.  Now let's get on with
it, shall we?

SERIES OVERVIEW
The Deception series began with Tecmo's Deception, the only Playstation game
ever to carry a warning of satanic references on the game box.  It introduced
the mechanic of using treacherous traps rather than physical abilities to
attack your opponents, though this system wasn't as well developed as in later
releases.  Then came Kagero: Deception II, which greatly improved the gameplay
and provided an easy-to-use trap-making system.  It provided the player with
the joy of creating devastating, painful-looking trap combos.  Last on the Sony
Playstation was Deception III: Dark Delusion.  It didn't improve much on
Kagero, but gave you more trap-making flexibility.  Next up will be Kagero II
on the Playstation 2 (which makes it a sequel to the second game in a series of
3, which kind of boggles the mind), which has not been firmly announced for a
North American release, but will hopefully make it over to this side of the
pond.

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                                ~~~~~~~~~~~~~
                                 2. CONTROLS
                                ~~~~~~~~~~~~~
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In Game: D-pad up: Run forward             O : Enter trap set mode
         D-pad left/right: Turn            Triangle: Activate ceiling trap
         D-pad down: Step back             Square: Activate wall trap
         R1 + L1: Quick turn-around        X : Activate floor trap
         R1: Sidestep right                R2: Face nearest enemy
         L1: Sidestep left                 L2: Free-look mode (hold)

              Start: Pause game    Select: Open sub-menu (while paused)

In Menus: X : Select highlighted option
          Triangle: Cancel

In Trap Set Mode: D-pad: Move cursor
                  X : Select
                  Triangle: Cancel
                  O : Cancel other traps on current square while placing trap
                  L1: Rotate clockwise
                  L2: Zoom in
                  R1: Rotate counter-clockwise
                  R2: Zoom out

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                                ~~~~~~~~~~~~~
                                 3. GAMEPLAY
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----------
 OVERVIEW
----------
In Kagero, you cannot fight your enemies directly.  Rather, you have been
trained in the use of diabolical traps to destroy all who oppose you!  The flow
of events is as follows within each chapter (or stage) of the game.

 Intermission screen --> Chapter intro cut-scene --> Battle --> Mission clear
  screen --> Outro cut-scene.

All of the action takes place during the Battle phase, as this is where you
move around, set and use traps to damage your opponents.  However, the
Intermission screen is just as important to success in the game.  Here, you can
make new traps, select which traps will go into your inventory (limit of 3 each
of floor, wall and ceiling traps) during the stage, read enemy details before
you encounter them, and save your game (which you really ought to do at least
every couple of chapters).

--------
 MOVING
--------
Since you have no direct offensive moves and your enemies will pursue you
relentlessly, you have to stay on the move to remain out of danger.  Maneuver
yourself around the levels using the D-pad.  The movement control interface may
take a little getting used to if you haven't played games that use it before
(such as Silent Hill), so run around a lot in the early stages to familiarize
yourself with it.  Learn to use the quick-turn feature (R1 + L1), and also R2
to quickly face the nearest enemy and L2 to look around freely.  Keep in mind
that you move faster than almost every enemy in the game, so you can always
just run away if you're in trouble.

-------
 TRAPS
-------
Before you can use a trap, you must first set it up,  Press O in any room to
enter the trap set screen (this is not an option in the hallways connecting the
rooms).  You can also read enemy data and look at a map of the whole level from
the initial screen.  Under "Trap Set", choose a floor, wall or ceiling trap,
then choose a square to place it on.  The following restrictions in trap
placement apply:
                 -You cannot place both a floor and ceiling trap in the same
                  square;
                 -You cannot place a trap over an existing room feature;
                 -You cannot place a trap while the same or another trap of the
                  same type (floor, wall or ceiling) is active.

Keep in mind the range of the trap, the height you're placing it at, and any
geographical features that might affect its use when setting it up.  Also,
because it takes time for a trap to charge, it's best to set it up before any
enemies come into the room.

To use a trap, wait until an enemy is in the desired position, then press the
appropriate key to activate it.  Get used to the different trap types and
considerations in using them.  For example, vases must be triggered with good
timing to ensure a hit, while gases cover a large area and continue spewing for
a few seconds, so they don't require the same precision.

------------------
 DAMAGE & HEALING
------------------
You will start off each chapter with full health.  You can be damaged not only
by enemy attacks, but also by environmental hazards if you're not careful, or
even by your own traps if you set them off carelessly.  Your health is
indicated by a bar in the lower left corner of the screen.  You can only
recover health within a battle stage by touching a magical Loon.  At least one
of these floating crystals can be found in each environment, always in the same
location(s), and they will regenerate between chapters.

---------------
 STORY CHOICES
---------------
Your actions in this game do indeed have consequences!  Who you kill and how
you respond to questions throughout the game can eventually lead you to one of
several different available endings.  Within the walkthrough below, the results
of different choices will be explained in detail.  Also, see the section after
the walkthrough for details on achieving each ending.

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                                 4. TRAP INFO
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Check here for general descriptions of the different types of traps, more
details on each specific trap, and the trap-making trees showing each trap's
prerequisites.

~-~-~-~-~-~-~-
  TRAP TYPES
~-~-~-~-~-~-~-

FLOOR: -Bombs: These explosives cause damage and/or other effects to enemies
               walking nearby, and can send victims flying through the air,
               though the direction you send them in is hard to control.
       -Spring Floors: Toss unwary victims a set distance in a direction of
                       your choosing.  Use to place enemies where you want them
                       for a trap combo.
       -Claws: Like bear traps, these painful devices damage their victims and
               pin them in place for a short time.
       -Rods: Electrified poles that zap enemies standing nearby.  If used in
              water, the shock will be conducted throughout the pool.
       -Magnets: These will suck in enemies within a certain distance and hold
                 them in the middle of the trap for a short time.  Use them to
                 position your foes where you want them.

WALL: -Arrows: These panels fire projectiles in a straight line across a room,
               causing damage to any targets in the way.
      -Push walls: A section of the wall thrusts out a certain distance,
                   pushing enemies ahead of it, forcing them into a new
                   position and causing some damage.
      -Magnets: Wall-mounted attractors that suck in nearby enemies and pin
                them to the wall for a little while.

CEILING: -Rocks: Massive boulders that drop down on unsuspecting enemies,
                 causing heavy damage.  If dropped on stairs, it will roll down
                 them and continue rolling across the floor.
         -Gas: Streams of gas are emitted from ceiling and affect a wide area.
               Generally don't do any damage, but cause various status effects
               instead.  These traps charge quickly.
         -Vases: Dropping these onto enemies' heads requires fairly precise
                 aiming.  Most don't do any damage, but cause status effects
                 instead.  These traps charge very quickly.

~-~-~-~-~-~-~
  TRAP LIST
~-~-~-~-~-~-~
                     |Charge| Ark to |
Trap name     |Damage| time | create | Description
===============================================================================
  FLOOR TRAPS
 =============(Damage)(Time)  (Cost)
Small Bomb    |  35  |   3  | Start  | Sends foes flying through air when hit.
Flash Bomb    |   0  |   4  |   800  | Temporarily blinds foes standing within
              |      |      |        |   1-block radius of bomb.
Land Mine     |  40  |   5  |  1200  | When activated, will explode when target
              |      |      |        |   walks over it, or after a few moments.
Blast Bomb    |  50  |   7  |  2400  | Large explosion covers a 1-block radius.
Quake Bomb    |   0  |   5  |  3400  | Activates all traps within 2 blocks.
Catastrophe   |   0  |   8  |  4300  | Activates all traps throughout room.
Hell Fire     |  85  |  11  |  4800  | Column of flame expands in 1-block
              |      |      |        |   radius and tosses enemies away.
Bear Trap     |  15  |   4  | Start  | Pins victims to floor for a few moments.
Heavy Claw    |  25  |   5  |  1000  | Causes more damage and pins longer.
Cold Claw     |  25  |   5  |  2000  | Pins then freezes enemies in place.
Spring Floor  |  15  |   6  |  2900  | Tosses enemies 4 blocks away in chosen
              |      |      |        |   direction.
Smash Floor   |  25  |   6  |  4100  | Tosses enemies 8 blocks away in chosen
              |      |      |        |   direction.
Lift Floor    |  25  |   4  |  1900  | Presses victim against ceiling.
Rising Floor  |  30  |   6  |  3600  | Tosses victim straight up to hit ceiling
              |      |      |        |   then floor.  Counts as 2 trap hits.
Evil Upper    |  25  |   6  |  5000  | Punches victims up to the ceiling, they
              |      |      |        |   then land to the side in a direction
              |      |      |        |   of your choosing.  Unblockable.
              |      |      |        |   Available after getting Ending #1.
Spark Rod     |  45  |   6  |  1900  | Zaps spot on floor and creates line of
              |      |      |        |   electricity to any electric traps in
              |      |      |        |   room.  Also electrifies water.
Thunder Volt  |  65  |   7  |  4100  | Same as above, but bigger.
Judgement     |  85  |   9  |  5300  | Same as above, but bigger.
Magnet Floor  |   0  |   9  |  3400  | Sucks in enemies from 1-block radius and
              |      |      |        |   pins them in place temporarily.
Vacuum Floor  |   0  |  12  |  4300  | Sucks in enemies from 2-block radius.
Magic Sac     |   0  |   5  |  4000  | Creates a bubble that traps anyone who
              |      |      |        |   walks into it.  You can then push the
              |      |      |        |   bubble around by walking into it.
              |      |      |        |   Available after getting Ending #2.
-------------------------------------------------------------------------------
  WALL TRAPS
 ============ (Damage)(Time)  (Cost)
Press Wall    |   5  |   4  | Start  | Pushes foes two blocks away.
Attack Wall   |  10  |   6  |  1200  | Pushes out 2 blocks and sends victims
              |      |      |        |   flying another 4 blocks straight out.
Spike Wall    |  35  |   5  |  2400  | Causes more damage and pushes victims 3
              |      |      |        |   blocks away.
Evil Kick     |  30  |   6  |  5000  | Kicks out 3 squares from wall and
              |      |      |        |   launches victims clear across room,
              |      |      |        |   even up stairs.  Unblockable.  Only
              |      |      |        |   available after getting Ending #4.
Arrow Slit    |  35  |   3  | Start  | Shoots straight across room and causes
              |      |      |        |   damage.
Fire Arrow    |  40  |   4  |  1000  | Same as above plus fire, can set oil-
              |      |      |        |   doused foes ablaze.
Triple Arrow  |  26  |   5  |  2600  | Three arrows fire in sequence.
Rolling Bomb  |  70  |   6  |  2200  | Slow-rolling bomb moves along ground,
              |      |      |        |   rolls down stairs, and explodes on
              |      |      |        |   contact with object or enemy.
Chain Needle  |  23  |   7  |  3800  | Five arrows fire in rapid sequence.
Fire Ball     |  65  |   5  |  4000  | Fire shoots across room, will flow up
              |      |      |        |   stairs, or slowly curve down when sent
              |      |      |        |   over a drop.  Ignites floor for a few
              |      |      |        |   seconds when it strikes something.
Cold Arrow    |  32  |   4  |  4000  | Targets will be frozen in place if hit.
Buzz Saw      |  45  |   7  |  4600  | Shoots across room, targets will be
              |      |      |        |   pushed all the way to the wall or
              |      |      |        |   obstacle.  Goes down stairs or drops
              |      |      |        |   and continues flying ahead.
Laser Arrow   |  85  |   8  |  4800  | Typical arrow charged with electricity.
Magnet        |   0  |   8  |   900  | Draws in enemies from 2 squares away and
              |      |      |        |   pins them to wall temporarily.
Power Magnet  |   0  |  10  |  2400  | Draws in enemies from 5 squares away.
Volt Magnet   |  50  |  10  |  3800  | Draws in enemies from 4 squares away,
              |      |      |        |   and zaps them when they reach the
              |      |      |        |   wall for damage.
-------------------------------------------------------------------------------
  CEILING TRAPS
 ===============
Mega Rock     |  70  |   9  | Start  | Rolls down stairs and slopes then across
              |      |      |        |   floors.  Can be pushed around by push
              |      |      |        |   wall- and spring floor-type traps.
              |      |      |        |   Used mainly to cause heavy damage.
Spike Rock    |  75  |   9  |  1800  | Same as above, just a little stronger.
Iron Ball     |  80  |  10  |  3600  | Affected by magnets, and sends targets
              |      |      |        |   flying through the air when hit.
              |      |      |        |   Bounces off walls and objects.
Flare Rock    |  90  |  10  |  6300  | Rock charged with fire element.
Volt Rock     | 100  |  11  |  7000  | Rock charged with lightning power.
Suezo         | 150  |  10  |  6500  | Round monster rolls down stairs, and
              |      |      |        |   keeps bouncing off walls for a long
              |      |      |        |   time or until it hits someone.  Sends
              |      |      |        |   targets flying.  Available after
              |      |      |        |   clearing all possible endings.
Vase          |   0  |   2  |   400  | Requires precise targeting.  When hit,
              |      |      |        |   victim walks forward blindly, even if
              |      |      |        |   already at a wall.
Oil Vase      |   0  |   2  |  1400  | Same as above and douses target in oil,
              |      |      |        |   which can be ignited by flame.  Makes
              |      |      |        |   oil patch if falls on ground.
Basin         |  10  |   2  |   600  | Causes damage and makes target berserk
              |      |      |        |   for short time.
Vat           |  20  |   2  |  1200  | More damage and berserk lasts longer.
Lava Vase     |  55  |   3  |  2400  | Damage, temporary blindness, and
              |      |      |        |   explodes after a few moments.
Ardebaran     |  70  |   2  |  3500  | Vase-type trap damages targets hit.
              |      |      |        |   Fast charge time, and long-lasting.
              |      |      |        |   Available after getting Ending #3.
Slow Gas      |   0  |   5  | Start  | Target's move rate will be reduced.
Confuse Gas   |   0  |   6  |   600  | Victim stumbles around, turning randomly
              |      |      |        |   when reaches walls or objects.
Evil Breath   |   0  |   4  |  1200  | Reduces victim's defense power.
Berserk Gas   |   0  |   4  |  1700  | Causes berserk status in victims.
Heat Breath   |   1  |   5  |  4000  | Slowly drains health of targets.
Evil Stomp    |  50  |   4  |  5000  | Giant foot crushes foes against floor.
              |      |      |        |   Unblockable.  Only available after
              |      |      |        |   getting Ending #1.
===============================================================================

-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
 TRAP-MAKING TREE: FLOOR TRAPS
-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-

  (W)=Wall trap   (C)=Ceiling Trap

Bear Trap --> Heavy Claw ------> Cold Claw ------> (W)Cold Arrow
                             /                 /
                            /                 /
                   (C)Confuse Gas      (W)Triple Arrow

                                                       (C)Iron Ball
                                                             \
                                                              \
(W)Magnet ---> Lift Floor ---> Rising Floor ----> Judgement ----> (C)Volt Rock
          /            |                     /
         /             |                     '--<---------<-----------<-.
(W)Attack Wall         |                                                |
                       '-----> Magnet Floor ---> Vacuum Floor           |
                           /                                            |
                          /                                             |
                    (W)Power Magnet ----->----------->------.           |
                                                             \          |
Small Bomb ---> Flash Bomb ---> Spark Rod ---> Thunder Volt ---> (W)Volt Magnet
   |              \
   |               \
   '--> Land Mine ---> Blast Bomb ----->-------------------> (W)Rolling Bomb
          |                \                      /
          |                 \          (W)Power Magnet
          |                  \
          '--> Spring Floor ---> Quake Bomb
                      |                 \
                      |                  \
                      '--> Smash Floor ----> Catastrophe ----> Hell Fire
                                                           /
                                                          /
                                                   (W)Fire Ball

-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
 TRAP-MAKING TREE: WALL TRAPS
-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~

  (F)=Floor trap   (C)=Ceiling trap

Arrow Slit --> Fire Arrow --> Rolling Bomb ----> Fire Ball ----> (F)Hell Fire
                |                           /                /
                |                 (F)Blast Bomb        (F)Catastrophe
                |
                |                       (F)Cold Claw
                |                                  \
                '--> Triple Arrow ---------------------> Cold Arrow
                              |                                |
                              '-------> Chain Needle           |
                                               |               |
                    (C)Spike Rock              |               |
                            \                  |               |
                             \                 |               \
Press Wall --> Attack Wall ----> Spike Wall ------> Buzz Saw -----> Laser Arrow
  |              |
  |         ,-->---> (F)Lift Floor --->(F)Magnet Floor
  |        /                       /
  |       /                       /
  |      /                       /
  '--> Magnet ------> Power Magnet --------> Volt Magnet --------> (F)Judgement
                                      /                     /
                                     /                     /
                                (F)Thunder Volt      (F)Rising Floor

-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
 TRAP-MAKING TREE: CEILING TRAPS
-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-

  (F)=Floor trap   (W)=Wall trap

                    (W)Attack Wall
                              \
Mega Rock ---> Spike Rock ------> (W)Spike Wall
                      \
                       \              (F)Judgement
                        \                       \
                         '-----> Iron Ball -------> Volt Rock
                           /             \
                          /               \
                         /                 \
Slow Gas --> Vase --> Basin ---> Vat        '--->----------------> Flare Rock
      |        |                                          /
      |        '---> Oil Vase ---> Lava Vase -------> Heat Breath
      |                                           /
      '--> Confuse Gas ---> Evil Breath --> Berserk Gas
                  \
                   \
   (F)Heavy Claw -----> (F)Cold Claw

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                          5. TRAP TIPS & ARK BONUSES
                         ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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~-~-~-~-~-~-~
  TRAP TIPS
~-~-~-~-~-~-~

-Because they take time to charge, it's best to set up traps in a room before
   enemies enter it.  Use your map to see their position and which way they'll
   enter, then lure them to where you want them.
-Traps don't do all that much good unless you use them in combos.  Set enemies
   up for big hits by using traps that move them around in predictable ways.
   For example, using the traps you start with, you can drop a Vase onto an
   enemy's head as they walk into a room, pin them with a Bear Trap that they
   blindly stumble straight into, then shoot them with an Arrow Slit from
   across the room for a basic 3-hit combo.
-Make use of the pre-set traps found in every room.  These generally deal heavy
   damage and extend your trap combos.  Each room trap requires certain
   strategies to force enemies into them.  Check the maps in the walkthrough
   for more details.
-To keep combos going, traps must hit within a few seconds of each other or
   less, basically the next one must hit before the enemy recovers from the
   last.  To make longer combos, you have to re-set traps that have already
   been used in a different position in time for them to charge.
-Carry a variety of traps with you at all times.  You'll need different types
   when enemies are immune to certain traps.  Include some with quick charging
   times that you can set up to extend trap combos.

~-~-~-~-~-~-~-~
  ARK BONUSES
~-~-~-~-~-~-~-~

There are several things you can do to earn more Ark, allowing you to create
more and deadlier traps as the game progresses.

TRAP HIT BONUSES
================
Damage: The more pain you cause with your traps, the more Ark you receive.  The
        reverse also applies: traps that cause no damage earn you almost no Ark
        when they hit (though they can still count towards combo bonuses).
Combos: The most common way to earn extra Ark is to string together trap hits,
        using both your own traps and the set room traps.  For each trap that
        hits before the last one wears off, the Ark bonus (as well as the
        damage caused) will increase, within certain limits.
Initial Trap: This common bonus seems to be for the first use of each trap that
              you command or the first use of pre-set room traps.
Bingo: A killing hit sometimes gives you this bonus.  I think it requires you
       to do just enough damage to kill a foe, not any extra.
Bullseye!: A hit on a target that is dead-centre.  Requires enemy to be
           very precisely in the center of the target square.  This one is
           difficult to plan for, you'll likely just get it by chance once in a
           while.
Long-Range Hit: This bonus is granted when you hit a target with a trap that
                originated at least 4 squares away.
Double Hit: This occurs when a single trap strikes 2 enemies at the same time.
Aerial Hit: Another difficult one to get, this bonus occurs when you hit an
            enemy with a trap while they're flying through the air (as the
            result of another trap, or as they leap at you).
Counter Hit: You get this bonus if you hit an enemy with a trap just as they
             were about to strike you (i.e. their weapon was raised).

OTHER BONUSES
=============
Sacrifices: You get 300 Ark for each kill you make.
Perfect Genocide: You get an extra 500 Ark if you kill every enemy in the
                  chapter (i.e. you don't let any escape, if they're inclined
                  to do so).
Life Bonus: You get 500 Ark minus around 1 Ark for every point of damage you
            suffer in a single chapter.
No Damage Clear: You get a bonus 500 Ark if you take no damage or hits of any
                 kind during a chapter.
Naming Bonus: See the Endings & Secrets section below the walkthrough for this
              secret way to get 2800 Ark at the start of the game.

  #=+=-=#=+=-=#=+=-=#=+=-=#=+=-=#=+=-=#=+=-=#=+=-=#=+=-=#=+=-=#=+=-=#=+=-=#=
                               ~~~~~~~~~~~~~~~~
                                6. WALKTHROUGH
                               ~~~~~~~~~~~~~~~~
  #=+=-=#=+=-=#=+=-=#=+=-=#=+=-=#=+=-=#=+=-=#=+=-=#=+=-=#=+=-=#=+=-=#=+=-=#=

 ============================
  Map M1: West Woods Mansion
 ============================
           -----------------------------------
          |       STR   d___________d         |        STR = Stairs
          | P        |  |           |    |  B |        d = Door
Entrance--         Fr|  |           |    H    |        P = Pillar
 /Exit  --         Pt|  |           | B  |    |        FrPt = Fire Pit
          |   P      |  |           |         |        B = Powder Box
          |       STR   |            -------d -----    H = Swinging Hook
           -----------d |           |   STR___|    |   Sp = Wall Spear
          |  ___________|__         | EC           |   w = Water
          |d |     Sp      |        |     Pnd   Sw |   L = Healing Loon
          |  |     w      _|        |              |   EC = Electric Chair
          |   STR  w     | |        |d ------------    Pnd = Swinging Pendulum
          |   STR  w     |L|        | |                Sw = Lumber Saw.
          |  |     w      -|________| |
          |  |   www  Sp   d          |
           ---------------------------

Notes on Traps: -The pillars in the entrance room can be knocked over by a push
                   wall or a large blast, and will damage anyone they fall on.
                -Powder Boxes can be blown up by a strong explosive or an
                   Attack Wall (must be purchased).
                -The Electric Chair will zap anyone who touches it, yourself
                   included.
                -The Hook and Pendulum will send enemies flying when hit.
                -You can send enemies flying over the rail on the upper landing
                   in the entrance room with a powerful push (e.g. Attack
                   Wall).

~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+
                        Chapter One: An Innocent Girl
~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+
 _________
| ENEMIES |
|-----------------------------------------------------------------------------
| Daar        HP 50     DEF 2    A village man recently wed in bliss to sweet |
| (Villager)  ATK-S 9   SPD 25   Lilia.  Presents no threat to you, and will  |
|             ATK-L 0   AGL 0    leave the fight if able to.                  |
 -----------------------------------------------------------------------------

At the start, Yocal asks you if you want instructions on using traps.  She
mostly just gives you the controls for them, and tells you about the healing
Loon.  After that, your first opponent (arguably named that) appears.  You must
go to the entrance room to meet him.  Go up the stairs in the room you start in
and through the door up there to reach the entrance hall (check the map for the
red dot indicating his position if you need to.  The white arrow is your
position).

Once you enter the entrance hall, Daar asks you what's going on.
CHOICE: -Answer "Yes": Daar will stand in place, letting you set up some easy
         trap hits.  Once you do any damage, he will try to leave.
        -Answer "No": Daar will walk to a door, then decide to leave.  Place
         traps in his path if you want to kill him.

BRANCHING PATH: If you let Daar leave alive, go to chapter 2a.  If you kill
Daar, go to Chapter 2b below.

**Note: You can attack Yocal with your traps right at the start!  You don't
'truly' kill her, but you can earn a little bit of extra Ark by doing so.  Try
the Bear Trap, Mega Rock rolling down the stairs, and Arrow Slit for an easy 3-
hit combo.  If you're quick, you can also switch to the Small Bomb for the
floor trap and make it a 4-hit combo, which will "kill" her.  Otherwise, she
will leave as soon as she recovers from a trap hit, so string them together
smoothly so you can get all of your hits in.  Another 4-hit combo to finish her
off again uses the Bear Trap, Arrow Slit, and Mega Rock.  As soon as you
activate the Bear Trap, hit her with an arrow, then wait a moment as the arrow
recharges before unleashing the Mega Rock, so that you can hit her with another
arrow just before the rock hits.

~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+
                      Chapter Two (A): A Fool's Fortune
~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+

**Note: You get this version of the chapter if you let Daar leave the mansion
alive.
 _________
| ENEMIES |
|-----------------------------------------------------------------------------
| Slash       HP 90     DEF 15   A hot-head, but liked for his loyalty to     |
| (Soldier)   ATK-S 21  SPD 38   friends.  Your first actual threat, but only |
|             ATK-L 0   AGL 35   if you let him reach you.                    |
 -----------------------------------------------------------------------------
| Daar        HP 50     DEF 2    A village man recently wed in bliss to sweet |
| (Villager)  ATK-S 9   SPD 25   Lilia.  Presents no real threat to you.      |
|             ATK-L 0   AGL 0                                                 |
 -----------------------------------------------------------------------------

Slash will come after you no matter how you answer his question.  He'll slash
you (thus his name) with his sword if he gets close, so don't let that happen.
Set up traps wherever you like and lead him into them.  If he's alone, the
stage is over once you kill him.

As for Daar, if you didn't kill him last time, he'll be here, but he's cowardly
and will run away from you until you get close to him, at which time he'll try
to push you away and run away again.  If he's staying at the exit door, leave
the room to lure him out.

Skip to Chapter 3a, below.

~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+
                       Chapter Two (B): Castle of Doom
~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+

**Note: You get this version of the chapter if you killed Daar in the first
mission.
 _________
| ENEMIES |
|-----------------------------------------------------------------------------
| Slash       HP 90     DEF 15   A hot-head, but liked for his loyalty to     |
| (Soldier)   ATK-S 21  SPD 38   friends.  Your first actual threat, but only |
|             ATK-L 0   AGL 35   if you let him reach you.                    |
 -----------------------------------------------------------------------------

Now you face an opponent that fights back.  Don't let him get too close or
he'll slash you and you'll lose your No Damage Ark bonus.  Lure him around into
traps that you set up for him ahead of time and keep hitting him until he dies.

When Slash spots you at the start of the mission, you get a choice of
responses.  They both have the same result, so it doesn't matter which one you
pick.

Skip to Chapter 3b, below.

~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+
                      Chapter Three (A): Friendship Oath
~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+

**Note: You get this version of the chapter if you let Daar leave alive in the
first mission.
 _________
| ENEMIES |
|-----------------------------------------------------------------------------
| Hawk        HP 80     DEF 15   Mentored by Slash & Gastone.  Precise, loyal |
| (Soldier)   ATK-S 24  SPD 38   and dedicated.  Similar to Slash in all      |
|             ATK-L 0   AGL 30   abilities.                                   |
 -----------------------------------------------------------------------------
| Gastone     HP 140    DEF 8    Brawny childhood friend of Slash.  A bit     |
| (Crusher)   ATK-S 45  SPD 25   anti-social.  His hammer attack is very      |
|             ATK-L 0   AGL 20   painful.  Don't let him get near you.        |
 -----------------------------------------------------------------------------

For the first time, you face 2 aggressive opponents at once, and they start in
different positions.  As soon as you start, check your map to see where they
are in relation to you.  Gastone will talk to you once he reaches the top of
the stairs in the Altar room where you begin.  Whichever answer you choose, he
comes after you and won't let up until he's dead.  Since Hawk is also coming
from behind, it's best to get around Gastone, go up the stairs and move to the
entrance hall.  Since Gastone moves slow, you can get around him without
difficulty.  If you want to be sure, though, set up some Slow Gas or Confuse
Gas on the stairs and hit him as he comes down, then go around him while he's
recovering.  In the entrance hall, you'll probably only have time to hit
Gastone with one set of traps before Hawk shows up.  Run to the next room after
that and deal with Hawk, since he's the faster of the pair.  Keep up the pain
until they're both dead.  At this point, you should be getting used to setting
up traps as soon as you walk into a room, then waiting to lure your enemies
into them.

If you want some trap suggestions, try to combine your own with the set room
traps and features.  For example, in the rear torture room, get an enemy to
come down the stairs after you, catch him in a Bear Trap at the bottom, then
use a Press Wall to push him into the Electric Chair that's just sitting there
waiting for a victim.  Or, in the room with the large Powder Boxes, break open
a box with a Press Wall as an enemy walks by it, and it'll explode and send him
flying.  Experiment and find your own favorite trap types and combinations.

Skip down to Chapter 4.

~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+
                    Chapter Three (B): Pursuit of Friends
~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+

**Note: You get this version of the chapter if you had killed Daar in the first
mission.
 _________
| ENEMIES |
|-----------------------------------------------------------------------------
| Hawk        HP 80     DEF 15   Mentored by Slash & Gastone.  Precise, loyal |
| (Soldier)   ATK-S 24  SPD 38   and dedicated.  Similar to Slash in all      |
|             ATK-L 0   AGL 30   abilities.                                   |
 -----------------------------------------------------------------------------
| Gastone     HP 140    DEF 8    Brawny childhood friend of Slash.  A bit     |
| (Crusher)   ATK-S 45  SPD 25   anti-social.  His hammer attack is very      |
|             ATK-L 0   AGL 20   painful.  Don't let him get near you.        |
 -----------------------------------------------------------------------------

This version is pretty much identical to the other one, so check above for
details on enemies and strategy.  The responses you give to the enemies don't
affect the outcome.

~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+
                        Chapter Four: Tangled Thoughts
~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+
 _________
| ENEMIES |
|-----------------------------------------------------------------------------
| Gerald      HP 100    DEF 22   Quit army to join Red Blood.  Relied on by   |
| (Knight)    ATK-S 30  SPD 30   Captain Keith.  Capable of a leaping attack  |
|             ATK-L 0   AGL 0    from a couple of squares away.               |
 -----------------------------------------------------------------------------
| Rain        HP 60     DEF 8    Secretly loves another Red Blood member.  As |
| (Archer)    ATK-S 9   SPD 48   an archer, she can hit you from a distance,  |
|             ATK-L 9   AGL 50   so keep obstacles between you and/or keep    |
|                                moving.  Luckily, her arrows are weak.       |
 -----------------------------------------------------------------------------
| McLord      HP 100    DEF 18   Mercenary and coward.  Afraid to oppose or   |
|  (Soldier)  ATK-S 24  SPD 42   defy the Timenoids.  Basic attacker, doesn't |
|             ATK-L 0   AGL 35   pose much threat.                            |
 -----------------------------------------------------------------------------

McLord comes after you on his own at first.  As soon as you can, turn left and
run to the next room, because he starts close to you and you don't have much
time to set up traps in the room you're in.  Lead him into the torture room and
take care of him there instead.  Once he's dead, the other 2 enemies come in.

Once either Rain or Gerald spots you, they'll ask you why you killed McLord.
CHOICE: -Answer "To kill humans is my mission": Both will attack you.
        -Answer "I had no choice": Rain and Gerald will both try to leave the
         mansion.  If you attack one of them while they're going, they will
         change their minds and come after you instead.

If you fight Rain, remember that she has distance attacks and isn't afraid to
use them.  Keep far away, keep moving, and/or keep objects between you so that
you don't get hit by her arrows.  She's the quicker of the two, so she'll be
the one chasing you down at first.  Once she's out of the picture, take on
Gerald, but watch out for his leaping attack.

BRANCHING PATH: If you let Rain and Gerald leave the mansion unharmed, go to
Chapter 5a, below.  If you kill them, skip to Chapter 5b.

~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+
                    Chapter Five (A): Ordeal of the Young
~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+

**Note: There are 2 versions of this chapter, depending on whether you killed
Rain and Gerald or you let them escape.  If they left the castle alive, then
you encounter the following enemies:
 _________
| ENEMIES |
|-----------------------------------------------------------------------------
| Ash         HP 110    DEF 20   Like a brother to Hunna.  Concerned about her|
| (Soldier)   ATK-S 27  SPD 38   recent macho attitude.  Basic melee fighter. |
|             ATK-L 0   AGL 40                                                |
 -----------------------------------------------------------------------------
| Statz       HP 60     DEF 15   A lazy coward who runs in the face of any    |
| (Thief)     ATK-S 21  SPD 52   battle.  Acts without thinking.              |
|             ATK-L 0   AGL 65                                                |
 -----------------------------------------------------------------------------
| Hunna       HP 80     DEF 12   An expert fighter with no equal in a         |
|  (Fighter)  ATK-S 18  SPD 50   legitimate battle.  Luckily, you don't fight |
|             ATK-L 0   AGL 55   legitimately.  Uses martial arts.            |
 -----------------------------------------------------------------------------

The first two opponents will reach the torture room at about the same time, so
you might try placing a trap to toss one of them out of the way once they enter
and then run out that door to reach a safer place to set up an ambush.  Statz
will be the third person to show up.  He tends to run away from you, so chase
him down if you have to.  Also, he can hide himself from the area map.  If you
can't spot his red dot, run through the different rooms.  Once you're in the
same room as him, he'll show up, probably hiding against the wall somewhere, so
set up some traps to hit him where he's standing.

**Note: Hunna will leave if you weaken her severely without killing her.  Of
course, you can always finish her off on her way out.

Go down to Chapter 6 below to continue.

~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+
                         Chapter Five (B): Vengeance
~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+

**Note: This is the other version of this chapter, obtained by killing Rain and
Gerald in chapter four.
 _________
| ENEMIES |
|-----------------------------------------------------------------------------
| Julia       HP 90     DEF 15   Red Blood guerilla known for her expert      |
| (Hunter)    ATK-S 24  SPD 52   boomerang skills and infiltration tactics.   |
|             ATK-L 12  AGL 60   Take her out quickly if at all.              |
 -----------------------------------------------------------------------------
| Raddlefuss  HP 90     DEF 20   As a Red Blood priest he has inborn defense  |
| (Buddhist)  ATK-S 15  SPD 38   against gas, and has healing powers.  He'll  |
|             ATK-L 15  AGL 45   heal himself and comrades, so try to kill    |
|                                him quickly or the fight will just draw out. |
|                                Uses magic distance attacks.                 |
 -----------------------------------------------------------------------------
| Grand 'Or   HP 100    DEF 20   Known among his peers as an able soldier,    |
|  (Soldier)  ATK-S 24  SPD 38   he's a veteran mercenary of countless wars.  |
|             ATK-L 0   AGL 40                                                |
 -----------------------------------------------------------------------------
| Jackal      HP 90     DEF 18   Onetime Red Blood foe who joined ranks after |
|  (Soldier)  ATK-S 24  SPD 42   defeat against Keith.  Opportunistic.        |
|             ATK-L 0   AGL 30   Quick for a melee fighter.                   |
 -----------------------------------------------------------------------------
| Saki        HP 70     DEF 10   Lost confidence after being defeated by      |
|  (Fighter)  ATK-S 15  SPD 45   Grand 'Or.  Now pursues new purpose in life. |
|             ATK-L 0   AGL 55   Uses martial arts as her weapon.             |
 -----------------------------------------------------------------------------

With this many enemies, you can now get used to the usual progression of
events.  Kill one enemy, and the next appears at a designated place in the
castle to take the first one's place.  You first face Saki and Grand 'Or, then
Jackal once you kill one of them.  Saki moves fast, so keep running until you
have enough distance between you to set up and charge some traps.

Raddlefuss will appear next.  Being a healer, he often tries to be non-
confrontational and will avoid you whenever possible, so you have to go after
him to kill him.  As for Julia, she appears last, as once she spots you, she
asks you if you are indeed Millenia (or whatever else you may have named
yourself).
CHOICE: -Answer "Yes": Julia will then leave the mansion, unless you can kill
         her along the way.
        -Answer "No": She will simply attack you.

BRANCHING PATH: If you let Julia leave the mansion alive, some of the cutscenes
later will be different (since she'll be in them), and you get chapter 10a
instead of 10b when you reach that point.

 =======================
  Map M2: King's Palace
 =======================
                           __
                      ____|  |____
                     |            |            Exit
                     |            |         ___ d ___
      Exit         __|            |        |         |     d = Door
   ___d ___       | d   Pk        |        |  Pk     |     B = Powder Box
  |        |      | |             |        |         |     w = Water
  | B      |      | |----STR------|__      |   Gl    |     Pk = Floor Pike
  |     Pk |      | |_____________d  |     |___   ___|     Fn = Death Fan
  |   Fn   |      |d|____________  | |         | |         L = Healing Loon
  |___  ___|      |  |         | | | |         | |         STR = Stairs
     |d |         |  |         | | | |         | |         P = Pillar
     |  |         |   ---------  | | |         | |         EC = Electric Chair
     |  |         |              | | |         | |         Sw = Lumber Saw
   __|d |__       |         Pk   || d --------- d -----    Pd = Pendulum
  |w       |      |              ||     |         |    |   Gl = Guillotine
 _|w       |      |              ||     |Bd       |    |   Bl = Oil Barrel
|  ww     L|____  |_____    _____|| Bl  STR       STR  |
|  ww      d__  |  _____|  |_____ |     |         |    |
|_ ww      |  | | |              ||L    |         |Gl  |
  |w       |  | |_|  B       P   | ---------d |------| |
  |w_______|  |___d              d____________|      | |
                  |              |                   | |
                  |d ____________|                   | |
                  |             |                    | |
                  |___________d |____                | |
                 |               d   |     __________| |__
                 |  -------------|   |____|   |           |
                 |STR          L |        d   |  -Pd-     |
                 |    Fn     P   |--------|  STR          |
                 |______  _______|        |---   EC    Sw |
                         d                |_______________|
                       Exit

Notes on Traps: -Death Fans will chop enemies if you shoot them up into it
                   with a Rising Floor or Lift Floor.  Set those traps beside
                   the center of the fan (which is a device spot where you
                   can't place any traps);
                -Powder Boxes can be made to explode by impact with a Push Wall
                   type trap or another large blast.
                -The Oil Barrel will explode if you hit it with fire, such as
                   from a Fire Arrow.
                -Guillotines drop when someone touches the square underneath
                   the thick portion of the blade.  You yourself can run over
                   that spot and be clear before the blade drops.
                -Pillars topple into the room when pushed over by a wall or a
                   blast.  They only fall in one direction.
                -The giant Boulder at the top of the stairs will only fall if
                   triggered by a Quake Bomb or Catastrophe.  It will roll down
                   the stairs and cause massive damage.
                -The Electric Chair zaps anyone who touches it.  You can also
                   use electric rods to create a line of electricity across the
                   room.

~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+
                       Chapter Six: Castle of Illusion
~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+
 _________
| ENEMIES |
|-----------------------------------------------------------------------------
| Deadmoon    HP 90     DEF 10   Fights as a Red Blood but secretly schemes   |
| (Warlock)   ATK-S 9   SPD 25   to rule country.  Has self-healing powers.   |
|             ATK-L 15  AGL 35   Uses magic to attack from a distance.        |
 -----------------------------------------------------------------------------
| Hornstein   HP 110    DEF 10   Rich businessman who regularly contributes   |
| (Nobleman)  ATK-S 9   SPD 20   to the King.  Adopted and raised many        |
|             ATK-L 0   AGL 10   orphans.  Weak and cowardly.                 |
 -----------------------------------------------------------------------------
| Hagane      HP 50     DEF 5    Hides in Deadmoon's shadow to ambush foes.   |
|  (Ninja)    ATK-S 15  SPD 65   Unaffected by blinding bombs like flash.     |
|             ATK-L 5   AGL 65   Can teleport and hide from your map view.    |
|                                Can also leap over spring floor-type traps.  |
 -----------------------------------------------------------------------------

You face your enemies one at a time here, giving you a chance to become a
little familiar with this new environment.  Deadmoon starts in the room
straight ahead at the start, so either set up some traps just inside the
entrance, or turn around and run to another room.  Note that the door behind
the throne is somewhat hidden, as it just looks like part of the wall.  Consult
your map to verify its location.

Once Deadmoon spots you, he asks you what you're doing there.  With either
answer, Deadmoon summons his companion Hagane and comes after you.  Bet you
thought this was going to be an easier fight!

Don't let up on Deadmoon for long, because he heals himself over time.  Hagane
can be tricky, because he can teleport into your room and be hidden from your
map view (no red dot).  Look around for him, and once you spot him he'll come
after you.  He runs pretty fast and throws knives at you, so keep your distance
and use some heavy-damage traps to kill him quickly.

With that nuisance out of the way, it's time to see where Hornstein is hiding.
Once he spots you, he'll run away.  If he makes it to the Throne Room, he'll
stay and cower by the throne, so set him up for some hits.  After you damage
him, he'll try to leave the castle.  He moves incredibly slowly, so you should
have no trouble finishing him off if you want to kill him.  If you don't, just
wait until he escapes.

BRANCHING PATH: If you let Hornstein escape, go to Chapter 7a, below, then 8a
after that.  If you killed him, but you let Rain and Gerald leave the mansion
alive in Chapter 4, go to Chapter 7b instead, then do Chapter 8b afterwards.
If you killed Hornstein here, and also killed Rain and Gerald in Chapter 4,
then go to Chapter 7c, and then 8b.

~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+
                         Chapter Seven (A): Deception
~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+

**This version of chapter 7 occurs if you let Hornstein escape the castle alive
in the previous chapter.
 _________
| ENEMIES |
|-----------------------------------------------------------------------------
| Aria        HP 80     DEF 10   Her easy-going nature is valued within the   |
| (Fighter)   ATK-S 18  SPD 45   Deadmoon party, but lacks combat skill.      |
|             ATK-L 0   AGL 50   She can leap several squares to kick you.    |
 -----------------------------------------------------------------------------
| Ricard      HP 60     DEF 12   Actually a skilled soldier, had always chosen|
| (Thief)     ATK-S 18  SPD 52   to run than fight... until now.  Physically  |
|             ATK-L 0   AGL 65   weak, he depends on his comrades a lot.      |
 -----------------------------------------------------------------------------
| Legral      HP 80     DEF 18   His long-time anti-pollution crusade has made|
|  (Bomber)   ATK-S 15  SPD 38   him an expert on gas and bomb defense.  He is|
|             ATK-L 18  AGL 20   immune to those types of traps.  Rolls slow- |
|                                moving bombs your way from a distance that   |
|                                can cause large explosions or poison you.    |
 -----------------------------------------------------------------------------

Right from the start, Ricard runs from you.  Don't fall for it.  If you chase
him, you'll just run into Aria.  Rather, stay in the starting fountain room and
set up traps for both of them when they arrive.  They should be together, so
try to hit them both at once with something right inside the entrance.  Try
running through the side door to the back storage room to finish them off.

Next comes Legral, who can be quite a pain if you give him half a chance, with
his explosives and gas bombs.  Let him follow you without letting him get too
close while you draw him into your traps.  Remember, gas and explosives won't
even touch him.

Skip to chapter 8a after completing this one.

~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+
                    Chapter Seven (B): Castle of Illusion
~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+

**This version of chapter 7 plays out if you killed Hornstein in the previous
chapter, but let Rain and Gerald live in Chapter 4.

Actually, except for the name, this chapter plays exactly the same as the other
version just above, so read that one for instructions on getting through it.
However, once you complete this version, skip to chapter 8b down below.

~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+
                    Chapter Seven (C): Countdown to Ruin
~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+

**This version of chapter 7 plays out if you killed Hornstein in the previous
chapter and also killed Rain and Gerald in Chapter 4.

Again, it's identical in terms of enemies and gameplay as 7a, so check above
for details.  Go to Chapter 8b, below, when finished.

~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+
                      Chapter Eight (A): Test of Loyalty
~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+

**Note: You get this version of the chapter if you let Hornstein leave the
castle alive back in chapter 6.
 _________
| ENEMIES |
|-----------------------------------------------------------------------------
| Lordred     HP 110    DEF 25   Loves Delfina.  Joined Hornstein to be near  |
| (Knight)    ATK-S 30  SPD 30   her.  Fearless of arrows & small bombs, since|
|             ATK-L 0   AGL 0    they won't damage him.  A worthy adversary.  |
 -----------------------------------------------------------------------------
| Delfina     HP 80     DEF 8    Hornstein adopted and raised her for her     |
|  (Voodoo)   ATK-S 18  SPD 38   magic skills.  Has self-healing powers.      |
|             ATK-L 12  AGL 60   Her magic can strike from afar.              |
 -----------------------------------------------------------------------------
| Diva        HP 110    DEF 8    Adopted by Hornstein, raised as a solder.    |
| (Psycho)    ATK-S 21  SPD 55   Fearlessly leads the way into any battle.    |
|             ATK-L 0   AGL 50   Can leap great distances to slash you.       |
 -----------------------------------------------------------------------------
| Hornstein   HP 110    DEF 10   Rich businessman who regularly contributes   |
|  (Nobleman) ATK-S 9   SPD 20   to the King.  Adopted and raised many        |
|             ATK-L 0   AGL 10   orphans.  A pitiful foe.                     |
 -----------------------------------------------------------------------------

Turn around as soon as you start and run to the next room, so that you have
time to set up some traps.  Take out Delfina first as she enters the torture
room, then destroy Lordred, possibly as he climbs the stairs to reach you by
the far door.

Once both of the first opponents are dead, the next pair emerges in the same
place as the first.  If you're still in the torture room, you could just wait
for them there.  Diva will be the first to arrive due to his high speed, but
since you've had all this time to set up for him, he should pose little threat.
After that, Hornstein should be making an appearance.  Despite his weakness,
his anger drives him to attack you.  Silly little man.  Have some fun with him
as you finish him off.

Skip to chapter 9, below.

~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+
                      Chapter Eight (B): Loyal Soldiers
~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+

**Note: You get this version of the chapter if you killed Hornstein back in
chapter 6.
 _________
| ENEMIES |
|-----------------------------------------------------------------------------
| Lordred     HP 110    DEF 25   Loves Delfina.  Joined Hornstein to be near  |
| (Knight)    ATK-S 30  SPD 30   her.  Fearless of arrows & small bombs, since|
|             ATK-L 0   AGL 0    they won't damage him.  A worthy adversary.  |
 -----------------------------------------------------------------------------
| Diva        HP 110    DEF 8    Adopted by Hornstein, raised as a solder.    |
| (Psycho)    ATK-S 21  SPD 55   Fearlessly leads the way into any battle.    |
|             ATK-L 0   AGL 50   Can leap great distances to slash you.       |
 -----------------------------------------------------------------------------
| Delfina     HP 80     DEF 8    Hornstein adopted and raised her for her     |
|  (Voodoo)   ATK-S 18  SPD 38   magic skills.  Has self-healing powers.      |
|             ATK-L 12  AGL 60   Her magic can strike from afar.              |
 -----------------------------------------------------------------------------

Turn around as soon as the stage starts and run through the door to get away
from Lordred and Delfina.  In the next room, the torture room, set up some
delicious way to take at least one of them out.  After that, watch out for
Diva, because he moves and attacks very quickly.  Use this chance to try out a
couple of rooms that you haven't fought in yet.

~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+
                         Chapter Nine: Ignorant Greed
~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+
 _________
| ENEMIES |
|-----------------------------------------------------------------------------
| Volcano     HP 100    DEF 12   He and his men joined Deadmoon after their   |
| (Pyro)      ATK-S 45  SPD 35   master died.  Immune against fire, which he  |
|             ATK-L 21  AGL 50   also wields to his own advantage.            |
 -----------------------------------------------------------------------------
| Mucro       HP 60     DEF 5    Hornstein thinks he's too gabby for a ninja. |
| (Ninja)     ATK-S 18  SPD 62   Can block flash and become invisible.  Able  |
|             ATK-L 6   AGL 60   to hide from your map view and teleport.  He |
|                                can also jump over spring floors, and his    |
|                                blades can cause blindness in you.           |
 -----------------------------------------------------------------------------
| Dorcas      HP 170    DEF 10   Simple-minded, and always attacks head on.   |
|  (Crusher)  ATK-S 54  SPD 30   So massive even walls don't deter him.  Can  |
|             ATK-L 0   AGL 20   also deflect rolling boulders with warning.  |
 -----------------------------------------------------------------------------
| Claire      HP 70     DEF 10   Trusts only herself and tends to be arrogant.|
| (Archer)    ATK-S 9   SPD 48   Weapon of choice: Poison Arrow, which can    |
|             ATK-L 9   AGL 50   slowly drain away your health while it lasts.|
 -----------------------------------------------------------------------------
| Goatbone    HP 80     DEF 8    So confident, he never makes the first move. |
|  (Phantom)  ATK-S 15  SPD 30   Hides or warps himself away when in danger.  |
|             ATK-L 12  AGL 20   You'll have to hunt him down.                |
 -----------------------------------------------------------------------------

The danger is two-fold in this and a couple more stages: you must not only
defeat the enemies, but you must prevent them from reaching the Virgin Statue
in the altar room (at the center top of the map).  If anyone touches it, it's
game over.

First of all, turn around and pass through the altar room to take on Goatbone.
He'll emerge into the room with several flights of stairs, but he'll duck back
into the hall if you're there, then peak his head out repeatedly.  Set up a
trap on the first square inside his door that will pull him out (like a Spring
Floor) so that you can hit him.  Keep an eye on your map, though, and if the
other dot, which represents Mucro, reaches the Throne Room, leave Goatbone
alone (if you haven't killed him yet) and head for the altar room to lay some
traps for the ninja.  Keep checking you map frequently, because he might
teleport directly to the Stairs room behind you, or to the altar room right
beside the stairs there.  Anyway, once you get him or anyone else in the altar
room, stick around and keep fighting them there, even if you have to take
damage, to make sure that no one triggers the bomb behind the statue.

You should be getting used to the different types of enemies by now and taking
them by surprise in a series of trap hits.

~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+
                       Chapter Ten (A): Darkness Falls
~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+

**Note: You get this version of the chapter if you either let Rain and Gerald
leave alive in Chapter 4, or let Julia leave alive in Chapter 5.
 _________
| ENEMIES |
|-----------------------------------------------------------------------------
| Matia       HP 50     DEF 8    A Deadmoon loyal since being saved by him    |
| (Assassin)  ATK-S 18  SPD 60   from slavery.  A master at ambush.  She runs |
|             ATK-L 0   AGL 50   very fast and can leap at you quickly.       |
 -----------------------------------------------------------------------------
| Helmut      HP 80     DEF 15   Loves and protects Matia though she rejects  |
| (Chemist)   ATK-S 9   SPD 45   him.  Has self-healing powers.               |
|             ATK-L 15  AGL 60                                                |
 -----------------------------------------------------------------------------
| Layla       HP 80     DEF 10   Icy-hearted bodyguard of Deadmoon.  Trained  |
|  (Fighter)  ATK-S 15  SPD 48   as a professional assassin.                  |
|             ATK-L 0   AGL 60                                                |
 -----------------------------------------------------------------------------
| Deadmoon    HP 120    DEF 15   Powerful human leader of Timenoid hunt.      |
| (Warlock)   ATK-S 15  SPD 30   Seeks immortality and total rule.  A self-   |
|             ATK-L 36  AGL 60   healer, with powerful magic attacks.         |
 -----------------------------------------------------------------------------

Matia and Helmut will immediately head for the Altar room, but they won't
detonate the bomb there, so don't worry.  They'll wait for you there, so you
have to go and let them spot you to start them chasing you.  Watch out for
Matia, she'll stay close behind you and will jump and attack you if you stop
too soon.  Lead them a couple of rooms away before stopping to set up some
traps.  After you hurt Matia (assuming you don't just kill her outright in one
go), she will disappear until you kill either Deadmoon or Layla, then reappear
so you can finish the job.  When Deadmooon appears, it doesn't matter how you
respond to his question.  He just comes to kill you either way.

Skip down to Chapter 11a if you let Rain and Gerald live back in Chapter 4, or
down to Chapter 11b if you killed them.

~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+
                     Chapter Ten (B): Invitation to Evil
~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+

**Note: You get this version of the chapter if you killed Rain and Gerald in
Chapter 4 and also killed Julia in Chapter 5.
 _________
| ENEMIES |
|-----------------------------------------------------------------------------
| Matia       HP 50     DEF 8    A Deadmoon loyal since being saved by him    |
| (Assassin)  ATK-S 18  SPD 60   from slavery.  A master at ambush.  She runs |
|             ATK-L 0   AGL 50   very fast and can leap at you quickly.       |
 -----------------------------------------------------------------------------
| Helmut      HP 80     DEF 15   Loves and protects Matia though she rejects  |
| (Chemist)   ATK-S 9   SPD 45   him.  Has self-healing powers.               |
|             ATK-L 15  AGL 60                                                |
 -----------------------------------------------------------------------------
| Layla       HP 80     DEF 10   Icy-hearted bodyguard of Deadmoon.  Trained  |
|  (Fighter)  ATK-S 15  SPD 48   as a professional assassin.                  |
|             ATK-L 0   AGL 60                                                |
 -----------------------------------------------------------------------------
| Deadmoon    HP 120    DEF 15   Powerful human leader of Timenoid hunt.      |
| (Warlock)   ATK-S 15  SPD 30   Seeks immortality and total rule.  A self-   |
|             ATK-L 36  AGL 60   healer, with powerful magic attacks.         |
 -----------------------------------------------------------------------------

Matia and Helmut will immediately head for the Altar room, but they won't
detonate the bomb there, so don't worry.  They'll wait for you there, so you
have to go and let them spot you to start them chasing you.  Watch out for
Matia, she'll stay close behind you and will jump and attack you if you stop
too soon.  Lead them a couple of rooms away before stopping to set up some
traps.  You get to take out both of them at your leisure before any other
enemies show up.

Once you've eliminated the first pair, Deadmoon and his guard Layla show up in
the south entrance hall.  Layla will be the first to reach you, since she's the
quickest, so do a little damage to her before Deadmoon shows up.  Once he does,
he asks you why you do what you do.
CHOICES: -Answer "To kill humans is my mission": Deadmoon will come after you.
         -Answer "There was no choice": Deadmoon will come after you.

So apparently it doesn't matter how you answer him.  Remember, Deadmoon heals
himself, so when fighting him you have to keep up the damage.  If you stop and
run away, he'll likely be fully healed again when he catches up to you.

~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+
                      Chapter Eleven (A): Prison of Time
~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+

**Note: You get this version of the chapter if you had let Rain and Gerald
leave the mansion alive back in Chapter 4.
 _________
| ENEMIES |
|-----------------------------------------------------------------------------
| Hebel       HP 50     DEF 0    Simple-minded and greedy for the Timenoid    |
| (Villager)  ATK-S 3   SPD 15   secret.  Incapable of succeeding on his own. |
|             ATK-L 0   AGL 20   A laughable opponent.                        |
 -----------------------------------------------------------------------------
| Jackal      HP 90     DEF 18   One-time Red Blood foe who joined ranks after|
| (Soldier)   ATK-S 24  SPD 42   defeat against Keith.  Opportunistic.  Just  |
|             ATK-L 0   AGL 30   a standard fore.                             |
 -----------------------------------------------------------------------------
| Blackword   HP 100    DEF 8    Indecisive and unsure.  Looks cool and       |
|  (Phantom)  ATK-S 18  SPD 30   collected, but a coward inside.  Throws      |
|             ATK-L 15  AGL 20   sharp cards at you when feeling brave.       |
 -----------------------------------------------------------------------------
| Seetha      HP 90     DEF 10   A Timenoid clone created to protect the      |
| (Guard)     ATK-S 27  SPD 45   Timenoid.  Can warp and block magnetic       |
|             ATK-L 18  AGL 65   fields (immune to magnets).  Her distance    |
|                                attack will send you flying.                 |
 -----------------------------------------------------------------------------

Just like in chapter 9, your priority here has to be keeping everyone away from
the altar room.  If anyone enters it while you're not there, they'll disturb
the statue and set off the bomb, for an instant game over.

Hegel will appear first in the entrance hall.  After a few moments, Jackal will
then show up somewhere else.  Hegel moves very slowly, so you can ignore him
for now while you go after the fighter.  Don't let Jackal reach the virgin
statue or he'll blow you all up.  Once he spots you, he'll chase you instead,
so just get in his way and lead him into some traps.

As for Hebel, once he spots you, he'll ask if he may pass.
CHOICES: -Answer "Yes": He'll proceed toward the altar room.
         -Answer "No": He'll give up and try to leave the castle, unless you
          kill him first.

Blackword is a Phantom and he runs away from you, so you have to chase him
until you've got him cowering in fear somewhere.  Finish him off with disgust
for his cowardice.

Once everyone else is gone, Seetha will appear somewhere.  She'll seek you out,
so set yourself up where you want to face her.  Remember that magnets won't
phase her, so if you've become used to using those to position your enemies,
you'll have to find another way to take her down.  She's not that hard to kill.
If you run too far away after engaging her, however, or if the fight drags on
too long, she'll leave the castle and you don't get the kill.

Skip down to Chapter 12.

~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+
                        Chapter Eleven (B): Corruption
~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+

**Note: You get this version of the chapter if you had killed Rain and Gerald
back in Chapter 4.
 _________
| ENEMIES |
|-----------------------------------------------------------------------------
| Hebel       HP 50     DEF 0    Simple-minded and greedy for the Timenoid    |
| (Villager)  ATK-S 3   SPD 15   secret.  Incapable of succeeding on his own. |
|             ATK-L 0   AGL 20   A laughable opponent.                        |
 -----------------------------------------------------------------------------
| Statz       HP 60     DEF 15   A lazy coward who runs in the face of any    |
| (Thief)     ATK-S 21  SPD 52   battle.  Acts without thinking.  He will run |
|             ATK-L 0   AGL 65   away from you, forcing you to chase him.     |
 -----------------------------------------------------------------------------
| Blackword   HP 100    DEF 8    Indecisive and unsure.  Looks cool and       |
|  (Phantom)  ATK-S 18  SPD 30   collected, but a coward inside.  Throws      |
|             ATK-L 15  AGL 20   sharp cards at you when feeling brave.       |
 -----------------------------------------------------------------------------
| Seetha      HP 90     DEF 10   A Timenoid clone created to protect the      |
| (Guard)     ATK-S 27  SPD 45   Timenoid.  Can warp and block magnetic       |
|             ATK-L 18  AGL 65   fields (immune to magnets).  Her distance    |
|                                attack will send you flying.                 |
 -----------------------------------------------------------------------------

Just like in chapter 9, your priority here has to be keeping everyone away from
the altar room.  If anyone enters it while you're not there, they'll disturb
the statue and set off the bomb, for an instant game over.

Hebel is alone at first, but after a few moments, Statz will also appear in the
castle, and he starts closer to the altar room.  Therefore, Statz has to be
your first priority.  Being the coward that he is, he'll run away from you, so
chase him down until you've got him standing still cowering in fear somewhere,
then set up some traps and take him down.  After your first kill, Blackword
will appear in the fountain room.  He will throw cards if he is able to, but
mostly he'll just run away as well.  Lure him out then chase him into a trap.

As for Hebel, once he spots you, he'll ask if he may pass.
CHOICES: -Answer "Yes": He'll proceed toward the altar room.
         -Answer "No": He'll give up and try to leave the castle, unless you
          kill him first.

Once everyone else is gone, Seetha will appear somewhere.  She'll seek you out,
so set yourself up where you want to face her.  Remember that magnets won't
phase her, so if you've become used to using those to position your enemies,
you'll have to find another way to take her down.  She's not that hard to kill.
If you run too far away after engaging her, however, or if the fight drags on
too long, she'll leave the castle and you don't get the kill.

~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+
                         Chapter Twelve: Fading Souls
~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+
 _________
| ENEMIES |
|-----------------------------------------------------------------------------
| Gunter      HP 185    DEF 10   Seeks a cure to his son's fatal disease.     |
| (Crusher)   ATK-S 54  SPD 30   Believes Timenoid secret is his last hope.   |
|             ATK-L 0   AGL 20   Big and brawny, his hammer strike shakes the |
|                                ground and momentarily stops you moving.     |
 -----------------------------------------------------------------------------
| Cynthia     HP 60     DEF 2    Doesn't believe there is a Timenoid secret,  |
| (Villager)  ATK-S 6   SPD 25   but convinced by husband to join the search. |
|             ATK-L 0   AGL 35   Has no combat abilities.                     |
 -----------------------------------------------------------------------------
| Thoma       HP 50     DEF 5    An active boy who likes spicy foods and      |
|  (Villager) ATK-S 9   SPD 30   adventure.  Kill him only if you're feeling  |
|             ATK-L 0   AGL 50   expecially evil.  He's dying anyway.         |
 -----------------------------------------------------------------------------

You start in the altar room.  Turn right and go meet Gunter in the throne room.
He'll ask you to let him pass.
CHOICES: -Answer "Yes": He thanks you and heads for the altar room.  If he
                        reaches the statue, the castle blows up and it's game
                        over.  If you attack him, however, he'll turn and chase
                        you instead until you kill him.
         -Answer "No": He'll come after you, forcing you to kill him.

Once Gunter is dead, Cynthia and Thoma appear.  Once you encounter them, Thoma
heads toward the south exit, while Cynthia comes after you for some reason (I
guess she knows you took down her hubby).  She'll try and push you, but once
you do some damage to her, she'll give up and head for the door instead.  It's
up to you whether you kill them or not.  If you just want them to leave, you
can just stay out of their path on their way to the entrance hall; if they
never encounter you, they'll just exit.

~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+
                    Chapter Thirteen (A): Sympathy's Price
~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+

**Note: You get this version if you let Rain and Gerald leave the mansion alive
back in Chapter 4.
 _________
| ENEMIES |
|-----------------------------------------------------------------------------
| Mebius      HP 80     DEF 8    Treats Emillia like her own little sister who|
| (Voodoo)    ATK-S 18  SPD 38   vanished long ago.  A self-healer and magic  |
|             ATK-L 15  AGL 65   caster.                                      |
 -----------------------------------------------------------------------------
| Grand 'Or   HP 100    DEF 20   Known among his peers as an able soldier,    |
|  (Soldier)  ATK-S 24  SPD 38   he's a veteran mercenary of countless wars.  |
|             ATK-L 0   AGL 40                                                |
 -----------------------------------------------------------------------------
| Saki        HP 70     DEF 10   Lost confidence after being defeated by      |
|  (Fighter)  ATK-S 15  SPD 45   Grand 'Or.  Now pursues new purpose in life. |
|             ATK-L 0   AGL 55   Uses martial arts as her weapon.             |
-----------------------------------------------------------------------------
| Gustave     HP 120    DEF 12   Doesn't respect Hornstein's scheming.  Wants |
|  (Nobleman) ATK-S 9   SPD 25   control after Hornstein's death.             |
|             ATK-L 0   AGL 20                                                |
 -----------------------------------------------------------------------------
| Ash         HP 110    DEF 20   Like a brother to Hunna.  Concerned about her|
| (Soldier)   ATK-S 27  SPD 38   recent macho attitude.  It emasculates him.  |
|             ATK-L 0   AGL 40                                                |
 -----------------------------------------------------------------------------
| Otto        HP 70     DEF 5    Of working age, but unemployed.  Spends his  |
|  (Villager) ATK-S 9   SPD 25   days wasting time and causing trouble.  The  |
|             ATK-L 0   AGL 25   world won't miss him when you kill him.      |
 -----------------------------------------------------------------------------
| Emillia     HP 50     DEF 0    Thoma's sister.  Worried about her parents,  |
| (Villager)  ATK-S 3   SPD 20   she goes to the castle to find them.  Not a  |
|             ATK-L 0   AGL 25   smart move, kid.                             |
 -----------------------------------------------------------------------------

Mebius and Saki are the first to appear, in the entrance hall.  Once you kill
one, Grand 'Or shows up.  So far, all of these enemies will head for you rather
than the altar room, so no worries there.  However, after your second kill,
Gustave appears and may head for the altar room.  If he reaches it while you're
not there, he will detonate the bomb.  So get there before him!  He will, of
course, run away from you and cower in fear.

Once all the rest are dead, Otto and Emillia will appear in one of the back
rooms.  Chase Otto back into the room if he leaves before you get there, and
take both fools out at your leisure.

Skip down to Chapter 14.

~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+
                   Chapter Thirteen (B): Lingering Thoughts
~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+

**Note: You only get this version if you killed Rain and Gerald way back in
chapter 4.
 _________
| ENEMIES |
|-----------------------------------------------------------------------------
| Mebius      HP 80     DEF 8    Treats Emillia like her own little sister who|
| (Voodoo)    ATK-S 18  SPD 38   vanished long ago.  A self-healer and magic  |
|             ATK-L 15  AGL 65   caster.                                      |
 -----------------------------------------------------------------------------
| Hunna       HP 60     DEF 15   An expert fighter with no equal in a         |
| (Fighter)   ATK-S 21  SPD 52   legitimate battle.  Standard martial arts    |
|             ATK-L 0   AGL 65   user.                                        |
 -----------------------------------------------------------------------------
| Gustave     HP 120    DEF 12   Doesn't respect Hornstein's scheming.  Wants |
|  (Nobleman) ATK-S 9   SPD 25   control after Hornstein's death.             |
|             ATK-L 0   AGL 20                                                |
 -----------------------------------------------------------------------------
| Ash         HP 110    DEF 20   Like a brother to Hunna.  Concerned about her|
| (Soldier)   ATK-S 27  SPD 38   recent macho attitude.  It emasculates him.  |
|             ATK-L 0   AGL 40                                                |
 -----------------------------------------------------------------------------
| Otto        HP 70     DEF 5    Of working age, but unemployed.  Spends his  |
|  (Villager) ATK-S 9   SPD 25   days wasting time and causing trouble.  The  |
|             ATK-L 0   AGL 25   world won't miss him when you kill him.      |
 -----------------------------------------------------------------------------
| Emillia     HP 50     DEF 0    Thoma's sister.  Worried about her parents,  |
| (Villager)  ATK-S 3   SPD 20   she goes to the castle to find them.  Not a  |
|             ATK-L 0   AGL 25   smart move, kid.                             |
 -----------------------------------------------------------------------------

Hunna and Mebius are your first opponents, and they both start by the south
exit.  Once you kill one, Ash shows up.  He'll head for you rather than the
altar room, so no worries there.  However, after your second kill, Gustave
appears and may head for the altar room.  If he reaches it while you're not
there, he will detonate the bomb.  So get there before him!  He will, of
course, run away from you and cower in fear.

Once the first four are eliminated, the real cream of the crop come out to
fight: the Villagers!  They'll appear in one of the rear rooms, so go seek them
out.  Once Otto spots you, he'll talk to you and then run away.  Chase him back
into the room with Emillia.  These idiots don't even try to leave the castle,
they just stop when they're far enough away from you and wait for you to hit
them.  So put them out of their misery.

~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+
                      Chapter Fourteen: Small Sacrifice
~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+
 _________
| ENEMIES |
|-----------------------------------------------------------------------------
| Gostero     HP 70     DEF 15   Marriage to Ursula has changed him from a    |
| (Thief)     ATK-S 24  SPD 52   so-so fighter to an ace.  Seeks the Timenoid |
|             ATK-L 0   AGL 70   secret.                                      |
 -----------------------------------------------------------------------------
| Ursula      HP 100    DEF 18   Once known as the phantom chief, got         |
| (Hunter)    ATK-S 21  SPD 52   amnesia and was rescued by Gotero.           |
|             ATK-L 15  AGL 60                                                |
 -----------------------------------------------------------------------------
| Void        HP 120    DEF 12   Used black magic to lengthen his life span   |
|  (Warlock)  ATK-S 15  SPD 30   and now lusts for the secret of immortality. |
|             ATK-L 30  AGL 50   A rapid self-healer.                         |
 -----------------------------------------------------------------------------
| Zartus      HP 150    DEF 12   Came to this country with his slave Barbalos |
| (Enslaver)  ATK-S 18  SPD 38   to find the secret of immortality.           |
|             ATK-L 0   AGL 30                                                |
 -----------------------------------------------------------------------------
| Barbalos    HP 185    DEF 22   Will be given freedom if mission succeeds.   |
|  (Sentinel) ATK-S 54  SPD 20   Powerful; can't be hurt by walls.            |
|             ATK-L 0   AGL 0                                                 |
 -----------------------------------------------------------------------------

Again, they're all going for the virgin statue, so don't let anyone get close
to it.  The stage starts off with just Ursula, who waits for you in the south
entrance hall.  Go to her, and hit her with a trap combo while she just stands
there.  After she starts to come after you (or after she dies, if you kill her
with your initial combo), Gostero will appear in one of the back rooms.  Go
after him next.  Once you head him off, he'll run from you until he's trapped,
at which point you can take him down.

After Gostero dies, Void appears.  Keep an eye on his location on your map.  He
won't chase you just because he sees you, he'll even go for the statue in the
altar room while you're in there.  Fortunately, he won't set off the bomb.
Rather, he'll realize the rumour was false and make to leave instead.  If you
want to kill him, you have to keep it up with heavy damage traps, because he
heals himself quickly.

Zartus and Barbalos appear once everyone else is dead or gone from the castle.
Run toward them wherever they appear to head them off, just don't let them get
to the altar room without preparing for them first.  Zartus will head for the
altar room even if you're near him, so don't let him get too far ahead of you.
They both have high HP, especially Barbalos, who can take a licking and keep on
ticking.  Watch out for his flying bodyslam.

~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+
                        Chapter Fifteen: Brave Promise
~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+
 _________
| ENEMIES |
|-----------------------------------------------------------------------------
| Sylvia      HP 50     DEF 8    Met Belkdahl on a quest for brother's killer.|
| (Assassin)) ATK-S 18  SPD 60   Very loyal to Belkdahl and his army.  Can    |
|             ATK-L 0   AGL 50   teleport into a room and hide from your map. |
 -----------------------------------------------------------------------------
| Bleuge      HP 110    DEF 8    Master of ambushes, two-handed thrower of    |
| (Brute)     ATK-S 27  SPD 62   axes tainted with Belkdahl's poison.  Very   |
|             ATK-L 12  AGL 60   quick opponent.                              |
 -----------------------------------------------------------------------------
| Lazaford    HP 100    DEF 20   A monk who studied alchemy from Belkdahl.  A |
|  (Buddhist) ATK-S 18  SPD 38   master at recovering stamina, both his own   |
|             ATK-L 18  AGL 50   and his companions'.                         |
 -----------------------------------------------------------------------------
| Belkdahl    HP 90     DEF 15   Life's quest is to find life's elixir.       |
| (Chemist)   ATK-S 12  SPD 48   Encountered the traps before.  A self-healer.|
|             ATK-L 18  AGL 60                                                |
 -----------------------------------------------------------------------------

This is your last chance to fight in this castle, so use it well.  Bleuge and
Lazaford are your first opponents.  If you don't want to get hit, run and turn
to the side as soon as you gain control.  The pair will chase you, so you can
lure them to the torture room and dispatch them with glee there.  Alternately,
go up the stairs from the start and use a Quake Bomb to trigger the giant
boulder to crush them easily.  Once they both fall, Sylvia and Belkdahl show up
to join the party.  They will chase you as well, so bring them to where your
favorite trap combos can take place.  As an assassin, though, Sylvia can warp
into a room, but by now you should be getting familiar with some of the hiding
places the assassins use (usually in a corner behind some stairs) and set up
surprises for them accordingly.

 ========================
  Map M3: Timenoid Ruins
 ========================                         ____
  _________                                      |    |   d = Door
 | w __ w  |  _______________             _______|    |   STR = Stairs
 | w|  |w  | |           Br  |           |            |   w = Water
 | w|_L|w  | |     _____     |         __|            |   lv = Lava
 | w STRw  | |    |     |    |        |  d  Pk        |   Cd = Conductor
 | w     Cd| | Pd |     |    |______  |  |            |   Pd = Pendulum
 | w    w  | |    |     |    d____  | |  |_______     |   Br = Boulder
 |_w_ d w__|_|_d _|     |____|    | | |  |____   |    |   Pk = Floor Pike
     |__________|                 | | |       |  | Gl |   Gl = Guillotine
                          ________|d|_|____   |  |    |   Fr = Fire Pit
 ______________          |  STR          Vt|  |  |    |   Pt = Pitfall
| d       STR  |         |  |             S|  |  |_ d_|   Fn = Death Fan
| |       lv|  |         |  |             T|  |    | |    Ck = Casket
| |Fr     lv|  |_________|  |w        www_R|  |    | |    Rf = False Roof
| | Pt    lv|  d_________d  |w        w|   d__|    | |    Vt = Volt Wall
| |_______STR__|         |__|w_______STR___|       | |    L = Healing Loon
| |________                                      __|d|_
|________d |__         ______________           |      |
|             |_______|              |          |      |
|             |   ____d              |          |   Fn |
| Br  ________|  |    |     ___      |       ___| Pd   |
|    |        |  |    | Pk |  L|     |______|          |
|    |        |  |    |    |___|     d___   |        Ck|
|    |________|  |    |              |   |  |     _ d _|
|             |  |    |              |   |  |   ||     |
|      Pd     d__|    |________    __|   |__d   || Rf  |
|_____________|                |__|         |___||_____|

Notes on Traps: -Boulders will fall only if triggered by a Quake Bomb or
                   Catastrophe.
                -The Volt Wall zaps anyone who walks directly by it.
                -The Conductor will form a line of electricity with any
                   electric rods set off in the room.
                -The Pitfall is just that: a hole that damages whoever falls
                   (or is pushed) into it.
                -The Casket, or iron maiden, will swing shut on a person who is
                   forced into it.
                -The False Roof is extremely painful, and is triggered by
                   walking over the center square.  Make sure you're not in the
                   room when it drops.
                -Anyone standing in lava will gradually lose health.

~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+
                      Chapter Sixteen: The Ruins Defiled
~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+
 _________
| ENEMIES |
|-----------------------------------------------------------------------------
| Gilbaless   HP 100    DEF 28   Wrested control of search mission from Oroch |
| (Knight)    ATK-S 36  SPD 30   to prove himself to the Red Blood.           |
|             ATK-L 0   AGL 0                                                 |
 -----------------------------------------------------------------------------
| Ballantine  HP 80     DEF 20   Old comrade of Keith.  Joins search to       |
| (Chemist)   ATK-S 15  SPD 38   oversee Gilbaless.  Healts comrades' stamina |
|             ATK-L 30  AGL 45   as well as his own.                          |
 -----------------------------------------------------------------------------
| Oroch       HP 60     DEF 8    Detail-oriented.  Loyally obeys Keith's      |
|  (Ninja)    ATK-S 12  SPD 65   orders to share command of search.  Can jump |
|             ATK-L 6   AGL 65   over spring floor-type traps.                |
 -----------------------------------------------------------------------------

Gilbaless and Ballantine are the first to show up.  Gilbaless goes searching
while Ballantine stays by the door.  Start running through the castle, checking
out the new environments, and meet up with Gilbaless.  He'll come after you, so
take him out.  You don't have a choice about killing Gilbaless like you do with
the next two.  Next, Oroch shows up at the other end of the ruins, so head to
meet him as well.  After a moment, Ballantine will also start walking into the
ruins to find out what's happening.  Oroch seems to move oddly in fits and
starts after he spots you and starts to head back to the entrance, as long as
you're near him.  This gives you a chance to set up some traps in his path if
you choose to kill him.  When Ballantine asks you if you are the witch, either
response will start him walking back to the exit, so kill him on the way if you
want to.

BRANCHING PATH: If you kill all of the enemies here but had left Rain and
Gerald alive back in Chapter 4, go to Chapter 17a. If you kill all of the
enemies here, and also killed Rain and Gerald in Chapter 4, skip to Chapter 17b
below.  If you let enemies leave the ruins alive in this mission, also go to
Chapter 17a.

~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+
                     Chapter Seventeen (A): Call of Blood
~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+

**Note: You get this version of the chapter if you killed the enemies in the
previous chapter, but had let Rain and Gerald leave the mansion alive way back
in Chapter 4, OR if you let at least one of the search party from the previous
mission leave the ruins alive.
 _________
| ENEMIES |
|-----------------------------------------------------------------------------
| Balborn     HP 70     DEF 18   Demolition expert for the Red Blood Special  |
| (Bomber)    ATK-S 15  SPD 38   Forces, called in for risky front attacks.   |
|             ATK-L 21  AGL 10   Immune to explosions and gases.              |
 -----------------------------------------------------------------------------
| Geist       HP 120    DEF 8    Red Blood Attack Core member.  Teamed with   |
| (Psycho)    ATK-S 24  SPD 58   Bortos on several successful missions.       |
|             ATK-L 0   AGL 55                                                |
 -----------------------------------------------------------------------------
| Bortos      HP 170    DEF 15   Sets tremors with hammer to halt foes.       |
|  (Crusher)  ATK-S 54  SPD 30   His partner Geist then moves in for the kill.|
|             ATK-L 0   AGL 25   Can resist walls and rocks.                  |
 -----------------------------------------------------------------------------
| Carmine     HP 100    DEF 20   Red Blood Assassin troop.  Has begun to      |
| (Hunter)    ATK-S 24  SPD 52   question the purpose of this mission.        |
|             ATK-L 15  AGL 60                                                |
 -----------------------------------------------------------------------------

Balborn and Bortos start at different ends of the ruins.  They'll both head
towards the upper left room, where the grail can be found, unless they
encounter you.  Once each one reaches the grail, they'll try to leave the ruins
with their new information.  You can either let them go, or kill them before or
after they find the grail.  Note that once they reach the upper right room,
they can leave via the exit up the slope there.

BRANCHING PATH: If you let Balborn and Bortos go, the mission ends right there
and then; go to Chapter 18, then Chapter 19a if you chose this path.  If
instead you kill Balborn and Bortos, you then also fight the rest of the crew.

Once you kill the first enemy, Geist shows up to join the party, again starting
in a distant room.  Carmine shows up after the second kill.  Each enemy in this
level will head for the grail, then back out of the ruins.  If you're killing
them all, once everybody is dead Leopold and Keith come into the picture.  They
wait in the room they appear in for you to come to them.  Once you do, they
just leave for now, you don't get a chance to actually fight them.

BRANCHING PATH: If you let anyone leave the ruins alive after seeing the grail,
then go to Chapter 18 then Chapter 19a.  If you killed them all in this stage,
do Chapter 18 next followed by Chapter 19b.

~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+
                    Chapter Seventeen (B): Red Blood Oath
~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+

**Note: You get this version of the chapter if you killed Gerald and Rain in
Chapter 4 and all of the enemies in the previous chapter.

This version of the chapter plays out identically to the other version above,
so check there for details.

~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+
                      Chapter Eighteen: Timenoid Shadows
~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+
 _________
| ENEMIES |
|-----------------------------------------------------------------------------
| Sigma       HP 80     DEF 12   Timenoid replica made to protect the         |
| (Zealot)    ATK-S 45  SPD 42   Timenoid.  More aggressive but same skills as|
|             ATK-L 24  AGL 70   a Timenoid guard.                            |
 -----------------------------------------------------------------------------
| Ramda       HP 90     DEF 12   Timenoid replica made to protect the         |
| (Guard)     ATK-S 30  SPD 48   Timenoid.  More skilled at defense than      |
|             ATK-L 18  AGL 65   attack.                                      |
 -----------------------------------------------------------------------------
| Mist        HP 70     DEF 8    Doesn't know Angela's her sister.  Parted in |
| (Shadow)    ATK-S 27  SPD 60   youth, she's with the Timenoid.  Angela      |
|             ATK-L 0   AGL 60   serves Keith.  Sticks with Sigma as much as  |
|                                possible, breaking off to attack when Sigma  |
|                                gets hit.                                    |
 -----------------------------------------------------------------------------

Those Timenoid replicas can be a bit of a handfull.  They're immune to magnets,
can teleport to a new position while rising after being hit, and their distance
attacks send you spinning through the air.  On occasion, you could get stuck
where they just keep shooting you and you don't have time to recover.  Oh well,
at least you only face them one at a time.

Once Ramda's done for, Sigma shows up, but she isn't alone.  Mist, her shadow,
is basically carried along with her invisibly, until she enters the same room
as you, at which point Mist breaks off and teleports to your location to strike
you.  Once you kill Sigma, don't leave the room if you want to kill Mist too,
because if you do, Mist will simply leave and the stage will end.

~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+
                    Chapter Nineteen (A): Final Gamble
~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+

**Note: You get this version of the chapter if you let the grail be discovered
(and let the discoverer leave the ruins alive) in Chapter 17.
 _________
| ENEMIES |
|-----------------------------------------------------------------------------
| Bossgun     HP 80     DEF 18   Jailed for failed Timenoid raid when his     |
| (Bomber)    ATK-S 15  SPD 38   bombs didn't explode.  Fends off gas and     |
|             ATK-L 24  AGL 20   bombs.                                       |
 -----------------------------------------------------------------------------
| Gina        HP 100    DEF 10   Away hunting animals when Timenoid were      |
| (Archer)    ATK-S 9   SPD 48   killed by Red Blood, but accused and jailed  |
|             ATK-L 12  AGL 50   anyway.                                      |
 -----------------------------------------------------------------------------
| Gordeau     HP 150    DEF 15   Jailed for trying to loot Timenoid castle    |
| (Enslaver)  ATK-S 21  SPD 42   with Bossgun.  Will be freed if he succeeds. |
|             ATK-L 0   AGL 35                                                |
 -----------------------------------------------------------------------------
| Spartus     HP 200    DEF 22   Though other slaves have escaped, he has     |
| (Sentinel)  ATK-S 54  SPD 20   stayed behind to wait for Gordeau's return.  |
|             ATK-L 0   AGL 0    A physical powerhouse.                       |
 -----------------------------------------------------------------------------

Gordeau and his slave Spartus wait in the entrance hall for you.  Set some
traps up in the torture room where you start, then go get the pair's attention
and lead them into your traps.  Gina and Bossgun are next to appear, once
you've started killing off the first opponents.  They chase you, so let them
come into whatever horrible designs you've created for them.

Skip to Chapter 20a next.

~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+
                   Chapter Nineteen (B): The Indelible Mark
~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+

**Note: You get this version of the chapter if you killed all grail-seekers
back in Chapter 17.
 _________
| ENEMIES |
|-----------------------------------------------------------------------------
| Shya        HP 110    DEF 12   Joined Red Blood after an embarrassing loss  |
| (Fighter)   ATK-S 24  SPD 48   to them.  Ace fighter if she stays calm.     |
|             ATK-L 0   AGL 60                                                |
 -----------------------------------------------------------------------------
| Geizer      HP 140    DEF 38   Powerful.  Protected against explosions,     |
| (Shogun)    ATK-S 90  SPD 25   falling rocks, walls, bear traps & arrows.   |
|             ATK-L 0   AGL 30   That doesn't leave much to attack him with.  |
 -----------------------------------------------------------------------------
| Inferno     HP 130    DEF 12   Had no plan to fight until his son died      |
| (Pyro)      ATK-S 45  SPD 35   suddenly and Keith invited him to join.      |
|             ATK-L 24  AGL 50   Uses fire magic, and is immune to flames.    |
 -----------------------------------------------------------------------------
| Keith       HP 150    DEF 28   Red Blood leader, completely trusted by his  |
| (Slasher)   ATK-S 54  SPD 55   troops.  Their mission: destroy the Timenoid.|
|             ATK-L 45  AGL 85   A worthy adversary, leaps far to slash you.  |
 -----------------------------------------------------------------------------

Shya will be the first to reach you if you just stay in the starting room.
Once she or Inferno dies, Geizer shows up.  He's serious business, don't take
him lightly.  Also remember the long list of things he's immune to (although
you can still drop a rock on his head if you've got him otherwise distracted,
say by a magnet).  He can also leap surprising distances to slash you with his
sword, which does a significant amount of damage.  Make good use of the pre-set
room traps to finish him off effectively.

Once they're all dead, Keith himself comes to finish you off, despite your
familial ties.  Once he spots you, you get a little speech from him.  In this
version of the chapter, you must fight him or die; there'll be no letting him
damage you until it triggers a game ending.  You've killed too many Red Blood
members for him to take it easy on you.  While fighting him, watch out for his
distance air slash, and remember that he can warp to your location from within
the room.  He is also immune to arrow-type traps.

Skip to Chapter 20b.

~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+
                     Chapter Twenty (A): Master's Strings
~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+

**Note: You get this version of the chapter if you let the grail be discovered
(and let the discoverer leave the ruins alive) back in Chapter 17.
 _________
| ENEMIES |
|-----------------------------------------------------------------------------
| Vogues      HP 90     DEF 5    Created Timenoid replica due to his doubt of |
| (Leader)    ATK-S 18  SPD 30   the Marionette scheme.  Takes foe's stamina. |
|             ATK-L 15  AGL 25   Physically weak, but crafty.                 |
 -----------------------------------------------------------------------------
| Gadoha      HP 110    DEF 35   Replica controlled by Vogues.  Protected     |
| (Drone)     ATK-S 24  SPD 25   against arrows, gas, bombs and bear traps.   |
|             ATK-L 54  AGL 10                                                |
 -----------------------------------------------------------------------------
| Gordis      HP 120    DEF 35   A Timenoid replica with defense abilities    |
| (Puppet)    ATK-S 24  SPD 30   and high assault skills.  Immune to same     |
|             ATK-L 54  AGL 20   trap types as Gadoha.                        |
 -----------------------------------------------------------------------------

This is a pretty straightforward battle.  Watch out for the replicas' distance
attacks; they hurt a lot!  You can tell when they're preparing to use it,
because they adopt a charging-up stance and there's an associated sound effect.
For Gadoha, it's a fast-moving fiery crystal.  For Gordis, it's an eye laser
that instantly shoots across long distances.  Stay out of their line of sight
to avoid these shots.  Though physically strong, the replicas are slow and you
ought to have some pretty heavy-duty damaging traps by now.  Try to use the
pre-set boulders in the U-shaped rooms (you'll need a Quake Bomb or Catastrophe
to activate them) if you can, they'll do the most damage at one time.  Once you
kill Gadoha, Vogues summons his other replica to fill the gap.  Finish him off
(with some care to your own defense), then go after Vogues.  He may be running
away, but his speed is low enough that you can set up and charge traps in his
path.

And as to the response choices you are given at the start of the mission, they
don't matter to the outcome; Vogues and his replicas will still come and attack
you.

Skip to Chapter 21a next.

~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+
                    Chapter Twenty (B): Replicas Destroyed
~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+

**Note: You get this version of the chapter if you killed all grail-seekers
back in Chapter 17.

This version plays out identically to the one just above, so check there for
enemy details and strategy.

Once you complete this version, go to Chapter 21b, down below.

~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+
                  Chapter Twenty-One (A): Road of Ruin
~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+

**Note: You get this version of the chapter if you let the grail be discovered
by the humans back in Chapter 17 (and let the discoverer leave the ruins
alive).
 _________
| ENEMIES |
|-----------------------------------------------------------------------------
| Gilardes    HP 150    DEF 38   Served Deadmoon until learning of his evil   |
| (Shogun)    ATK-S 90  SPD 30   ways.  Unaffected by arrows, bombs, rocks    |
|             ATK-L 0   AGL 35   and walls.  Capable of leaping great         |
|                                distances to slash you.                      |
 -----------------------------------------------------------------------------
| Zodiac      HP 100    DEF 18   Afraid to die before finding the supreme     |
| (Magician)  ATK-S 15  SPD 38   magic to become an immortal guard.  A self-  |
|             ATK-L 90  AGL 80   healer.  Uses lightning magic.               |
 -----------------------------------------------------------------------------
| Galdrake    HP 130    DEF 12   Masters fire.  Once controlled thunder, water|
| (Pyro)      ATK-S 45  SPD 35   and wind, but left them for fire.  Shoots    |
|             ATK-L 24  AGL 50   three fireballs at once.                     |
 -----------------------------------------------------------------------------
| Bloodhorn   HP 110    DEF 30   It's said that he wants to become a Timenoid |
| (Knight)    ATK-S 45  SPD 35   not to live forever, but to kill forever.    |
|             ATK-L 0   AGL 0                                                 |
 -----------------------------------------------------------------------------
| Vermilion   HP 120    DEF 30   Loves Laria.  Has been seeking the knights'  |
| (Knight)    ATK-S 36  SPD 38   highest honor, and became a guard.           |
|             ATK-L 0   AGL 0                                                 |
 -----------------------------------------------------------------------------
| Loongear    HP 110    DEF 22   Loongears have been the Timenoid doctors for |
| (Buddhist)  ATK-S 15  SPD 42   ages.  Treats the Timenoid and human allies  |
|             ATK-L 18  AGL 55   for battle wounds.                           |
 -----------------------------------------------------------------------------
| Priest Dusk HP 120    DEF 20   Doesn't realize the King only uses him as a  |
| (Priest)    ATK-S 9   SPD 30   yes-man and to boost his confidence.  Uses   |
|             ATK-L 36  AGL 40   lightning that he shoots from his hands.  A  |
|                                self-healer.                                 |
 -----------------------------------------------------------------------------
| King        HP 140    DEF 38   Calm exterior, but ready to face his         |
| Eclypse     ATK-S 150 SPD 42   assassins.  Stronger than his general.       |
|  (King)     ATK-L 150 AGL 75   Can resist walls.                            |
 -----------------------------------------------------------------------------

This is a major battle, with a lot of heavy hitters.  Bloodhorn and Galdrake
are the first enemies you encounter.  They start off in the entrance hall and
will head up the right side to meet you.  Loongear, Zodiac, Vermillion, and
then Gilardes will all come in turn as you kill off your foes.  Remember
Gilardes' resistance to many trap types.  Priest Dusk himself will also join in
near the end.

Once you've killed everyone else, King Eclypse himself shows up to do the job
right.  Only you're not going to let him get you, are you?  It can be tough to
take him down, because he has high HP and heals himself quickly.  You need to
hit him with a couple of heavy-damage trap combos within a short period of time
to wear his health down to nothing.  Remember that there are 2 healing Loons at
your disposal in the ruins, one in the entrance hall and one in the room with
the grail; don't be afraid to use them.

After winning the battle, skip down to Chapter 22a.

~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+
                  Chapter Twenty-One (B): 2 Wrongs = 1 Right
~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+
 _________
| ENEMIES |
|-----------------------------------------------------------------------------
| Bossgun     HP 80     DEF 18   Jailed for failed Timenoid raid when his     |
| (Bomber)    ATK-S 15  SPD 38   bombs didn't explode.  Fends off gas and     |
|             ATK-L 24  AGL 20   bombs.                                       |
 -----------------------------------------------------------------------------
| Gina        HP 100    DEF 10   Away hunting animals when Timenoid were      |
| (Archer)    ATK-S 9   SPD 48   killed by Red Blood, but accused and jailed  |
|             ATK-L 12  AGL 50   anyway.                                      |
 -----------------------------------------------------------------------------
| Gordeau     HP 150    DEF 15   Jailed for trying to loot Timenoid castle    |
| (Enslaver)  ATK-S 21  SPD 42   with Bossgun.  Will be freed if he succeeds. |
|             ATK-L 0   AGL 35                                                |
 -----------------------------------------------------------------------------
| Spartus     HP 200    DEF 22   Though other slaves have escaped, he has     |
| (Sentinel)  ATK-S 54  SPD 20   stayed behind to wait for Gordeau's return.  |
|             ATK-L 0   AGL 0    A physical powerhouse.                       |
 -----------------------------------------------------------------------------

Gordeau and Spartus are your first two opponents, and they take a lot of damage
to put down.  They wait in the entrance hall for you to go to them before they
start chasing you.  Set up some traps in the torture chamber, where you start,
then lure them into them.  If you haven't managed it yet, try to get one of
them into the small square room off the torture chamber with the false roof.
Try hitting one with a vase as he walks into the room, and he'll wander right
over the trigger in the middle of the room (just make sure you're running out
behind him before the ceiling crushes him).  If you kill Gordeau first, Spartus
will be kind of lost and may just run around aimlessly, not coming after you
without his owner to direct him.

After your first kill, Gina will appear somewhere and start heading towards
your position.  After your second kill, Bossgun shows up, having set bombs in
the upper left room, with the fountains and the raised pedestal.  He'll then
start heading out of the castle.  Head him off in the large room with the Volt
Wall and take him down.  If you let him get to the upper right room, he'll
leave via the exit at the top of that room.

Skip to Chapter 22b after completing this one.

~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+
                     Chapter Twenty-Two (A): Bloody Hands
~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+

**Note: You get this version of the chapter if you let the grail be discovered
by the Red Blood in Chapter 17.
 _________
| ENEMIES |
|-----------------------------------------------------------------------------
| Lombard     HP 150    DEF 30   Leopold's brother.  Risks his life killing   |
| (Knight)    ATK-S 45  SPD 38   Timenoid to avenge his friends' deaths.      |
|             ATK-L 0   AGL 0    Immune to bear traps and arrows.             |
 -----------------------------------------------------------------------------
| Angela      HP 70     DEF 8    Delicate but deadly.  Prepared to die        |
| (Shadow)    ATK-S 30  SPD 62   protecting her cause and her people.  Hides  |
|             ATK-L 0   AGL 60   in others' shadows and leaps out to attack.  |
 -----------------------------------------------------------------------------
| Oboro       HP 60     DEF 8    Killed many Timenoid with brother Izayoi.    |
| (Ninja)     ATK-S 18  SPD 65   Ready to die fighting, and hopes for peace.  |
|             ATK-L 6   AGL 65   Can warp into a room and hide from map view. |
 -----------------------------------------------------------------------------

Lombard comes first with his shadow Angela.  She hides within him, emerging and
warping to your location when you hit him with a trap.  Once you kill Lombard,
Oboro shows up as well, and if Angela is still alive she can hide within him as
well.  Since these guys decided to force a fight, you're just going to have to
kill them.

Skip down to Chapter 23a after completing this one.

~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+
                  Chapter Twenty-Two (B): Ancestors Shadows
~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+

**Note: You get this version of the chapter if you had killed all grail-seekers
back in Chapter 17.
 _________
| ENEMIES |
|-----------------------------------------------------------------------------
| Lombard     HP 150    DEF 30   Leopold's brother.  Risks his life killing   |
| (Knight)    ATK-S 45  SPD 38   Timenoid to avenge his friends' deaths.      |
|             ATK-L 0   AGL 0    Immune to bear traps and arrows.             |
 -----------------------------------------------------------------------------
| Angela      HP 70     DEF 8    Delicate but deadly.  Prepared to die        |
| (Shadow)    ATK-S 30  SPD 62   protecting her cause and her people.  Hides  |
|             ATK-L 0   AGL 60   in others' shadows and leaps out to attack.  |
 -----------------------------------------------------------------------------
| Oboro       HP 60     DEF 8    Killed many Timenoid with brother Izayoi.    |
| (Ninja)     ATK-S 18  SPD 65   Ready to die fighting, and hopes for peace.  |
|             ATK-L 6   AGL 65   Can warp into a room and hide from map view. |
 -----------------------------------------------------------------------------
| Izayoi      HP 60     DEF 8    Killed many Timenoid using Ninja knives.     |
| (Ninja)     ATK-S 15  SPD 65   More skilled with knives than brother Oboro. |
|             ATK-L 6   AGL 70                                                |
 -----------------------------------------------------------------------------

The ninja brothers are your first targets, or rather you might be theirs.
They're sneaky buggers.  Try setting some traps using magnets or claws to
secure them in place somewhere on or around the narrow stairs in the room with
the lava, then use damaging traps to take them out.  You can run in a circle up
and down the stairs there to lead them around.

After both ninjas are dead, Lombard shows up, and Angela is hiding within him
as a shadow.  This pair is tough to take out, but be persistent, watch your
health and run for a Loon if necessary.  It's easier to take out Lombard first
while continuously running to avoid Angela, since he moves more predictably.
Once she doesn't have another enemy to hide within, Angela will become much
more vulnerable to traps.  If she's all alone, though, be careful not to leave
the room that you're both in, or else she might leave the fight altogether
instantly, denying you a kill.

Skip to Chapter 23b after completing this mission.

~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+
                  Chapter Twenty-Three (A): Scarred Memories
~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+

**Note: You play this version of the chapter if you let the grail be discovered
by the Red Blood back in Chapter 17.
 _________
| ENEMIES |
|-----------------------------------------------------------------------------
| Shya        HP 110    DEF 12   Joined Red Blood after an embarrassing loss  |
| (Fighter)   ATK-S 24  SPD 48   to them.  Ace fighter if she stays calm.     |
|             ATK-L 0   AGL 60                                                |
 -----------------------------------------------------------------------------
| Leopold     HP 140    DEF 22   Sympathizer of Keith.  Average skills, but   |
| (Soldier)   ATK-S 30  SPD 45   very intelligent.  Tactical expert.  He is   |
|             ATK-L 0   AGL 35   Lombard's brother.                           |
 -----------------------------------------------------------------------------
| Inferno     HP 130    DEF 12   Had no plan to fight until his son died      |
| (Pyro)      ATK-S 45  SPD 35   suddenly and Keith invited him to join.      |
|             ATK-L 24  AGL 50   Uses fire magic, and is immune to flames.    |
 -----------------------------------------------------------------------------
| Izayoi      HP 60     DEF 8    Killed many Timenoid using Ninja knives.     |
| (Ninja)     ATK-S 15  SPD 65   More skilled with knives than brother Oboro. |
|             ATK-L 6   AGL 70                                                |
 -----------------------------------------------------------------------------
| Geizer      HP 140    DEF 38   Powerful.  Protected against explosions,     |
| (Shogun)    ATK-S 90  SPD 25   falling rocks, walls, bear traps & arrows.   |
|             ATK-L 0   AGL 30   That doesn't leave much to attack him with.  |
 -----------------------------------------------------------------------------

Shya and Leopold come after you, bent on revenge for your killing Lombard in
the previous mission.  After you kill them off, you have to face Inferno and
Izayoi, the ninja.  Geizer is the next to show up, and he's tough, as you
should know by now, having faced at least one Shogun already.  Don't let him
get a clear path to you, or he'll leap and slash you good.

Once you've killed everyone else off, Keith himself makes an appearance.  He
waits in the entrance hall for you to go to him.  Once he spots you, he runs
off without a fight, and the mission is over.

Go to Chapter 24a, below.

~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+
                   Chapter Twenty-Three (B): Unquenched Thirst
~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+

**Note: You play this version of the chapter if you killed all grail-seekers
back in Chapter 17.
 _________
| ENEMIES |
|-----------------------------------------------------------------------------
| Valvolt     HP 90     DEF 18   Searched for years for evil power to improve |
| (Magician)  ATK-S 15  SPD 35   his abilities.  Can control thunder.  Immune |
|             ATK-L 90  AGL 75   to electricity.  Very high agility.          |
 -----------------------------------------------------------------------------
| Maage       HP 120    DEF 8    Escaped death with mother during a thief's   |
| (Brute)     ATK-S 30  SPD 62   attack.  Seeks vengeance.  Can throw axes    |
|             ATK-L 15  AGL 60   that have poisoned blades.                   |
 -----------------------------------------------------------------------------
| Bashburn    HP 200    DEF 12   Known monster hunter with little fighting    |
| (Crusher)   ATK-S 54  SPD 30   experience.  Prefers fame over money.        |
|             ATK-L 0   AGL 20                                                |
 -----------------------------------------------------------------------------
| Berdick     HP 120    DEF 30   Son of a simple landowner who bought the     |
| (Knight)    ATK-S 36  SPD 30   nobleman title, and now uses it as well.     |
|             ATK-L 0   AGL 0                                                 |
 -----------------------------------------------------------------------------
| Velvet      HP 90     DEF 8    Sister of the King's sorceress.  Studies the |
| (Voodoo)    ATK-S 18  SPD 38   art, but too timid to use it.  A self-healer.|
|             ATK-L 18  AGL 65                                                |
 -----------------------------------------------------------------------------
| Roshwald    HP 90     DEF 22   Ex-monk.  Caught deceiving villagers and     |
| (Buddhist)  ATK-S 15  SPD 38   expelled.  Can heal others.  Corrupt.        |
|             ATK-L 30  AGL 50                                                |
 -----------------------------------------------------------------------------

When battling this lot, remember that if anyone reaches the upper left fountain
room without you there, they'll set off the bombs and it's game over.  To
prevent this, make the large room with the Volt Wall your main battleground, or
at least don't stray too far away from it.

Valvolt and Maage will show up first, just one room away.  Set up some traps
for them, but note that they are highly capable of dodging them.  Maage will be
the first to reach you, so lead her away and deal with her.  Valvolt packs a
massive distance attack that has a long wind-up (i.e. you can see him preparing
for it).  You can't dodge it by running away, so hit him with a trap instead to
break his attack.  It's a lightning strike and the most damaging attack in the
game.

The rest of the enemies come one by one in the following order as you kill
others off: Bashburn, Berdick, Velvet, and finally Roshwald.  There aren't any
surprises here, you've faced these types plenty of times before.  You do have
to watch out for Roshwald as he decides to head straight for the grail, with
the bombs that will blow you all up if he reaches them.  He'll only fight you
if you get too close to him, so you need to have traps in his path to take him
out before he gets to the upper left room.

Next scroll down to Chapter 24b.

~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+
                    Chapter Twenty-Four (A): Shared Wounds
~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+

**Note: You play this version of the chapter if you let the grail be discovered
by the Red Blood back in Chapter 17.
 _________
| ENEMIES |
|-----------------------------------------------------------------------------
| Warken      HP 130    DEF 10   Desires to marry Claudia but her parents     |
| (Psycho)    ATK-S 27  SPD 58   refuse due to his lifestyle (read: S&M).     |
|             ATK-L 0   AGL 50                                                |
 -----------------------------------------------------------------------------
| Claudia     HP 120    DEF 12   Parents may approve marriage to Warken if    |
| (Archer)    ATK-S 12  SPD 48   he can prove he can provide for her.         |
|             ATK-L 18  AGL 50                                                |
 -----------------------------------------------------------------------------
| Zevergine   HP 100    DEF 18   A healer who stumbled upon Timenoid ruins    |
| (Chemist)   ATK-S 12  SPD 48   while searching for elixit.  He can set off  |
|             ATK-L 18  AGL 65   your own traps to hit you with them.         |
 -----------------------------------------------------------------------------
| Omega       HP 90     DEF 15   Hesitated to fight in sacred place and now   |
| (Zealot)    ATK-S 45  SPD 42   waits for chance to avenge Sigma's death.    |
|             ATK-L 30  AGL 75   Immune to magnetism.  Can hypnotize you and  |
|                                draw you to her.                             |
 -----------------------------------------------------------------------------
| Keith       HP 150    DEF 28   Red Blood leader, completely trusted by his  |
| (Slasher)   ATK-S 54  SPD 55   troops.  Their mission: destroy the Timenoid.|
|             ATK-L 45  AGL 85   A worthy adversary, leaps far to slash you.  |
 -----------------------------------------------------------------------------

For all their talk of finding the grail, Warken and Claudia actually just go
after you.  Warken will be the first to reach you due to his speed.  Just
remember that he can leap a few squares to reach you.  Zevergine, too, will
just come after you instead of heading to the grail.  I guess since it won't
explode, it's no fun sending enemies after it.

Once everyone else is dead, Omega appears.  Remember her resistance to
magnetism and her ability to warp away as she recovers from a trap hit.  Her
shots will send you flying, and if you're unlucky you won't be able to recover
before she hits you again.

Finally, Keith will appear after Omega is dead.  Once he sees you, he gives a
little speech.  Now you have to make a decision:

CHOICES: -Attack Keith: Kill him, and continue on to the next chapter.
         -Let Keith attack you without fighting back: Once he reduces your
          health to 1/4, he stops attacking and offers you the chance to escape
          with him.  You get another choice:
            CHOICES: -Answer "Yes": Keith will leave the ruins, making
                                    arrangements to meet you later.
                     -Answer "No": The fight continues, and it's either you or
                                   him.

BRANCHING PATH:  No matter the outcome of this chapter, go to Chapter 25a,
below.  After that, if you let Keith beat you and agreed to go with him, go
next to Chapter 26c.

~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+
                    Chapter Twenty-Four (B): Broken Bonds
~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+

**Note: You get this version of the chapter if you killed all grail-seekers
since you got to the Timenoid Ruins.
 _________
| ENEMIES |
|-----------------------------------------------------------------------------
| Warken      HP 130    DEF 10   Desires to marry Claudia but her parents     |
| (Psycho)    ATK-S 27  SPD 58   refuse due to his lifestyle (read: S&M).     |
|             ATK-L 0   AGL 50                                                |
 -----------------------------------------------------------------------------
| Claudia     HP 120    DEF 12   Parents may approve marriage to Warken if    |
| (Archer)    ATK-S 12  SPD 48   he can prove he can provide for her.         |
|             ATK-L 18  AGL 50                                                |
 -----------------------------------------------------------------------------
| Zevergine   HP 100    DEF 18   A healer who stumbled upon Timenoid ruins    |
| (Chemist)   ATK-S 12  SPD 48   while searching for elixit.  Afraid of you.  |
|             ATK-L 18  AGL 65   Only interested in finding the grail.        |
 -----------------------------------------------------------------------------
| Omega       HP 90     DEF 15   Hesitated to fight in sacred place and now   |
| (Zealot)    ATK-S 45  SPD 42   waits for chance to avenge Sigma's death.    |
|             ATK-L 30  AGL 75   Immune to magnetism.  Can hypnotize you      |
 -----------------------------------------------------------------------------

First, face off against Warken and Claudia.  They're not a huge threat, just
remember that Warken can leap at you from a few squares away.  Once you kill
one of them, Zevergine appears and will head for the grail, so check his
location on the map and go block his path to make sure he doesn't blow you all
up.  Kill him and whichever of the other pair is still standing to bring Omega
into the picture.

Watch out for Omega: she moves fast, dodges traps well, is immune to magnetism,
can hypnotically draw you to her temporarily, and her distance attack sends you
flying through the air, and depending on your position you may not be able to
get up in time before she shoots you again.  Still, you've faced her kind
before (once, anyway), so you should be able to dispatch her without too much
trouble.  Just keep your distance and use traps that you know will hit.  She'll
teleport to your position while recovering from your first trap, so start
running at that point.

Skip to Chapter 25b, below.

~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+
                    Chapter Twenty-Five (A): Anguish
~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+

**Note: You play this version of the chapter if you let the grail be discovered
by the Red Blood back in Chapter 17, and you killed Keith in the previous
chapter.
 _________
| ENEMIES |
|-----------------------------------------------------------------------------
| Desfard     HP 140    DEF 38   Would have been named to a higher rank had   |
| (Shogun)    ATK-S 90  SPD 30   his skill not threatened the priest.  Defends|
|             ATK-L 0   AGL 30   against rocks, walls, bear traps, and arrows.|
 -----------------------------------------------------------------------------
| Killrain    HP 130    DEF 30   Criticized by Desfard for over-confidence    |
| (Knight)    ATK-S 36  SPD 38   and tendency to underestimate foes.          |
|             ATK-L 0   AGL 0                                                 |
 -----------------------------------------------------------------------------
| Valmer      HP 100    DEF 30   Has high skill levels but not aggressive     |
| (Knight)    ATK-S 45  SPD 30   enough to use them fully in battles.         |
|             ATK-L 0   AGL 0                                                 |
 -----------------------------------------------------------------------------
| Killord     HP 120    DEF 28   Least impressive man in Desfard's party, but |
| (Knight)    ATK-S 36  SPD 30   Desfard trusts in his future.                |
|             ATK-L 0   AGL 0                                                 |
 -----------------------------------------------------------------------------
| Yocal       HP 100    DEF 8    Though her beauty is rumored to be from      |
| (Shinto)    ATK-S 24  SPD 48   lacking emotions, she once loved Eclypse.    |
|             ATK-L 54  AGL 85   A self-healer who uses lightning magic.      |
 -----------------------------------------------------------------------------

You are surrounded (sort of) at the very start of the mission.  Either just go
around either Knight once they reach the bottom of the stairs, or go up through
the door on your level and lead them to the next room to fight them.  Kill one
to bring Killord into the picture, and another to introduce Desfard to the
fight.  Remember his Shogun defenses against many trap types.  Once everyone
else falls, Yocal appears.  She gives a little speech once she spots you, then
starts her attack, so you should do the same.  She can dodge traps fairly well
(especially rocks), and uses powerful lightning to strike you from a distance.

ENDING ALERT!: If you had killed Keith in the previous mission, then once you
kill Yocal in this version of the chapter, you trigger Ending #2.  See the
endings section after the walkthrough for your reward and how to get a
different ending next time.  Be sure to save your clear data!

BRANCHING PATH: If you had let Keith beat you in the previous chapter and you
agreed to go with him, go next to Chapter 26c.

~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+
                    Chapter Twenty-Five (B): Torn Thoughts
~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+

**Note: You play this version of the chapter if you had killed all Red Blood
grail seekers back in Chapter 17.
 _________
| ENEMIES |
|-----------------------------------------------------------------------------
| Desfard     HP 140    DEF 38   Would have been named to a higher rank had   |
| (Shogun)    ATK-S 90  SPD 30   his skill not threatened the priest.  Defends|
|             ATK-L 0   AGL 30   against rocks, walls, bear traps, and arrows.|
 -----------------------------------------------------------------------------
| Killrain    HP 130    DEF 30   Criticized by Desfard for over-confidence    |
| (Knight)    ATK-S 36  SPD 38   and tendency to underestimate foes.          |
|             ATK-L 0   AGL 0                                                 |
 -----------------------------------------------------------------------------
| Valmer      HP 100    DEF 30   Has high skill levels but not aggressive     |
| (Knight)    ATK-S 45  SPD 30   enough to use them fully in battles.         |
|             ATK-L 0   AGL 0                                                 |
 -----------------------------------------------------------------------------
| Killord     HP 120    DEF 28   Least impressive man in Desfard's party, but |
| (Knight)    ATK-S 36  SPD 30   Desfard trusts in his future.                |
|             ATK-L 0   AGL 0                                                 |
 -----------------------------------------------------------------------------
| Yocal       HP 100    DEF 8    Though her beauty is rumored to be from      |
| (Shinto)    ATK-S 24  SPD 48   lacking emotions, she once loved Eclypse.    |
|             ATK-L 54  AGL 85   A self-healer who uses lightning magic.      |
 -----------------------------------------------------------------------------

Well, the good news is that none of the platoon has distance attacks.  Watch
out for Desfard's leaping slash, however, once he shows up.  At the start,
you've got a knight coming at you from either side.  It's not very threatening,
though, because they move slowly enough for you to set up some good trap
combos, and you could just run around one of them or head through the door in
the wall ahead to lead them to another room.

Once the knights are all dead, Yocal herself comes to fulfill her duty.  You
have no choice but to fight her, or be killed yourself.

BRANCHING PATH: If you've killed absolutely everyone up to this point, go to
Chapter 26b, below.  If you've let anyone live, go just below to Chapter 26a.

~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+
                  Chapter Twenty-Six (A): Eve of Destruction
~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+
 _________
| ENEMIES |
|-----------------------------------------------------------------------------
| Gilardes    HP 150    DEF 38   Served Deadmoon until learning of his evil   |
| (Shogun)    ATK-S 90  SPD 30   ways.  Unaffected by arrows, bombs and walls.|
|             ATK-L 0   AGL 35   Capable of leaping great distances to slash. |
 -----------------------------------------------------------------------------
| Zodiac      HP 100    DEF 18   Afraid to die before finding the supreme     |
| (Magician)  ATK-S 15  SPD 38   magic to become an immortal guard.  A self-  |
|             ATK-L 90  AGL 80   healer.  Uses lightning magic.               |
 -----------------------------------------------------------------------------
| Galdrake    HP 130    DEF 12   Masters fire.  Once controlled thunder, water|
| (Pyro)      ATK-S 45  SPD 35   and wind, but left them for fire.  Shoots    |
|             ATK-L 24  AGL 50   three fireballs at once.                     |
 -----------------------------------------------------------------------------
| Bloodhorn   HP 110    DEF 30   It's said that he wants to become a Timenoid |
| (Knight)    ATK-S 45  SPD 35   not to live forever, but to kill forever.    |
|             ATK-L 0   AGL 0                                                 |
 -----------------------------------------------------------------------------
| Vermilion   HP 120    DEF 30   Loves Laria.  Has been seeking the knights'  |
| (Knight)    ATK-S 36  SPD 38   highest honor, and became a guard.           |
|             ATK-L 0   AGL 0                                                 |
 -----------------------------------------------------------------------------
| Loongear    HP 110    DEF 22   Loongears have been the Timenoid doctors for |
| (Buddhist)  ATK-S 15  SPD 42   ages.  Treats the Timenoid and human allies  |
|             ATK-L 18  AGL 55   for battle wounds.                           |
 -----------------------------------------------------------------------------
| Priest Dusk HP 120    DEF 20   Doesn't realize the King only uses him as a  |
| (Priest)    ATK-S 9   SPD 30   yes-man and to boost his confidence.  Uses   |
|             ATK-L 36  AGL 40   lightning that he shoots from his hands.     |
|                                A self-healer.                               |
 -----------------------------------------------------------------------------
| King        HP 140    DEF 38   Calm exterior, but ready to face his         |
| Eclypse     ATK-S 150 SPD 42   assassins.  Stronger than his general.       |
|  (King)     ATK-L 150 AGL 75                                                |
 -----------------------------------------------------------------------------

Surprise!  You're back in the mansion from the start of the game.  Sure, it's a
little more close quarters than you've become used to, but just think of all
the fun you can have with all the new traps that you didn't have access to last
time you were here.

In order of appearance, it's Galdrake & Bloodhorn, followed by Loongear,
Zodiac, Gilardes, Dusk, Vermilion, and then King Eclypse once everyone else has
fallen.  You only have one healing Loon, so save it for when you really need
it.  To make sure that you don't lose too much damage early on, don't be afraid
to run away to the next room after every trap combo.  Really, what's your rush
to kill these guys off?

When fighting King Eclypse, you really need to keep hitting him relentlessly.
He's a powerful self-healer, and given half a chance he'll recover his health
to full every time you're running away looking for a better spot to set up a
combo.  It's important that you make use of the powerful room traps to do the
heaviest damage.

ENDING ALERT!: Once you kill King Eclypse, you trigger Ending #4.  See the
Endings section below the walkthrough for details on how to achieve a different
ending.  Be sure to save your clear data to receive a reward for finishing the
game!

~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+
                     Chapter Twenty-Six (B): Deliverance
~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+

**Note: You get this version of the chapter if you've killed everyone so far in
every chapter.

This version plays out identically to the one above, so check there for enemy
and strategy details.

ENDING ALERT: On completing this chapter, you trigger Ending #1.  See the
Endings section below for details on how to achieve a different ending next
time.  Be sure to save your clear data to receive a reward for finishing the
game!

~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+
                       Chapter Twenty-Six (C): Outcasts
~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+-~-+

**Note: You get this version of the chapter if you had let the grail be
discovered and let the discoverer leave alive in Chapter 17, then let Keith
beat you and agreed to go with him in Chapter 24.
_________
| ENEMIES |
|-----------------------------------------------------------------------------
| Maage       HP 120    DEF 8    Escaped death with mother during a thief's   |
| (Brute)     ATK-S 30  SPD 62   attack.  Seeks vengeance.  Can throw axes    |
|             ATK-L 15  AGL 60   that have poisoned blades.                   |
 -----------------------------------------------------------------------------
| Berdick     HP 120    DEF 30   Son of a simple landowner who bought the     |
| (Knight)    ATK-S 36  SPD 30   nobleman title, and now uses it as well.     |
|             ATK-L 0   AGL 0                                                 |
 -----------------------------------------------------------------------------
| Bashburn    HP 200    DEF 12   Known monster hunter with little fighting    |
| (Crusher)   ATK-S 54  SPD 30   experience.  Prefers fame over money.        |
|             ATK-L 0   AGL 20                                                |
 -----------------------------------------------------------------------------
| Roshwald    HP 90     DEF 22   Ex-monk.  Caught deceiving villagers and     |
| (Buddhist)  ATK-S 15  SPD 38   expelled.  Can heal others.  Corrupt.        |
|             ATK-L 30  AGL 50                                                |
 -----------------------------------------------------------------------------
| Valvolt     HP 90     DEF 18   Searched for years for evil power to improve |
| (Magician)  ATK-S 15  SPD 35   his abilities.  Can control thunder.  Immune |
|             ATK-L 90  AGL 75   to electricity.  Very high agility.          |
 -----------------------------------------------------------------------------
| Velvet      HP 90     DEF 8    Sister of the King's sorceress.  Studies the |
| (Voodoo)    ATK-S 18  SPD 38   art, but too timid to use it.  A self-healer.|
|             ATK-L 18  AGL 65                                                |
 -----------------------------------------------------------------------------

Back in the West Woods mansion, you start just inside the entrance.  It doesn't
look like anyone's home at first, but run around for a while and a couple of
intruders will come after you.  Berdick and Maage are first.  Get around them
if you're surrounded and lead them into some traps.  You should be able to have
a lot of fun in this environment, with all of the traps you've developed since
the last time you were here.  Bashburn and Roshwald will replace the first pair
as you kill them off, with Velvet and Valvolt bringing up the rear.

Once everyone is dead, Keith shows up and you share a touching moment.

ENDING ALERT!: Once you complete this version of the chapter (see above for the
conditions necessary to get this version), you trigger Ending #3.  See the
Endings section below for details on how to achieve a different ending the next
time you play.  Be sure to save your clear data!

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                                  7. ENDINGS
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Different actions within the game will produce different outcomes in the end.
Listed here are all possible endings, and how to reach them.  After each
ending, be sure to save your clear data.  Loading this data from the title menu
will start a new game, and you'll have one or more special new traps that you
can make, depending on which ending(s) you've achieved.

===========
 ENDING #1     To obtain this ending, you must kill absolutely every person who
===========    comes into the various castles in the game.  If they have a life
               bar and an icon at the top of the screen, you must kill them
(with only one exception: Keith and Lombard in Chapter 17, because you never
have the chance to fight them).  With 100 kills to your name after killing King
Eclypse, your horrible acts summon a demon who turns you into a Timenoid.  With
eternal life, you are now condemned to serving him and killing at his whim.
Note that this ending also includes a "To be continued..." tag at the end.
Could this be the storyline that is continued in the upcoming Kagero II?
REWARD: You can now create the Evil Upper, a floor trap that punches enemies
        up to the ceiling, and the Evil Stomp, a ceiling trap that crushes
        enemies against the floor.  Each costs 5000 Ark to create.

===========
 ENDING #2    To reach this ending, you must let the grail be discovered by a
===========   Red Blood member in Chapter 17 and let the discoverer leave the
              ruins alive.  Then, you must kill Keith when he comes to face you
later on.  Finally, kill Yocal to finish the job (you won't have a choice about
killing her or not).  Yocal reveals to you the truth of your past and her
feeling for you, then advises you to flee from your mission of killing.
Astarte leaves and searches for the purpose of why people fight.
REWARD: On starting a new game with your clear data, you can now create the
        Magic Sac, a floor trap that traps enemies inside a bubble,
        immobilizing them, for 4000 Ark.


===========
 ENDING #3    To achieve this ending, you must let the grail be discovered by
===========   at least one of the search party in Chapter 17, and let the
              discoverer leave the ruins alive to tell the Red Blood what they
learned.  Then, when Keith faces you, let him attack you until your health is
reduced to 1/4, then agree to go with him.  Play through the rest of the
chapters, in which you must kill the remaining enemies, and you will see this
ending, where you and Keith go off to try and find some peace together.
REWARD: On starting a new game with the clear data from this ending, you can
        now create the Ardebaran, a vase-type trap with extrememly fast charge
        time and high damage, for 2500 Ark.

===========
 ENDING #4     This is essentially the default ending, the one you get simply
===========    for failing to meet the conditions for any of the other endings.
               Go through the game, letting at least one person escape, but NOT
letting anyone find the Timenoid grail and leaving the ruins in Chapter 17.
Play through the remaining chapters and finally defeat King Eclypse at the end.
Afterwards, because you destroyed the Timenoid reign, the humans descend into
chaos, struggling among themselves for power.  Way to go.
REWARD: You can now create the Evil Kick, a wall trap that fires enemies clear
        across the room, for 5000 Ark.

FINAL REWARD: Once you have obtained all 4 endings, all of which were saved in
the same file, load the last clear data to start a new game.  You can now
create the Suezo for 6500 Ark.  This rock-type weapon does the highest damage
out of any player trap.  It is the round yellow one-eyed monster from Monster
Rancher, another Tecmo game series.

~-~-~-~-~-~
  SECRETS
~-~-~-~-~-~

Okay, really this section should be titled 'Secret' (singular), because there's
only one: At the start of the game, if you name your character "Astarte" you
get a 2800 Ark bonus.  Astarte was the name of the main character from Kagero's
prequel, Tecmo's Deception.

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                           8. CONTACT & LEGAL INFO
                          ~~~~~~~~~~~~~~~~~~~~~~~~~
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~~~~~~~~~~~~
 Legal Info
~~~~~~~~~~~~
This document is copyright Marc Lalonde, a.k.a. Syonyx.  It is provided for
entertainment purposes only.  Any attempt to use this guide in whole or in part
for financial profit or in hopes of such profit is expressly forbidden.  Any
public display of this document must include intact all original indications of
authorship.  If you wish to display this guide on your website, you may do so
only if it is available for unlimited viewing by non-paying visitors to the
site, and only if it is unchanged in any way.  Violations of these rules will
make you a very sad example of humanity.

~~~~~~~~~~~~~~
 Contact Info
~~~~~~~~~~~~~~
As you know, I am Syonyx, though in real life they call me Marc.  I am always
open to comments, questions, kudos, suggestions and intelligent criticism.
Please direct all correspondence to: syonyx_faqs at yahoo dot com.

I have produced many video game guides, mostly for the Sony Playstation.  I
invite you to check out my entire body of work, which can be found at:
     http://www.gamefaqs.com/features/recognition/35729.html

And I guess that about wraps it up.  I hope you enjoyed the game and my guide,
and that you got some sadistic pleasure in tossing around your enemies like rag
dolls, savouring their bloody deaths.  I certainly enjoyed revisitng the game
to write this guide.  Anyway, let's just keep our fingers crossed that Kagero
II makes it over here to the Americas.  Until then, try and get some fresh air.

Syonyx 2005.