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Walkthrough

by Globe_199

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Realm of the Dead / Bakunen Kakusei: Neverland Senki Zero
FAQ/Walkthrough
By: Globe_199 (Liam Brown)
[email protected]
Version 1.0, submitted: 05/12/09.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


INTRODUCTION

First of all, you may be asking why you were directed to the "Bakunen Kakusei:
Neverland Senki Zero" site when you clearly typed "Realm of the Dead" into the
search bar. No, you're not crazy. Probably. "Realm of the Dead" is the English
translation of the Japanese version of the game. I have found very little 
information about either game on the internet, so you're just going to have to
trust me on this one. Not being Japanese myself, this guide has been written
for the version with the title "Realm of the Dead". So if you can understand
what's written on the front cover of your game, then this is the guide you are
after. 

This guide will use the Ctrl+F feature extensively as a means of organising
the information you want to find. If you see a certain segment you want to
skip forward to, press Ctrl and the F button on your computer keyboard 
simultaneously, copy and paste the corresponding code in the [brackets] into
the field which appears, then press the enter key. This is a basic computer
skill and I'd be surprised if you have trouble with this. 

I have tried to keep spoilers to a minimum, but at times some are inevitable.
There isn't much plot to spoil in this game anyway, so read at your own risk.

CONTENTS

Plot................................................. [STOR]
Basic Controls & Skills.............................. [BASIX]
Characters & Character Specific controls............. [CHAR]
Levelling Up & Equipment............................. [LVLUP]
Tips and General Hints............................... [TIPZ]
Enemies (and how to kill them)....................... [ENMYS]
Items................................................ [ITEMZ]
Walkthrough.......................................... [WLKTHRU]
           Lordhill Fortress......................... [LHFT] 
           Act 1 Scene 1............................. [A1S1]
           Act 1 Scene 2: Road of the Dead........... [A1S2]
           Act 1 Scene 3: Central Square............. [A1S3]
           Act 1 Scene 4: Underground Entrance....... [A1S4]
           Act 1 Scene 5: Torture Chamber............ [A1S5]
           Act 2 Scene 1: Underground Waterway....... [A2S1] 
           Act 2 Scene 2: Underground Prison......... [A2S2]
           Act 2 Scene 3: Dimly Lit Library.......... [A2S3]
           Act 2 Scene 4: Organ Room................. [A2S4]
           Act 3 Scene 1: Cavern Entrance............ [A3S1]
           Act 3 Scene 2: Cavern..................... [A3S2]
           Act 3 Scene 3: Lab I...................... [A3S3]
           Act 3 Scene 4: Lab II..................... [A3S4]
           Act 3 Scene 5: Operating Room............. [A3S5]
           Act 4 Scene 1: Suspension Bridge.......... [A4S1]
           Act 4 Scene 2: Eboto Forest............... [A4S2]
           Act 4 Scene 3: Amid the Mist.............. [A4S3]
           Act 4 Scene 4: Forest Depths.............. [A4S4]
           Act 5 Scene 1: Raging Wind................ [A5S1]
           Act 5 Scene 2: Great Hall................. [A5S2]
           Act 5 Scene 3: Venomous Flower............ [A5S3]
           Act 5 Scene 4: Silent Statue.............. [A5S4]
           Act 5 Scene 5: Spiral Staircase........... [A5S5]
           Act 6 Scene 1: Desecration of the Soul.... [A6S1]
           Act 6 Scene 2: Forsaken Garden............ [A6S2]  
           Act 6 Scene 3: Accursed Lake.............. [A6S3]
           Act 6 Scene 4: A Long Dark Road........... [A6S4]
           Act 6 Scene 5: Where Hatred Returns....... [A6S5]  
Legal Notice    
Credits  

---------------------------------------------------------------------------

PLOT (abridged) [STOR]

The name of the world you are in is Neverland (not to be confused with Never
Never Land, which is completely different). In the 994th Demon Year, hordes of
undead attacked a human village in the Kaizeron region, and continued to
spread to other villages before someone finally sat up and thought that 
something should probably be done about it. 

Upon hearing news of this event, Demon King Janus / Saint Dorifan / Geizer, 
leader of the Black Knights, dispatched Hiro / Greezer / Lyla Dol to single-
handedly solve this problem.  


...That's pretty much all the plot you're going to get. The rest is revealed
through NPC dialogue and a few notes you'll find on your adventure. As you can
see, the character you choose does not change the story at all apart from the
introductory sequence and the final "movie" at the game's conclusion. 

---------------------------------------------------------------------------

BASIC CONTROLS [BASIX]

All of the following information can be found on pages 2-6 of the game manual.
I have rearranged them here in approximate order of importance. All of the
controls listed here are the same between characters, with only a few slight 
variations for some of the multi-hit skills, which are unlocked through 
levelling up and will be discussed later. In order to use more advanced skills,
you MUST have received a "level up" message informing you of this skill. 

*** ie: you can't use a non-basic skill until your character has learnt it. ***

Left analog stick = character movement.
Right analog stick = camera movement (angle will still suck, though).
Square = weak attack (fast).
X = strong attack (slightly slower).
O = interact button (open door, talk to NPC, pick up item).
R1 = Defend.
Triangle = special attack (when SP1 gauge is full).
R1+Triangle = super special attack (when SP2 gauge is full).
Start button = pause menu.
L2 = hold down to open item menu, use left/right arrows to scroll.
L1 = use selected item. Hold down when throwing a bomb, aim with the left
analog stick, then release L1 to throw it.

*NOTE: If you're experiencing hand-eye co-ordination problems, it may be worth
accessing healing items through the pause menu and using them there. However,
you must use bombs and similar items through L1. 

*ALSO NOTE: There is no "lock-on" button in this game. This makes bombs and
other thrown items a pain to use, if you even want to use them at all. 


BASIC SKILLS

1) "Death Lock" = approach a fallen enemy and press R1+square.

In the manual, these all have different names for each character, but they do 
the same thing. Once you have knocked an enemy down (after a chain of attacks,
for example), you will want to use this move as it deals significantly more
damage than normal attacking, and is THE ONLY WAY TO FILL UP THE S2 GAUGE!
 
Furthermore, enemy attacks do not damage you whilst you are performing this
move, so don't hesitate to run straight into the middle of battle to perform
this on a knocked down enemy. Though this may not be advised when you are 
massively outnumbered, as a group of enemies will tend to time their attacks
so as to hit you just as you're coming out of it.

2) "Standing Death Lock" = approach a staggered enemy and press:

For Hiro: square, square, (delay), X, X.

For Greezer and Lyla Dol: square, X, (delay), X, X.

Only certain enemies can become "staggered". This status is only temporary, and
usually results after the enemy is at roughly half health. It is characterised
by the enemy flashing red for a small period of time. The "delay" refers to
waiting for the attack animation for the previous move to finish before 
pressing the next button. If you don't time it right, you'll perform one of the
other skills you may have unlocked. 

The Standing Death Lock functions the same as the normal (ground) Death Lock,
the only difference being that you can use it on staggered enemies who you
can't normally knock down.   

3) "Special Attack" (SP1) = Triangle.

Only able to be performed when the SP1 gauge is full. You can achieve this by
attacking enemies normally and getting attacked yourself, the latter of which 
is not recommended. 

As the SP1 gauge is easier to fill up than the SP2 one, it stands to reason
that the SP1 attack is much weaker than SP2. Its main advantage is that it
can knock down enemies within a large radius whilst inflicting a bit of
damage, so you can run up and use a Death Lock to reduce enemy numbers whilst
charging your SP2 gauge. 

4) "Super Special Attack" (SP2) = R1+Triangle.

Counter-intuitively, the SP2 gauge should be considered separately from the
SP1 gauge. They are both charged by different things, and the status of one
gauge does not affect the other. 

The SP2 gauge is filled only by striking an enemy with a Death Lock (R1+square
near a knocked down enemy).

SP2 attacks are very powerful, hitting enemies within a large radius for a 
large ammount of damage and knocking them down, possibly for you to finish
them off with a Death Lock. I would recommend you save it for a situation 
when you are cheaply cornered by a large group of enemies and don't feel like
losing.

5) Counter attack = hold down R1, and press X.

This skill requires prediction and precision. First, you have to predict 
whether or not the enemy is going to use a blockable attack. These are usually
weaker, faster attacks, although there are some enemies whose attacks you can
never block. 

As soon as you block the attack, whilst still holding down R1, press X to
counterattack. This deals a lot of damage. It is impossible to practice the
timing of this by yourself, as it requires an attack to be blocked for it to
work. 

------------------------------------------------------------------------

CHARACTERS [CHAR]

You are given the choice of one of three characters at the start of your
journey. Whilst this has no effect on the plot, their combat styles are 
slightly different, they have different base stats, and receive level up 
bonuses (such as equipment and skills) at different points of the game. 


~~~~
HIRO
~~~~
Daughter of Demon King Janus, ruler of earth, and Maria, a human. Also known 
as Child of the Exploding Flames, she has the ability to command the flames of 
Hell at will. 
_______________
Starting stats
HP: 2000
Attack 200
Defence: 180
Agility: 160
_______________

Despite being a woman, she is the easiest character to use, as if her
starting stats didn't give that away already. Her starting weapon is a scythe
with a base power of 65, which is strong enough to last a while without an
upgrade. Her scythe also has a wide range and reach, making crowd control
easier using her than the other characters. Her strong (X) attack is capable
of igniting enemies, which is always nice. 

Hiro also receives equipment, including the Ring and Gauntlet, much earlier
in the game than the other characters. This means that you will have a longer 
opportunity to level them up, and take advantage of the bonuses which come with
them. Highly recommended for players who are new to the game.  

Ranking: 1/3. 

HIRO'S SKILLS

Demon Cleave - Square-square-square combo. Basic weak attack.
Flame Summons - X attack. Basic strong attack.
Heaven's Gate - R1+square near a fallen enemy. AKA "Death Lock". Basic move.
Hellfire - Triangle, when SP1 bar is full. Basic SP1 attack.
Roaring Flames - R1+triangle, when SP2 bar is full. Basic SP2 attack.
Fiery Slash - Square-Square-X. Level-up skill.
Netherworld - Square+X, to send enemy flying. Level-up skill.
Whirling Slash - Square-X (4 rapid-fire attacks). Level-up skill.
Moving Slash - Whilst moving, square+X. "Tackling move". Level-up skill.
Death Slam - X when enemy is in air to slam them down. Level-up skill.
Inferno - Square-square-X, then mash X repeatedly. Level-up skill. 


~~~~~~~
GREEZER
~~~~~~~
Refined and trustworthy Holy Knight who is well respected by all around him. 
Able to command the powers of divine magic.
________________
Starting stats
HP: 2000
Attack: 180
Defence: 150
Agility: 140
________________

As gamers tend to be male, would I be right in assuming that most guys would
choose Greezer? I sure did. Surprisingly he is the worst character to use due
to one feature - speed. 

In this game, speed kills. You will frequently find yourself cheaply cornered 
by several enemies at once, and getting quick hits in can and will make the 
difference between life and death. This is also the case with most boss 
enemies, as often you will be wanting to either get fast combos in before they
can attack (for easier bosses) or get a hit or two in before running out of
range (for tough bosses). Greezer does neither particularly well, which is why
I consider him to be the "worst" character. Not that the game will be 
impossible with him, but you will have a much easier time using the girls.

His strong (X) attack can send enemies flying but, you guessed it, this is also
slow to pull off and you'll probably be hit before completing it.  

His weapon choices are fairly similar to Lyla Dol's except that they are 
slightly weaker (meaning that with a similar weapon, Greezer will only have 10
higher Attack than her), with a lower chance of inflicting a status. His "best"
weapon has a chance to ignite an enemy, which isn't as useful as poison so you
may want to stick with the weaker Valhallide for most of the game.

He receives equipment much later in the game than the girls', which means you
will be spending more points on healing items as he will be taking more damage,
especially considering his lower speed.  

Ranking: 3/3.

GREEZER'S SKILLS

Triple Slash - Square-square-square combo. Basic weak attack.
Fist of Fury - X attack. Basic strong attack.
Divine Vengeance - R1+square near a fallen enemy. AKA "Death Lock". Basic move.
Dragon Claw - Triangle, when SP1 bar is full. Basic SP1 attack.
Fire Blast - R1+triangle, when SP2 bar is full. Basic SP2 attack.
Clear Blade - Square-X-X. Level-up skill.
Holy Sword - Square-square-X-X. Level-up skill.
Sky Rise - Square+X, to send enemy flying. Level-up skill.
Running Cleave - Whilst moving, square+X. "Tackling move". Level-up skill.
Modified Sky Rise - X when enemy is in air to slam them down. Level-up skill.
Raven Claw - Square-X-X, then mash X repeatedly. Level-up skill. 


~~~~~~~~
LYLA DOL
~~~~~~~~
Cruel and emotionally barren warrior from the depths of Hell. Her only passion
is to serve the Black Knight Geizer. 

The game manual calls her "Lyra Dol", whereas the game spells it "Lyla". Call
her whatever you want, but I will be using the game's translation in this
guide. 
_______________
Starting stats
HP: 1800
Attack 160
Defence: 140
Agility: 160
_______________

You can see her panties when she's getting up after being knocked dowm. ;)

Apart from that, you may be thinking that there has to be some benefit in 
choosing the character with the lowest stats, like a super-powerful weapon or 
something. That seems to be the trend in most games, right?

Well, Lyla missed the memo on this one. Her best weapon, which only becomes
available after Act 5 Scene 5, maxes out with the same Attack bonus as Hiro's. 
Taking Lyla's low base Attack stat into consideration, she will always be 
weaker than the other two characters. She will also have the lowest Defence 
stat too, for similar reasons. 

With all that said, her lower Attack stat is counterbalanced by her "best" 
weapon having a high chance to inflict poison, which is surprisingly helpful.
It also has a max attack bonus of 85, which makes her total Attack a negligible
10 points lower than Greezer's (if using Flametongue), or equal if he's using
Flarerudius/Valhallide. 

Specialising as a one-on-one fighter, her level-up combos tend to be much
more useful than the others'. This is partly because her basic weak combo
is a 4-hit combo instead of 3, so if you're going to be slashing away for 4
hits anyway you might as well make it stronger by using a combo. Unfortunately,
you will most often encounter situations where you are swarmed by enemies, 
turning Lyla Dol's strengths into weaknesses and making her other weaknesses 
even more prominent. Oh, and for boss fights you won't be getting too many
combos in, so don't think for a second that Lyla will have an easier time 
against bosses. She is fast enough for hit and run tactics against most bosses
though, which is a bonus. 

She receives equipment at different times than Hiro, some of which are good
(early Dragon Amulet), others of which are bad (later Silver Ring). You'll be
wanting to level up her defensive equipment quickly, and read ahead to know 
which weapon you'll aiming for so you don't waste too many points. It is 
advised that you level up her starting weapon, the Naniol, to at least Att+60
to make her at least on par with the other characters at the start of the game.

Ranking: 2/3.

LYLA DOL'S SKILLS

Shadowbreak - square-square-square-square. Basic 4-hit weak combo attack.
Rending Fist - X attack. Basic strong attack.
Impending Death - R1+square near a fallen enemy. AKA "Death Lock". Basic move.
Spiraling Blast - Triangle, when SP1 bar is full. Basic SP1 attack.
Silent Surge - R1+triangle, when SP2 bar is full. Basic SP2 attack.
Clear Blade - square, X, X. Level-up skill.
Shooting Star - square, square, X, X. Level-up skill.
Blue Bolt - square+X, to send enemy flying. Level-up skill.
Flowing Dance - square+X when moving. "Tackling move". Level-up skill.
Earth Embrace - X when enemy is in air, to slam them down. Level-up skill.
Evil Eye - square, X, X, then mash X repeatedly. Level-up skill.  



-------------------------------------------------------------------------

LEVELLING UP [LVLUP]

This is one of the many areas of the game that the manual did not explain very
well. Or not at all, to be exact. There are 2 "types" of levelling up:

1) After you finish a level, you may receive a "level up" upon completion. This
is automatic, and your ranking for that level has nothing to do with it. This
kind of level-up does not alter your stats. It enables you to use different
moves, ie: those in the manual which are described as being "available after
upgrade". See the CHARACTER section for details on these skills. Alternatively
you will be rewarded with a new piece of equipment, which will automatically be
equipped unless you already have something equipped in that slot. You can now
use points to level up these equipments. 

2) Using "points" to level up. 

Think of these "points" as your combined money and bonus experience points. 
You can use them as either, but not both at the same time. 

After completing a level, you are rewarded with a number of points depending 
on your rank (S/A/B/C/D). An S rank nets you 1500 points, while an A gets you 
1000, and a B will get you 700. Personally I have never gotten below a B, so I 
can't tell you how many points you get for the lower levels (no seriously, you 
have to try pretty hard to get a bad ranking). 

To use these points, select the POINT REDEMPTION SHOP option on the screen 
after completing a level. You now have the option of using points to buy items
or to level up your equipment. Points can also be accumulated by selling items 
you don't need/want. 

Assuming you want to level up, select the LEVEL UP option. You will be 
presented with options of Weapon, Ring, Amulet, Jewel and Gauntlet. With the 
exception of Weapons, consider each of the equipments as being direct bonuses 
to your stats. At the start of the game, you will only have a weapon equipped. 
As you clear stages and progress in the game, you will periodically be rewarded
with equipment for the other menus. 

When there are multiple choices of weapons, only the weapon you have equipped
will be considered when boosting your Attack stat. So it is not wise to waste
points for weapons which you do not intend to use later (see TIPS AND GENERAL
HINTS section if you need help with deciding a priority of what to level up).

~~~~~~~~~~~
EQUIPMENT
~~~~~~~~~~~

**NOTE: Bonuses are NOT cumulative. For example, levelling up the Silver Ring
all the way to a Demon Ring will increase your Max HP by a total of 1000 
points, NOT by a combined 2350 points. 


----------
WEAPONS
----------

::: HIRO :::

Heaven's Gate: Attack+65. --> 5000pts
               Attack+70. --> 7000pts
               Attack+75. --> 9000pts
               Attack+85.   = MAX ("Awakened").
 
===============================================================================
NOTES ON HIRO'S WEAPON

She only has one, so don't worry about saving up points for later. It starts
off much stronger than the other characters' weapons, so you can invest points
in her defensive equipment as soon as you get them and work on her weapon
later. The "incomplete" status means nothing - only that you haven't maxed it
out with points yet. 

==============================================================================

::: GREEZER :::

Holy Sword Lodion: Attack+25. --> 2000pts
                   Attack+40. --> 3500pts
                   Attack+55. --> 6000pts
                   Attack+70.   = MAX.


Flarerudius: Attack+35, 10% chance of igniting enemy. --> 2500pts
             Attack+50, 15% chance of igniting enemy. --> 4000pts
             Attack+60, 20% chance of igniting enemy. --> 6500pts
             Attack+65, 25% chance of igniting enemy.   = MAX.

(Awarded at the completion of Act 2 Scene 4.)


Valhallide: Attack+45, 10% chance of poisoning enemy. --> 2500pts
            Attack+50, 15% chance of poisoning enemy. --> 4000pts
            Attack+60, 20% chance of poisoning enemy. --> 6500pts
            Attack+65, 25% chance of poisoning enemy.   = MAX.

(Awarded at the completion of Act 4 Scene 4.)


Flametongue: Attack+60,  5% chance of igniting enemy. --> 3000pts.
             Attack+65, 10% chance of igniting enemy. --> 5000pts.
             Attack+70, 15% chance of igniting enemy. --> 8000pts.
             Attack+75, 20% chance of igniting enemy.   = MAX.

(Awarded at the completion of Act 5 Scene 5.)

===============================================================================
NOTES ON GREEZER'S WEAPONS

I would advise skipping the Flarerudius, as the poison effect of Valhallide is
a much more useful status than ignition. The Flametongue is an upgraded version
of the Flarerudius anyway, so if you want an igniting weapon, save your points
for that. 

The final boss is immune to both ignition and poison, but most enemies and even
bosses in the earlier chapters are susceptible to poison, so for the most part
you'll be wanting to use Valhallide. Poison lasts longer than ignition and
inflicts much more damage.

If you want the weapon with the strongest Attack, then you should conserve your
points for Flametongue. This weapon comes at a time when you should be spending
points on healing items though, so if you've already levelled the Holy Sword
Lodion, you might as well use that.

===============================================================================

::: LYLA DOL :::

Naniol: Attack+20. --> 2000pts
        Attack+35. --> 3500pts
        Attack+60. --> 6000pts
        Attack+80.   = MAX.

Mephitius: Attack+30, 15% chance of igniting enemy. --> 2500pts
           Attack+45, 20% chance of igniting enemy. --> 4000pts
           Attack+60, 25% chance of igniting enemy. --> 6500pts
           Attack+75, 30% chance of ingiting enemy.   = MAX.
 
(Awarded at the completion of Act 2 Scene 4.)

Reita: Attack+35, 15% chance of poisoning enemy. --> 2500pts
       Attack+45, 20% chance of poisoning enemy. --> 4000pts
       Attack+60, 25% chance of poisoning enemy. --> 6500pts
       Attack+75, 30% chance of poisoning enemy.   = MAX.

(Awarded at the completion is Act 4 Scene 4.)

Inferri: Attack+65, 20% chance of poisoning enemy. --> 4000pts
         Attack+70, 25% chance of poisoning enemy. --> 5000pts
         Attack+75, 30% chance of poisoning enemy. --> 8000pts
         Attack+85, 35% chance of poisoning enemy.   = MAX.

(Awarded at the completion of Act 5 Scene 5.)

===============================================================================
NOTES ON LYLA DOL'S WEAPONS

The Naniol is her initial weapon, which is the weakest in the game, 
exaggerating her lower base Attack. I would suggest levelling it up to 
Attack+60 to even things out ASAP. If you sell all your Antidotes and Aid items
after the first Scene, you should be able to do this easy.

There is no reason to use the Reita over an already levelled up Mephitius,
especially as you'll be receiving the Inferri at the conclusion of the next
Act, which is basically an improved model of it anyway.

Definitely use the Inferri when you get it, as the high chance of poisoning
and highest possible Attack bonus will make up for Lyla Dol's base stat 
deficiencies. If you don't waste points on the Reita, you should be able to max
it out rather easily.

===============================================================================

*** Apart from weapons, each character receives the same piece of equipment
for the other slots. ***

----------
RINGS
----------
Silver Ring, Max HP+200.    --> 2000pts
Wolf Fang Ring, Max HP+450. --> 4000pts
Twin Ring, Max HP+700.      --> 6500pts
Demon Ring, Max HP+1000.      = MAX.

===============================================================================
Awarded to each character upon completion of:
Hiro: Act 1 Scene 3.
Greezer: Act 1 Scene 5.
Lyla Dol: Act 2 Scene 2.
===============================================================================

----------
AMULETS
----------
Dragon Amulet, recovers 1HP/sec. --> 3000pts
Holy Amulet, recovers 3HP/sec.   --> 6000pts
Black Amulet, recovers 5HP/sec.  --> 9000pts
Demon Amulet, recovers 10HP/sec.   = MAX.

===============================================================================
Awarded to each character upon completion of:
Hiro: Act 3 Scene 2.
Greezer: Act 4 Scene 2. 
Lyla Dol: Act 1 Scene 2.
===============================================================================

----------
JEWELS
----------
Silver Necklace, 10% chance to negate Fire/Poison status. --> 2000pts
Gold Necklace, 20% chance to negate Fire/Poison status.   --> 4000pts
Rune Necklace, 30% chance to negate Fire/Poison status.   --> 7000pts
Demon Ornament, 50% chance to negate Fire/Poison status.    = MAX.

===============================================================================
Awarded to each character upon completion of Act 3 Scene 5.
===============================================================================

----------
GAUNTLETS
----------
Spiked Gauntlet, Def+5.     --> 3000pts
Warrior's Gauntlet, Def+10. --> 6000pts
Knight's Gauntlet, Def+20.  --> 9000pts
Demon Gauntlet, Def+40.       = MAX.

===============================================================================
Awarded to each character upon completion of:
Hiro: Act 1 Scene 4.
Greezer: Act 3 Scene 1.
Lyla Dol: Act 4 Scene 3. 
===============================================================================

----------------------------------------------------------------------

TIPS AND GENERAL HINTS [TIPZ]

1) At the beginning of each stage, your health and SP bars are set to full. You
can use this to your advantage in a number of ways:

- Save on healing items. Check how far you have to go on a map (the finish line
is indicated by green arrows). If you think you can finish with low health,
give it a shot. Just keep in mind that most exits are guarded by enemies which
MUST be defeated in order to progress, so don't do anything reckless.

- Use your SP attacks as soon as you need them. Don't waste them on something
stupid like a lone Zombie, but if you think it will save you some potions
then do it. You are more than likely to get those bars back up to full before 
the next time you'll need them, so there's no use holding on to them for later
when you could use them now. 

2) Antidotes. They are plentiful in the early stages of the game, but the first
time you are capable of being poisoned is stage 2-2 (sewers), which is easy to 
avoid. Then the issue of poisoning doesn't come up again until 4-2 (forest). 
If you're overstocked (max holding limit is 5) or could use the points for
potions or levelling up, sell these first. 

3) Bombs, Firebombs, Gas Bombs, etc. These are helpful, as they can inflict
damage from a distance and knock down an enemy. That is, if you manage to get
them to hit. For some strange reason, zombies tend to scatter as soon as you
throw anything in their general direction, making them difficult to hit 
directly. You can, however, control the projectory of your bomb by holding
down L1 and directing with the left analog stick. If this doesn't suit your
playing style (it doesn't suit mine), then you can sell all of them for quite
a lot of points. Also, you can hit yourself if you accidentally walk into the
bombs' area of effect, which is another factor limiting it's usefulness.

4) Boxes. Whenever you see one, smash it in like a pinata. Usually at least
one box per group contains an item, which saves you wasting points stocking up
on recovery items. Sometimes they even contain key items, such as keys or 
documents. 

5) "Which equipment should I level up?"

I'm so glad you asked, hypothetical reader. Here I will list the equipment in
the order I personally find more beneficial, and reasons why you should invest
your hard-earned points into them.

--> For Hiro, you should have ample points to level up each piece of equipment
until they're MAXed as she only has one option for a weapon. For Greezer and
Lyla Dol, you should MAX out their defensive items (except maybe the 
Necklace/Jewel), invest a few points into your initial weapon in the earlier 
stages but make sure you READ AHEAD FIRST to know when to stop and start 
stockpiling points for any upcoming better weapons. 

i) Rings.
These are the only way to increase your character's max HP value. This will
always be useful regardless of the level you are on, so level it up ASAP.

ii) Gauntlets.
The only way to give yourself any kind of Defence. Together with the HP boost
from the Ring, this will go a long way in keeping you alive. Level it up when
you are able.

iii) Weapons.
Hiro only has access to one kind of weapon, so this is fairly
straight-forward. Considering how strong Hiro's weapon is from the start, you
may want to stockpile points for when you have access to Rings/Gauntlets before
investing points into this. Conversely, Lyla Dol's starting weapon is very 
weak to begin with, so you may want to consider boosting that up as soon as 
possible, despite her gaining access to better weapons later. Just don't take
it all the way if you intend to use a different weapon later.  

Greezer and Lyla Dol come into the possession of better weapons as the story 
progresses. You may want to boost up their initial weapons early on, as this is 
the only weapon they'll have for a while. But as soon as the Attack 
bonuses become a mere +5, I would stop levelling it and stockpile the points 
for later. See the WEAPON subsection of the LEVELLING section for details on 
his weapons. 

iv) Amulets.
The healing effect of these amulets are negligible until you max it out, which
is a considerable investment of 18000 points. You could easily buy many, many
healing items with that amount of points, which would have the advantage of
restoring HP at once as opposed to slowly over time. The automatic healing is
very nice, but should be seen as more of a bonus than a main source of 
restoring HP. They are also very useless for boss fights, when the enemy is all
up in your face leaving you no time for slow healing. 

Level them up if you have a surplus of points and healing items, but this 
should be very low down on your priority list. Of course you'll want to max it
out, but it's not too urgent. 

v) Jewels.
In general, things which only have a certain % chance of happening will never
work when you need them. A slight possibility for avoiding damage from fire
or poison is nice, and these hurdles are fairly prominent in the later stages
of the game, but it is just as easy for you to avoid these threats entirely. 

Level them up if you have nothing better to do, or are not confident that you
are co-ordinated enough to avoid these hazards. 

6) Continue Items. Sometimes after a level you will be rewarded with a 
"continue item". If you happen to die, you have the option of using one of
these to restart the stage you died on from the very start. Items you have
gained or lost before you died are NOT saved, except for Data items for some 
reason. Use them if you have forgotten to Save before starting the level, 
otherwise they are pointless as you should save in between every stage anyway.
They aren't particularly useful, and they can't be sold or even seen anywhere 
else except after the Game Over screen. 

7) When in doubt, employ Hit & Run tactics. For those unfamiliar with this
term, it means run up to an enemy, attack it (usually with a weak attack), and
then running in the opposite direction before they have time to hit you back.
Most enemies have a limited range of movement from where they originate from, 
so you can usually use this method if you're greatly outnumbered. 

-----------------------------------------------------------------------

ENEMIES [ENMYS]

Due to the lack of information on the internet and in the game manual, I have
had to adopt a rather arbitrary naming system for most of the enemies. I have
included a brief description and the locations of each enemy to aid in your
identification of them, so you can understand what I am describing. 

::: Zombie :::

Description: Staggers around like an arthritic old man in mud. Looks like a
typical reanimated corpse. Male and female models exist, but they attack and
move in the same way.

Location: All stages of Act 1, heavily in Act 2.

Method for killing them: Zombies are nature's disposable horror sloths. Just
knock them about until they fall over, and finish them off with a Death Lock
(R1+square). Be careful of large crowds though, and they can lunge forward
pretty fast and far to knock you over. Not really much of a threat due to their
slow movement. 


::: Hell Hound :::

Description: Stray dogs who have eaten zombified flesh, becoming infected
themselves. They tend to attack in packs.

Location: Act 1, Act 2, Act 3.

Method for killing them: When one spots you, they will jump backwards and line
up to lunge at you in a straight line. Simply move out of their line of fire,
wait for them to lunge, and attack them with a quick combo to knock them down.
Finish them off with a Death Lock. Not particularly threatening, but annoying
when they appear with other enemies as they can lunge forward and knock you out
of an attack sequence. Take care of these first if you can. 


::: Zombie Warrior :::

Description: Soldiers who have become infected. Larger than normal zombies, 
wears a suit of armour with a sword and shield, and tends to block frequently.

Location: Act 1, Act 2.

Method for killing them: Try to attack them from the sides or back. This early
in the game you do not have access to the tackling move (moving square+X), so
the best you can do is try to work around their Defendng. 

If you continue to attack an enemy who has a shield when they are blocking,
eventually you will shatter their shield, making them easier to defeat. You do
not have to do this in order to defeat them, but the option is always there. 


::: Beast :::

Description: Blue humanoids with buff figures and wolf-like heads. They like
to lunge at you and hold you in a grip.

Location: Act 2 Scene 2, and onwards.

Method for killing them: Individually, they are easy to defeat with simple
square-square-square combos. By the time you encounter them you will have 
access to the square-X-X combo, which works slightly better. Just keep up the
attacks and they wont be able to strike back. You can also block and counter
their attacks if you time it right.

In groups, they are similar to Hell Hounds in the sense that they will lunge
forward and interrupt you. Hit and run strategies would be the way to go in
that situation.


::: Zombie Knight :::

Description: A step up from the Zombie Warrior. They wear silver/grey armour,
and block a lot more often. 

Location: Act 2 Scene 3.

Method for killing them: After the previous stage, you now have access to the
"tackling move" (whilst moving, press square+X). This is great for these 
enemies, as they only tend to block once they are in range. Simply line one
up from afar, tackle them, and finish them off with a Death Lock. When they 
cheaply corner you, as they are wont to doing, it is easiest to finish them
all off with a SP2 attack. 


::: Ogre :::

Description: Large, slow-moving, ogre-like. Wields a club. 

Location: Act 3 and onwards.

Method for killing them: They don't flinch or get knocked over easily, so
hit and run strategies work here. One or two weak attacks, then retreat out
of their range. Don't go in for a third, because then he WILL hit you. When
they are alone, Hiro's square-X-X attack works well too. 


::: Two Face :::

Description: Walks in a reverse-crab position on all fours. Has two heads. 
Shrieks annoyingly as it lunges at you. 

Location: Act 3 Scene 3 and onwards. 

Method for killing them: Similar to Hell Hounds. Avoid their lunge, knock them
down with square-square-square combos, finish them off with a Death Lock. 


::: Chained Fools :::

Description: A large, fat, black beast, with a smaller soldier-type figure
chained to its back.

Location: Once as a mini-boss in Act 3 Scene 4 & 5, and again as a common enemy
in Act 6 Scene 2. 

Method for killing them: Hit and run tactics all the way. They don't flinch, so
strike them once or twice and then run out of the way before he counters. Don't
stand directly in front of him as he can charge surprisingly far and fast, as
well as having a long reaching attack. 


::: Spectral Knight :::

Description: Skeleton-like warriors with a blue glow around their bodies.

Location: Act 4 Scene 2 and onwards. 

Method for killing them: Thankfully, they don't block as much as the other
knight-type enemies. Square-X-X combos work well, as does the Square+X move
to throw them up into the air. One Death Lock is usually not enough to kill
them outright, so repeat what you did the first time to finish them off. 

You are able to Defend against all of their attacks (except their grappling
move). Therefore, you can block their initial lunge and subsequent attacks
and hopefully pull off a counterattack (R1+X), which will stagger them. You
can then finish them off with either another counterattack, combos, or a
Standing Death Lock. When you're facing a large group of them, try to get your
back up against a wall so they can't attack you from behind, so your 
counterattack will hit them all at once. They aren't too smart, and will
continue to use blockable attacks for a while, but will eventually catch on and
start using unblockable grapple attacks on you. Hopefully you would have timed 
a counterattack right before this point.  


::: Zombie Gladiator :::

Description: A beefed up version of a Zombie Warrior. They weild axes, and 
tend to block often. 

Location: Act 4 Scene 3 and onwards.

Method for killing them: Working around their incessant Defending is a good
start. Square-X-X works, then Death Lock them while they're down. Not the 
most difficult enemy to deal with. 


::: Dire Wolf :::

Description: A step up from Hell Hounds. Purple, with glowing green eyes.

Location: Act 4 Scene 3.

Method for killing them: Not too difficult, but you can't knock them over so
no Death Locking. Weak-attack combos will do the trick. Just don't stand near
the bitey end, attack its sides if possible. 


::: Silver Wolf :::

Description: A much improved version of the Hell Hound. Grey/silver in colour,
and tackles instead of lunging.

Location: Act 5 Scene 1 and onwards.

Method for killing them: Silver Wolves can't be knocked down, so no Death
Locking for you. Instead, if you perform a move that would normally knock them
over, they will counter attack by lunging towards you with a leg swipe, which
will knock you over. The best way to avoid this is to only attack them with
2 weak attacks, but stopping before the 3rd hit of the combo. If they start
Defending, move away because its preparing for a tackle attack. If you do 
accidentally finish a square-square-square combo, run in the opposite direction
as fast as you can, though more likely than not you will get swiped. Hit and 
run tactics will work if they appear in groups, though if you can position them
so that one is blocking the path of another, you can use it as a "shield" while
you beat down on it. 


::: Dark Knight :::

Description: Warriors of Hell created artificially in a lab. Very quick and
skilled at charging their opponents. Looks like a Beast-Knight hybrid. One
arm is a sword blade, and they have wing-like structures on their backs. 

Location: Act 5 Scene 2 and onwards.

Method for killing them: Don't try to run away from them, as they'll lunge 
right at you. They also like to quickly side-step so that they are behind you
if you're attacking them head-on. When they start doing this, direct your
character to start attacking in the opposite direction that they were already
doing, and hopefully you'll hit them before they hit you. Avoid large groups
of these if at all possible. At roughly half health they become staggered, so
perform a Standing Death Lock if possible to finish them quickly. 


::: Fly Man :::

Description: A red-coloured Dark Knight, whose wings seem to be functional. 
They spend most of their time hovering and attacking the hell out of you.

Location: Act 5 Scene 3 and onwards.

Method for killing them: You can't block his attacks, so try to run out of the
way in a straight line, and don't stop until you see him stop because he can 
travel far. Weak-attack combos work, but he tends to block often. When he flies
up, it means he will swoop at you. Don't stand directly in front of him when he
does this, although he is very difficult to avoid. He can also shoot a column
of black light, which is unblockable, so don't stay still for too long. Avoid 
this by running sharply to one side, although he will continue to target you up
until he fires.

He hits very hard for a common enemy, so heal up often using the pause menu so 
you can do it in the heat of battle. Constantly using your tackling skill 
may be effective, although these are often tricky to pull off, especially when 
there are several of these guys targetting you.

You can stagger them for a short period of time by using your SP1 attack. This
makes them easier to hit (although they're still a major threat), and also 
susceptible to Standing Death Locks. Unfortunately, you would be lucky to get
the 4-hit combo in required to do this, especially when you're outnumbered.  

(I am still after good strategies for taking down these guys, so if you have 
one, please email me so I can include it in this FAQ. You'll get credit!)

------------------------------------------------------------------------

ITEMS [ITEMZ]

Items which can be found in boxes seem to be fairly random. Sometimes you will
get a Life Recovery in the first level, other times you will never even see
one in the whole game. I wouldn't get too strung up about it though, because
you can always buy items which are helpful for the level you are up to. Just
use this guide to know what to expect, unless you like surprises.

You can sell each item in exchange for half the points listed in the COST 
column.

NAME                 FUNCTION                   COST      ABLE TO HOLD
S-Potion           | Heals 300HP               | 200pts | Max stock: 20
M-Potion           | Heals 800HP               | 500pts | Max stock: 10
L-Potion           | Heals 1500HP              | 1200pts| Max stock: 5
Fairy Water        | Gradually heals HP        | 3000pts| Max stock: 3
Potent Potion      | Heals all HP              | 2500pts| Max stock: 3
Life Recovery      | Heals all HP, fills SP bar| 5000pts| Max stock: 3
Antidote           | Cures Poison              | 1000pts| Max stock: 5
Special Antidote   | Cures poison, heals 500HP | 2500pts| 
Protective Agent   | Guards against fire & gas | 2000pts|

============================================================================
NOTES ON HEALING ITEMS

Special Antidote is a rip-off. It costs 2500pts, heals Poison and restores only
500HP. For 1500pts, you could buy an Antidote AND a M-Potion, which restores
800HP. Do not buy these unless you already have 5 Antidotes and are really,
really paranoid about getting poisoned.

As you can hold a whole lot of S-Potions, I would recommend buying these first
as they are expendible. Plus if you find any higher Potions during your
travels, you can save them for later instead of not being able to carry any
more.

2 L-Potions will be enough to completely restore your HP, regardless of which
character you're playing as. They cost less than a single Life Recovery, so 
stock up on these first. Similarly, 2 M-Potions restore more than 1 L-Potion.
Only buy the higher-end healing items if you have a surplus of lower items. 
============================================================================

S-Bomb             | Small explosion           | 800pts |
M-Bomb             | Medium explosion          | 1500pts|
L-Bomb             | Large explosion           | 2500pts|
S-FireBomb         | Small flames              | 800pts |
M-Firebomb         | Medium flames             | 1500pts|
L-Firebomb         | Large flames              | 2500pts|
S-GasBomb          | Small gas attack          | 800pts |
M-GasBomb          | Medium gas attack         | 1500pts|
L-GasBomb          | Large gas attack          | 2500pts|
ExplodingFireBomb  | Explosion + Flames        | 3000pts|
ExplodingGasBomb   | Explosion + Gas attack    | 5000pts|
Flaming Gas Bomb   | Flames + Gas attack       | 3000pts|
ExplodingFlamingGas| As its name implies       | 6000pts|

=============================================================================
NOTES ON AID ITEMS

I would never actively buy any of these, as they are a considerable investment
for something that you will only use once, and even then it isn't guaranteed to
hit. By all means use what you find during the game, although I personally 
find them more useful to sell for points to spend on equipment upgrades or
healing items.
=============================================================================

------------------------------------------------------------------------

WALKTHROUGH [WLKTHRU]

**NOTE: This is written for games with a Normal difficulty setting. If you 
selected "Hard", then clearly you are after a challenge so I would be defeating
the purpose by writing a walkthrough for you. 

Now, I'm not going to patronise you by giving you step-by-step directions 
through each level. Most levels can be completed by opening the in-game map
and heading towards the little line of green arrows which mark the exit. If
you can't proceed through a locked door, chances are you haven't defeated
the enemy which is holding the key for it. These tend to be in close proximity
to the locked door, appear with a group of enemies, and are programmed to be 
the last enemy of the group which you kill. Alternatively, you may have to
defeat all the nearby enemies for the door to become unlocked. In either case,
trying to open the door will present you with a message telling you what you
must do.

TL;DR: If you are stuck at some point, try seeking out enemies first. 

I will, however, give you hints and describe how to get around sticky 
situations in the stages where issues may arise. This means that the 
walkthrough will (hopefully) be concise while remaining helpful. 


===============================
Lordhill Fortress [LHFT]
===============================

This portion of the game functions as the tutorial. Talk to the various 
soldiers to learn some backstory and how to use basic skills if you want.

Across the bridge from the starting point is a large gated area with some boxes
within it. Smash them open for some items.

There are some completely optional enemies you can challenge here if you want,
and doing so may net you some items. If you're NOT interested, talk to the
knight near the gate to open it and proceed to the first "real" stage.

If you DO want practice killing zombies and maybe some items, head into the
gated structure to the right of the exit. There should be a lever in the main
room. Pull it to unleash some zombies, which are easy enough to kill even 
though you're just getting used to the controls. 
 
If you were hurt in the previous fight, talk to one of the soldiers in the
base to heal yourself up, free of charge. You are now done with this tutorial,
so talk to the soldier near the exit to open the gate to proceed to the first
"real" stage.

===============================
Act 1 Scene 1 [A1S1]
===============================

Head forward and kill the zombie who is slowly staggering towards you. Be
careful not to knock him too far forward, because then you will be in range of 
other enemies and they will try to swarm you. If this begins to happen, run 
back to where you came from and the other enemies will retreat to their
original starting points. You can use this tactic at any point where you feel
you are in danger of being overwhelmed, though it will not work in cramped
areas. 

When you get close to the gate, the game will pause and you'll see a scene
where a villager is killed by a pack of Hell Hounds. Then the gate will open
itself for some reason. Kill all the previous enemies first before charging
in. 

Hell Hounds can be a bit of a pain when they're in large groups. Use the tactic
of moving out of their way when they back up and attacking after they lunge at
you to defeat them. After you defeat the whole group, you will be surrounded
by an even larger pack of Hell Hounds. You may want to consider using your SP2
attack when they are crowded around you to take care of them all quickly.

Phew, that was hard, but you're not done yet. You still have to take care of 
the enemies on the bridge in order to pass to the next level. Try moving
forward slowly in order to draw the enemies out one by one to take care of them
individually, or use your SP1/2 attacks if you still have them and follow up
with a Death Lock. 

After you defeat them all, don't waste any healing items as you will finish
this stage at the other side of the bridge. 

+++++++++++++++++++++++++++++++

LEVEL UP!

Hiro: Fiery Slash (square, square, X)
Greezer: Clear Blade (square, X, X)
Lyla Dol: Clear Blade (square, X, X)

+++++++++++++++++++++++++++++++

======================================
Act 1 Scene 2: Road of the Dead [A1S2]
======================================

First of all, I think they mean that zombies have already RANsacked the town.
Secondly, there are some boxes behind you when you start, don't miss them. 
Thirdly, this is a pretty straight forward level. Kill whatever is in your
path to get the key to unlock the next gate. It will be over before you know
it.

++++++++++++++++++++++++++++++++++++

LEVEL UP!

Hiro: Netherworld (square + X)
Greezer: Holy Sword (square, square, X, X)
Lyla Dol: (Equip) Dragon Amulet (recovers 1HP/sec)

++++++++++++++++++++++++++++++++++++

======================================
Act 1 Scene 3: Central Square [A1S3]
======================================

Once again, a fairly straight-forward level. Once you enter the central
square, the gate behind you will close and a zombie will detonate some 
explosives to open up some rooms around the circumfrence of the square. You
can't kill this guy, so don't bother trying. Take care of the enemies in the
rooms which appear. Once you are done, the gate to the next level will open 
and you'll be done here.

+++++++++++++++++++++++++++++++++++++++

LEVEL UP!

Hiro: (Equip) Silver Ring, Max HP+200.
Greezer: Sky Rise (square+X to send enemy flying)
Lyla Dol: Shooting Star (square, square, X, X)

+++++++++++++++++++++++++++++++++++++++
  
==========================================
Act 1 Scene 4: Underground Entrance [A1S4]
==========================================

After a short scene, head left first to pick up the Count's Letter 2 from a
crate. This has no significance game-play wise, but it is nice to have some
of the plot explained for you. Don't worry, you haven't missed Count's Letter
1, it is coming up later. 

Go back to the room you started from. Stand on the red square and press O to
open the large gate in front of you. Continue on until you reach a circular
room. Here, you will be attacked in waves by plain old Zombies. They are easily
taken care of, just don't charge into a whole group recklessly or anything
dumb like that.

The rest of the level is straight-forward.

++++++++++++++++++++++++++++++++++++++++

LEVEL UP!

Hiro: (Equip) Spiked Gauntlet, Def+5. 
Greezer: Running Cleave (square+X when moving)
Lyla Dol: Blue Bolt (square+X)

++++++++++++++++++++++++++++++++++++++++

Stock up on healing items, because it's time for a...

======================================
Act 1 Scene 5: Torture Chamber [A1S5]
======================================

::::: BOSS FIGHT - Female Knight::::::

Compared to the majority of levels in this game, the boss fights are kinda 
difficult and you are more likely than not to take some damage. That is why I
suggest you stock up on healing items before each boss, because instant HP
recovery will be much more valuable to you than the slight increase in stats
you will get by levelling equipment.

Not even I know the identity of the Female Knight. All I know is that she is
female, and she is a knight. Hence my arbitrary naming of her. You can try to
Defend against her attacks, but she tends to strike the ground and knock you
over when you do this. I would suggest a "hit and run" strategy, which consists
of running to her at an oblique angle, getting a quick hit in with square when
you get close enough, maybe even following up with a quick combo, before 
running out of range. If you're playing as Hiro, her strong (X) attack can 
put fire on her, which is helpful for this strategy. You could also throw bombs
and the like at her from afar if they are your kind of thing. 

Her main threatening move is when she spins around and forms a circle of 
bright light around her in a fairly large radius. Run away from her when she is
about to do this. 

She doesn't hit particularly hard, but if she gets a few combos in on you
things could get complicated. Heal up when necessary (try to stay above 1/4 
health at least), using the pause menu to access healing items if you can't
get far enough away to do this interrupted. 

The multiple health bars look intimidating, but her defence is low so they will
be depleted quickly. But take your time, don't charge her head on or you will
be wasting a lot of healing items. When you "kill" her, she will run off. This
means you have won, and will be proceeding to the next level. Congratulations.  

++++++++++++++++++++++++++++++++++++++++++

LEVEL UP!

Hiro: Whirling Slash (square, X, X, X, X)
Greezer: (Equip) Silver Ring, Max HP+200. 
Lyla Dol: Flowing Dance (square+X whilst moving)

++++++++++++++++++++++++++++++++++++++++++

==========================================
Act 2 Scene 1: Underground Waterway [A2S1]
==========================================

You are now in a series of underground tunnels. The first level is fairly
straight-forward. Expect the usual flow of defeating enemies --> obtaining
key to next level/door automatically opens --> repeat. There is nothing to
particularly look out for in this level.

Towards the end, a zombie will pull a lever and zombies will pour out of the 
pipes either side of you in pairs. Easily killable if you target one at a time,
positioning yourself between them so that you knock them away from each other
before going in for the kill. After 5 pairs of zombies, you will progress to
the next stage.

=========================================
Act 2 Scene 2: Underground Prison [A2S2]
=========================================

First off, you will be attacked by a new enemy - the Beast. As there is only 
one of them this time, he is easily taken care of. Run forward, and mash the
square button near the device on the wall to open the gates either side of you.

Go through the left door and talk to the wounded soldier for some information.
Then go through the right door and kill the Hell Hound that is there. 

Be careful of the large pipes lining the walls up ahead. When you approach them
they will spew forth water, which will instantly poison you upon contact. They
will feature predominantly in this stage. Antidotes are expensive, so you don't
want to be wasting them. I would advise avoiding the water from the pipes if
possible (which it is). 

You will notice that there is a Zombie Warrior hanging around right where the
water comes out. No, they are not affected by it, because that would make life
fair, which it isn't. Stay where you are before the turn off to the pipe-lined
portion, and the warrior will soon approach you. This way you can kill it
without standing precariously in front of the pipes. 

Once the enemy is killed, you now have to avoid the water which gushes out of
those damn pipes. Don't worry, the puddle you have to cross doesn't hurt you.
Move forward and stop to allow the first stream to die down, then run past it.
Wait for the second one to die down before progressing, but do it quickly as
you will now be in the prime position to be soaked by the previous pipe. 

A similar approach can be adopted for the other pipes in this level.

++++++++++++++++++++++++++++++++++++++++++

LEVEL UP!

Hiro: Moving Slash (square+X whilst moving)
Greezer: Modified Sky Rise (X when enemy in air to slam down)
Lyra Dol: (Equip) Silver Ring, Max HP+200.

++++++++++++++++++++++++++++++++++++++++++

=======================================
Act 2 Scene 3: Dimly Lit Library [A2S3]
=======================================

This level is literally swarming with Zombie Knights. Luckily for you, you now
have access to the "tackling move" after completing the previous stages. Line 
up a Knight from afar, run straight at him and press square and X 
simultaneously to damage and knock him over. Finish him off with a Death Lock. 
They are fairly easy to kill individually using this method. 

To progress further in this level, you will usally have to kill all the nearby
enemies to open the next door. The way forward is pretty much laid out for you.
Just make sure you pick up Count's Letter 1 along one of the hallways for your
reading pleasure. 

Eventually you will pick up an old book, which is actually a key according to 
its description. The camera will pan to a bookshelf a few rooms over, which is
where you have to use this "key". Seems easy enough.

Unfortunately, you will be ambushed by several Zombie Knights along the way. 
The first time this happens, you can ignite the nearby gun powder barrel by
pressing square near it. I would advise you get out of the way before it blows 
up, but hopefully not before luring the group of enemies towards it. The
explosion will knock those within range down, making them easy pickings for
you and your Death Lock. Look out for similar barrels in the future, as they
can give you the opportunity to thin out enemy numbers right off the bat if
used correctly. 

When you enter the room where you must use the Old Key, look out for a surprise
attack by a Beast around the corner. Kill it, then open the secret door by 
pressing O near the appropriate bookshelf (a ! icon will appear above your
head). 

You should also have picked up the Sage's Letter in this stage. Again, not so
important, but FYI only. 

Go through the secret passage way, and towards the end you will be ambushed by
Zombie Knights AGAIN. Because the first time just wasn't fun enough. If you
have your SP1/2 charged, herd them together and use that. If not, try to pick
them off individually using the moving tackle, and try not to take them all on
at once. 

Once you have defeated them all, head through the door to finish the level. 
Don't bother stocking up on healing items, because the upcoming boss battle is
the easiest ever.  

======================================
Act 2 Scene 4: Organ Room [A2S4]
======================================

::::: BOSS FIGHT - Arachnoid :::::::::

Oh noes, a spider who plays the organ. At first he will not move, so you can
break open the pew-like structures to find some items before approaching him. 

Arachnoid has 2 stages. The first is immobile, and can only attack you when you
are in his range (ie: right in front of him). Either stand back and waste your
bombs on him, or run forward, defend his initial attack, then beat down on him
with square-square-square or combos. He will soon be defeated.

Or will he? After you defeat stage 1, he will spring up and actually start 
moving around. Run up to him and do not stop mashing square at him. If you time
it right (ie: by not stopping), he wont get a hit in. When he gets knocked
down, don't Death Lock him, keep mashing square. He is very easy to beat and
you shouldn't have to use any healing items for this battle.

++++++++++++++++++++++++++++++++++++++++++

LEVEL UP!

Hiro: Death Slam (square+X, X whilst enemy in air)
Greezer: (Equip) Flarerudius, Attack+35 and 10% chance of igniting enemy.
Lyra Dol: (Equip) Mephitius, Attack+30 and 15% chance of igniting enemy.

++++++++++++++++++++++++++++++++++++++++++

======================================
Act 3 Scene 1: Cavern Entrance [A3S1]
======================================

The most annoying thing about this Act is that rocks are constantly falling
from the ceiling. They don't deal that much damage, but can interrupt you at
inopportune moments, leaving you open for attack. The area they will fall in
is indicated by a shadow on the ground, surrounded by a yellow ring. Stay the
hell away from them.

Apart from the rocks, there isn't much to worry about in this level. When you
approach the last area, if youw ant some enemies and items, take the left path 
first as this will become blocked after you take the north path. If you just
want to finish, take the north path. You now have a "miniboss" battle with an 
Ogre. He is slow, and can easily be defeated using the method in the ENEMIES 
section of this guide. Just watch out for falling rocks when doing so. 

Pick up the wooden key the Ogre drops and head through the wooden door to the
next stage.

++++++++++++++++++++++++++++++++++++++++++

LEVEL UP!

Hiro: <none>
Greezer: (Equip) Spiked Gauntlet, Def+5. 
Lyra Dol: <none>

++++++++++++++++++++++++++++++++++++++++++

======================================
Act 3 Scene 2: Cavern [A3S2]
======================================

Now things are starting to get irritating. Avoid the lava pits, especially as 
they flare up, as they deal a bit of damage. You also have a number of fun
little puzzles to do on this level. They aren't particularly difficult, but
the whole ordeal has you avoiding fire while you're solving them. Solving these
puzzles will the the focus for this part of the guide. If an enemy approaches
you, kill it. Although that should be implied by now. 

In the first main room, pick up Paper Scrap 1. This can now be found under Key
Items in your item menu. This will tell you the order in which you must step
on the numbered tiles of the first flame-puzzle.

Firstly, let me tell you a little something about the flame-puzzles. All 4 are
set up the in the same fashion, with an increasing number of flames to avoid
making them sequentially more annoying to complete. If you step on too many 
wrong tiles, the puzzle will reset and you'll have to start over. When you step
on the correct tile, a blue ball of flame will hover above it. The easiest way
to avoid the moving flames is to move in the same direction as they are moving
as opposed to running against them. 

I will explain the Paper Scraps now. The I, II and III obviously correspond to 
the tiles of the same number. The number circled in blue is the starting point,
meaning you must step on that one first. Then you should follow the arrows 
drawn in blood for the correct order. The numbers with a bloody X over them are
not needed for the puzzle concerned. The rows indicated on the Paper Scrap does
not appear to line up with the actual position of the tiles, so if you're 
stepping on a tile and it's not working, try the same numbered tile on the 
opposite side of the puzzle. 

With all that aside, here is the order for Puzzle 1:

II --> I --> II --> I

Take the door that opens, defeat the Beasts, and pick up Paper Scrap 2 from
the crates. It is time for Puzzle 2:

III --> II --> I --> II

Follow the newly-opened path. Paper Scrap 3 is in a crate along the way to 
Puzzle 3:

II --> III --> I --> III

2 doors will open. Take the north one to get Paper Scrap 4, then head back and
take the the other one to get to Puzzle 4:

I --> II --> III --> I

In the next room, the Two Face has the key. Defeat it first, as it likes to
lunge, but do it away from the Ogre unless you feel like you need a good
beating. 

Use the key at the door, and leave this cursed place forever.

++++++++++++++++++++++++++++++++++++++++++

LEVEL UP!

Hiro: Dragon Armlet (recovers 1HP/sec)
Greezer: <none>
Lyra Dol: Earth Embrace (X whilst enemy is in air to slam down)

++++++++++++++++++++++++++++++++++++++++++

======================================
Act 3 Scene 3: Lab I [A3S3]
======================================

You have to hack and slash your way through most of this stage. There are
several dead ends with barriers blocking your progress. Don't get too close to
them, as enemies can and will attack you through them, and you can't hit them
back from here. 

At the start, head to the left to pick up Lab report 1. Then go back and take
the north road. You will be in a large central area, with four Two Faces in
holding cells in the corners. Use O at the device on the north wall to 
release them all. Kill them all, and the doors will open. They aren't too
tricky as long as you run up and kill them individually instead of letting them
group together. 

Now that the doors are open, bring up your map. You will see 2 green circles
in rooms either side of the level. These are the locations of Silver Emblem
A and B, and you need both to finish the level. To get to both, you must
defeat the enemies in your way to open the doors to get to the rooms in which
they are located, then defeat even more enemies in that room to leave. Good
luck trying to not get swarmed. Heal up when needed, as a large group can 
deplete your HP very quickly.

After you have both, head back to the large central area and take the north
exit. Defeat the enemies here (easy considering what you just went through),
and press O at both sides of the device on the wall to insert both Silver
Emblems. The door will open, take it to get to the next level.

++++++++++++++++++++++++++++++++++++++++++

LEVEL UP!

Hiro: <none>
Greezer: Raven Claw (square, X, X, then mash X repeatedly)
Lyra Dol: <none>

++++++++++++++++++++++++++++++++++++++++++

======================================
Act 3 Scene 4: Lab II [A3S4]
======================================

If you liked Lab I, you're going to love Lab II. It is essentially the same
method of defeat, key, proceed, which you should be accustomed to now. 

When you enter the first large square room in the midline of the map, it is
time for a frustrating mini-boss.

::: MINI-BOSS - Chained Fools :::::::

This guy consists of a smaller thing chained to the back of a larger, fatter
monster. Get anywhere near it, and you will be hit and knocked down, and this
guy hits hard. 

Hit and run techniques, as well as the moving tackle (moving, press square+X),
are the best way to go, although falling rocks in this area makes this more
difficult than it has to be. Make sure you keep your HP high, as you are still
early in the stage and have many more enemies to defeat in order to finish. 

Cut it down to low HP, and the Chained Fools will meander off. Don't worry,
you'll be seeing him again real soon. 

:::::::::::::::::::::::::::::::::::::

Complete this stage as you did in Lab I, although there are no inconveniently
placed Emblems to find which is a plus. Make sure to stock up on healing items
in the Point Redemption Shop, as you have a difficult boss battle next stage. 

++++++++++++++++++++++++++++++++++++++++++

LEVEL UP!

Hiro: Inferno (square, square, delay, X, X)
Greezer: <none>
Lyra Dol: Evil Eye (square, square, X, X, them mash X repeatedly)

++++++++++++++++++++++++++++++++++++++++++

======================================
Act 3 Scene 5: Operating Room [A3S5]
======================================

Remember that really irritating mini-boss from the last level? Well, now you
have to kill him, for reals this time. The tactics remain the same as before,
except there aren't any falling rocks to deal with. Avoid his long range lunge
by running to the side, and try not to stand near him for too long or he'll
knock you down.

When you defeat him, it is time for the real boss of this level.

::::: BOSS FIGHT - Dr. Pain ::::::::::

This guy has two stages. The first stage is easy and doesn't dish out much
damage. You should be able to take care of him with multiple weak attacks
and/or your square-square-X combo. Once you deplete his health bar, the game
will pause while he draws out a second weapon. Now the real fight has begun.

Now he can use ranged attacks, so don't stand directly in front of him. Use
combos on him to the sides or back if you can manage it, though quickly
retreat when he starts blocking because he'll counterattack when you're done. 
He can also throw stuff at you from a distance, so don't run at him in a 
straight line. Heal when necessary, although he seems to favour a single big
hit over multi-hit combos. When he stands up straight and raises his weapons
in the air (like he just don't care), get the hell out of the way or you'll
get hit. 

The good Doctor isn't particularly difficult, but the mini-boss before him 
can put a strain on your stock of healing items if you don't deal with him
properly. Remember, at the start of each stage your SP1 and 2 bars are 
automatically filled, so don't hesitate to pull them out straight off the bat.

Eventually the Doctor will go down, the door will open and a wounded soldier
will stagger in. Don't worry, you don't have to fight him. Talk to him for some
information about where you're going next, and you'll proceed to the next 
stage.   

++++++++++++++++++++++++++++++++++++++++++

LEVEL UP!

Hiro: (Equip) Silver Necklace (10% chance to negate Fire/Poison status). 
Greezer: (Equip) Silver Necklace (10% chance to negate Fire/Poison status).
Lyra Dol: (Equip) Silver Necklace (10% chance to negate Fire/Poison status). 

++++++++++++++++++++++++++++++++++++++++++

=======================================
Act 4 Scene 1: Suspension Bridge [A4S1]
=======================================

Destroy the boxes at the start, and talk to the wounded soldier. Now what 
could he have meant by "done for"? 

This is where things get interesting. Your objective is to get across the 
bridge. Sounds easy enough, right? Well, this bridge just happens to be
swarming with enemies, which I guess isn't much different than usual so I
guess that's not so bad. But did I mention that you need to defeat them 
quickly, because the bridge behind you has started to burn?            
         
Yes, the clincher for this stage is that you must defeat all the enemies on
each section of bridge for a metal platform to ascend and allow you to 
progress. You must do this quickly, as the bridge behind you will begin
burning after a small amount of time, and will soon catch up with you if you
dawdle.            
           
Each section of bridge is basically the same, with the same objectives in 
order to raise the next metal platform. Pushing enemies back into the fire may
help you thin out their numbers, but if they are at high health it will take a
while for them to die, which will cost you some time if you can't reach them 
with attacks. You have just gotten the Silver Necklace yourself, but this 
provides only a small percentage chance of not taking damage from the fire
and you would do well to just avoid it entirely. 

There are multiple paths leading off the bridge, but only the one on the
southern extremity of the map has boxes. It also has 2 Beasts on it, so you
may want to skip venturing off if you can't kill them confidently. Don't 
worry, the next section of bridge will not start to burn until you have
stepped on it.          
           
TL;DR version: QUIT YOUR LOLLYGAGGING.          

======================================
Act 4 Scene 2: Eboto Forest [A4S2]
======================================

This forest makes the one in Harry Potter look like a lame plot device in a
silly children's book. Which it is, but that is beside the point. The point
is that this forest is a pain in the ass, and you have 2 wonderful stages in
which to enjoy it. So let's get into it.

Smash the boxes at the start to get the Knight's Daily Bulletin. Then talk to
the wounded soldier for an ominous warning about the flowers of this forest.
Believe it or not, those flowers are one of the biggest threats of this Act
besides the Boss. Luckily for you though, I will now tell you how to avoid 
them completely.

Take a few steps forward, and you'll see a big pink flower sitting prominently
on the ground, glaring back at you with malice in its heart. There are many,
many more of these in the forest, in much more inconvenient places than this
one is. You cannot kill these flowers. You must play this Act by their rules. 

When approaching the general proximity of a flower, you will notice green vines
popping up just behind you. If you keep running, the next one will come up
right underneath you, inflicting some small damage but interrupting your
actions. This can be deadly when there are enemies around. To avoid getting
hit, stop moving. Wait like a second, then run forward a little bit before
stopping again. Keep doing this until you no longer see vines coming up
behind you, probably a fair distance from the flower. This is how you avoid 
the vines.

The second thing a flower can do is spurt poison gas. This will only affect you
if you are standing right next to the actual flower. Getting hit by this gas
will inflict the Poison status on you. Eventually the poison will wear off on
its own after dealing a bit of damage, or you can use one of your Antidotes
to instantly remove it. But considering how expensive Antidotes are, you are
better off avoiding this completely (another reason why the Necklace is 
useless). To avoid the poison gas, time your movement past them (avoiding the
vines, remember) so that you pass right next to them as soon as the gas 
dissipates. Then get the hell out of the way before it spew up again. 

In case 3 paragraphs weren't enough, you should avoid fighting anywhere near
a flower. Only misery will come from it. Try to draw enemies away from danger
areas so you can fight them on easier ground. 

Now, this level features predominantly Spectral Knights. As these will be new
to you, you may have trouble taking them on in groups at this stage. They 
become very common in the later stages. 

Near the start, you will be attacked by 3 of them. Use your SP2 attack NOW
so you have time to charge it by the end, or alternatively ignite the gun
powder barrel to knock them all down (hopefully). Afterwards, make sure you
smash open the boxes in this area for some items. 

Also in this area you will be directed by a cutscene to notice a large evil
plant. These don't atatck you, but their vines block your path forward. To kill
them you must perform a Death Lock on them. If you don't know how to do that 
by now, I suggest you read either this guide or the handbook as it really is
a basic skill. Doing this will also fill your SP2 gauge, which is nice. When 
you're done, the plant will die and its vines will retract, allowing you to
continue.

In the large final area, it looks like you can rush it to the end but you 
would soon be swarmed. Take care of the enemies as they come, and try to lure
them away from the areas where those pesky vines pop up. 

Right near the exit you will have to take on a whole lot of Spectral Knights
at once. Hopefully your SP2 gauge will be full by now, so use that to make
quick work of them. 

++++++++++++++++++++++++++++++++++++++++++

LEVEL UP!

Hiro: <none> 
Greezer: (Equip) Dragon Amulet (recovers 1HP/sec)
Lyra Dol: <none>

++++++++++++++++++++++++++++++++++++++++++

======================================
Act 4 Scene 3: Amid the Mist [A4S3]
======================================

This level will test you on how well you read my previous rant about those
flowers. Seriously, if you haven't grasped the concept that they are bad yet,
then just stop playing.

Stay put at the start, as the enemies will come to you (allowing you to avoid
the flowers). Take them out before luring the next ones over. Make sure you
kill them all before proceeding. In this first part, and in this FIRST PART
ONLY there are no vines, so just run right on through (timed to avoid the
poison gas, obviously). 

This next area has 2 new enemies for you to play around with. Read the ENEMIES
section of this guide on how to take them on. There ARE vines AND poison gas
here, so use a luring method to single the enemies out so you can handle them
in a safe area. When you see a ring of circles, run away from it as long
vines will shoot up and hit you if you are in or near the circle (hmm, I wonder
who is causing this to happen?). 

Now the final "room" may look straight forward, but there is a wall of trees
dividing it longitudinally into two halves. Head to the right first for some
boxes, taking out enemies as you go. Then head back and north. Talk to the 
wounded soldier for some extremely helpful information. 

After this point, if you want some items and don't mind taking on some more
Dire Wolves, head right. If not, head left. Kill the enemies, then Death Lock
the large evil plant to open the exit. As always, wait for enemies to come to
you instead of barging into the middle of a flower bed. After this stage, you
wont have to worry about them EVER AGAIN. 

Well that was fun. But wait, it gets better.

++++++++++++++++++++++++++++++++++++++++++

LEVEL UP!

Hiro: <none> 
Greezer: <none>
Lyra Dol: (Equip) Spiked Gauntlet, Def+5. 

++++++++++++++++++++++++++++++++++++++++++

======================================
Act 4 Scene 4: Forest Depths [A4S4]
======================================

::::: BOSS FIGHT - Mea :::::::::::::::

Mea is the consort of Count Lazel. For those not familiar with that word, it
means that they're more than "just friends", if you catch my drift. As she is a
woman, it stands to reason that this battle will test your patience to no end. 

The first thing you will notice is the large red light formation in the middle
of the field. Ignore this, it does nothing. 

Mea likes to move around a lot, which is infuriating. She also has a whole lot
of tricks she likes to throw at you, often all at the same time. I'll go 
through these one at a time.

Remember those large vines which came up in a circle in Act 4 Scene 3? Well,
it was her who was doing that all along. Here, she'll do it around herself when
you're attacking her, meaning you'll get hit while she runs off in the 
opposite direction. When she does this, I suggest falling back unless you want
to get hit or, if you can position yourself exactly in the middle of the ring
of circles, remain completely still and they will all miss you. 

Mea will very rarely attack you herself. Sometimes she will throw something at
you while you are chasing her, but that doesn't deal so much damage. 

The most annoying thing she does is summon an owl on you, which can shoot balls
of light at you for some reason in volleys of 3. You cannot kill this owl, and
it will always be targetting you. When she summons this, stop attacking Mea
and focus on running around the owl in wide circles, making all its shots
miss. Eventually it will fade, and you can go back to killing Mea.

While you are avoiding the owl, Mea probably would have pulled off her next 
trick - summoning a black vortex. This is slow-moving and obvious, but it will
gravitate towards you until it disappears. Not too much of a threat, but keep
an eye on Mea so you will know when it's coming. Try to avoid it whilst running
around the owl.

The best way to deal with Mea is to hit her once or twice with a weak attack,
then falling back when she does her vine-circle thing. This will be a time
consuming process due to all the obstacles she throws at you, but if you
remain vigilant at avoiding them then she shouldn't hurt you too much. 
Remember that at the start of every stage, your SP bars are set to full, so be
sure to use them for some big damage.

After the battle, a woman will appear who looks exactly like Mea. She is Mayr,
Mea's twin sister. OR IS SHE? No seriously, she is. She will explain some 
stuff, then take you to the next stage. You will then never see her again.

++++++++++++++++++++++++++++++++++++++++++

LEVEL UP!

Hiro: <none> 
Greezer: (Equip) Valhallide, Attack+45 and 10% chance to poison enemy.
Lyra Dol: (Equip) Reita, Attack+35 and 15% chance to poison enemy.

++++++++++++++++++++++++++++++++++++++++++

======================================
Act 5 Scene 1: Raging Wind [A5S1]
======================================

Right at the start, you can do nothing but stand in horror as 3 Zombie 
Gladiators surround you. Don't waste your SP attacks on them, you'll see why 
soon. Kill them, and then you'll be swarmed by even more Gladiators. Group them
together, THEN use your SP2 attack to take them all out. 

In the next room, you will encounter a new enemy - the Silver Wolf. They can
be pretty tricky, so read the ENEMIES section to learn how to deal with them.

Defeat the Silver Wolves and go to the door, but then you'll be back attacked
by a bunch of Gladiators. Hiro's X attack is god for knocking them down to
follow up with a Death Lock. For the other characters, square+X moves will do
the trick. 

In the next room, you'll have to take care of even more Gladiators. Defeat them
all to get the Knight's Key to continue. Next room, take care of the lone
Silver Wolf for another key. Use it on the south door in this room. Defeat all
the enemies there to get a Fragment. Now go back to the room you were just in
and press O near the sculpture next to the north door to open it. 

This final room contains a whole lot of different enemies, which isn't so bad
because due to their different fighting styles they tend to get in each other's
way which actually makes it easier for you. Kill them all to proceed.

======================================
Act 5 Scene 2: Great Hall [A5S2]
======================================

Ooh, creepy.

This stage consists of a long hallway broken into segments. You must defeat
all the enemies in each segment and adjoining room to get the next key to
continue. 

From the start, smash the nearby box for the Count's Journal, then run up and 
destroy the box to get the Gold Key. Use this on the side door. Watch out, 
because in this stage the chandeliers will drop down in most rooms, having the 
same effect as a Large Fire Bomb which you should try to avoid. Kill the
Spectral Knights in the first room to get the Hall Key. Use it on the door
in the hallway, obviously. 

Run through the door a little bit, but run straight back as a bomb will drop. 
After the flames dissipate, take care of the enemies here to get the key for
the room. This process will be repeated throughout this stage. Exercise
caution when passing through a door to avoid the bombs. 

In the 3rd room, you will encounter some Dark Knights, which are very tricky. 
See the ENEMIES section to learn how to deal with them. 

In the 4th section of hallway, there is not only a bomb at the start, but also 
near the last door, just to catch you off-guard. 

In the section with the bend in it, a bomb will drop if you spend too much time
in it. This is fairly easy to avoid as it doesn't happen right at the start. 

Kill all the enemies for Fragment 1, and Fragment 2 is in a box not too far 
from here. With both in your possession, press O at both sculptures near the
door to open it.

======================================
Act 5 Scene 3: Venomous Flower [A5S3]
======================================

******************************************************************************
WARNING! The game dramatically increases in difficulty as of this stage. By
now you should have all the equipment upgrades that you wanted to go for (apart 
from the final weapons for Greezer/Lyla Dol), so spend as many points on 
healing items as you can before starting each stage, because you'll be needing 
them. 
******************************************************************************

Despite it's name, there is nothing poisonous about this stage. 

This stage is very much a hack 'n' slash deal, but don't be reckless.
At the start, try to draw the Dark Knights out individually. You don't want
to be wasting your healing items this early on. 

In most of the rooms there are gun powder barrels, but it would be suicide
trying to reach them while all the enemies are alive. Instead, stand just 
outside the gate of each room and employ hit and run tactics on the nearest
enemy until they are all dead. 

Destroy any inanimate statues you encounter, as they may contain items. 

On the pathway to the final circular room, there are 3 Dark Knights who like
to group together, and it will be impossible to isolate them. There is a mini-
boss battle ahead, but I would use your SP2 attack now to save yourself on
healing items. 

Open the gate to the last circular room, and you'll have to fight 2 Dark 
Knights and a Fly Man. DO NOT walk forward into the room, as then you'll have
to take them all on at once. Wait outside and the Fly Man will come to you. 

I really don't have any good tactics for dealing with the Fly Man apart from
what I have listed in the ENEMIES section. My tactic sucks, it will result in
you using plenty of healing items, so if you think you have something better
please email me so I can update it. I will give you credit!

After you have taken care of the Fly Man, kill the Dark Knights as you would
normally. There are 2 gun powder barrels in this room if you think you can use
them to your advantage.  

******************************************************************************
WARNING! Stock up on healing items before the next level.
******************************************************************************

======================================
Act 5 Scene 4: Silent Statue [A5S4]
======================================

The statues... they're coming alive!

In the first room, try to use the gun powder barrel to save your SPs for later.
In the next room, you will be prompted to see portraits of the Count and
Countess, which is nice but irrelevant. You will then be back attacked by some
Silver Wolves. They tend to get in each other's way, so you can use them as
shields while you kill them. Defeat them all for a Fragment, then smash open
the box in the portrait room for a Black Key.

The Black Key opens the other door in the first room. Defeat all the enemies in
here for the other Fragment. Use both to open the 3rd door from the first room.
Kill all the Spectral Knights who burst out of the statues (use the gun powder
barrel if you can) for the Castle Key. Smash open the inanimate statues 
afterwards for some items. 

Remember those annoying flame puzzles from Act 3? Well they're back, baby. 
First, you must kill the Spectral Knights in this room to get the Papaer Scrap
1. An easy way to do this is hit and run style, which also helps you avoid
those pesky flames. 

The solution to Puzzle 1 is:

II --> I --> II --> I --> III.

This time there are 2 moving fire pillars to deal with. Think of your basic
puzzle as being spread out, so it's like:

III...........III
........O........
II.............II
........O........
I...............I

With O being the rotating fire pylons, the numbers corresponding to the 
numbers, and the series of full-stops being used to hold my crappy diagram
together. This puzzle is actually kind of easier, as you have more room around
the outskirts to move. 

Remember to always move in the direction that the fire is going, never against
it. 

In the next room, these statues aren't really enemies and they won't attack you 
at all. Just kidding, they totally are. You should have come to expect that
by now. Try to take them out without pushing them too far down the corridor,
or you'll end up taking more on at once than you need to. Pick up the Worn-Out
Key from the last one to enter the next puzzle room.

This one is the same deal as before, except the door will shut behind you so
you can't hit and run well. Just try to take the enemies on out of the way of
the flames, and one at a time if possible. The last one will drop Paper Scrap
2. 

This puzzle has you running around a bit, as the numbered tiles have been moved
around. I'm sure you're smart enough to figure it out. The solution for
Puzzle 2 is:


III --> I --> I --> III --> II.

In the final room you will be attacked by Spectral Knights who emerge from the
statues, of course. Use the gun powder barrel to knock them down and use a
Death Lock to hopefully fill up your SP2 gauge, then just use it to hurt them
all badly before finishing them off.

Stock up on healing items at the Point Redemption Shop after this level, as
it's time for a...

******************************************************************************
WARNING! Stock up on healing items before the next level.
******************************************************************************

======================================
Act 5 Scene 5: Spiral Staircase [A5S5]
======================================

::: BOSS FIGHT - Female Knight :::::::

Remember the Female Knight battle back at the end of Act 1? No, I don't know
for sure if this is the same chick, but she could be. It would make sense, as
she ran away when you defeated her before, right? Let's just say she is.

If you remember the fight you had with her before, you will recall that she
hits fast and hard. This time she hits faster and harder. She also has a number
of little tricks which she didn't have last time, which makes this battle
quite hard.

The most important thing NOT to do is charge at her in a straight line. When 
you get anywhere near her, she will glow red and lunge straight at you from
afar. You can Defend against this, but watch out for her follow up attacks.

When she lifts her sword and laughs maniacally, run away at an angle as she
will strike the ground to shoot forward damaging light both in a straight
line and within a small radius around her, meaning that if you are anywhere
near her, you will be hit. 

Hit and run tactics aren't very effective, but she tends to block any kind of
combo you can throw at her at close-range so it's all you can do really. Be
sure to use your SP attacks on her. As usual, heal often as she can deplete
a lot of HP with just a few hits. 

For Greezer/Lyla Dol, she is susceptible to poison if you're using weapons with
this ability. Although she does spend a lot of time close-range, so it probably
won't help you too much. 


You may want to stock up on healing items and hold on to those Antidotes, 
because the next level is, for want of a better word, epic.

++++++++++++++++++++++++++++++++++++++++++

LEVEL UP!

Hiro: <none> 
Greezer: (Equip) Flametongue, Attack+60 and 5% chance to ignite enemy.
Lyra Dol: (Equip) Inferri, Attack+65 and 20% chance to poison enemy. 

++++++++++++++++++++++++++++++++++++++++++

******************************************************************************
WARNING! Stock up on healing items before the next level. You may want to keep
an Antidote or two. 
******************************************************************************

=============================================
Act 6 Scene 1: Desecration of the Soul [A6S1]
=============================================

As soon as you start, you are ambushed by 2 Silver Wolves and a Spectral
Knight. That's not very nice. Use the wolves as a barrier between you and the
Spectral Knight for an easier time. Kill them all, and use the key to open
the door.

The next room contains a whole lot of enemies and, more importantly, your
very first Poison Gas Puzzle. They're similar to the Fire Puzzles that you
have grown to know and love, but with some small differences which make them
that much more fun to deal with. 

First, lure the enemies in this room out one at a time and kill them. You 
guessed it, you don't want to be poisoned by the puzzle while you're doing
this. The enemies in this room seem to be pretty good at following you, so
you shouldn't have much trouble doing this. The last one will drop Paper Scrap
1. 

It will blow your mind to discover that these puzzles have tiles which range
from I-IV. To make matters worse, there are 2 rotating pillars you have to
navigate around, just like the fire ones back in Act 5 Scene 4. Obviously,
try to avoid the poisonous gas at all costs. The poison will wear off by itself
after a while, but this is a very long stage so you will NOT want to waste
recovery items. 

The solution to Puzzle 1 is:

IV --> II --> II --> IV --> III.

Stepping on too many wrong tiles will reset the puzzle, so make an effort to 
get these ones right. Unless you have a photographic memory, you should
consider writing the solution down on a bit of paper so you have something to
refer to for a quick reference.

After completing this puzzle, take the door that opens. Kill the Silver Wolves,
and smash open the statues for some much needed items and the key to the next
door. 

Yay, time for another Poison Gas Puzzle. This time, the enemies are much less
inclined to follow you, so do your best to lure them to the sides of the room
away from the gas before fighting them. The last one drops Paper Scrap 2. 

The solution for Puzzle 2 is:

I --> II --> III --> I --> III. 

The numbered tiles are located closer to the walls than what you are used to,
so if you're convinced that they aren't there, look harder because they are. 
Also, the first rotating device will stop after you defeat all the enemies, 
which makes things easier. There is no way to shut down the other one, 
unfortunately. 

Once you have solved this puzzle, head through the door. Smash the boxes and
statues to get teh Doctor's Letter and the Black Key for the next door.

Another Poison Gas Puzzle? What a pain in the ass. Do what you did for the 
previous puzzles to get Scrap 3.

The solution for Puzzle 3 is:

II --> II --> IV --> IV --> I.

Well, that's the hard part over, right? Wrong. Waiting for you after the 3rd
puzzle are 2 Spectral Knights and my favourite, a Fly Man. Try to kill the
Knights first, because the Fly Man is difficult. When/if you manage to defeat
him, he will drop Fragment 4. Don't worry, you didn't miss 1 or 2, and Fragment
3 can be found by smashing the statues in this area. There is also a Paper
Scrap in one of the boxes, but don't worry this is a piece of Data, not clues
for another Poison Gas Puzzle. 

Surely, you're done now, right? Use both Fragments to open the next door. To
your shock and disbelief, this room is literally packed with enemies and, worst
of all, yet another Fly Man. If you saved any, you may want to throw a bomb or
two in there to thin out their numbers. Aim for the Fly Man, because he is by
far the biggest threat. 

After you have killed them all, there are many boxes on either side of this
room, so make sure you don't miss any. One contains the Forbidden Report, which
isn't very insightful but may be of interest.

Finally, take the door to finish this massive level at last.

******************************************************************************
WARNING! Stock up on healing items before the next level.
******************************************************************************

======================================
Act 6 Scene 2: Forsaken Garden [A6S2]
======================================

At the beginning of this stage, you will see a cloaked man running off. I
wonder who that could be? In this first room you are faced with 2 Silver Wolves
and 2 Ogres. Use the columns to put some distance between yourself and the
enemies if you start becoming surrounded. Kill them all to get the key for the
door.

The next room has no enemies (for once), so just smash open the statues for
some items and the key for the next door. 

This next room contains 2 Ogres, which are easy, and 3 Chained Fools. Group the
enemies together and use your SP2, which should more or less take care of the
Ogres while considerably damaging the Chained Fools. You can finish these off
by using hit and run tactics, whilst making sure you avoid their charge attacks
and long reaching attacks. Try to focus your attacks on them one at a time to
kill them quicker. Use the gun powder barrel in this area if you think it'll
help. Kill them all for the key for the next door.

The corridor connecting the last room and the next has no enemies. First go
left for some items and the key. 

The last room contains 2 Ogres and *gulp* 4, yes that's right, 4 Fly Men. This
is going to get ugly. Take down the Ogres first, as they should be nearest to
the door.

As there are 4 Fly Men, if you just charge on in they will co-ordinate their 
attacks so that you will be in a constant state of getting knocked down and 
healing yourself. They hit hard, so stay above at least half health if you can 
manage. You can't run away from them without taking some damage, either.

These guys don't play fair, so there's no reason why you should. These 4 Fly 
Men are progammed not to leave the room. After killing the Ogres, if you run
forward into the room about 1/3 of the way, all 4 Fly Men will fly upwards and
prepare to attack you. RUN back to the door, but don't leave the room entirely.
Right on the edge of the screen, you should be able to see the Fly Men swoop in
to attack, at which point you should take a few steps forward out of the room.
Hopefully, the enemies will miss and, as you are now out of the room, will
turn their backs and begin walking to the back of their room. Use this chance
to run in and get 2 weak attacks in to the back of the nearest enemy, and then
RUN the hell back before they can gang up on you. Repeat this process several
times until they are all dead, using your Amulet's natural healing feature in
between runs if you do get hit. This will be very time consuming, but will save
you a lot of healing items.  

An alternate, more risky method is to push one of the Fly Men out of the door
with your tackling move. If you manage to do this, you would have successfully
isolated one from the group, making him easier to take down, and also taken
him out of his programmed area, meaning his only option is to walk slowly back
into the room. If you position yourself so that your attacks are constantly 
pushing him away from the door entrance (ie: you are between him and the door),
you should be able to keep this up for a while, hopefully even killing him. 
However he will still be capable of fighting back, so make sure your health is
kept up. Also it will be tricky to position yoruself into a position to knock
him out of the room in the first place, as you'll have all 4 of them beating
down on you while you are trying to do so. 

When/if you manage to beat them, you'll get the key for the next door.

******************************************************************************
WARNING! Stock up on healing items before the next level.
******************************************************************************

======================================
Act 6 Scene 3: Accursed Lake [A6S3]
======================================

This stage is not screwing around. First up you will have to deal with an 
Ogre, a Silver Wolf, and 3 Fly Men. Try to take out the Ogre and Wolf first,
as they will only make taking down the Fly Men harder than it already is. 

For the Fly Men, use the same constant stream of tackling moves you were doing
before. There is a trick to this room if you are in a jam though. If you bait 
the Fly Men out of the first room (ie: to the small area where you started the
level from), you can then run into the room and straight into the corners 
either side of the door and move back a little bit. The Fly Men will not be
able to navigate themselves through the door, and will remain outside and
out of attacking range. You can abuse this by retreating to this position to
allow your Amulet to slowly restore your HP if you're a bit tight on healing
items (or if you haven't been reading my warnings, in which case I'm surprised
you've made it this far). Defeat all of them, and the door for the next room
will automatically open. 

This next room has 5 Ogres in it, who shouldn't be too much of a problem if you
hit and run them one at a time. This will also allow some time for your Amulet
to recover some HP, as this will be time consuming. After you've killed them 
all, head to the right for some boxes and statues, then head up the path they
were guarding. Destroy the box along the way for the key to the next door. 

If you were expecting this room to have some Fly Men in it, then you'll be 
pleasantly surprised to discover our good friend Arachnoid waiting for us. He's
just as easy as he was the first time, although he does seem to hit a little 
harder than last time if you give him the opportunity to. Which you won't, if
you just keep laying the weak combo smackdown on him. This time you can Death
Lock him when he's down if you want to. He'll drop the key to the next door, 
and make sure you destroy the statues around the lovely blood fountain for some
items before continuing. 

Now if you were seriously expecting some Fly Men in THIS room, you'll be 
pleased/disappointed to find it's our boss from Act 3 Scene 5, Dr Pain. This 
time he skips the pleasantries and goes straight into his "second form". He 
comes with all his standard tricks. He will throw stuff at you if you get too 
close, will charge forward, and has a powerful strike. Obviously, you're not
going to want to hang around in front of him for very long. The key to this
battle is to use the blood fountain to your advantage. Run around it and
position yourself at kind of an oblique angle to Dr Pain, so there is kind of
a straight line between the two of you except there is an edge of fountain in
his path. Wait for him to charge/lunge/swipe at you (move back a little bit if
he actually gets you), then get a quick hit or two in before retreating and
repeating the process. His defences are down just after he makes an attack, so
time it right. 

He will drop the last key for this stage, and make sure you smash all the
statues around the blood fountain for some items before you continue. Every
item counts!
             
******************************************************************************
WARNING! Stock up on healing items before the next level.
Antidotes are now useless, so sell them all if you need points.
******************************************************************************

======================================
Act 6 Scene 4: A Long Dark Road [A6S4]
======================================

Ooh boy, it has really hit the fan in this stage. The cloaked man from before
is Count Lazel, and you must defeat him at each stage you encounter him in 
order to progress, often whilst negotiating traps and enemies. 

FYI: The game manual has this boss listed as "Razelle", while the game refers
to him as Lazel. I am going with the game's translation, although it is
completely possible that neither is a correct translation. 

First up, you'll be surrounded by 4 Dark Knights and Lazel. Use your SP2 first
and take care of the Dark Knights quickly, because Lazel is extremely annoying
and you don't want any distractions. If you are using a weapon with a chance of
poisoning the enemy, you will be pleased to know that during this stage, Lazel
can be poisoned, which makes taking him down A LOT easier. If you're playing as
Hiro, you could try throwing gas bombs at him, I guess. 

Lazel runs around a lot, and his only method of attacking is to shoot a
stream of red balls of light at you. He also laughs annoyingly throughout. 
When you see him standing still, he is generating the red balls, which should 
be obvious in the area above you. They are tricky to avoid, but you may be
successful in doing so by running quickly either left or right. You'll find
it difficult to get more than one weak attack in on him before he uses his
light ball move on you. One way to get a few good hits in is to wait until
he's running into a wall, then use your SP1 attack on him. He will be unable
to attack you when you're doing this. As soon as your attack ends, spam weak
attacks on him and hopefully you'll catch him off guard so that you can keep
doing this until you defeat this first form.

After you beat Lazel, the door to the next corridor will open. Here you will
be attacked by some Zombie Gladiators, who you should be able to walk all over
by now. Use them as an opportunity to fill up your SP bars. Destroy the statues
as you go for items. Near the rotating fire sculpture, kill the Ogres here
before following the flames around to destroy the boxes and statues for some
items and the key to the next door.

Now you will face Lazel, form 2. He attacks in the same pattern as before,
except now he won't be running into the walls. Instead he'll be running in and
out of the fire, as it doesn't seem to affect him. Here is one of the few
times that levelling up the Necklace may come in handy. If you haven't, using
a Protective Agent if you have one will help. It will come to a point where
you'll be all like "screw it, I'm running into the flames just to kill this
idiot", which isn't so bad as you'll have a Fire Puzzle to do right after this,
so you'll have some time for your Amulet's natural healing to come into play.

Defeat Lazel's second form and he'll drop the Paper Scrap. The solution for
this puzzle is:

IV --> I --> IV --> II --> II --> I --> III. 

Solve it just as you have done with all the previous ones, then breathe a 
sigh of relief because this is the last one EVER! 

For the final room, your objective once again is to kill Lazel. Unluckily for
you, this room is jam packed with enemies, including a couple of Fly Men. But,
in order to finish this level, you ONLY have to kill Lazel. This might be a 
tad difficult though, so you may want to consider killing the enemies near the
door first. Obviously you're not going to want to venture in too far, as you'll
be surrounded. If you can, try to position yourself so that you can knock the
Fly Men one at a time out the door and down the corridor. This way you can
take them on in a more favourable environment. If you're getting your ass
handed to you, you can always retreat and allow natural Amulet healing to fix
you up if you have the patience. 

Now, for Lazel. This time he will teleport around to at least 3 different 
positions of this room, shooting those red balls of light at you when you get
too close. Assuming you don't want to have to kill every other enemy in this
room, wait for him to teleport to near the door entrance (there are 2 points
near the door where he should be easily reachable, assuming you've taken down
some enemies). After he teleports, wait a second before smacking him about with
weak attack combos. Then he should laugh and shoot balls at you before 
teleporting away, so at this point you should stop attacking and try to avoid
them. Keep it up, and eventually you'll deplete all his health. He will drop
to the ground and crawl away, meaning you are done for this level. Why you
just don't finish him off now, I don't know. I guess it wouldn't make for a
very epic final battle. Don't worry, that is next.

******************************************************************************
FINAL BATTLE IS NEXT! Use up all your points on healing items!
******************************************************************************

==========================================
Act 6 Scene 5: Where Hatred Returns [A6S5]
==========================================

::::: FINAL BOSS - Arachno-Lazel ::::::::

You will notice that Lazel has undergone a few changes since you saw him last.
For one, he seems to have lost his cape. Also, he has arachnoid legs. He 
uses some moves that you are already familiar with, as well as some fun new
ones to catch you off guard. The most important thing to remember here is that
you can't Defend against ANY of his attacks, so you'll have to avoid them as
best you can. Use healing items as needed, this is the final battle of the 
game so don't be afraid to go all out. 

He has retained his red-balls-of-light trick, which he follows up by throwing
additional red spheres at you right at the end of the volley. Avoid these as
you did before, by running sharply to the left or right. Just make sure not to
stop after the initial volley, or you'll be hit by the red spheres. 

Similar to the Female Knight from before, he has a long-range lunge attack 
which you can't block. He will usually jump backwards just before doing this. 
When you see this, run back and to the side to avoid it. After lunging he will
be vulnerable for a second or two, so try to get a quick hit in. If you're too
far away for a close-range attack, use your tackling move to close the 
distance. You'll want to get away quickly though, because he'll either swipe
at you or shoot balls of light next. 

He also has a jumping move, which sends blue shockwaves out in a large radius
around him, knocking you down if you are too close. He will usually jump 
backwards before doing this, so run away as fast as you can if you see him do
this. He likes to use this right after a swipe or a ball-of-light attack,
both situations occuring usually when you are close to him. 

Sometimes he will stand upright and wave his limbs about, as if he is taunting
you. He is vulnerable now, but it is difficult to tell when he is about to do
this as opposed to a lunge/jump, so it is a bit risky. Regardless, if you move
in for an attack he will attack you right back as soon as he's finished. This
isn't a very big window of opportunity. Try to run behind him, if your
location allows it, as it will take him some time to turn around to block,
giving you some time to hack at him. 

When you get his health down far enough, he will gain access to a move where
he sprays purple liquid at you. The range of this attack can pretty much cover
the whole length of the room, so try to avoid it by running left or right at
an oblique angle away from him. Don't try to attack him when he's doing this,
as it will always target you. 

Your SP attacks don't seem to deal any damage, but you can always use them to
avoid an attack as he can't hit you while you're performing them. Try to use
them as a last resort. 

He has a lot of health, so strap yourself in for a long fight. Be sure to
avoid his hard-hitting attacks and heal when necessary and eventually he will
be defeated. He'll stay dead this time.  

Enjoy the 2 minutes of closing monolgue, you've earnt it!

=============================================================================

LEGAL NOTICE

This guide is Copyright 2009 Liam Brown, and is to be hosted exclusively by
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The content of this FAQ/Walkthrough may not be reproduced under any 
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All trademarks and copyrights contained in this document are owned by their
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============================================================================

CREDITS

While it's customary to thank CJayC and/or SBAllen here for keeping GameFAQs up
and running, I have never met them personally so I won't. 

<Your name could be here! Granted, it's at the very end of the guide, which
nobody reads, but I'll be sure to mention your name where your information is
relevant in the guide. If you have any significant alternate strategies for
bosses or enemies, or even little bits and pieces of game play I may have 
missed, please email them to me at [email protected], and I'll update 
this guide to include them after testing to make sure they're factual!>

============================================================================