hide results

    FAQ/Walkthrough by Shotgunnova

    Updated: 11/23/08 | Printable Version | Search Guide | Bookmark Guide

    |ŻŻŻŻŻŻ|ŻŻŻŻŻŻ|
     Ż|  |Ż Ż,  )Ż_____            _______ ________  _____
      |  (,-'  / /  _  \   /ŻŻŻŻŻ\\_   __ |_   _   )/     \    Spoiler-Free
      |      ,' |  |_|  | /  /ŻŻ\/  | |__\| | |_| // |ŻŻŻ| \   FAQ & WALKTHROUGH
      |  (\  \  |  ,-.  |(  ( [ŻŻŻŻ||  __|  |  _ ((  (   )  )  by Shotgunnova
     _|  |_\  \_| |_ _| |_\  \_) \Ż_| |__/|_| |_\ \\ |___| /   (Patrick Summers)
    |_____/ \  \____|_____|\_____//_______|_____|\ \\_____/
             \  \           D E C E P T I O N  2  \ \      shotgunnova[@]gmail.com
    __________)  \_________________________________\ \_____________________________
    ŻŻŻŻŻŻŻŻŻŻ\___)ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\_\ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| INDEX |Ż
                                                                          ŻŻŻŻŻŻŻ
        I. CONTROLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CNTR
       II. TH' BASICS . . . . . . . . . . . . . . . . . . . . . . . . . . . . THBS
    
           General Info ..................................................... GNRL
           Story ............................................................ STRY
           Flow of Battle ................................................... FLWB
           Tips N' Tricks ................................................... TPST
    
      III. WALKTHROUGH (CHAPTERS) . . . . . . . . . . . . . . . . . . . . . . WLKT
    
           01) An Innocent Girl ............................................. WK01
           02) A Fool's Fortune / Castle of Doom ............................ WK02
           03) A Friendship Oath / Pursuit of Friends ....................... WK03
           04) Tangled Thoughts ............................................. WK04
           05) Ordeal of the Young / Vengeance .............................. WK05
           06) Castle of Illusion ........................................... WK06
           07) Deception / Countdown to Ruin ................................ WK07
           08) Loyal Soldiers / Test of Loyalty ............................. WK08
           09) Ignorant Greed ............................................... WK09
           10) Invitation to Evil / Darkness Falls .......................... WK10
           11) Corruption / Prison of Time .................................. WK11
           12) Fading Souls ................................................. WK12
           13) Lingering Thoughts / Sympathy's Price ........................ WK13
           14) Small Sacrifice .............................................. WK14
           15) Brave Promise ................................................ WK15
           16) The Ruins Defiled ............................................ WK16
           17) Call of Blood / Red Blood Oath ............................... WK17
           18) Timenoid Shadows ............................................. WK18
           19) The Indelible Mark / Final Gamble ............................ WK19
           20) Replicas Destroyed / Master's Strings ........................ WK20
           21) Road to Ruin / 2 Wrongs = 1 Right ............................ WK21
           22) Ancestors Shadows / Bloody Hands ............................. WK22
           23) Scarred Memories / Unquenched Thirst ......................... WK23
           24) Broken Bonds / Shared Wounds ................................. WK24
           25) Anguish / Torn Thoughts ...................................... WK25
           26) Deliverance / Eve of Destruction / Outcasts .................. WK26
    
       IV. APPENDICES . . . . . . . . . . . . . . . . . . . . . . . . . . . . APPN
    
           Enemy Types ...................................................... NMYT
           Trap Overview .................................................... TRPO
           Endings .......................................................... NDNG
    
        V. UPDATES & CONTRIBUTIONS  . . . . . . . . . . . . . . . . . . . . . UPDT
       VI. LEGALITY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . LGLT
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    I. CONTROLS                                                              [CNTR]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
                           _____         |  |         _____
          L2 BUTTON -->   /____/\        |  |        /\____\   <- R2 BUTTON
          L1 BUTTON -->  /____/\ \_______|  |_______/ /\____\  <- R1 BUTTON
                        /  _    \________|__|________/    _  \
                       / _| |_                         _ /_\ _\  <- TRIANGLE BUTTON
      DIRECTIONAL --> | |_   _|   [SELECT]   [START]  |_|   (_)| <- CIRCLE BUTTON
          PAD         |   |_|          [ANALOG]          (X)   | <- X BUTTON
                      /            ____        ____            \
                     /            /    \  __  /    \            \
                     \         /\ \____/ /  \ \____/ /\         /
                      \       /  \______/    \______/  \       /
                       \_____/ LEFT ANALOG  RIGHT ANALOG\_____/
                                  (L3)          (R3)
    
     Kagero: Deception II _is_ DualShock-compatible; however, that applies only to
     the vibration function, which can be turned on in the 'Button Config' menu.
     Unused buttons are not listed below.
      ___________ ___________________________________ ___________________________
     | BUTTON    | IN BATTLE                         | OUT OF BATTLE             |
     |ŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     | D-Pad     | Controls Millennia's movements    | Move menu cursor          |
     | Start     | Un/pause game                     | Skip cutscenes            |
     | Circle    | Open trap screen mode (Camp Mode) | Delete traps              |
     | Square    | Activate charged wall trap        | Cursor on opposite wall   |
     | Triangle  | Activate charged ceiling trap     | 'Cancel' button           |
     | X-Button  | Activate charged floor trap       | 'Confirm' button          |
     | L1 / R1   | Sidestep left or right            | Pan around room           |
     | L2 Button | Look around (with d-pad)          | Zoom in (setting traps)   |
     | R2 Button | Faces nearest invader             | Zoom out (setting traps)  |
     |___________|___________________________________|___________________________|
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    II. TH' BASICS                                                           [THBS]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    GENERAL INFO             [GNRL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     RATING : M (Mature)
     PLAYERS: 1
     RELEASE: 7/23/98 [JP], 10/14/98 [US], 9/10/99 [EU]
     MEMCARD: 1 Block
     DISC # : 1
    
    STORY                    [STRY]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     "There is a world where humans and Timenoids have existed together for
     generations. The Timenoids are physically identical to the humans in every
     way but one: they have blue blood coursing through their veins, which also
     makes their skin blue. Because Timenoids are immortal they enjoy a ruling
     status over the humans.
    
     The Timenoid Castle is located deep in a thick forest. A girl, Millennia,
     dwells in this castle with one purpose alone: she's on a mission to kill the
     humans. Thoush she's also a human, she's been brainwashed by her foster
     mother, Yocal, into fighting as a mercenary for the Timenoids. Yocal has
     successfully brainwashed Millennia into believing that the very existence of
     humans is wrong. Millennia can obtain immortality and become a Timenoid
     herself if she successfully exterminates the human race. Although Yocal has
     taught Millennia only how to use the traps to kill the humans, Millennia is
     confident that this skill is enough for her to win her battles."
    
    FLOW OF BATTLE           [FLWB]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     There's essentially three parts to battle in this game.
    
     #1: PREPARATORY STAGE. This comes after the chapter's intro dialogue. The
         player can create new traps, view requirements for making new ones, and
         select traps for usage in the upcoming battle (max: 3 per type). One can
         also see information about the enemies who'll be fought, and sometimes
         this can give clues to their immunities or attack types.
    
     #2: BATTLE STAGE. This is the actual battle! There are three maps that are
         used in the game, and Millennia and the foes all have different places
         to begin. Only two enemies can show up at once, and traps can only be
         set in rooms (not hallways). If healing is needed, locate the magic loon
         in one of the chambers for a full heal (one use per each, per battle).
    
     #3: RESULTS SCREEN. This shows Millennia how well she did in the mission,
         and gives her currency (ark) to create new traps.
    
         • Trap Hit Bonus: extra ark based off how much damage (combos) were done
         • Soul Capture Bonus: based off how many were killed (perfect genocide)
         • Life Bonus: will always be 1000 if Millennia was not hit once
         • Total Mission Bonus: grand total of Trap Hit/Soul Capture/Life bonuses
    
    TIPS N' TRICKS           [TPST]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Want tips? Here they are. If a reader has any doozies to contribute, I'll
     also put 'em in this spot.
    
     • Enemies typically follow the shortest route to Millennia, which means she
       can 'lead' them into traps via this knowledge. For instance, if an enemy
       is at the stairbottom, they can be lead along either bannister depending
       on where Millennia is hiding herself.
    
     • Pay attention to the Enemy Data screen -- it's always accessible. This can
       provide useful info about enemy immunities. Some enemies, like the Shogun,
       have a wealth of these and trial-and-error can have bad consequences...
    
     • Traps take time to setup, especially ones like Vacuum Floor. Because the
       enemy is constantly gunning for Millennia, it's a smart idea to lead them
       on a wild goose chase to other rooms, where more traps can be set. This is
       not always possible, but at the start, traveling to adjacent rooms for
       trap allocation helps, too. [Quick traps like the Oil Vase are great for
       pursuing foes, especially when set over an entrance.]
    
     • Familiarize yourself with enemy types. Mages can shoot projectiles that
       may inflict statuses; ninja can teleport to Millennia's position and also
       inflict statuses; Shadows can hide in allies shadows and jump out when
       damaged, as well as appearing behind Milennia; Shogun have powerful lunge
       attacks and are generally immune to many things; Bombers are masters of
       gas and explosions, and immune to them. There are plenty of others as well,
       so take a gander in the Enemy section an in-depth lowdown.
    
     • The 'Trap Data' option is incredibly useful, with all prerequisites and
       information given before they're made! Trap growth is in a family tree
       format, which means creating one will unlock or be used in another's
       appearance. One can often create better traps by simply spending ark on
       the more pertinent ones.
    
     • There are certain trap combos that can be used to great effect:
    
       - The "Classic Stair" combo: immobilize someone at the bottom of a stair,
         shoot them with a wall projectile, then drop a rock down at 'em. Instant
         3-hit combo that can be done early on.
    
       - "Oil Vase over the Door" trick: it's self-explanitory, really. This is
         helpful when being chased by quick-footed, non-floating foes. Enter a
         room, trigger the trap immediately to create an oil slick below, and the
         foe is blinded when they recover from it. Because of the quick loading,
         this is insanely useful.
    
       - "Multi-purpose Buzzsaw" trick: the Buzz Saw wall trap will hit enemies
         and carry them in the direction shot, until an obstacle is encountered.
         Obstacles include initial traps, so volt walls, pitfalls, iron maidens,
         wall spears, floor pikes, and guillotines -- which are normally avoided
         on sight -- can all be used to finish combos! Spring floors can also do
         some of these tasks but not as well, in my opinion. [Try the beartrap ->
         buzzsaw -> falling rock combo!]
                                            _____________________________________
    _______________________________________/ III. WALKTHROUGH (CHAPTERS) -- WLKT |_
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    01) An Innocent Girl                                                     [WK01]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
                      _______________________
                Exit |    __  •_____•        |      1: Firepit
                   \_| 2    | |     |      4 |      2: Pillar
                   |_      1| |     |    3   |      3: Hook
                     | 2  __| |     | 4      |      4: Powderbox
                     |______  |     |____ • _|_     5: Pendulum
                     |•      •|_    |   ___|   |    6: Lumber Saw
                     | |ŻŻŻŻŻŻ  |   | 7      6 |    7: Volt Chair
                     | |_  8    |   |     5    |    8: Wall Spear
                     |  _     9 |   |_   ______|    9: Magic Loon
                     | |        |_____|•|           •: Room Entrance
                     | |     8  •       |
                      Ż ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
       _____________ __________ _____ ______ ______ _____ _____ _____ __________
      | ENEMY       | TYPE     | HP? | ATKS | ATKL | DEF | SPD | AGL | MNDTORY? |
      |ŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻ|
      | Daar        | Villager |  50 |  09  |  --  |  02 |  25 |  00 |    No.   |
      |_____________|__________|_____|______|______|_____|_____|_____|__________|
      | PATH-BRANCH EFFECT           | NEXT CHAPTER PLAYED...                   |
      |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
      | Daar is killed               | Chapter 2: "A Fool's Fortune"            |
      | Daar is allowed to escape    | Chapter 2: "Castle of Doom"              |
      |______________________________|__________________________________________|
    
     After naming the lead character (default: Millennia), she will be tasked with
     guarding a forest castle and killing any humans who enter. For the next six or
     seven battles, this castle will serve as the killing field! Like many games,
     the first fight is more of a tutorial than anything else. Yocal, Millennia's
     foster mother, will accompany her to the castle and give a small overview of
     how to set traps, should the player require it. Millennia only has a few
     traps learned as default:
    
     WALL   : Arrow Slit, Press Wall
     FLOOR  : Small Bomb, Bear Trap
     CEILING: Mega Rock, Slow Gas
    
     You can attack Yocal for extra ark (trap currency) for a headstart on making
     different ones, if you like -- if her HP is depleted, she still won't die.
     Daar will be waiting in the castle foyer, and Millennia will have to greet
     him. He'll pose a question when she enters. Answer "Yes" to make him wait for
     a TMD to come; answer "No" and he'll start to leave. By choosing the former,
     Daar will start to follow Millennia and make himself an easy target for the
     traps she can setup; the latter will be more problematic and our trapmaster
     will have to design a way to impede him from leaving, such as with the Bear
     Trap.
    
     New players should know that there are ark bonuses for higher combos, plus
     'full genocide' and 'no damage' bonuses that are easy to obtain. An easy trap
     to make at this point is the classic stair setup: trap someone at the bottom,
     attack him from the wall, and roll a rock downwards to kill for a 3-hit combo!
     This will probably be used a lot in the game, because boulders cause extreme
     damage even from the get-go.
    
     Should Daar be attacked and still be alive, he'll try to flee. He has little
     attacks and, as typical of a Villager type, will either cower somewhere or
     push Millennia away if she gets too close (which damages her). Either way,
     use the Magic Loon in the starting room to heal if needed.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    02) A Fool's Fortune -or- Castle of Doom                                 [WK02]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
       _____________ __________ _____ ______ ______ _____ _____ _____ __________
      | ENEMY       | TYPE     | HP? | ATKS | ATKL | DEF | SPD | AGL | MNDTORY? |
      |ŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻ|
      | Slash       | Soldier  |  90 |   21 |  --- |  15 |  38 |  35 |   Yes.   |
      |_____________|__________|_____|______|______|_____|_____|_____|__________|
      | PATH-BRANCH EFFECT           | NEXT CHAPTER PLAYED...                   |
      |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
      | Daar Left Alive in Chapter 1 | Chapter 3: "A Friendship's Oath"         |
      | Daar Killed in Chapter 1     | Chapter 3: "Pursuit of Friends"          |
      |______________________________|__________________________________________|
    
     If Millennia killed Daar previously, she'll fight Slash alone; if she let
     Daar escape, he'll return with Slash to tag-team her. The soldier gets his
     moniker from his attack type: he specializes in up-close slashing. Obviously,
     stay away from him and lure him into some traps, such as the "classic stair"
     combo you may have done in Chapter 1. This brute will come after Millennia no
     matter how she answers his initial question. If Daar accompanied Slash, he'll
     simply hide around the entrance/exit room where both start. He has no long-
     -range capabilities which makes him an easy target. Tsk!
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    03) A Friendship Oath -or- Pursuit of Friends                            [WK03]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     How's your development coming? I suggest working toward the awesome Buzz Saw
     wall trap, which, when it hits the enemy, will send them across the entire
     room until they hit an obstacle. This is incredibly useful for making combos
     or harnessing initial traps' power, so getting one sooner rather than later's
     a good idea! Here's the foundation:
    
     STEP 1: Create Fire Arrow
     STEP 2: Create Triple Arrow (based off Step 1)
     STEP 3: Create Chain Needle (based off Step 2)
     STEP 4: Create Attack Wall
     STEP 5: Create Spike Rock
     STEP 6: Create Spike Wall (based off Steps 4 & 5)
     STEP 7: Create Buzz Saw (based off steps 3 & 6)
    
     But anyway...
       _____________ __________ _____ ______ ______ _____ _____ _____ __________
      | ENEMY       | TYPE     | HP? | ATKS | ATKL | DEF | SPD | AGL | MNDTORY? |
      |ŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻ|
      | Hawk        | Soldier  |  80 |  24  |  --  |  15 |  38 |  30 |   Yes.   |
      | Gastone     | Crusher  | 140 |  45  |  --  |  08 |  25 |  20 |   Yes.   |
      |_____________|__________|_____|______|______|_____|_____|_____|__________|
      | PATH-BRANCH EFFECT           | NEXT CHAPTER PLAYED...                   |
      |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
      | ---------------------------- | Chapter 4: "Tangled Thoughts"            |
      |______________________________|__________________________________________|
    
     This chapter will have a different name depending on whether or not Daar was
     killed in the first mission, but no matter the outcome then, the same two
     enemies will be encountered here. Hawk is a soldier just like Slash, and will
     be good at up-close fighting...so stay away. Gastone is a Crusher, carrying a
     gigantic hammer. This is damaging if he gets close, but he also can slam on
     the ground to make Millennia unable to move temporarily. Obviously that'll be
     good in a tag-team situation (for them!) but is generally useless if he's by
     himself.
    
     Millennia starts in the water room, Gastone in that stame room, and Hawk in
     the torture chamber. The "classic stair" combo won't work here because Gastone
     can shrug off boulders, even if he's been stuck in a bear trap weapon. Hawk
     and his friend will converge on the water room, so it's a good idea to get
     out of that situation, perhaps setting up a trap combo in the entrance/exit
     foyer or a push-wall-to-volt-chair twofer in the torture room.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    04) Tangled Thoughts                                                     [WK04]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
       _____________ __________ _____ ______ ______ _____ _____ _____ __________
      | ENEMY       | TYPE     | HP? | ATKS | ATKL | DEF | SPD | AGL | MNDTORY? |
      |ŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻ|
      | McLord      | Soldier  | 100 |   24 |  --  |  18 |  42 |  35 |   Yes.   |
      | Gerald      | Knight   | 100 |   30 |  --  |  22 |  30 |  -- |    No.   |
      | Rain        | Archer   |  60 |   09 |  09  |  08 |  48 |  50 |    No.   |
      |_____________|__________|_____|______|______|_____|_____|_____|__________|
      | PATH-BRANCH EFFECT           | NEXT CHAPTER PLAYED...                   |
      |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
      | Gerald and Rain are killed   | Chapter 5: "Vengeance"                   |
      | Gerald and Rain both escape  | Chapter 5: "Ordeal of the Young"         |
      |______________________________|__________________________________________|
    
     ORDER OF APPEARANCE: McLord -> Gerald + Rain
    
     This is the first mission with three people! Unfortunately, because don't
     appear at once, it undercuts the potential difficulty. McLord appears first
     and corners Millennia in the hook room. As a regular soldier, there's nothing
     interesting about his behavior...although he _does_ have one of the few
     unique sprites in the game (a little girl metal vest that exposes his tummy?
     Dumb...). It's easiest to kill him in the torture room next door, perhaps w/
     the Beartrap -> Spike Rock -> Attack Wall -> Volt Chair combo.
    
     Killing him triggers Rain and Gerald's appearance in the foyer. Approach them
     to get a scene, where the 1st answer baits them into attacking and #2 will
     make them leave. As an archer, Rain can attack both at close-range and long-
     -range for lame damage -- that's all it takes to lose the health bonus! On
     the other hand, Gerald's armored physique will prevent him from being stuck
     in beartraps, in case the player wanted to get a high combo using the volt
     chair.
    
     NOTE: If you attack the two as they try to abort the mission, they'll ask if
     Millennia is challenging them and quit trying to leave. As such, that's why
     they either all leave or none do.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    05) Ordeal of the Young -or- Vengeance                                   [WK05]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
       _____________ __________ _____ ______ ______ _____ _____ _____ __________
      | ENEMY       | TYPE     | HP? | ATKS | ATKL | DEF | SPD | AGL | MNDTORY? |
      |ŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻ|
      | Ash         | Soldier  | 110 |  27  |  --  |  20 |  38 |  40 |   Yes.   |
      | Statz       | Thief    |  60 |  21  |  --  |  15 |  52 |  65 |   Yes.   |
      | Hunna       | Fighter  |  80 |  18  |  --  |  12 |  50 |  55 |   No.    |
      |-------------+----------+-----+------+------+-----+-----+-----+----------|
      | Julia       | Hunter   |  90 |  24  |  12  |  15 |  52 |  60 |   Yes.   |
      | Raddlefuss  | Buddhist |  90 |  15  |  15  |  20 |  38 |  45 |   Yes.   |
      | Grand'Or    | Soldier  | 100 |  24  |  --  |  20 |  38 |  40 |   Yes.   |
      | Jackal      | Soldier  |  90 |  24  |  --  |  18 |  42 |  30 |   Yes.   |
      | Saki        | Fighter  |  70 |  15  |  --  |  10 |  45 |  55 |   Yes.   |
      |_____________|__________|_____|______|______|_____|_____|_____|__________|
      | PATH-BRANCH EFFECT           | NEXT CHAPTER PLAYED...                   |
      |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
      | ---------------------------- | Chapter 6: "Castle of Illusion"          |
      |______________________________|__________________________________________|
    
     ORDER OF APPEARANCE (1): Hunna + Ash -> Statz
     ORDER OF APPEARANCE (2): Grand'Or + Saki -> Jackal -> Raddlefuss -> Julia
    
     The three-man crew who appears if Gerald and Rain were spared previously is
     rather easy. This will be the first time a thief -- which is basically a
     soldier with worse attack and better reflexes -- appears, and the same for
     the female Fighter (read overview below). Hunna appears in the foyer coming
     to the hook room while Ash is inbound to the torture room from the fountain
     area. Hunna should get there first and can be setup with a volt chair trap;
     since she has little health and it won't break, this can be used on Ash as
     well barring any mishaps. The cowardly Statz appears last in a random area,
     usually approaching the foyer from fountainroom or the hook chamber. As his
     synopsis says, he runs away in the face of danger like a yellow-belly coward,
     so trapping him can be a little more difficult than the others who attack
     head-on. He _can_ disappear off the minimap, but when found, will just cower
     like a Villager type -- what a loser!
    
     Note that if Hunna is put in critical condition, she'll announce she's going
     to leave...but this usually won't occur since injured people lose their quick
     movement!
    
     ---
    
     Group two consists of five people, three of which are new types. Hunters are
     just the first in a long line of quick female attackers, having both decent
     speed and agility in this case. Her primary weapon is a boomerang that can
     be dodged by sidestepping, although she'll smack Millennia round up-close if
     it comes to that. Saki the Fighter is another quick female type, who has the
     ability to do fast roundhouse kicks up-close and can flip over her target to
     attack the exposed backside as well. Annoying! Finally, Raddlefuss is the
     Buddhist class and can do projectile attacks as well as self-heal!
    
     To start, Grand'Or will be approaching the torture room from the fountain
     area, while Saki comes from the foyer towards the hook chamber. Since she's
     fast, set some traps in the hook room (she'll probably avoid) as well as
     the torture room, then lure her into the latter for the kill. Stay afar to
     avoid any annoying kicks/flips! Grand'Or will enter in the meantime, so keep
     from his clutches while the traps there reset. Jackal appears in the hallway
     nearing the fountain area, Raddlefuss and Julia both in the torture chamber.
     Raddlefuss' magic projectiles can inflict 'Stop' on Millennia and he's a
     dead-eye at close-range, so keep away if you want the health bonus.
    
     If low on health, Julia will attempt to flee...but like Hunna on the flipside
     of the battle, this is usually a pipe dream if she's moving snail-paced.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    06) Castle of Illusion                                                   [WK06]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
               _____
              | 2•  |    _|Ż|ŻŻŻ|Ż|  |ŻŻŻŻŻ|          1: Oil Barrel
              |   6 |   |•8       |  | 6   |          2: Powderbox
              |_ 9 _|   | |_| 6 |_|_ |_ 10_|          3: Volt Chair
                |•|     |•|_______  |  | |            4: Pendulum
                | |     |8        | |__| |____        5: Lumber Saw
               _|•|_    |         | 1         |       6: Floor Pike
              |     |_  |      6  |12   11    |       7: Pillar
              |  12   | |___ • ___|____   __10|       8: Door
              |     | |_| 2    7  |____|•|  | |       9: Death Fan
              |_____|  •   _______•      |  | |      10: Guillotine
                     ŻŻŻ|•       •|ŻŻŻŻŻŻ   | |      11: Boulder
                        |ŻŻŻŻŻŻŻ  •Ż|_______| |_     12: Magic Loon
                        | |ŻŻŻŻŻŻŻ|     |__ 4   |
                        |      12 |ŻŻŻ|____     |
                        |  9  7   |   |     3 5 |
                         ŻŻŻ|_|ŻŻŻ     ŻŻŻŻŻŻŻŻŻ
    
     Have you started on the route to making the Buzz Saw? I can't pile enought
     laurels on this magnificent wall trap!!!
    
     STEP 1: Create Fire Arrow
     STEP 2: Create Triple Arrow (based off Step 1)
     STEP 3: Create Chain Needle (based off Step 2)
     STEP 4: Create Attack Wall
     STEP 5: Create Spike Rock
     STEP 6: Create Spike Wall (based off Steps 4 & 5)
     STEP 7: Create Buzz Saw (based off steps 3 & 6)
       _____________ __________ _____ ______ ______ _____ _____ _____ __________
      | ENEMY       | TYPE     | HP? | ATKS | ATKL | DEF | SPD | AGL | MNDTORY? |
      |ŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻ|
      | Hornstein   | Nobleman | 110 |  09  |  --  |  10 |  20 |  10 |    No.   |
      | Deadmoon    | Warlock  |  90 |  09  |  15  |  10 |  25 |  35 |   Yes.   |
      | Hagane      | Ninja    |  50 |  15  |  06  |  05 |  65 |  65 |   Yes.   |
      |_____________|__________|_____|______|______|_____|_____|_____|__________|
      | PATH-BRANCH EFFECT           | NEXT CHAPTER PLAYED...                   |
      |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
      | Hornstein killed             | Chapter 7: "Deception"                   |
      | Hornstein escaped            | Chapter 7: "Deception"                   |
      | Hornstein killed and Rain &  | Chapter 7: "Countdown to Ruin"           |
      | Gerald killed in Chapter 5   |                                          |
      |______________________________|__________________________________________|
    
     ORDER OF APPEARANCE: Deadmoon -> Hagane -> Hornstein
    
     This will be the first mission inside the King's Palace, the new map that'll
     be used for quite some time. It's twice as large as the previous West Woods
     mansion and has the traps to accomodate that. The Floor Pike is basically
     spikes that come out of the floor; the Death Fan is a bladed ceiling fan
     that will cut up anyone who is lifted there via a floor trap; the Guillotine
     is a blade that drops down on whoever walks underneath; and the Boulder is a
     gigantic trap that will roll down the stairway if dislodged by a Quake or
     Catastrophe trap...both of which aren't available now.
    
     Deadmoon starts alone. When the former appears, he'll pose a question to
     Millennia -- any answer will summon his cohort Hagane into battle. As the info
     says, he's Deadmoon's shadow and will appear _behind_ him; as such, if
     Millennia can trigger a trap that will go through both, she can probably kill
     Hagane without incident. I have done it before (trap Deadmoon in throneroom
     entrance, Rolling Bomb from corner) but it can be unreliable. Given Hagane's
     teleporting nature, it's best to not run too far -- the room north of the
     throneroom will be a great pick. The corner nearest there is actually false
     and leads to a passage, which you'll see if you view the map. If you're having
     trouble setting up a good high-damage trap, remember that spike rocks [etc.]
     can be set in motion by moving walls! In fact, if a door is close enough to
     the wall's starting point, they can be hit by both the rock and wall for extra
     damage. Deadmoon can heal himself over time, so it's best to take him out in
     one fell swoop or dawdle to get extra ark.
    
     Hornstein appears last (in the entrance/exit foyer) and action taken against
     him determines the upcoming mission. Like thieves, he's very cowardly and'll
     run away from wherever Millennia is, trying to get to the exit in the southern
     foyer (although this happens only after being damaged) in the shortest route.
     Either way, he's an easy target if Millennia wants to keep him alive.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    07) Deception -or- Countdown to Ruin                                     [WK07]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
       _____________ __________ _____ ______ ______ _____ _____ _____ __________
      | ENEMY       | TYPE     | HP? | ATKS | ATKL | DEF | SPD | AGL | MNDTORY? |
      |ŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻ|
      | Aria        | Fighter  |  80 |  18  |  --  |  10 |  45 |  50 |   Yes.   |
      | Ricard      | Thief    |  60 |  18  |  --  |  12 |  52 |  65 |   Yes.   |
      | Legral      | Bomber   |  80 |  15  |  18  |  18 |  38 |  20 |   Yes.   |
      |_____________|__________|_____|______|______|_____|_____|_____|__________|
      | PATH-BRANCH EFFECT           | NEXT CHAPTER PLAYED...                   |
      |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
      | Hornstein Killed in Ch. 6    | Chapter 8: "Loyal Soldiers"              |
      | Hornstein Escaped in Ch. 6   | Chapter 8: "Test of Loyalty"             |
      |______________________________|__________________________________________|
    
     ORDER OF APPEARANCE: Aria + Ricard -> Legral
    
     No matter how Chapter 6 played out, the same enemies will apply here, just
     with a different setup scene.
    
     Right at the start, Ricard will corner Millennia in the fountain room and
     bid her to catch him. This is actually a trap so Aria can get some potshots
     in! You can still follow him but boobytrap the fountain room first. It's not
     too hard to conserve the health bonus by not following Ricard at all, though.
     When someone dies, Legral will appear in the chamber north of the throneroom.
     This event will be of great importance for the rest of the palace chapters.
     Speaking of which, this is the first time a Bomber has shown up in gameplay.
     Their attacks involve rolling explosive cannisters towards Millennia, trying
     to catch her in the blast (which may or may not inflict side effects). They're
     one-trick ponies generally and avoiding their attacks ain't difficult.
    
     One cool thing is that Legral, if in critical health, will blow himself up in
     an attempt to destroy Millennia. Make sure to turn tail and run after he's
     announced it!
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    08) Loyal Soldiers -or- Test of Loyalty                                  [WK08]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
       _____________ __________ _____ ______ ______ _____ _____ _____ __________
      | ENEMY       | TYPE     | HP? | ATKS | ATKL | DEF | SPD | AGL | MNDTORY? |
      |ŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻ|
      | Lordred     | Knight   | 110 |  30  |  --  |  25 |  30 |  -- |   Yes.   |
      | Diva        | Psycho   | 110 |  21  |  --  |  08 |  55 |  50 |   Yes.   |
      | Delfina     | Voodoo   |  80 |  18  |  12  |  08 |  38 |  60 |   Yes.   |
      | Hornstein   | Nobleman | 110 |  09  |  --  |  10 |  20 |  10 |   Yes.   |
      |_____________|__________|_____|______|______|_____|_____|_____|__________|
      | PATH-BRANCH EFFECT           | NEXT CHAPTER PLAYED...                   |
      |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
      | ---------------------------- | Chapter 9: "Ignorant Greed"              |
      |______________________________|__________________________________________|
    
     ORDER OF APPEARANCE (1): Delfina + Lordred -> Diva
     ORDER OF APPEARANCE (2): Delfina + Lordred -> Diva + Hornstein
    
     "Loyal Soldiers" involves Hornstein's three subordinates and plays if their
     master was killed in Chapter 6; "Test of Loyalty" involves all four enemies,
     obviously meaning that Hornstein lived in Chapter 6.
    
     For "Loyal Soldiers," Delfina and Lordred will corner Millennia in the long
     staircase in the NE portion of the level. Lordred's armor plating has been
     covered before, but Delfina's Voodoo class is new...well, in name only. Like
     a warlock, she can attack and shoot magic projectiles that can inflict some
     statuses if they connect. Diva is like a soldier but has better HP/dexterity,
     as well as a different attack: his knuckles have three blades sticking out!
     He can be an annoyance at close-range so stop him in his tracks, literally.
     "Test of Loyalty" plays out the same as normal, except both Delfina and her
     knight companion must be killed to trigger Diva and Hornstein's arrival, both
     of which appear in the long staircase hall. For that chapter, killing the gang
     in the torture room is great due to its proximity.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    09) Ignorant Greed                                                       [WK09]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     By now, the Buzz Saw should be available, even if the path of least killing
     has been taken. Forget the combo? Here it is for the last time, I swear!
    
     STEP 1: Create Fire Arrow
     STEP 2: Create Triple Arrow (based off Step 1)
     STEP 3: Create Chain Needle (based off Step 2)
     STEP 4: Create Attack Wall
     STEP 5: Create Spike Rock
     STEP 6: Create Spike Wall (based off Steps 4 & 5)
     STEP 7: Create Buzz Saw (based off steps 3 & 6)
       _____________ __________ _____ ______ ______ _____ _____ _____ __________
      | ENEMY       | TYPE     | HP? | ATKS | ATKL | DEF | SPD | AGL | MNDTORY? |
      |ŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻ|
      | Volcano     |Pyromaniac| 100 |  45  |  21  |  12 |  35 |  50 |   Yes.   |
      | Mucro       | Ninja    |  60 |  18  |  06  |  05 |  62 |  60 |   Yes.   |
      | Dorcas      | Crusher  | 170 |  54  |  --  |  10 |  30 |  20 |   Yes.   |
      | Claire      | Archer   |  70 |  09  |  09  |  10 |  48 |  50 |   Yes.   |
      | Goatbone    | Phantom  |  80 |  15  |  12  |  08 |  30 |  20 |   Yes.   |
      |_____________|__________|_____|______|______|_____|_____|_____|__________|
      | PATH-BRANCH EFFECT           | NEXT CHAPTER PLAYED...                   |
      |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
      | Rain & Gerald lived in Ch. 4 | Chapter 10: "Darkness Falls"             |
      | Rain & Gerald died in Ch. 4  | Chapter 10: "Invitation to Evil"         |
      |______________________________|__________________________________________|
    
     ORDER OF APPEARANCE: Mucro + Goatbone -> Claire -> Dorcas -> Volcano
    
     Remember how Legral put a bomb under the altar in the north-central room
     behind the throne hall? This is going to be an integral part of all remaining
     battles on this map. If anyone approaches the virgin icon, the entire palace
     will blow up -- automatic game over! Millennia's task, then, is to kill any
     enemy who tries to get there. Luckily, enemies will prioritize their prey
     over the icon.
    
     As for the enemies, Mucro starts in the NW room and will eventually teleport
     to wherever Millennia is. Goatbone is a gigantic wuss and flees when seeing
     his target; as a Phantom, he can throw projectiles (books? cards?) that will
     do fly in a straight line. Everyone else has been seen before except the
     Pyromanic "Volcano," which is basically a wizard type who blows streams of
     fire in Millennia's direction. He only has one but later the types will have
     two more. Claire will start in the castle foyer, Dorcas the stairway hall in
     the east or one of the southern rooms, and Volcano the eastern stairway.
    
     Always be checking the minimap to see if anyone is approaching the bomb room!
     Sometimes enemies can be baited into following Millennia but will then turn
     back for the prize -- don't be caught off-guard! Other than that, watch out
     for Claire's poison arrows.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    10) Invitation to Evil -or- Darkness Falls                              [WK10]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
       _____________ __________ _____ ______ ______ _____ _____ _____ __________
      | ENEMY       | TYPE     | HP? | ATKS | ATKL | DEF | SPD | AGL | MNDTORY? |
      |ŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻ|
      | Matia       | Assassin |  50 |  18  |  --  |  08 |  60 |  50 |   Yes.   |
      | Helmut      | Chemist  |  80 |  09  |  15  |  15 |  45 |  60 |   Yes.   |
      | Layla       | Fighter  |  80 |  15  |  --  |  10 |  48 |  60 |   Yes.   |
      | Deadmoon    | Warlock  | 120 |  15  |  36  |  15 |  30 |  60 |   Yes.   |
      |_____________|__________|_____|______|______|_____|_____|_____|__________|
      | PATH-BRANCH EFFECT           | NEXT CHAPTER PLAYED...                   |
      |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
      | If Rain/Gerald died in Ch. 4 | Chapter 11: "Corruption"                 |
      | If Rain/Gerald lived in Ch.4 | Chapter 11: "Prison of Time"             |
      |______________________________|__________________________________________|
    
     ORDER OF APPEARANCE: Matia + Helmut -> Deadmoon + Layla -> Matia (if escaped)
    
     Although the chapter depends on if Millennia killed/spared Rain and Gerald
     in an early mission, the enemy lineup will still remain the same. Matia and
     her companion Helmut appear in the NE room, which connects to the eastern
     stairway chamber. Because there's only one path there, it's easy to setup a
     nice trap with a Buzz Saw pointing straight at the door. Matia can teleport
     locally and is very quick, not unlike a ninja or fighter, so keep her at a
     distance. Helmut can self-heal if left alone, though, so don't dawdle. Both
     will head toward the virgin icon room (north-central) and it's quite a walk
     there from the starting place in the foyer. However, neither will set off the
     trap and will in fact wait there! Note that if Matia isn't killed quickly,
     she will "leave" battle and reappear towards the end.
    
     Deadmoon and Layla start their portion in the foyer and head north towards
     the throneroom. The warlock has the highest long-range attack power of any
     enemy yet, so stay at a distance or use obstacles as shields -- these ones
     have a decent homing function!
    
     Now, supposing Matia does escape with her life, she'll reappear in the
     throneroom (once Saki has died) and head for the virgin icon. If Millennia
     kills Deadmoon before Matia, who has full health again, she'll blow up the
     palace to be with her master.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    11) Corruption -or- Prison of Time                                       [WK11]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
       _____________ __________ _____ ______ ______ _____ _____ _____ __________
      | ENEMY       | TYPE     | HP? | ATKS | ATKL | DEF | SPD | AGL | MNDTORY? |
      |ŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻ|
      | Hebel       | Villager |  50 |  03  |  --  |  -- |  15 |  20 |    No.   |
      | Jackal      | Soldier  |  90 |  24  |  --  |  18 |  42 |  30 |   Yes.   |
      | Statz       | Thief    |  60 |  21  |  --  |  15 |  52 |  65 |   Yes.   |
      | Blackword   | Phantom  | 100 |  18  |  15  |  08 |  30 |  20 |   Yes.   |
      | Seetha      | Guard    |  90 |  27  |  18  |  10 |  45 |  65 |   Yes.   |
      |_____________|__________|_____|______|______|_____|_____|_____|__________|
      | PATH-BRANCH EFFECT           | NEXT CHAPTER PLAYED...                   |
      |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
      | ---------------------------- | Chaper 12: "Fading Souls"                |
      |______________________________|__________________________________________|
     
     ORDER OF APPEARANCE (1): Hebel + Statz -> Blackword -> Seetha
     ORDER OF APPEARANCE (2): Hebel + Jackal -> Blackword -> Seetha
    
     Hebel starts alone in the foyer, while Millennia begins in the throneroom.
     Jackal arrives soon after in the eastern stairway hall, inbound to the virgin
     icon altar. He'll probably be the first fatality if things go right. Hebel,
     once he enters a room with Millennia in it, will ask if he can pass -- answer
     yes to make him approach the altar, no to make him head for the foyer exit.
     He's an old man, for god sake! Blackword will appear in the fountain area and
     shows his cowardly tendencies if Millennia approaches...geez. Seetha is the
     new enemy type (Guard), and is a TMD Clone. If you like using magnetic traps,
     they'll be ineffective against him. He'll appear in the eastern stairway room
     generally.
    
     The only variable for this map is Statz, a thief who first appeared back in
     Chapter 5 if Rain & Gerald were spared. Like then, he'll run away like a big
     wuss and force Millennia to locate him. [He can appear in the same spot that
     Jackal did.]
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    12) Fading Souls                                                         [WK12]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
       _____________ __________ _____ ______ ______ _____ _____ _____ __________
      | ENEMY       | TYPE     | HP? | ATKS | ATKL | DEF | SPD | AGL | MNDTORY? |
      |ŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻ|
      | Gunter      | Crusher  | 185 |  54  |  --  |  10 |  30 |  20 |   Yes.   |
      | Thoma       | Villager |  50 |  09  |  --  |  05 |  30 |  50 |    No.   |
      | Cynthia     | Villager |  60 |  06  |  --  |  02 |  25 |  35 |    No.   |
      |_____________|__________|_____|______|______|_____|_____|_____|__________|
      | PATH-BRANCH EFFECT           | NEXT CHAPTER PLAYED...                   |
      |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
      | Rain/Gerald died in Ch. 4    | Chapter 13: "Lingering Thoughts"         |
      | Rain/Gerald escaped in Ch. 4 | Chapter 13: "Sympathy's Price"           |
      |______________________________|__________________________________________|
    
     ORDER OF APPEARANCE: Gunther -> Thoma + Cynthia
    
     As Gunther says, he'll give his life for the TMD secret that will cure his
     son. Unfortunately, if Millennia agrees to let him pass when he asks, he'll
     go straight for the altar and blow the castle up. Sympathy won't pay off here
     I'm afraid. He starts in the crossroads south of the throneroom and heads
     north, while Millennia starts near the virgin icon. Thoma and Cynthia will
     appear in the eastern stairway room after Gunter's dead, and automatically
     start heading to the exit. If they encounter Millennia, Cynthia will attack
     while Thoma makes a beeline to the foyer; however, she attempts to leave
     again if damaged enough. Killing the entire family has no consequences to
     speak of...which is strange considering the next mission.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    13) Lingering Thoughts -or- Sympathy's Price                             [WK13]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
       _____________ __________ _____ ______ ______ _____ _____ _____ __________
      | ENEMY       | TYPE     | HP? | ATKS | ATKL | DEF | SPD | AGL | MNDTORY? |
      |ŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻ|
      | Emillia     | Villager |  50 |  03  |  --  |  -- |  20 |  25 |   Yes.   |
      | Mebius      | Voodoo   |  80 |  18  |  15  |  08 |  38 |  65 |   Yes.   |
      | Saki        | Fighter  |  70 |  15  |  --  |  10 |  45 |  55 |    No.   |
      | Gustave     | Nobleman | 120 |  09  |  --  |  12 |  25 |  20 |   Yes.   |
      | Grand'Or    | Soldier  | 100 |  24  |  --  |  20 |  38 |  40 |   Yes.   |
      | Otto        | Villager |  70 |  09  |  --  |  05 |  25 |  25 |   Yes.   |
      | Hunna       | Fighter  |  60 |  21  |  --  |  15 |  52 |  65 |   Yes.   |
      | Ash         | Soldier  | 110 |  27  |  --  |  20 |  38 |  40 |   Yes.   |
      |_____________|__________|_____|______|______|_____|_____|_____|__________|
      | PATH-BRANCH EFFECT           | NEXT CHAPTER PLAYED...                   |
      |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
      | ---------------------------- | Chapter 14: "Small Sacrifice"            |
      |______________________________|__________________________________________|
     
     ORDER OF APPEARANCE (1): Mebius/Saki -> Grand'Or -> Gustave -> Otto/Emillia
     ORDER OF APPEARANCE (2): Mebius/Hunna -> Ash -> Gustave -> Otto/Emillia
    
     This will be the biggest brawl yet, with six enemies to kill. If Rain and
     Gerald were left alive in Chapter 4, Saki and Grand'Or will be part of the
     team; if the opposite was true, then Hunna and Ash will be the substitutes.
     
     Mebius and Saki start in the foyer and make for the throneroom, so the best
     place to meet them is halfway: the crossroads antechamber just south of
     there. When in critical health, Saki will attempt to flee the map. Grand'Or
     appears thirdly, in the eastern stairway chamber, and usually runs to where
     Saki is. Gustave appears in the upper-right cul-de-sac anteroom, and although
     he's a gigantic coward like Hornstein, he can still set off the virgin icon's
     bomb for some reason (!?). Finally, Otto and Emillia appear in the upper-left
     dead-end room; Otto moves around and will flee if seen, Emillia stays put.
     They'll both cower in fear when cornered, so make sure to watch the scene 
     that involves Emillia's demise...
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    14) Small Sacrifice                                                      [WK14]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
       _____________ __________ _____ ______ ______ _____ _____ _____ __________
      | ENEMY       | TYPE     | HP? | ATKS | ATKL | DEF | SPD | AGL | MNDTORY? |
      |ŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻ|
      | Gostero     | Thief    |  70 |  24  |  --  |  15 |  52 |  70 |   Yes.   |
      | Ursula      | Hunter   | 100 |  21  |  15  |  18 |  52 |  60 |   Yes.   |
      | Void        | Warlock  | 120 |  15  |  30  |  12 |  30 |  50 |   Yes.   |
      | Zartus      | Enscaver | 150 |  18  |  --  |  12 |  38 |  30 |   Yes.   |
      | Barbalos    | Sentinel | 185 |  54  |  --  |  22 |  20 |  -- |   Yes.   |
      |_____________|__________|_____|______|______|_____|_____|_____|__________|
      | PATH-BRANCH EFFECT           | NEXT CHAPTER PLAYED...                   |
      |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
      | ---------------------------- | Chapter 15: "Brave Promise"              |
      |______________________________|__________________________________________|
    
     ORDER OF APPEARANCE: Ursula -> Gostero -> Void -> Zartus + Barbalos
    
     If you paid attention to the opening scene, it's be obvious Ursula's taunts
     are just bait to lure Millennia southward while Gostero -- who appears in the
     NE room -- appears and heads for the icon altar. Luckily, his showing up will
     depend on how far into the foyer Millennia goes; she can kill Ursula before
     then if needed. Gostero's speed/agility are excellent so don't waste time
     running to the icon room to head him off (he'll run away if spotted). Void
     appears third in the fountain room, and has the same powers as Deadmoon,
     right down to self-healing; what sets him apart is that he's solely in the
     map for the "immortality" and will ignore Millennia even if she attacks him
     (get super close to bait him). The final two characters appear in the foyer,
     and are generally easy to kill since Barbalos will rush to his master's side
     whenever Zartus is damaged (but not vice versa).
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    15) Brave Promise                                                        [WK15]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
       _____________ __________ _____ ______ ______ _____ _____ _____ __________
      | ENEMY       | TYPE     | HP? | ATKS | ATKL | DEF | SPD | AGL | MNDTORY? |
      |ŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻ|
      | Sylvia      | Assassin |  50 |  18  |  --  |  08 |  60 |  50 |   Yes.   |
      | Bleuge      | Brute    | 110 |  27  |  12  |  08 |  62 |  60 |   Yes.   |
      | Lazaford    | Buddhist | 100 |  18  |  18  |  20 |  38 |  50 |   Yes.   |
      | Belkdahl    | Chemist  |  90 |  12  |  18  |  15 |  48 |  60 |   Yes.   |
      |_____________|__________|_____|______|______|_____|_____|_____|__________|
      | PATH-BRANCH EFFECT           | NEXT CHAPTER PLAYED...                   |
      |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
      | ---------------------------- | Chapter 16: "The Ruins Defiled"          |
      |______________________________|__________________________________________|
    
     ORDER OF APPEARANCE: Bleuge + Lazaford -> Sylvia + Belkdahl
    
     Emillia has sent more fighters to find her mother (teehee!), and this time
     Belkdahl's small brigade has answered the call. This will be the last fight
     ever in the King's Palace, if you've been itchin' for new digs. Bleuge &
     Lazaford will start with Millennia in the eastern stairway. Brutes are a type
     of enemy that throw their double tomahawks in a straight line, meaning they
     can be sidestepped. Careful not to lose the health bonus right away! Lazaford
     is immune to gas traps, due to his mask...I guess. The final two appear where
     the other two started also. Sylvia can teleport locally remember, and as per
     her description, her claws are tainted with Belkdahl's poison -- be careful
     to stay away! Belkdahl can self-heal and "has seen the traps before," which
     means he can identify where they are ahead of time and usually avoids them.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    16) The Ruins Defiled                                                    [WK16]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
                                                __
                    |ŻŻŻŻŻ|___________       __|  |      1: Conductor
                    | 12  |       8   |    _|     |      2: Guillotine
                    |   1 | 6  __     |___| • 5   |      3: Volt Wall
                    |_ • _| •_|  |    •_  | |_    |      4: Pitfall
                     _|_______|  |____|_|•|_  | 2 |      5: Floor Pike
                    | •       |__|         3| |_  |      6: Pendulum
                    | |9 4 13 •  •       _| | | |•|      7: Death Fan
                    | |_______|ŻŻ|________  • | | |      8: Boulder
                    |___ •|_ _____________ŻŻŻŻ _|•|_     9: Fire Pit
                    |       |   •         |  _|  7  |   10: False Roof
                    |8 ,----| |Ż|         |_|  6  11|   11: Casket
                    |  |____| | | 5   12  • |  _   _|   12: Magic Loon
                    |   6   • | |_____   _| | |  •  |   13: Lava
                    '-------'-'       |_| | • | 10  |    •: Room Entrance
                                    ENTER  ŻŻŻ ŻŻŻŻŻ
       _____________ __________ _____ ______ ______ _____ _____ _____ __________
      | ENEMY       | TYPE     | HP? | ATKS | ATKL | DEF | SPD | AGL | MNDTORY? |
      |ŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻ|
      | Gilbaless   | Knight   | 100 |  36  |  --  |  28 |  30 |  -- |   Yes.   |
      | Oroch       | Ninja    |  60 |  12  |  06  |  08 |  65 |  65 |    No.   |
      | Ballantine  | Buddhist |  80 |  15  |  30  |  20 |  38 |  45 |    No.   |
      |_____________|__________|_____|______|______|_____|_____|_____|__________|
      | PATH-BRANCH EFFECT           | NEXT CHAPTER PLAYED...                   |
      |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
      | Entire search party killed   | Chapter 17: "Red Blood Oath"             |
      | Ballantine and/or Oroch fled | Chapter 17: "Call of Blood"              |
      |______________________________|__________________________________________|
    
     ORDER OF APPEARANCE: Gilbaless + Ballantine -> Oroch
    
     This will be the first mission that takes place in the Ruins, also known as
     the TMD's Sacred Place. There's a host of new traps here, some of which are
     extremely cool. The pitfall in the "fireplace room" has a great setup for the
     buzzsaw, and will inflict Oil on whoever falls in it as an added bonus. The
     Casket, a.k.a. iron maiden, swings shut to impale whoever falls in; also can
     be combo'd with a buzzsaw. The final one is the false roof, which triggers
     whenever someone walks on the 3x3 room's center tile. Obviously don't be in
     there when the hammer falls!
    
     Gilbaless and Ballantine will both appear in the ruins' entrance, although
     Ballantine has his orders to stay put; Millennia starts in the NWmost room
     near the magic loon. Gilbaless is a mandatory kill and follows the same
     immunities other armored characters have: good against beartraps, arrows, and
     sometimes bombs (but not the buzzsaw!). After awhile, whether Gilbaless has
     been killed or not, Ballantine will start wandering around. Oroch appears
     only after someone has died, and in a random room (usually SW or NE room).
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    17) Call of Blood -or- Red Blood Oath                                    [WK17]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
       _____________ __________ _____ ______ ______ _____ _____ _____ __________
      | ENEMY       | TYPE     | HP? | ATKS | ATKL | DEF | SPD | AGL | MNDTORY? |
      |ŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻ|
      | Balborn     | Bomber   |  70 |  15  |  21  |  18 |  38 |  10 |    No.   |
      | Geist       | Psycho   | 120 |  24  |  --  |  08 |  58 |  55 |    No.   |
      | Bortos      | Crusher  | 170 |  54  |  --  |  15 |  30 |  25 |   Yes.   |
      | Carmine     | Hunter   | 100 |  24  |  15  |  20 |  52 |  60 |   Yes.   |
      | Keith       | Slasher  | 150 |  54  |  45  |  28 |  55 |  85 | -------- |
      | Leopold     | Soldier  | 140 |  30  |  --  |  22 |  45 |  35 | -------- |
      |_____________|__________|_____|______|______|_____|_____|_____|__________|
      | PATH-BRANCH EFFECT           | NEXT CHAPTER PLAYED...                   |
      |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
      | ---------------------------- | Chapter 18: "Timenoid Shadows"           |
      |______________________________|__________________________________________|
    
     ORDER OF APPEARANCE: Bortos + Balborn -> Geist -> Carmine -> Keith + Leopold
    
     The mission name will change depending on if the Chapter 16 search party was
     killed in full or part, but the enemy lineup will remain the same. Read the
     "ending info" section below for some forewarning info. Balborn and Bortos'll
     appear in the south-central and NE rooms, respectively, and both are gunning
     for the grail in the NWmost room. If any of them takes it, they'll try to
     escape with it. Should they do so, the mission ends automatically.
    
     Geist appears third and Carmine last, both starting in the SW room. They too
     will try to nab the grail and escape, which means that the central room on
     the map will probably be the main battleground for the ruins. I prefer to
     use the ol' Buzzsaw -> Volt Wall combo for hilarity, myself. Should everyone
     have been killed, Keith and Leopold appear by the ruins entrance; when our
     trapmaster enters their room, they leave after a scene.
    
    ENDING INFO
    ŻŻŻŻŻŻŻŻŻŻŻ
     Killing everyone in this chapter will put Millennia on the path to getting
     the 1st and 2nd endings, which themselves depend on how she acts in a future
     chapter (#21). Letting someone escape with the grail will put Millennia on
     the path to getting the 3rd and 4th endings, which depend on the pivotal 24th
     chapter. Note that there is no "bad" ending per se, and each unlocks a unique
     trap on a clear game save, so a player will want to go through all four.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    18) Timenoid Shadows                                                    [WK18]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
       _____________ __________ _____ ______ ______ _____ _____ _____ __________
      | ENEMY       | TYPE     | HP? | ATKS | ATKL | DEF | SPD | AGL | MNDTORY? |
      |ŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻ|
      | Sigma       | Zealot   |  80 |  45  |  24  |  12 |  42 |  70 |   Yes.   |
      | Ramda       | Guard    |  90 |  30  |  18  |  12 |  48 |  65 |   Yes.   |
      | Mist        | Shadow   |  70 |  27  |  --  |  08 |  60 |  60 |    No.   |
      |_____________|__________|_____|______|______|_____|_____|_____|__________|
      | PATH-BRANCH EFFECT           | NEXT CHAPTER PLAYED...                   |
      |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
      | Ch. 17: everyone killed      | Chapter 19: "The Indelible Mark"         |
      | Ch. 17: the grail was found  | Chapter 19: "Final Gamble"               |
      |______________________________|__________________________________________|
    
     ORDER OF APPEARANCE: Ramda -> Sigma + Mist
    
     Although we've encountered one of these types before, that doesn't mean they
     are anything to fool around with. In fact, when I first played, this was one
     of the few missions I actually ended up losing! The main reason is that the
     guards projectile attacks has this weird anti-gravity effect that launches
     Millennia far away and has slow recover time; that just lets them beat on
     her without remorse. Remember that these floating TMD replicas are immune to
     magnetic attacks, so things like the Vacuum Floor will have no effect! Sigma
     appears with a surprise character -- Mist the Assassin -- as his aide, which
     can make their appearance from the west a nuisance. Having extra chambers
     boobytrapped will make things easier. Just remember that these foes can also
     teleport after being attacked, so they may show up being Millennia and try
     to wail on her! Argh!
    
     Mist can actually be an optional kill here. This occurs if Sigma is murdered
     before she is, and Millennia runs away. The mission will just end with Mist
     ruing to kill the "evil witch" at some point. This
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    19) The Indelible Mark -or- Final Gamble                                 [WK19]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
       _____________ __________ _____ ______ ______ _____ _____ _____ __________
      | ENEMY       | TYPE     | HP? | ATKS | ATKL | DEF | SPD | AGL | MNDTORY? |
      |ŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻ|
      | Shya        | Fighter  | 110 |  24  |  --  |  12 |  48 |  60 |   Yes.   |
      | Geizer      | Shogun   | 140 |  90  |  --  |  38 |  25 |  30 |   Yes.   |
      | Inferno     |Pyromaniac| 130 |  45  |  24  |  12 |  35 |  50 |   Yes.   |
      | Keith       | Slasher  | 150 |  54  |  45  |  28 |  55 |  85 |   Yes.   |
      |-------------+----------+-----+------+------+-----+-----+-----+----------|
      | Bossgun     | Bomber   |  80 |  15  |  24  |  18 |  38 |  20 |    No.   |
      | Gina        | Archer   | 100 |  09  |  12  |  10 |  48 |  50 |    No.   |
      | Gordeau     | Enscaver | 150 |  21  |  --  |  15 |  42 |  35 |   Yes.   |
      | Spartus     | Sentinel | 200 |  54  |  --  |  22 |  20 |  -- |   Yes.   |
      |_____________|__________|_____|______|______|_____|_____|_____|__________|
      | PATH-BRANCH EFFECT           | NEXT CHAPTER PLAYED...                   |
      |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
      | Ch. 17: everyone killed      | Chapter 20: "Replicas Destroyed"         |
      | Ch. 17: the grail was found? | Chapter 20: "Master's Strings"           |
      |______________________________|__________________________________________|
    
     ORDER OF APPEARANCE (1): Shya + Inferno -> Geizer -> Keith
     ORDER OF APPEARANCE (2): Gordeau + Spartus -> Gina -> Bossgun
    
     If Millennia killed all the Red Bloods in Chapter 17, she'll fight the 4-man
     party with Keith in it; if she let someone discover the grail and escape,
     she'll fight the other party.
    
     Either way, Inferno and Shya will start in the south-central and NE rooms,
     respectively, while Millennia starts in the center. Both will take the east
     route to get to the center, which means little walking! Geizer appears in
     the SE room, and takes the west route to the center. The Shogun class is a
     remarkable one, being immune to explosions, rocks, walls, beartraps, and
     arrows! Notice that there aren't any buzzsaws in that equation, hint hint.
     His ATK is 90, so obviously stay away from him -- his lunging attack is like
     a knight's but quicker and more hard-hitting. Seriously, he'll hurt you. The
     hunt is easier once Inferno and Geizer meet, since the makings of a pincer
     trap are setup easily. Keith will appear lastly and there's no getting around
     killing him. He'll appear by the entrance to start, and is akin to a knight
     in attack, plus has better stats than knights and soldiers. Watch out for his
     long-range sword slash!
    
     For the other group, it's much simpler. Gordeau and Spartus appear first and
     as we've seen, Enscavers are slow and easy pickins, while damaging them will
     make their slaves rush to their aid, which is good for area-attack finales.
     Gina and Bossgun will appear lastly, and aren't much of a problem if there're
     already traps setup around the map. Gina will run to the NE room exit if she
     doesn't encounter Millennia on the way, and Bossgun will as well. Both can
     leave the map if left alone.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    20) Replicas Destroyed -or- Master's Strings                             [WK19]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
       _____________ __________ _____ ______ ______ _____ _____ _____ __________
      | ENEMY       | TYPE     | HP? | ATKS | ATKL | DEF | SPD | AGL | MNDTORY? |
      |ŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻ|
      | Vogues      | Leader   |  90 |  18  |  15  |  05 |  30 |  25 |   Yes.   |
      | Gadoha      | Drone    | 110 |  24  |  54  |  35 |  25 |  10 |   Yes.   |
      | Gordis      | Puppet   | 120 |  24  |  54  |  35 |  30 |  20 |   Yes.   |
      |_____________|__________|_____|______|______|_____|_____|_____|__________|
      | PATH-BRANCH EFFECT           | NEXT CHAPTER PLAYED...                   |
      |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
      | Ch. 17: grail was found      | Chapter 21: "Road to Ruin"               |
      | Ch. 17: everyone killed      | Chapter 21: "2 Wrongs = 1 Right"         | 
      |______________________________|__________________________________________|
    
     ORDER OF APPEARANCE: Vogues + Gadoha -> Gordis
    
     The chapter name will differ depending on if the Chapter 17 search party
     was killed in full or part, but the goal here is exactly the same: defeat
     Vogues' creations and prove that Millennia is not expendable. Vogues and
     the creepy Gadoha -- who is immune to beartraps, arrows, gas, & buzzsaws --
     will appear with their prey in the ruins' entrance hall. Vogues, like a big
     ninny he is, will run away from Millennia every chance possible; he _is_ a
     Phantom type after all. When Gadoha dies, Gordis will be summoned. He's alike
     in basically every way but has a few extra SPD/AGL points; the dude's spawned
     in the SE torture chamber. [The Laser Arrow will pierce their immunity, just
     for reference.]
    
     Unfortunately, although it looks like Gordis is summoned on Vogues' command,
     even if Vogues is killed while Gadoha is alive, the other drone appears as
     well -- lame!
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    21) Road to Ruin -or- 2 Wrongs = 1 Right                                 [WK21]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
       _____________ __________ _____ ______ ______ _____ _____ _____ __________
      | ENEMY       | TYPE     | HP? | ATKS | ATKL | DEF | SPD | AGL | MNDTORY? |
      |ŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻ|
      | Gilardes    | Shogun   | 150 |  90  |  --  |  38 |  30 |  25 |   Yes.   |
      | Zodiac      | Magician | 100 |  15  |  90  |  18 |  38 |  80 |   Yes.   |
      | Galdrake    | Pyro     | 130 |  45  |  24  |  12 |  35 |  50 |   Yes.   |
      | Bloodhorn   | Knight   | 110 |  45  |  --  |  30 |  35 |  -- |   Yes.   |
      | Vermillion  | Knight   | 120 |  36  |  --  |  30 |  38 |  -- |   Yes.   |
      | Loongear    | Buddhist | 110 |  15  |  18  |  22 |  42 |  55 |   Yes.   |
      | Priest Dusk | Priest   | 120 |  09  |  36  |  20 |  30 |  40 |   Yes.   |
      | King Eclypse| King     | 140 |  150 |  150 |  38 |  42 |  75 |   Yes.   |
      |-------------+----------+-----+------+------+-----+-----+-----+----------|
      | Bossgun     | Bomber   |  80 |  15  |  24  |  18 |  38 |  20 |    No.   |
      | Gina        | Archer   | 100 |  09  |  12  |  10 |  48 |  50 |    No.   |
      | Gordeau     | Enscaver | 150 |  21  |  --  |  15 |  42 |  35 |   Yes.   |
      | Spartus     | Sentinel | 200 |  54  |  --  |  22 |  20 |  -- |   Yes.   |
      |_____________|__________|_____|______|______|_____|_____|_____|__________|
      | PATH-BRANCH EFFECT           | NEXT CHAPTER PLAYED...                   |
      |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
      | Ch. 17: everyone killed      | Chapter 22: "Ancestors Shadows"          |
      | Ch. 17: the grail was found  | Chapter 22: "Bloody Hands"               |
      |______________________________|__________________________________________|
    
     ORDER OF APPEARANCE (1): Galdrake + Bloodhorn -> Loongear -> Vermillion ->
                              Gilardes -> Priest Dusk -> King Eclypse
    
     ORDER OF APPEARANCE (2): Gordeau + Spartus -> Gina -> Bossgun
    
     In the largest group, it starts off with the Galdrake/Bloodhorn duo in the
     foyer and Millennia in the fountain room. Third is Loongear, the TMD family
     healer. He can heal himself and allies, so neutralize him quick. Zodiac is
     the fourth invitee, and like those before him, he's great at controlling and
     using annoying thunder attacks; he starts in the fountainroom. Gilardes is
     next and begins in the hook room. Make sure Loongear is dead by this time for
     an easier...uh, time. Vermillion will come from the fountainroom to assist if
     Gilardes is still around. Priest Dusk is the penultimate entry, and isn't a
     big threat: although he can self-heal and use magic projectiles, he's kind of
     a wuss. Luckily, King Eclypse only appears when everyone else is dead. Check
     his stats -- they're through the roof! 150 ATK at both ranges. Obviously the
     magic loon should be used on him, with big-name combos being used to ciphon
     his health. For reference, he'll start in the fountainroom.
    
     The smaller group is actually a group that could have been fought back in
     Chapter 19, supposing Millennia let any Red Blood member leave after finding
     the grail. Gordeau and Spartus appear together in the entrance, and as we've
     seen, Sentinels will rush to their masters when damaged -- this has numerous
     area-effect damage opportunities. They'll both stay put until Millennia comes
     into their sights, however, so have something ready from the torture room's
     starting point. [Use the Iron Maiden for massive cool points!] Gina appears
     third in the NW corner. Gina will hide by the NE exit if she doesn't come in
     contact with Millennia, and once Bossgun appears, he'll make a beeline for
     that position too. Both can leave the map if left completely alone.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    22) Ancestors' Shadows -or- Bloody Hands                                 [WK22]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
       _____________ __________ _____ ______ ______ _____ _____ _____ __________
      | ENEMY       | TYPE     | HP? | ATKS | ATKL | DEF | SPD | AGL | MNDTORY? |
      |ŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻ|
      | Lombard     | Knight   | 150 |  45  |  --  |  30 |  38 |  -- |   Yes.   |
      | Angela      | Shadow   |  70 |  30  |  --  |  08 |  62 |  60 |   Yes.   |
      | Oboro       | Ninja    |  60 |  18  |  06  |  08 |  65 |  65 |   Yes.   |
      | Izayoi      | Ninja    |  60 |  15  |  06  |  08 |  65 |  70 |   Yes.   |
      |_____________|__________|_____|______|______|_____|_____|_____|__________|
      | PATH-BRANCH EFFECT           | NEXT CHAPTER PLAYED...                   |
      |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
      | Ch. 17: everyone killed      | Chapter 23: "Unquenched Thirst"          |
      | Ch. 17: the grail was found  | Chapter 23: "Scarred Memories"           |
      |______________________________|__________________________________________|
     
     ORDER OF APPEARANCE (1): Oboro + Izayoi -> Angela + Lombard
     ORDER OF APPEARANCE (2): Lombard + Angela -> Oboro
    
     If everyone was killed in Chapter 17, then this will be a 4-man battle; if
     the grail secret was discovered then, it'll be a 3-man battle minus Izayoi. 
     Oboro and Izayoi's annoying teleportation antics should now be very familiar,
     and they'll appear near Millennia's starting position (fireplace room), at
     the SW boulder chamber. There won't be enough time to set traps to get them,
     so one might have to escape to the central room and plot their deaths there.
     When the brothers are dead, the other two appear in the same place the ninja
     did, Angela of course hiding in Lombard's shadow when they appear. Damage him
     to draw her out.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    23) Scarred Memories -or- Unquenched Thirst                              [WK23]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
       _____________ __________ _____ ______ ______ _____ _____ _____ __________
      | ENEMY       | TYPE     | HP? | ATKS | ATKL | DEF | SPD | AGL | MNDTORY? |
      |ŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻ|
      | Shya        | Fighter  | 110 |  24  |  --  |  12 |  48 |  60 |   Yes.   |
      | Geizer      | Shogun   | 140 |  90  |  --  |  38 |  25 |  30 |   Yes.   |
      | Inferno     |Pyromaniac| 130 |  45  |  24  |  12 |  35 |  50 |   Yes.   |
      | Leopold     | Soldier  | 140 |  30  |  --  |  22 |  45 |  35 |   Yes.   |
      | Izayoi      | Ninja    |  60 |  15  |  06  |  08 |  65 |  70 |   Yes.   |
      |-------------+----------+-----+------+------+-----+-----+-----+----------|
      | Valvolt     | Magician |  90 |  15  |  90  |  18 |  35 |  75 |   Yes.   |
      | Maage       | Brute    | 120 |  30  |  15  |  08 |  62 |  60 |   Yes.   |
      | Bashburn    | Crusher  | 200 |  54  |  --  |  12 |  30 |  20 |   Yes.   |
      | Berdick     | Knight   | 120 |  36  |  --  |  30 |  30 |  -- |   Yes.   |
      | Velvet      | Voodoo   |  90 |  18  |  18  |  08 |  38 |  65 |   Yes.   |
      | Roshwald    | Buddhist |  90 |  15  |  30  |  22 |  38 |  50 |   Yes.   |
      |_____________|__________|_____|______|______|_____|_____|_____|__________|
      | PATH-BRANCH EFFECT           | NEXT CHAPTER PLAYED...                   |
      |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
      | Ch. 17: everyone killed      | Chapter 24: "Broken Bonds"               |
      | Ch. 17: the grail was found  | Chapter 24: "Shared Wounds"              |
      |______________________________|__________________________________________|
    
     APPEARANCE ORDER (1): Leopold/Shya > Inferno > Izayoi > Geizer
     APPEARANCE ORDER (2): Valvolt/Maage > Bashburn > Berkick > Velvet > Roshwald
    
     The 5-man group is fought if the grail was discovered in Chapter 17, a 6-man
     if everyone then was slaughtered. This may be the first time a Magician has
     been fought, and they're incredibly powerful at long-range magic. Valvolt's
     able to control thunder and can send a powerful zap from above no matter
     where Millennia is in the room. His HP isn't too bad but he should always be
     a priority. Since he floats, gimme traps like an oil slick won't work on 'im.
     Valvolt appears with Maage in the NE room, a little ways from Millennia's
     position in the central chamber. Bashburn appears 3rd and Berdick 4th, both
     beginning in the NE room as well. Velvet and Roshwald will both show up in
     the SW or NE corridor. These final two characters will head straight for the
     "grail room" in the NW corner if Millennia is too far away. Remember that
     Bossgun set a bomb there, so they'll destroy everything if they touch the
     icon! [Roshwald, if low on health, will futilely try to flee and get to the
     altar. Tee-hee!]
    
     As for the 5-man group, it's relatively simple -- a mishmash of enemies who
     might have been seen before. Leopold and Shya are generic fighters with no
     tricks up their sleeves, but Inferno is immune to fire attacks and can do a
     bit o' damage if Millennia can't evade his flames. Izayoi is the ninja who
     could've fought in the previous chapter (given other circumstances), and can
     teleport to where his target is. Make sure to have a trap waiting for him!
     The final geezer, Geizer, is a shogun with a heapin' helping of immunities to
     normal traps and a gigantic leaping slash that'll knock Millennia's block off.
     Luckily, there's a way around Geizer's immunities -- if he's in distress, such
     as during a status change, he can't concentrate. [This doesn't work for all
     traps, however.] I use the Smash Floor -> Volt Wall trick, myself.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    24) Broken Bonds -or- Shared Wounds                                      [WK24]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
       _____________ __________ _____ ______ ______ _____ _____ _____ __________
      | ENEMY       | TYPE     | HP? | ATKS | ATKL | DEF | SPD | AGL | MNDTORY? |
      |ŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻ|
      | Omega       | Zealot   |  90 |  45  |  30  |  15 |  42 |  75 |   Yes.   |
      | Zevergine   | Chemist  | 100 |  12  |  18  |  18 |  48 |  65 |   Yes.   |
      | Warken      | Psycho   | 130 |  27  |  --  |  10 |  58 |  50 |   Yes.   |
      | Claudia     | Archer   | 120 |  12  |  18  |  12 |  48 |  50 |   Yes.   |
      | Keith       | Slasher  | 150 |  54  |  45  |  28 |  55 |  85 |    No.   |
      |_____________|__________|_____|______|______|_____|_____|_____|__________|
      | PATH-BRANCH EFFECT           | NEXT CHAPTER PLAYED...                   |
      |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
      | Since Ch. 16, everyone dead  | Chapter 25: "Torn Thoughts"              |
      | Ch. 17: the grail was found, | Chapter 25: "Anguish"                    |
      | and Keith killed in Ch. 24   |                                          |
      |______________________________|__________________________________________|
    
     ORDER OF APPEARANCE: Warken + Claudia -> Zevergine -> Omega -> Keith
    
     If Millennia killed everyone in the ruins during Chapter 17, Keith will not
     be present here (for obvious reasons); if she let the secret escape, he'll
     appear as a...err, fifth wheel. But, before that, Warken and Claudia will be
     the first up-and-comers to get a beatdown -- they start in the entrance hall
     while their target, the SW corridor. Zevergine makes his debut in the NE room
     and is only interested in finding the grail, which plays off his cowardly
     personality. Fourth and sometimes last, Omega starts in the grail room and'll
     work his way toward Millennia's position. Since he's a TMD clone and floats,
     as usual, he's immune to some floor (quake bomb, oil slick, etc.) & magnetic
     traps.
    
     NOTE: If one slew Julia earlier, Keith will not ask Millennia to go with him.
           Thanks to Rohvessori for this info.
    
    ENDING INFO
    ŻŻŻŻŻŻŻŻŻŻŻ
     If you let the grail be discovered in Chapter 17, Keith shows up as the last
     combatant. Millennia can kill him like normal, but by letting him wail on her
     endlessly, when she's in low health, he will offer a chance for her to leave
     with him. Agreeing to will change what mission is played in the 26th chapter,
     as well as giving a different ending than if Keith had perished.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    25) Anguish -or- Torn Thoughts                                          [WK25]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
       _____________ __________ _____ ______ ______ _____ _____ _____ __________
      | ENEMY       | TYPE     | HP? | ATKS | ATKL | DEF | SPD | AGL | MNDTORY? |
      |ŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻ|
      | Desfard     | Shogun   | 140 |  90  |  --  |  38 |  30 |  30 |   Yes.   |
      | Killrain    | Knight   | 130 |  36  |  --  |  30 |  38 |  -- |   Yes.   |
      | Valmer      | Knight   | 100 |  45  |  --  |  30 |  30 |  -- |   Yes.   |
      | Killord     | Knight   | 120 |  36  |  --  |  28 |  30 |  -- |   Yes.   |
      | Yocal       | Shinto   | 100 |  24  |  54  |  08 |  48 |  85 |   Yes.   |
      |_____________|__________|_____|______|______|_____|_____|_____|__________|
      | PATH-BRANCH EFFECT           | FINAL CHAPTER PLAYED...                  |
      |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
      | All intruders killed so far  | Chapter 26: "Deliverance"                |
      | Anyone has escaped, ever     | Chapter 26: "Eve of Destruction"         |
      | Ch. 17: grail was found; and | Chapter 26: "Outcasts"                   |
      | in Ch. 24, agreed to leave   |                                          |
      | with Keith                   |                                          |
      |______________________________|__________________________________________|
    
     ORDER OF APPEARANCE: Killrain + Valmer -> Killord -> Desfard -> Yocal
    
     No matter previous decisions, the enemy lineup here will be the same -- and
     it's a doozie, with an entire army platoon gunning for the "devil in a human
     body". All of the armored enemies have lunging attacks, remember, so adjust
     trap calculations accordingly. Killrain and Valmer start the match by having
     cornered Millennia in the central room, and they'll both come down either
     staircase. To further add pressure on the health bonus, Killord spawns in
     the west hallway inbound to the central room; Desfard, the fireplace room.
     When everyone is dead, Yocal appears in the entrance. Like a Magician, she
     can summon bolts of lightning to hit Millennia wherever she is in the room
     (and sometimes the adjoining passageways). Her bolt summons can come fast,
     but her defense is shabby. Unfortunately, there's not even a bittersweet
     scene if Millennia dies here -- no compunction, yo.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    26) Deliverance -or- Eve of Destruction -or- Outcasts                    [WK26]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
       _____________ __________ _____ ______ ______ _____ _____ _____ __________
      | ENEMY       | TYPE     | HP? | ATKS | ATKL | DEF | SPD | AGL | MNDTORY? |
      |ŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻ|
      | Gilardes    | Shogun   | 150 |  90  |  --  |  38 |  30 |  25 |   Yes.   |
      | Zodiac      | Magician | 100 |  15  |  90  |  18 |  38 |  80 |   Yes.   |
      | Galdrake    | Pyro     | 130 |  45  |  24  |  12 |  35 |  50 |   Yes.   |
      | Bloodhorn   | Knight   | 110 |  45  |  --  |  30 |  35 |  -- |   Yes.   |
      | Vermillion  | Knight   | 120 |  36  |  --  |  30 |  38 |  -- |   Yes.   |
      | Loongear    | Buddhist | 110 |  15  |  18  |  22 |  42 |  55 |   Yes.   |
      | Priest Dusk | Priest   | 120 |  09  |  36  |  20 |  30 |  40 |   Yes.   |
      | King Eclypse| King     | 140 |  150 |  150 |  38 |  42 |  75 |   Yes.   |
      |-------------+----------+-----+------+------+-----+-----+-----+----------|
      | Valvolt     | Magician |  90 |  15  |  90  |  18 |  35 |  75 |   Yes.   |
      | Maage       | Brute    | 120 |  30  |  15  |  08 |  62 |  60 |   Yes.   |
      | Bashburn    | Crusher  | 200 |  54  |  --  |  12 |  30 |  20 |   Yes.   |
      | Berdick     | Knight   | 120 |  36  |  --  |  30 |  30 |  -- |   Yes.   |
      | Velvet      | Voodoo   |  90 |  18  |  18  |  08 |  38 |  65 |   Yes.   |
      | Roshwald    | Buddhist |  90 |  15  |  30  |  22 |  38 |  50 |   Yes.   |
      |_____________|__________|_____|______|______|_____|_____|_____|__________|
    
     APPEARANCE ORDER (1): Galdrake + Bloodhorn > Loongear > Zodiac > Gilardes >
                           Vermillion > Priest Dusk > King Eclypse
    
     APPEARANCE ORDER (2): Valvolt/Maage > Bashburn > Berdick > Velvet > Roshwald
    
     Home sweet home! This mission will take place at "Castle in the Forest," the
     very first map we used to kill nasty humans. If Millennia did not agree to
     escape with Keith in Chapter 24, she'll fight the 8-man crew; if she did,
     she'll fight the six-man crew in the "Outcasts" chapter. It's worth saying
     ahead of time that there's only one magic loon here, so try to keep health
     as high as possible until the final enemy appears!!
    
     In the largest group, it starts off with the Galdrake/Bloodhorn duo in the
     foyer and Millennia in the fountain room. Third is Loongear, the TMD family
     healer. He can heal himself and allies, so neutralize him quick. Zodiac is
     the fourth invitee, and like those before him, he's great at controlling and
     using annoying thunder attacks; he starts in the fountainroom. Gilardes is
     next and begins in the hook room. Make sure Loongear is dead by this time for
     an easier...uh, time. Vermillion will come from the fountainroom to assist if
     Gilardes is still around. Priest Dusk is the penultimate entry, and isn't a
     big threat: although he can self-heal and use magic projectiles, he's kind of
     a wuss. Luckily, King Eclypse only appears when everyone else is dead. Check
     his stats -- they're through the roof! 150 ATK at both ranges. Obviously the
     magic loon should be used on him, with big-name combos being used to ciphon
     his health...he can self-heal also, as Timenoids are wont to do. He's immune
     to bombs, remember!
     
     Valvolt appears with Maage in the NE room, a little ways from Millennia's
     position in the central chamber. Bashburn appears 3rd and Berdick 4th, both
     beginning in the NE room as well. Velvet and Roshwald will both show up in
     the SW or NE corridor. These final two characters will head straight for the
     "grail room" in the NW corner if Millennia is too far away. Remember that
     Bossgun set a bomb there, so they'll destroy everything if they touch the
     icon! [Roshwald, if low on health, will futilely try to flee and get to the
     altar. Tee-hee!]
    
    ENDING INFO
    ŻŻŻŻŻŻŻŻŻŻŻ
     • If Millennia killed everyone in the game, this unlocks its own ending and
       two unique (unblockable) traps: the Evil Upper and Evil Stomp.
    
     • If the grail was found in Chapter 17 and Millennia agreed to accompany
       Keith during Chapter 24, that unlocks its own ending and special trap:
       the Ardebaran Mask (a vase)
    
     • If the grail was found in Chapter 17 and Millennia killed Keith in Chapter
       24, that unlocks its own ending and trap: the awesome Magic Sac.
    
     • If Millennia killed everyone in Chapter 17 and spared someone else in the
       game (such as a Villager, etc.), this is the ending that will be received.
       The unlocked trap is the Evil Kick which is unblockable!
              _________          _______    _______  _        ______   _
              \__   __/|\     /|(  ____ \  (  ____ \( (    /|(  __  \ ( )
                 ) (   | )   ( || (    \/  | (    \/|  \  ( || (  \  )| |
                 | |   | (___) || (__      | (__    |   \ | || |   ) || |
                 | |   |  ___  ||  __)     |  __)   | (\ \) || |   | || |
                 | |   | (   ) || (        | (      | | \   || |   ) |(_)
                 | |   | )   ( || (____/\  | (____/\| )  \  || (__/  ) _ 
                 )_(   |/     \|(_______/  (_______/|/    )_)(______/ (_)
    
     After the credits, Millennia can overwrite her current save to make a "Clear
     Data" file. By loading this at the main menu, she can replay the entire game
     anew but start with whatever trap(s) she had acquired so far. Should all of
     the endings have been viewed, this will unlock the "Suezo" falling hazard,
     which is really one of the characters/mascots from the Monster Rancher
     series.                                              _______________________
    _____________________________________________________/ IV. APPENDICES [APND] |_
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    ENEMY TYPES                                                              [ENMY]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     There are tons of enemies in the game, but they can be categorized based off
     of what type they are. By viewing the 'Enemy Data' tab, Millennia can get a
     few hints on their personality or, maybe, what their immunities are. A note
     about immunities, though: some of them are always in effect, such as armored
     characters breaking beartraps, while others, such as Crushers catching rocks
     from the ceiling, apply only when they're in a healthy state! I separate the
     two into categories, calling the latter "general immunities" to specify the
     health factor.
      __________ ________________________________________________________________
     | FOE TYPE | BEHAVIOR, CHARACTERISTICS, ETC.                                |
     |ŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     | Archer   | These females are quicker than soldiers and have weak close- & |
     |          | long-range attacks, but no other special characteristics. They |
     |          | have low HP and DEF.                                           |
     |----------+----------------------------------------------------------------|
     | Assassin | Deadly and sexy, these chicks are equipped with claw knuckles  |
     |          | and can sometimes inflict statuses with their attacks. Like a  |
     |          | ninja, they have the power of local teleporting, although it's |
     |          | more akin to Phantoms' power than ninja. HP is ridiculously    |
     |          | low but they make up for it with their extreme dexterity.      |
     |----------+----------------------------------------------------------------|
     | Bomber   | These guys look like members of a hazmat squad and will attack |
     |          | by rolling explosive cannisters at Millennia, trying to catch  |
     |          | her in the blast. The explosions may or may not be tinged with |
     |          | some agent that inflicts side effects. Immune to gas attacks,  |
     |          | and generally immune to bombs.                                 |
     |----------+----------------------------------------------------------------|
     | Brute    | These Amazon queens typically excel at HP and (brute) strength |
     |          | and can throw dual hatchets at the target (straight line, and  |
     |          | sidestep-evadible). Their agility ain't bad either.            |
     |----------+----------------------------------------------------------------|
     | Buddhist | These masked mages are good at recovering stamina, both ally & |
     |          | self. They're also curiously immune to some gas attacks. HP is |
     |          | typically their best stat, although they can attack from long- |
     |          | and close-range.                                               |
     |----------+----------------------------------------------------------------|
     | Chemist  | Chemists have a cool hat, but they're really not that great at |
     |          | battling -- that must be why they have a self-healing ability. |
     |          | But, true to their name, they can attack both near/far, and    |
     |          | their projectiles sometimes have status effects. HP/AGL's OK.  |
     |----------+----------------------------------------------------------------|
     | Crusher  | This muscleman carries a hammer that's dangerous close-up and  |
     |          | can also shake the ground, which stuns Millennia for a second. |
     |          | In addition, his general immunity is rocks and wall types.     |
     |----------+----------------------------------------------------------------|
     | Drone    | This TMD clone has no floating powers like a guard but has a   |
     |          | better stat balance, except its horrible AGL and non-floating  |
     |          | movement. It's immune to gas traps and beartraps, and mostly   |
     |          | immune to arrows.                                              |
     |----------+----------------------------------------------------------------|
     | Enscaver | These goofballs don't have any redeeming qualities to speak of |
     |          | (besides HP), but will appear with their powerhouse Sentinel   |
     |          | slaves who're much more capable. If damaged, the slaves will   |
     |          | rush to the Enscaver's aid, which sets up area-effect chances. |
     |----------+----------------------------------------------------------------|
     | Fighter  | These quick femmes have high AGL and SPD, as well as the power |
     |          | to fight well up-close with roundhouse kicks; also, they can   |
     |          | flip over Millennia to attack her exposed backside. Due to the |
     |          | high dexterity, they can also dodge boulder traps if they see  |
     |          | 'em in time.                                                   |
     |----------+----------------------------------------------------------------|
     | Guard    | These TMD clones float above the air and can warp magnetic     |
     |          | fields, which makes them immune to magnets and things like the |
     |          | Vacuum Floor (but not beartrap types). They generally have ATK |
     |          | HP, and AGL above par and can shoot projectiles that inflict   |
     |          | status effects. Also notable, they can warp themselves when in |
     |          | danger (like Phantoms) so always watch your back...literally!  |
     |----------+----------------------------------------------------------------|
     | King     | The King is the best enemy in the game, having 150 ATK in all  |
     |          | ranges, high HP, and decent stats everywhere else. To top it   |
     |          | off, he can constantly self-heal like most Timenoids. Use big  |
     |          | combos to rip him to shreds! Has an immunity to bombs/buzzsaws |
     |----------+----------------------------------------------------------------|
     | Knight   | With an armored physique, knights are better than soldiers in  |
     |          | all categories except speed. Beartraps have little effect on   |
     |          | them, and they have the power to break some traps if they're   |
     |          | hit with one, such as the volt chair (they break for the rest  |
     |          | of the mission). Also, some types are immune/resistant to li'l |
     |          | bombs and arrows. They preface slashes by lunging forward!     |
     |----------+----------------------------------------------------------------|
     | Hunter   | Another quick female attacker with SPD/AGL, this chick throws  |
     |          | a boomerang at mid-range and can attack at close-range. She's  |
     |          | capable of dodging boulder traps if given the chance and can   |
     |          | destroy some others, such as the volt chair, if attacked by it |
     |----------+----------------------------------------------------------------|
     | Leader   | Basically the same as a Phantom, but a bigger coward. Loser!   |
     |----------+----------------------------------------------------------------|
     | Magician | These mages are heavily skilled in the long-range department,  |
     |          | and in fact don't shoot projectiles -- they can summon bolts   |
     |          | of lightning to strike Millennia (above) anywhere in the room. |
     |          | Naturally they have a lightning immunity, and because they're  |
     |          | floating, some traps (like oil) are naturally evaded. Also,    |
     |          | the lightning strikes can hit Millennia if she's 1 room away!  |
     |----------+----------------------------------------------------------------|
     | Ninja    | Probably the most annoying enemy type in the game, ninja don't |
     |          | follow the normal conventions the others do. They can vanish   |
     |          | from radar and suddenly appear in Millennia's room, attack and |
     |          | temporarily blind with their kunai, and evade spring-floor and |
     |          | "flash" traps (as well as boulders if they can). Truly one of  |
     |          | the more worthy opponents as they fight doggedly.              |
     |----------+----------------------------------------------------------------|
     | Nobleman | These bourgeois boys carry swords but have little fighting     |
     |          | skill and no evasion abilities. Like thieves, they'll usually  |
     |          | run if they see Millennia, cower in fear like lame ducks, or   |
     |          | make a beeline to the map exit. They only excel in HP growth.  |
     |----------+----------------------------------------------------------------|
     | Phantom  | These creepy, pale-faced enemies specialize in throwing tarot  |
     |          | cards (straight line) that may give off a certain effect, and  |
     |          | will often have cowardly tendencies (fleeing, cowering, etc.)  |
     |          | They don't really excel at anything; often used as bait. They  |
     |          | can warp themselves locally, however, if they get in a bind,   |
     |          | usually a room or two away.                                    |
     |----------+----------------------------------------------------------------|
     | Priest   | Reserved for one character in the game, the Priest can use     |
     |          | magic projectiles and self-heal as well. Their HP is higher    |
     |          | than normal mages, but he's kind of a coward at heart.         |
     |----------+----------------------------------------------------------------|
     | Psycho   | These bizarre-looking half-wits are equipped with "Wolverine"  |
     |          | claws and no armor, which should tell about their priorities   |
     |          | in battle. Like fighters and knights, they have an attack that |
     |          | involves jumping/lunging at Millennia.                         |
     |----------+----------------------------------------------------------------|
     | Puppet   | Same as a Drone except has more SPD/AGL. See: Drone for info   |
     |----------+----------------------------------------------------------------|
     |Pyromaniac| These robed men are skilled against fire and with it, blowing  |
     |          | fiery streams (1-3) at Millennia when she's near. Their ATK,   |
     |          | HP, an AGL are decent but have weak offense and lower speed. A |
     |          | bomb immunity goes along with the fire immunity, too.          |
     |----------+----------------------------------------------------------------|
     | Sentinel | These creatures always appear as servants to Enslavers, and'll |
     |          | boast really high HP and ATK. Due to their brawny nature, they |
     |          | are immune to walls/beartraps. One unique trait they have is   |
     |          | they will rush to their master's side and wait there if he's   |
     |          | been attacked. They have a flying kick that's really amazing.  |
     |          | If their master dies first, their AI kind of gets indecisive.  |
     |----------+----------------------------------------------------------------|
     | Shadow   | Same as Assassin but with better stats, and can hide "in" ally |
     |          | shadows, leaping out to attack at will. See: Assassin for more |
     |          | info.                                                          |
     |----------+----------------------------------------------------------------|
     | Shinto   | This is Yocal's class. It's well-rounded except for DEF. Like  |
     |          | Magicians, she can summon bolts of lightning to hit Millennia  |
     |          | wherever she is in the room, and sometimes adjoining passages  |
     |          | as well. Her bolts are fast, and she can self-heal -- sexy!    |
     |----------+----------------------------------------------------------------|
     | Shogun   | A heavily-armored sword-wielding class, the shogun is really   |
     |          | more agile than he looks, and has a huge leaping attack that's |
     |          | liable to take Millennia by surprise. In addition to that, the |
     |          | shogun boasts a host of immunities (some general): explosions, |
     |          | falling rocks, walls, beartraps, and arrows. I've had buzzsaws |
     |          | bounce off its back before, too. HP is great, ATK is INSANE!   |
     |----------+----------------------------------------------------------------|
     | Slasher  | Reserved for only one swordsman in the game, this class has a  |
     |          | great balance to it, not to mention they have a long-range     |
     |          | attack (air wave from sword). They can also teleport locally   |
     |          | but not in the same league as a ninja.                         |
     |----------+----------------------------------------------------------------|
     | Soldier  | A sword-wielder who specializes in up-close slashing. Unlike a |
     |          | Knight type, he doesn't preface his attack with a lunge; this  |
     |          | makes running away easier. His HP is decent and ATK is 20+.    |
     |----------+----------------------------------------------------------------|
     | Thief    | Like a soldier but with less ATK and higher dexterity, and a   |
     |          | cowardly personality (usually) that means they run away from a |
     |          | direct battle and must be lured into rooms with traps already  |
     |          | in 'em. Like ninja, thieves can also vanish off the minimap... |
     |          | but this is due to them hiding in one spot like wusses. They   |
     |          | have a general immunity to floor traps (Rising Floor, etc.)    |
     |----------+----------------------------------------------------------------|
     | Villager | A weakling 'enemy' who usually doesn't want to put up a fight, |
     |          | which isn't surprising since they have no weapon. Stats're low |
     |          | and unit will typically flee or cower in a corner. Only attack |
     |          | is pushing Millennia away if she's too close.                  |
     |----------+----------------------------------------------------------------|
     | Voodoo   | These female mages are usually weak HP- and DEF-wise, but can  |
     |          | use projectile magic (sometimes causing status changes) or may |
     |          | self-heal. They're typically not a threat...                   |
     |----------+----------------------------------------------------------------|
     | Warlock  | These sorcerors can attack and use projectile magic, but the   |
     |          | latter is seen more (can inflict Slow). Their wounds heal over |
     |          | time, which is either bad or good for someone who wants ark.   |
     |          | Also worth noting is their magic has a great homing function!  |
     |----------+----------------------------------------------------------------|
     | Zealot   | Better stats than a Guard. For synopsis, see: Guard            |
     |__________|________________________________________________________________|
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    TRAP OVERVIEW                                                            [TRPO]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
    TENETS IF TRAP USAGE
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     • Millennia is not immune to any traps whatsoever! Watch your step!
     • Only 1 trap type (wall, ceiling, floor) can be set per room at a time
     • Wall traps cannot start on doors
     • Floor and ceiling traps cannot be set on the same (exact) tile
     • Floor and ceiling traps cannot be set on a default trap's exact tile(s)
    
    TABLE LEGEND
    ŻŻŻŻŻŻŻŻŻŻŻŻ
     • TRAP NAME -------> Name of the trap
     • DMG -------------> Typical damage for trap
     • R ---------------> Range of trap (see note below)
     • K ---------------> Knockback effect (! = until an obstacle is hit)
     • CH --------------> Charge (re/load) time
     • COST ------------> Currency (ark) needed to buy trap
     • CREATION METHOD -> Combination/purchase needed to become available
    
     About ranges. A number (#) stands for push or the blast radius, "R" for
     rolling (drops into place unless on a decline); "A" for arrows, which'll
     go straight ahead and over dropoffs; "B" for bombs/buzzsaws, which fly
     in their targeted path and drop altitude when encountering stairways and
     such. Keep in mind that gas type attacks' range is actually squared, so "3"
     translates to a 3x3 square.
    
     ### NOTE: The player can check this info in-game at the 'Trap Data' tab ###
     ________________ _____ ___ ___ ____ ______ _________________________________
    | TRAP NAME      | DMG | R | K | CH | COST | CREATION METHOD                 |
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻ|ŻŻŻ|ŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | Mega Rock      |  70 | R | - | 09 | ---- | Default                         |
    | Slow Gas       | --- | 3 | - | 05 | ---- | Default                         |
    | Spike Rock     |  75 | R | - | 09 | 1800 | Mega Rock                       |
    | Confuse Gas    | --- | 3 | - | 06 |  600 | Slow Gas                        |
    | Vase           | --- | 1 | - | 02 |  400 | Slow Gas                        |
    | Iron Ball      |  80 | R | 2 | 10 | 3600 | Spike Rock + Basin              |
    | Flare Rock     |  90 | R | - | 10 | 6300 | Iron Ball + Heat Breath         |
    | Evil Breath    | --- | 3 | - | 04 | 1200 | Confuse Gas                     |
    | Berserk Gas    | --- | 3 | - | 04 | 1700 | Evil Breath                     |
    | Heat Breath    |  01 | 3 | - | 05 | 4000 | Berserk Gas + Lava Vase         |
    | Volt Rock      | 100 | R | - | 11 | 7000 | Judgement + Iron Ball           |
    | Oil Vase       | --- | 1 | - | 02 | 1400 | Vase                            |
    | Lava Vase      |  55 | 1 | - | 03 | 2400 | Oil Vase                        |
    | Basin          |  10 | 1 | - | 02 |  600 | Vase                            |
    | Vat            |  20 | 1 | - | 02 |  600 | Basin                           |
    | Aldebaran      |  70 | 1 | - | 02 | 3500 | Save after Ending #3            |
    | Evil Stomp     |  50 | 1 | - | 04 | 5000 | Save after Ending #1            |
    |----------------+-----+---+---+----+------+---------------------------------|
    | Press Wall     |  05 | 2 | 2 | 04 | ---- | Default                         |
    | Arrow Slit     |  35 | A | - | 03 | ---- | Default                         |
    | Attack Wall    |  10 | 4 | 4 | 06 | 1200 | Press Wall                      |
    | Fire Arrow     |  40 | A | - | 04 | 1000 | Arrow Slit                      |
    | Magnet         | --- | 2 | - | 08 |  900 | Press Wall                      |
    | Evil Kick      |  30 | ? | ! | 06 | 5000 | Save after Ending #4            |
    | Rolling Bomb   |  70 | B | 3 | 06 | 2200 | Fire Arrow                      |
    | Chain Needle   |  23 | A | - | 07 | 3800 | Triple Arrow                    |
    | Fire Ball      |  65 | B | ! | 05 | 4000 | Rolling Bomb + Blast Bomb       |
    | Cold Arrow     |  32 | A | - | 04 | 4000 | Triple Arrow + Cold Claw        |
    | Buzz Saw       |  45 | B | ! | 07 | 4600 | Spike Wall + Chain Needle       |
    | Laser Arrow    |  85 | A | - | 08 | 4800 | Buzz Saw + Cold Arrow           |
    | Spike Wall     |  35 | 3 | 3 | 05 | 2400 | Attack Wall + Spike Rock        |
    | Power Magnet   | --- | 5 | - | 10 | 2400 | Magnet                          |
    | Volt Magnet    |  50 | 4 | - | 10 | 3800 | Power Magnet + Thunder Volt     |
    | Triple Arrow   |  26 | A | - | 05 | 2600 | Fire Arrow                      |
    |----------------+-----+---+---+----+------+---------------------------------|
    | Small Bomb     |  35 | 2 | 2 | 03 | ---- | Default                         |
    | Bear Trap      |  15 | 1 | - | 04 | ---- | Default                         |
    | Land Mine      |  40 | 2 | 2 | 05 | 1200 | Small Bomb                      |
    | Flash Bomb     | --- | 1 | - | 04 |  800 | Small Bomb                      |
    | Heavy Claw     |  25 | 1 | - | 05 | 1000 | Bear Trap                       |
    | Catastrophe    | --- | - | - | 08 | 4300 | Quake Bomb + Smash Floor        |
    | Hell Fire      |  85 | 1 | 5 | 11 | 4800 | Fire Ball + Catastrophe         |
    | Blast Bomb     |  50 | 1 | 3 | 07 | 2400 | Flash Bomb + Land Mine          |
    | Quake Bomb     | --- | 3 | - | 05 | 3400 | Blast Bomb + Spring Floor       |
    | Cold Claw      |  25 | 1 | - | 05 | 2000 | Heavy Claw + Confuse Gas        |
    | Lift Floor     |  25 | 1 | - | 04 | 1900 | Magnet + Attack Wall            |
    | Rising Floor   |  30 | 1 | - | 06 | 3600 | Lift Floor                      |
    | Spring Floor   |  15 | 1 | 4 | 06 | 2900 | Land Mine                       |
    | Smash Floor    |  25 | 1 | 8 | 06 | 4100 | Spring Floor                    |
    | Spark Rod      |  45 | 3 | - | 06 | 1900 | Flash Bomb                      |
    | Thunder Volt   |  65 | 3 | - | 07 | 4100 | Spark Rod                       |
    | Judgement      |  85 | 3 | - | 09 | 5300 | Volt Magnet + Rising Floor      |
    | Magnet Floor   | --- | 1 | - | 09 | 3400 | Power Magnet + Lift Floor       |
    | Vacuum Floor   | --- | 5 | - | 12 | 4300 | Magnet Floor                    |
    | Evil Upper     |  25 | 1 | 1 | 06 | 5000 | Save after Ending #1            |
    | Magic Sac      | --- | 1 | - | 05 | 4000 | Save after Ending #2            |
    |________________|_____|___|___|____|______|_________________________________|
    
    
    _____________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻ
    INITIAL TRAPS
    _____________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Initial traps are those that are the map default, and can neither be removed,
     moved, or count toward the 1-type-per total Millennia does.
    
    FIRE PIT
    ŻŻŻŻŻŻŻŻ
     Found: Castle in the Forest, Sacred Place
    
     Firepits are basically fireplaces that will deal damage to the enemy as long
     as he's in there, and even moreso if s/he is covered in oil. There are many
     methods for knocking someone in there, but the best is generally to use
     Spring Floor types, which will shoot the target into them no matter which
     way they're facing. Explosions are usually too unreliable and wall types'll
     never have enough reach.
    
    PILLAR
    ŻŻŻŻŻŻ
     Found: Castle in the Forest
    
     Pillars can be knocked over with explosions, extendable walls, and falling
     rocks. They usually require good timing to hit someone unless a floor trap
     has already immobilized 'em.
    
    HOOK
    PENDULUM
    ŻŻŻŻŻŻŻŻ
     Found: Castle in the Forest, King's Palace
    
     These two initial traps are basically identical: they're attached to the
     ceiling and are in perpetual motion, swinging across a set number of tiles.
     Anyone who is hit by them will be sent flying.
    
    POWDER BOX
    ŻŻŻŻŻŻŻŻŻŻ
     Found: Castle in the Forest, King's Palace
    
     Powderboxes look like gigantic brown crates that take up one tile of a room.
     Like pillars, they can be triggered with explosions or extendable walls; the
     only difference is powderboxes explode when they connect. The explosion will
     generally hit any unit within two tiles (1 diagonal) of the blast.
    
    LUMBER SAW
    ŻŻŻŻŻŻŻŻŻŻ
     Found: Castle in the Forest, King's Palace
    
     This mean-looking sawblade is fixed to the floor and found in only one room
     in each map. Millennia will have to think of clever tricks to get enemies
     into touching its blades (luckily all four sides inflict damage!) which
     usually involve extendible walls, spring floors, or -- my personal fave -- the
     buzzsaw.
    
    VOLT CHAIR
    ŻŻŻŻŻŻŻŻŻŻ
     Found: Castle in the Forest, King's Palace
    
     An electric chair with a dangerous charge, enemies who come in contact with
     it are heavily damaged via electrocution. All chairs are found near the foot
     of stairs, making the trap combinations for hitting enemies into it endless.
     This trap breaks if used on an enemy and doesn't deal the coup de grâce!
    
    WALL SPEAR
    ŻŻŻŻŻŻŻŻŻŻ
     Found: Castle in the Forest
    
     Wall spears are akin to retractable spikes, coming out of the wall to damage
     any unit who's within the tile. Leading enemies into them isn't hard, and my
     personal favorite way for "Castle in the Forest" is dropping an oil vase in
     front of the door nearest the trap, and the foe will simply stumble into the
     thing in a daze!
    
    OIL BARREL
    ŻŻŻŻŻŻŻŻŻŻ
     Found: King's Castle
    
     There's only one barrel in the game, and it's found in the eastern stairway
     of the second map. As with the oil status effect, fire exacerbates the issue:
     in this case, it explodes the barrel. Naturally, this applies to explosions
     as well. When it detonates, it will catch anyone in a small radius in the
     blast. Be careful around pyromaniacs
    
    FLOOR PIKE
    ŻŻŻŻŻŻŻŻŻŻ
     Found: King's Castle, Ruins
    
     a.k.a retractable spikes. It's essentially the same as the Wall Spear but'll
     shoot vertically when an enemy is near, or even if they aren't. Enemies will
     typically avoid this, although some occasionally walk onto them even if our
     gal Millennia is out of the room. It should be obvious that knocking someone
     on them will damage, but I've actually flung someone (with Spring Floor) over
     the thing and managed to catch them in the automatic extending, which counts
     as a rare Aerial Hit.
    
    DEATH FAN
    ŻŻŻŻŻŻŻŻŻ
     Found: King's Palace, Ruins
    
     Think a living room fan, except made out of deadly, deadly blades. This trap
     is normally off-limits to everyone, but by using a Lift Floor [etc.] trap to
     bring someone towards the ceiling, it can attack (x4) and deal damage before
     throwing them down to the ground.
    
    GUILLOTINE
    ŻŻŻŻŻŻŻŻŻŻ
     Found: King's Palace, Ruins
    
     A gigantic blade hangs in a remote part of a passage -- the guillotine! This
     archaic killing device is set to go off whenever someone walks underneath;
     enemies typically avoid so it won't see much play.
    
    BOULDER
    ŻŻŻŻŻŻŻ
     Found: King's Palace, Ruins
    
     No, not the normal kind -- these are super-large and fixed to the ceiling.
     Dislodging them can only be done by using a Quake Bomb or Catastrophe trap,
     which sets off all traps in the proximity or room, respectively. When they
     fall, they actually don't roll...they're meant to squish whomever was under
     their sights. This disappears from the map after one use.
    
    CONDUCTOR
    ŻŻŻŻŻŻŻŻŻ
     Found: Ruins
    
     Conductors are static traps and do nothing on their own. However, if a trap
     that uses electricity is set off -- such as the Spark Rod -- it automatically
     forms a bond with it so there's a big line of electricity extending between
     the two. It usually won't see much use...
    
    VOLT WALL
    ŻŻŻŻŻŻŻŻŻ
     Found: Ruins
    
     One of the best traps, the volt wall is an electrified wall trap (duh?) that
     will shock anyone who moves in too close. By using spring floors or the
     buzzsaw, this can see insane amounts of use.
    
    PITFALL
    ŻŻŻŻŻŻŻ
     Found: Ruins
    
     Located only in the fireplace room of the ruins, this is essentially a giant
     hole that water flows into. Only after someone has fallen in do they realize
     it's not actually water but oil. They climb out in that condition after the
     damage has been sustained, making them sitting ducks.
    
    FALSE ROOF
    ŻŻŻŻŻŻŻŻŻŻ
     Found: Ruins
    
     In a lonely dead-end room of the ruins is a spiked ceiling that can deal a
     bunch of damage on whoever is unfortunate enough to be underneath. Trigger
     the trap by stepping on the center tile!
    
    CASKET
    ŻŻŻŻŻŻ
     Found: Ruins
    
     More commonly known as an iron maiden, this spike-laden sarcophagus is just
     waiting for someone to approach it, where the lid slams shut and impales the
     enemy before spitting 'em out again. Although it starts out open, only one
     spiked portion will trigger the trap. This is easiest to do with a buzzsaw.
    
    LAVA
    ŻŻŻŻ
     Found: Ruins
    
     It's lava, it continuously burns like a Heat Breath trap, and it's hot. I
     don't think much more has to be said about this, besides that enemies will
     avoid it and the only way to get them in is a spring floor or bomb blast.
    
    __________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    SPECIFIC TRAP INFO
    __________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     It's easy to understand what a "land mine" does, so there's no point in going
     over the basics for each bomb type. However, there are some traps that are
     more than meets the eye, standing out amongst the rest of the types.
    
     • OIL VASE: This cheap, simple, quick-recharging weapon may see some of the
       most use in the game, if you're smart. Not only can it be dropped on foes'
       heads to blind them temporarily, but if it misses and hits the floor, it'll
       create an oil slick that does that exact same function! This is most useful
       when put in front of entrances, ensuring that whoever walks in gets slicked
       up. In fact, some traps can be based off this -- like Castle in the Woods'
       fountainroom, where a person can stagger right into a wall spear.
    
     • ROCK TYPES: It's obvious rock types can be set in motion by being dropped
       down an incline, but did you know that they can be dropped on flat ground
       and be sent rolling by moving wall traps? This can be done even if they're
       in motion and heading to a wall trap (although that requires good timing).
       What's more, it's possible to get a 2-combo by hitting an enemy head-on
       with the rock and wall; just make sure its range is long enough, like a
       Spike/Attack Wall! [Also, the Volt Rock can electrify water if someone's
       in there, and the Iron Ball will bounce of objects before slowly coming to
       a stop.]
    
     • BUZZ SAW: This wall weapon shoots at the target, and upon hitting it, will
       carry him or her in the direction it was shot, until an obstacle is hit.
       This is insanely useful when trying to harness the initial traps' abilities.
       In addition, the buzzsaw's range doesn't fly straight like an arrow; it'll
       drop in altitude if a stairway or ledge is in its path (not vice versa).
    
     • LASER ARROW: Normal arrows will hit one target and go no further, but this
       one has two special properties: it pierces defense (electrified!) and can
       travel through targets, hitting anyone who's behind the initial target.
       Unfortunately, it doesn't deal extra damage to anyone standing in water.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    ENDINGS                                                                  [NDNG]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Kagero: Deception II has four endings in all, most of which are dependant on
     choices made in pivotal chapters. Each one will unlock a unique trap that can
     be used on a "Clear Data" (post-credits) save, and can 
     
     • #1: Kill every enemy in the game, whether they be harmless villagers or a
           heavily armored knight. This does _not_ apply to Yocal in the first
           chapter or Keith/Lombard in Chapter 17, since they are not registered
           enemies or cannot be fought, respectively. This will unlock the Evil
           Stomp and Evil Upper traps when loading a "Clear Data" save.
    
     • #2: Let someone find the TMD grail in Chapter 17 and escape, and kill Keith
           in Chapter 24 instead of agreeing to meet up later. This will unlock the
           Magic Sac floor trap when loading a "Clear Data" save.
    
     • #3: Let someone find the TMD grail in Chapter 17 and escape, then agree to
           go with Keith during Chapter 24 (this is done by letting him beat on
           Millennia until her health is near critical, and without her fighting
           back, but only if Julia was spared earlier). Continue through the game
           like normal and eventually encounter the ending. This unlocks the
           Ardebaran vase trap when loading a "Clear Data" save.
    
     • #4: Kill everyone in Chapter 17 to prevent the Red Blood from finding the
           TMD grail, but have let someone escape at some point previously (which
           will avoid the 100-kill ending). This will unlock the Evil Kick trap
           when loading a "Clear Data" save.
    
     If the player manages to witness all four endings, when loading the "Clear
     Data" save afterwards, there will be final unique trap: the Suezo! Yes, it's
     the cute monster from the Monster Rancher series that is a falling hazard!
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    V. UPDATES & CONTRIBUTIONS                                               [UPDT]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     11-17-08 ------------------------------+ Started walkthrough
     11-23-08 ------------------------------+ Finished walkthrough
    
    THANKS TO...
    ŻŻŻŻŻŻŻŻŻŻŻŻ
     • The game manual, for the story intro
     • Rohvessori, for Ch. 24 ending note
     • Syonyx for giving this game some attention. When it comes to writing for
       old Playstation games, I feel a close kinship with this great dude. 
    
    NOTES TO SELF
    ŻŻŻŻŻŻŻŻŻŻŻŻŻ
     • Does "Countdown to Ruin" really depend on Rain/Gerald's demise?
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    VI. LEGALITY                                                             [LGLT]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    This document is intended for private home use ONLY, and may not be reproduced
    through electronic or commercial means without the expressed consent of the
    author (Patrick Summers). It cannot be hosted, edited, or distributed for
    profit, and may not be given away as an add-in/gift to bought items. All rights
    are reserved to respective parties, even those not explicitly stated herein.
    Those who find thos document on sites not listed below should e-mail the
    author (Shotgunnova). Thanks for reading, and thanks for respectin' FAQers.
    
     ALLOWED SITES                       DISALLOWED SITES
     ŻŻŻŻŻŻŻŻŻŻŻŻŻ                       ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     • Gametalk.com                      • CheatCC.com
     • GameFAQs.com
     • MyCheats.com
     • Neoseeker.com
     • GamesRadar.com
     • Supercheats.com
     • Honestgamers.com                                
     • Chaptercheats.com                               E-mail for permissions at:
     • Cavesofnarshe.com                                shotgunnova[@]gmail.c0m
    _______________________________________________________________________________
    I'LL MEET YOU AT THE BOTTOM    Document İ Shotgunnova 1997-2011 (and countin'!)
    IF THERE REALLY IS ONE, THEY     Tecmo's Deception namesake İ respective owners
    ALWAYS TOLD ME WHEN YOU HIT                       E N D   O F   D O C U M E N T
    IT YOU'LL KNOW IT                                           Beware of buzzsaws!