Clash at Demonhead FAQ/Walkthrough v. 1.4

This FAQ copyright 2000 by Ezra Poetker(Epoetker.)  All reproduction in 
whole or in part without prior consent of the author is prohibited.  You 
may copy this for your own personal use, but putting it on your webpage 
without my prior consent is a big no-no.  Don't worry, prior consent is 
usually given, but you MUST E-mail me for it to be granted.  
(epoetker@hotmail.com) And if you're so bold as to use it without my 
prior authority, I will be very glad to introduce you to my friend Devin 
Morgan, president of the National FAQ Writer's Association.  He hates 
plagarism and copyright infringement about as much as I do.  Legal 
action is just around the corner, if you get my drift.  Anyhow, ask 
nicely if you want to use it.  All other rights reserved.

Clash at Demonhead is a game that sorta grows on you.  Many of the 
situations(ESPECIALLY those involving boss fights) seemed impossible to 
me at first, but time, patience, and creativity enables one to get 
through them rather easily.  This FAQ is a result of MY time, patience 
and creativity.  Hope you like it.  And read my review on the game too, 
will ya?  Without further ado...

Version history:
10/24/2000 v.1.4: Added the E-mail tips of my favorite contributors.
5/21/2000 v.1.0: First version.

Contents:
1. The Intro! With the exciting Table of Contents!
2. The Walkthrough!
3. The Super Shop and other hints!
4. The Ending Crud!

Route 1: Missiles!  Shoot 'em before they hit you!  But be very careful: 
even when you shoot a missile, it takes about a second before it's fully 
"exploded." Run into that explosion and you've wasted the energy 
required to press the B button to shoot.  You may as well have just run 
through them like a maniac.  And when you do get through them, you 
meet...a big flying skeleton guy who kicks your sorry behind.  According 
to the dialogue that follows, it's Tom Guycot, who'll be "waiting for 
you in his desert fortress on Route 33."  Well, now that you've seen the 
big boss AND lost at least half your life by now(a rather encouraging 
start,) go on through the rest of the level till you come to the little 
metal head.  These things take you to the forking paths of the World 
map.

Route 2: This is what I will refer to in the future as a "flow-through 
route." Nothing particularly special here, just go through the stage 
like normal.  It is a good time to note a few things, however...

Life bar: Just because you get hit doesn't necessarily mean that you'll 
lose a bar.  Sometimes I've gotten hit three or four times before losing 
one.  It all depends on the strength of the enemy, really.

Water: If you don't have the AquaLung, water can be dangerous.  Even 
though you may not be diving under it, every time you jump up and fall 
back down into the water, you're under for a few seconds and may lose 
some life.  Generally, you don't lose that much, but remember that 
you'll lose a lot less by just staying on the surface going forward 
rather than jumping up to shoot the enemies.

Bullets: You're a normal player if you can dodge the bullets the enemies 
shoot at you.  You have serious MAD SKILLZ if you're accurate enough to 
shoot their bullets down first!

Route 3: On this route, you'll see a guy walking around who lamely 
shouts NO! when you shoot him.  It's "Michael, your ally for this 
adventure." I just love how these NPCs immediately state their 
alliegance and intentions.  He says something about a sprite on Route 
17(file that away in memory now.) Nothing much else on this route.

Route 4: It appears to be some sort of flow-through route, Watson.

Route 5: Very important route.  Very GOOD route, actually.  First 
there's the guy who tells you about the Gold exchange store on Route 22.  
You can easily get tons of cash there.  Thank you, oh sunglass'd, no-
named man!  Second, there's the huge WELCOME sign.  Jump in the air 
around it and the Super Shop will come to you for free!  This is mainly 
good for those times when you've run out of shop calls.  As such, make 
sure you buy at least one AquaLung before you go, because the little 
pool of water is actually an underground tunnel to the aforementioned 
gold mine.  If you're a hardcore gaming freak, you can easily spend your 
time working up to 99 gold by going into and out of the bottom room of 
the mine time after time after time.  Hehe.  Cool.  

Route 6: It LOOKS like a flow-through route...but it ain't!  When you 
find Faysha, the sprite, you can fall down to the bottom of the 
waterfall to go to "the secret route." Route 35, baby!  

Route 7: I kid you not when I say that this governor is one of the 
meanest pieces of **** in the game.  First he tells you to shut up.  
Then he brags about killing your friend.  Then he teases you by 
absorbing your shots and growing bigger, until he's this HUGE green 
monster.  Quick hint: When he floats up in the air spewing out smaller 
versions of himself, don't try to shoot him.  Just shoot all the little 
guys he throws, and eventually he'll run out of them and come down.  Now 
it gets tough.  You have to shoot him in the mouth while he's running 
back and forth in a tiny room jumping around.  It's hard, I know, but it 
CAN be done.  I suggest having a full supply of Ultra Food, though.

Route 8: This route is only notable as the place you come out of after 
going the secret way through route 6.  Don't fall into the hole...the 
lava really hurts, and it takes ages to climb back out.

Route 9: Flow-through route.  But going through it can get you to the 
governor on Route 11 much quicker.

Route 10: Whoopee!  Cabins!  And guys with guns!  Jump up into the 
second opening in the top to get to a cabin with a door.  The guy'll 
tell you to go see the hermit.  YOU look like a hermit to me, Mr. Random 
Guy!  Not too many people I know of sit in remote cabins all day talking 
to themselves!  But wait!  He's one of the few people who won't 
disappear after you help him once!  Go back in for the scintillating 
information that Route 13 is a one-way route!

Route 11: On this route, you'll meet a governor.  I don't know what his 
qualifications were, or exactly who referenced them, but if I were 
interviewing a T-Rex head on a jet scooter, I probably wouldn't mention 
them too much.  Since all he's going to be doing is guarding a medallion 
and subjugating the townspeople anyway,  I'd just look for good fighting 
ability and a sadistic streak.  Then again, most political figures have 
at least one of those qualities anyway, so maybe we CAN trust this guy 
to govern!   Being handy with the evil-villain-speak is also a plus.  
"He's making a very nice bomb for us...mwa ha ha!!!" Classic.  Actually, 
this guy can be rather tough, but he's ultimately beatable.  The 
strategy goes like this: Shoot him while standing up, and when he starts 
blowing fireballs like there's no tomorrow, shoot the one fireball 
that's in your line of sight and then IMMEDIATELY duck to dodge the 
fireball that isn't.  As he comes back down, stand up and shoot the 
OTHER fireball that you can hit while standing up and duck again.  When 
he gets too close, jump over or run under him.  Have some extra Ultra 
Food, if possible.  Lather, rinse, repeat.  Soon you should get his 
medallion.

Route 12: Would have been a flow-through route...but right in the middle 
of it something tries to get into your head.  Judging by the expression 
on Bang's face, it isn't nice.

Route 13: Amazing!  It's a one-way route!  Just like the guy said!  
Spend some time shooting enemies if you want and then go someplace else.

Route 14: I wouldn't trust Scott to take care of MY girlfriend.  Go 
underneath the place where the letter-on-a-parachute fell and enter a 
room with an invisible enemy and three hearts.  Don't worry too much 
about the enemy...he may be invisible, but he sure ain't INVULNERABLE.  

Route 15: For some odd reason, I kept falling in the water when I tried 
to make those jumps over the tops of the pillars.  Don't you just hate 
it when the level designers mess with your heads like that?  Anyway, 
when you reach the end, you'll see good ol' Michael again.  He tells you 
to go and get the Magic Stone from the lava on Route 27.  Apparently 
there's some treasure under this route, or something like that.  After 
you get it, come back here and duck on the second of the two wells.  
You'll fall down a hole and have one of two options:
1. Put on the Aqualung and go through the underwater passageway.  It 
comes out at Route 33.
2. Go through the door to reach the "treasure" Michael's been talking 
about.  Well, after traveling a grueling gauntlet of enemies, you come 
to a huge mouth-shaped door, which Michael tells you to open with the 
magic stone.  Go through it and...wuh-oh.  Actually, "Holy crap!" might 
be a better term.  We were expecting treasure, not a huge one-eyed 
demon!  The big evil dude lets it spill that he's been mind-controlling 
Michael all along, and was trying to do the same to you(hence the 
episodes where he tried to get into your head.) And now that YOU, the 
idiot, have opened up his door, he's going to go to the devil's tower on 
Route 39 and begin his plans for world domination.  Great.  Now not ONLY 
do you have to worry about this "Doomsday Bomb" thing, but you're also 
responsible for unleashing a powerful evil force on the world before it 
even has a chance to get blown up.  Nice going, genius.  You can try to 
fight him, but as numerous anime films have taught us, demons laugh at 
puny guns!  What was the only thing in anime films that could hurt 
demons again???  Maybe we'll find out later.  Right now might be a good 
time to go to Route 33...

Route 16: Another governor!  First, shoot his dancing fungi.  Than the 
main mushroom appears, saying that he'll teach you how to use the 
medallions.  ALL RIGH...oh, wait, he's going to kill you first.  Curses.  
The only thing you have to remember about this fight is that you shoot 
the MUSHROOM HE'S THROWING AT YOU, not the mohawked guy under it.  I 
managed to kill him right at the point where the mushroom was right 
above his head...and got to see him staring up at it in dismay as he 
exploded.  Eat THAT, sucka!

Route 17: You COULD spend a lot of tedious time trying to make all the 
spot-on platform jumps to get across the WIDE gap.  Or you could be 
smart and buy a jet pak.  Whoa!  It's a sprite!  Groovy!  She'll tell 
you about the underground path under Route 6, so get there posthaste to 
see the hermit!

Route 18: Pandar has kidnapped your girlfriend!  But they never said 
evil villains were smart...the idiot signed the letter with his address!  
In the words of the Simpsons' Richard Nixon..."You'll pay.  Don't think 
you won't PAY!"

Route 19: Just a flow-through route, nothing particularly special.  

Route 20: Flows through easily. 

Route 21: I don't know why they did this, but Route 21 is nowhere NEAR 
route 20 or 22.  You'll meet Governor Bopper(snicker) on this route.  By 
now, if you've gotten the Hermit's forces, the magic stone, and possibly 
the Sword of Apollo, this guy should be rather easy to get past.  But 
even if you haven't, he's not exactly the epitome of hard.  He stupidly 
tells you that the bomb's on top of the mountain, suddenly realizes he 
has to kill you, and then flies around in his BopperMobile™ shooting 
fireballs that are easily destroyed themselves.  You can use the 
ThunderShot to make it easier, but it's not strictly necessary, and 
seems like overkill in some cases.  As soon as you kill him, he flies 
off to formulate a (hopefully) better strategy for winning.  The 
ungenerous guy doesn't leave any medallions, though.

Route 22: Right in front of the Gold exchange store is a letter, 
preceded by that "thing-trying-to-get-into-your-head." "Meet me behind 
the mountain"...I'm assuming that means there's a secret way up.  Go 
into the Gold exchange and play a game of chance to score a sizeable 
chunk of cash.  Make sure you have at least one Shop Call, though.  Not 
much else to say here.

Route 23: Flow-through route.

Route 24: Ditto.  Yawn.

Route 25: This flow-through route thing is starting to annoy me...

Route 26: It's short.  VERY short, even for a flow-through route.

Route 27: Good ol' greedy Michael will tell you to dive under the lava 
to retrieve the Magic Stone.  Make sure you equip a Supersuit before 
trying that, though.  The Magic Stone is near the end of the lava pool.  
Dive down like you would underwater and get it.  WOOHOO!  Two more life 
bars!

Route 28: Completely waterlogged.  Something's suspicious about 
this...use your Aqualung and dive underwater when you reach the platform 
in the middle of the lake.  Egad, it's a governor!  Fortunately, this 
one's the easiest, and it's a good thing, too, since the Aqualung has 
limited air.  Pick up the medallion and keep going...

Route 29: Flows through like...like...I'm strapped for a funny or 
incisive analogy here...

Route 30: Like molasses in
	    A five thousand degree pipe
	    Flows this route straight through.
Okay, I suck at haiku.

Route 31: It's official.  Pandar's an idiot.  Although I must admit, 
even for an idiot the whole "fake girlfriend" thing was a flash of 
inspiration.  Still, he forgot that this is the guy who shoots anything 
and everything he comes across, whether it be friend or foe.  I don't 
think he's going to stop his wild shooting spree just because he sees 
someone who may or may not be his girlfriend.  They don't call him 
"Bang" for nothing.  Ah no!  I killed my girlfriend!  Too bad it was so 
easy to see she was a FAKE! (How I do love these anime sub-plots.) In 
another flash of inspiration, Pandar says he doesn't have any medallions 
because his boss doesn't trust him.  Really?  Heck, I wouldn't either, 
especially since he blurts out the secret way to Tom Guycot's 
fortress(go under Route 15) after complaining about his boss some more.  
Believe me, this is a mercy killing.  After blowing up the fake Mary, 
use a jet pak or power boots to jump up and hit one of the two bears.  
Doesn't matter which, cause they'll just form into one in the middle of 
the room.  Shoot the united form, dodge or shoot the bunch of bear heads 
he tosses at you, and repeat.  The Thundershot helps immensely here.

Route 32: Joe's okay!  He's crushed, bruised, bleeding, and shouting 
"NO!" every time you shoot him, but at least he's not DEAD.  Wow...those 
medallions you carry have the ability to stop the bomb!  Now I guess 
I'll just leave you here to fend for yourself...hope the wolves ain't 
hungry!

I can't believe it...my sarcastic suggestion actually comes true!
-------------------------------------------------------------------
From: Brandon Upp <bupp81@yahoo.com>
To: epoetker@uci.edu
Subject: Joe

Sorry to bother you agian, but I was reading your faq
and I thought of something. When you find Joe, he's
all right and everything. But, if you leave and come
back a few times, stuff'll happen.  You'll wind up
getting a few items for free (smile).  He'll complain
that you shouldn't be here, you should be saving the
world, or some other wholesome activity as such. Come
back again, and Bang'll tell him he'll be all right,
but joe doesn't respond.  Come back again, and Joe
will be a skeleton.  Sad, sure, but hey!  FREE STUFF! 
Not sure if you knew about that or not.  So, why not
give it a spin?  Sorry, but no anectdote this time.
-Brandon
------------------------------------------------------------

No anecdote needed, big guy.  I'm shocked as it is.  

Route 33: Hey hey hey, it's Tom Guycot's fortress!  But a quick look at 
the bony biker shows that somebody rather powerful got here before you.  
It was the demon all right...and now he's got a medallion, too!  After 
hearing Tom's last words, go on out to meet Faysha, who'll tell you to 
see the Hermit again.  Git on down back to Route 35 and meet the guy, 
then!  Ah, now I remember, SWORDS are the only things that can hurt 
demons!  Well, Route 40 has Apollo's sword; to Route 40 we shall go!

Route 34: Flow-through route.  Only go through if you like being menaced 
by gigantic Ant Lion jaws coming up from the sand.  

Route 35:  Basically, when you reach the end of the route, you'll see a 
big mean guy named Rowdy guarding a poor old bearded hermit.  He talks 
big...too bad for him he's the easiest boss in the game.  Just duck and 
shoot his feet, or if you're too lazy to do that, use Power 
Balls(huhuhuhuh...cool!)Then the best music in the game will play!  
Seriously, I love the Hermit's music more than any other(probably 
because I don't hear it as often.)Anyway, this Hermit is the MAN!  He 
raises your life by two bars, gives you the Micro Power 
ability(coincidentally, you need it to leave this route, so either start 
blasting for apples or call the shop for some DynaPunch)and promises 
some more abilities as you get stronger.  Anyhow, say goodbye to the 
main man and head out through the teeny passage.  It comes out at Route 
8.  

Route 36: I'm sure Drano'll make a commercial about how your toilet will 
flow through as easily as this route if you use their product. 

Route 37: *FLUSH* Ahh, the flow through system...

Route 38: A little door in the middle is where you come out of after 
battling with the demon. 

Route 39: The Devil's Tower.  Once you have the Sword of Apollo, go to 
the very top of this tower and duck down.  Time to take out the trash.  
The demon appears ignorant of the power of the sword...confirming the 
Anime Law of Megalomaniacal Ignorance: i.e. Any weapon capable of 
harming an evil boss/alien/demon will be ignored or conveniently 
forgotten by the aforesaid boss/alien/demon until it's too late.  
Especially if it's the ONLY weapon that can harm them.  But that still 
doesn't mean this guy ain't rather tough.  He takes off two whole life 
bars whenever he hits you, so try to dodge well, and make sure you have 
some Ultra Food for emergencies.  The Earth is safe!  Well, 
comparatively speaking, since the bomb hasn't been blown up yet.  When 
you finally kill him, drop down the hole and slash open the demon eggs 
too(I didn't know demons came from eggs.  Dare I ask which came first?  
Or how to distinguish between male and female?)  You'll come to a wall 
that's unclimbable...use your jetpak, the hermit's power of levitation, 
or if you don't have any flying ability at all, just kill yourself.  
Either way you do it, you'll come out at Route 38 eventually.

Route 40: That giant robot head looks pretty conspicuous.  It should, 
BTW, since it contains the Sword of Apollo.  You'll have to do a bit of 
weird jumping, but soon you should get on the platform right under the 
head.  Use the Magic Stone and claim the Sword.  The only other thing I 
can say about this route is to make sure you have an Aqualung, as 
there's an underwater passage here too.

Route 41: Jump!  Shoot!  What fun we have on the last flow-through 
route!

Route 42: Wooo...there's two route 42s!  Sure, you can try to go up the 
one that goes straight up the mountain, but the local horned psychic 
earthshaker will just jump up and down and cause you to fall.  It'll 
hurt you, too.  So this particular route 42 seems undo-able right now.  
How about trying...the OTHER route 42...the one that went BEHIND the 
mountain, like those idiotic talkative villains kept telling you?  Jump 
up the mountain and go into the clouds...wait, Bang doesn't think that 
there's any enemy camp here!  (Usually a clear indication that there IS 
an enemy camp there.) Your jet pak, Mr. Pessimist.  Ah yes, there's the 
door.  Behind it is Governor Bopper, who just got a heck of a lot 
taller.  He also seems to have found a submachine gun.  No worries, this 
guy is still pretty easy.  Shoot him a lot, and wear the Supersuit if 
the bullets fly too thick.  He should explode soon, giving you the last 
medallion.  Climb up the wall(if you haven't found all the medallions 
yet, the ceiling will be closed)and go into...a futuristic construct.  
The enemies here fall pretty easily, so soon you'll meet...the 
professor!  Rather than yelling at him for coming up with something as 
dangerously stupid as a Doomsday Bomb, Bang seems oddly happy to see 
him.  Oh darn...he exploded.  (Confirming the Anime law of Inherent 
Volatility: Everything explodes.  Everything.) Go on up and meet...the 
big boss!  He SHOULD be hard, but he isn't really...just climb up one 
wall and shoot one orb, use Power balls, Thundershot, the Power Boots, 
or the Jet pak to shoot the other orb, and climb up the wall again to 
shoot the orb in the middle.  After not one, not two, but THREE 
explosions, you realize that you've just killed the guy who's death 
would start off the bomb explosion phase.  Better go defuse it quickly!  
Climb up the wall to meet...an alien?  I thought the story writers were 
getting a LITTLE too over-the-top when they introduced the demon 
subplot, and now they come up with an alien who says that he and his 
people created humans?  This is probably the only game I can think of 
that has too MUCH story.  But it's still fun to laugh at.  Just keep 
going after you meet the alien till you come to...the bomb!  You have 
6000 seconds and 5 tries to defuse it.  Pretty simple, really.  Just put 
the medallions in, and if one of them goes in the right slot, it stays 
there.  Then you mix and match the remaining medallions until all of 
them are in the right slot.  Like I said, simple.  Just don't cut the 
wrong wire....

As has been the tradition, NO ENDING SPOILERS!

Whooeee!  Finally finished it!  Now for a blessedly brief overview of 
the Super Shop merchandise!

Barrier: Pretty much useless.  Goes out after one hit.

Rolling Star: About as useless as the Barrier, mainly because it's so 
hard to line up your shots.

Power Ball: Useful.  Remember that you can shoot it upwards as well.

Thundershot: HECK YEAH!  Too bad there's limited ammo.

Shop Call: You need these things.  Trust me.

Power Boots: I generally prefer the jetpak, but these are cheaper.

Jet Pak: Required to beat the game anyway, so pick up one.

Aqualung: Oh sure, you could try to go underwater without an air supply, 
but it wouldn't be very SMART.  So I'll just say that this is pretty 
much required too.

Super Suit: You will have to go under lava to beat the game, so this is 
obviously required.  It's also good for absorbing bullet hits and rocket 
explosions.  Judging by how Bang looks when he's wearing it, you might 
be able to use it to pick up women too.  It's a SUPERsuit, baby!

Microrecorder: Gets you a password.

Ultra Food: Y'know what Ultra Man has for breakfast every morning?  This 
isn't it.  But it will restore one life bar.

DynaPunch: You can increase your Force.  No, not that kind of Force...

Other hints:

You gradually gain more "Hermit forces" as time goes on.  "Teleport" 
lets you teleport around the map.  VERY useful.  "Levitate lets you fly 
around until you get hit by an enemy.  You can still shoot, however.  I 
think there's supposed to be two more forces, but I didn't seem to get 
them.  Anyone know about that?(epoetker@uci.edu)

Apparently, people knew.  I got at least 20 E-mails telling me how to do 
this.  Here...we...go...

This one was from Bacon Crotch(I'm not asking...)(stabbage@hotmail.com) 
While not complete, he was officially the FIRST one to send me it, so he 
gets first credit.
---------------------------------------------------------
hermit power #4- energizer- restores all of your health

             #5- karate power- makes you invincible for 30 seconds
                 (and you can kick enemies really far)

To get these you need to get 500 force at once.  You need a certain 
amount 
to get the second and third powers also.  I think you get a new one at 
every 
hundred from 200 to 500 but I may be slightly off.
-------------------------------------------------------

And another....
-------------------------------------------------------
From: Ryan McKinney <bronaugh@drizzle.com>
To: epoetker@uci.edu
Subject: Clash at Demonhead FAQ

I noticed that your FAQ was missing the last two Hermit forces.  If my
memory serves me correctly, you get them by increasing your Force.  You 
get the second one at 200, the third one at 300, the fourth one at 400, 
and (big surprise) the fifth one at 500.  Hello, Shop Call and 
Dynapunch!  While I can't remember their names, I believe the fourth one 
restores your life to maximum, while the fifth one gives you Karate 
Power (You're invincible, but can't shoot your gun -- you have to rely 
on karate kicks instead).  Hope this helps (if you didn't know it 
already).
------------------------------------------------------------

This is what I get for being lazy, anyhow...


Those hopping things with little beanies on their heads like your suits!  
They change their expressions depending on which one you wear!

Scrolling off the screen helps a lot in this game.  If you see a heart 
lying in the middle of nowhere, take it, then scroll off and scroll 
back, and it'll be there again!  It's also good to scroll off enemies.

You must visit people IN ORDER.  You have to meet Michael before you 
find Faysha.  You have to find Faysha for the secret route to open.  You 
have to meet Michael for the Magic Stone to appear under the lava.  Like 
I said, IN ORDER!

Oh, and someone has a few new techniques for me!
-----------------------------------------------------------
From: CodenameConmanX@aol.com
To: epoetker@uci.edu
Subject: Clash at Demonhead faq

Ok, I just finished reading your Clash at Demonhead faq and I have to 
say that I did like the flow through-- pardon, flowing sarcasm readily 
apparent.  Now as a guy whose played through the game too many time to 
mention, I just have a few gripes/ comments about it.  First on route 1, 
when you first meet Guycott, you don't necessarily have to lose half 
your life.  If you time it right, you can jump over him as he swoops in 
on you and avoid getting hit.  Second, while i agree that water is bad, 
you fail to mention that if timed right, you can skip off the waters 
surface without suffering any damage.  Just tap the jump button as your 
about hit the surface.  This can be done with lava as well if you want 
to talk about "mad skillz".  Third, on route 39, that in-climable wall 
can be passed without a jetpack or hermit abiltiy.  Just slap on that 
supersuit and you'll be climbing in no time.  And finally, as for the 
last two hermit powers, they are unlocked once you get enough force 
power.  (start chugging that dynapunch!)  They are, (but im not sure of 
the correct names)  a kung-fu power where you are invinceble for 30 
seconds but can only use your hands/feet as weapons.  And a full health 
recharge.  I hope that helps.  If you could, pls send me a reply telling 
me what you think, and if you decide to use this info ina  future 
update, i'd appreicate it if you could just throw me in the credits 
soemwhere.   :)
---------------------------------------------------------------
Oh heck yeah, you gettin' thrown in, sucka!


I thiiink...that's it.  Time for the "thanks" section.
All 20 or so of the people who were fanatical enough about this game to 
send me all those tips.  Special mention to the ones who were actually 
put in the FAQ:)
CJayC, for creating GameFAQs.  I'll thank him even more if this FAQ 
makes it into "New and Noteworthy."
J Dog, for relentless support.
Al Amaloo.  Yes, you can use it.
Fduboo, because I felt like it.
Vic Tokai, and whoever else wrote the story for this game.  You've 
definitely kept me laughing.
Jesus, who by my personal experience, is FAR better than the Sword of 
Apollo when it comes to demon-slaying.  And can the Sword of Apollo 
change lives?  Didn't think so!

This FAQ copyright 2000 by Ezra Poetker(Epoetker.) Send all questions 
and comments to epoetker@hotmail.com.  Any reproduction in whole or in 
part without my prior consent is prohibited.  Any consented 
reproductions must reproduce the full FAQ, without alterations.  All 
other rights reserved.