___ ___ ___  ___  _  _   _   _  _  ___ ___    ___  ___   ___ _ _____ ___
| _ \ __/ __|/ _ \| \| | /_\ | \| |/ __| __|  / _ \| __| | __/_\_   _| __|
|   / _|\__ \ (_) | .` |/ _ \| .` | (__| _|  | (_) | _|  | _/ _ \| | | _|
|_|_\___|___/\___/|_|\_/_/ \_\_|\_|\___|___|  \___/|_|   |_/_/ \_\_| |___|

_______________________________________________________________________________

                         W A L K T H R O U G H / F A Q
                            Written by threetimes
_______________________________________________________________________________

Platform : PS3                                       Start Date: June 7th 2010
Developer: Tri-Ace                                   Update: November 28th 2011
Publisher: Sega                                      Version: 1.4
Released : 2010
_______________________________________________________________________________

Updated November 28th 2011
Included a F.A.Q.S. section and added stats for levels 100 to 200.

                                  * * *

Resonance of Fate is set in a distant future, where survivors of a poisoned
earth live in a tower-like construction called Basel. Originally created as a
huge machine, to purify to the atmosphere, it became the place where humanity
attempted to rebuild a better life. As time passed even Basel fell foul of the
increasing demands made upon its machinery, and it began to malfunction...

                                  * * *

-------------------------------------------------------------------------------
TABLE OF CONTENTS ................................................ SEARCH CODE
-------------------------------------------------------------------------------
To find a section of the guide select the Edit option on your toolbar and then
Find and type the code. Or use Ctrl +F, (it's the Apple button for Macs +F)
to bring up a box where you can type in the code.

   I. Introduction .................................................... *INTRO
  II. Game Basics ..................................................... *BASIC
 III. Battle System ................................................... *BATTLE
  IV. Hints And Tips .................................................. *TIPS

   V. The Walkthrough ................................................. *WALK
      Prologue ........................................................ *WC00
              Arena Battle Tutorial (Optional) ........................ *ABT0
      Chapter 01 ...................................................... *WC01
      Chapter 02 ...................................................... *WC02
      Chapter 03 ...................................................... *WC03
      Chapter 04 ...................................................... *WC04
      Chapter 05 ...................................................... *WC05
              Dakota Vein Dungeon (Optional) .......................... *DV05
      Chapter 06 ...................................................... *WC06
      Chapter 07 ...................................................... *WC07
      Chapter 08 ...................................................... *WC08
              Freud Remnants (Optional) ............................... *FR08
      Chapter 09 ...................................................... *WC09
      Chapter 10 ...................................................... *WC10
      Chapter 11 ...................................................... *WC11
      Chapter 12 ...................................................... *WC12
      Chapter 13 ...................................................... *WC13
              Etsia Dungeon (Optional) ................................ *ET13
      Chapter 14 ...................................................... *WC14
              Gran Idee Mines (Optional) .............................. *GI14
      Chapter 15 ...................................................... *WC15
      Chapter 16 ...................................................... *WC16
      New Game + (Optional) ........................................... *WNG+

  VI. Neverland (Optional) ............................................ *NEVL

 VII. GUIDES .......................................................... *GUIDE
      01. Trophies .................................................... *G01
      02. The Arena ................................................... *G02
      03. Basel: The Levels ........................................... *G03
      04. The Shops ................................................... *G04
      05. Clothing Guide .............................................. *G05
      06. Gun Customisation Guide ..................................... *G06

VIII. LISTS ........................................................... *LIST
      01. Weapon Skills ............................................... *L01
      02. Guns (Starting Stats and Locations) ......................... *L02
      03. Grenades .................................................... *L03
      04. Special Rounds - Ammunition ................................. *L04
      05. First Aid ................................................... *L05
      06. Accessories ................................................. *L06
      07. Synthesis Components ........................................ *L07
      08. Scrap Items ................................................. *L08
      09. Other Items ................................................. *L09
      10. Daniel's Dolls .............................................. *L10
      11. Hunter Rank Rewards ......................................... *L11
      12. Mission Items: Valuables .................................... *L12
      13. Special Challenge Battles (Optional) ........................ *L13
      14. Bezel Shard Locations ....................................... *L14
      15. Energy Hex Locations ........................................ *L15
      16. Custom Parts ................................................ *L16
      17. Bestiary .................................................... *L17
      18. Secrets ..................................................... *L18
      19. F.A.Q.S. .................................................... *L19

  IX. Credits. Legal Bit and Contact .................................. *CLC


===============================================================================
I.  I N T R O D U C T I O N ............................................*INTRO
===============================================================================

--- Introduction to "my" RoF ---

This has been my first RPG on the PS3 and I've fallen for it in a big way. I
*resonate* with the muted colour palette of art style, the short but evocative
scenes, the way the story is slowly revealed in snatches, making you have to
work to patch it all together, and the pointless but endearing customisation of
the dressing up option. But, most of all I love the gameplay. It took me ages
to understand how it all worked and I nearly gave up after hours of struggling
to make sense of the tutorial, but if I had, I wouldn't have been able to write
this FAQ!

It's not an easy game to beat, with numerous challenges especially if you want
to obtain all the trophies (oh arena...) but I was determined to do everything,
and get my very first Platinum Trophy. Anyhow, it seemed a shame to let all
that effort go to waste, so, welcome to my FAQ for Resonance of Fate, and I
hope you find it helpful.


--- Introduction to this FAQ ---

I've included a lot of detail: the game has a lot... and there are seemingly
endless lists of stuff if you're interested in that, but that's at the end.

* Game Basics: an explanation of how the game works, with particular attention
  given to the unique battle system.

* The Walkthrough: a chapter by chapter description of all missions (story and
  optional ones), what arena ranks are available, the changes in the shops'
  inventories, the optional challenge battles (red hexes!), and the dolls you
  can obtain are all included.

* Neverland: a room by room description of how to get through this bonus
  dungeon and what you'll find there.

* Guides: these give additional information about the Arena and how to beat the
  Ranks, an account of all shops, and a guide to clothing, together with a list
  of what can be found on each level when you completely cover it with hexes.
  I've included this as a separate section because these areas are revisited
  many times and there is a high degree of flexibility about when you explore
  each level.

* Lists: the usual stuff, items, equipment, enemies, and much more!


--- Disclaimer ---
The FAQ is written for the PS3 version of the game, but the game is exactly the
same for the X360. I've included the controls for the X360, but these are not
referenced in the actual walkthrough.

I've used American English when quoting the game, but the rest of the FAQ is
written using British English, which is why there are some discrepancies in
spelling various terms, such as customization/customisation. Fortunately, there
is no armour in the game.

There are many ways to play this game and my strategies are just one example of
how you might defeat the enemies. I'm sure there are better ones! What *is*
constant is the terrain (the battlegrounds as well as the enemies that appear
there) so I've given details of that, and described how I managed to beat the
game...and it's just as well that, in the words of Zephyr: "I like it when it
gets messy".



===============================================================================
II.  G A M E  B A S I C S ............................................. *BASIC
===============================================================================

01. Controls
02. Characters
03. Energy Hexes
04. Exploring Basel
05. Terminals
06. Saving the Game and Energy Stations
07. Tinkering and Scrap
08. Customisation
09. Status Changes
10. Storage
11. Night and Day
12. The Guild and Missions
13. Dressing Up!
14. Optional Extras
15. The Manual and Help


------------
01. CONTROLS
------------

* PS3 CONTROLS
.---------------------.--------------------------.----------------------------.
| CONTROLS            | MENU                     | FIELD                      |
|---------------------+--------------------------+----------------------------|
| Left Stick/         | Move Cursor              | Move character             |
| Directional Buttons |                          |                            |
| X button            | Select                   | Talk/Examine               |
| Circle button       | Cancel                   | Not used                   |
| Triangle button     | Not used                 | Display MENU               |
| L1/R1 buttons       | Not used                 | Switch character           |
| START               | Not used                 | Display Pause menu         |
|_____________________|__________________________|____________________________|

.---------------------.--------------------------.----------------------------.
| CONTROLS            | WORLD MAP                | BATTLE                     |
|---------------------+--------------------------+----------------------------|
| Left Stick          | Move party symbol        | Move character             |
| Right Stick         | Operate camera           | Move camera                |
| L1/R1 buttons       | Rotate Energy Hex        | Switch character           |
| L2/R2 buttons       | Zoom camera out and in   | Switch equipment           |
| Directional buttons | Select Energy Hex        | Switch targets             |
| X button            | Enter location/place Hex | Attack/Charge gun          |
| Circle button       | Not used                 | Finish action              |
| Square button       | Position Energy Hex      | Activate hero action       |
| Triangle button     | Display map menu         | Display Tri- Attack link   |
| L3 button           | Switch details view      | Switch map information     |
| R3 button           | Not used                 | Target lock                |
| SELECT              | Open Full View map screen| Open menu to change items  |
| START               | Display Pause menu       | Display Pause menu         |
|_____________________|__________________________|____________________________|


* X360 CONTROLS
.---------------------.--------------------------.----------------------------.
| CONTROLS            | MENU                     | FIELD                      |
|---------------------+--------------------------+----------------------------|
| Left Stick/         | Move Cursor              | Move character             |
| Directional Buttons |                          |                            |
| A button            | Select                   | Talk/Examine               |
| B button            | Cancel                   | Not used                   |
| Y button            | Not used                 | Display MENU               |
| Left bumper/        | Not used                 | Switch character           |
| right bumper        | Not used                 | Switch character           |
| Pause               | Not used                 | Display Pause menu         |
|_____________________|__________________________|____________________________|

.---------------------.--------------------------.----------------------------.
| CONTROLS            | WORLD MAP                | BATTLE                     |
|---------------------+--------------------------+----------------------------|
| Left Stick          | Move party symbol        | Move character             |
| Right Stick         | Operate camera           | Move camera                |
| Left bumper/        | Rotate Energy Hex        | Switch character           |
| Right bumper        | Rotate Energy Hex        | Switch character           |
| Left trigger/       | Zoom camera out and in   | Switch equipment           |
| right trigger       | Zoom camera out and in   | Switch equipment           |
| Directional buttons | Select Energy Hex        | Switch targets             |
| A button            | Enter location/place Hex | Attack/Charge gun          |
| B button            | Not used                 | Finish action              |
| X button            | Position Energy Hex      | Activate hero action       |
| Y button            | Display map menu         | Display Tri- Attack link   |
| Left analog button  | Switch details view      | Switch map information     |
| (press in)          |                          |                            |
| Right analog button | Not used                 | Target lock                |
| (press in)          |                          |                            |
| Select/Back         | Open Full View map screen| Open menu to change items  |
| Start/Pause         | Display Pause menu       | Display Pause menu         |
|_____________________|__________________________|____________________________|


--------------
02. CHARACTERS
--------------
Unlike many RPGs you don't have to recruit any new team members and you start
the game with these three already together. Although one or two might leave the
team for a short while as part of the story, most of the time you'll have all
three to play with, dress up, listen to their banter and discover more about
their past and how they came to be where they are now. Although they might
appear to have different strengths, in fact they are pretty much equals, the
only significant difference is that (at the same level) Vashyron will have the
most HP and Leanne the least. Their weapon skills are the same, but they gain
these skills at slightly different times: see the skills list for full details.

Here's the background on them, as described in the game manual:


VASHYRON: Age 26
Japanese voice: Ken Narita
English voice : Nolan North
Making a living as leader of a squad of Hunters taking on a variety of contract
missions for reward money. He was the only survivor on the losing side of a
large scale assault under the command of a Cardinal, but he rarely speaks of
these events.


ZEPHYR: Age 17
Japanese voice: Hiro Shimono
English voice : Scott Menville
Brought up in a seminary from an early age. Several years ago he was involved
in an incident, which resulted in him meeting Vashyron, who had been contracted
to subdue him. He is now making a living as a Hunter in Vashyron's squad.


LEANNE: Age 21
Japanese voice: Aya Endou
English voice : Jessica DiCicco
A young lady that lives together with Zephyr and Vashyron. She met Zephyr when
she tried to end her life, and has since joined Vashyron's Hunter squad.


----------------
03. ENERGY HEXES
----------------
RoF introduces this unique concept of Energy Hexes. Since Basel is really a
huge machine it requires energy, but has run out of it to such an extent that
many areas are inaccessible or overrun with monsters and gangsters. To travel
anywhere you must first place Energy Hexes directly onto the world map and each
one opens up four hexes of terrain. There are 10 different shapes of Energy
Hexes and you acquire these from fighting humanoid enemies, by uncovering
hexes on the world map, and as gifts, usually at the start of a chapter.

Most areas can be opened up in this manner by using colourless (white) Energy
Hexes, but special locations (such as new towns, dungeons and the manors where
the wealthy cardinals reside) require a particular colour of Energy Hex. This
effectively restricts your access to many areas until the game is ready for you
to go there. You are always given sufficient coloured hexes when you need them,
(apart from the two black ones which are dropped from boss enemies in the final
chapter).


-------------------
04. EXPLORING BASEL
-------------------
Ebel city is situated on Level 4 and has three access points, one for the base
(Sweet Home) situated on 11th Street, one for the Guild (Cheyenne Street) and
the other for the shop (Razzle Street). It saves a bit of time to exit and
re-enter at the desired location, although all areas are connected.

Level 3 is reached through the Core Lift 1. Here you'll find the Cardinals'
manor houses and various elevators to reach levels 1 and 2. There are no
enemies on the maps for those areas.

There are elevators to Level 5 and 6 from Level 4, and you'll obtain passes for
Core Lift 2 and Core Lift 3 when the story gets to that point. These give
access to more levels going down to Level 12. Take advantage of the freedom to
explore and you can find many useful items long before you can buy or make
them.


-------------
05. TERMINALS
-------------
All levels contain a few terminals and these produce special effects that can
give you an advantage during battles. Activate a terminal by placing a coloured
Energy Hex on one (some have specific colours so you must use that colour).
Then, keep adding more Energy Hexes of the same colour to boost the terminal.
Many terminals do not show a colour, and in that case, place an Energy
Station of the colour you want to use as close to the terminal as you can.
Then, link the Energy Station to the terminal. Each terminal shows a number
that must be reached to activate it: many are around 40 (so that would be 10
Energy Hexes), but some are much more than that. When activated, the effects
from the terminal will be disseminated to all linked hexes.

You can connect multiple Terminals (all using the same colour) and that will
stack the effects of them all. For example, in Level 5 you could connect three
terminals that give you: Double the charge speed, Double the item drop rate,
and Double the rare item drop rate.

Terminal effects can be passed through an elevator, so you could transfer these
effects from level 5 down the elevator to level 4 and thence all the way to the
Arena. There's no limit to the stacking effect, except that you cannot link
terminal effects through the Core Lift.


----------------------------------------
06. SAVING THE GAME AND ENERGY STATIONS
----------------------------------------
There are two ways to save the game. Inside Sweet Home, the base in Ebel City
you will find a chalkboard just inside the door and can save here freely. All
other saves have to be made at an Energy Station and here you can also rest and
restore full health. There is no cost. Actually there is a third option: to
"Suspend" the game and make a temporary save that is erased when you load the
game from the suspended data.

Some dungeon locations have Abandoned Energy Stations, and you'll find these if
the 'dungeon' has an area where random battles occur. Later in the game you
will find many coloured Energy Hexes, and you can exchange 5 of one colour for
an Energy Station of the same colour at the Guild in Ebel City. You can erect
one (or more) of these Energy Stations on any level: with some restrictions.

An Energy Station can only be placed on 'safe' ground: that is a hex that is a
thoroughfare and not a danger zone. They are also used to assist you to create
links between terminals: place an Energy Station of the colour you wish to use
and you can change the colour of the Terminal by linking the Energy Station to
that terminal. If you completely cover all hexes on one level then any Energy
Station you place will have additional benefits: you will be able to move back
to Sweet Home base directly from that Energy Station.

Enter a set battle zone and there is no option to save at all. There won't be a
save point just before a boss fight, for example, and that can put quite a bit
of pressure on you to succeed! However, if you fail to win a battle, or decide
that things are going very badly you can quit and retry for a small cost in
Rubies. You'll start the battle again with the same status you had the first
time. You can retry as many times as you like.


-----------------------
07. TINKERING AND SCRAP
-----------------------
The Tinkerer is found in Ebel City, Cranktown and Albona, and will make custom
parts for guns, as well as grenades, special ammunition and accessories out of
scrap components. These are obtained from enemy drops, or from the scrapper who
will disassemble a vast range of items for a small charge.  In effect you find
things, scrap them and recycle the parts. It's all very ecological!

Some items are only for use by the Tinkerer, and the Scrapper's list will
show you what to keep and what to scrap. There are a few items that don't have
any other purpose and can be sold at the shop.


-----------------
08. CUSTOMISATION
-----------------
Every gun can (and must!) be customised to improve its effectiveness. To do
this you need to obtain custom parts that can be added to that gun, and
different parts fit different guns. For example: Handguns will have a "o" at
the firing end of the barrel and only a HG (Handgun) barrel part with a
corresponding "o" at the right side will fit. The idea is to match up the parts
and when done correctly there is a satisfying click as the new part slots into
place. It's a bit like a jigsaw puzzle, and all connecting bits must be fitted
correctly.

If a part has been incorrectly added then the game will tell you so and remove
the part. (This can be useful as it provides a short cut when you want to
remove lots of parts at once: just take out one close to the original gun and
all other parts connected to it will be removed for you.)

The gun is shown placed on grid (and you can move it up or down or sideways by
pressing the right stick while selecting a new part) and the ultimate goal is
to use every part of the grid, filling it with connecting parts. The gun itself
won't change in appearance, but it will be very much more powerful.


------------------
09. STATUS CHANGES
------------------
There are only a few status abnormalities but they can be devastating
(although all status effects disappear after a battle). The good news is that
they can be prevented (or the time that they are in effect is lessened) by
wearing the appropriate accessory, and they are all healed by using a Cure
item.  Of course they can also be harmful to enemies too, and grenades and
special ammunition possess these status effects.

* Fire     (Red) - the target is on fire and Scratch Damage is caused once
                   every second
* Ice     (Blue) - the target is frozen and cannot act
* Shock   (Cyan) - the target's charge time is slowed down
* Poison (Green) - the target loses health, sustaining Direct Damage and cannot
                   heal until cured
* Oil   (Maroon) - Movement slows and the target is weak to fire attacks.

Ice and Poison are the most dangerous to the team, and fire is probably the
most effective on enemies. All machines are vulnerable to shock/electricity and
most dolls and fairies are weak to fire.


-----------
10. STORAGE
-----------
You don't exactly carry everything around with you, but everything you possess
is accessible and you can hold up to 999 of any item. Clothes can be changed in
the clothes shop changing room in Ebel City, at Sweet Home base, and inside the
Hotel at Cranktown, and nowhere else.


-----------------
11. NIGHT AND DAY
-----------------
Time passes and day turns to night as you explore and there is a half circle
line at the top right of the screen to show you the progression of time. Bells
ring out at the end of each of the three 8 hour periods: at dawn, and at the
end of day. Sometimes you need to find people who only appear at night. Enemy
encounters increase at night making travelling around more dangerous, and
battlegrounds are darker and it's harder to see what you're doing. However, you
can easily change the time by resting, either at Sweet Home base or inside an
Energy Station.


--------------------------
12. THE GUILD AND MISSIONS
--------------------------
The game is divided into 16 chapters (after the prologue) and each one has a
story mission to complete to move on to the next chapter. These missions are
automatically received at the start of the chapter and each story mission
features special dialogue as you travel from place to place (such as inside the
Core Lift) or fight battles. There are also various other optional missions
that are found listed on the board at the Guild in Ebel City (and at two other
towns: Cranktown on Level 7 and Albona on Level 10).

Guild missions are worth doing as they reward you with additional Rubies and
some very good items, and they give you a greater insight into the setting as
you meet and talk with the inhabitants of Basel. Some missions require you to
fetch or find something specific, and others involve killing something!
Sometimes you must report back to client before the mission is completed. If
you have finished the story mission, but there are still other missions
outstanding (even if you haven't yet found out what they are) you will be
prompted to check them out before you move on to the next chapter.

The Guild will only post 3 missions at a time, and completing those first
missions will open up the others. Note when there are 5 sidequests in a chapter
you'll have to complete 2 of the initial 3 to get them. You can pick and choose
which additional missions you'd like to complete.

If you're playing New Game + in order to achieve the Platinum trophy, then
there is no need to repeat these missions (unless you'd like to stock up on
more accessories or other stuff, or didn't complete all missions the first time
through). You only need to complete the story missions to finish the game a
second time.


----------------
13. DRESSING UP!
----------------
One of the fun things in this game is that you can change clothes, mixing and
matching shirts, holsters, sunglasses, boots, hair colour and even eye colour.
Changes to appearance will show in most scenes and all battles, and it really
adds a great dimension to the game to see what effects you can get with dyeing
Vashyron's hair silver, giving Leanne one gold and one purple eye, or dressing
Zephyr up in a Reindeer outfit!

There are three sets of outfits: A = Formal, B = Casual and C = Set Costumes,
and most apparel can be bought at the Boutique Lily shop on Razzle Street in
Ebel City. Casual clothes are first available in Chapter 3 and the C sets
cannot be purchased and are special rewards. The shop sets a number of missions
and will stock new clothes when you complete these, as well as selling new
outfits at the start of most chapters. Quite a number of clothing items are
hidden on the world map and you can find them by placing Energy Hexes. See the
Clothing guide for more information.


-------------------
14. OPTIONAL EXTRAS
-------------------
As well as the missions there are other ways to obtain valuable items.

* DOLLS
Complete the mission "An Act of Kindness" in Chapter 1 and you'll be able to
donate dolls to Daniel the shopkeeper in Ebel City. He gives you rewards for
every one.

* RED HEX BATTLES
Starting in Chapter 3 there are special enemy challenges that reward you
with dolls, Bezel Shards and Perfect Aid HP healing items. These are tough
(after all, they are supposed to challenge you!) but essential to complete if
you want to get all the bezels available in the game. The location for these
battles is marked with a glowing red hex and they are found on various levels
of the world map, appearing in different chapters. You can attempt them at any
point in the game, as once they appear they remain active. (However, it seems
that some enemies will increase their levels if you leave the battle until
later.)

* ARENA
Yes, the Arena is entirely optional but you wouldn't want to miss the chance to
spend hours and days of your life fighting 50 ranks with 10 battles for each
rank if you're determined to win a trophy. Although the Arena is very
time-consuming it does exchange the coins won for winning the battles for some
highly desirable items. You also can level up your weapons here as well as earn
more Rubies and obtain items from enemies. Once again, see the separate section
on this.

* NEVERLAND
The biggest (and toughest) optional extra is the bonus dungeon: Neverland.
To access this (and the final ranks of the Arena) you must have defeated the
first two major bosses in the final dungeon in Chapter 16. With the two Black
Energy Hexes you win, open up the Abandoned Elevator on Level 4 and enter this
delightful amusement park. I've included a guide to Neverland so I won't say
any more about it now!


-----------------------
15. THE MANUAL AND HELP
-----------------------
Press the START key at any time (and that includes during a battle) and you'll
be taken to the Pause menu. Here you can select MANUAL, and view detailed
instructions for the Battle System, World Map and General Tips.

Battle                   World Map             Tips
Charging and Attacking   The World Map 1       Map Info and Fleeing
Changing Characters      The World Map 2       Bezels and Critical Status
Scratch Damage           Using Energy Hexes    The Flow of Combat
The Hero Gauge           Special Energy Hexes  Elements and Status Ailments
Hero Actions             Energy Stations       Enemies and Bezels
The Tri-Attack           Terminals             Weapons and Levelling Up
Switching Weapons                              End Turn and Changing Characters
Using Items                                    Game Over and Retrying
The Magazine Case                              Dungeons
Body Parts
Leader Assault
Bunkers
Gauge Breaking
Multiple Charges
Bonus Shots
Smackdown


===============================================================================
III. B A T T L E  S Y S T E M  ....................................... *BATTLE
===============================================================================

01. Bezels: Life and Death
02. Guns: Handguns and Machineguns
03. Cases: First Aid, Grenades, Special Ammuntion
04. Direct Damage and Scratch Damage
05. Hero Actions
06. Tri-Attacks and Resonance Points
07. Smackdown and Bonus Shot
08. Escape
09. Battlegrounds
10. Enemies
11. Levelling Up


The battle system of ROF is unique: at least, I've never played a game with
anything like it. It's a hybrid of action based (in that your characters move
around the battlefield) and turn-based (because if you don't move the enemies
won't move either), and you can stop and take your time to select items, change
the direction you plan to move, or just think about the best strategy. Also,
once you start a running move (called a Hero Action) the action is automatic as
the characters leap, twirl and dive around in a very balletic display and all
you have to do is press X when you're ready to fire the gun. It takes a bit of
getting used to and there are many subtleties to learn to get the most out of
it. Completing the tutorial at the Arena at the start of the game is essential.
Anyhow, here's a run-down of some of these unique features.


--------------------------
1. BEZELS: LIFE AND DEATH
--------------------------
1.1. The Hero Gauge
The team's health (and ability to act) is represented by a gauge showing
Bezels. At the start of the game this gauge contains 3 bezels and by the end
there will be 14 if you find all the shards. (And more can be gained if you're
playing New Game +). Each additional bezel comprises four shards that must be
found by beating various bosses (some of which are optional "Challenge"
battles) and by placing Energy Hexes on the world map which uncovers hidden
treasures. Bezel Shards are NOT rewards for completing optional missions.

1.2. Using Bezels
Bezels are used up when a hero action is taken: every time you run or jump with
a character you use one bezel. A tri-attack (a co-operative attack) allows
everyone to act and also uses one bezel. Standing still to attack, or using a
healing item, does not deplete bezels. When an enemy is attacked and a body
part broken or destroyed then bezels are replenished. Kill all enemies and all
bezels are restored.

1.3. Going Critical!
If you use up all bezels then the team goes into the CRITICAL condition and no
Hero actions can be made. Everyone will cower and the music changes (as if you
need reminding that you're close to death!) This can also occur as a result of
enemies' attacks. They will whittle down a character's health, but this is
known as scratch damage: it's temporary, and shows as blue on the green health
bar. Scratch damage can be healed quickly by using items, and slowly healed by
making hero actions or tri-attacks.

However, if scratch damage isn't healed up and reaches 0 then an enemy attack
will shatter the bezel gauge. You lose one bezel per 1,000 HP for the
character, and they will be healed up when an enemy breaks the bezel gauge. But
the lost bezel shards will be spread around the battlefield and enemies will
chase after these shards (especially if their HP is low) and pick them up,
healing themselves. (If you manage to retrieve 4 broken white shards, you can
restore the shape of one bezel, so that it can be filled again if you
successfully destroy an enemy.)

This condition also makes everyone vulnerable as they need to make hero actions
to restore scratch damage, and if one character suffers a powerful attack and
there are no more bezels to provide healing then it's game over.

You can stand and shoot (and hope you gain a Bezel back) or opt to retreat and
redo the battle (for a cost) or simply reload the game.


----------------------------------
2. GUNS: HAND GUNS AND MACHINEGUNS
----------------------------------
There are only two types of weapons in RoF: Handguns and Machineguns, and at
the start of the game you'll have two Handguns and one Machinegun. Handguns
are used to stun enemies, break their gauges (their defensive shield) and to
kill them, but the Handgun cannot kill enemy until its been softened up by the
Machinegun. The damage the Machinegun does is temporary, and the Handgun
attack converts this temporary damage into a permanent kill.


----------------------------------------
3. CASES: FIRST AID, GRENADES, MAGAZINES
----------------------------------------
3.1. Each character has two slots for weapons, and one slot can be used for the
First Aid Kit, Grenade Box or for the Magazine Case. (In fact, both slots can
be used for these cases and you could have one person with grenades and the
First Aid Kit.) To use these during combat you have to press SELECT and then
choose the item you wish to use, the grenade to throw or the special ammunition
to equip to a gun.

3.2. First Aid items can be tricky to use. Select one and then change the
weapon slot to the First Aid Kit by pressing L2 or R2. Use the directional
buttons to choose between characters, and then press X to throw the item to
them. Be careful when doing this because you can easliy miss if standing behind
a bunker or wall, and the item will drop as a gold coin (looking like any other
item you pick up) and won't go to the intended recipient. It's best to use
items when you're fairly close by to someone, because if you're too far away
you might not be able to charge up the item in time. Only the Perfect Aid
(that heals HP) can be used outside a battle.

The First Aid Kit is handy to equip when entering a long dungeon as it allows
you to use the Escape Hex to leave the place without having to walk and fight
your way out again. However, it's not needed during run-of-the-mill battles on
the world map.

3.3. To use Grenades simply select the type you wish and make sure you have
changed over from the gun to the Grenades. Grenades function in the same way
as when you attack with a gun, and at higher levels for grenade use more than
one will be thrown during a Hero Action. Some of them have elemental powers too
and can be used to freeze, shock, poison and set enemies on fire. Be careful
when throwing grenades as your allies can be harmed by them. (Although there is
a trophy related to this!)

3.4. Equip the Special Ammunition by pressing SELECT and choosing the rounds
you want, and it will be equipped to the gun. You can use it until it runs out
or until you change or cancel the selection. There are many varieties of
ammunition with special effects just as with the grenades, and also some
(Hollow-Point Rounds) that targets soft bodied enemies, and others
(Metal-Coated Rounds) especially for machine type enemies. These can make quite
a difference and are most effective when used with a Machinegun.


-----------------------------------
4. DIRECT DAMAGE AND SCRATCH DAMAGE
-----------------------------------
Enemies appear with green health bars, sometimes one, most often two, and the
lower bar represents their body parts. Sometimes you'll have to destroy the
parts before you can attack the main body.

The Handgun inflicts "direct" damage to the enemy's health bar, and the
Machinegun does "scratch" damage. When a Machinegun user attacks you will see
the enemy's green health bar change to blue. A Machinegun ONLY inflicts
scratch damage and you can never kill an enemy just using a Machinegun. A
Handgun is used to stun the enemy, break its defensive gauges and to kill it
after the Machinegunner has scratched it and turned its HP gauge from green to
blue. (You can directly kill some weaker enemies with Handguns without
scratching them first.)

Grenades are used to stun, break gauges, and to scratch and kill enemies
depending on their elemental power.


---------------
5. HERO ACTIONS
---------------
5.1. Although you can simply stand your ground and fire at enemies, there's a
limit to how much damage you can do because you can only charge up the gun by a
small amount. If you make a hero action then the damage will be very much
greater because your gun has a longer time to charge (racking up multiples of
the chance to stun, fully scratch enemies and so on).

5.2. Each hero action uses one bezel and you begin the hero action by pressing
square and you'll see a glowing line reaching out across the battleground. Move
this line using the left stick and you can see a target cursor at the end of
the line. (You can move this cursor to the left or right and back and forth to
lengthen or shorten the line, and use the right stick to change your view of
the battleground.)

5.3. Select the target using the directional buttons before starting the hero
action. (You can also change targets during a hero action.)

5.4. When you're satisfied with the direction and end point, then press square
and the character will start to move. Press X while running to make a
ground-based attack on the target enemy, or press square AGAIN to make a jump
at any point along the run.

5.5. If you jump then your bullets will target the body of the enemy and if you
stay close to the ground you'll target a body part. (This varies depending on
the shields around the enemy and the levels of your weapon, but that's the
principle of the thing.)

5.6. Note that the placing of the cursor can be crucial. This is very precise
and you can target the top of a wall (for example) or a position behind a
bunker to run and jump to. Of course you'd have to jump to reach these places,
but that will soon come very naturally. Try and target a point where there is
no enemy nearby (or you might find the gunner becomes the target of a very
powerful close up attack) but sometimes that cannot be avoided when the battle
area is small or an enemy moves while you're running.

5.7. If you haven't pressed X to fire before you reach the cursor then you
won't attack the target. Sometimes this is hard to judge, especially if you're
trying to charge up the gun as much as possible and you cannot see exactly
where the cursor was placed. This is why it's a good idea to run and then jump
when you think you're close to the cursor. That gives you more time and in
effect extends the run.

5.8. If you've jumped to the top of a wall or platform and want to stay off the
ground, then press square twice and you'll jump at the start of the run and
continue jumping over any gap to the next position. This is very handy in
dangerous areas when you're trying to avoid being hit!


-----------------------------------
6. TRI-ATTACKS AND RESONANCE POINTS
-----------------------------------
Tri-Attacks are lovely things! It's a combo attack and whilst engaged in one
everyone is protected from enemy assault, scratch damage heals and it only uses
one bezel. As well as that, if the target enemy is inside the triangular lines
during a Tri-Attack, it cannot turn or move. Although some players might prefer
to use single hero actions I was drawn to the blue light like a moth to a flame
(and it reminded me of the blue combo light in Shadow Hearts Covenant which is
reason enough!) Here's a run-through of how to make a tri-attack.


6.1. Start with person 2 and press square. You'll make a blue line appear
heading directly ahead between person 1 and 3. Move this line using the left
stick and you can see a target cursor at the end of the line. (You can move
this cursor to the left or right and back and forth to lengthen or shorten the
line, and use the right stick to change your view of the battleground.)

Starting Position:  1   2    3


6.2. Target point A, press square, and person 2 will start to run, ending up at
the cursor where they will stop. You now have a Resonance Point.

             / A
            /
           /
          /
         /
        /
       /
1 --- 2 --- 3

6.3. With person 2 at point A, then person 3 can do the same thing. Press
square, making a blue line that crosses the first one and then, press square
again to run to point B. You now have 2 Resonance Points.

    B \     / A
       \   /
        \ /
         /
        / \
       /   \
      /     \
1    2       3

6.4. It's now the turn of person 1. Press triangle and you'll see a golden line
form between the three team members creating a triangle on the ground. It glows
and tiny arrows will be moving in one direction. That indicates the direction
everyone will run when you begin the tri-attack. You can change the start
person by pressing the R1 or L1 button, and change the direction they will move
by pressing triangle again.

  3-------2
   \     /
    \   /
     \ /
      1

6.5. Select the person you want to go first and press square to start a hero
run. As you do that everyone in the team will begin to run along the line made
by the triangle. (If walls or large enemies are in the way you will bump into
them and stop, but you can press square again to hero jump over obstacles, and
small ones won't impede your progress.)

6.6 Each person will take a turn to fire (or throw grenades) so long as they
still have time left on the individual action bar. (You can see this clearly
depleting as the run continues.) The more Resonance Points you have before
starting the run the longer it will continue.

6.7. You can make a tri-attack with just one Resonance Point, but that's not
going to do much good and is best used if you want to change position for all
characters (for example if someone is getting badly damaged and you want to
move them out of harm's way). 2 Resonance Points are usually enough for an
effective action.

6.8. If you do something else, such as move a character, use an item, or stand
still and shoot, then that cancels the accumulated Resonance Points.


---------------------------
7. SMACKDOWN AND BONUS SHOT
---------------------------
A smackdown attack occurs when the enemy is airborne and you jump and attack
from above, smacking it back down to the ground, hitting the main body and all
body parts. Enemies are propelled into the air by a hero run when you don't
jump (don't press square a second time!). You can send an enemy into air and
then jump to smash it down, but it's easier to do this using a tri-attack. If
the first person runs and attacks from the ground sending the enemy up, then
you can jump with the second.

When an enemy is airborne you'll see a circle appear around them with a yellow
bar inside it, and if you time your attack correctly you can hit the yellow
line. Do this, and the enemy is held in place as you hit it fast: this is a
Bonus Shot, and the wider the yellow bar, the longer it lasts.

Both these attacks knock items out of the enemy: Gold and silver chips that
have no purpose other than to sell them for Rubies.


---------
8. ESCAPE
---------
Battles on the world map and in some special dungeon areas are random, and you
can run away from them easily. Move someone to the open entrance or exit of the
battleground and attempt to cross the threshold. You will be asked if you wish
to exit. Select "yes" and the whole team will escape. Inside dungeons each room
is linked by a coloured threshold and you can usually run directly through a
room and cross through to the next one. However, some rooms are sealed and
there is no option to escape. When that occurs the only option is to fight and
win, re-try, or quit and re-load the game.

During a battle, or inside an empty room (after winning a battle or when there
are no enemies present) you can use an Escape Hex to exit that room or the
whole dungeon area. You must have the First Aid Kit equipped to someone, and
press Select to see the contents of the box. Choose the Escape Hex and press R2
to change from the gun to the Kit. Then, press X and the item will be used.
Everyone will be warped back to the world map. An Escape Hex is always found
inside a Gold Box in the room before a boss battle so you have the option to
retreat.


-----------------------------
9. BATTLEGROUNDS AND DUNGEONS
-----------------------------
Random battles that take place on the world map feature a range of
battlegrounds and each one has specific enemies and layout so you will know
what to expect:

Back Alley
Rainy Bridge
Closed Road
Forest Path
Tundra
Deserted Block
Warehouse District
Rock Crushing Site
Scrapyard

Dungeons are laid out on a small map of connected hexes and each room is colour
coded to help you know where you are and where to go next. Enemies are visible
and predictable, so if you return you'll find more or less the same set of
foes.

You can find various things to help you during battles: Mines that you can blow
up; barrels that can freeze, burn, poison or electrify enemies; bunkers to hide
behind; and walls to protect you. Bunkers can be destroyed, walls cannot, and
you can jump on top of boxes and walls to give you a height advantage.

Also, while inside a dungeon there is a circular mark on the floor around the
active character with yellow marks showing the location of allies in the room,
and coloured arrows to show the direction of the adjoining rooms. Some rooms
are large with more than one exit and the exits might be obscured by platforms
and bunkers, so this is a handy device to help you locate them.


-----------
10. ENEMIES
-----------
Enemies statistics are recorded for you when you have defeated them, and you'll
find details of their HP, level, location, weaknesses, and resistances in the
bestiary. This will also inform you about the items that each enemy drops when
killed. These appear on the battleground as gold coins and at the end of a
battle any items that you haven't already picked up (just by running over them
in the course of the battle) will be gathered up and listed on the screen.
Some item drops are very specific and only one or two enemies will drop some of
the rarer items. Enemies do not drop Rubies (the currency).

There are five types of enemies and they drop different kinds of items. See the
bestiary section for more details.

Humanoid        : drop Energy Hexes
Machines        : drop scrapped weapons and metals
Large Organisms : drop all kinds of things
Small Organisms : drop meat and fabric
Other           : drop all kinds of things

As the game progresses random encounter enemies will change, especially those
on Level 4. Enemies in dungeons are predictable and will stay more or less the
same, although if you revisit a dungeon there may be slight changes from the
first visit. Leave a dungeon room and return and you'll usually find the same
set of enemies again.

Most enemies also have two health bars: the upper one represents the main body
and the lower one their body parts. A few only have one bar, and some are
protected with an outer casing (often appearing as a drum) which must be
destroyed before you can attack the main body. Higher level enemies will have a
gauge (bosses can have lots of gauges) on the main body that isn't visible at
first: this is a break in their health bar which acts as a defensive mechanism.
You cannot fully scratch the main body until the gauge is broken and this can
only be achieved by a Handgun or various types of grenades.

Enemies can have up to 8 different body parts, although most have a lot less
than that, and each part can have its own particular weakness or resistance.
The main body and the parts are given a hard and soft rating in the game
bestiary. Most of the time this won't matter too much as you'll be too busy
attacking to worry too much about the relative hardness or softness, but this
gives an indication of how many gauges they are likely to have.


----------------
11. LEVELLING UP
----------------
Characters level up each weapon type, and the sum total of these levels is the
character's overall level. For example: Vashyron could have level 2 for
Grenades, level 8 for Handguns and level 30 for Machineguns, Leanne might have
level 20 for grenades, level 5 for Machinguns, and level 15 for Handguns, and
Zephyr: level 13 for grenades, 14 for Handguns and 13 for Machineguns. They
would all be at level 40 but with very different strengths.

Experience points are earned for the weapon by dealing damage to an enemy's
main body, or to a body part that's a weak spot. When scratch damage is stored
and converted to direct damage (by a handgun or grenade), that also earns
experience points. Attacking body parts doesn't give experience, with that
exception of a weak spot. All experience and items acquired are retained even
you escape from a battle.

Select "View Skills" from the main menu, and here you can see a summary of each
character's current overall level, and the levels for each weapon type. The
experience section shows how many experience points are needed to reach the
next level for each weapon, and this number decreases until it reaches 0, when
the weapon will level up and a new total will appear. Each weapon is also
listed separately, showing the skills already obtained. New skills are added
for each four levels gained for that weapon.

Grenades can be a quick way to gain levels since they are not easily available
until chapter 5, and everyone is likely to have lower levels for grenades. This
means that they won't need much experience to level up quickly against stronger
enemies, and the same would be true if someone still had low levels for the
other weapons. (The EXP Trainer accessory can be equipped to increase the
experience earned, and terminals found on Levels 6, 9 and 12B can also boost
experience, once activated.)

Although there is a trophy for reaching level 100, you don't need levels to be
that high to beat the game. However, levels of around 150-200 are essential to
beat the bonus dungeon, and the highest possible level is 300: the sum total of
reaching the maximum of level 100 for each weapon type.

HP and Weight gains are slighly different for each character. This table shows
the stats for every 10 levels, up to 200, with level 300 added at the end.

 L = Leanne, Z = Zephyr, V = Vashyron
------.---.--------.---.------.-----.---.--------.---.-------
| LVL |   | HP     |   | WGT  | LVL |   | HP     |   | WGT  |
|-----+---+--------+---+------+-----+---+--------+---+------|
| 010 | L | 000834 | L |  377 | 020 | L | 001450 | L |  441 |
| 010 | Z | 000894 | Z |  395 | 020 | Z | 001554 | Z |  462 |
| 010 | V | 000953 | V |  412 | 020 | V | 001657 | V |  483 |
|-----+---+--------+---+------+-----+---+--------+---+------|
| 030 | L | 002066 | L |  505 | 040 | L | 002682 | L |  569 |
| 030 | Z | 002214 | Z |  529 | 040 | Z | 002874 | Z |  596 |
| 030 | V | 002361 | V |  553 | 040 | V | 003065 | V |  623 |
|-----+---+--------+---+------+-----+---+--------+---+------|
| 050 | L | 003298 | L |  662 | 060 | L | 003914 | L |  758 |
| 050 | Z | 003534 | Z |  693 | 060 | Z | 004194 | Z |  793 |
| 050 | V | 003769 | V |  724 | 060 | V | 004473 | V |  829 |
|-----+---+--------+---+------+-----+---+--------+---+------|
| 070 | L | 004530 | L |  854 | 080 | L | 005146 | L |  856 |
| 070 | Z | 004854 | Z |  894 | 080 | Z | 005513 | Z |  896 |
| 070 | V | 005177 | V |  934 | 080 | V | 005881 | V |  936 |
|-----+---+--------+---+------+-----+---+--------+---+------|
| 090 | L | 005762 | L |  857 | 100 | L | 006378 | L |  859 |
| 090 | Z | 006174 | Z |  897 | 100 | Z | 006834 | Z |  899 |
| 090 | V | 006585 | V |  938 | 100 | V | 007289 | V |  939 |
|-----+---+--------+---+------+-----+---+--------+---+------|
| 110 | L | 006994 | L |  860 | 120 | L | 007610 | L |  862 |
| 110 | Z | 007494 | Z |  901 | 120 | Z | 008154 | Z |  902 |
| 110 | V | 007993 | V |  941 | 120 | V | 008697 | V |  943 |
|-----+---+--------+---+------+-----+---+--------+---+------|
| 130 | L | 008226 | L |  864 | 140 | L | 008842 | L |  865 |
| 130 | Z | 008814 | Z |  904 | 140 | Z | 009474 | Z |  906 |
| 130 | V | 009401 | V |  945 | 140 | V | 010105 | V |  946 |
|-----+---+--------+---+------+-----+---+--------+---+------|
| 150 | L | 009458 | L |  867 | 160 | L | 010074 | L |  868 |
| 150 | Z | 010134 | Z |  907 | 160 | Z | 010794 | Z |  909 |
| 150 | V | 010809 | V |  948 | 160 | V | 011513 | V |  950 |
|-----+---+--------+---+------+-----+---+--------+---+------|
| 170 | L | 010690 | L |  870 | 180 | L | 011306 | L |  872 |
| 170 | Z | 011454 | Z |  911 | 180 | Z | 12114  | Z |  912 |
| 170 | V | 012217 | V |  952 | 180 | V | 012921 | V |  953 |
|-----+---+--------+---+------+-----+---+--------+---+------|
| 190 | L | 011922 | L |  873 | 200 | L | 012370 | L |  875 |
| 190 | Z | 012774 | Z |  914 | 200 | Z | 013836 | Z |  916 |
| 190 | V | 013625 | V |  955 | 200 | V | 014137 | V |  957 |
|-----+---+--------+---+------+-----+---+--------+---+------|
| 300 | L | 015170 | L |  891 |
| 300 | Z | 016254 | Z |  932 |
| 300 | V | 017337 | V |  974 |
|_____|___|________|___|______|



===============================================================================
IV.  H I N T S  A N D  T I P S  .........................................*TIPS
===============================================================================

GENERAL HINTS
How you play this game (once you've mastered the battle system) is very much
dependent on personal preference. You could concentrate on raising the level of
one weapon type for each character and sacrifice the increase in HP you get for
higher overall levels. You could ignore grenades, or use them frequently. You
might decide to hunt down the best components so everyone has the very best
accessories and elemental defence and leave the First Aid Kit behind. Maybe
rely on the special ammunition for every battle, or not bother to carry that
and use dual wield guns (MG and HG equipped to one character, or two MG and HG
to one). How you customise your guns also changes the game: do you go for high
charge speed using scopes, or charge acceleration using barrels, or both?

I went for a balance and raised levels of both MG (Machinegun) HG (Handgun)
and grenades for all characters more or less equally, experimented quite a bit
with status effect ammunition, and customized my guns to the maximum at every
possible opportunity.


TIPS
* If you use an Escape Hex anywhere inside a dungeon area (including open
  dungeons such as the Silver Canyon or Forest of Idols) it takes you back
  outside to the Level world map.

* Be careful if you've used an Escape Hex or other item in the previous battle
  because they will still be selected in the next.

* Check the Guild for missions as soon as you can at the start of the chapter
  as some are simple to complete. Only three are posted at once, and when you
  have completed one or two, inspect the board again, and there is often
  another mission (or even two). These are optional and not required to
  complete the main story, but they reward you with valuable items and Rubies.

* If your team has suffered a degree of scratch damage the fastest way to heal
  this is to use a tri-attack. Everyone is invulnerable from attack during this
  action, it only uses up one bezel, and everyone will recover some of their
  scratch damage (depending on how long the attack lasts).

* Try to upgrade each weapon as much as you can, adding new parts made by the
  tinkerer or received from missions: Scopes and Barrels are the most important
  to boost charge speed and acceleration. Remove parts from unwanted weapons
  and use them on new and better guns.

* Characters will level up based on the total levels of their proficiency in:
  Handguns, Machine-guns and Grenades. An increase in level fully heals that
  character, increases their HP and the amount of weight they can carry:
  remember that the cases and most accessories also have a weight! Skills are
  wholly dependent on increasing levels for weapons and grenades, and high
  levels are especially important for the Machinegun.

* You can run away from most battles. Just move someone to the exit and select
  them again to move out of the battle area. Speed run through a dungeon by
  using a hero run from the entrance to the exit of a room. You can also
  restart a battle for a small cost, with no loss of items you've used or any
  other penalty.

* Rare Metal Shards and Crystal Cores are rare enemy drops that are essential
  components for making the very best accessories. Connecting terminals that
  boost item drop rates and rare item drops, as well as wearing the Lucky Charm
  accessory, will help in obtaining these.

* Connect useful terminals to the Arena as soon as possible to boost item drops
  and experience gained when fighting those battles. (You will need lots of
  straight turquoise coloured Energy Hexes.)

* Some of the bosses in the Arena drop very useful items and you can easily
  obtain duplicates. Fight them, pick up their dropped items, but don't defeat
  them, and exit the battle. You will keep those items and any experience
  gained, and can repeat the battle (for a cost in Rubies). Once defeated,
  these enemies won't appear again.

* Do not sell items that you find if you don't know what they are for! Some are
  essential to complete a mission. Always check the inventory details for
  details of what is safe to trade in for rubies. Silver and Gold Chips dropped
  from enemies have no other purpose than to sell

* Do not destroy Bronze, Silver or Gold Boxes found inside dungeons. These
  contain treasure, and in some cases, guns.



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

                  V.  W  A  L  K  T  H  R  O  U  G  H  ................. *WALK

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

      Prologue ........................................................ WC00
      Chapter 01 ...................................................... WC01
      Chapter 02 ...................................................... WC02
      Chapter 03 ...................................................... WC03
      Chapter 04 ...................................................... WC04
      Chapter 05 ...................................................... WC05
              Dakota Vein Dungeon (Optional) .......................... DV05
      Chapter 06 ...................................................... WC06
      Chapter 07 ...................................................... WC07
      Chapter 08 ...................................................... WC08
              Freud Remnants (Optional) ............................... FR08
      Chapter 09 ...................................................... WC09
      Chapter 10 ...................................................... WC10
      Chapter 11 ...................................................... WC11
      Chapter 12 ...................................................... WC12
      Chapter 13 ...................................................... WC13
              Etsia Dungeon (Optional) ................................ ET13
      Chapter 14 ...................................................... WC14
              Gran Idee Mines (Optional) .............................. GI14
      Chapter 15 ...................................................... WC15
      Chapter 16 ...................................................... WC16
      New Game + (Optional) ........................................... WNG+

The optional Dakota Vein dungeon is first available in Chapter 5, and the other
three are explored as part of a Guild mission in the chapters shown, although
they can be entered before that, or not at all!


===============================================================================
P R O L O G U E  -  A Star from the Heavens ............................ *WC00
===============================================================================


C H A P T E R  O V E R V I E W
-------------------------------------------------------------------------------

I'm going to go into some detail here because a lot of things confused me when
I started playing. Skip this if you don't need directions and already know what
you're doing.


--- Scene Setting---
Watch all the introductory scenes as that will give you a better understanding
of what is going on in the story. There are more scenes if you wait, before
pressing the Start button. (If you miss these the first time you can watch them
again when loading the game.) After starting the game and a scene reminiscent
of Peter Pan ...it's a year later, and the Prologue begins. (Notice Leanne's
Piggy T-shirt which she wears in the scenes inside the home base. You cannot
alter this except in a New Game+.) Also, you get the option to skip scenes by
pressing Start.


--- Mission Memo ---
You'll be in control of Vashyron outside Sweet Home base in Ebel City and
there's a mission to read up about. Press Triangle and scroll down the menu to
Mission Memo where you can read the details. All missions are recorded for you:
story ones are automatically listed and the Guild missions are added after
you're seen the details inside a Guild. The mission descriptions in this FAQ
are the full accounts that you get when you speak to the client, and the
initial information is usually less specific.


--- Starting Gear ---
Check out the team: everyone is at level 3 with slightly different amounts of
HP and all their weapon skills are at Level 1. The default set-up is: Vashyron
with the 1191.45 Auto Handgun and the Grenade Box that contains just 3 Hand
Grenades, Zephyr with the SMG=05 Machinegun and Magazine Case that contains 3
Hollow-Point Rounds, and Leanne has the second Handgun, the B-N84 and the First
Aid Kit which contains First Aid x3 (an item that heals 1000 points of Scratch
Damage for one.) You can change this set-up if you want, but you might as well
leave it as it is for now. Also note that you can change the order for battles
by pressing the square button and using the directional buttons to select a
character. Press X and then move the cursor to the new position and press X
again to confirm. This does NOT change the lead character in the field, just in
battles, and whoever is first will start a battle in the middle position.


--- Exploring Sweet Home ---
Return to the base and root around if you want to check up on everything. You
can save your game at the chalkboard just inside the door, and rest up on the
sofa if you wish to change day to night or just heal up any damage. The glowing
blue light at the back of the room by the dartboard is the Bestiary where
you'll eventually be able to read up on enemies you've killed. The stairs
take you to the roof where you'll find Zephyr's room, but there's nothing to
find there. If the active person isn't Leanne you can jump down the hatch back
to the main room. Leanne always refuses to jump...

The bottle cupboard contains Vash's stash! You can choose to take or leave it.
Leave it until the last chapter and you'll find 300000 Rubies! (It accumulates
chapter by chapter: see the secrets section for more details about the
amounts.) The dressing up box (wardrobe) is to the left and here is where you
go to change clothes. At present they all have the "A" formal set of clothing,
and not many to choose from: in fact only Zephyr has a choice.

The room at the back is Leanne's and if you examine the closet here later in
the game you can use some codes to find special outfits. See the Clothing Guide
for more details. For now, there's nothing to do in here.


--- The Guild ---
Leave the Base using any of the three as leader (change with L1 or R1) and the
Elderly Man will greet you with some information. (You can talk to him at any
time for additional information on: the next destination, special energy hexes,
the full view map, and his deepest secret.)  You're instructed to go to the
Guild first so walk down the left road from the base to the next screen. (Chat
along the way if you like.)  Here, you'll reach a junction but will be accosted
by the Familiar Staffer if you attempt to walk up or down the street.

Enter the open door to the Guild and check the board at the back to obtain
three missions. Talk to the man behind the counter for some information about
missions. The book at the left of the counter is another location for the
bestiary and the man in the booth exchanges coloured Energy Hexes for Energy
Station, but that's for later. Exit the Guild and talk to the man standing by
the door to start the first Guild mission.


--- Exploring Ebel City ---
You can walk around the city now, find some items and check out the locals and
the shops. Items are visible from the white glow: [ GLASS SHARD x1] is in some
white boxes down from the Guild, [CUSTOM KIT SET x1] at the lamp-post at the
top of the road leading up from the Guild, and [SCRAP IRON x3] is at the left
as you walk down from the green telephone box near the boutique. This one foxed
me for a while, as it's hiding behind the man who never seems to move. Wait
until you hear the bells ringing at the end of the night and check the place
then, and at long last he's left to get some sleep. The Boutique is open but
not selling anything yet, and Daniel's shop is open for business. Both shops
are on Razzle Street and can be entered directly from the world map, as can the
Guild's street and your home base.

Sometimes you will also run into a gremlin that wanders around the town and
screeches when you surprise it, running off, but leaving a few Rubies behind.
I'm told that this amount can increase significantly but it never did by much
for me, and in the end I stopped bothering even to bump into the thing.


--- Day and Night ---
Walk down any street (or move right if you're outside Sweet Home) to leave the
city, and you'll be able to exit to the world map, Level 4. If you've been
wandering around for a while it might be night, and the differences in the
hexes are harder to see clearly, but you can just sleep on the couch to make it
light again. It's not quite as simple as day or night, as each rest allows 8
hours to pass out of 24 hours.


--- The World Map ---
Move the right stick down to tip the map so you get a bird's eye view and then
press R2 to zoom in close. (L2 zooms you back out.) You'll see Ebel City and
the Arena marked on the map with some uncovered hexes surrounding them. Move
the cursor over these hexes and you'll see that they are Thoroughfare hexes,
and safe areas. Next to the Arena hex are two darker hexes that are labelled
Back Alley. This is where you'll find some enemies. Have a go at beating them
if you like, and it's perfectly possible, but ideally you should head straight
for the Arena.

You will also notice some coloured hexes on the map and these require special
energy hexes to uncover them and allow access to the other parts of the Level.
These are not available just now but remember what the Elderly Man said, that
enemies near coloured areas will usually drop the hexes you need. (This doesn't
apply in the Prologue but it's useful to remember for later chapters if you use
up coloured hexes in the wrong place and need more.)

The red glowing hex near the Core Lift is the location for the Termination
mission and you'll see more of these glowing hexes to indicate a special
challenge enemy group or mission killing location.

One final thing about the world map: press L3 (down on the left stick) and two
small blue icons will appear on the map. The top one controls the Location
descriptions and the bottom one the Area Info. Use the directional buttons to
turn the descriptions off or on. If you leave them on you will also be able to
see the helpful red "NEXT" that shows up on the next destination. The Area info
is also helpful, telling you what kind of terrain you're passing through.


--- The Arena ---
It's essential to familiarise yourself with the battle system, and it can take
quite a while to get to grips with such original, but ultimately, very
rewarding gameplay. Move the cursor directly to the Arena and go inside. Talk
to the man at the left desk and complete the tutorial. See the Game Basics
section on the Battle System for an alternative explanation to that given in
the Arena, and the detailed walkthrough for each stage of the Tutorial in the
Arena section for this Prologue.


--- Customising Guns: A Rookie Guide! ---
After completing the Bridge mission and earning some cash, head to the shop
on Razzle Street and improve your guns by adding parts to them. Although
increasing levels for your guns will improve skills, it won't improve the
innate stats of those weapons and the only way to do that is to customise them.
You start out with 3000 Rubies and by the time you've completed all missions
(including the story one) you'll have 32200 Rubies, so you can afford to splash
out on parts early on. Buy the Rookie Sight and you will already have a Custom
Kit. Pay the Tinkerer to make a Top Sight and a Rookie Grip. Start with the MG
and you'll already have a MG Rookie Barrel and Rookie Magazine. (If you wait
until after the Pest killing mission you will also have the Dot Sight, but
ideally you need to improve your weapons so you can win that battle easily.)

Open the Customize Menu and select the SMG. Attach the Top Sight to the upper
part of the gun where you see two straight connectors. You can attach two
sights here. If you use the Top Sight you'll see it has another connection at
the top and you can place a second sight on top of it. If you need more room
for that, simply select a part and use the right stick to move the whole gun
down a bit. Choose the MG Barrel and it has a connection that looks like a
triangle on its side. Attach this to the end of the barrel using the Left Stick
to move the part into position. Confirm with X. Now for the Magazine. That has
a cross shaped connection and it fits onto the cross to the right of the square
shaped connection. Finally, move the Rookie Grip and attach this to the square
shape.

As you add the parts you'll see the effects on the numbers at the bottom of the
gun screen. From left to right these are:

Charge Speed (CS)
       Charge Acceleration (CA)
                         Rapid Fire (RF)
                                     Bullet Focus (BF)
                                                Magazine Size (MS)
                                                                 Weight (WGT)

CS = Charge Speed.........The speed at which a weapon charges before an attack
CA = Charge Acceleration..The speed at which a weapon charges again after the
                          first charge
RF = Rapid Fire...........The rate of fire when in a critical state
BF = Bullet Focus.........How much bullets focus on the centre of the target
MS = Magazine Size........Determines the number of bullets that can be fired at
                          one time
WGT = Weight..............The total weight of the gun

The weight shown is the overall weight of the gun after you've added the parts,
and the figure at the right shows how much weight the character who has that
weapon equipped can carry. If it exceeds that, then you cannot equip the
weapon! Test that out now. If you've equipped the Top Sight and the two other
parts, then the weight of the MG is too much for Leanne with a case equipped as
well, even if it's the lightest one! Zephyr and Vashyron can manage it
though, even with a case.

You might notice that there is a big difference between the weight of the two
sights: the Top Sight has a weight of 5 and a CS of 4, whereas the Dot Sight's
weight is only 2, even though it has a CS of 5. Other parts share this kind of
difference and generally the more expensive and harder to make parts have lower
weight and better overall stats. It's important to take some care in choosing
the best parts to get the most out of customising your guns. There's a lot more
to this but that's enough for now!

Do the same thing for the Handguns when you have the cash. You can buy Custom
Kits and the Rookie stuff at the shop and make quite a few parts just with
these: The HG Magazine +2, another couple of Sights and HG Barrels as well as
Sub-Barrels if you found the Scrap Iron. However, if your levels are still the
default then you will be restricted as to the overall weight of the gun. Adjust
the parts accordingly and you can add new parts at any time (except inside
dungeons) if you have already made them.

While at the shop buy the Auto-Trigger accessory: you could buy three of these,
either at the end of the Prologue or at the start of the next chapter, and
equip one to everyone. This handy thing allows you to attack even if you're run
out of time on the Action Gauge, so long as the gun has been charged at least
once.


T I P
-------------------------------------------------------------------------------
Do not use the Hand Grenades and keep any you find, from placing Energy Hexes
on the map. There's a very difficult boss battle in Chapter 1, when throwing
grenades makes things much easier, and you cannot buy or make them until
Chapter 5. In fact, save them all for boss battles until you have a plentiful
supply. (You can find Hand Grenades x5 in the second hex behind the Cafe
Chelsey using one of the white Energy Hexes available now.)


S T O R Y  M I S S I O N / S
-------------------------------------------------------------------------------
STAR FROM THE HEAVENS
-------------------------------------------------------------------------------
Client   : Pater
Location : Pater. Level 3: Pater's Manor
Reward   : 25 Hunter Points, 25000 Rubies
Overview : I would like you to visit the Cafe Chelsey on Level 4, collect a
           parcel from Sullivan, and then see that it is delivered to my home
           in Chandelier. However, my duties keep me occupied during the day,
           so I may see you only at night. I'm sorry, but please time your
           arrival accordingly."

Leave town and place Energy Hexes to clear the route over the Rainy Bridge and
to the Cafe Chelsey. The location of the Cafe is open, but the route to it
isn't until you've used two Energy Hexes to clear the way. Enter the location
for a scene at any time, day or night. (It's the visit to Pater that must be at
night, not the visit to the Cafe.)

Get the [ATTACHE CASE x1] and you will leave after the scene. Go back inside
and check the corner to the right just in front of the steps and you'll find
[CURE KIT x1]. Leave again and move the cursor to enter Core Lift 1 and it's
now open for use. Enter the lift and you'll arrive at Level 3. Move left to
enter Pater's Manor  You have to go there at night to find him at home, as
instructed, but the Core Lift will open after you find the Attache Case so you
can explore a little on Level 3 (see the "What the Maid Lost" mission) but you
cannot access Levels 2 and 1 just yet.

Hand over the case to Pater and that completes the mission. Return via the Core
Lift (and another scene) to Sweet Home base in Ebel City and you'll get a
message about incomplete missions if you have some left. Select Yes and it's
the end of the Prologue. Select No and you can carry on playing in this chapter
and finish off any outstanding missions.


G U I L D  M I S S I O N S
-------------------------------------------------------------------------------
Bridge Restoration ("Fetch" Mission)
-------------------------------------------------------------------------------
Client   : Familiar Staffer
Location : Level 4: Ebel City. (Outside the Guild.)
Reward   : 5 Hunter Points, 2000 Rubies, Escape Hex x1
Overview : Rainy Bridge is in need of urgent repairs, and everyone's up in arms
           over the blocked artery. We need someone to patch broken grids with
           Energy Hexes so that Rainy Bridge becomes useable again. Once the
           repairs are complete, report back to me. Remember, no mission is
           finished until you receive your reward.

You can't really avoid talking to the staffer and he's the one who gives you a
tutorial about Energy Hexes. You press X to enter a map, R to move the camera,
L2 and R2 to zoom. The important bit is about how to place Energy Hexes on the
world map. Press Square and you'll enter hex placing mode, and then can scroll
through the Energy hexes that appear at the top left of the screen using the
directional buttons to locate the shape (or colour) of the one you want. Use
the left stick to move the cursor around on the map, and  L1 or R 1 to rotate
the Energy Hex. Finally, X snaps the hex into place.

He tells you get some hexes from enemies in the Back Alley and gives you the
[PERFECT AID x3]. (And you can check up on his instructions at any time by
going to the Manual which can be accessed at any time by pressing Start.)

Move the cursor on one of the two dark Back Alley hexes that are situated on
either side of the Arena hex. Keep moving around if you don't trigger a battle
immediately. You'll find Gremlins Lv 3, and Rogue Gunman Lv 4. If there are
leader enemies then kill them to end the battle quickly with a Leader Assault.
Only the humanoid Gunman will drop the hexes you're after. You should be able
to down one directly with a Hero Action firing the Handgun, and stand still and
shoot if you're in danger of running out of bezels.

Now you've won some Energy Hexes, press square while on the world map, and
you'll see the hex box selected at the left of the screen. You will have some
of the first white hexes and one will appears on the world map. You can move it
around using the left stick and use the L1 and E1 buttons to rotate the hex to
fit. There is one covered hex between Ebel City and Rainy Bridge and you must
move the Energy Hex so that one end of it covers this hex. Then, press X to
snap it into position. A brown box will appear and you'll get your first
treasure: two more Energy Hexes. Keep placing hexes, because not only will you
find many treasures, but you will be able to move onto cleared hexes. Until
this hex is covered and cleared out of the way, you cannot access beyond the
bridge and the Core Lift, or reach the Cafe Chelsey.

You'll complete this mission when you place one Energy Hex between Ebel City
and the bridge. Return to the Staffer for the reward and the nice chime when
you see the Mission Complete message. Go back inside the Guild and examine the
board to receive the fourth mission.


-------------------------------------------------------------------------------
Lex's Knives ("Fetch" Mission)
-------------------------------------------------------------------------------
Client   : Rose
Location : Level 4: Ebel City. (Near the Guild)
Reward   : 3 Hunter Points, 500 Rubies, Anti-Damage x3
Overview : Ooh. You've come along at the perfect time! I need your help, and
           it's urgent! My son is on his way to Core Lift 1. Please get these
           knives to him!

Rose is the plump woman found on the path outside the guild during the day, and
at the left corner of the junction up from the guild at night. Talk to her and
you'll receive the item [LEX'S KNIFE SET x1]. (Check your item menu and this is
listed as "Other" and will disappear once you hand it over to Lex.) Exit to
the world map and move the cursor over the Rainy Bridge and enter the Core Lift
1 location. Lex is recognisable from his chef's hat.  While you're here examine
the white glow behind the left pillar and you'll find [FIRST AID x1].

NOTE: You must do this mission now if you plan to do the rest of Lex's
missions. They are easy enough to complete and give you some good rewards later
in the game.


-------------------------------------------------------------------------------
Pest Extermination (Hunting Mission)
-------------------------------------------------------------------------------
Client   : Allcott
Location : Level 4: Ebel City
Reward   : 5 Hunter Points, 700 Rubies, Dot Sight
Overview : Could somebody please do something about the pack of Stray Curs
           roaming around on the other side of Rainy Bridge? So dangerous, they
           are!

After placing the Energy Hex to access the bridge, move across it and stop at
the red hex close to the Core Lift 1.

.-------------------.
| Stray Cur Lv 5 x4 | These are stronger than the Back Alley enemies and might
|                   | be tricky if you've not levelled up beyond Level 4.
--------------------- However, the location is a large flat space and you can
make a tri-attack. Start with the MG user in the middle and send him out to the
right side with a run, firing twice (he should be able to manage this) to fully
scratch one Cur. Then, select the right HG user to make a blue line crossing
over to the left side of the area and hero run and jump to kill that enemy and
start damaging a second one. Press triangle to create the tri-attack triangle
and change to the MG user again (L1 or R1), and start the run by pressing
square. That should deal with a second dog and after that's it's probably best
to stand still as the dogs will run towards you to attack and you can hit them
at point blank range.

This battleground is not sealed so you can run away and try again if you are
having trouble. (Raise levels to 4 or 5 and customise your MG as a minimum.)
When all curs are defeated the mission is complete.


-------------------------------------------------------------------------------
What the Maid Lost ("Fetch" Mission)
-------------------------------------------------------------------------------
Client   : Theresa's Maid
Location : Level 3: Theresa's Manor
Reward   : 3 Hunter Points, 1000 Rubies, Clairvoyance x3
Overview : I have a problem. I wonder if you could help me with. You see, I
           lost an irreplaceable watch the other day. I was hoping you could
           recover it for me. I believe it must have fallen out while I was on
           the way to Cardinal Jean Paulet's manor.

This mission is posted on the board when you've completed one of the other
missions. You don't have to speak to the maid until you've found the watch, and
then you only need to visit her once on Level 3. After finding the case at the
Cafe Chelsey the Core Lift 1 will be open and you can access Level 3. Make sure
you have a spare Energy Hex before entering the lift, and if it's night you can
complete this mission at the same time as the story mission for Pater.

You'll see that the hexes around the two Manors are clear, but there is one at
the bottom of the path from the lift. Go into hex placing mode (press square)
and manipulate the Energy Hex to cover the three hexes that lead towards the
purple one. The [BROKEN WATCH x1] is hidden under the third hex. Retrieve the
item and enter Theresia' Manor, where you'll find the maid waiting inside the
entrance at the left of the main door. Talk to her to get info you don't need
now, and speak to her once more to hand over the watch.

While you're here, there's a hidden item down to the right of the door. Move
along and you'll see it sparkle and find [MULTI-AID x1].


S H O P S
-------------------------------------------------------------------------------

EBEL CITY SHOP
-----------------------.-----.--------.----------------------------------------
TOOLS                  | CHP | PRICE  | DESCRIPTION
-----------------------+-----+--------+----------------------------------------
First Aid              |  P  |   1000 | Heal 1000 points scratch damage
Cure Kit               |  P  |   1000 | Cures all status ailments for one
Escape Hex             |  P  |   1500 | Use to warp back to world map
Clairvoyance           |  P  |    250 | View information on target enemy
-----------------------.-----.--------.----------------------------------------
WEAPONS                | CHP | PRICE  | DESCRIPTION
-----------------------+-----+--------+----------------------------------------
SG-B226 (Handgun)      |  P  | 100000 | Excels in magazine size
-----------------------.-----.--------.----------------------------------------
CUSTOM PARTS           | CHP | PRICE  | DESCRIPTION
-----------------------+-----+--------+----------------------------------------
Rookie Sight           |  P  |   1000 | Beginner's sight.
HG Rookie Barrel       |  P  |   1000 | Beginner's Handgun barrel
MG Rookie Barrel       |  P  |   1000 | Beginner's Machinegun barrel
Rookie Grip            |  P  |   1000 | Beginner's custom grip
HG Rookie Magazine     |  P  |   1000 | Beginner's Handgun magazine
MG Rookie Magazine     |  P  |   1000 | Beginner's Machinegun magazine
-----------------------.-----.--------.----------------------------------------
ACCESSORIES            | CHP | PRICE  | DESCRIPTION
-----------------------+-----+--------+----------------------------------------
Auto-Trigger           |  P  |   3000 | Automatically attacks if charge gauge
                       |     |        | reaches zero while charging.
-----------------------.-----.--------.----------------------------------------
OTHER                  | CHP | PRICE  | DESCRIPTION
-----------------------+-----+--------+----------------------------------------
Custom Kit Set         |  P  |    500 | Combine with other items at the Tinker
Powder Gel             |  P  |    250 | Basic explosive. Use in item synthesis
_______________________|_____|________|________________________________________


TINKERER
-----------------------.-----.--------.----------------------------------------
CUSTOM PARTS           | CHP | PRICE  | DESCRIPTION
-----------------------+-----+--------+----------------------------------------
Top Sight              |  P  |    500 | Features a top expansion port
Compact Scope a        |  P  |   3000 | Built to charge speed
Compact Scope b        |  P  |   3000 | Built to charge speed
HG Expander Barrel     |  P  |    500 | Handgun barrel with expansion port
HG High Barrel         |  P  |   1500 | HG barrel: boosts charge acceleration
MG Expander Barrel     |  P  |    500 | MG barrel with left expansion port
MG High Barrel         |  P  |   1700 | MG barrel: boosts charge acceleration
Sub-Barrel             |  P  |    500 | Can be added to other barrels
Handguard              |  P  |    800 | Improves rapid fire rate, bullet focus
Foregrip               |  P  |   3000 | Basic foregrip
HG Magazine +2         |  P  |    500 | Handgun magazine: adds 2 bullets
MG Magazine +3         |  P  |    500 | Machinegun magazine: adds 3 bullets
_______________________|_____|________|________________________________________


A R E N A
-------------------------------------------------------------------------------
Complete the Tutorial: yes, it's optional, but highly recommended! Don't forget
that you can view the totals for everything in the game at the Arena (look at
the Game Reoords board to the right of the Arena Receptionist). This will help
in keeping track of progress for various trophies.

-------------------------------------------------------------------------------
ARENA BATTLE TUTORIAL (Optional) ........................................*ABT0
-------------------------------------------------------------------------------

Talk to the Training Staff at the left counter inside the Arena and you can go
through the combat tutorial, step by step. Once you've cleared a stage in the
tutorial you can repeat it as many times as you like, and at any point during
the game. This is the ONLY instruction you'll receive on the gameplay and
nothing new is added, because, unlike many RPGs there are no additional things
to learn. What you see here is what you get: for the whole of the game.

Having said that, the tutorial does not explain all the finer points of combat,
and it's really only after fighting many battles that you'll suddenly feel the
combat clicks into place. When that happens varies from player to player of
course, but what can start off feeling unbelievably frustrating and confusing
will become second nature, and feel smooth and simple.

You can choose which character to use for the tutorial (Press L1 or R1 to
change characters) and it doesn't matter who you use for the single character
lessons. I'll assume the default equipment with Leanne and Vashyron equipped
with Handguns and Zephyr with a Machinegun, although this will be changed for
you during the Tutorial, so you can meet the conditions. The Battle Order I
used was Zephyr, Leanne, Vashyron with Leanne as the active character on the
world map.

At any point during the combat part of the tutorial press SELECT to see the
Tutorial Controls.

X        = Attack/Charge      D Buttons = Switch Targets
O        = End Turn           L2/R2     = Switch Equipment
Square   = Hero Action        L1/R1     = Switch Current Character
Triangle = Tri-Attack         R (stick) = Control Camera
Select   = Change Items       R3        = Lock On Target
L3       = Toggle Map Display


(By the way, there is no TIP 5 - they left it out or got the numbering wrong. )


--------------------------------
COMBAT 1. Charging and Attacking - 1 character
--------------------------------

CONDITIONS TO PASS
Charge and attack three times.

HOW TO PASS
Stand still and press X while targeting one enemy to charge the gun. Fire when
the charge circle is complete by pressing X again. Repeat this action 3 times.

If you charge the gun on one enemy and then move the directional buttons to
target a different enemy, the gun has to charge up again. You cannot transfer
the charge and must start it again.


* Basic Controls:
- Use L to move the character manually: to walk somewhere in the battlefield.
- Use the directional buttons to switch from one enemy to another.
  (While the cursor is on an enemy you'll see their name and level and green
  health bar, though not their HP.)
- Use R to move the camera.
- Use R3 to lock on to the target. (Press the R stick in to do this and you'll
  see four white arrows around the target.)

* Charging and Attacking Controls
- Press X to initiate charging the gun. Just stand still and press X and watch
  the circular gauge fill up to complete a circle. Once it's full, press X
  again to fire the gun. You can move around (walking forwards or to the side)
  before pressing X a second time and the charge will remain on the enemy.


---------------------------
TIPS 1 Map Info and Fleeing
---------------------------
While inside a dungeon press L3 (the left stick pressed in) to see the detailed
dungeon map. This is the default view. Press L3 again to see a radar map which
shows the position of the team and enemies inside the current room. It also
shows the direction for the different rooms that lead off the one you're
currently in. These are indicated with a coloured arrow at the sides of the
radar circle. (Some rooms can have four exits.)


-----------------------------
COMBAT 2. Changing Characters - 3 characters
-----------------------------

CONDITIONS TO PASS
End turn five times.

HOW TO PASS
Press the circle button five times. Do not use the R1 or L1 button to change
characters as this doesn't count as ending a turn.


* Action Gauge
- When a character takes action the action gauge appears in the status window.
  This is shown at lower right of the battle screen and a blue light moves from
  the right to the left, indicating the amount of time left during which a
  character can move or charge their weapon.
- A character's turn ends when the action gauge reaches zero, or when they
  attack. After everyone's turn has ended they each get a new turn.

* Switching Characters
- L1 and R1 changes characters  This has to be done before the currently
  selected character has started their turn.
- Circle: cancels a turn. Press circle to end a turn before the action gauge
  has run out. You can also press circle even if the character has not taken
  any action at all.


------------------------
COMBAT 3. Scratch Damage - 2 characters
------------------------

CONDITIONS TO PASS
Turn Scratch Damage into Direct Damage twice.

HOW TO PASS
You will be given two characters for this tutorial: one equipped with a
Machinegun, and the other with a Handgun. Target one Walking Target with Zephyr
and fire. (Press X and X again when the red charge circle is complete.) You'll
see that the enemy's green health bar partly turns blue. Leanne takes the next
turn and must fire at the same enemy. This will convert the scratch damage into
direct damage, probably killing the enemy. Do the same for a second enemy.


* Direct Damage
- Standard damage. This is when a Handgun is fired and it damages the target's
  HP.

*Scratch Damage
- Temporary damage. This is when a Machinegun is fired and it causes temporary
  damage to the target's HP, turning the health bar blue. If nothing else is
  done this damage recover over time, and the blue bar will slowly change back
  to green.
- The greater the ratio of the Scratch Damage to a target's remaining HP the
  better, because the recovery rate slows down. And, if the health bar is
  completely blue, it's a simple matter to fire a Handgun and kill that enemy.


------------------------
COMBAT 4. The Hero Gauge - 1 character
------------------------

CONDITIONS TO PASS
Refill the Hero Gauge by two.

HOW TO PASS
The Hero Gauge has 15 Bezels and 10 of them are full (the orange ones). There
are three enemies and your task is to kill two of them. The Clown Hopper is too
tough to damage, so target the two Walking Targets. Each one will need two
shots to kill it and that will add one Bezel to the Hero Gauge. The Clown will
move forwards and attack on your third turn, destroying one bezel and sending
the shards flying. This doesn't matter and you can safely ignore it and
concentrate on the Walking Targets.


* The Hero Gauge
- This is the name for the line of bezels that appears at the bottom of the
  screen during a battle. (And when looking at the main menu screen.)
- Each bezel represents 1000 HP, and the gauge is shared by the party, showing
  their current condition.
- As long as there is at least one complete bezel (glowing orange), all damage
  to the party is counted as Scratch Damage. In other words, characters can
  recover from the damage.
- If one character's scratch damage is reduced to zero, showing their health
  bar as completely turned to blue, then the Hero Gauge will automatically be
  depleted to fully heal their HP. Each full bezel is shattered, giving the
  character 1000 HP worth of healing, until they are fully healed. The
  shattered fragments of the bezels are scattered around the battlefield.
- Killing an enemy with Direct Damage will recover one Bezel to the Hero Gauge


-------------------------------------
TIPS 2: Bezels and Critical Condition
------------------------------------
When the hero gauge is shattered and the bezel shards scattered, it is
advisable to pick up those shards. For every four shards collected (just walk
or run over them) one full bezel will be recreated. This allows you to re-fill
that empty bezel. After a battle you might still have a partially damaged or
incomplete hero gauge. Resting on the sofa at Sweet Home base or at an Energy
Station will recover the Hero Gauge completely.

If the Hero Gauge is empty (no orange glowing bezels left!) then the whole
party enters critical condition. Attack power is lowered, you cannot move
freely, and every enemy attack will shatter one empty bezel. With nothing left,
all damage becomes Direct Damage and it's easy to get a game over.


------------------------
COMBAT 5. Hero Actions - 1 character
------------------------

CONDITIONS TO PASS
Attack with a Hero Action five times.

HOW TO PASS
Select a target and press Square to view a line stretching out from the
character. Move the line using the left stick so it reaches as far as it goes
heading to one side of the enemy group. Press Square again to begin a run, and
press X while running to make an attack. If the run is long enough you can
charge and fire again, many times, because the gun will continue to charge and
target the same enemy so long as it still survives.


* Press Square!
- Each hero action uses up one bezel.
- Press square to see a line with the anchor cursor at the end of it, showing
  the destination. Position the cursor as you choose using the L stick, and
  then press square again to begin moving.
- While moving the character is invincible and cannot be counter-attacked. If
  they bump into an obstacle they will stop moving. (But they can run through
  most enemies.)
- Press X while moving to attack an enemy's body part from the ground. Press
  square to jump, and X to fire and you will target the enemy's main body and
  some body parts at random.


--------------------------
TIPS 3: The Flow of Combat
--------------------------
Enemies will react to your characters' actions. They must charge their weapons
before firing in the same way as the team, although they do not make hero
actions. If you do not undertake a hero action and stand still to fire, then
that character is open to enemy fire. Any enemy that has a complete charge will
get a turn to attack after the active character's turn ends.

You will know which character is under attack because a letter appears to the
right of the enemy's charge bar showing which character they have in their
sights: L - Leanne, Z - Zephyr, V - Vashyron.

There is also a blue circle to the left of the character's name when they are
not being targeted, and this turns to red if the enemy has a full charge and is
about to fire at them.

Use Hero Actions whenever possible and pay attention to:
- The condition of the enemies (for example: finish them off one by one, or
  attack one that is about to attack you)
- The position of other characters (try and avoid being too close to an enemy),
- The state of the Hero Gauge (don't use a Hero Action if you only have one
  bezel left, unless you are certain that you will gain a bezel back by
  destroying an enemy part or killing them outright.)


------------------------
COMBAT 6. The Tri-Attack - 3 characters
------------------------

CONDITIONS TO PASS
Perform a Tri-Attack.

HOW TO PASS
Step 1
Zephyr is the first person to take a turn from his starting position in the
middle of the other two. Press Square and a blue line will shoot out across the
arena. Adjust the position of the line so the anchor cursor is at the left side
of the arena. Press square again to make his Hero Action run.

Step 2
Leanne is next, standing at the left. Press square and a blue line shoots out
from her, crossing the previous one that will also appear again. Use the left
stick to move her line across to the right of the arena, making two sides of a
triangle. Press square so she runs to the end of her line. You now have 2
Resonance Points.

Step 3
You won't see any blue lines until you press square again with Vashyron. His
blue line will go straight across the arena crossing the line between the other
two, but this is the point to make the tri-attack. DON'T PRESS SQUARE AGAIN.
PRESS TRIANGLE! Now you'll see the triangle on the ground and that confirms the
tri-attack. Simply press square now to make your first tri-attack and everyone
will run along the lines of the triangle. You've passed the tutorial!


* Resonance Points
- To perform a combination tri-attack with all three characters attacking at
  once, you first need to accumulate Resonance Points (RP).
- When one character runs between the other two during a Hero Action, one RP
  is earned. Any other action will lose one or more RP.
- You can see this clearly because an action that results in a Resonance Point
  will show as a glowing blue line on the ground.

* Tri-Attack
- Resonance Points are shown above the characters' action gauges and can be
  stored until you are ready to start the attack. (There is even a trophy for
  storing 20 RP although you only need a minimum of one, and normally 2 is
  enough to make a decent tri-attack.)
- Each RP represents one side of the triangle, so with 3 RP the characters will
  run along three sides of the triangle, and with 1 they would only run along
  one side of it.

* Controls - Before starting the attack.
- Press triangle to view the tri-attack line which appears on the ground as a
  triangle.
- Press triangle again to change the direction of the movement.
- Use L1/R1 to change the character who will start the attack. (Often it's best
  to start with the MG user so they can inflict scratch damage on the first
  enemy, before the HG user attacks.
- Circle will cancel the previous action.
- Press Square ONCE to begin the tri-attack move!

* Controls - During the attack
You can control each character in turn as the attack progresses, but sometimes
they move more or less on their own and you won't be able to do much to change
their position from running to jumping. You have most control over the first
attacker.

- X to attack
- Square to jump
- Circle to stop
- L1/R1 to change character


---------------------------
COMBAT 7. Switching Weapons - 1 character
---------------------------

CONDITIONS TO PASS
Attack with dual guns three times.

HOW TO PASS
Press L2 once or R2 twice to select a second weapon and have both weapons in
action. Fire at an enemy three times. (If you want to do this quickly, then
just make a Hero Action and fire three times while in motion.)


* Switching Weapons
- Press L2 or R2 to switch the currently equipped weapons from one to the
  other. This is used if you want to throw grenades or use an item, or equip
  one character with one Handgun and one Machinegun.

* Dual Wielding
- You can equip one character with two guns: either 2 Handguns or 2
  Machineguns, and attack with both weapons at once.

* Attacking Barehanded
- If you don't equip a case or weapon to one slot, you can select this empty
  equipment slot to perform a bare-handed attack. Such an attack inflicts
  around 1-2 HP of direct damage. (This is not something you will ever do
  unless you want to gain the Iron Fist trophy for performing 30 attacks with
  no weapon.)


---------------------
COMBAT 8. Using Items - 1 character
---------------------

CONDITIONS TO PASS
Use items five times.

HOW TO PASS
Leanne will be equipped with both a Grenade Box and a First Kit and they each
contain 999 Training items. Press Select to see the items and X to equip that
item. Then, press X to charge the grenade and X again to throw it at an enemy.
You can make a Hero Action whilst throwing grenades. Or, use a Training First
Aid item on Leanne, by pressing X to charge it and then X again to throw it to
her. It will automatically be targeted to her, and you'll see a green circle
form. You cannot throw a healing item to an enemy and you cannot make a Hero
Action to use a healing item, although you can throw them to an ally.


* First Aid Kit
- You can only make use of healing and support items (those which offer
  elemental protection or boost speed) if you have equipped the First Aid Kit.

* Grenade Box
- You can only make use of attack items (grenades) if you have equipped the
  Grenade Box.

* Controls
- Press SELECT to be shown the contents of the item case and scroll down to
  choose the one you want. This is then equipped to the weapon slot and will be
  used when you charge it, in the same manner as charging a weapon.


---------------------------
COMBAT 9. The Magazine Case - 1 character
---------------------------

CONDITIONS TO PASS
Attack using specialty rounds twice.

HOW TO PASS
Press select to see the Tools menu and you will see 999 Training Incendiary
Rounds. Use X to equip the rounds to the gun and you'll see the number show on
the status screen. Do a Hero Action and fire the gun twice to complete this
tutorial.


* Specialty Rounds
- Equip a gun in one hand and a Magazine Case in the other, and you can fire
  specialty rounds.
- If no gun is equipped then you cannot use these rounds.
- One round is consumed per attack, so if you make three attacks (for example)
  during a Hero Action, you would use three rounds.
- Press SELECT while equipped with a magazine case to choose which round to
  use. (There are many different types of rounds and more become available as
  the game progresses.)


------------------------------------
TIPS 4: Elements and Status Ailments
------------------------------------
There are five elemental types: Physical, Fire, Ice, Electricity and Poison.
If the element of the attack matches an elemental weakness in the enemy, the
damage dealt increases. If the target is resistant to the element they can
nullify, lessen and even absorb the damage. (For example, a Poison Gremlin will
be healed if you use poison rounds on it.)

And there are five types of status ailments. Each lasts for 15 seconds.
* Fire     (Red) - the target is on fire and Scratch Damage is caused once
                   every second
* Ice     (Blue) - the target is frozen and cannot move
* Shock   (Cyan) - the target's charge time is slowed down
* Poison (Green) - the target loses health, sustaining Direct Damage and cannot
                   heal until cured
* Oil   (Maroon) - Movement speed slows and the target is weak to fire attacks.


---------------------
COMBAT 10. Body Parts - 1 character
---------------------

CONDITIONS TO PASS
Destroy three enemy body parts.

HOW TO PASS
There are two walking targets to practice on, and each of them has a green body
part health bar below the main body health bar. You'll also see 4 separate
green sections circling their bodies. Fire at one side of the body a number of
times until one of those parts turns completely grey and finally breaks. The
best way to do this is to do a hero run so you can directly attack the part you
want. Do that three times.


* Body Parts
- Some enemies have many body parts as well as the main body.
- When attacking, damage is dealt to whichever body part is facing you. This is
  shown as a second health bar below the main body's health bar.
- Destroy a body part and that restores one bezel.
- Some body parts yield particular drop items, and sometimes you can prevent
  the enemy from using a particular attack by destroying the body part. (For
  example, a enemy might carry a powerful weapon that is removed when the body
  part is smashed.)


-------------------------
COMBAT 11. Leader Assault - 1 character
-------------------------

CONDITIONS TO PASS
Defeat the leader.

HOW TO PASS
Use the directional buttons to check the status of each enemy and find the
Leader: Clown Hopper. Only attack this enemy and ignore the two Walking
Targets. You will still have the Training Incendiary Rounds equipped, so use
these to kill it in one long Hero Action, firing repeatedly.


* Leader Assault
- Sometimes one (or more) enemy is identified as the leader of a group.
- Defeat that enemy in a Leader Assault and that's the end of the battle.
- If there are other enemies that you haven't killed there is a chance to earn
  the items that they drop from their body parts as well.


------------------
COMBAT 12. Bunkers - 1 character
------------------

CONDITIONS TO PASS
Attack from cover three times.

HOW TO PASS
Walk up to the bunker until you see the white gun icon appear. Stand still,
close to the bunker, aim at the closest enemy and fire the gun. Do the same
twice more.


* Fortifications
- Many areas feature bunkers that provide some protection during a battle.
- Walk close to one and an icon of a white gun will appear which tells you that
  you can fire through the bunker to hit enemies on the far side.
- Bunkers will block enemy fire, but they can be destroyed. Each one has a
  health bar and can be a target for your fire and for the enemies' attacks.
- Enemies will use bunkers to fire at you from behind its shelter.


-------------------------
COMBAT 13. Gauge Breaking - 1 character
-------------------------

CONDITIONS TO PASS
Perform a gauge break three times.

HOW TO PASS
Do a Hero Action making a jump while firing (press square twice and then X to
fire.) You will hear a crack, and get a message to say the gauge has been
broken and see that the enemy has been stunned. You can do this to one enemy
twice in a row with ease.


* HP Gauge Breaking
- When attacking an enemy with a Handgun and dealing Direct Damage, there is a
  chance that their HP gauge will break. This is the gauge for the main body
  and it will show a crack.
- When a broken gauge is damaged up to the point of the crack, that will
  restore one bezel to the Hero Gauge. (This is normally accomplished by
  attacking with a Machinegun to scratch the broken part and then with a
  Handgun )


---------------------------
COMBAT 14. Multiple Charges - 1 character
---------------------------

CONDITIONS TO PASS
Attack with multiple charges three times.

HOW TO PASS
Leanne is equipped with a Machinegun and Handgun. Use the Machinegun and allow
the weapon to charge many times before firing. Keep an eye on the blue action
gauge as it moves from right to left and make sure to fire before it reaches
the end of the time. You can change to the Handgun and do the same, or just use
the Machinegun twice more.


* Charged Weapon Skills
- As characters level up a weapon they learn new skills. This is wholly
  dependent on usage of that weapon: the more you use a weapon, the more
  experience points it will get, raising its level, and the better your skills
  for that weapon.
- When charging a weapon, you can charge a number of times based on your
  current level for that weapon.
- Skill effects are applied to the attack based on the number of charges, so
  the more you charge up the weapon, the higher the grade of skills that will
  be unleashed.
- Each charge is shown with a red bullet icon, and 10 charges are shown with a
  larger and thicker bullet icon.


-------------------------------
TIP 6: Weapons and Levelling Up
-------------------------------

* Weapons' Effects
When a weapon (Handgun, Machinegun or Throwing Weapon) is charged it will
always result in a particular effect in proportion to how many charges are
made. The more charges, the higher the ability or power.

Handguns       - Gauge Breaking Ability
Machineguns    - Attack Power Up
Thrown Weapons - Knockback Power Up

* Weapons' Skills
Skills have a set probability of being applied when making an attack. See the
skills list for all the details!

* Levelling Up
Experience points are earned for each weapon type by dealing damage to the main
body of the enemy or to a weak spot on a body part. Convert scratch damage to
direct damage and that also earns points. Characters' levels are the sum of
levels for each weapon type.


EXTRA NOTES (Courtesy of Corpsecreate)
Knockdown = Chance of sending the target airborne.
Knockback = Distance target is sent into the air per bullet once airborne.


----------------------
COMBAT 15. Bonus Shots - 1 character
----------------------

CONDITIONS TO PASS
Perform a bonus hit twice.

HOW TO PASS
Perform a Hero Action running along the ground and firing at one enemy as soon
as you have a full charge. They will fly up into the air. Keep charging and
firing and you will see a small yellow section appear at the top of the ring.
Time your shots to hit the cursor when it is directly in line with the yellow
section. You will probably miss the first time, and it might take more than one
run to generate a yellow section that is wide enough to hit easily. When you do
so you will see a message down the left of the screen to say that it's a Bonus
Shot. Do this twice.

* Bonus Shot
- Attack from the ground (using a Hero Action with a gun, and not jumping into
  the air) and there is a chance to knock any enemy up into the air.
- A yellow circle, called the bonus shot ring, appears around the target, and a
  cursor moves around the circle.
- Press X to stop the moving cursor within the yellow portion of the ring. That
  earns a Bonus Shot and charge speed increases allowing many shots to be taken
  on the enemy until they reach the ground.
- There is a set time limit (shown at the right of the shot ring) and the wider
  the ring, the longer the attack will last.
- Press Circle to cancel the shot, and the chance is retained, meaning that the
  next character to fire can also trigger a bonus shot, and the bonus shot ring
  will be wider.
- Enemies drop items when hit with a bonus shot: usually Gold or Silver Coins
  that can be sold.


--------------------
COMBAT 16. Smackdown - 3 characters
--------------------

CONDITIONS TO PASS
Perform a Smackdown attack twice.

HOW TO PASS
There are two ways to do this: either using one person alone, or making a
tri-attack to use all three.

One person Smackdown
Do a Hero Action to run and attack one enemy from the ground, sending them up
into the air. (Press square to start the run and then X to attack as soon as
the gun has made one charge.) Once they are in the air, press square to jump,
and let the gun charge as the enemy begins to fall to the ground, and attack
them again.

Tri-Attack Smackdown
Set up a 2 Resonance Point tri-attack. Start the tri-attack with the first
person running and firing to send the enemy aloft, and jump with the second
character to hit them down. If you don't manage to hit them down with the
second person, then try again jumping with the third. It's a matter of timing
to attack the enemy as it falls but before it hits the ground.


* Smacking Down
- Attack from the ground first, to send an enemy into the air, and then jump
  above them, to smack them down to the ground.
- This deals additional damage to the main body and all body parts and causes
  an enemy to release any items or bezels they possess.



R E D  H E X E S
-------------------------------------------------------------------------------
None


D A N I E L ' S   D O L L S
-------------------------------------------------------------------------------
None


===============================================================================
C H A P T E R  0 1  -  The Weight Of A Life ............................ *WC01
===============================================================================

C H A P T E R  O V E R V I E W
-------------------------------------------------------------------------------
By the end of the Prologue you should have 41 Hunter Points and have raised
levels to at least 4 for everyone: adding one level for one gun each if you did
the bare minimum.


--- Missions and Shopping ---
First of all, head for the Guild to obtain the two additional missions. Both
are easy to complete, and Daniel's is important both for the reward and for the
future! You cannot start the Power Station one until you've been to the Garden
Party as you need the Energy Hex reward from that. However, you can talk to the
Staffer outside the Guild to start the mission, and also talk to Daniel at the
shop for his. The Boutique is now open for business, though buying clothes is
probably not your first priority right now. When you buy something it
disappears from the shop's inventory, and I guess that the shop only designs
clothes for Vashyron, Zephyr and Leanne. No duplicate outfits!


--- Battles You Can Win ---
Fight more battles on the Back Alley location to obtain more Energy Hexes, and
try out some battles on the Closed Road terrain when you open the path to the
Hughes Power Station. You can also attempt to defeat the enemies inside the
first room of this dungeon.

These are a Machinegun Gear Lv 13 and Stray Cur Lv 5 x2. If you want to try
this out, at the start of the battle don't move. Let the dogs run towards you
and you can defeat them one at a time without losing bezels or too much health.
(They do around 250 HP damage if they hit you, which is a lot at level 4 or
so!) By this point the Machinegun Gear might have moved closer and now you can
concentrate on it. (If it hasn't moved then you'll have to walk towards it to
get within shooting range.) Hero running is a bit of a waste while it's far
away as you won't be able to get up much of a charge. Use Metal-Coated Rounds
with your MG and, when you're close enough, hero run to get bonus shots as it
heads up into the air. You will obtain a Scrapped Machinegun MS (though it
might take a couple or more battles to get this to drop) and raise levels for
everyone more quickly than fighting the lower level enemies on the world map.

The Arena is now open and the first Rank can be completed: simply fight three
battles and that will allow the next rank to open up. It's as well to keep up
with the Arena chapter by chapter, because if you leave it until later and try
to do it all at once it gets very tedious...


--- More than a Rookie ---
Head for the Tinkerer and you can make the MG High Barrel using the Scrapped
Machinegun MS.  That gives you an additional 2% to the charge acceleration for
your MG, assuming you already have the Expander Barrel and Sub-Barrel added to
that gun, and it's much better than the Rookie Barrel. (To remove a part
already equipped scroll down the list of parts in red and press X to select it
which highlights it on the gun, and then circle to cancel it.) Although this
barrel has no extensions and eventually you'll want to replace it with
something better, it's a worthwhile investment now. Believe me, you need all
the help you can get for the boss of this chapter!


T I P S
-------------------------------------------------------------------------------
Do everything else before heading for Lucia. Raise levels faster by changing
guns and fighting the Machinegun Gear inside the Hughes Power Station. Obtain
3 extra Scrapped Machinegun MS from the Machinegun Gear as these are needed
for a mission in the next chapter. (You can get plenty more then, so that's
just if you want to get ahead.)

While at Lucia place an Energy Hex to the north of the last of the coloured
hexes. You'll uncover the Prelate's Medal which is required for a mission in
Chapter 5. It saves time to obtain it now. Don't sell it!



S T O R Y  M I S S I O N / S
-------------------------------------------------------------------------------
The Garden Party
-------------------------------------------------------------------------------
Client   : Theresa
Location : Level 3: Theresa's Manor
Reward   : None
Overview : Would you care to join me for tea sometime? Any time will be fine if
           it's during the day. I will be waiting at my manor in Chandelier.

Enter Core Lift 1 and make your way to level 3 during daylight hours. (Rest on
the sofa if it's nearing evening as it's annoying to head all the way up only
to find that her doorman won't let you in.) Her manor sign is coloured red to
show that's your destination (provided you've left the Location marker on.)
After the scene you'll receive the item: [FLOWER x1] and the doorman will give
you [ENERGY HEX 1 Orange x4]. These are an orange/tan colour and you'll
find them listed first in the Energy Hex store. He also gives you a tutorial on
how to use coloured hexes. Note that they can only be placed on or next to
other hexes of the same colour, limiting their use for now. You'll get your
first [STATION HEX x1] and this gives you the option to rest and save while out
and about. You can only use a Station Hex on a thoroughfare hex.

Return to Level 4 and talk to the people hanging around the lift for some
additional information.


-------------------------------------------------------------------------------
A Battlefield Revisited
-------------------------------------------------------------------------------
Client   : Theresa
Location : Level 3: Theresa's Manor
Reward   : 25 Hunter Points, 20000 Rubies
Overview : I'd like you to take that flower and place it on his grave in the
           town of Lucia on Level 6

Head for the orange/tan coloured hex near the Core Lift on Level 4 and go into
hex placing mode. Use the directional button to scroll to the coloured hex and
place it on the map to open up the route to the Hughes Power Station. (Place
one end on the coloured hex and the rest of the hex will be inside the grey
area.) This also gives you access to the Elevator to Level 6 after placing one
more Energy Hex. Take the elevator and there is a scene to watch on the way
down. Don't click too quickly when fighting inside Lucia or you'll miss some
choice mission only comments.

When you arrive at Level 6 the whole area is blocked and you must place Energy
Hexes to reach Lucia. Forsaken is a small abandoned village with a shop. You
could place the Energy Station nearby on a Thoroughfare so you can save and
rest before entering Lucia, but there is a save point inside the area so it's
not essential. You will need two of the coloured Energy Hexes to open up the
four hexes that comprise Lucia. If you have sufficient plain Energy Hexes then
you can find a Bezel Shard on this Level. From the Elevator to Level 4 go left
towards the single purple hex, staying on the south edge of the level. The
shard is found in the fourth hex to the left of this purple Terminal.


.---------.
|  LUCIA  |
-----------
Inside the Lucia location there's an Abandoned Energy Station where you can
rest and save, and there are random battles around here. Downtown is your
destination but fight some battles before entering Downtown if you're not
confident that you can win, because the battles inside here are tough: and the
boss is very difficult to beat if you've not quite mastered the battle system
yet. I had enormous trouble here in my first game, and nearly gave up
completely!

-----------------
Random Encounters
-----------------
Enemies: Leader: Fat Gangster MG Lv 9
         Oily Gremlin Lv 4 x2
         Fat Gangster Lv 8

Enemies: Leader: Oily Gremlin Lv 5
         Oily Gremlin Lv 5 x2
         Fat Gangster Lv 8


There is a bunker to shelter behind if you need it, and the Gangsters will drop
more of the coloured hexes as well as different shaped plain ones. Hero run
with Zephyr and target the leader (I'm going to assume you're using him with
the MG for now) and then finish off with the HG for a quick win. Things are not
so simple inside the dungeon area...

Once inside, keep an eye on the circle around the active character because this
shows you the direction of the next room with the helpful coloured arrow. You
can run through some of these rooms without defeating all the enemies. Target
the exit and hero run towards it firing as you go. However, I wouldn't
recommend this as you might end up with a lost bezel and facing a harder group
in the next room.


Room 1 - Turquoise
Enemies: Oily Gremlin Lv 4 x 3
There are no bunkers in the room and just the three Gremlins. One should be
fairly close so the best strategy is simply to stand still and let them come ot
you as you kill them one by one.


Room 2 - Pink
Enemies: Fat Gangster Lv 8 x3
         Drum Carrier Lv 11
Gold Box: [HG HIGH BARREL x1]

There are two bunkers here, one shielding two of the gangsters and the other to
the left close to the drum carrier. Go for the machine first attacking with a
hero run with Zephyr and then either of the HG gunners so your first two land
up to the left of the left bunker. Then, you can run and jump the third over to
the same location or make a tri-attack to target the Gangster in the open.
After that it's just two of them left and you can always stay behind the safety
of the bunker if you need to conserve bezels. Open the gold box before leaving
the room.

If you want to leave the area and customise this part to a gun, then either
walk out and fight the gremlins again, or use an Escape Hex. However, you'll
probably only have one and it's a bit of a waste, whereas walking out gives you
a chance to earn more experience and items. Rest and save again at the Energy
Station and head back inside.


Room 3 - Yellow
Enemies: Drum Carrier L 11 x1
         Oily Gremlin Lv 4 x 2
         Fat Gangster MG Lv 7
Bronze Box: [ENERGY HEX 4 Pink x3)

Slightly more complicated by the fact that there are more enemies to deal with.
The exit is to your left at the top left corner of the room and this is a good
prompt as there is a sheltering bunker at that side of the room. Start by
running left to end up behind the first bunker and target the closest Gangster.
Either kill off that gangster with your HG or run and jump (still heading left)
but to attack the Drum Carrier, which should have moved towards you now, and
killing it might take out the gangster with collateral damage. After that you
could manage a tri-attack or stand and shoot at the closest enemy, using the
far left bunker for protection, until you've killed them all.


Room 4 - Blue
Enemies: Dweller Lv 4 x3
         Fat Gangster MG Lv 7 x3
         Drum Carrier L 11 x1
Bronze Box x2 : [ENERGY HEX 1 Orange x3] x2
Gold Box: {ESCAPE HEX]

This is harder, as the room is large with a platform in the centre where the
gangsters are standing. I've tried this room all kinds of different ways and
it's never the same twice, but I tend to go for the Drum Carrier first, then
the Gangsters, and mop up with the Dwellers who are annoying because they are
protected with a barrel that shields their body from damage. One suggestion is
to scratch damage the Carrier and then fire with an HG to blow it up when other
enemies get close to it. Somehow this never worked for me.

Anyhow you're supposed to do hero jumps to get up to the platform and try not
to land next to a gangster while doing that! But here's my tip: go for the Drum
Carrier and stay on the ground. The Dwellers will stay where they are and you
can approach the platform from the area where the gold box is located. If you
gain a couple of Resonance Points while destroying the Carrier then, use the
tri-attack (while on the ground) to run and jump around and target the closest
gangster on the platform. After getting rid of one of them continue to run and
jump to attack keeping to the right side of the platform. Set up another
tri-attack using 2 RP and you can kill another gangster still remaining on the
ground. After that, go for the platform for the third gangster and be careful
not to run out of bezels. From the relative shelter of the platform stand still
and attack the dwellers one by one.

The bronze boxes appear if you manage all this so far with no game over!


Room 5 - BOSS
Enemies: Tar Man Lv 17
         Drum Carrier Lv 11 x2
Reward : [BEZEL SHARD]

.----------------------------------------------------------------------------.
| T A R  M A N  -  B O S S                                                   |
|-------------.--------------.-----------.-----------.-----------.-----------|
| Level: 17   | HP: 350      | Body/Part | Soft/Hard | Weakness  | Resistance|
|-------------+--------------+-----------+-----------+-----------+-----------|
| Type: Large Organism       | Main Body |  25% Hard | None      | None      |
|----------------------------+-----------+-----------+-----------+-----------|
| Drops: Junk Oil            | Part 1    | 100% Hard | None      | None      |
|        Sterile Plating     | Part 2    |  50% Hard | None      | None      |
|        Scrapped Eater TAR1 | Part 3    | 100% Hard | None      | None      |
|                            | Part 4    |  50% Hard | None      | None      |
|                            | Part 5    | 100% Hard | None      | None      |
|                            | Part 6    | 100% Hard | None      | None      |
|                            | Part 7    | 100% Hard | None      | None      |
|____________________________|___________|___________|___________|___________|


Woah... this fearsome beast is a major challenge. The room is arranged so you
enter facing a large platform where the two carriers are ready and waiting.
The Tar Man is on the ground next to a pit of oil that he can use to heal
himself. There are a couple of boxes that can provide some shelter from his
flame ball attacks down to your left and more boxes at the opposite end of the
room. The platform has two ramps leading up from where the Tar Man waits, and
although he's unlikely to climb up, he can do so! Also, his fire ball attacks
can hit you up there, inflicting fire status and adding to your scratch damage,
so it's not a safe place.

This battle nearly made me cry, and I fought and died so many times that every
move is ingrained in my soul. Yet, this time, even with much lower levels, it
was so much easier, simply because I had customised my guns and knew how to
play the game. First of all, don't bother using the MG to attack the Carriers.
You'll have already found that you can destroy them just using a Handgun
(assuming you've customised it even a small amount). Start with the MG running
down to take shelter behind the boxes while firing using Metal Coated Rounds at
the Tar man, and he will probably attack, sending his fire into the box and not
into Zephyr!

Next, send one HG to jump up onto the platform and fire directly to kill one of
the Drum Carriers and the second HG can do the same for the other one. If
you've angled things correctly you should now manage a tri-attack against the
boss, inflicting some scratch damage and possibly breaking his main body gauge
with the HG. However, if this sounds too complicated and dangerous then start
off sending one of the HG users down to the box to lob grenades at the boss
breaking his defences. Then, use the MG to scratch him and continue attacking
with the HG when the grenades have broken his gauge. (Hopefully the other HG
has destroyed at least one of the two Carriers.) One more thing to watch out
for is that if you kill both Carriers at the start of the battle you forgo the
additional bezel shard replenishment that killing them one at a time will give
you. It's very easy to go critical in this battle if you overuse the hero
action.


Room 6 - Green
Enemies : None
Treasure: FETID CRYSTAL x1, MULTI-AID R-S x1
Cross the green threshold into the target room and watch the scene. After that,
the mission is complete. Walk forward to check out two shining white things on
the ground to the left and right. Leave the room and return to the red room.
With Leanne as the active person (if she has the First Aid Kit) press select
and scroll down to choose the Escape Hex. Press R2 to change to the First Aid
Kit and she'll be holding the item in her hand. Press X and she uses it on
herself and you're back on the world map outside Lucia.

Return to Ebel and Sweet Home and that's the end of the chapter.


G U I L D  M I S S I O N S
-------------------------------------------------------------------------------
Power Station Checkup ("Fetch" Mission)
-------------------------------------------------------------------------------
Client   : Familiar Staffer
Location : Level 4: Ebel City (Outside the Guild)
Reward   : 5 Hunter Points, 1000 Rubies, Sonic Chug x5
Overview : Yo! I take it you checked out the bulletin board? The feed from the
           Hughes Power Station's been unstable lately. They want an
           investigation before there's real trouble. So, I need you folks to
           make me a path to the station. All you do is lay down Energy hexes,
           right? Once you build the path to the Hughes Power Station, be sure
           to report back to me. After all, I can't tell if the path's gone
           through from this end.

Talk to the Staffer for these detailed instructions, and you'll obtain the
Coloured Energy Hex you need when you complete the Garden Party mission. Use
plain hexes to make a path to the Hughes Power Station after you've opened up
this area. You will need 4 of them to make a single hex wide track, although
you will need more to cover the area and open up the Elevator to Level 6.

You will see two turquoise hexes near the power station and one of them is a
very useful Terminal that increases the item drop rate by 1.5, but you don't
have the those hexes now. However, you CAN enter the power station and attempt
to defeat the enemies inside the first room. First, return to Ebel City, report
back to the Staffer and save your game.


-------------------------------------------------------------------------------
An Act of Kindness ("Fetch" Mission)
-------------------------------------------------------------------------------
Client   : Daniel
Location : Level 4: Ebel City. (In front of shop)
Reward   : 3 Hunter Points, 2000 Rubies, Metal-Coated Rounds x15
Overview : You're hunters, aren't you? Would you do an old man a favor? I run
           this here shop. For reasons of my own, I want ot decorate my shop
           with dolls. Do you have any dolls at your homes? I'll take any
           unwanted dolls off your hands. Oh, also, I have to run the shop at
           night. If you get any dolls, visit me in front of the shop during
           the day.

Daniel is found outside his shop on Razzle Street, and after talking to him
return to Sweet Home base. Enter Leanne's room and investigate the top left
corner by the closet. It doesn't matter who you use but the comment is slightly
different. You acquire [BONGO THE CLOWN x1]. Take it to Daniel to complete the
mission and receive the reward.

After this you will be able to find more dolls for Daniel in later chapters,
and the rewards are excellent. You can also check out the doll collection
inside the shop: it's displayed at the left of the counter.


S H O P S
-------------------------------------------------------------------------------
The shop in Ebel City hasn't changed its inventory, but the Boutique is now
open for business. The Travelling Merchant can be found at Forsaken.

BOUTIQUE LILY
-----------------------.-----.--------.----------------------------------------
ITEM                   | CHP | PRICE  | TYPE
-----------------------+-----+--------+----------------------------------------
(Lily) Hannah-Anne     |  1  |   7200 | Leanne Coat (A)
(Lily) Lyrical         |  1  |   7400 | Leanne Coat (A)
(Vis) Orange           |  1  |   7800 | Leanne Coat (A)
(Raz) Holiday          |  1  |   7800 | Leanne Coat (A)
(Lily) Froggy          |  1  |    800 | Leanne Ribbon (A)
(ARES) Wing            |  1  |   3700 | Leanne Holster (A)
(ARES) Steel           |  1  |   7500 | Leanne Boots (A)
(ARES) Light           |  1  |   3000 | Leanne Other (A/B)
(Vis) Ciel             |  1  |   2600 | Leanne Other (A/B)
(Vis) Limpide          |  1  |   2100 | Leanne Other (A/B)
(Ran-Jin) Standard     |  1  |   6800 | Vashyron Jacket (A)
(Night) Rider          |  1  |   7000 | Vashyron Jacket (A)
(Night) Envy           |  1  |   3200 | Vashyron Shirt (A)
(Night) Target         |  1  |   4300 | Vashyron Shirt (A)
(Lily) Perfume         |  1  |   5100 | Vashyron Shirt (A)
(Lily) Poison          |  1  |   5900 | Vashyron Shirt (A)
(Ran-Jin) Rico         |  1  |   6700 | Vashyron Shirt (A)
(Classique) Cartier    |  1  |   6700 | Zephyr Jacket (A)
(Classique) Bosco      |  1  |   7200 | Zephyr Jacket (A)
(Lily) Floral          |  1  |   2400 | Zephyr Shirt (A)
(SYS) Black            |  1  |   3900 | Zephyr Shirt (A)
(Lily) Sky Blue        |  1  |   4500 | Zephyr Shirt (A)
(Lily) Shining Dots    |  1  |   5300 | Zephyr Shirt (A)
(Lily) Sparkling Dots  |  1  |   5800 | Zephyr Shirt (A)
(ARES) Black           |  1  |   7100 | Zephyr Pants (A)
(Luvino) Matte Leather |  1  |   8900 | Zephyr Pants (A)
(ARES) Standard Issue  |  1  |   4500 | Zephyr Holster (A/B)
(Luvino) Eel           |  1  |   7300 | Zephyr Boots (A)
(Gilles) Natural       |  1  |   8100 | Zephyr Boots (A)
(ARES) Metal           |  1  |   9300 | Zephyr Boots (A)
(Luvino) Boss          |  1  |   5800 | Zephyr Other (A/B)
_______________________|_____|________|________________________________________


FORSAKEN (Level 6) Available from Chapter 1.
-----------------------.-----.--------.----------------------------------------
TOOLS                  | CHP | PRICE  | DESCRIPTION
-----------------------+-----+--------+----------------------------------------
First Aid              |  1  |   1000 | Heal 1000 points scratch damage
Cure Kit               |  1  |   1000 | Cures all status ailments for one
Escape Hex             |  1  |   1500 | Use to warp back to world map
Clairvoyance           |  1  |    250 | View information on target enemy
_______________________|_____|________|________________________________________



A R E N A
-------------------------------------------------------------------------------
Rank 1


R E D  H E X E S
-------------------------------------------------------------------------------
None


D A N I E L ' S   D O L L S
-------------------------------------------------------------------------------
Bongo the Clown
Found in Leanne's room during the "An Act of Kindness" quest.



===============================================================================
C H A P T E R  0 2  -  Blackout ........................................ *WC02
===============================================================================

C H A P T E R  O V E R V I E W
-------------------------------------------------------------------------------
By the end of Chapter 1 you should have 74 Hunter Points and have raised
levels to at least 5 or 6 for everyone: adding 3 or 4 levels for one gun each
if you did the bare minimum. This is a good time to change weapons, if you
haven't done so already, because you'll need the increase in weight that
higher levels produce so you can add more parts to your guns. (Aside from the
fact that at everyone will have to use both MG and HG at a later point in the
game.)

Everything is in darkness and that means that the encounter rate will be higher
when you step outside the city. As soon as you leave Sweet Home the Elderly Man
gives some instructions about using Terminals and donates [ENERGY HEX 8
Turquoise x4] as well as [METAL-COATED ROUNDS x50]. You'll find that the shop
will make these rounds (to use against machine enemies) as well as
Hollow-Pointed Rounds. Head for the Guild to pick up three quests, two of which
give gun parts.


--- Terminal Time ---
You will have seen these already and maybe even unlocked one or two, but with
plain hexes you cannot trigger a terminal effect. You have to use a coloured
hex with a terminal to produce an effect. If the terminal has no colour to
start with, the only way to do this is to place an Energy Station (of the
colour you prefer) nearby, and then link the same coloured hexes to the
terminal. Of course to manage that you'd need quite a number of that colour
hex, both to exchange for the Energy Station and to add enough to charge up the
terminal.

Each terminal has a number that indicates the amount of energy required before
the effect will be activated. If you link two terminals together then you'd
need hexes that give the total of both those terminals: for example, a terminal
with 0/40 added to one with 0/30 would need 0/70. (You'll see that if you
activate a terminal with 30/30 and then add more hexes to connect to the 0/40
terminal but don't have enough to add up to 70, you'll lose the effect from the
first one because you've changed the requirement.)

The effects of terminals vary, but they apply to every connected hex and to
every battle, so enemies benefit from the effects as well as the team. You
don't have to activate them all, and it's best to pick and choose the ones that
will give you an advantage over the enemies. Things like increased drop rate
only help you and not enemies, increased fire damage will help you in an area
where enemies use ice attacks, and so on.


--- Much More than a Rookie ---
Before attempting the story mission to the Power Station add more parts to your
guns. With the additional levels you'll find that you can add more weight and
that means piling on the better scopes and barrels.

Pay to scrap items dropped from enemies in the last chapter, like the Scrapped
Eater TAR1 and Busted Oil Drum to get more Scrap Iron (and other items) to make
parts. If you're running low on cash then make the Compact Scope beta for 3000
Rubies and sell it for 4100! But you won't have lots of Scrap Iron at the
moment so just do this once or twice. (Later you will have a plentiful supply
of the components and can abuse this money making trick as much as you like.)

The SMG can have two Top Sights with additional sights added above those and
this will increase your charge speed. Make Compact Scopes (you will have one as
a reward for a mission if you do this first) and add these to this gun. The
B-N84 can't take as many scopes as the other two guns since it only has one
slot for a scope, you can compensate for this a bit by equipping the High
Barrel or by adding two sub-barrels to the HG Expander Barrel. (You will only
have one High Barrel for now and cannot make another until you obtain the
component which isn't available just yet, so this will give that gun the same
total CS as the High Barrel but by a different route!) Sub-barrels won't be
wasted as you can use these to make another part later on.

If you find that Leanne can't equip a case as well as a customised gun because
of her lower weight allowance, then un-equip the First Aid Kit. You don't need
this unless you're inside a dungeon.


--- Bollards! ---
The way to the Hughes Power Station is blocked with striped bollards, and you
have to engage and defeat the enemies in one of these hexes in order to clear
the path. This is quite common from now on, but you only ever have to clear
away enough of them to reach your destination and the bollards will be gone by
the next chapter.



S T O R Y  M I S S I O N / S
-------------------------------------------------------------------------------
Blackout
-------------------------------------------------------------------------------
Client   : None
Location : Level 4: Hughes Power Station
Reward   : 25  Hunter Points
Overview : Head to the Hughes Power Station on Level 4 and restore the power.

After clearing a path to the the Station you'll find a line of bollards
blocking the path. Enter one of these hexes and defeat the enemies. (You can do
all three, and they are all the same, but it's not required.)

.-------------------------.
| Fat Gangster Lv 8 x3    | The simplest way to deal with these is to start
| Fat Gangster MG Lv 7 x1 | with your MG (who should be in the middle) and run
--------------------------- to one side of the group (heading for the top
corner at the left and targeting the closest enemy) using a hero run, firing
to scratch him. Then, use the HG to run to the opposite side of the group
giving you two Resonance Points and killing that first enemy. Press triangle
and you'll make a large triangle with 2 RP. Switch back to the MG and start
your tri-attack and by the end of it you should have killed them all.

Clear the rest of the hexes and use the turquoise straight hex you were given
to connect the Terminal to the second turquoise hex ending with the last part
of the straight Energy Hex on the Power Station. That will activate the
terminal and you can view the effect by pressing the Start button. Because you
connected the terminal to the power station you will boost the item drop rate
inside the dungeon. This is something to remember for the future: connect
useful terminals to dungeon locations. You can do the same for the Arena and
extend the linked hexes from this terminal all the way to the Arena. (And other
terminals too, of course!) However, you'll need lots more straight turquoise
hexes which are not available just yet.


.----------------------.
| HUGHES POWER STATION |
------------------------
NOTE: You can return here later in the game for an optional mission when you
could collect all the treasure if you don't want to take the detour for it now.

I'd suggest saving your game back at Ebel City before entering the Power
Station. Make sure you have the First Aid Kit as well as the Grenade Box
and Magazine Case equipped. You may need to do quite a bit of healing up so
check up on your items: a few Cure Kits for healing status ailments is an
essential precaution and a spare Escape Hex.

When you reach the third room there are two directions to go, and if you want
to do everything then go right first, clear out the treasure and obtain the
scrapped guns for the other mission and then, return home. Stock up again on
special ammo and save your game before returning, and this time take the left
route and you'll reach the boss quite quickly.


-----------------
First Three Rooms
-----------------
Room 1 - Blue
Enemies: Machinegun Gear Lv 13
         Stray Cur Lv 5 x2

When the battle starts do nothing! Stand still and let the dogs run towards you
as you shoot, and you can defeat them one at a time without losing bezels or
too much health. (They do around 250 HP damage if they hit you.) By this point
the Machinegun Gear might have moved closer and now you can concentrate on it.
(If it hasn't moved then you'll have to walk towards it to get within shooting
range.) Hero running is a bit of a waste while it's far away as you won't be
able to get up much of a charge. Use Metal-Coated Rounds with your MG (although
with good gun customisation you don't need to bother and can save your ammo for
stronger enemies) and, when you're close enough, hero run to get bonus shots as
it heads up into the air.

You should obtain a Scrapped Machinegun MS from the Gear especially now you
have boosted the drop rate and this is the item needed for Izzy's mission.
Leave, and re-run this battle until you have three of them if you like.


Room 2 - Red
Enemies: Stray Cur Lv 5 x2
         Outcast MG Lv 7 x3
Bronze Boxes: [ENERGY HEX 2 x3], [ENERGY HEX 2 x3]

The room is so dark it's hard to see what you're doing. There's a bunker in
front of the team and another two at the sides up a ramp. The enemies are
ranged in the centre. Don't attempt to do hero actions until you've defeated at
least two of them, and wait behind the bunker firing at the closest enemy as
they come rushing towards you. The Outcasts might use a grenade but they often
hurt themselves more than your team if you're safely behind the bunker.


Room 3 - Orange (Junction Room)
Enemies: Stray Cur Lv 5 x1
         Outcast MG Lv 7 x2
         Outcast STG Lv 7 x1
Bronze Box: [MOLOTOV COCKTAIL x10]

This room is another confusing one with walls of boxes, bunkers and ramps to
the top of the walls, three Drum Cans and two exits. You can simply run through
to the green exit if you want, because you'll have to return to this room to
take the blue path, but you might get hit on the way so it's safer to clean out
the room first. Stay behind the first set of boxes and let the enemies come to
you and you can blow up the Drum Can that's at the left corner. Just use a
Handgun on it to damage the enemies. After that, move towards the other Drums
and lure the enemies to get close to them and blow them up too. I admit I'm not
very good at doing that and this gets messy trying to locate the closest enemy
and prevent them from hurting you too much. Don't attempt tri-attacks and
either stand and shoot or do hero actions. Open the Bronze Box that's found in
the corner up from the green exit.


----------
East Rooms
----------
Room 4 - Green
Enemies: Stray Cur Lv 5 x1
         Outcast MG Lv 7 x1
         Pistol Dweller Lv 6 x2

The Pistol Dweller is awkward because you have to first remove its protective
barrel casing and then attack the dweller. Again this area has Drum Cans. Start
with a hero run going straight ahead to target the Dweller and then the stray
cur that's in the top left corner. Follow that up with the HG who can go for
the Drum Can blowing up the dweller and then the cur. Or, stay behind the first
bunker and go directly for the nearest Drum when the dweller is close by. Use
the terrain to protect everyone. The dweller's outer casing can be removed by
using the HG and gives you a bezel so they can be useful for that, because you
need to keep a close eye on your bezels.


Room 5 - Pink (Sealed Room)
Enemies: Pistol Dweller Lv 6 x3
         Machinegun Gear Lv 13 x2

Yet another confusing room. I really had endless trouble here with the dark and
the layout and lack of clear space to do tri-attacks in. This room has bunkers
on top of two of the box walls so you need to walk up the ramps or hero jump to
reach the safe position behind them. Having the dweller is very useful because
you can quickly replenish bezels by attacking them. One gear is at the far end
of the room, so leave this one alone until you've defeated the other one.
Ignore the dwellers and just use them as bezel fodder until you've defeated
both gears

Never do a hero action with just one bezel left unless you're certain the path
is clear and you will defeat the target. Take your time with this battle,
plotting the course and checking out exactly where the enemies are.


Room 6 - Turquoise
Enemies: Stray Cur Lv 5 x2
         Outcast MG Lv 7 x2
         Outcast STG Lv 7 x1
Gold Box: [MG HIGH BARREL x1]
Bronze Box x2: [ENERGY HEX 1 x3), [MULTI-AID x1]

Before doing anything else, make sure you don't still have the Metal-Coated
Rounds equipped to the MG as it's just a waste to use them on these enemies.
From your arrival point there are two curs directly ahead, and two outcasts
lurking in the shadows to the left behind a bunker, with the other one hidden
behind the far wall. One possible strategy is to hero run and jump straight
ahead, targeting one cur and jumping over the far wall. Then, kill that cur
with the HG and tri-attack the outcast to kill him too. The other two won't
move until all that's done and dusted.

Open the boxes for the reward, and then return to the Pink room where you'll
find the same enemies have re-spawned. The exit to the yellow room is now
straight ahead, but there are two gears in the way and there is only one Pistol
Dweller this time. One way to tackle this is to hero jump with the MG and
target the top of the wall next to the visible Gear, and then use the HG on it
to destroy it or follow up with a tri-attack starting with the MG. After that,
go for the second gear using the Dweller to add some bezels if you need them.


Room 7 - Yellow
Enemies: Dwellest Lv 12
         Machinegun Gear Lv 13 x1
Bronze Box x2: [ENERGY HEX 1 x3], [FIRST AID x3]

There's a wall with a bunker directly facing you and another bunker at right
angles to the wall, giving additional protection. However, the second Gear is
close to it and it might move around the bunker, if so, go for it first. The
Dwellest is a big thing that throws fire grenades. Target the drums next to the
enemies to blow them up quickly and use the bunkers to shield everyone.

After all this effort you should have plenty of those scrapped guns for the
other mission and might be low in Metal-Coated Rounds, as well as having enough
of this place. It's really not worth-while fighting your way back to the
junction at the orange room from here. Use an Escape Hex to leave, and return
to Ebel City to save and rest before completing the rest of the dungeon.


----------
West Rooms
----------
Room 4 - Blue
Enemies: Dwellest Lv 12 x1
         Pistol Dweller Lv 6 x1

There are plenty of Drum Cans in this room (as well as protective walls) and
you'll see one right next to the Dwellest from your starting position. Start
with a HG user this time and send them running to the left of the area firing
at the drum can. The first one should destroy a dweller even if the big guy
moves away from it, and then you'll automatically target the next drum just to
the right and with a bit of luck that will nearly kill the Dwellest. Finish him
off with the second HG.


Room 5 - Red (Sealed)
Enemies: Machinegun Gear Lv 13 x3
         Stray Cur Lv 5 x2
Gold Box: [ESCAPE HEX x1]

Not so simple with three gears, although there are two drum cans again. Both
sides of this room have a sort of metal cage that blocks movement and there is
less protection here with only two bunkers. Gears and curs can move fast and
it's not that easy to defeat them before they damage you. Move to shelter
behind the first bunker and wait until the cur and gears are closer and then
target the left drum and hope to hurt the enemies as much as possible. You
could use grenades when the gears bunch together, but it's a bit tricky
if you're still behind the bunker. Run with the MG out to the left side of the
area firing at one gear and then finish that one off with the HG. After that do
the best you can manage, using the other drum or even setting up a tri-attack,
although it's a bit awkward because of the obstacles. As usual keep an eye on
your bezels and stand and shoot if they are down to 1. That usually sends the
gear into the air stunning it and giving you an advantage.


Room 6 - BOSS (Green exit)
Enemies: Tesla Tortoise Lv 28
Reward : [BEZEL SHARD]

.----------------------------------------------------------------------------.
| T E S L A  T O R T O I S E  -  B O S S                                     |
|-------------.--------------.-----------.-----------.-----------.-----------|
| Level: 29   | HP: 750      | Body/Part | Soft/Hard | Weakness  | Resistance|
|-------------+--------------+-----------+-----------+-----------+-----------|
| Type: Machine              | Main Body | 100% Hard | Electric  | None      |
|----------------------------+-----------+-----------+-----------+-----------|
| Drops: Scrapped Microchip  | Part 1    | 100% Hard | Electric  | Physical  |
|        Scrap Lead          | Part 2    | 100% Hard | Electric  | None      |
|        Scrapped Laser RT   | Part 3    | 100% Hard | Electric  | None      |
|                            | Part 4    | 100% Hard | Electric  | None      |
|                            | Part 5    | 100% Hard | Electric  | None      |
|                            | Part 6    | 100% Hard | Electric  | None      |
|                            | Part 7    | 100% Hard | Electric  | None      |
|____________________________|___________|___________|___________|___________|


This is not half so bad as it looks because there's just one enemy and two
bunkers to shelter behind. The main difficulty is that he uses an electric
attack which slows down charge speed by a lot, making it hard to do anything
useful. I used Vashyron as the fall guy for this battle, leaving him in open
so the tortoise targeted him with its shock attacks, deflecting attention from
the MG. You can heal shock with a Cure Kit or start the battle by boosting
defence with an Anti-All, however a better option is just to start with the MG
(using Metal-Point Rounds) and run (don't jump) to scratch the body parts.

Target those parts with the HG and half its body will be exposed as you shatter
its carapace. (Grenades are effective too.) The tortoise will move around to
try and avoid you hitting its exposed main body, but run and jump with the MG
to fully scratch it and jump and attack with an HG and that will kill it.
Mission complete!

After a scene, you are back in the red room (it's empty) and can either walk
and fight your way back out or use the Escape Hex. Return to Ebel City and your
mailbox will be shining if you've completed all the missions. Check it out and
you'll receive a nice bonus from the Guild for achieving 100 Hunter points:
[HG HIGH BARREL x1] and [FIRST AID x5]. Enter Sweet Home and after a scene you
are prompted to save and move on to the next chapter. You'll be reminded if
there are any outstanding mission yet to complete, and it's up to you if you
want to do them or not, but once you move on to the next chapter they are gone
forever!


G U I L D  M I S S I O N S
-------------------------------------------------------------------------------
A Father Attacked ("Fetch" Mission)
-------------------------------------------------------------------------------
Client   : Familiar Staffer
Location : Level 4: Ebel City (Outside the Guild)
Reward   : 5 Hunter Points, 1500 Rubies, Compact Scope a
Overview : See, my dad was attacked by the Papa`` Gremlin somewhere around Cafe
           Chelsey. He's feeling pretty sorry for himself. Something about
           having his Fountain Pen taken away. If you happen to get it back,
           it'd be super if you could return it to me.

You can find his dad, Allcott, at the top of the street leading up from the
Guild if you want additional details about his pen, and the battle hex for the
pen is a Back Alley marked in red just next to Cafe Chelsey.

.----------------------------.
| Leader: Papa Gremlin Lv 18 | The two Gremlins are weak, and you can ignore
| Gremlin Lv 3 x2            | them and just go for the leader to finish the
|                            | battle, but you might as well kill them too as
------------------------------ it only takes one attack from an HG to kill them
outright. Papa is a little tougher and you may find you can only scratch his
body part at first. Remove this, and his main body has a gauge that the HG
will need to break. Hero run and make a tri-attack to do this quickly. You will
find the [FOUNTAIN PEN x1]. Return to Ebel City and give the item to the
Staffer to complete the mission.


-------------------------------------------------------------------------------
Salvage Hunt ("Fetch" Mission)
-------------------------------------------------------------------------------
Client   : Izzy
Location : Level 4: Ebel City
Reward   : 5 Hunter Points, 3000 Rubies, HG Magazine +2
Overview : Yo, could you guys help me out with something? I need some Scrapped
           Machinegun MSs, but they're hard to come by., Do you think you can
           manage, say, three of them?

Izzy is found grubbing in the rubbish at the edge of the street just to right
of the Guild. He wants three of this item that's dropped from the Machinegun
Gear in the first room of the Hughes Power Station. You might have them already
in which case it's simple to hand it over. Otherwise either obtain them
specially by fighting in that first room until you have 3, or get some while
you're doing the story mission. This is one of those missions that's hardly
worth the effort since the reward of the gun part is nothing special, but
you've got to do it if you want that Platinum trophy!


-------------------------------------------------------------------------------
Lost in the Darkness ("Fetch" Mission)
-------------------------------------------------------------------------------
Client   : Charles
Location : Level 4: Ebel City (Razzle Street)
Reward   : 5 Hunter Points, 1000 Rubies, Barrier Padding
Overview : H-hey! You guys! Think you could do me a favor? I accidentally
           dropped my notebook when the lights went out. You've got to help me
           find it!

Charles is the plump man who wouldn't move out of the way until morning ,and
he's just at the entrance to Razzle Street if you enter from the world map.
(There are a lot of careless people around Basel, always losing or dropping
things...)

This item is found inside the Cafe Chelsey (he'll pretty much tell you that if
you speak to him again) and it's so simple to find that this mission might seem
like an insult to your intelligence, but I don't mind because it's a free
accessory for no effort. Enter the Cafe and walk left to the line of chairs
along the left wall. You see a pulsing white light between the first and second
chair. Pick up [DINGY NOTEBOOK x1] and return it to Charles. Equip the
accessory to anyone who has the spare capacity, but preferably Leanne since she
has less HP, or the MG user who's more vulnerable to attack since they tend to
act first.


S H O P S
-------------------------------------------------------------------------------
There are no new clothes at Boutique Lily.


TINKERER : EBEL CITY
-----------------------.-----.--------.----------------------------------------
TOOLS: AMMUNITION      | CHP | PRICE  | DESCRIPTION
-----------------------+-----+--------+----------------------------------------
Hollow-Point Rounds    |  2  |    100 | Effective vs soft or organic enemies
Metal-Coated Rounds    |  2  |    100 | Effective vs armor or machinery
_______________________|_____|________|________________________________________


A R E N A
-------------------------------------------------------------------------------
Rank 2 to 5 are added and there's a boss fight at Rank 5-3.


R E D  H E X E S
-------------------------------------------------------------------------------
None


D A N I E L ' S   D O L L S
-------------------------------------------------------------------------------
None



===============================================================================
C H A P T E R  0 3  -  A Flower ........................................ *WC03
===============================================================================

C H A P T E R  O V E R V I E W
-------------------------------------------------------------------------------
By the end of Chapter 2 you will have 114 Hunter Points and could be at around
level 8 for everyone if you've done the bare minimum to complete the missions.

At the start of the chapter you will receive [ENERGY HEX 1 Orange x3], and
[ENERGY HEX 3 Blue x4] and a mission to visit Cardinal Garigliano (I think of
him as Gary) at his manor on Level 3. When you leave Sweet Home Pater will be
waiting outside. Talk to him if you like and he runs off. Head for the Guild
and there are three missions as usual. You will also meet a girl in a
wheelchair with her carer Burnell. Make sure to complete her mission (it's very
easy) and there will be two more missions from Burnell in later chapters.
Complete those too and eventually you will obtain another doll for Daniel. Miss
a mission and you won't get the doll!

You can complete two of the extra mission almost immediately on your way to
check out the new clothing! In fact, on your way past the shop stop and speak
to Daniel and he'll give you the sidequest to find dolls. (He'll also help out
with finding Allcott.)

Talk to the staffer a bit more after completing his mission and he'll comment
about the fact that you might be running out of grenades and will "see if we
can get shops to reload them from now on", only I guess he forgot because you
won't have access to Grenades until Chapter 5.


--- Scrapping Scrap ---
If you haven't started doing this yet, now is a good time to check with the
scrapper who stands at the left of shop. His inventory shows you exactly what
you get for each item you scrap and also informs you which items you should
keep for item synthesis. If you have lots of one item that's for synthesis then
you could consider scrapping it: the Scrapped Machinegun MS is a case in point
and that gives you a good source of Scrap Iron for this stage in the game.
(Later on you will be able to buy these in bulk.)  The Filthy Pouch dropped
from the Dwellest in the Hughes Power Station has a lot of value as scrap and
it's only 100 Rubies to turn it to scrap. The shop will also display
information about the usefulness of items if you decide to sell stuff, but keep
hold of things for now (for future missions) and only sell off the Gold and
Silver Chips and maybe some of the "Meat" that's easy to come by. DO NOT sell
the Quality Meat if you have any! (This is needed for a mission in the next
chapter.)


--- Red Hexes ---
You've already seen how a red hex indicates that a battle awaits, and for the
first time some red hexes will appear which are not part of a mission. They are
found in set locations on the various levels, but you won't be told where and
have to find them for yourself. In this chapter there are two of them on Level
5, which is where you're going anyway, so that's easy enough. You can leave
these battles until a later chapter (they won't disappear) but I've included
the strategy for winning in the chapter where they first appear.


T I P
-------------------------------------------------------------------------------
Keep all Mannequin parts dropped from enemies inside the Forest of Idols: these
are required for a mission in the next chapter.



S T O R Y  M I S S I O N / S
-------------------------------------------------------------------------------
For Art Enthusiasts Only
-------------------------------------------------------------------------------
Client   : Garigliano
Location : Level 3: Garigliano's Manor
Reward   : None
Overview : Those who appreciate beauty, come to my manor in Chandelier! I have
           a job fit for only those who truly understand beauty! Show me
           beauty, and the job shall be yours!

First of all make sure you have plenty of plain energy hexes as you have the
chance to find quite a few items on Level 3, Level 2 and Level 1. Take the Core
Lift up to Level 3 and go into hex placing mode (press square). Use the blue
energy hexes you were given at the start of the chapter to open up both the
Elevator to Level 2 and the path towards Garigliano's Manor. Maybe clear the
path to the Manor first and then head up the elevator to Level 2 and thence to
Level 1.

There are no Bezel Shards on Level 2, but if you access the nearest Elevator to
Level 1, and place an Energy Hex directly to the left of the Elevator when you
arrive at Level 1, you'll find a Bezel Shard. This should give you 4 Bezels if
you made sure to retrieve the one on Level 6. Of course, you'll also find a lot
more items on all these floors, including more hexes. Check out the maps on
GameFAQs for each level to see what is where, and the section on the levels has
the full lists of what's found on each one.

You'll see that there are various terminals on these levels, but you cannot
connect these down to Level 4. However, they might be useful much later in the
game when you find yourself fighting on these higher levels.

Enter Gary's Manor, and after the scene you'll be given [ENERGY HEX 2 Yellow
x4] and [ENERGY HEX 1 Orange x2]. This part of the mission is complete and
it's off to the Forest of Idols.


-------------------------------------------------------------------------------
The Search for Beauty
-------------------------------------------------------------------------------
Client   : Garigliano
Location : Level 3: Garigliano's Manor
Reward   : 30 Hunter Points, 30000 Rubies
Overview : Go to the Forest of Idols on Level 5 and find me a female mannequin.
           It must be beautiful, mind you. If you find one, deliver it to my
           Open Air Studio. The studio is also in the Forest of Idols. Let us
           meet again there!

From Level 4, move to the right side of the Core Lift 1, and place one of the
yellow hexes you were given to cover the two yellow hexes. This opens up the
path to the Elevator to level 5. It also gives you access to another Bezel
Shard. Make a path leading up the Terminal: Recovery Down (still on Level 4),
and don't use the yellow hexes, just plain ones will do for now. The Bezel
Shard is found in the north east hex adjacent to the Terminal.

Take the Elevator down to Level 5 and you'll see the whole Level spread out in
front of you, with the Forest of Idols marked in the middle. First of all
you've got to lay Energy Hexes and tackle a bollard.

.---------------------.
| Outcast MG Lv 7 x3  | Not too difficult and there are two bunkers to shield
| Stray Cur Lv 5 x3   | you if required. Since the curs will move fast towards
----------------------- you and an MG might well be in grenade throwing mood,
it's best to take shelter behind one bunker at first and fire from there. After
getting rid of a couple of enemies you could start a hero action still keeping
behind the bunkers, and even set up a small tri-attack which will help if
anyone has been damaged.

Open up a path to the Forest and use two yellow energy hexes to activate the
area. You'll notice two red hexes on this level and these contain those special
challenge enemies that reward you with very good items, including Bezel Shards.
Always save before taking on a challenge! (See the Red Hex section for this
chapter when you're ready for these.)

Humanoid enemies on this Level will drop yellow hexes and you might have
acquired a few already, but you'd have to fight a lot of battles to get enough
to activate a terminal now, so don't bother with it. Worth noting for later is
that if you activate a Terminal on the Level and connect it to the forest any
effects are transferred to the whole of the place.


.-----------------.
| FOREST OF IDOLS |
-------------------
Enter the Forest and make your way through any random encounters to the
Abandoned Energy Station, where you can rest and save your game. Make sure it's
day before starting the mission just so you can see your way more clearly.

There are three areas here: your next destination, the Bronze Forest, Plaster
Forest, and the Open Air Studio. You don't have to bother with the other two
now as you'll be returning here later, but I'd advise that you do just to
obtain a nice lot of Molotov Cocktails which are effective against all the
enemies in this location, and an Escape Hex you'll want to use when you reach
the end of the Bronze Forest. (Also, there is some additional dialogue.) Open
air dungeons like this one always have an Energy Station where you can save, as
well as random encounters before you enter the named locations, and it's the
same deal as in Lucia.


-----------------
Random Encounters
-----------------
Enemies: Leader: Mr. Bomberface Lv 11 x1
                 Mr. Gunhead Lv 10 x2
                 Mr. Chainsaw Lv 9 x1

This offers a chance to get used to these enemies: my least favourite type in
the whole game, especially later on when they appear with different names and
higher stats, and I try to avoid battles with them if at all possible. Ugh.


---------------
Open Air Studio
---------------
Room 1 - Red
Bronze Box: {ESCAPE HEX x1]

You can only access the first room here, and there are no enemies. Pick up the
item and leave.


--------------
Plaster Forest
--------------
Room 1 - Red
Enemies: Ms. Vulcan Lv 9 x3
         Mr. Bomberface Lv 9 x2

The three Vulcans are facing you with the two Bomberfaces perched on platforms
at either side of the room. Start with your MG running off to one side to make
the first RP and target one of the Bomberfaces to clear a platform. Follow this
up with an HG going to the opposite corner to make two sides of the triangle
and killing the first enemy. Then, tri-attack starting with the MG and
concentrate fire on the enemy closest to them. That should deal with a couple
of the Vulcans. Polish off the rest. (Or ignore the Bomberfaces to begin with
as they won't move off their platforms.)


Room 2 - Green
Enemies: Mr Gunhead Lv 10 x2
         Mr. Bomberface Lv 9
Bronze Box x3 : [ENERGY HEX 2 Yellow x3], [MOLOTOV COCKTAIL x10],
                [MOLOTOV COCKTAIL x10]

This time the two platforms have Bronze Boxes sitting on them, and the enemies
are directly facing you but they won't move around much. Target the Bomberman
with your MG and do a hero run, angled across the area to the upper corner, and
that should scratch him a lot, if not completely. Follow with one HG to kill
him and that might damage another one as well. You can also use Molotov
Cocktails to add to the scratch damage.

Getting the treasure is simple (though it took me ages to work it out first
time). Press square as if you were still in the battle and planning a hero
action, and move the line so the cursor rests on top of the platform. Press
square to start the run and then square again to jump, and you'll end up
exactly where you placed the cursor.


-------------
Bronze Forest
-------------
Here you'll meet enemies that wave chainsaws around or use fire attacks, and
have a horrid ability to move fast in such a weird way that they are difficult
to pin down. I'd count them all check where they are and shoot and then find
somehow I'd landed right next to two of them. They are all weak to fire and
that means Molotov Cocktails will be effective. If you don't want to use these
you can also blow up the Drum Cans when they congregate around one and kill
them quickly. Get used to this and practice, because you will be back here in
the next chapter with a much tougher assignment.

Room 1 - Turquoise
Enemies: Mr. Chainsaw Lv 9 x2
         Mr. Bomberface Lv 9
         Mr. Gunhead Lv 10 x2

There are a number of bunkers but they won't help you much as these enemies
move fast and can sneak up on you when you're not looking. The safest, albeit
slowest, way to deal with them is to use the large box platforms so you avoid
the Chainsaws at least. Use the cursor with care to target the top of a
platform and then do a hero run and jump (square and square again) so you land
safely on a platform. Bomberface will explode when you attack him and can harm
nearby enemies although the explosion won't kill him. Chainsaws can deal around
200 HP damage and the Gunheads have guns so they can attack you from long
range. Try and get rid of the Chainsaws first.

Start with the MG and run and jump over to the top left platform attacking the
Chainsaw in the middle as you go. Follow that up with an HG running and jumping
to the platform at the top right. While that's going on the chainsaw will
probably get in two attacks on the HG left behind. Now, take a good look at
where the rest of the enemies are located and if anyone of them are close to a
drum can, attack the drum to damage them and run away from the nearby enemy.

While jumping onto platforms, try and make it so you're still getting Resonance
Points, and eventually you can move so everyone is back on the ground and get a
powerful tri-attack.


Room 2 - Yellow
Enemies: Mr. Chainsaw Lv 9 x7

This room has 6 Chainsaws lined up in a long row across the battlefield with
some Drum Cans close to the middle group. There are three platforms this time
and no bunkers and once again the area is large. This battle is difficult
because those Chainsaws can easily gang up on someone if you miss jumping on
top of a platform, and they inflict around 200 points of scratch damage with
one attack. Ideally you'd target the drums when they are grouped around them,
but even so that might not destroy them. Go for the platforms and attempt to
make a tri-attack (mainly because that heals damage and will help save on bezel
use).


Room 3 - Pink
Enemies: Mr. Zooka Lv 10 x4
Bronze Box : [FIRST AID S x3]

The Zookas are all grouped around a Drum Can. Don't worry about destroying the
box and just go all out with your HG attacking one of the Drum Cans and that
will kill them all with one big explosion.


Room 4 - Blue
Enemies: Mr. Torchy Lv 9 x5
Bronze Box [ENERGY HEX 3 Yellow x3]

Most of the enemies are in the middle of the room surrounded with bunkers and
and platforms. This is easier because there are also drum cans close by which
will blow them up. If they get close enough they will use an oily flame attack
that might inflict fire damage. After defeating them all, cross the red
threshold for the boss battle, but first of all make sure that you have the
Grenade Box equipped and ready to go!


Room 5 - BOSS
Enemies: Leader: Caligula Lv 27
         Mr Torchy Lv 9 x2
Reward: [BEZEL SHARD]

.----------------------------------------------------------------------------.
| C A L I G U L A  - B O S S                                                 |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 27    | HP: 1175    | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type: Other                | Main Body | 100% Hard | Fire      | None      |
|----------------------------+-----------+-----------+-----------+-----------|
| Drops: Dusty Mass          | Part 1    |  75% Hard | Fire      | None      |
|        Scrapped Gun B/a    | Part 2    |  75% Hard | Fire      | None      |
|        Scrapped Gun B/b    | Part 3    |  75% Hard | Fire      | None      |
|        Scrapped Gun B/y    | Part 4    |  75% Hard | Fire      | None      |
|        Scrapped Sword B    | Part 5    |  75% Hard | Fire      | None      |
|                            | Part 6    |  75% Hard | Fire      | None      |
|                            | Part 7    |  75% Hard | Fire      | None      |
|                            | Part 8    |  75% Hard | Fire      | None      |
|____________________________|___________|___________|___________|___________|


Caligula is weak to fire as are his cohorts, but you can safely ignore them
because he'll just create more if you kill them. This is a good opportunity to
use those Molotov Cocktails you've been saving up, and they also help because
Caligula will continually suffer some scratch damage if he's on fire. There are
two platforms at the front of the room and bunkers adjoining them as well as
bunkers at the back. Send the MG running and jumping off to the left (or right)
to a position behind one of the top bunkers. Fire off at Caligula as you go and
that should partially scratch him. The HG should run and jump across to stop
behind the bunker at the other side. Now it's the third HG's turn and the
enemies won't yet have managed to attack you. Press Select and choose Molotov
Cocktails to throw at Caligula, and change from the gun to the grenades. Even
if they don't set him on fire they will cause quite a bit of damage, and the
person using them will level up their grenade use fast. I gained two levels for
Vashyron just in this battle.

Carry on with the MG again and run back towards the starting point heading
straight down (don't worry about Resonance Points here), and attack again with
the HG. The Torchy enemies will use a flame thrower on you which might be
awkward if you are set on fire, but it's unlikely to happen. Taking this battle
slowly and making sure to scratch and destroy all Caligula's body parts will
mean that you obtain all his very useful scrapped weapon parts!

There's still another room to go and don't be tempted to use that Escape Hex
just yet!


Room 6 - Green
Go on into that last room to acquire (FEMALE MANNEQUIN x1]. Leave the room, and
use an Escape Hex inside the empty red room to return to the world map. Head
back inside the Forest of Idols and save your game at the Abandoned Energy
Station because we're not done quite yet! Also, make sure it's daylight if you
want to avoid too many encounters around here. The Open Air Studio is now
marked with red as your next destination. Go inside to meet with Gary and that
completes the mission. You will acquire a [STATION HEX x1] and be told that the
B-type clothing has been added to the closet, and that the Boutique now sells B
articles. Turn around and leave the Studio, and make your way back to Level 4
and Sweet Home to end the chapter.


G U I L D  M I S S I O N S
-------------------------------------------------------------------------------
Rebel Suppression (Combat Mission)
-------------------------------------------------------------------------------
Client   : The Cardinals
Location : None
Reward   : 6 Hunter Points, 1000 Rubies, Hollow-Point Rounds x15
Overview : A group seeking to overthrow the world order has arisen. They have
           become increasingly active with many sightings reported around the
           Core Lift on Level 4. The terrorist threat must be neutralized.
           Hunters in the area are to aid in their suppression.

Leave the city and you'll see two red hexes glowing at either side of the
Elevator to Level 6. They must be covered with Energy Hexes before you can
enter the battle.

.----------------------------.
| Outcast STG Lv 7 x3        | The area is a Back Alley with no bunkers, and
| 2 battles                  | enemies are ranged with one close to the team
------------------------------ and the other two at the back. One simple way to
deal with this minor challenge is to stand still and let them move forwards
while attacking one of them. When they are closer (more or less in a line) send
the MG out to the top corner with a hero run and the bullets have a good chance
of damaging all the them with some scratch damage. After that just do a run
with an HG and that should finish them all off. (There are lots of ways to do
these battles: be creative but don't waste Hollow-Point Rounds on them.) After
defeating both groups it's the end of the mission.


-------------------------------------------------------------------------------
A Father Missing ("Fetch" Mission)
-------------------------------------------------------------------------------
Client   : Familiar Staffer
Location : Level 4: Ebel City (Outside the Guild)
Reward   : 5 Hunter Points, 4000 Rubies, Compact Scope b
Overview : Hey, have you seen my dad anywhere? He's been missing since
           yesterday, so I posted a notice. His name is Allcott. If you see
           him, could you tell him to come back home. He usually likes spending
           time in the town's shop, but I haven't been able to spot him.

Speak to the Staffer and walk up the road towards the shop. Find Daniel outside
and talk to him to gain some information about Allcott: seems he went to Cafe
Chelsey. Head over there at any time, day or night and you'll find him. Talk to
him and return to speak to the Staffer again to complete the mission.


-------------------------------------------------------------------------------
The Effort to Stand ("Fetch" Mission)
-------------------------------------------------------------------------------
Client   : Burnell
Location : Level 4: Ebel City. (Inside the Guild during the day)
Reward   : 8 Hunter Points, 4000 Rubies, Foregrip
Overview : Ah! Hunters, I presume? Perhaps you could help me? I'm looking to
           have a rehabilitation machine creates for the young miss. Oh, of
           course I don't expect you to build one. That would be ludicrous. If
           you know of a top-class engineer, I would like you to introduce me.
           Could you pass on my business card if you know of such a person?

Speak to Burnell and accept the [BUSINESS CARD (ENG) x1]. Leave the Guild and
find Izzy, who is in his usual place just along the street to the right of the
Guild during the day and at the open area on the way to the shop in the early
evening. Give him the card and that's it. (He's hard to spot when he's at this
place as he's bending over and there is a small pale wheel turning behind him.
If you walk up the slope from the Guild towards Cheyenne Street and head to the
far side of the area you'll bump into him.)

Equip the Foregrip you obtain from this mission to any gun: it's better than
the Rookie Grip.


S H O P S
-------------------------------------------------------------------------------
Nothing new in the shop.

Boutique Lily has new clothes at the start of the chapter, and after completing
the story mission the style B casual clothes are sold for the first time.

BOUTIQUE LILY
-----------------------.-----.--------.----------------------------------------
ITEM                   | CHP | PRICE  | TYPE
-----------------------+-----+--------+----------------------------------------
(Night) Chained        |  3  |   8500 | Vashryon Jacket (A)
Color Lens (R): Amber  |  3  |   3800 | Vashyron Other (A/B)
Color Lens (L): Amber  |  3  |   3800 | Vashyron Other (A/B)
(LaFleur) Roseo        |  3  |   8600 | Zephyr Jacket (A)
Spray-In: Black        |  3  |   2500 | Zephyr Other (A/B)
Color Lens (R): Amber  |  3  |   3800 | Zephyr Other (A/B)
Color Lens (L): Amber  |  3  |   3800 | Zephyr Other (A/B)
-----------------------+-----+--------+----------------------------------------
Vis) Saffron           |  3  |   2800 | Leanne Shirt (B)
(Vis) Onyx             |  3  |   2800 | Leanne Shirt (B)
(Vis) Bordeaux         |  3  |   2800 | Leanne Shirt (B)
(Lily) Charm           |  3  |   3000 | Vashyron Shirt (B)
(Lily) Fellow          |  3  |   3000 | Vashyron Shirt (B)
(Lily) Nuance          |  3  |   3000 | Vashyron Shirt (B)
(SYS) Basic            |  3  |   2800 | Zephyr Shirt (B)
(SYS) Gear             |  3  |   2800 | Zephyr Shirt (B)
(SYS) Neutral          |  3  |   2800 | Zephyr Shirt (B)
ND3-ZPH                |  3  |   3000 | Zephyr Shirt (B)
YUTOONZT-M             |  3  |   3000 | Zephyr Shirt (B)
feebeeT-02             |  3  |   3000 | Zephyr Shirt (B)
TokyoAlice01           |  3  |   3000 | Zephyr Shirt (B)
(SEGA) Triangle        |  3  |   3000 | Zephyr Shirt (B)
(SEGA) Run & Run       |  3  |   3000 | Zephyr Shirt (B)
(SEGA) Zephyr          |  3  |   3000 | Zephyr Shirt (B)
(Victory) Fate         |  3  |   3000 | Zephyr Shirt (B)
(Victory) Basel        |  3  |   3000 | Zephyr Shirt (B)
(Victory) Memory       |  3  |   3000 | Zephyr Shirt (B)
(Gilles) Indigo        |  3  |   5600 | Zephyr Pants (B)
(Gilles) Black         |  3  |   6800 | Zephyr Pants (B)
(Gilles) Rainbow       |  3  |   4800 | Zephyr Boots (B)
(SYS) Piano            |  3  |   3800 | Zephyr Other (B)
_______________________|_____|________|________________________________________


A R E N A
-------------------------------------------------------------------------------
Rank 6 and 7


R E D  H E X E S
-------------------------------------------------------------------------------
Location: Level 5 (South from the Forest of Idols)
Enemies : Leader:- Frag Dwellest Lv 44 x1
                   Outcast MG Lv 7 x2
Reward  : [BEZEL SHARD]

This is an area with two bunkers at each side of the battlefield and the three
enemies are ranged across at the far side. You can simply attack the leader if
you want a faster win. The Dwellest throws grenades as well as doing a powerful
jump and crash-on-top-of-you physical assault. Start with the MG running to one
side to end up behind a bunker, but with sufficient space to start up a
tri-attack without getting the bunker in the way. During this action the leader
will move forwards.  Next, send one HG out to the other top corner to obtain 2
RP and then, press triangle with the third. Begin the tri-attack with the MG
using Hollow-Point Rounds (though you can defeat him without them, but it might
help) and run, don't jump, to circle around the Dwellest. You'll probably get a
bonus shot if you do this and the attack will last for long enough to enable
you to defeat him.


Location: Level 5 (Northwest from the Forest of Idols)
Enemies : Shady Thug Lv 16 x3, Stray Cur Lv 5 x4
Reward  : [PERFECT AID]

Watch out here because there are two curs at the corners to the right and left
of your starting position, as well as the the other 5 enemies lined up at the
far side of the area. Once again there are two bunkers, one to each side, but
with so many enemies and those fast moving curs you probably won't get much of
a chance to shelter. If you begin a run with an HG instead of the MG you should
target the nearest cur and kill one of them, hopefully. Head for the area
behind one of the bunkers and then send the other HG to the far side while
attacking the other cur that's close (or finishing off the first one). After
this, make a tri-attack, starting with the MG and targeting one of the thugs.
Jump to scratch his main body and you might find that one or two of them also
has a gauge to break. With low HP this can be tough, which is why tri-attacks
are essential to save on bezels and give some quick damage restoration. If the
dogs gang up on one person they can hurt you badly, which is why I think it's
best to get rid of two of them first.


D A N I E L ' S   D O L L S
-------------------------------------------------------------------------------
None, but Daniel will initiate this sidequest if you speak to him when he is
outside the shop during the day, and ask you to bring him more dolls.



===============================================================================
C H A P T E R  0 4  -  This Tiny World ................................. *WC04
===============================================================================

C H A P T E R  O V E R V I E W
-------------------------------------------------------------------------------
By the end of the previous chapter you should have 163 Hunter Points and
everyone is likely to be at around level 10/11 if you've done the bare minimum.
(Double that if you've been diligent in completing all arena battles and
changed weapons around so everyone has gained levels with MG, HG and Grenades.)


--- BEE EFF EFF ---
After starting the chapter, make Leanne the lead character and investigate the
side of her bed and you should find the [HAIRBAND: BEE EFF EFF x1]. If it's not
there, then check again some other time as this is a random event.


--- Guild and Shops Stuff ---
Head for the Guild to pick up three new missions and then, call in at the
Boutique to accept the mission from Miranda. There will be additional stock
added to the shop when you complete it. Go to the shop and get the Tinker to
make two Foregrips now that you have plenty of Scrapped Weapon MQ components.
(You should already have one of these from a previous mission.) Add these to
the guns that don't have one, replacing the basic Rookie Grip. If you have a
lot of this Scrapped Weapon MQ, then you could scrap a few to increase your
stock of Scrap Iron, and pay the Tinker to make more Hollow-Point and
Metal-Coated Rounds. Don't worry if you can't yet afford the SG-B226 gun,
although you could sell off anything you don't need to raise cash, and complete
more ranks at the Arena for additional Rubies and items if you want to get it
as soon as possible.


--- Missions and Mannequins ---
Do all the missions before starting the story mission as the rewards,
particularly the Incendiary Rounds and HG Magazine +4, will help you with the
story mission. Also, try to defeat the Dolled-Up Dwellest for a doll and give
this to Daniel because you get the very helpful Flame-Resistant Vest. (Good
against those pesky flame throwing enemies in the Forest of Idols.) There's a
red hex challenge on level 6 that rewards you with a Bezel Shard, and that
should give you 5 Bezels in total if you've been following this FAQ so far!

Don't sell off the Mannequin parts you found in the last chapter from the
enemies inside the Forest of Idols. These are needed for a mission in the next
chapter and you need 5 lots of each type these parts. However, enemy drops are
going to be the least of your worries while completing the story mission!


T I P
-------------------------------------------------------------------------------
In case of disaster during the tough story mission, raise 50,000 Rubies and
you have the option to fully heal the Idol statue before meeting the boss.


S T O R Y  M I S S I O N / S
-------------------------------------------------------------------------------
The Invitation
-------------------------------------------------------------------------------
Client   : Jean Paulet
Location : None
Reward   : None
Overview : Please join me at Cardinal Garigliano's Open Air Studio in the
           Forest of Idols. You simply must join me in experiencing this
           excitement and rapture!

Make your way back to Level 5, Forest of Idols. There's a bollard in the way on
Level 4 and more on level 5 although you only need to fight one battle here.

Level 4: Closed Road
.-------------------------.
| Outcast STG Lv 7 x6     | This is the battleground with two bunkers and you
|                         | can fire through these if you wish, but it's just
-------------------------- as simple to charge all the way across the area to
the far corners starting with the MG and then the HG and do a tri-attack. After
that, there will only be three of them left to mop up. These enemies drop a
range of hexes including the pink ones.


Level 5 Closed Road
.----------------------------.
| Dwellest Lv 12 x3          | Three bollards block access to the Forest of
|                            | Idols, and each contains 3 Dwellest enemies.
------------------------------ If the MG is equipped with the Flame Resistant
Vest then he's protected a bit from their flame grenades. Send him to one side
of the area and run and jump to attack one enemy and fully scratch it. The
dwellests will move towards him and you can't avoid an attack. However, with
the HG, run across to the far side and kill one enemy. Then, make a tri-attack
with the 2 RP, starting with the MG and you should be able to kill the other
two. (Grenades are effective if you have enough to spare.)

Once inside the Forest of Idols, enter the Open Air studio to meet Jean Paulet,
acquire the statue, and the next mission.


-------------------------------------------------------------------------------
Honorable Work
-------------------------------------------------------------------------------
Client   : Jean Paulet
Location : None
Reward   : 30 Hunter Points, 20000 Rubies
Overview : Please transport the Goddess of Mercy statue to the top of the
           Forest of Idols tower. The great honor of this undertaking can
           belong only to you


.-----------------.
| FOREST OF IDOLS |
-------------------
After meeting Jean Paulet in the Open Air Studio the mission updates and you'll
be inside the first room of the Open Air Studio with the idol statue.


---------------
Open Air Studio
---------------
The way this works is that you must defeat all enemies, while protecting the
statue from attack, and making sure it can move along a track that's laid out
across each room, a bit like a railway line. If the idol's HP is reduced to
zero, you fail the mission, and it's Game Over. When you enter a room, the
statue will be with you and waiting behind the middle person of the team. If
they don't move, then neither does the statue, but as soon as you move out of
its path the statue will begin to roll forwards along the track. Enemies will
target it and damage its HP and you cannot heal the damage. You have to arrive
at the final room with the statue still intact and with sufficient HP to
survive the boss fight.

One strategy is to have one HG user in the middle (that means putting them
first on the team) and let them stay still until the other two have defeated
all the enemies. They protect the statue and can use grenades and their Handgun
against any enemies that get close, as well as soaking up damage intended for
the statue. It's a bit risky, but with Barrier Padding and Flame-Resistant Vest
on Vashyron (he's the best person for the job because of his higher HP), it
might be the best way to proceed in at least some of the rooms.

I also tried moving someone with a hero action so they stopped a bit further
along the track, hoping that would both protect the statue and prevent it from
moving too far too fast. However, if the statue moves along the track and bumps
into you it will lose around 95 HP of damage, but that's nothing compared to an
enemy attack.

If the statue hasn't reached the exit to the next room, but you have defeated
all the enemies so it's safe from attack, you can carry on, and it will be
there at the start of that room. You don't have to wait for it to catch up!


Room 1 - Orange
Enemies: None
Bronze Box: [ESCAPE HEX x1]

The Escape Hex is only here is you didn't obtain it in the previous chapter.
You'll be with the statue now and facing the threshold to the next room. Move
one person through and you're ready to roll!


Room 2  - Pink
Enemies: Blood Doll Bomber Lv 13 x2
         Experiment 21 Lv 14 x2

Three enemies are perched on top of three platforms and the track winds past
two of these. The fourth enemy, Experiment 21 is waving around close to the
left of the track. Target this one first by sending the MG on a long hero
running jump directly down between the top two platforms. Then, use the HG on a
short run to kill that enemy, and end up on the track just in front of the
first platform. Run with the second HG to attack the Blood Doll on the first
platform and then, use the MG to cross back over the track to scratch that
enemy. The first HG will have blocked the idol's progress so it shouldn't get
damaged by the blood doll, and you can now use that HG to kill it and run to
land on the track again where it curves between the next two platforms.

After this, target one of the remaining two enemies. Kill one, and try to
arrange it so you've set up a tri-attack for the last one, and the statue
shouldn't get any damage at all (in my case, minus the bump!).


Room 3 - Turquoise
Enemies: Blood Doll Chainsaw Lv 14 x4

Okay, this is harder because the enemies are so damn unpredictable and they are
all on the ground. However, they are Chainsaws and they must be close up to
attack. The aim here is to keep them at a distance! Run and jump with the MG to
scratch the one that's down the track and then use the HG again to land in
front of the platform and kill that enemy. Don't worry about Resonance Points
for now, just try not to run at an angle that means you bump into the statue.

The other three enemies will start to move towards the statue in a group. Run
and scratch one with the MG landing more or less inbetween the enemies and the
statue and then, use the HG to kill the leading enemy, and maybe throw grenades
at the group too. After that, it depends on where the enemies are which one you
target next, and watch out for the statue as it moves forwards along the track.


Room 4 - Yellow
Enemies: Blood Doll Bazooka Lv 15 x4

This room should be easier as there are some Drum Cans to help you blow up the
enemies all at once. In fact, you have to destroy them all because they are
sitting on the track after the first bend. At the start, the enemies are a fair
way back, all grouped together where the track turns to the left between two
platforms and close to the drums. Send the MG off first to land on the nearest
platform and then I used the second HG to throw grenades at the group which did
some damage to them all. Finally, I sent the third HG to target the drum cans
and that destroyed all enemies at once.


Room 5 - Blue
Enemies: Blood Doll Chainsaw Lv 14 x1
         Blood Doll Omega Lv 20 x3
Bronze Box: [MULTI-AID x2]
Gold Box: [HIGH-MOUNT SIGHT x1]

This is the toughest room of them all. The boxes are on top of two of the
platforms and the Chainsaw enemy is on the third. That might seem good news
because he can't hurt you while he's up there, leaving you to concentrate your
attacks on the group of three Omegas. However, the route of the statue goes
directly past him and he will jump down, so you've got to get rid of him
quickly. While you're doing that the group will be charging towards the
statue...

If you have Molotov Cocktails or grenades use them on this group. Other wise,
it's just a matter of attacking them as fast and as hard as you can. The route
of the track is a bit different in this room as it curves to the left from the
start, past the Chainsaw's platform, before heading in between the other two
platforms directly where the group is waiting for you.

The only way I managed this was by making a tri-attack after the initial
attacks, but using hollow-pointed or incendiary rounds will be an immense help
in scratching these enemies more quickly.


Room 6 - Red
Enemies: Blood Doll Flame Lv 14 x3
Gold Box: [ESCAPE HEX x1]

Fortunately this is easy as the enemies are ranged close together directly
behind three Drum Cans. The track goes in a straight line across this room to
the exit to the next and it's pretty obvious what to do. Just run forwards and
fire at the cans with an HG and that's that. The idol is likely to have
suffered damage and it's HP was at about a third for me, which is plenty! In a
previous game I limped through here with the statue only having a sliver of HP
left. You do have the option to re-try once you enter the boss room, and pay
with 50,000 Rubies to have its HP fully healed, if you select to restore the
hero gauge and retry. However, that's not really necessary so long as it has
survived this far, even if there's just a tiny amount of HP remaining. Cross
the green threshold to meet a re-run of Caligula.


Room 7 - BOSS
Enemies: Leader: Return of Caligula Lv 27
         Blood Doll Flame Lv 14 x2
Reward : [BEZEL SHARD]

.----------------------------------------------------------------------------.
| R E T U R N  O F  C A L I G U L A  -  B O S S                              |
|-------------.--------------.-----------.-----------.-----------.-----------|
| Level: 27   | HP: 1750     | Body/Part | Soft/Hard | Weakness  | Resistance|
|-------------+--------------+-----------+-----------+-----------+-----------|
| Type: Other                | Main Body |  75% Hard | Fire      | None      |
|----------------------------+-----------+-----------+-----------+-----------|
| Drops: Dusty Mass          | Part 1    |  75% Hard | Fire      | None      |
|        Scrapped Gun KBa    | Part 2    |  75% Hard | Fire      | None      |
|        Scrapped Gun KBb    | Part 3    |  75% Hard | Fire      | None      |
|____________________________|___________|___________|___________|___________|


This time you want to kill the boss as fast as possible to avoid any damage to
the idol. There are no protective bunkers or platforms so go all out! Equip
Metal-Coated or Incendiary Rounds to the MG  The statue will be moving towards
the boss as he edges ever closer with his grinding head thing. The slow and
exciting way to kill it is to send the MG to one side running and jumping and
then the HG to the other (being careful to angle the run to avoid the statue
and to make the second RP. Then use the third HG to create a third and start a
run around the boss. If you've timed it right and arrange the lines correctly
you can freely run around Caligula and defeat him before he gets a chance to
attack.

Alternatively, for a faster finish, walk one person (not hero running) to one
side of the boss and throw lots of Molotov Cocktails at him. The MG can move
forward to the other side of Caligula, and then hero run firing with
Incendiary or Metal Coated rounds. You can kill him with the next turn using
your HG, also firing from the side, because he has no protection from this
angle. It's quite easy to kill him and he won't even get a chance to attack.

After the scene, use an Escape Hex to exit the Forest of Idols completely. Head
back inside if you wish to make use of the Abandoned Energy Station to save
your game, and return to Ebel City and Sweet Home. Check the mailbox for your
reward for going up a hunter rank (if you've finished all the other missions)
[MG MAGAZINE +6 x1] and [CURE KIT x3].



G U I L D  M I S S I O N S
-------------------------------------------------------------------------------
Rebel Suppression 2 (Combat Mission)
-------------------------------------------------------------------------------
Client   : The Cardinals
Location : None
Reward   : 10 Hunter Points, 1000 Rubies, Incendiary Rounds x20
Overview : Activities by the rebel group have been reported in the vicinity of
           Lucia on Level 6. The terrorist threat must be neutralized. Hunters
           in the area are to aid in their suppression.

Take the elevator to Level 6 and you will see four red hexes next to Lucia.
Save your game first, either inside Lucia or at an Energy Station on the world
map if you placed one here earlier. Now, be very careful which red hex you
select. The left one that is nearest to the Elevator isn't part of this mission
and contains a special challenge enemy, the Dolled-Up Dwellest.

.----------------------------.
| Shady Thug Lv 16 x 5       | No bunkers, no wall or platforms, just a single
|                            | medium sized space with your team against these
------------------------------ five thugs. You MUST use tri-attacks for these
battles because these guys can do a lot of damage with their long range guns
and it's the only way to protect everyone efficiently and heal up from the
inevitable scratch damage. With Hollow-Point Rounds it's easier to scratch
them, but they all have body parts as well as a main body and it can be hard to
destroy them quickly. Run to target the body parts and jump to hit the main
body. They drop green energy hexes enabling you to start to activate the nearby
terminal which cuts the enemy encounter by half...not that useful really.

.----------------------------.
| Shady Thug Lv 16 x 3       | The middle hex only has three of the thugs, so
|                            | that's a lot easier. The right one is the same
------------------------------ with only 3 so just do the same for both.

Defeat all three groups and that's the mission completed.

While you're on this level do both special challenges: that one red hex next to
Lucia, and the other is at the far side of the Level next to Patertopolis.


-------------------------------------------------------------------------------
The Broken Sewing Machine ("Fetch" Mission)
-------------------------------------------------------------------------------
Client   : Miranda
Location : Level 4: Ebel City (Clothes Shop on Razzle Street)
Reward   : 8 Hunter Points, 2000 Rubies, Bolt Padding
Overview : My poor sewing machine's finally give up the ghost. The motor is
           completely burned out. According to an engineer, I can replace the
           motor with a part dropped by a tank called the Battle Plough that
           appears around the Hughes Power Station. You people can do something
           for me, can't you?

Make your way towards the Power Station on Level 4 and you'll see three red
hexes at the edge of the map. The left and right hexes contain Machinegun Gears
and you can ignore those if you want.

.----------------------------.
| Machinegun Gear Lv 13 x4   | The area is a Back Alley with no bunkers, but
| 2 battles                  | there is a Drum Can set in the middle with two
------------------------------ Gears at either side of it. Equip Metal-Coated
Rounds to the MG and send them off at an angle to one side of the room firing
at the nearest Gear. The HG should hero run to the other side to make 2
Resonance Points and target the drum and then switch to the scratched Gear.
That should kill one and damage at least one other. Make a triangle and now do
a tri-attack starting with the MG. Jump if you find you're not scratching the
or destroying the main body, and after the tri-attack is done there should be
just one left, or even none at all!

.---------------------------------.
| Leader : Battle Plough Lv 35 x1 | The middle hex contains just the one enemy:
| Item   : [BERSERK MOTOR]        | and this is the one to defeat for the
----------------------------------- mission. There is a dead battery to the
right of the room and that will inflict shock damage to this tank type machine
if you manage to blow it up as the tank moves forwards. However, you really
don't want to wait for it to move, as it can damage one for nearly 500 scratch
points. Make a tri-attack using the full width of the room, ensuring you stay
at a distance from the tank, and use Metal-Coated Rounds with the MG. One of
the ways to avoid attack is to keep running. The tank moves around to try and
target one person, but if they have moved it will be facing the wrong
direction. You will have to remove its body parts before you can fully scratch
the body.

One more thing: while doing a tri-attack or hero action DON'T make a line near
the tank because machines like this are solid and you can't run through them.
The music for this battle has a great pounding, charging rhythm that just makes
you want to keep dancing around, running and jumping and shooting.

Take the Berserk Motor back to Miranda at the shop. She won't make new
clothes immediately, but they will be ready at the start of the next chapter.


-------------------------------------------------------------------------------
All-Natural Meat ("Fetch" Mission)
-------------------------------------------------------------------------------
Client   : Lex
Location : Level 2: Barbarella's Manor
Reward   : 5 Hunter Points, 3000 Rubies, HG Magazine +4
Overview : Cardinal Barbarella's looking forward to dining on some natural meat
           within the next few days. Is there any chance you can source some
           Quality meat for me?

You don't have to meet Lex before obtaining the item, but, when you have the
Quality Meat, head up the Core Lift 1 to Level 3 and take the elevator next to
Theresa's Manor up to Level 2. Place hexes to make a path to Barbarella's Manor
and you should already have the pink Energy Hexes required to open up her
manor. You only need one. Lex is found at the entrance and is wearing his
chef's hat. You can find him during the day or night.

It's likely that you will have at least one Quality Meat already, but if you
don't, there are quite a few sources:

* Arena: Rank 5 - 3
  The blue, red and yellow Gremlins drop Quality Meat.

* Hughes Power Station
  The Dwellest can be found in the blue west room and yellow room

* Level 5: Forest Path at night
  You can find Dwellests in some random encounters on Level 5.

* Level 5: Bollards
  There are also three of them in the set battles for the mission: in 3 bollard
  hexes next to the Forest of Idols.


S H O P S
-------------------------------------------------------------------------------
Complete the mission " The Broken Sewing Machine" and a few more items are sold
at Boutique Lily.

BOUTIQUE LILY
-----------------------.-----.--------.----------------------------------------
ITEM                   | CHP | PRICE  | TYPE
-----------------------+-----+--------+----------------------------------------
(Luvino) Chocolat      |  4  |   9800 | Zephyr Jacket (A)
(SYS) White            |  4  |   6400 | Zephyr Shirt (A)
(SYS) Ash              |  4  |   6400 | Zephyr Shirt (A)
(Gilles) Pearl         |  4  |   9300 | Zephyr Pants (A)
(ARES) Fullmetal       |  4  |  16000 | Zephyr Pants (A)
(Gilles) Lunch         |  4  |   3000 | Zephyr Shirt (B)
_______________________|_____|________|________________________________________


A R E N A
-------------------------------------------------------------------------------
Rank 8 and 9


R E D  H E X E S
-------------------------------------------------------------------------------
Location: Level 5 (In between the two Terminals at the north of the Forest)
Reward  : [BEZEL SHARD]
Enemies : Leader - Rocketfoot Lv 29
          Shady Thug Lv 15 x2

This will be your first encounter with the Rocketfoot enemy and they are sort
of elephant types with no weaknesses. (They drop Quality Meat amongst other
things). You start with a bunker facing you and the leader is at the far side
of this, but there are two thugs waiting to your right and left. I'd suggest
taking out at least one of them with two hero runs and a tri-attack because
they can inflict quite a bit of damage with their guns. The Rocketfoot's gun
attack does around 450-500 damage and you'll need to heal that damage up. Also,
it's as well to stay in the area behind the bunker whilst making your runs so
the leader's attacks might miss altogether. If you leave one thug alive then he
takes away an attack from the Rocketfoot and you can use him to add bezels if
necessary. (The Rocketfoot drops the Scrapped Bazooka E, which you'll
definitely want to get to get a head start on customising guns in the next
chapter.)


Location: Level 6: Back Alley (near Patertopolis)
Reward  : [PERFECT AID]
Enemies : Bronze Ooze Lv 12 x6

This is pretty simple although one blob can inflict around 200 HP of scratch
damage if it hits you. Set up a tri-attack starting with the MG user and when
you have 2 Resonance Points just run around picking them off one by one. A
couple of them might have one or two gauges that need to be broken by the HG
before you can fully scratch the main body, but they don't have any body parts.


Location: Level 6 (near Lucia)
Reward  : [BRIDAL DOLL]
Enemies : Leader - Dolled-Up Dwellest Lv 48
          Dwellest Lv 12 x2

These dwellests will use molotov cocktails to set you alight, but that's not
the bad part: if they get close to you they do a jump and crash attack that
will hurt for a lot. The sidekicks are the same enemies that you ran into
inside the Hughes Power Station and are not the problem. The leader is very
strong, with high HP and gauges to break. Use your best grenades (found on the
world map) with one HG and make a tri-attack as soon as possible, targeting the
leader, and you'll probably kill the other two just by dint of using the
grenades. Electric grenades will slow him down, Molotov Cocktails will set him
on fire and keep scratching him, which is good because he heals scratch damage
fairly quickly. With the judicious use of grenades and careful movement around
the room, making sure you are always wrong footing him and checking where he
might want to attack next, you can defeat him with a team at around Level 11
never giving him a chance to attack.


D A N I E L ' S   D O L L S
-------------------------------------------------------------------------------
Bridal Doll
Defeat Dolled-Up Dwellest (Special Challenge) on Level 6.
Reward: [FLAME-RESISTANT VEST x1]



===============================================================================
C H A P T E R  0 5 ..................................................... *WC05
===============================================================================

C H A P T E R  O V E R V I E W
-------------------------------------------------------------------------------
If you've completed all missions so far you will have 216 Hunter points.
Everyone is likely to be in the range from level 13-16 if you've done the
minimum required. (I'd raised two of them higher by dint of using grenades.)

At the start of the chapter you'll receive [ENERGY HEX 1 Orange x3] and
[ENERGY HEX 4 Pink x3]. There is a lot to do in this chapter, with five
optional missions as well as exploring new levels and gaining access to the
second town, Cranktown, where you can indulge in some more gun customisation.


--- Grrrrenades! ---
At this point there is a big change: the shop sells Rookie Grenades for the
first time and the Tinker will make Molotov Cocktails and Hand Grenades from
these. Buy a lot and make a lot and you can use these freely. Equip the Grenade
Box to everyone in turn, and your Grenade levels will shoot up very fast if you
use them on the higher level enemies you'll find in this chapter. Molotovs are
easy to make requiring Fabric Scrap, Glass Shard and Gasoline, although you
will be given 25 of them when you visit Barbarella. (Don't use up all the
Fabric Scraps as these are required for a mission in chapter 7 when you need 30
of them. However, they are easy enough to find, just keep an eye on your
stock.) You might not have enough Scrap Iron to make many Grenades, but even
Rookie Grenades are useful for level raising so just carry those instead.


--- Time Management ---
Because there is so much to do in this chapter here's a possible way through it
to save time. (Although you'll probably just want to reach Cranktown as soon as
you can to start improving your guns.)

Start by visiting Barbarella and Garigliano (after getting the missions). Then,
go to Level 6 and Lucia to find the Prelate's Medal if you haven't got it
already. While on Level 6 enter Lucia and go to the final hex to take a photo
for the Igniting Creativity mission. Return the medal to Theresa on Level 1,
and that opens up a fourth mission in the Guild: to open a route to the Dakota
Mines on Level 9.

Collect all the Mannequin parts from the Arena or Level 5, and when completed
you can get the fifth mission. Go back to Level 6 and deal with the Billboard
mission. Finally, open up the route to the Core Lift 2 and visit Cranktown for
the first time. Take a photo at the Seminary and ride the Elevator down to
level 8 and thence to Level 9 and clear a path to the Mines. Complete the photo
mission because you will be rewarded with an Ice-Resistant Vest which is useful
inside the icy Silver Canyon. When you return to Level 4 take and complete the
last Guild Mission for the Postman. Finally, do the rest of the story mission
in the Silver Canyon.

You will need a lot of Energy Hexes which is why it's a good idea to do the
missions first and fight map battles while you're travelling around.


C R A N K T O W N   O V E R V I E W
-------------------------------------------------------------------------------
Cranktown is laid out on two hexes: the shops are on Widlar Street and the
Hotel and Guild on Solam Street. As with Ebel City the inhabitants change their
locations according to the time of day or night. Starting from the west end of
town you'll find a Hotel with a [GLASS SHARD x1] in the corner to the left of a
changing room: which you can use to change outfits. It costs 100 Rubies to stay
here, but, since you cannot make a save, it's not much help, and I find it more
useful to plant an Energy Station nearby instead and use this for free.

Walk down from the Hotel and the Guild is found inside an open door where the
road veers to the right. You can exchange coloured hexes for Station Hexes at
the counter, and there's a bestiary as well as a Bulletin Board for new
missions. Cross the bridge to find all the shops and that's all there is.
People here will give you money if you speak to them and they say you're a pro,
just as they do elsewhere (the lift attendants are the most reliable source)
you'll find another version of the gremlin that you bump into in Ebel City.
It's usually around the shops and will drop over 100 Rubies.


--- Cranktown Tinker ---
This Tinker makes Freezer and Electro Grenades as well as more powerful M-C and
H-P Rounds and elemental rounds: Incendiary, Sub-Zero, Electrified, Toxic and
Oil Rounds. Scrap some parts to get the components needed for these, although
the Incendiary rounds are going to be the ones you really need for the ice
based enemies in the Silver Canyon. He also makes a much wider range of custom
gun parts.


--- Customisation: Advanced Class ---
Quite a few items can be made if you have another custom part to spare. Start
with making 3 Top Sights and then three Combat Sights. With the Prototype Mount
you can add another scope to the right side of a gun. Move the gun to the left
if you need to and slot the Mount to the right using the double line "||"
connection. With a Combat Sight you can add another sight above it as well as
the Sub-Sight which attaches with a sideways "H" connection. The Multi-Barrels
for both the MG and HG also allow you to add another scope, and have an
expansion port allowing more barrels to be added if you also attach the
Expander Grip.


* Machinegun
Add the MG Multi-Barrel to the left side of the gun. This enables you to add an
additional scope above this barrel. Add the Combat Sight and a Compact Scope
above that with the Sub-Sight to the left. Tack on two Flash Barrels to the
double barrels and add a Short Sub-Barrel to the ends of both. Remove the
Foregrip and replace it with the Expander Grip. With the Multi-Barrel's
extension port (an upside down "T") and the side port to that grip you can add
a Multi-Sub-Barrel and another Flash Sub-Barrel to the end of that barrel,
together with a third Short Sub-Barrel.

Using the MG Magazine +6 you were given for increasing your Hunter Rank you
could make an MG Magazine +5. This part has an extension that allows you add
more grips to the gun. (You don't need to do this: I just used that one for
now.)

After all this, even without the additional grips, you could have a machinegun
with these stats: CA: 57, CS: 22%, RF: 79, BF: 76, MS: 18, WGT: 325

* Handgun
Use the same principles for the B-N84 Handgun, only you need to start with the
HG Multi-Barrel and you'll need a lot of cash! (This won't work with the
1191-45-Auto because the gap between the Multi-Barrel port and the Expander
Grip is too wide, but you can fix the Barrel Adapter part to the Grip to bridge
the gap, allowing a Multi-Sub-Barrel to be added.)


--- Accessorise! ---
The Tinker can make a wide range of accessories but they are expensive, so even
though you should have the components for them all you might want to pick and
choose between them. The Padding items have the additional benefit of giving a
small degree of protection from physical damage as well as cutting elemental
damage. You should already have three accessories from completing various
missions, but ice protection is really a high priority because if someone is
frozen they are out of action until cured or until it wears off, by which time
everyone might be dead! Make Cold Padding for at least two of the team.


T I P
-------------------------------------------------------------------------------
Random enemy groups on the Closed Road hexes on Level 4 and 5 change in this
chapter. From time to time you will find the Treasure Mimic, and this enemy
drops the Rare Metal Shard, a valuable component for making large scopes and
the best accessories. Although the Tinker won't offer that option just yet, you
can make a Long Scope at Cranktown. Obtain as many of these as you can and keep
a look out for this enemy! (It also appears, most often at night, in the
Deserted Block hexes around Cranktown.) There will be more enemies that drop
this precious item but this is the first, and earliest, point in the game when
you can obtain it.


S T O R Y  M I S S I O N / S
-------------------------------------------------------------------------------
Barbarella's Crisis
-------------------------------------------------------------------------------
Client   : Barbarella
Location : Level 2: Barbarella's Manor
Reward   : None
Overview : Come see me right away at my manor in Chandelier. I'm in a terrible
           pinch, and I'll simply perish if you don't hurry.

Take the Core Lift 1 to level 3 and then the Elevator next to Theresa's Manor
up to level 2. Clear the route to the manor and use a single pink Energy Hex to
open it up. Enter the building where you'll meet the lascivious Theresa.

You'll receive [ENERGY HEX Green x3].and [CORE LIFT 2 PASS], as well as
[MOLOTOV COCKTAIL x 25] from the doorman. Speak to the page and he'll give some
more advice about using flame based weaponry, and that you'll find the wine in
the Silver Canyon on Level 7. This completes the first part of the story
mission.


-------------------------------------------------------------------------------
Not to be Denied
-------------------------------------------------------------------------------
Client   : Barbarella
Location : Level 2: Barbarella's Manor
Reward   : None
Overview : Run along to the Refridgia in the Silver Canyon on Level 7 and
           scrounge up a bottle of red wine, would you darlings? That would be
           right now.

After visiting Barbarella and receiving instruction for the mission, return to
Level 4 and then take the Elevator to Level 6. Open up the route to the Core
Lift 2 (you need the hex with three prongs to do that) and take it down to
Level 7.

Clear the route to the Chit-Chat Noir (where you'll find Barbarella's servant
afer completing the mission). You can also access Cranktown and will need
yellow hexes to open the town and Crank Seminary. There's a bollard blocking
the route to the Silver Canyon.

.----------------------
| Walker Lv 31 x2      | This battle introduces two new enemies and a new type
|                      | of battleground: Tundra, with falling snow and two
------------------------ bunkers close to the team at the left and right.
Walkers move faster than you might expect, given their size, and they attack by
bumping into you. The fastest way to deal with these two is to send the MG off
to the upper corner firing with Incendiary Rounds to add to the scratch damage.
Run with the HG more or less up the middle of the area and start a tri-attack
with the MG. That should finish off one of them and start on the next. They
might drop green energy hexes as well as a Junk Package 1 that contains good
components for tinkering, when scrapped.

Place plain hexes to make a path to the Silver Canyon and activate it with
green hexes. There's a nearby Terminal that is worth linking to the Canyon as
this doubles flame based damage. Either farm the surroundings for green energy
hexes (most of the humanoid enemies will drop these even though only the Shady
Thug is officially listed for these in the bestiary), or use the more plentiful
orange hexes and place an Orange Energy Station on the nearest thoroughfare:
next to the Le Chit-Chat Noir, and link to it from there. If you do it that
way you'll also have to change the colour of the Silver Canyon itself to
transfer the effects.


.---------------.
| SILVER CANYON |
-----------------
Enter the Canyon and you'll see there are three bridges: you have to cross the
South Bridge first and then check out the East Bridge for some treasure, but
the path to the target area lies through the West Bridge. There is nowhere to
save your game until you reach the far side of the West Bridge. If you want to
leave the area before that point, then use an Escape Hex during, or after, a
battle, and you'll be deposited back outside the Silver Canyon.


-----------------
Random Encounters
-----------------
You have three choices: Kill the leader, kill them all, or escape by hero
running to the right of the area where you'll find the exit. Easiest and safest
choice is to kill the leader. You don't want to end up losing a bezel while
there is nowhere to rest and save.

Enemies: Leader - Shady Thug Lv 20
         Shady Thug Lv 16
         Snow Gremlin Lv 15 x2
         Chilly Dog Lv 17


------------
South Bridge
------------
Room 1 - Blue
Enemies: Shady Thug Lv 16 x2
         Snow Gremlin Lv 15 x1
         Shady Thug MG Lv 16 x1

The room is large and long with four bunkers. You don't have to kill all the
enemies and can make a hero run half way down to shelter behind a bunker and
then, do the same again to reach the bunker at the far end. Use Incendiary
Rounds or Molotov Cocktails against the Gremlins.


Room 2 - Red
Enemies: Shady Thug MG Lv 16 x2
         Snow Gremlin Lv 15 x3

This room has two bunkers making an L shaped shelter to the right of the
entrance, and another bunker at the far side of the area on the left. The
enemies are quite a way away so run behind the bunker and fire at the closest
Gremlin while doing so. After killing that first one, stay behind the bunker,
and the two thugs will come closer. Fire off at them and throw grenades with
one HG. Two Molotov Cocktails will kill a gremlin. Take your time and let the
enemies come to you.


Room 3 - Green
Enemies: Shady Thug MG Lv 16 x2
         Chilly Dog Lv 17 x3

Poor Leanne is feeling the cold by now, but there's still a long way to go.
This room has four bunkers set at angles, with two on each side of the area.
The dogs are fast moving but once again the enemies start a long way down the
room. Target the closest dog and do hero runs and jumps to land in front of the
bunkers half way up the room. This makes a tri-attack easy to do on one of the
thugs whilst you still have some protection from the bunkers at the end of it.
After that, it's easy to finish off the rest of the enemies.

Leave the room by the white exit (somehow I managed to get confused here the
first time and went the wrong way...and the enemies return.)


-----------
East Bridge - South Side (Optional)
-----------
Room 1 - Green
Enemies: Walker Lv 31 x1
         Snow Gremlin Lv 15
         Shady Thug MG Lv 16
Bronze Box: [CURE KIT-R x5]
Silver Box: [MOLOTOV COCKTAIL+ x10]
Gold Box  : [MULTI-AID x5]

You have to kill all these enemies, and the room has no bunkers and is quite
small compared to the south bridge rooms. If you target the gremlin first,
sending the MG to land close to it and the HG out to the right while killing
the gremlin, then you can make a tri-attack and target the Walker. Try not to
bump into the boxes! You'll encounter lots of walkers and they can move quickly
and have lots of body parts shielding the main body, but if you look closely
they are undefended at the tail end. Run to get around behind them and jump and
attack to scratch the main body.


-----------
West Bridge
-----------
Once again you can run through these long rooms without killing all the
enemies, but I wouldn't recommend it at this point in the game, unless you have
all your bezels by the time you reach the far end.

Room 1 - Yellow
Enemies: Shady Thug MG Lv 16 x2
         Walker Lv 31 x1

The room is narrower than on the South bridge, and there are only two bunkers,
just to right of where the team enters. One thug is waiting a long way down the
room and the other two enemies are about half way down the room, standing close
together. If you target the closet thug first, with the MG running to one side
of the room, and then, the HG running to the other, you might be able to kill
him. By this point the walker will have moved towards the third person, but
it's quite likely they will turn course and so you avoid an attack from them.
Then, tri-attack starting with the MG and run rings around the walker. Finally,
kill the last thug. Hollow Point Rounds help if you have some to spare.


Room 2 - Blue
Enemies: Walker Lv 31 x1
         Snow Gremlin Lv 15 x2

There are three connecting bunkers to the left of this room and, since the
enemies are a long way off, it's best to move (don't hero run) to shelter
behind them. However, the Walker can move quickly and might even skirt around
the bunkers to attack you, so keep an eye on its movements. Use the Molotov
Cocktails on the gremlins.


Room 3 - Red
Enemies: Walker Lv 31 x1
         Chilly Dog Lv 17 x2

The same arrangement with three bunkers, only this time they are at the right
side of the room. This is when I discovered that two Molotov Cocktails+ can
destroy the Walker. Easy pickings!


Room 4 - Green (Sealed  Room)
Enemies: Shady Thug MG Lv 16 x1
         Walker Lv 31 x2

On this first visit here (yes you'll have to go through it all again soon
enough), the exit from this room is sealed, so you must defeat all the enemies.
There are three bunkers to the left, arranged like a T ,and the enemies are
beyond the extent of your reach. Use Hollow Point Rounds+ or Metal Coated
Rounds+ this time, because you need to kill one of the Walkers as fast as
possible. This fight can get very messy indeed if you get trapped behind the
bunkers and find your attacks are hitting those instead of the enemies. Keep an
eye on your bezels and use Grenades+ to break any gauges on the Walkers.

Move to the white exit and you'll be asked if you want to exit the area. Be
cautious when you do, because one time I got caught in a fierce random battle
before I could reach the Energy Station, and panicked and used an Escape Hex,
only to find my self back outside the Canyon having to go through all this a
second time!

Head to the right to find that rest place and save your game before entering
Refridgia. You can also find some more treasure in the other half of the East
Bridge. Don't bother with the Closet place as this is your destination for the
next visit to the Silver Canyon.


-----------------
Random Encounters
-----------------
The inner side of the canyon has a different set of enemies.

Leader: Walker Lv 39
        Shady Thug MG Lv 15
        Snow Gremlin Lv 15


-----------
East Bridge - North Side (Optional)
-----------
Room 1 - Green
Enemies:  Walker Lv 31 x2
          Chilly Dog Lv 17 x1
Silver Box : [INCENDIARY ROUNDS x30]
Bronze Box : [FIRST AID S x5]
Bronze Box : [ANTI-ICE x3]

This is a repeat of the other part of the East Bridge, except it's harder! With
two Walkers in a small space the only strategy is to use a tri-attack, and
maybe Molotov Cocktails+. If you run out to the edge and jump, to delay your MG
attack, you can target the backside of one of the Walkers. After the HG has
made their run (probably up between the two walkers) you can do a tri-attack
with 2 Resonance Points, and kill off one of the Walkers and probably the dog
too. After that it's easy enough to outwit the other walker so he's always
moving in the wrong direction.


---------
Refridgia
---------
Room 1 - Red (Sealed Room)
Enemies: Shady Thug MG Lv 16 x1
         Walker Lv 31 x2
         Snow Gremlin Lv 15 x1
         Chilly Dog Lv 17 x1
Gold Box: [ESCAPE HEX x1]

You can turn around and leave this room, but to proceed to the boss you must
kill all the enemies. They really throw them all at you this time! There are
three bunkers arranged in a T to the left from the starting position, and two
in an L shape half way up the room at the left. The first walker is close, and
will reach the team pretty quickly, but the second one is a long way down the
room so you don't have to worry about dealing with two of them at once. Equip
Incendiary Rounds and go all out. I found it easier to ignore the bunkers and
do the usual thing of running and jumping to one side to target the back of the
first Walker, then killing him with the HG and making a tri-attack to deal with
the small fry and the last Walker.

(My levels this time were: 18, 23 and 19 with HG levels of 15 and 12 and MG of
16.)


Room 2 - BOSS
Enemies: Leader - Yeti Lv 54 x1
         Snow Gremlin Lv 15 x2
Reward : [BEZEL SHARD]

.----------------------------------------------------------------------------.
| Y E T I  -  B O S S                                                        |
|-------------.--------------.-----------.-----------.-----------.-----------|
| Level: 54   | HP: 2500     | Body/Part | Soft/Hard | Weakness  | Resistance|
|-------------+--------------+-----------+-----------+-----------+-----------|
| Type: Large Organism       | Main Body |  25% Hard | Fire      | Ice       |
|----------------------------+-----------+-----------+-----------+-----------|
| Drops: Frozen Ribeye       | Part 1    |  75% Hard | Fire      | Ice       |
|        Snow Crystal        | Part 2    |  75% Hard | Fire      | Ice       |
|                            | Part 3    |  75% Hard | Fire      | Ice       |
|                            | Part 4    |  75% Hard | Fire      | Ice       |
|                            | Part 5    |  75% Hard | Fire      | Ice       |
|                            | Part 6    |  75% Hard | Fire      | Ice       |
|                            | Part 7    |  75% Hard | Fire      | Ice       |
|                            | Part 8    |  75% Hard | Fire      | Ice       |
|____________________________|___________|___________|___________|___________|


This is the real reason for that Ice protective equipment! If anyone doesn't
have any at all, then consider using Anti-Ice on them before starting to move.
In fact, it's not a bad idea to use one on everyone and just stand still,
letting the enemies come towards you. Even with Anti-Ice and ice accessories it
might not help when the Yeti lets rip with his ice breath attack. Hopefully
your First Aid user isn't the one that gets iced and can use a Cure Kit on
anyone that does.

There's one bunker just to the left of the team and that's all. As the enemies
approach you, throw Molotov Cocktails+ and fire at the Yeti from a distance
(while the third person is using the Anti-All or Anti-Ice on everyone). Don't
target the Gremlins as they will keep coming back if you kill them, but they
can be troublesome if they manage to use their ice attack on you if the battle
takes you longer to win.

When you're ready to move, start with the MG equipped with Incendiary Rounds
and do the longest run and jump you can manage, out to one side. You should be
able to fully scratch the Yeti as it is unprotected from behind, just like the
walkers. Then send your HG out with another long run and jump and that should
finish him off. (By this point the Yeti had managed one attack and froze my
third character but since he was dead that didn't matter! Oh well... )
[RED WINE x1] is acquired.

That is the official end of this mission, and the next part of the mission
begins: to deliver the wine.


-------------------------------------------------------------------------------
Expedited Delivery
-------------------------------------------------------------------------------
Client   : Barbarella
Location : Level 2: Barbarella's Manor
Reward   : 30 Hunter Points, 25000 Rubies
Overview : Take the wine to Le Chit-Chat Noir there on Level 7 once you have
           it. I'll send my man down to collect it.

After acquiring the red wine, Zephyr disappears and you're left with Leanne and
Vashyron still inside Refridgia. Walk (hero run) out because there are no more
enemies in here, but only if you still want to fight more battles or save your
game at the Energy Station inside. The sensible thing is to use an Escape Hex
to leave the whole area and then walk back to the Energy Station you erected on
Level 7. (By the way, there will be enemies inside the first room of Refridgia
if you go back inside after leaving it when completing the mission.) Check your
equipment before leaving the area as you'll have Zephyr's gun, case and
accessories, and might need to change things around.

The task is to take the wine to the Chit-Chat Noir Cafe where Barbarella's page
will receive it, and that completes this mission. Leave the bar (there's
nothing to find, but you can chat to the regulars and barman) and return to
Sweet Home for another scene and the chapter ending. If you still have missions
to do, then don't end the chapter, and Zephyr will be back with the team. Equip
his gun and accessories again before setting forth.



G U I L D  M I S S I O N S
-------------------------------------------------------------------------------
Igniting Creativity ("Fetch" Mission)
-------------------------------------------------------------------------------
Client   : Garigliano
Location : Level 3: Garigliano's Manor
Reward   : 10 Hunter Points, 5000 Rubies, Ice-Resistant Vest
Overview : Ah, so it is you who have come! Very well, I foresee no problem with
           artists of fine distinction such as yourselves. For igniting my
           creative flame, I require photographs of idol statues. More
           precisely, I require three in all from three different sites. May I
           count on you help? To take quality photos, a quality camera is a
           must. You should use this.

Call in at Garigliano's Manor on Level 3 night or day. He gives you
[GARIGLIANO'S CAMERA x1] and asks you to take 3 photos of idol statues. He will
tell you to ask about locations around your base. However you can get a head
start on this by moving to the next building on Level 3: Jean Paulet's Manor.
This is unlocked using pink Energy Hexes. Enter the Manor courtyard and examine
the left statue. Take a picture and you obtain [SUBLIME IDOL PHOTO x1].

Poesy, the woman who hangs around outside Sweet Home during the day, says she
saw a statue inside Downtown Lucia, so that's the second location. Before
entering Lucia make sure you have an Escape Hex (you can buy them at the
Forsaken shop if you need one). You could also activate the Terminal nearby
which reduces encounters by half though that will only affect the open areas
inside Lucia and not the battles inside the rooms. This is easy to do if you
already placed an orange Energy Station here, just overlay the green of the
terminal once it's been unlocked, with the more plentiful orange/tan Energy
Hexes.

There are a few changes to the enemies inside Lucia: more Drum Carriers make it
easier to blow up the rest, and the large room just before last one has lots of
Dwellers, and two Drum Carriers. There are no enemies inside the red room where
you fought the Tar Man. Enter the last room and walk forwards to investigate
the statue that's not at all clear to see. You'll obtain [DESPAIRING IDOL PHOTO
x1]. Use an Escape Hex to leave Lucia.

Kimberly, who's found inside the Guild at Cranktown, will tell you about an
idol statue inside Crank Seminary (as well as the one at Jean Paulet's Manor).
Place a yellow Energy Hex to unlock the Seminary that's just to the west of
Cranktown. Go inside, and examine the statue, and you'll automatically take the
shot and obtain [MALEVOLENT IDOL PHOTO x1].

Return to Level 4, and then up to Level 3 to speak to Gary, and he'll take back
the camera and all the photos. This completes the mission.


-------------------------------------------------------------------------------
More Merchandise! ("Fetch" Mission)
-------------------------------------------------------------------------------
Client   : Miranda
Location : Level 4: Ebel City (Clothes Shop, Razzle Street)
Reward   : 8 Hunter Points, 3000 Rubies, Shooting Star
Overview : I want to expand my shop's merchandise lines, but I don't have
           enough mannequins for displaying clothes. You don't have to bring me
           complete mannequins, though. I just want you to get the materials
           for making them. Will you do that for me,? Please?

Miranda wants five full sets of mannequin parts: the head, arms, torso and
legs. You might have these already from all the fighting in the Forest of
Idols, but if you don't you will have to return there (sigh), OR fight enemies
in the Arena. Check your inventory (it's in the "Other" section) first, to see
what is missing: it's most likely to be the head so I've added more details for
those. In fact, the best room for heads and legs is the yellow (fourth) room in
the Open Air Studio where you can leave and go back to spawn more Blood Doll
Bazookas as often as you want. Anyway here's a list of exactly which doll drops
what!

* Mannequin Head
  Coppelia Chainsaw: Rank 8 Arena
  Blood Doll Bazooka: Forest of Idols (Open Air Studio - Room 4))
  Mr.Chainsaw: Forest of Idols (Random encounter, Bronze Forest - Room 1 and 2)
  Ms. Vulcan: Forest of Idols (Plaster Forest - Room 1)

* Mannequin Arms
  Coppelia Gunhead: Rank 8 Arena
  Coppelia Chainsaw: Rank 8 Arena
  Marionette Bazooka Rank 10 Arena
  Marionette Chainsaw: Rank 11 Arena
  Blood Doll Bazooka: Forest of Idols
  Blood Doll Bomber: Forest of Idols
  Blood Doll Chainsaw: Forest of Idols
  Blood Doll Flame: Forest of Idols
  Blood Doll Omega: Forest of Idols
  Experiment 21: Forest of Idols
  Mr Bomberface: Forest of Idols
  Mr. Chainsaw: Forest of Idols
  Mr. Gunhead: Forest of Idols
  Mr. Torchy: Forest of Idols
  Mr. Zooka: Forest of Idols
  Ms. Vulcan: Forest of Idols

* Mannequin Torso
  Coppelia Gunhead: Rank 8 Arena
  Coppelia Chainsaw: Rank 8 Arena
  Marionette Bazooka: Rank 10 Arena
  Mr Bomberface: Forest of Idols
  Mr. Chainsaw: Forest of Idols
  Mr. Gunhead: Forest of Idols
  Mr. Torchy: Forest of Idols
  Mr. Zooka: Forest of Idols
  Ms. Vulcan: Forest of Idols

* Mannequin Legs
  Marionette Chainsaw: Rank 11 Arena
  Blood Doll Bazooka: Forest of Idols
  Blood Doll Bomber: Forest of Idols
  Blood Doll Chainsaw: Forest of Idols
  Blood Doll Flame: Forest of Idols
  Blood Doll Omega: Forest of Idols
  Experiment 21: Forest of Idols

Return to the Boutique to hand them all over to Miranda.

NOTE: As soon as you complete this mission the shop will sell new articles, but
if you don't complete the mission at all, some items of clothing won't be for
sale in the next chapter and she won't add anything to her stock now.


-------------------------------------------------------------------------------
The Prelate's Medal ("Fetch" Mission)
-------------------------------------------------------------------------------
Client   : Theresa
Location : Level 3: Theresa's Manor
Reward   : 10 Hunter Points, 10000 Rubies, Perfect Aid
Overview : I'm glad you all have come. There's something I'd like to ask of
           you. It's been a long time since my man passed on, but there's still
           one item of his I just can't find. I would like to have it found.

You may have already found this item, but if you haven't you can call in on
Theresa for more instructions (not essential). She tells you that she's
convinced it is buried somewhere near Lucia. The medal is uncovered on Level 6
by unlocking part of the map. Place any plain hex that fits, to uncover the top
left hex behind the Lucia location, and you will obtain [THE PRELATE'S MEDAL
x1]. You don't have to visit Theresa twice, just find the medal and then take
it to her at her Manor on Level 3 to complete the mission.


-------------------------------------------------------------------------------
Motive Undeclared ("Fetch" Mission) (do one other mission first)
-------------------------------------------------------------------------------
Client   : Ellis
Location : Level 4: Cafe Chelsey
Reward   : 10 Hunter Points, 3500 Rubies, Freezer Grenade x10
Overview : The entrance to the Dakota Vein is on Level 9. Make me a path to it
           using Energy hexes. Come see me when you've finished the path to the
           Dakota Vein. You'll get your payment then

Ellis is waiting at the Cafe Chelsey on Level 4 and wants the entrance to the
Dakota Mine opened on Level 9 (though you don't have to meet him now). From
Level 7, open up the Elevator to the south of Cranktown, and go down to Level
8. There is a Bezel Shard here, but you cannot reach it unless you have a
straight hex as it's on the last hex behind the Terminal to the north of the
elevator to Level 7.

Place Energy Hexes to reach the elevator to Level 9 and descend. Core Lift 3 is
at the west end of the Level, and the Dakota Vein is all the way to the east.
Your last hex should be a green one to open the single coloured hex that
activates the dungeon's appearance. You don't have to move away from the
elevator or fight any battles here. There isn't a lot in the way of treasure
besides various items of apparel, and there's no Bezel Shard to find. Return to
Level 4 and visit the Cafe Chelsey to speak to Ellis and complete the mission.


SECRET GUN!
If you are feeling adventurous you can explore Dakota Vein now to find a much
better Machinegun hiding inside this place: the PDW-XN.V2. There's a separate
section on this for whenever you're ready. The hardest enemy is the Level 50
Sledgehammer, and there are 9 rooms to fight your way through to the final
hex, where you'll find the gun.


-------------------------------------------------------------------------------
The Sign ("Fetch" Mission) (do two other missions first)
-------------------------------------------------------------------------------
Client   : Travelling Merchant
Location : Level 6: Forsaken
Reward   : 8 Hunter Points, 4000 Rubies, Armor-Piercing Rounds x30
Overview : Some time ago, I was chased around this level by some horrid
           machines. In the confusion, I somehow lost my billboard. A merchant
           is simply lost without one! After a lot of hard work, I finally
           manage to find it. ...Sitting on top of some tunny machine's head!
           It's posing as a merchant with my billboard! Please! Get back my
           billboard!

Visit Forsaken on Level 6 and speak to the Travelling Merchant. Leave the
village and four red hexes will appear on the map close to the Elevator. You
can fight all the enemies if you like, but the one with the billboard is the
one closest to the Core Lift: it's the right one of the three closest to the
Elevator.

.--------------------------------.
| Drum Carrier Lv 11 x5          | These are just those Carriers that blow up
|                                | when you attack with a Handgun. Very easy
---------------------------------- to defeat them all with a couple of shots.
from a Handgun, or with a grenade or two.


.-------------------------------.
| Leader: Sign Carrier Lv 55    | The one with the board that says SHOP above
| Drum Carrier Lv 11 x4         | its head is the one you're after, but you
--------------------------------- might as well kill the rest of them first,
with a Handgun attack. Use Incendiary or Metal Coated Rounds on the Sign
Carrier with the MG, and with hero runs and a tri-attack you can gain the
advantage and he won't even get a turn. Stay well away from him because one
physical thrust can remove around 1500 HP and you'll end up in a critical state
if you don't have a full bezel gauge. You'll get the [BILLBOARD] and must
return it to the merchant to complete the mission. When you do this, all the
other red hexes will disappear, so tackle them first if you want to gain more
items from those Drum Carriers.


-------------------------------------------------------------------------------
A Small Errand  ("Fetch" Mission) (do three other missions first)
-------------------------------------------------------------------------------
Client   : Postman
Location : Level 4: Core Lift 1 Entrance
Reward   : 8 Hunter Points, 1500 Rubies, Escape Hex x5
Overview : Oof! I've got mail to send to the Basilica, but I'm swamped with
           deliveries right now and just can't spare the time. If you guys
           aren't busy at the moment, do you think you could it up there for
           me?

Meet the postman (he's wearing a brown outfit) at the entrance to the Core Lift
on Level 4 and receive the [MAILED PARCHMENT]. Take the Core Lift to Level 3
and then, the elevator near Barbarella's Manor on Level 2 to reach the correct
part of Level 1. Make your way to the Basilica on Level 1 and open up the
location using blue Energy Hexes. Find Bennett, the man at the left of the
hallway leading to the Basilica, and give him the package to complete the
mission.



S H O P S
-------------------------------------------------------------------------------

EBEL CITY
The shop sells grenades for the first time, and Tinker will make throwing
weapons.

-------------------------------------------------------------------------------
EBEL CITY SHOP
-----------------------.-----.--------.--------------------------------------
TOOLS                  | CHP | PRICE  | DESCRIPTION
-----------------------+-----+--------+---------------------------------------
Rookie Grenade         |  5  |     50 | Deals blast damage to nearby targets
_______________________|_____|________|________________________________________

-------------------------------------------------------------------------------
EBEL CITY TINKER
-----------------------.-----.--------.----------------------------------------
TOOLS: GRENADES        | CHP | PRICE  | DESCRIPTION
-----------------------+-----+--------+----------------------------------------
Molotov Cocktail       |  5  |    100 | Thrown weapon. Sets targets ablaze
Hand Grenade           |  5  |    100 | Thrown weapon. Deals explosive damage
_______________________|_____|________|________________________________________


CRANKTOWN
First visited in Chapter 5 with the Core Lift Pass 2, Cranktown is situated on
Level 7. This inventory does not change.

-------------------------------------------------------------------------------
CRANKTOWN SHOP
-----------------------.-----.--------.----------------------------------------
TOOLS                  | CHP | PRICE  | DESCRIPTION
-----------------------+-----+--------+----------------------------------------
First Aid              |  5  |   1000 | Heal 1000 points scratch damage
Cure Kit               |  5  |   1000 | Cures all status ailments for one
Escape Hex             |  5  |   1500 | Use to warp back to world map
Clairvoyance           |  5  |    250 | View information on target enemy
Rookie Grenade         |  5  |     50 | Deals blast damage to nearby targets
-----------------------.-----.--------.----------------------------------------
CUSTOM PARTS           | CHP | PRICE  | DESCRIPTION
-----------------------+-----+--------+----------------------------------------
Rookie Sight           |  5  |   1000 | Beginner's sight.
HG Rookie Barrel       |  5  |   1000 | Beginner's Handgun barrel
MG Rookie Barrel       |  5  |   1000 | Beginner's Machinegun barrel
Rookie Grip            |  5  |   1000 | Beginner's custom grip
HG Rookie Magazine     |  5  |   1000 | Beginner's Handgun magazine
MG Rookie Magazine     |  5  |   1000 | Beginner's Machinegun magazine
-----------------------.-----.--------.----------------------------------------
OTHER                  | CHP | PRICE  | DESCRIPTION
-----------------------+-----+--------+----------------------------------------
Custom Kit Set         |  5  |    500 | Combine with other items at the Tinker
_______________________|_____|________|________________________________________


-------------------------------------------------------------------------------
CRANKTOWN TINKER
-----------------------.-----.--------.----------------------------------------
TOOLS: GRENADES        | CHP | PRICE  | DESCRIPTION
-----------------------+-----+--------+----------------------------------------
Molotov Cocktail       |  5  |    100 | Thrown weapon. Sets targets ablaze
Hand Grenade           |  5  |    100 | Thrown weapon. Deals explosive damage
Freezer Grenade        |  5  |    150 | Hand grenade that freezes
Electro Grenade        |  5  |    150 | Hand grenade electrocutes
Toxic Grenade          |  5  |    150 | Hand grenade that poisons
Oil Grenade            |  5  |    150 | Spreads oil across the blast radius
-----------------------.-----.--------.----------------------------------------
TOOLS: AMMUNITION      | CHP | PRICE  | DESCRIPTION
-----------------------+-----+--------+----------------------------------------
Hollow-Point Rounds +  |  5  |    150 | More effective version
Metal-Coated Rounds +  |  5  |    150 | More effective version
Incendiary Rounds      |  5  |    150 | More advanced version
Sub-Zero Rounds        |  5  |    150 | Effective vs foes weak to ice
Electrified Rounds     |  5  |    150 | Effective vs foes weak to electricity
Toxic Rounds           |  5  |    150 | Effective vs foes weak to poison
Oil Rounds             |  5  |    150 | Cover target in oil on contact
-----------------------.-----.--------.----------------------------------------
CUSTOM PARTS           | CHP | PRICE  | DESCRIPTION
-----------------------+-----+--------+----------------------------------------
Top Sight              |  5  |    500 | Features a top expansion port
Combat Sight           |  5  |   3000 | Features a side expansion port
Sub-Sight              |  5  |    550 | Can be added to other sights
High-Mount Sight       |  5  |   6300 | Towering sight, cuts down charge time
Long Scope             |  5  |  25000 | High charge speed, heavy weight
Prototype Mount        |  5  |    500 | A mount to affix targeting parts
-----------------------+-----+--------+----------------------------------------
HG Expander Barrel     |  5  |    500 | Handgun barrel with expansion port
HG Multi-Barrel        |  5  |   3000 | HG barrel with many expansion ports
HG Long Barrel         |  5  |   5000 | HG barrel with left expansion port
MG Expander Barrel     |  5  |    500 | MG barrel with left expansion port
MG Multi-Barrel        |  5  |   3000 | MG barrel with many expansion ports
MG Long Barrel         |  5  |   5000 | MG barrel with left expansion port
Sub-Barrel             |  5  |    500 | Can be added to other barrels
Multi Sub-Barrel       |  5  |   3000 | Add to other barrels, many ports
Short Sub-Barrel       |  5  |   2000 | Barrel extension for any barrel part
Flash Sub-Barrel       |  5  |   5000 | Extension with an expansion port
-----------------------+-----+--------+----------------------------------------
Expander Grip          |  5  |   3000 | Grip with sub-barrel expansion port
L-Grip                 |  5  |   1500 | Allows grip to be rotated 90&
Expandable Handguard   |  5  |   5000 | Adds handguard expansion port
Barrel Adapter         |  5  |   1000 | Augment to add barrel extensions
L-Barrel Adapter       |  5  |   1500 | Allows sub-barrel to rotate 90%
-----------------------+-----+--------+----------------------------------------
HG Magazine +2         |  5  |    500 | Handgun magazine: adds 2 bullets
HG Magazine +3         |  5  |   2000 | Handgun magazine: with expansion port
HG Magazine +4         |  5  |   5500 | Handgun magazine: adds 4 bullets
MG Magazine +3         |  5  |    500 | Machinegun magazine: adds 3 bullets
MG Magazine +5         |  5  |   2000 | Machinegun magazine: expansion port
MG Magazine +6         |  5  |   5700 | Machinegun magazine:adds 6 bullets
-----------------------.-----.--------.----------------------------------------
ACCESSORIES            | CHP | PRICE  | DESCRIPTION
-----------------------+-----+--------+----------------------------------------
Barrier Padding        |  5  |   5000 | Cuts physical damage by 10%
Heat Padding           |  5  |   5000 | Cuts physical damage by 5% and fire
                       |     |        | elemental damage by 30%
Cold Padding           |  5  |   5000 | Cuts physical damage by 5% and ice
                       |     |        | elemental damage by 30%.
Bolt Padding           |  5  |   5000 | Cuts physical damage by 5% and
                       |     |        | electricity damage by 30%.
Toxicity Padding       |  5  |   5000 | Cuts physical damage by 5% and poison
                       |     |        | elemental damage by 30%.
Flame-Resistant Vest   |  5  |   7000 | Lowers the risk of immolation.
Ice-Resistant Vest     |  5  |   7000 | Lowers the risk of freezing
Shock-Resistant Vest   |  5  |   7000 | Lowers the risk of electrocution
Germ-Resistant Vest    |  5  |   7000 | Lowers the risk of poisoning.
_______________________|_____|________|________________________________________
(CA = Charge Acceleration)


If you completed the mission " The Broken Sewing Machine" in the last chapter,
more items are sold at Boutique Lily.

BOUTIQUE LILY
-----------------------.-----.--------.----------------------------------------
ITEM                   | CHP | PRICE  | TYPE
-----------------------+-----+--------+----------------------------------------
(Classique) Giappone   |  5  |   3000 | Vashyron Shirt (B)
(ARES) Gun             |  5  |   3000 | Vashyron Shirt (B)
ND3-VCH                |  5  |   3000 | Vashyron Shirt (B)
YUTOONZ-Shirt          |  5  |   3000 | Vashyron Shirt (B)
feebee-T-03            |  5  |   3000 | Vashyron Shirt (B)
TokyoAlice02           |  5  |   3000 | Vashyron Shirt (B)
TokyoAlice03           |  5  |   3000 | Vashyron Shirt (B)
(SEGA) Triangle        |  5  |   3000 | Vashyron Shirt (B)
(SEGA) Run & Run       |  5  |   3000 | Vashyron Shirt (B)
(SEGA) Vashyron        |  5  |   3000 | Vashyron Shirt (B)
(Victory) Fate         |  5  |   3000 | Vashyron Shirt (B)
(Victory) Angels       |  5  |   3000 | Vashyron Shirt (B)
(Victory) Riddle       |  5  |   3000 | Vashyron Shirt (B)
(Luvino) Fit           |  5  |   3000 | Zephyr Shirt (B)
(Lily) Madonna         |  5  |   3000 | Zephyr Shirt (B)
(Gilles) Player        |  5  |   3000 | Zephyr Shirt (B)
_______________________|_____|________|________________________________________


These items will be for sale as soon as you complete of the "More Merchandise!"
mission in Chapter 5. (And they are still there in Chapter 6 if you haven't
bought them all!) If you don't do this mission she won't sell these clothes at
all.

BOUTIQUE LILY
-----------------------.-----.--------.----------------------------------------
ITEM                   | CHP | PRICE  | TYPE
-----------------------+-----+--------+----------------------------------------
(LaFleur) Cork         |  5  |   3500 | Vashyron Shirt (B)
(Gilles) Green         |  5  |   3500 | Vashyron Shirt (B)
(Ran-Jin) Camel        |  5  |   9100 | Vashryon Jacket (A)
(Night) Ivy            |  5  |   7200 | Vashyron Shirt (A)
(Barbarella) Nude      |  5  |   8800 | Vashyron Shirt (A)
(LaFleur) Four         |  5  |   3000 | Zephyr Shirt (B)
(Lily) Formal          |  5  |   3000 | Zephyr Shirt (B)
(Ran-Jin) Hex          |  5  |   3000 | Zephyr Shirt (B)
_______________________|_____|________|________________________________________


A R E N A
-------------------------------------------------------------------------------
Rank 10 and 11.


R E D  H E X E S
-------------------------------------------------------------------------------
Location: Level 5 (Forest Path - southeast edge of map)
Reward  : [PERFECT AID]
Enemies : Hooded Gangster Lv 19
          Rocketfoot Lv 24 x2

With no bunkers or shelter of any kind this might be tough. The gangster is in
the centre at the back of the area and the two Rocketfoots at the sides. Since
they are closest to you, target one of them first, and you could use AP rounds
if you obtained those from a mission or from the Arena. Hero run, don't jump,
and the bullets pass through the surrounding part and body as well. However,
it's a bit of a waste of these precious items, and you could go for Incendiary
Rounds or Metal Coated or really any boost to your bullets. Do the usual thing
of making a tri-attack after gaining 2 RP and avoid letting the Rocketfoot too
close to anyone.


Location: Level 7 (Tundra: near Silver Canyon)
Reward  : [BEZEL SHARD]
Enemies : Hooded Gangster MG Lv 19 x1
          Hooded Gangster Lv 19 x2

You can deal with this battle on the way to the Silver Canyon for the story
mission. These gangsters don't have any weakness and no body parts, and
Hollow-Point Rounds are effective to scratch them. However, they are very
dangerous as they throw a grenade that inflicts over 700 points of damage. If
they do that AND attack with their guns as well, you can easily lose bezels.
Make a large triangle with the first two attacks (killing the first one with
your hero actions) and then do a tri-attack, starting with the MG, to heal up
any damage and kill the other two.


D A N I E L ' S   D O L L S
-------------------------------------------------------------------------------
None



===============================================================================
D A K O T A  V E I N  D U N G E O N  (Level 9) (Optional) ............... *DV05
===============================================================================

After completing the mission to open up the Dakota Vein it would be a shame not
to explore it! Chapter 5 is the earliest point at which you can do so, and
obtain another MG. It's a good time to do this since you'll only have two of
the team in action at the start of chapter 6. Having a better Machinegun, and
the option to dual wield, will help. If your levels for MG and HG are around 15
and you've got someone with a level of 5 (or more) for Grenades then, this is
perfectly possible! (Grenades level up quickly on higher level enemies so you
can just use them a few times to gain levels fast.)

Collect plenty of Molotov Cocktails, Metal Coated Rounds and Incendiary Rounds,
as well as any of the more powerful elemental grenades you can pick up along
the way. Those AP rounds from the mission to find the billboard should be saved
for the boss, and you can buy more of these at the Arena Coin Exchange when you
have the chance to win Silver Coins in chapter 6.

You'll need your guns customised as well as you can manage, using the Cranktown
Tinker, and equip all the cases and accessories that give the most physical
defence. If you're really clever you could activate the nearby terminal that
doubles the likelihood of status ailments. None of the enemies inflict any, so
you can have the field free! You will probably have enough green hexes to
manage this.

(By the way, you can find out about the hidden gun from Anthony in Cranktown
during Chapter 5. If you don't get it now, you can do so at any time.)


Room 1 - Yellow
Enemies: Shady Thug Lv 16 x1
         Frag Dwellest Lv 35 x1

This is simple enough but you can jump on top of the high walls and stand and
shoot from there if you want!


Room 2 - Blue
Enemies: Shady Thug MG Lv 16 x3
         Frag Dwellest Lv 35 x1

This room has a raised area to the left, which you can utilise to get out of
the way of the enemies and jump over. Or simply run straight through to the red
room if you want the Escape Hexes. The Dwellest is at the corner of the
platform and the three thugs on top of it and it's probably best to deal with
the big guy first, making tri-attacks while on the ground, and then hitting the
thugs. They all throw grenades.


Room 2a - Red (Optional)
Enemies: Frag Dwellest x2
Bronze Box: [ESCAPE HEX x5]

The enemies are all waiting behind a raised platform, but there's no need to
bother with this room.


Room 3 - Pink
Enemies: Shady Thug MG Lv 16 x1
         Frag Dwellest Lv 35 x2

There is a ramp leading straight up the middle of the room which you can use to
gain height and avoid the grenades and the thump attack of the dwellest. One
dwellest is waiting on the ground at the far side of the platform just next to
the exit to the next room. Don't attempt to run through here unless you have a
good number of bezels because there's a tougher enemy awaiting in the next
room.


Room 4 - Turquoise (Sealed Room)
Enemies: Sledgehammer Lv 50 x1
Two exits - red and orange

This is an awkward room with ramps and a high platform. The enemy is at the far
side of it and has a well armoured body. Send the MG over towards it with a
hero jump so they land on the platform at the far side of the enemy, and one HG
up to the side, staying low. You can use grenades on this monster. After
everyone has had a turn, jump down to the ground with the MG to make a another
Resonance Point and then do a tri-attack running rather than jumping to
generate bonus shots. Use AP Rounds with the MG for better penetration.

If you stay up on the platforms it will miss hitting you with it's pounding
attack, but it's slower work to kill it.

This enemy drops the very useful Scrapped Hammer SH1, and it is worth grabbing
a few of them if you can, except if you leave and re-enter the room he's not
there the second time. If you managed this fight reasonably comfortably then
you know you have a good chance of beating the boss, which is two of these
enemies.


Room 5 - Red
Enemies: Frag Dwellest Lv 36 x3
Two exits: green and blue.

Run up toward the blue exit, jumping up to the platform and heading for the top
left of the room.  One enemy is facing you at the start and you can target this
one with the MG on that first run. Continue with the HG also heading up onto
the platform. Then, you could walk through the blue exit to the next room.


Room 6 - Green (Optional)
Enemies: Shady Thug STG x3
         Dwellest x2

The green room is a dead end.


Room 6 - Blue
Enemies: Shady Thug STG x4 (Gas Tank)

Stand still and deal with the first one if you're low on Bezels after avoiding
a fight in the previous room. He jumps down from the platform and the rest
won't attack until you move. After he's dead you can do the same thing with the
second visible enemy. Throw a grenade to blow up the gas tank on the far side
of the platform and that will disable the two other enemies a bit. Use the
platform now, to give you a height advantage, and deal with these two.


Room 9 - BOSS (Sealed Room)
Enemies: Sledgehammer Lv 50 x2
Golden Box: [PDW-XN.V2] (Machinegun)

.----------------------------------------------------------------------------.
| S L E D G E H A M M E R  -  B O S S                                        |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 50    | HP: 1500    | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Large Organism      | Main Body |  30% Hard | None      | None      |
|----------------------------| Part 1    | 100% Hard | None      | None      |
| Drops: Unknown Material S  | Part 2    | 100% Hard | None      | Physical  |
|        Scrap Lead          | Part 3    | 100% Hard | None      | None      |
|        Scrapped Hammer SH1 | Part 4    | 100% Hard | None      | None      |
|                            | Part 5    | 100% Hard | None      | None      |
|                            | Part 6    | 100% Hard | None      | None      |
|                            | Part 7    | 100% Hard | None      | None      |
|____________________________|___________|___________|___________|___________|

This room has a platform with a ramp and the two Sledgehammers are waiting for
you in the middle of this ramp.

Use AP Rounds with a run, or Metal Coated with a run and jump, and send the MG
to one side so they end up shielded by the platform to some extent (although
the back Sledgehammer might jump down and hit them). Grenades+ are quite useful
for breaking gauges and any kind can help: Molotov to set them alight, electric
to slow them down and so on. Go for the lower one first and avoid the upper
part of the area as the other one will hit anyone who ventures up there.

With 2 Resonance Points make a tri-attack, and if you run with someone rather
than jump, you should get a nice bonus shot and that will extend the time by
quite a bit. That should deal with one of them, onto the next! Now the platform
is your friend (assuming the enemy is on the ground by now) and you can even
make tri-attacks up here and he won't be able to hurt you much, if at all. If
you want to save up the AP rounds or don't have these then, use Incendiary
Rounds instead. If you're running low on bezels then, don't do hero actions,
and walk to get into position to attack. Use Incendiary rounds and Molotovs to
scratch him and break his gauges, and bit by bit his weapons and parts will
break off.

Open the Golden Box to get the weapon. Oops: if you didn't equip anyone with
the First Aid Kit you'll have to fight your way out of there, though there
are no enemies in the blue area, and only two Frag Dwellests in the red.



===============================================================================
C H A P T E R  0 6  - Malady ........................................... *WC06
===============================================================================

C H A P T E R  O V E R V I E W
-------------------------------------------------------------------------------
By the end of the previous chapter, even if you've not been trying to level up,
the team are likely to be at around level 24/25, and higher than that if you
also conquered Dakota Vein. You will start this chapter with 300 Hunter Points
and there's a reward in the mailbox: [ELECTRIFIED ROUNDS x30] and [MULTI-AID
x3].

Leanne is ill and Vashyron and Zephyr are without her for the first story
mission. This is the point when Vashyron suggests using two guns at once: this
gives double the bullets for double the damage, although it's dependent on
whether a character can carry the weight of two guns. In this chapter the best
approach is to complete the story mission first, because you won't get Leanne
back until you do, and you need her to complete the missions that involve
combat. Also that gives her a chance to catch up levels with the guys.

However, you should still visit the Guild at the start of the chapter as one of
the missions is easy to do, and when finished, unlocks another mission for
Miranda that rewards you with Cold Padding. When you've done these two simple
missions head for Cranktown and the Silver Canyon on Level 7.


--- Dual Wield ---
This can go two ways: you can double up on one gun type: MG or HG, or use one
MG and one HG. Of course, you can only dual wield if the combined weight of the
guns doesn't exceed the character's weight capacity. It also means that you
forgo carrying a case, and although that might not matter for random
encounters, you will usually want the cases when entering a dungeon, if just to
make use of an Escape Hex. However, in some dungeons, like the Silver Canyon,
where there are random battles, you can change equipment while in the outside
areas.

If you want to dual wield but the weight is too much, then consider dropping an
accessory or removing some custom parts from a gun. You could change some parts
for better ones that are lighter: for example, the High-Mount Sight has a CS of
15 but the weight is only 3, whereas a Compact Scope has a CS of 11 but the
weight is 5. Alternatively, concentrate on raising levels quickly! Be aware
that using two guns of the same type has an effect on stats. The Charge Speed,
Charge Acceleration and Rapid Fire parameters are shown to the right of the
weapon equip screen, and the number is the total divided by two, so that could
mean a decrease for those values if one gun hasn't been customised as well as
the other.


--- The Twosome ---
Prepare well for the first mission by stocking up on Incendiary Rounds and
Molotov Cocktails and equipping the best guns. You've got to traverse the same
territory of the Silver Canyon and this time, without the benefit of
tri-attacks.


T I P
-------------------------------------------------------------------------------
Head down to Level 8, using the Elevator to the south of Cranktown, and open up
the location of the Waterless Bridge. You'll find the Travelling Merchant has
moved here and sells components. If you are short of cash this gives you the
opportunity to use the "money trick". Buy as many Glass Shards and Scrap Iron
as you can afford and return to the Ebel City Tinker. Make Compact Scope b and
sell it for 4100. You will get a net profit of 700 Rubies for each one, and can
continue to buy components, make scopes, and sell them with no limit to your
enterprise!

(The Freud Remnants on Level 8 can be opened up and explored now, but you will
have to go there in Chapter 8 anyway and there isn't a gun to find. However,
you will find an Iceproof Suit in the eastern section of the area.)


S T O R Y  M I S S I O N / S
-------------------------------------------------------------------------------
Cold Medicine
-------------------------------------------------------------------------------
Client   : None
Location : None
Reward   : 25 Hunter Points
Overview : We should be able to find some cold medicine in Silver Canyon on
           Level 7

Head out of Ebel City and there's a roadblock at Rainy Bridge.

.-----------------------.
| Shady Thug Lv 16 x3   | Of course, without Leanne you cannot use tri-attacks,
|                       | but this shouldn't be much of a challenge. You can
------------------------- still do hero actions of course, and runs tend to be
more effective than jumps because you have a good chance to get a bonus shot,
which leaves the enemy on the ground and gives you a slight advantage.

Take the Elevator down to Level 6 and then the Core Lift 2 to Level 7. (If you
haven't already placed an Energy Station here, then do so now, because there
are more battles on Level 7 and it's best to save your game between those and
entering the Silver Canyon. You'll see two more roadblocks on the way to the
canyon, but you only need to remove one of these.


.-----------------------.
| Snow Gremlin Lv 15 x3 | This is the tundra terrain with bunkers to the right
| Chilly Dog Lv 17 x2   | and left of the team. Move each character in turn to
|                       | take shelter behind the bunkers and fire on the
------------------------- Gremlins from here. They will approach more or less
one by one, so it's fairly safe, and you won't waste bezels or risk being the
target of more than one enemy at once. The dogs will come to find you behind
the bunkers and you can hero run and jump to attack them.

Save your game after clearing the route, and rest, to make it daytime, so you
avoid needless random encounters. Make sure the guys have Ice-Resistant Vests
and Cold Padding equipped. (Or you could double up on the Cold Padding which
gives 51 points of cold protection. I'm not sure which combination is the most
effective: if anyone has the patience to test this out, please let me know!)
You don't need to bother with dual wield guns if your one gun is well
customised, and you might prefer to equip the grenades and special ammunition
instead. If you didn't activate the nearby Terminal that doubles the effect of
fire, then try to do that now.


.---------------.
| SILVER CANYON |
-----------------
The enemies are the same as the first time, except that the last room of the
West Bridge is no longer sealed and you can run straight through all rooms if
you wish. You don't need to bother with the East Bridge location this time
(assuming you found all the treasure on the previous visit) and can just head
directly for the Abandoned Energy Station and then to the Chemist's Closest.

The route is through the South Bridge (three rooms with Shady Thugs, Snow
Gremlins and Chilly Dogs), and then West Bridge (four rooms with those enemies
and Walkers). The easiest way to do this is to move through a room quickly by
targeting one enemy with the MG and running to land behind a bunker half way
down. Send the HG to the other side of the room (keep them apart so enemies
have less chance to hurt you both) and kill that first enemy. Then hero run the
MG again and this time he should end up close to the exit. Kill that second
enemy with the HG, also running towards the exit. By the third move for one
character you should be able to walk across the threshold to the next room with
all bezels intact. If not, then stick around to mop up the rest of the enemies.

The West Bridge is a bit trickier, with less bunkers and it's best to kill all
the enemies to be on the safe side. In the second room let the Snow Gremlin
come to you and kill it while standing still, and you can do the same in the
third room with the first Chilly Dog, and again in the fourth room with the
first of the Walkers. The rest of the enemies will more or less stay in their
original positions while you're doing that. Then it's easy to kill the rest of
them with hero actions.

Rest and save at the Energy Station. You probably won't want to take in the
the First Aid Kit if you've got good ice protection, but even with it, the boss
can freeze someone if his attack hits. and should equip both the grenades and
ammunition.


----------------
Chemist's Closet
----------------
Room 1 - Green
Enemies: Snow Gremlin Lv 15
         Chilly Dog Lv 17
         Shady Thug MG Lv 16
         Walker Lv 31 x2

This room has bunkers arranged in a T at either side of your starting position.
and all the enemies are quite close, with one Walker to the right and the other
to the left. I found the best way was to run out to the right side as the
Walker came lumbering forwards and attack with boosted ammo to make sure I
fully scratched him, and then, charged forwards to the other side with the HG,
killing that Walker and hitting another enemy too. After that I ran back to
behind the bunkers and dealt with the other enemies, before finishing off with
the second Walker. Using incendiary rounds on them all helps if you haven't
managed to fully scratch them, as their green bar will quickly turn blue. You
must defeat all these enemies before the second room opens up. Cross the red
threshold.


Room 2 - BOSS
Enemies: Leader - Cannon Colossus Lv 61
         Shady Thug MG Lv 16
Reward : [BEZEL SHARD]

.----------------------------------------------------------------------------.
| C A N N O N  C O L O S S U S  -  B O S S                                   |
|-------------.--------------.-----------.-----------.-----------.-----------|
| Level: 61   | HP: 4000     | Body/Part | Soft/Hard | Weakness  | Resistance|
|-------------+--------------+-----------+-----------+-----------+-----------|
| Type: Large Organism       | Main Body |  25% Hard | None      | None      |
|----------------------------+-----------+-----------+-----------+-----------|
| Drops: Unknown Material D  | Part 1    | 100% Hard | None      | None      |
|        Scrap Lead          | Part 2    | 100% Hard | None      | Physical  |
|        Crystal Core        | Part 3    | 100% Hard | None      | Physical  |
|                            | Part 4    |  50% Hard | None      | Physical  |
|____________________________|___________|___________|___________|___________|


There's one bunker to the right of the room and that's all the protection
you'll find in here. The Shady Thug is really there to provide you with bezel
replenishment, because if you kill him another one will appear. Therefore,
ignore him and go for the boss. If you also scratch the Thug during an attack
on the boss then he's ready to farm for bezels when you run low: which is quite
likely since you cannot make tri-attacks.

The Colossus is large, though fairly slow moving, and his direct physical
attack does around 400-500 damage. The main danger is his freeze attack, which
doesn't hurt for much (around 250), but has a very high chance of freezing
someone, despite the protective accessories. If he does this, then there is a
slim chance that he'll use a heat based attack which will unfreeze you, but
probably not until he's frozen you again and hit you. That can spell disaster
if you lose bezels, not just because you're in danger, but the boss will pick
them up, healing himself. The aim is to remove his face shield that protects
his softer body. Hero run with the MG and use AP rounds, Hollow-Point+ or
Incendiary rounds, to penetrate his shielding, and then jump and attack with
the HG. If you can manage to get behind him with the MG this will help, and you
can use Smash Grenades to break his gauges (he has three of them) or Molotov
Cocktails and any grenades (the best you have).

It's best to retry this battle (it won't cost a lot) if you don't kill him on
the first run, and at least that saves you having to go through the first room
again.

You get the item [COLD MEDICINE x1] after beating him. Leave by the green exit
and there are no more enemies in the first room. Rest and save at the Energy
Station, and equp the First Aid Kit so you can use an Escape Hex to exit the
whole area. Return to Ebel City and Leanne will be back with the party.
Re-equip her with a gun and accessories and then head back to Cranktown to do
the combat missions and also, tackle the red hex battles. There is one of these
on Level 4.


G U I L D  M I S S I O N S
-------------------------------------------------------------------------------
The Fashion Check  ("Fetch" Mission)
-------------------------------------------------------------------------------
Client   : Garigliano
Location : Level 3: Garigliano's Manor
Reward   : 8 Hunter Points, 15000 Rubies, MG Drum Magazine
Overview : I've developed an interest in the clothing and fashions of the
           inhabitants in the lower levels. So, what I would like to see is one
           of you, how do you say it, out-decked totally in casual fashion. Let
           me decide... The younger male! You shall be the model! From the tops
           of the hairs on your head to the tippity toes, transform yourself
           casually.

You don't have to visit him for instructions, but if you do, the mission
details are updated with this new information. In fact, talk to him as Vashyron
in his A outfit, and then change over to Zephyr and talk to him again if you
want the full experience! Dress Zephyr in casual clothes: that's a "B" outfit,
and visit Garigiliano to complete the mission. He gives you the additional
item: [FASHION IS ART 1ST ED. x1] as well as the rewards.


-------------------------------------------------------------------------------
The Courage to Walk ("Fetch" Mission)
-------------------------------------------------------------------------------
Client   : Burnell
Location : Level 4: Ebel City. (Inside the Guild)
Reward   : 8 Hunter Points, 7000 Rubies, Expandable Handguard
Overview : Ah, it's you again. Perhaps you could help me once more. We're
           considering a pharmacological regimen for the young miss, you see.
           Oh, of course I don't expect you to prepare medicine. That would be
           preposterous. if you know of a skilled pharmacist, I would like you
           to introduce me. Could you pass on my business card if you know of a
           top-flight pharmacist?

Talk to Burnell inside the Guild (during the day) and accept the [BUSINESS CARD
(PHARM.) x1]. He wants you to find a pharmacist and what do you know...there's
one waiting in Cranktown. His name is Stanley and he even wears a white coat!
He can be found on the bridge that connects the two parts of Cranktown next to
the guild, and he will also tell you that the cold medicine can be found in the
Chemist's Closet of Silver Canyon. Hand him the business card and it's mission
complete! Pop into the Guild to receive another mission that starts in
Cranktown.


-------------------------------------------------------------------------------
Rebel Suppression 3 (Combat Mission)
-------------------------------------------------------------------------------
Client   : The Cardinals
Location : None
Reward   : 12 Hunter Points, 8000 Rubies, Hollow-Point Rounds ++ x20
Overview : We have intelligence that the rebel group is amassing its forces
           near Cranktown on Level 7. The rebels must be crushed. Hunters in
           the area are to aid in the suppression

There are four red hexes with markers, just to the west of Cranktown. Although
you can manage these battles without Leanne it's really best to wait until she
is back with the team before tackling these battles.

All the areas are Deserted Blocks with a central platform made up of boxes, and
no bunkers. The hex closest to Cranktown has the first set of enemies and the
others have the second group. Defeat the Chunky Gangsters and they drop the
straight turquoise energy hexes you need to help connect terminals to the
Arena. Sometimes holding onto the Cargo Catcher target can be awkward and
if that's the case then use the Lock-On option: press the right stick while
targeting the enemy and you'll see four white marks surround it. Whilst in
lock- on mode the camera is no longer under your direct control and you cannot
switch targets during a hero action. To release the mode press the right stick
again.


.--------------------------------.
| Leader: Cargo Catcher Lv 27 x2 | The Cargo Catcher is an airborne helicopter
| Chunky Gangster Lv 38 x1       | type machine and it's well defended with a
|                                | circling green shield that has protects the
---------------------------------- main body. You will need to jump and be
careful how you do so because you can bump your head on it if you're directly
under one of them. Once the outer ring is destroyed you can scratch the main
body by attacking it from the rear, as it also has a partial inner ring of
defence. It will fire a machine gun and can do a fair degree of damage. Without
tri-attacks you won't be able to heal any scratch damage by much unless you use
items, which isn't a good idea when there are only two of you.

.--------------------------------.
| Leader Cargo Catcher Lv 27 x1  | These battles are a bit easier because there
| Chunky Gangster Lv 38 x 4      | is only one Cargo Catcher. Finish fast with
|                                | a leader assault or deal with them all for
---------------------------------- those useful turquoise Energy Hexes.


-------------------------------------------------------------------------------
Fashion is Art! ("Fetch" Mission) (do one other mission first)
-------------------------------------------------------------------------------
Client   : Miranda
Location : Level 4: Ebel City (Clothes Shop, Razzle Street)
Reward   : 8 Hunter Points, 2000 Rubies, Cold Padding
Overview : For my next piece, I want to incorporate more artistic elements.
           And, to do that, I want to tap into the mind of Basel's Cardinal
           Garigliano, our most celebrated artist. Can you help me with that?

This mission needs you to have finished Garigliano's mission and obtained the .
[FASHION IS ART 1ST ED. x1] item. Simply hand this over to Miranda and that's
it! You can buy more clothes for Vashyron immediately: they work fast.


-------------------------------------------------------------------------------
Freight Request  ("Fetch" Mission)
-------------------------------------------------------------------------------
Client   : Darrel
Location : Level 7: Cranktown
Reward   : 10 Hunter Points, 5000 Rubies, Hand Grenade x20
Overview : I need this parcel transported to Ebel City. Something smells about
           this job, but... Can you be trusted with this?

This is an interesting mission as you have a choice about how to accomplish it.
Talk to Darrel who is waiting near the shops in Cranktown, and he gives you
[DUBIOUS CARGO x1]. You are to deliver it to someone called Bobby in Ebel City
and he warns you about "some rough stuff" that awaits. If you take the long
road back to Ebel, via the Core Lift and elevators, then you'll have to fight a
number of battles on the way. However, the other option is to clear all hexes
on the level and place an Energy Station (you will probably have done that
already by now) and then, simply whisk everyone back to the base and circumvent
all the roadblocks.

One warning: do NOT accept this mission if you've still got to reach the Silver
Canyon, because 4 of these roadblocks will immediately appear on Level 7. Save
your game after each of the battles on Level 7, just in case!


.-----------------------------.
| Leader: Li'l Tiger Lv 22 x3 | Not that simple, with seven enemies to defeat
| Fat Gangster MG Lv 7 x4     | in the Tundra terrain on Level 7. Those
|                             | Tiger enemies might only have one health bar,
------------------------------- but that's because they are very tough with no
weakness, and each one has 1000 HP. Their long range attacks can inflict around
500-900 damage on one, and if more than one of them attacks at once that's a
lot of damage! Use the weaker Gangsters as fodder for the hero gauge to restore
bezels, and concentrate on one tiger at once. With Hollow-Point or Incendiary
Rounds it's a little easier. Use hero actions going up to the right and
getting rid of one gangster and one leader followed with a tri-attack, and then
run back towards the bunkers.


.-----------------------------.
| Li'l Tiger Lv 18 x3         | The hex close to the Core Lift is a Closed Road
| Fat Gangster MG Lv 7 x4     | battleground and has no leader. One gangster is
|                             | found just to the right of the team, and the
------------------------------- rest of the enemies are grouped together in the
middle of two bunkers. Go for the closest gangster first and try and end your
run in front of the bunkers and then do a tri-attack. Target the tigers next,
and then finish off the other gangsters. Because these enemies group together
grenades are useful to damage more than one of them at once.


Take the Core Lift 2 to Level 6 and there's another roadblock, also on a Closed
Road terrain. It's a re-run of that last one, again with no leader and with the
single gangster at the left of the team. Once back on Level 4 the final
roadblock is before Rainy Bridge. This time there are two gangsters positioned
to either side of the team's starting position, and two more between the
bunkers. With a little switching of targets you can scratch both of these with
the first MG hero action and kill them with the HG.

After reaching Ebel City enter the Razzle Street location and you'll find Bobby
standing next to Boutique Lily during the day. Hand over the cargo! That
completes the mission.



S H O P S
-------------------------------------------------------------------------------
Now that you've been to Cranktown, the Tinker in Ebel City will make the same
things: that means elemental bullets as well as the additional custom parts and
accessories. The only difference between the two inventories is that the Ebel
Tinker also makes Compact Scope a and Compact Scope b, and the standard form of
Hollow-Point and Metal-Coated Rounds. See Chapter 5 for the full list.


Boutique Lily will stock some more clothes for Vashyron on completing the
"Fashion is Art!" mission.

BOUTIQUE LILY
-----------------------.-----.--------.----------------------------------------
ITEM                   | CHP | PRICE  | TYPE
-----------------------+-----+--------+----------------------------------------
(Night) Croc           |  6  |  13000 | Vashyron Jacket (A)
(Night) Ouroboros      |  6  |   9300 | Vashyron Shirt (A)
(Night) Karma          |  6  |   9800 | Vashyron Pants (A)
(Night) Diablo         |  6  |   9600 | Vashyron Boots (A)
(Night) Fairy          |  6  |   4200 | Vashyron Shirt (B)
_______________________|_____|________|________________________________________


WATERLESS BRIDGE (Level 8) Available from Chapter 6
-----------------------.-----.--------.----------------------------------------
TOOLS                  | CHP | PRICE  | DESCRIPTION
-----------------------+-----+--------+----------------------------------------
First Aid              |  6  |   1000 | Heal 1000 points scratch damage
Multi-Aid              |  6  |   2000 | Heals 500 points scratch damage for
                       |     |        | everyone within a set radius
Cure Kit               |  6  |   1000 | Cures all status ailments for one
Cure Kit-R             |  6  |   2000 | Cures all status ailments for all
Escape Hex             |  6  |   1500 | Use to warp back to world map
Clairvoyance           |  6  |    250 | View information on target enemy
Rookie Grenade         |  6  |     50 | Deals blast damage to nearby targets
-----------------------.-----.--------.----------------------------------------
OTHER                  | CHP | PRICE  | DESCRIPTION
-----------------------+-----+--------+----------------------------------------
Scrap Iron             |  6  |    200 | Used in item synthesis
Fabric Scrap           |  6  |    100 | Used in item synthesis
Glass Shard            |  6  |    150 | Used in item synthesis
Powder Gel             |  6  |    250 | Used in item synthesis
Gasoline               |  6  |    150 | Used in item synthesis
_______________________|_____|________|________________________________________



A R E N A
-------------------------------------------------------------------------------
Rank 12 - 23. This is a lot of ranks to complete, although there are no more
added in the next chapter so you could do half of them now, and leave the rest
for Chapter 7. Silver Coins are available for the first time as the rewards for
Rank 21 and above. That means you can buy Smash Grenades and Armor-Piercing
Rounds from the Arena kiosk as well as a number of very useful accessories,
such as the EXP Trainer and Lucky Charm.


R E D  H E X E S
-------------------------------------------------------------------------------
Location: Level 4 (Next to the Terminal: Recovery Down)
Reward  : [BEZEL SHARD]
Enemies : Missile Gears Lv 54 x2
Terrain : Back Alley

There are no bunkers and just two of these powerful missile gears. Electrified
rounds are effective against these machines. Their double missiles can hurt for
anything from 300 - 450 a pop and a direct attack will hurt for around 450. You
should try to stay well away from them, but that's not easy to do in a confined
space. Make a tri-attack with 2 Resonance Points and when you've removed some
of their shielding they won't be able to fire missiles.


Location: Level 9 (at the right on the way to Dakota Vein)
Reward  : [PERFECT AID]
Enemies : Silver Jelly Lv 29 x5

From Cranktown take the Elevator to Level 8, and you'll see the red hex located
half way around a circular section of the map. This is a Warehouse District
battlefield with a box facing the team, and a raised platform to the left that
has a ramp up to it at the far side of the area. One jelly is up on the
platform and the other four around the ramp. These enemies have three or four
gauges that have to be broken, with no body parts.

Don't let two of them gang up on someone because they can inflict heavy damage,
around 600-700 points, and you cannot run through them. If cornered, jump to
escape them. One possible strategy is to put one person on top of the box,
where the jellies cannot reach them, and lob grenades to break their gauges,
poison or set them on fire. Even freezer grenades are effective on them. In
fact, putting two people up there is best: one with the MG to scratch them and
the other to throw grenades. The third HG can run around killing them, and
luring them down close to the box.

Equip ice protection because they can freeze you as well as do their silvery
splash attack, although with this strategy they will not get a chance to touch
you.


D A N I E L ' S   D O L L S
-------------------------------------------------------------------------------
None



===============================================================================
C H A P T E R  0 7  -  The Star Vein .................................... *WC07
===============================================================================

C H A P T E R  O V E R V I E W
-------------------------------------------------------------------------------
By the end of Chapter 6 you will have 371 Hunter Points if you completed all
missions and levels are likely to be around 35-40: depending on how much you
used grenades and changed weapons around between the team, and how many ranks
you've completed in the arena.

At the start of the chapter you  will receive [ENERGY HEX 2 Yellow x4] and
[ENERGY HEX 6 Red x4] enclosed with a letter giving instructions for the story
mission, together with [CORE LIFT 3 PASS x1]. What this means is that you have
access to all the levels of Basel, although you'll need a lot of Energy Hexes
to cover all the hexes. However, you can obtain many more bezel shards: there
are a total of 7 on the large section of Level 12! You will also be able to
access the third town: Albona, and make better custom parts for guns and better
accessories. You can also access some dungeons on the lower levels.

Visit the Guild to get the first three missions, and start two of them now. If
you complete Pater's mission first, and then obtain another one, you can do all
of them as you move down the levels, ending up in Albona. After completing four
missions you will have over 400 Hunter points and can find the reward back at
the Sweet Home mailbox: [EXPANDER SUB-BARREL x1] and [CURE KIT-R x3].

Once you have a straight energy hex place one at the top left edge of Level 8
to reach the hex behind the Mega Luck Terminal, and you'll find a Bezel Shard
there.


--- Core Lift 3 ---
Make your way to Level 9 and open up Core Lift 3. When you arrive on Level 10
you can find [JUNK OIL x1] by the pipe at the left. Exit to the world map and
you'll see Albona to the west of the Core Lift 3. Use a straight hex on the
terminal close by Core Lift 3 and the second hex behind it has a Bezel Shard.
If you've kept up with the red hex battles and found the shard on Level 8 that
should give you a total of 7 bezels on the Hero Gauge. Open a path to the town
and place yellow hexes on Albona. There are new battleground on this level
called Scrapyards and these are awkward to fight in, having walls and bunkers
and enemies are often hidden behind these.



A L B O N A  O V E R V I E W
-------------------------------------------------------------------------------
Albona is laid out on two hexes: the shops are on Angus Street, and the Hotel
and guild Bulletin Board on Malcolm Street. As with Ebel City the inhabitants
change their locations according to the time of day or night. Starting from the
east end of town you'll find a [GOLD BLOB x1] item immediately, if you examine
the narrow pipe next to what looks like a discarded bicycle. Edge down to where
you'll see something shining and it's [WITCHY WALLACE x1], in fact a doll for
Daniel. (Looking at the screen it's half way between the two pillars inside the
rubbish at the north side of the path.)

The Hovel hotel is the building at the corner and it costs 100 Rubies to stay
here, but, since you cannot make a save, it's not much help, and I find it more
useful to plant an Energy Station nearby instead and use this for free.
Opposite the entrance to the inn is another shining thing where there's a blue
patch on some white, next to a pillar. This is [FILTY POUCH 5 x1] and so far as
I know it's the only one in the game! It might be dirty, but it yields some
useful components when scrapped. The bulletin board is next to the Inn, and
around the corner there's another sparkling object just before you enter the
next screen and the second street. This is [DUD ROUND x1].

You can find [MEAT x1] hiding to the right of Angus Street just in front of the
scrap shop, and a [FIRST AID EX x1] in the pile of rubbish at the left of the
path just in front of the shop (where a man is searching for stuff during the
night). There's also a [MULTI-AID R-EX x1] above the soup kitchen (which is
only there at night) to the right of a girder.


--- Albona Tinker ---
This Tinker makes Molotov Cocktails, Hand Grenades, Freezer, Electro Grenades
Toxic Grenade that are more powerful than elsewhere, and they require Scrap
Lead as the main component, which is only obtainable through enemy drops or by
scrapping stuff. They also make double plus Hollow-Point and Metal-Coated
Rounds that need scrap bronze and powder gel ++. which you probably won't be
able to make just yet.


--- Customisation: Advanced Plus Class ---
This is when you can start to really go to town on your guns now that you can
make the better long scopes and the Adapter Foregrip with more extensions for
adding barrels. If you buy the new LP-09 Handgun you can have fun customising
this. With an MG Multi-Barrel added you will have three straight connections to
slot in a long scope. A top rail scope gives two additional connections for
more scopes to be added above the long scope. or even add a Prototype Mount to
the right of the main gun and stick a Top Sight onto that, and you have another
three connectors to which you could add a second long scope, giving the gun
very high Charge speed. This tinker also sells the long expander barrel,
although components for this might not be available at first.


T I P
-------------------------------------------------------------------------------
By this point in the game, (and even before this) you might talk to someone in
Ebel City and they tell you that "you're a real pro", and you'll hear the clink
of coins. No, they are not stealing from you, just giving you cash!.

You are free to enter all the dungeons on the lower levels and find items
inside, as well as uncover hexes everywhere.



S T O R Y  M I S S I O N / S
-------------------------------------------------------------------------------
The Hunt for Gelsey
-------------------------------------------------------------------------------
Client   : Sullivan
Location : -
Reward   : 30 Hunter Points, 50000 Rubies
Overview : We want you to clear out the rebels who are occupying Mine 24 on
           Level 11. The ringleader is a former military man by the name of
           Gelsey. This matter must be kept quiet. We therefore cannot order a
           major military deployment. Surely you can take care of this?

Equip everyone with electric and poison protection. If you complete Pater's
mission you will have the Toxicity Shield but ideally make two more and a Bolt
Shield, although I didn't have the Spark Flint components for this. You could
make Freezer Grenades and Sub-Zero rounds (it's always satisfying to solidify
enemies for a while) but ice fragments are hard to come by except from
scrapping the Snow Crystal obtained from the Yeti in Refridgia.

Make your way from Albona to the elevator at the north that's easy enough to
see. From the arrival point on Level 11 you will have to place more energy
hexes to make a path to Mine 24, and place one red/deep pink coloured energy
hex to open the mine location. (There are no Bezel Shards to find on this part
of Level 11.) But, first of all there is a roadblock to get past.

.---------------------------.
| Hooded Gangster Lv 19 x4  | This is a Rock Crushing Site, a new kind of
|                           | battleground with a large platform reached from
----------------------------- a ramp and two poison drums hidden at the edge of
the ramp. There's also a Liquid Nitrogen Tank at the left corner of the
platform. Target the Gangster on the platform with the MG and then, blow up the
tank with a Handgun to freeze him (and maybe kill him.) Hero run and jump to
get everyone on the platform, and then, you can take pot shots at the rest of
the enemies as they scramble to climb the ramp. Fire at the poison drums when
they reach the ramp, if they are close, though I find they usually aren't close
enough for that to be effective. Use Hollow-Pointed rounds and Molotov
Cocktails, and you can make tri-attacks if you jump back down to the main area,
which confuses the enemies when they've just rushed around and up the ramp!


.------------------.
| MINE 24 LEVEL 11 |
--------------------
There are three types of enemies inside here: Hot Dogs that are fairly weak and
might use fire attacks, Highway Hunters which are machine types and weak to
Metal-Coated and electrical rounds, and then, all the various versions of
Gelsey's troops who are best attacked using Hollow-Point rounds. Take in all
three cases, so no dual wield in here.

Room 1 - Green
You enter at top right of a series of connected rooms starting in an empty
green room.


Room 2 - Blue
Enemies: Hot Dog Lv 21 x2
         Gelsey's Gunman Lv 20 x2

This room has a couple of bunkers, one close to the left hiding one gunman, and
another all the way out to the right. Just go for tri-attacks as the area is
large enough with no obstacles, and maybe start by hero running over to the
right bunker so you can use this for shelter if you need it. The gunmen have
long range attacks and the dogs can only harm you if they directly hit with
their sword. (The gunmen are a good source of straight turquoise hexes.)


Room 3 - Red
Enemies: Gelsey's Fencer Lv 20 x2
         Hot Dog Lv 21 x2

No bunkers this time and no long range attacks, so just do tri-attacks. Try to
get rid of the fencers first because the dogs always seem easier to outrun and
dodge.


Room 4 - Yellow
Enemies: Gelsey's Gunman Lv 20 x2
         Gelsey's Fencer Lv 20 x2

There are two exits from this room, and it's the same set up as the blue room
with two bunkers, but two of each type of Gelsey's men. The fencers are in the
open to the left and the gunman behind the furthest bunker. Probably best to
tackle the gunmen first. But you could just run to the left, attacking one
gunman to gain a bezel back, and going through this pink exit to a room with
some treasure. (You don't have to return to the yellow room.)


Room 5 - Pink
Enemies: Gelsey's Assault Lv 20 x3
Silver Box: [MC ELECTRIFIED ROUNDS x30]

There's a single bunker and an exit to the next orange room, so you can avoid
gong back into the yellow room. Set up a tri-attack behind that bunker. One of
them has three or even five gauges to break (it varies) but they don't move by
much and all use a machinegun attack that won't be too damaging so long as you
keep at a distance. Leave this room by the reddish exit.


Room 6 - Orange
Enemies: Highway Hunter x1 Lv 36

There are two dead batteries in this room that you can lure the machine to, and
blow up to inflict electrical damage on it. Use those electrified rounds you
just obtained to remove its outer shields. Take the turquoise exit, and change
back to Hollow-Point rounds with the MG before entering the next room: you
don't want to waste those powerful bullets on non machine enemies!


Room 7 - Turquoise
Enemies: Gelseys' Fencer Lv 20 x2
         Gelseys' Assault Lv 20 x2

This room is arranged with a nice degree of order, with two bunkers, one in
front of the team and the other directly behind it in front of the exit. The
enemies are arranged in a line between the two bunkers. Run and jump over the
first bunker targeting one of the gunmen, because while you're doing that the
assault guys will be running towards the first bunker to attack directly. Make
a tri-attack with 2 Resonance Points and kill both gunmen, and then run around
the other two, keeping them wrong footed. Change ammo again for the MG as it's
another machine in the next room, and make sure you leave by the deeper red
exit.


Room 8 - Deep Red
Enemies: Highway Hunter Lv 36 x2
Dead Battery x2

Again use the MC Electrified Rounds and deal with these one at a time. They can
fire a fast machine gun attack, or a missile, and might even hit the dead
battery if someone is close to it. Use the space to make a tri-attack keeping
at some distance from the machines as you cannot run through them. There are
two exits from this room: the blue one is a dead end but with some handy items.


Room 9 - Deep Blue
Enemies: Highway Hunter Lv 35 x1
         Gelsey's Gunman Lv 20 x2
Gold Box  : [ADAPTER FOREGRIP x1]
Silver Box: [ELECTRO GRENADE + x10]

No bunkers and a mix of enemy types, although there is a dead battery at the
back of the room. Go for the tank first, using the special rounds and making a
tri-attack ignoring the gunners. Finish off and open the two boxes. Return to
dark red room and there's no-one there now, so just walk through to the next
green room.


Room 10 - Green
Enemies: Gelsey's Assault Lv 20 x2
         Gelsey's Fencer Lv 20 x1
         Highway Hunter Lv 36 x1
Gold Box: [ESCAPE HEX x1]

There's a bunker and a dead battery to make use of if you need them. If you
walk your MG user to the bunker and fire from there, you can set up a
tri-attack with the other two running out to the right and that might help
protect everyone from the tank's attacks. (Jump when doing runs or tri-attacks
from behind the bunker so you hit the enemies.)


Room 11 - BOSS
Enemies: Leader - Gelsey Lv 50
         Gelseys' Fencer Lv 20 x1
         Gelsey's Gunman Lv 20 x1
         Gelseys' Assault Lv 20 x1
Reward : [BEZEL SHARD]

.----------------------------------------------------------------------------.
| G E L S E Y  -  B O S S                                                    |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 50    | HP: 7500    | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Humanoid            | Main Body |  25% Hard | None      | None      |
|----------------------------|-----------+-----------+-----------+-----------|
| Drops: None                | No Parts  |    -      |    -      |    -      |
|____________________________|___________|___________|___________|___________|

As you can see, Gelsey has no body parts and a soft main body, so he's really
vulnerable to attack, but...he has a trick to play. If you kill his allies and
scratch him badly and don't manage to kill him, he will disappear and hide
inside a drum: but he will make quite a few of them appear. Shoot the wrong one
and more of his mates appear. He's inside the one that shakes a bit, but with
this strategy you can avoid that happening.

He can inflict poison from his grenades and might cause shock as well. Heal
these ailments with a Cure Kit, and use a Perfect Aid to restore lost HP from
the poison attack. With quick actions he won't even get a chance to attack.
He might have up to five gauges, although this seems to vary, and in one
battle he had none at all.

Start the battle by destroying the Unidentified drum if you want, and you only
have to kill Gelsey himself and can ignore his squad. In fact, if you run
towards the bunker at the right side of the room he will run after you and his
band more or less stays where it is. If you use the Hollow-Pointed + or double
plus rounds you can scratch him quickly and then, attack him with the HG and
start a tri-attack which should kill him. (Use grenades with the second HG user
if he seems to have a number of gauges.) This battle is so easy that you
probably won't even get any damage at all.

(I had Leanne with the PDW-XN.V2 and at level 20 for MG. The gun's stats were:
CS: 65, CA: 19%, RF: 78, BF: 70 and 29 bullets thanks to the MG Drum Magazine.)

Use an Escape Hex to leave, and return to Level 4 and Sweet Home, to finish the
chapter.


G U I L D  M I S S I O N S
-------------------------------------------------------------------------------
The Hope to Advance ("Fetch" mission)
-------------------------------------------------------------------------------
Client   : Burnell
Location : Level 4: Ebel City (Inside the Guild)
Reward   : 8 Hunter Points, 10000 Rubies, Adapter Handguard
Overview : I hope to have eyeglasses made for the young miss. We have the
           materials already, but haven't found a lens crafter who can fashion
           them into a pair of glasses. We seek a lens crafter, or someone who
           can scout one. I'll be waiting at the Ebel City Guild in the daytime

Kacy, the wheelchair girl, is back at the Guild and her companion has another
easy mission for you. Speak to Burnell and accept the [LENS MATERIAL x1].
(They are only at the Guild during daylight hours.) You'll find a man called
William standing on the path outside the Hotel in Cranktown. Give him the item
and that's it: mission complete!


-------------------------------------------------------------------------------
The Town of Hope ("Fetch" mission)
-------------------------------------------------------------------------------
Client   : Pater
Location : Level 3: Pater's Manor
Reward   : 10 Hunter Points, 5000 Rubies, Toxicity Shield
Overview : Make the once abandoned Patertopolis inhabitable again! Seeking
           people who will aid in the restoration efforts. Come to my place in
           Chandelier."

Take the Core Lift 1 up to Level 3 and speak to Pater for more explanation. He
wants you to trigger a terminal effect on Patertopolis. Take the elevator from
Level 4 to Level 6 and make a path to Patertopolis. Use one red hex to open the
place up. You can go inside to check out the first room, but there are no
enemies, nothing to find and the rest of the dungeon is locked.

Triggering a terminal effect means that you have to link a terminal to the
dungeon, but it's not that easy. The closest one requires a purple energy hex
to unlock it and then needs 70 points to activate it. You won't have any purple
hexes just yet, and the other terminal that's nearby also requires purple hexes
and a massive 220 points to activate it. (If you get into a battle close by
those purple hex terminals the enemies might drop purple hexes and you can use
one on the terminal.) But the sensible option is to link up the terminal that's
near Lucia: it has a low requirement of 15 points, and you should have plenty
of orange hexes. Make a path with orange hexes leading to Patertopolis and
overlay the place with this colour.

If you haven't already opened that terminal, it requires a green energy hex.
Activate it first, and then place an orange Energy Station on a thoroughfare
hex nearby. Link to the terminal with orange hexes overlaying the green colour,
and then carry on making that path to Pater's place. You can use any colour you
like, but orange coloured hexes are the most plentiful at this stage of the
game.) Check that you've triggered the effect by pressing the Start button to
view the effect. This will always show you all active terminal effects.

Report back to Pater to complete the mission.


-------------------------------------------------------------------------------
Emergency Call-Up! ("Fetch" mission)
-------------------------------------------------------------------------------
Client   : Travelling Merchant
Location : Level 8: Waterless Bridge
Reward   : 10 Hunter Points, 5000 Rubies, Molotov Cocktail+ x20
Overview : Calling all hunters who avail themselves of my services! I need you
           to gather here immediately!

Take the elevator from Level 7 down to Level 8. The Waterless bridge is close
to the elevator and just that: a bridge with the merchant standing to the left.
Speak to her and she gives you the [MEGA-SACK x1] to deliver to her sister.
Talk to her again to find out where: a shop in Albona. Take the Core Lift 3
from Level 9 down to Level 10 and enter the west end of Albona. The sister runs
the shop and it's situated at the left of the track that's Angus Street. Speak
to her to deliver the item and that completes the mission.

If you were expecting to do some money-making by buying lots of Glass Shards
and Scrap Iron (to make Compact Scopes b) while you're here, you can't! The
Merchant lady won't sell anything until the mission is completed.


-------------------------------------------------------------------------------
A Seductive Proposal ("Fetch" Mission) (do one other mission first)
-------------------------------------------------------------------------------
Client   : Juliet
Location : Level 7: Core Lift 2
Reward   : 8 Hunter Points, 2000 Rubies, MC Electrified Rounds x25
Overview : "Uh, hey, could I ask you folks for some help? I'm doing some
           customization work on this gun, but I'm short a part called HG
           Magazine +4. If you do me this favor, I'll not only pay your
           bounty, I'll also share a hot tip with you. "

Juliet is the girl in a dark hat and hunter's outfit, and she's always waiting
at the exit from the Core Lift 2 on Level 7. She wants a gun part: HG Magazine
+4, that is made at Cranktown using Scrap Lead and a Scrapped Bazooka E. You've
probably already made one of these and could just remove it from your gun and
give it to her. But if not, then here's the source of those parts:

* Scrap Lead
  Mr Bomberface (Level 5: Forest of Idols)
  Mr Torchy (Level 5: Forest of Idols)
  Dud Round (scrap)
  Scrapped Sword B (scrap)

* Scrapped Bazooka E
  Rocketfoot (Level 9: Warehouse District)

The tip is to visit Cafe Chelsey in the middle of the night. Do that, and
you'll find a host of Gremlins that run off when you arrive, leaving some
Rubies for you to pick up.


-------------------------------------------------------------------------------
The Mystery Beauty ("Fetch" Mission) (do two other missions first)
-------------------------------------------------------------------------------
Client   : Postman
Location : Level 4: Core Lift 1
Reward   : 5 Hunter Points, 1500 Rubies, First Aid EX
Overview : "A letter for delivery outside my territory has me in a bind. I'm
           looking for someone who can deliver it for me. It's addressed to a
           female name if that helps. Hey, it could be someone pretty!"

Meet the Postman at Level 4, Core Lift 1. He will give you the [LIGHT ENVELOPE
x1] and the intended recipient is somewhere on Level 8. Go to Waterless Bridge
on Level 8 and speak to Jeanne during daylight hours to deliver the letter and
complete the mission.

(The shopkeeper is still here after you've completed her mission and you can
buy stuff from her again.)



S H O P S
-------------------------------------------------------------------------------
Nothing new in Ebel City shop, but the Boutique has lots of new clothes!


BOUTIQUE LILY
-----------------------.-----.--------.----------------------------------------
ITEM                   | CHP | PRICE  | TYPE
-----------------------+-----+--------+----------------------------------------
(Gilles) Sky           |  7  |   8500 | Leanne Coat (A)
(Vis) Leaf             |  7  |   8500 | Leanne Coat (A)
(Soleil) Vista         |  7  |   9100 | Leanne Coat (A)
(Classique) Nero       |  7  |  12000 | Leanne Coat (A)
(Classique) Berry      |  7  |  12000 | Leanne Coat (A)
(Soleil) Border        |  7  |   2800 | Leanne Shirt (B)
(Soleil) Stardust      |  7  |   2800 | Leanne Shirt (B)
(Lily) Blossom         |  7  |   2800 | Leanne Shirt (B)
(Soleil) Love          |  7  |   3000 | Leanne Shirt (B)
(Victory) Lassie Doo   |  7  |   3000 | Leanne Shirt (B)
(Classique) Giappone   |  7  |   3000 | Leanne Shirt (B)
(SYS) Aerial III       |  7  |   3000 | Leanne Shirt (B)
(SYS) Marine III       |  7  |   3000 | Leanne Shirt (B)
(Vis) Veil             |  7  |   3000 | Leanne Shirt (B)
(Raz) Rainy            |  7  |   3000 | Leanne Shirt (B)
ND3-RBL                |  7  |   3000 | Leanne Shirt (B)
YUTOONZT-F             |  7  |   3000 | Leanne Shirt (B)
feebeeT-01             |  7  |   3000 | Leanne Shirt (B)
TokyoAlice04           |  7  |   3000 | Leanne Shirt (B)
TokyoAlice05           |  7  |   3000 | Leanne Shirt (B)
TokyoAlice06           |  7  |   3000 | Leanne Shirt (B)
(SEGA) Triangle        |  7  |   3000 | Leanne Shirt (B)
(SEGA) Run & Run       |  7  |   3000 | Leanne Shirt (B)
(SEGA) Leanne          |  7  |   3000 | Leanne Shirt (B)
(Victory) Fate         |  7  |   3000 | Leanne Shirt (B)
(Victory) Resonance    |  7  |   3000 | Leanne Shirt (B)
(Victory) Truth        |  7  |   3000 | Leanne Shirt (B)
(Lily) Coral           |  7  |   9800 | Leanne Skirt (B)
(Vis) Jade             |  7  |   9800 | Leanne Skirt (B)
(Gilles) Girl          |  7  | 198000 | Leanne Skirt (B)
Maid Cap Immaculate    |  7  |   4500 | Leanne Hairband (B)
(Soleil) Heart         |  7  |   2800 | Leanne Other (Gloves) (B)
(Lily) Rose            |  7  |   4100 | Leanne Other (Glasses) (A/B)
(Lily) Candy           |  7  |  11000 | Vashyron Jacket (A)
(Classique) Mont Blanc |  7  |  18000 | Vashyron Jacket (A)
(ARES) String          |  7  |   8600 | Vashyron Pants (A)
(Gilles) Roots: Black  |  7  |   9800 | Vashyron Pants (A)
(SYS) Aerial II        |  7  |   3000 | Vashyron Shirt (B)
(SYS) Marine II        |  7  |   3000 | Vashyron Shirt (B)
(Night) Mono           |  7  |   3000 | Vashyron Shirt (B)
(Night) Escort         |  7  |   3000 | Vashyron Shirt (B)
(Gilles) Hunter        |  7  |   6700 | Vashyron Pants (B)
(Gilles) Tender        |  7  |   6700 | Vashyron Pants (B)
(Ran-Jin) Cotton       |  7  |   6700 | Vashyron Pants (B)
(Night) Barrel         |  7  |   6700 | Vashyron Pants (B)
(Gilles) Chou          |  7  |   4600 | Vashyron Boots (B)
(Gilles) Nuts          |  7  |   5800 | Vashyron Boots (B)
(Ran-Jin) Everafter    |  7  |   3100 | Vashyron Other (Gloves) (B)
(Luvino) Ocean         |  7  |   9100 | Zephyr Jacket (A)
(Luvino) Velour        |  7  |   9950 | Zephyr Pants (A)
(Gilles) Denim         |  7  |   5600 | Zephyr Boots (B)
_______________________|_____|________|________________________________________


Albona is now accessible with the Core Lift 3 Pass and has a whole raft of new
items for sale or to tinker. There's a new Handgun as well!

-------------------------------------------------------------------------------
ALBONA SHOP
-----------------------.-----.--------.----------------------------------------
TOOLS                  | CHP | PRICE  | DESCRIPTION
-----------------------+-----+--------+----------------------------------------
First Aid              |  7  |   1000 | Heal 1000 points scratch damage
Multi-Aid              |  7  |   2000 | Heals 500 points scratch damage for
                       |     |        | everyone within a set radius
Cure Kit               |  7  |   1000 | Cures all status ailments for one
Cure Kit-R             |  7  |   2000 | Cures all status ailments for all
Escape Hex             |  7  |   1500 | Use to warp back to world map
Clairvoyance           |  7  |    250 | View information on target enemy
Rookie Grenade         |  7  |     50 | Deals blast damage to nearby targets
-----------------------.-----.--------.----------------------------------------
CUSTOM PARTS           | CHP | PRICE  | DESCRIPTION
-----------------------+-----+--------+----------------------------------------
Rookie Sight           |  7  |   1000 | Beginner's sight.
HG Rookie Barrel       |  7  |   1000 | Beginner's Handgun barrel
MG Rookie Barrel       |  7  |   1000 | Beginner's Machinegun barrel
Rookie Grip            |  7  |   1000 | Beginner's custom grip
HG Rookie Magazine     |  7  |   1000 | Beginner's Handgun magazine
MG Rookie Magazine     |  7  |   1000 | Beginner's Machinegun magazine
-----------------------+-----+--------+----------------------------------------
WEAPON                 | CHP | PRICE  | DESCRIPTION
-----------------------+-----+--------+----------------------------------------
LP-09 (Handgun)        |  7  | 200000 | Excels in charge speed
-----------------------.-----.--------.----------------------------------------
ACCESSORIES            | CHP | PRICE  | DESCRIPTION
-----------------------+-----+--------+----------------------------------------
None                   |  -  |   -    |  -
-----------------------.-----.--------.----------------------------------------
OTHER                  | CHP | PRICE  | DESCRIPTION
-----------------------+-----+--------+----------------------------------------
Custom Kit Set         |  7  |    500 | Combine with other items at the Tinker
_______________________|_____|________|________________________________________


-------------------------------------------------------------------------------
ALBONA TINKERER
-----------------------.-----.--------.----------------------------------------
TOOLS: GRENADES        | CHP | PRICE  | DESCRIPTION
-----------------------+-----+--------+----------------------------------------
Molotov Cocktail +     |  7  |    200 | Thrown weapon. Flammable.
Hand Grenade +         |  7  |    200 | Advanced form of hand grenade
Freezer Grenade +      |  7  |    250 | Advanced form of freezer grenade
Electro Grenade +      |  7  |    250 | Advanced form of Electro grenade
Toxic Grenade +        |  7  |    250 | Advanced form of Toxic grenade
-----------------------.-----.--------.----------------------------------------
TOOLS: AMMUNITION      | CHP | PRICE  | DESCRIPTION
-----------------------+-----+--------+----------------------------------------
Hollow-Point Rounds ++ |  7  |    200 | More advanced version
Metal-Coated Rounds ++ |  7  |    200 | More advanced version
HP Incendiary Rounds   |  7  |    200 | Combines HP and Incendiary Rounds
HP Sub-Zero Rounds     |  7  |    200 | Combines HP and Sub-Zero Rounds
HP Electrified Rounds  |  7  |    200 | Combines HP and Electrified Rounds
HP Toxic Rounds        |  7  |    200 | Combines HP and Toxic Rounds
MC Incendiary Rounds   |  7  |    200 | Combines MC and Incendiary Rounds
MC Sub-Zero Rounds     |  7  |    200 | Combines MC and Sub-Zero Rounds
MC Electrified Rounds  |  7  |    200 | Combines MC and Electrified Rounds
MC Toxic Rounds        |  7  |    200 | Combines MC and Toxic Rounds
-----------------------.-----.--------.----------------------------------------
CUSTOM PARTS           | CHP | PRICE  | DESCRIPTION
-----------------------+-----+--------+----------------------------------------
Top Sight              |  7  |    500 | Features a top expansion port
Combat Sight           |  7  |   3000 | Features a side expansion port
Sub-Sight              |  7  |    550 | Can be added to other sights
High-Mount Pro         |  7  |   8300 | Keeps charge speed bonus, adds a port
Telephoto Lens         |  7  |  11000 | Add to other sights to increase CS
Mini-Lens              |  7  |   2500 | Miniaturized telephoto lens
Long Lens              |  7  |   2500 | Improved telephoto lens
Top-Rail Scope         |  7  |  25000 | High charge speed, with expansion ports
Long Scope Pro         |  7  |  26000 | High charge speed and side port
Lens Adapter           |  7  |   1000 | Designed to extend other parts
Prototype Mount        |  7  |    500 | A mount to affix targeting parts
Scope Mount            |  7  |   1000 | A mount for other sighting parts
Long Scope Mount       |  7  |   1000 | A mount for other sighting parts
-----------------------+-----+--------+----------------------------------------
HG Expander Barrel     |  7  |    500 | Handgun barrel with expansion port
HG Multi-Barrel        |  7  |   3000 | HG barrel with many expansion ports
HG Expander Barrel Pro |  7  |   6000 | HG barrel with port below barrel
MG Expander Barrel     |  7  |    500 | MG barrel with left expansion port
MG Double Barrel       |  7  |   6100 | MG barrel with port below barrel
Sub-Barrel             |  7  |    500 | Can be added to other barrels
Expander T Sub-Barrel  |  7  |   8500 | Attaches below a primary barrel
Expander + Sub-Barrel  |  7  |   9500 | Adds an expansion port to T Sub-Barrel
Expander Sub-Barrel    |  7  |  10000 | Expansion port for another sub-barrel
Long Expander Barrel   |  7  |  15000 | Sub-barrel raises CA significantly
Scattershot Sub-Barrel |  7  |   5000 | Raises CA but decreases bullet focus.
-----------------------+-----+--------+----------------------------------------
Expander Grip          |  7  |   3000 | Grip with sub-barrel expansion port
L-Grip                 |  7  |   1500 |  Allows grip to be rotated 90&
Adapter Handguard      |  7  |   9000 | Adds sub-barrel expansion port
Adapter Foregrip       |  7  |  11500 | Adds two sub-barrel expansion ports
Barrel Adapter         |  7  |   1000 | Augment to add barrel extensions
L-Barrel Adapter       |  7  |   1500 | Allows sub-barrel to rotate 90%
-----------------------+-----+--------+----------------------------------------
HG Magazine +2         |  7  |    500 | Handgun magazine: adds 2 bullets
HG Magazine +5         |  7  |   3000 | Handgun magazine:with expansion port
HG Drum Magazine       |  7  |  24000 | Handgun magazine:adds 10 bullets
MG Magazine +3         |  7  |    500 | Machinegun magazine: adds 3 bullets
MG Magazine +8         |  7  |   3000 | Machinegun magazine: expansion port
MG Magazine +9         |  7  |   7800 | Machinegun magazine: adds 9 bullets
MG Drum Magazine       |  7  |  24000 | Machinegun magazine: adds 15 bullets
-----------------------.-----.--------.----------------------------------------
ACCESSORIES            | CHP | PRICE  | DESCRIPTION
-----------------------+-----+--------+----------------------------------------
Protective Padding     |  7  |  10000 | Cuts physical damage by 20%
Heat Shield            |  7  |  10000 | Cuts physical damage by 10% and fire
                       |     |        | elemental damage by 50%
Cold Shield            |  7  |  10000 | Cuts physical damage by 10% and ice
                       |     |        | elemental damage by 50%.
Bolt Shield            |  7  |  10000 | Cuts physical damage by 10% and
                       |     |        | electricity damage by 50%.
Toxicity Shield        |  7  |  10000 | Cuts physical damage by 10% and poison
                       |     |        | elemental damage by 50%.
_______________________|_____|________|________________________________________



A R E N A
-------------------------------------------------------------------------------
No new ranks.


R E D  H E X E S
-------------------------------------------------------------------------------
Location: Level 7 (near Cranktown)
Reward  : [BEZEL SHARD]
Enemies : Heavy Tiger Lv 28 x5

These are all Humanoid enemies, and the battleground is a Deserted Block with
three boxes in the middle and no bunkers. They use a machine gun attack that is
very damaging especially if someone lands close to one. Start with the one at
the right, and attack with a hero action using the MG. Hollow point rounds will
help with scratch damage. After the HG has a turn use a tri-attack with 2
Resonance Points to finish off that one and kill a second one. The tri-attack
will help heal everyone because you cannot avoid some damage. (They drop
straight plain and turquoise hexes.)


Location: Level 10 (near Albona and Elevator to level 11)
Reward  : [PERFECT AID]
Enemies : Leader: Missile Plough Lv 67

The battleground is the Scrapyard type, with a bunker and wall to the right,
and another wall behind the machine, which is directly facing the team. There
are two oil drums at the left that can be blown up to inflict oil status.
Attack with your best Metal-Coated or Electrified rounds and aim to land where
there's some shelter from the bunkers as this tank can fire its missiles over
the walls. It fires about 4 of them and each does around 400 damage, or fires a
couple that do 1000 + damage, so the points can quickly add up leaving you in a
critical condition. Jump to scratch the main body, but if you want to get all
the parts then run and aim for the shielding. The plough can drop the Scrapped
Arm TK2 and Scrapped Missile TK2, but only if you go for the body parts. (These
are rare items required for making the adapter foregrip and a better magazine
clip.) Also, be careful because you might blow the enemy up before you've
finished harvesting the parts and any items dropped that you haven't picked up
may be destroyed.


Location: Level 8 (Behind Freud Remnants)
Reward  : [BOUND DOLL]
Enemies : Leader - Dolled-Up Gremlin Lv 46
          Torch Gremlin Lv 19 x3

The battle ground in a Deserted Block with boxes in the middle of the area, and
the leader is waiting directly in front of them, facing the team. The other two
gremlins are at either side. You can't avoid being hit by the gremlins, but
just do the usual thing of starting with the MG and making a tri-attack with
the leader as the target. You can use boosted rounds on him: I tried with Toxic
Rounds just for a change and it was very effective, making him lose HP. The
Torches use an oil based attack that slows you down, and the leader might hit
you for well over 2000 HP damage, so stay well away from him. You can attack
the Torch Gremlins as well, but it's best to just concentrate on the leader.


Location: Level 8 (Near Freud Remnants)
Reward  : [WITCHY BAZOOKA]
Enemies : Leader - Dolled-Up Dog Lv 46
          Hot Dog Lv 21 x2

This battle is basically the same set-up as the Gremlin one only the enemies
are dogs. They use a rapier held in their mouths and although the damage from
his allies isn't great, the leader can hurt you for nearly 2000 HP damage with
one hit. However, they can only attack you if they are up close and personal!
Keep away from the leader and use elemental rounds or grenades on him. The hot
dogs might have gauges on their main body, and all the dogs have frontal body
shields. Jump to attack the main body.


D A N I E L ' S   D O L L S
-------------------------------------------------------------------------------
Witchy Bazooka
Defeat Dolled-Up Dog (Special Challenge) on Level 8.
Reward: [BARREL ADAPTER x1] (from Daniel)


Bound Doll
Defeat Dolled-Up Gremlin (Special Challenge) on Level 8.
Reward : [SCATTERSHOT SUB-BARREL x1] (from Daniel)


Witchy Wallace
Find this doll on Malcom Street, Albona, close to the entrance from the world
map.
Reward: [SMASH GRENADE x30] (from Daniel)



===============================================================================
C H A P T E R  0 8  -  The First Date ................................... *WC08
===============================================================================


C H A P T E R  O V E R V I E W
-------------------------------------------------------------------------------
By the end of Chapter 7 levels are likely to be at around 40-45 (or about 10
levels higher than that if you've done a lot of exploring and Arena work.) If
all missions have been completed so far you will have 442 Hunter Points.

At the start of the chapter you will receive [ENERGY HEX 6 Red x3], and when
you gain control you can read Pater's letter that's lying on the table in front
of the sofa. Check the Guild before leaving town and you'll find that Kacy, the
girl who was in a wheelchair, is now standing and fully recovered (if you did
all three missions for her carer). Speak to her and she will give you [BUDDY
BEAR x1]. Give this doll to Daniel at the shop for a reward.

The Tinker will have a lot more on offer since you visited Albona, expanding
his inventory to include the additional items found there. There's a simple
mission for Miranda that can be completed immediately and then she will sell
more clothes for the two guys. After that, take the fourth mission, and start
it, together with the ancient text one, but wait until Leanne is back with the
team before going to the Freud Remnants and fighting the Yetis.


T I P
-------------------------------------------------------------------------------
Clear all map hexes on Level 7 and place an Energy Station there. This can be
used to return directly to Ebel City base avoiding using Core Lift 2. Do the
same on Level 10 to avoid having to use Core Lift 3. (If you attempt this for
Level 11 you have to clear both sections of Level 11 maps, and Level 12 won't
work as there is a section of this level that you cannot access until the very
end of the game.) Clear hexes on Level 12 (the large section) to find 7 Bezel
Shards, though you probably won't have enough Energy Hexes to do that. Instead,
clear the winding path on Level 10 to reach the section of Level 11 that has no
dungeons. There's a Bezel Shard directly behind the second terminal (0/30)
Recovery Down) If you get this one, and win the Goliaths' red hex battle, that
will give you a hero gauge of 8 bezels.


S T O R Y  M I S S I O N / S
-------------------------------------------------------------------------------
Snoop Patrol
-------------------------------------------------------------------------------
Client   : None
Location : None
Reward   : 20 Hunter Points
Overview : Leanne and Pater are in Patertopolis on Level 6. Let's sneak a peek
           on them, heheh.

Leanne has left the team and you just have Zephyr and Vashyron. The first thing
to do is to check up on equipment, giving the best Machinegun to one and the
Handgun to the other. Equip both men with a Toxicity Shield and one will need
to carry the First Aid Kit if you don't have Germ-Resistant Vests as well.
These require Sterile Plating and that is not easy to come by: so far only the
Tar Man dropped that item. An alternative is to use the Elemental Protector on
one which will boost the poison protection by 10%. Probably best to forget
about the grenades and take in the ammo (you need Metal-Coated Rounds for the
boss) or just go for broke and dump the First Aid Kit and hope you don't get
poisoned. At the end of this mission you'll be back on the world map so you
don't need an Escape Hex. I went with the First-Aid Kit and ammo because I like
to err on the side of safety.

There are some roadblocks on the way to Patertopolis, and the first of these is
found on Level 4.

.---------------------------.
| Chunky Gangster Lv 38 x4  | This area has no shelter and the gangsters shoot
|                           | long range weapons so it's best not to stand
----------------------------- still. Run back and forth taking them out one at
a time. It seems that the shielding at the back of these enemies represents
their hats, and if you destroy that first, then you can easily fully scratch
their bodies. However, a run and jump should suffice to scratch them fully. Try
and stay at a distance as their shots can inflict around 100-150 points of
damage each and two of them might manage 5 or 6 shots on one. Return home to
save your game after this first battle.


Take the elevator to Level 6 and you'll see a row of 6 roadblocks preventing
access to your destination. You only have to deal with one of them and can
leave the rest until you've got Leanne back and they will still be there. They
might be useful to farm for more red and turquoise Energy Hexes. Some have
bunkers, (the ones in the middle), although the edge ones don't. The far left
one just has 5 Chunky Gangsters. Grenades are effective as the enemies are
grouped together.


.---------------------------.
| Chunky Gangster Lv 38 x3  | Once again there is no shelter and this time you
| Junk Mimic Lv 20 x3       | have more enemies to deal with. The Gangster are
----------------------------- easier to take out than the mimics and do more
damage, so start with them. If you have grenades this is a good battle to use
them as the enemies are grouped together. If you need more bezels then shoot at
the mimics with the HG to break their outer shell (they have two of these both
of which give bezels). Don't run away even though there is an open exit at the
far side, if you leave before defeating them all you'll be back on the Core
Lift side of the barrier and have to start over again.

You should obtain a purple energy hex around this area and can use that on the
Terminal closest to Patertopolis. (If you haven't already done so.) Now you can
activate this terminal by placing enough coloured energy hexes: I linked it to
the one near Lucia using orange hexes, but you can use any colour you like so
long as you place an Energy Station of the desired colour nearby. You might as
well benefit from the increase in experience! After you've made your
preparations and defeated the roadblocks save your game before entering
Patertopolis. (Check you have plenty of boosted Hollow-Point Rounds for the
humans, Electric Metal-Coated Rounds for the machines and double plus Metal
Coated Rounds for the boss.)


.--------------.
| PATERTOPOLIS |
----------------

Room 1 - Green (Sealed)
Enemies: Security Fencer Lv 20 x1
         Security Gunman Lv 20 x1
         Security Shotgun Lv 20 x1

There's a single bunker with the three enemies ranged behind it, across this
small space. Go for the single fencer as he can do over 500 points of damage if
he catches up to you. Just keep running and jumping using the full length of
the room and taking the enemies out one at a time. These enemies drop purple
Energy Hexes so you could leave and activate that terminal if you didn't have
the right hex before.


Room 2 - Orange
Enemies: Security Officer MG Lv 19 x2
         Security Guard Lv 37 x1

Jump back and forth over the bunker/wall and if you can get the MG on top of it
he can shoot at the enemies without any problems. They are all standing
together and grenades would be effective on them if you have them, Otherwise
use the walls for protection and the enemies won't move around much.

This room has two exits and both the Turquoise and Pink rooms lead to the
Yellow room.


Room 3 - Turquoise
Enemies: Sprocket Juggernaut LV 57 x1
         Security Officer MG  LV 19 x1
         Security Officer Lv 19 x2

You can avoid this room as there is nothing there besides enemies. If you do it
and return to the yellow room there's just one Security officer there.


Room 3 - Pink
Enemies: Missile Plough Lv 54
         Security Shotgun Lv 20
         Security Gunman Lv 20

Go for the machine first and use the two sets of bunkers and walls to shield
from its missiles. Use Metal rounds for the Plough and Hollow-Pointed for the
humans. There's a dead battery in the lower right corner you can blow up if the
enemies get close to it: which they never do in my game!


Room 4 - Yellow (Exit to next room is sealed)
Enemies: Missile Plough Lv 54
         Security Guard Lv 37
         Security Officer MG Lv 19,
         Sprocket Juggernaut Lv 57

This is a tricky one because of the damage the Plough can do and the fast speed
of the Juggernaut, not to mention the security people. Use the Dead Battery to
cause shock, and equip your best MC Electrified Rounds for the machines. Go for
the machines first: they are both over to the right side of the room, and in
full view, whereas the humans are sheltering behind the left set of bunkers and
won't hurt you as badly. Run and jump to target one machine, and then the next
after that one has been killed. After defeating all enemies the seal is removed
and you can proceed to the deep blue room.


Room 6 - Blue
Enemies: Poison Gremlin Lv 21 x3
Gold Box  : [ESCAPE HEX x1]
Silver Box: [PERFECT AID x2]
Bronze Box: [CURE KIT-R x10]

This can be awkward, especially without the best protective gear, and these
gremlins WILL poison you! Use HP incendiary or ice rounds against them with the
MG to defeat them quickly before they get a chance to hurt you, and keep
running to end up at a point where there isn't a Gremlin. I know it's an
obvious point, but it's surprising how easy is it is forget, and end up at the
mercy of these annoying critters. Don't use toxic ammo or grenades on them
because these will heal them. Make sure both guys are at full health before
proceeding to the next room across the red threshold.


Room 7 - Red (BOSS)
Enemies: Leader: TRI-STAMP LV 73
         Poison Gremlin x4 Lv 21
Reward : [BEZEL SHARD]

.----------------------------------------------------------------------------.
| T R I - S T A M P : B O S S                                                |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 73    | HP: 7500    | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Large Organism      | Main Body |  25% Hard | None      | None      |
|----------------------------| Part 1    | 100% Hard | None      | None      |
| Drops: Unknown Material S  | Part 2    | 100% Hard | None      | Physical  |
|        Scrap Zinc          | Part 3    | 100% Hard | None      | None      |
|        Scrapped Hammer SH3 | Part 4    | 100% Hard | None      | None      |
|                            | Part 5    | 100% Hard | None      | None      |
|                            | Part 6    | 100% Hard | None      | None      |
|                            | Part 7    | 100% Hard | None      | None      |
|____________________________|___________|___________|___________|___________|

Not so simple because of those poison gremlins who will multiply, it seems,
though actually it's just that more appear if you kill any of them. Your target
is the boss and you should ignore the gremlins unless you're running low on
bezels. Equip the MG user with your very best Metal-Coated Rounds for
Tri-Stamp. I had a lot of trouble with this battle in my first game, confused
by the layout of the room, attempting to kill the gremlins as well as attack
the boss, and fiddling around with standing on the walls to avoid their poison
attacks. Don't do that, and with this strategy you'll be able to win this
battle quickly and without too much pain!

If it's your first time in the room take a bit of time to check out the
arrangement. There's an L shaped protective wall down the room and Tri-Stamp is
waiting at the right. Start off with a hero run and jump to the left of the
area (straight ahead from the entrance point) and land behind the corner walls.
You'll scratch Tri-Stamp somewhat and the gremlins can't touch you here, at
least for a while! Do the same thing with the HG, and you'll now both be at the
far side of that L shaped wall and none of the enemies will have managed to get
a turn.

Next, run and jump back to where you started, only firing at the boss, and
starting with the MG once again. You'll have to jump quickly this time, to get
over the wall, but once again, the enemies won't get a turn. On the third round
run and jump back to the wall but try to end the run inside the protection of
the L shape because Tri-Stamp will get a turn now. He bangs the floor with a
fiery attack that can hurt for up to 1500 HP. Once you're removed his body
parts he's a softie with a very weak attack, and you can just run around closer
to him until he's dead. (Always try and end a run wherever the Gremlins
aren't!)

Keep an eye on your bezels and go for a Gremlin if they are getting dangerously
low, but you should be able to manage this battle without too much difficulty
if you have 7 bezels and use this strategy. Don't land close to a Gremlin or
you risk being poisoned, but with the Toxicity Shield that should wear off more
quickly, and so you might not need to bother with a Cure item.

After a scene you're back outside Patertopolis on Level 6, with Leanne back in
the team. Re-equip everyone. You might want to tackle the rest of the
roadblocks now for enemy drops, and it's also a good point to clear this level,
uncovering all hexes. That means that you can go directly back to Sweet Home
base in Ebel City from an Energy Station.



G U I L D  M I S S I O N S
-------------------------------------------------------------------------------
Cleaned Out by Creativity ("Fetch" Mission)
-------------------------------------------------------------------------------
Client   : Miranda (Level 4 - Ebel City)
Location : Level 4: Ebel City (Clothes Shop, Razzle Street)
Reward   : 8 Hunter Points, 4000 Rubies, Elemental Protector
Overview : "I started work on a new outfit. But after hemming and hawing, I
           noticed I ran short of materials. Can anyone please help gather
           materials?"

Talk to Miranda and hand over 80 Fabric Scraps to complete this mission. She
will sell the new collection right away!

If for some reason you haven't got enough of these items, they are easily
obtained from many enemies, but the fastest way to get some is to buy them from
the Travelling Merchant at the Waterless Bridge on Level 8. She sells them for
100 Rubies each, so 80 of them would cost 8000 Rubies.


-------------------------------------------------------------------------------
A Water Beast Gone Dry (Combat Mission)
-------------------------------------------------------------------------------
Client   : Juliet
Location : Level 7: Core Lift 2
Reward   : 10 Hunter Points, 4000 Rubies, Toxic Grenade + x20
Overview : "Three Grass Yetis sprang up from under the Waterless Bridge on
           Level 8. I tried to put them down before they could do much damage,
           but couldn't handle them alone. Please defeat them for me!"

See Juliet, the woman dressed as a hunter, at Level 7 Core Lift 2. Take the
elevator down to Level 8 and you'll see three red hexes surrounding Waterless
Bridge, each with a white marker. They all contain the same enemies and are all
Deserted Block type terrain and all enemies use poison attacks so equip the
team with Toxicity Shields and any other poison or physical resistance
accessories.

.---------------------------.
| Grass Yeti Lv 55 x1       | The Grass Yeti is facing the team, standing in
| Safety Dwellest Lv 52 x2  | front of the central boxes, and the two Dwellests
|                           | are further back at either side of the room.
----------------------------- The Dwellests can do a jump attack for around
500-600 points or a poison blow dart at a group for around 250-300, and might
throw a grenade for about the same amount of damage. The Yeti will blow
poison at someone and can do a hit that inflicts about 2500 + damage. Even with
poison resistance everyone is likely to get poisoned, although it should wear
off quickly. If it doesn't then heal with a Cure item and make sure to rest and
save between each battle if anyone has lost HP. (You can use the Perfect Aid
item to heal HP loss, but these are rare and valuable items and best saved for
future battles!)

Start with your best HG or grenades, targeting the Yeti and you might stun the
Yeti preventing him from managing his initial attack. Sometimes the Yeti will
have two or three gauges to break and the Dwellests also might have gauges. A
tri-attack is most effective if you make a triangle around the central boxes,
using the full width of the area, and start when you have 2 Resonance Points.
Hollow Point rounds will help and HP Incendiary Rounds are very effective on
the Yeti.

(One time I had Leanne with hardly any health after being poisoned twice, and
had a last ditch MG attack on the Yeti leaving him fully scratched, but she was
in the line of fire and I watched as the second Dwellest threw a grenade...and
he killed the Yeti and we won! She had 9 HP left: I checked afterwards...)

You get the reward automatically and don't have to report back to Juliet.


-------------------------------------------------------------------------------
Different Values ("Fetch" Mission)
-------------------------------------------------------------------------------
Client   : Bennett
Location : Level 1: Basilica
Reward   : 8 Hunter Points, 3000 Rubies, Telephoto Lens
Overview : "Are you familiar with the Freud Remnants on Level 8, perchance?
           Apparently, a certain hunter found a copy of the ancient texts
           there. But they just left it, claiming to have no interest in such a
           thing. I must have the ancient texts. Please, find the artefact for
           me.

You must meet Bennett to discuss the details of this mission. Take the Core
Lift 1 up to Level 3 and then the elevator near Theresa's Manor to Level 2, and
the next elevator to Level 1 to reach the Basilica. Bennett is at the left,
close to the steps. He wants you to go to the Freud Remnants on Level 8 to find
a copy of the ancient texts.

WARNING! I got stuck here. While talking to Bennett an old geezer called
Barnard was lurking nearby and I couldn't move away from them. Despite there
being some space in front, talking to them both again, and changing lead
character hoping to prompt some change, nothing happened, and in the end I had
to reload. Talk to Bennett when the old man is nowhere near, or from behind.

You only need to enter the Ruins Site Central to find the Ancient Text but
here's a run through of the rest of this place. Once found, take it back to
Bennett to complete the mission.


.----------------.
| FREUD REMNANTS | .......................................................FR08
------------------
You'll need two orange Energy Hexes to open the Freud Remnants site. This is an
open dungeon with random battles in the outer areas and an Abandoned Energy
Station where you can save and rest.


-----------------
Random Encounters
-----------------
Enemies: Leader - Gang Hound Lv 20 x1
         Leader - Shady Thug MG Lv 20 x1
         Shady Thug MG Lv 16 x1
         Gang Hound Lv 17 x1

Enemies: Leader - Shady Thug STG Lv 20
         Leader - Gang Hound Lv 20 x1
         Shady Thug STG Lv 16 x1
         Gang Hound Lv 17 x1

The battleground is full of bunkers and boxes and it's best to fight in
daylight or you'll find it hard to see what's what. The thugs use grenades as
well as guns and will drop three pronged blue Energy hexes.


------------------
Ruins Site Central
------------------
Room 1 - Red
Enemies: Gang Hound Lv 17 x 4
Gold Box: [ANCIENT TEXT x1]

There are no bunkers in this room, just a couple of box platforms, and it's not
difficult to out run the hounds and kill them all. Don't forget to break open
the box!


Room 2 - Green
Enemies: Frag Dwellest Lv 36 x2
         Shady Thug STG Lv 16 x1
Bronze Box: (ENERGY HEX 10 x3]

There are two Gas Tanks in the this room and two bunkers forming shelter with
linked boxes. As the right Dwellest moves forwards you can blow up the tanks.
Stay behind the bunkers and run from one side of the room to the other. The
other two enemies won't move by much until you've defeated the first one. Just
walk out of here as there will be no more enemies in the first room.


---------------
Ruins Site West
---------------
Room 1 - Red
Enemies: Shady Thug STG Lv 16 x2
         Gang Hound Lv 17 x2

You can run through this room to the next if you can't be bothered to kill
these enemies, but if you kill them all they won't be there again on the way
out.

Room 2 - Green
Enemies: Frag Dwellest Lv 36 x1
         Gang Hound x3
Gold Box: [SCOPE MOUNT]

This room has two small box platforms and a bunker attached to the right one.
Simple enough to kill one hound and then make a tri-attack to kill the
dwellest, and finish off the other hounds. (The dwellest will move to try and
attack whoever moves first so you can hero run to make that a long way for
him!)


---------------
Ruins Site East
---------------
Room 1 - Red
Enemies: Frag Dwellest Lv 36 x2
         Gang Hound Lv 17 x2

This room has three bunkers and various box platforms so there is plenty of
shelter. You might as well kill them all and they won't be here on the way out.


Room 2 - Green
Enemies: Frag Dwellsit Lv36 x1 and
         Shady Thug STG Lv 16 x2
         Gang Hound Lv 17 x2
Gold Box: [ICE PROOF SUIT x 1]

Stay behind the left bunker/box to start with and wait until the Dwellest comes
running closer to you. Then head out with a hero run to break his gauges with
grenades or an HG and then go with the MG to scratch him. After he's dead, deal
with the rest of the enemies.


----------------
Ruins Site North
----------------
Room 1 - Green
Enemies: Gang Hound Lv 17 x2
         Shady Thug STG Lv 16 x1
         Shady Thug MG Lv 16 x1

There's nothing to find and only this one room.


-------------------------------------------------------------------------------
Top Secret! ("Fetch" Mission) (do one other mission first)
-------------------------------------------------------------------------------
Client   : Sammy
Location : Level 4: Core Lift 1 (daytime)
Reward   : 5 Hunter Points, 500 Rubies, Multi-Aid R-EX
Overview : "Please deliver a love letter to Kate at Core Lift 2. I'll be
           finished writing soon, so please come get it. I'll die if anyone
           else finds out, so this is top secret!"

Sammy is a boy with a grey coat waiting at the entrance to Core Lift 1 on Level
4. He will give you [LOVE LETTER x1] to deliver to Kate at Core Lift 2. Simple
stuff. Take the Elevator to Level 6 and enter the Core Lift 2 area during the
day. Kate is a child running around at the right of the entrance. Hand over the
letter to complete the mission.


S H O P S
-------------------------------------------------------------------------------
Now that you've been to Albona, the Tinker in Ebel City will make the same
grenades and special rounds: that means the "plus" grenades as well as the
"double plus" Hollow-Point and Metal-Coated Rounds. All the custom parts and
accessories that were made at Albona are also made here, so there's no need to
travel to Albona to make them.

The Travelling Merchant will move from The Waterless Bridge after you've
completed all the missions for this chapter, and after this she becomes harder
to track down. Fight some battles and check back here and she might turn up
again. Alternatively, you can find her at the Tower of the Righteous, but she
also disappears from there from time to time.


New clothes are for sale after completing Miranda's mission: Cleaned out by
Creativity.

BOUTIQUE LILY
-----------------------.-----.--------.----------------------------------------
ITEM                   | CHP | PRICE  | TYPE
-----------------------+-----+--------+----------------------------------------
ARES) Water II         |  8  |   9600 | Vashyron Boots (A)
(Victory) Ring         |  8  |  12000 | Vashyron Boots (A)
(Ran-Jin) Hex          |  8  |   5300 | Vashyron Shirt (B)
(Lily) Death           |  8  |   5300 | Vashyron Shirt (B)
(Ran-Jin) Lock         |  8  |   5300 | Vashyron Shirt (B)
(SYS) Mesh             |  8  |  12000 | Zephyr Pans (A)
(Lily) Pumpkin         |  8  |   4200 | Zephyr Shirts (B)
(Gilles) Dental        |  8  |   4200 | Zephyr Shirts (B)
(PARAGON) Boy          |  8  |   6800 | Zephyr Shirts (B)
(PARAGON) Girl         |  8  |   6800 | Zephyr Shirts (B)
(PARAGON) Equalizer    |  8  |   6800 | Zephyr Shirts (B)
(Gilles) White         |  8  |   8900 | Zephyr Pants (B)
(Lily) Bitter          |  8  |   6400 | Zephyr Pants (B)
_______________________|_____|________|________________________________________



A R E N A
-------------------------------------------------------------------------------
Rank 24 to 35


R E D  H E X E S
-------------------------------------------------------------------------------
Location: Level 8 (Down to the right of the Waterless Bridge)
Reward  : [BEZEL SHARD]
Enemies : Mad Goliath Lv 73 x3

This is insanely hard for this stage of the game, and my best advice is to
leave this battle until Chapter 10, when you have much higher HP, gun levels,
and better equipment. In my first game I tried it many times and only managed
it at overall levels of between 65-70, in Chapter 10. I had improved my guns
and acquired some better equipment, including the Mighty Suit, which is only
available from the Arena Coin Exchange when you can earn Gold Coins, which
isn't until chapter 10, or from a mission in Chapter 9. (And even with the
Toxicity Shield AND the Mighty Suit they still got poisoned!) However, you can
find a Germproof Suit inside the Gran Idee Mines on Level 12 in chapter 8.
That's somewhere you won't explore until Chapter 14 for a mission, so it's not
going to be easy now as most enemies use poison attacks. The suit is found in
the final room after fighting a boss: in fact, another Mad Goliath, but only
one of them!)

This time I was determined to prove to myself (FAQ writer's honour at stake)
that it was possible to beat them in Chapter 8, even if it did get a bit messy!
(And without additional bezels or a Germproof Suit.)


--- The Set-Up ---
This is a deserted block battleground with three boxes in the middle and
it contains three very angry and very dangerous Goliaths in this small space.
(No where to run, nowhere to hide...) It's one of the toughest battles in the
game because you won't have the best accessories or high enough levels to deal
with them quickly. You cannot jump over them or run through them and their
sheer size is one problem. They use toxic missiles, making a long greenish
light that spits venom and hurts for around 300-600 points. It's not the power
of the attack, but the high likelihood of getting poisoned, that really hurts.


--- Preparation ---
Equip everyone with a Germ-Resistant Vest or Toxicity Padding and a Toxicity
Shield. It's hard to get all these accessories for everyone as they require
Sterile Plating as a component. Protective Padding is an alternative, and you
will have one Elemental Protector which adds a little more protection from
poison. Customise your guns to the fullest extent and acquire lots of HC and MC
double plus rounds. I found that MC Electrified + rounds gave me the best
result. AP (Armour Piercing) rounds is another possibility, if you still have
some left over from that mission a while back, and you can buy more at the
Arena with Copper and Silver Coins.

Overall levels might not be so important, although the higher you go the more
HP you'll have, and the chance to double wield weapons, but you need good
levels for your Machinegun especially. Ideally have as many bezels as you can
get for the hero gauge, and that means scouring the world map to obtain every
one.


--- Strategy ----
SAVE YOUR GAME FIRST!.

A. The Standing Still Strategy
Even with protection AND the Anti-Toxin item on everyone to cut down damage,
everyone is likely to get poisoned, so I wouldn't bother wasting a turn to use
the Anti-Toxin. This strategy is based on the MG user having the best
MG and the Magazine Case, one of them with both the First Aid Kit and grenades
(use Smash ones to break gauges) and the third running around firing dual HG.
The grenade user should stay on the central platform and that way there's a
good chance the Goliaths will group around that, and one of them might kill
another one: there's a better chance of this happening if that Goliath has
already suffered some scratch damage.

If someone gets poisoned heal them with Cure-All and then restore their HP with
Perfect Aid. It's not scratch damage they've suffered so scratch healing items
won't do anything. Do not use a tri-attack until there is only one of them
left, as there is a good chance you'll run into them. (The Hawk Eye can be a
handy accessory here, but again, that's not available until the next chapter as
a mission reward and also later from the Arena: it requires gold coins.) That's
the way I managed in one game, but there's an alternative, using tri-attacks,
if you're very careful with positioning.


B. The Tri-Attack Strategy
I made a tri-attack at the start of the battle by sending the MG and HG off to
the right of the room to make 2 RP. With a tri-attack the poison damage healed
up and a bonus shot added to the damage. Then, I moved them all away to the far
side of the room, and only Zephyr was left close to the Goliaths, though with
dangerously low HP. After he ran out of the way Leanne healed him with a
Perfect Aid. Following that I set up a second tri-attack and somehow (with the
help of gauge breaking grenades) I fully scratched that first Goliath and
killed him, but with only 3 bezels left.

However, after that it was downhill for the Goliaths, still running away from
them, using grenades and tri-attacks whenever I could manage 2 RP and I fully
scratched the second one with ease, using MC + rounds this time. Quick use of a
Perfect Aid took care of anyone (Zephyr had the worst protection) who got
poisoned. Ran out of bezels for the third and it took a while to kill having to
take pot shots until I got out of critical condition, but the Goliath stopped
attacking while going after bezel shards. This is when AP rounds are good
because you can breach its defences even without a hero action.

Anyhow this was my set-up:  levels: 49/46/46 with MG at 23, HG at 24 and
Grenades at 10. The Toxicity Shield and Heat Shield on Vashyron (MG),
Auto-Trigger and Elemental Protector on Zephyr (HG) and Toxicity Shield and
Barrier Padding on Leanne (Grenades and First Aid). Hero Gauge had 7 bezels:
but I could have done with more.

* MG:  PDW-XN.V2 with CS: 68, CA: 24%, RF: 81, BF: 72, MS: 29.
       Having low bullet focus and a high number of bullets meant that I was
       able to scratch two of them at once when they were standing close
       together.
* HG:  1191.45-Auto and LP-09: aggregrate: CS: 118, CA: 21%, RF: 51


Location: Level 9 (at the left on the way to Dakota Mines)
Reward  : [PERFECT AID]
Enemies : Safety Dwellest Lv 52 x3

This is a warehouse district battleground with a box in front of the starting
position, and a ramp leading up to a platform to the left. Two enemies are on
the ramp and the third is due left of the team up on the platform. These
enemies can poison with a blowgun attack as well as use grenades and jump and
crash on top of you. Target the one on the platform first and get everyone up
there where you can make a tri-attack. Then, it's just a matter of staying at a
distance and running around the next two.


D A N I E L ' S   D O L L S
-------------------------------------------------------------------------------
Buddy Bear
Must have completed all three quests for Burnell in previous chapters:
The Effort to Stand: Chapter 3
The Courage to Walk: Chapter 6
The Hope to Advance: Chapter 7

Speak with Kacy (the girl who was in the wheelchair) inside the Ebel City
Guild, and she'll give you the [BUDDY BEAR] doll.
Reward: [LUCKY CHARM x1] (from Daniel}



===============================================================================
C H A P T E R  0 9  -  The Sacred Sign .................................. *WC09
===============================================================================

C H A P T E R  O V E R V I E W
-------------------------------------------------------------------------------
By the end of Chapter 8 you should have 493 Hunter Points and you could have 8
bezels if you've found one on Level 11 and defeated the Goliaths in the red
hex battle. Levels are likely to be around 50, if you've done the minimum
required (not counting the Arena!)

There's a letter detailing the first mission with [ENERGY HEX 2 Yellow x3],
and [ENERGY HEX 4 Pink x3] enclosed. Check out the guild for the first three
missions: one for Lex on Level 2, one for Miranda at the Boutique and the third
for David at Albona on Level 10. Talk to Miranda to discover that she wants you
to go to Cranktown. Complete Lex's mission and you'll find the Hunter Rank
bonus of [METAL-COATED ROUNDS EX x30] and [FIRST AID S x5] inside the mailbox
at Sweet Home. Finish the second one involving his mother, and you can take on
the fifth mission which also requires a visit to Albona.

You could complete the story mission in Lucia before heading down to Level 10
as you'll need the Luxury Meat item that's dropped from an enemy there. But
make sure you've received the rank up bonus because you need those top class
Metal-Coated Rounds! Also, if you finish off Miranda's mission you'll obtain
the excellent Hawk Eye accessory which gives the user a chance to fully scratch
an enemy's body part. It's worth having this for the story mission.


T I P
-------------------------------------------------------------------------------
Obtain the Metal-Coated EX rounds for increasing Hunter Rank and don't use them
until you reach the boss of the story mission.


S T O R Y  M I S S I O N / S
-------------------------------------------------------------------------------
Lucia's Sacred Sign
-------------------------------------------------------------------------------
Client   : Antourion
Location : Level 2: Antourion's Manor
Reward   : None
Overview : I must have words with you at my manor in Chandelier. The great
           tragedy of Lucia... I have something to ask of you, the sole
           survivor.

Rainy Bridge is blocked and you'll face five gangster before accessing the Core
Lift 1 to visit Antourion.

.-------------------------------.
| Hooded Gangster STG Lv 19 x2  | These 5 gangsters are ranged across the
| Hooded Gangster MG Lv 19 x3   | road with the two STG ones at the sides. It
--------------------------------- doesn't matter which ones you attack first,
but the STG have the more powerful gun attacks, and the MGs will throw grenades
that can inflict over 600 points of damage, so it's not a walkover. If you do a
hero jump down to the far corners and make a 2 Resonance Point tri-attack you
can avoid too much damage as well as healing any. This should kill two of them
quickly, especially if you use Hollow Point rounds (incendiary is a good
choice). Some of them also have gauges to break, so grenades are good too.

Take the Core Lift up to Level 3 and then the first elevator up to Level 2. You
will probably have to clear a path to Antourion's Manor and use a single pink
Energy Hex to open up the location. Go inside for a scene and that completes
this initial mission. There's nothing to find inside the manor but there is a
[CURE KIT x1] around the back of the first right pillar in the entrance
hallway.


-------------------------------------------------------------------------------
Search for the Sacred Sign
-------------------------------------------------------------------------------
Client   : Antourion
Location : Level 2: Antourion's Manor
Reward   : 30 Hunter Points, 35000 Rubies
Overview : Search for a sacred sign thought to be in Lucia on Level 6.

Details of this mission are added after visiting Antourion, and yes, it's yet
another visit to Lucia. Take the elevator from Level 4 to Level 6, and you'll
find that there are four roadblocks preventing access to Lucia. You only have
to remove one of them and the areas are not sealed and all contain the same
enemies. The left, right and second from the right hexes are Back Alley
locations and the one second to the left is a Closed Road, with two bunkers,
which might be the easiest one if you want some shelter.


.---------------------------.
| Chunky Gangster Lv 38 x3  | This is a Back Alley area with no bunkers, and
| Junk Mimic Lv 20 x3       | all the enemies are grouped in the middle. Yes,
----------------------------- it's always a good plan to carry grenades! Go for
the gangsters first as they have stronger attacks, and the mimics need their
double outer shell blown off before you can kill them. One or more of the
gangsters might have three or four gauges to break.


.-------.
| LUCIA |
---------
Enter Lucia and you can make a save at the Abandoned Energy Station before
entering Downtown. Enemies have changed significantly and you should equip
accessories that give some protection from electrical damage. If you don't have
Bolt Shields, then use the Mighty Suit or Elemental Protector instead, and this
is a good option since you also need fire protection. You could connect the
Level 4 terminal that boosts item drop rates to Lucia. (See the detailed
description in the mission: "Feel Better, Kitty Dog!") You will be familiar
with the layout of the dungeon as it's the same as on your previous two
visits. Any treasure you didn't pick up before will still be here.


-----------------
Random Encounters
-----------------
Enemies: Leader - Mask Raider MG Lv 37
         Wrecking Baller Lv 29 x2
         Mask Raider Lv 30 x2

Mask Raider can use a grenade that inflicts shock.

Enemies: Leader - Wrecking Baller Lv 35
         Wrecking Baller Lv 29 x3
         Mask Raider Lv 30

Obtain Luxury Meat from the leader Wrecking Baller for the Kitty Dog mission.
These enemies have an outer shell that can easily be broken with a Handgun.
revealing the inner gollum type enemy. Sometimes the ballers will do the
job for you, blowing up their outer casing.


--------
Downtown
--------
Room 1 - Turquoise
Enemies: Wrecking Baller Lv 29 x3
         Fullmetal Gear Lv 62 x1

This is a small room and it's easy to get stuck if your run is too long. Adjust
the cursor accordingly and use the sides and corners of the area. There's a
mine in the middle of the room that you can blow up to damage all enemies at
once. Target the gear first as it can inflict a fair amount of damage with its
guns.


Room 2 - Pink
Enemies: Fullmetal Gear Lv 62 x2
         Mask Raider Lv 30 x2

This room has two drum cans and the two Raiders are behind a bunker. The safest
way is to take out the Gear in the left corner first, and then target the drums
and the middle Gear (although blowing up the drums doesn't do that much damage
to the Gear). This means that you can benefit from the shelter that the left
bunker offers. All enemies can attack with multiple gunfire and inflict
considerable damage if they target one person. Use Metal-Coated rounds on the
machines and Hollow-Pointed on the humans, though you know all that by now!


Room 3 - Yellow
Enemies: Fullmetal Gear LV 62 x2
         Mask Raider MG Lv 30 x3/Wrecking Baller x4

Use the L shaped bunkers for protection. Again it's a small area so it's tough
to do tri-attacks without running into something. Go for the gears first. You
should be able to set up a 2 RP tri-attack while killing the first one, and
then dispatch the second. The Raiders use an electrical attack as well as
electrical grenades so you will need that Bolt protection. However, you might
be facing Wrecking Ballers instead, as the enemies seem to vary a bit.


Room 4 - Blue
Enemies: Tar Armor Lv 60 x2.

Brings back fond memories of your first visit here, only this time there are
two Tar Armors and they are in the large room with the central platform. These
two tough guys throw a ball of flame which hurts for around 700-800 points, and
is why you needed some fire protection. It's pretty easy to make full use of
the space to take them down fast. Avoid attacks by jumping up on the platform
after taking out the first one. They both have some gauges that must be broken.
Obviously, boosted rounds, especially ice, would be good, but with a Machinegun
level of 25 or so you won't have any difficulties. In fact, you might want to
take your time and try and scratch their body parts to get the items they drop.
(The Tar Armor drops the Scrapped Eater TAR2 and Sterile Plating. The TAR2 is
required for a later mission so you could attempt to obtain this now, and
Sterile Plating is the component for all Toxic accessories.) There is an oil
tank in the area but there's no need to bother about that.


Room 5 - Red
Enemies: Screw-Top Lv 42 x3

This is fun. The room where you met the Tar Armor on the first visit now has
three Screw-Tops: one is to the left, another up on the platform and the third
in the top left corner. One time I went for the one at the left first and then
the one down the room, and another time, took out the one on the platform
first. Any way works! If you send someone near the left box you can lure them
there and blow up the drums to inflict a gauge break and some damage.
Tri-Attack as often as you can. If you are positioned correctly they can even
hit each other. With their weapons still intact they can hurt you for around
1000 points, but without it, the damage is less then half that. After
destroying their outer shielding they lose the weapon and are vulnerable from
the back.


Room 6 - Green (Dead end - Optional)
If you go into the green room you'll have to return to the red room for a
rematch with the Screw-Tops. (You might want to do this to garner more parts
from them, but it's safer to leave and save and then return to the red room to
fight them again.)


------------------------
Abandoned Energy Station
------------------------
Exit the red room through the white opening, and this takes you to the other
side of Lucia Downtown where there's an Abandoned Energy Station. You have the
opportunity to change equipment, and you need Toxic Shields, the First Aid Kit,
the Magazine Case and Grenades Box. Equip the Hawk Eye accessory to the MG user
and this allows them to fully scratch a body part: if it triggers.


-------
Parkway
-------
Enter the Parkway to meet a tank boss.

BOSS (Sealed Room)
Enemies: Leader - Jalopy Golem Lv 74 x1
         Fullmetal Gear Lv 62 x2
Reward: [BEZEL SHARD x1]
Gold Box: [ESCAPE HEX x1]
Gold Box: [MULTI-AID R-EX x1]
Gold Box: [MULTI-AID R-EX x1]

.----------------------------------------------------------------------------.
| J A L O P Y  G O L E M  -  B O S S                                         |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 74    | HP: 9500    | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Large Organism      | Main Body |  30% Hard | None      | None      |
|----------------------------| Part 1    | 100% Hard | None      | Physical  |
| Drops: Unknown Material G  | Part 2    |  50% Hard | None      | None      |
|        Scrap Zinc          | Part 3    |  50% Hard | None      | None      |
|        Scrapped Vulcan GG  | Part 4    | 100% Hard | None      | None      |
|                            | Part 5    | 100% Hard | None      | None      |
|____________________________|___________|___________|___________|___________|

The area is large, and the enemies are at ground level with the team up on a
large raised area that has a bunker to the right and left. There are two ramps
leading down to the enemies, and two boxes to the left, with one to the right
of the boss. If you kill one of the gears it will return, so all effort should
be focussed on the Golem, although you can use them to regain bezels if you
need them.

The Golem fires off three rockets each of which hurts for around 500-600 points
of damage. He also has a breath attack that inflicts poison if you get too
close to him, and a machine gun fire attack that also is very damaging. The
good thing is that the Golem is very slow moving, and it rolls around on
wheels, taking time to change direction. But the gears are quick and will run
up to the platform and attack with guns for around 600-800 damage in total.
With all this potential for damage you might need to heal quite often.

However, there's an easy way to win. Hero run and jump the MG to one of the
boxes. (Get the target arrow on it and they will end up there, although you'll
need a second turn to reach it, or just walk forwards until you can see it and
extend the line to it.) Now, hero jump with the MG off the box and either to
the box at the far side of the room, or up to platform, behind one of the
bunkers. Then, go back again to the box. Each time you're firing with those
Metal-Coated EX rounds you obtained for increasing Hunter's Rank. (Or the best
rounds you've got!) Do the same with one of the HG users and have them throw
Smash Grenades to break the bosses 5 gauges and probably stun him as well. I
equipped the grenade thrower with the First Aid kit as well, so they could take
a turn out to heal if anyone suffered from more than 2000 scratch damage.

The third person can interweave with the other two, using the boxes and bunkers
and destroying the scratched body parts. You might be able to make a
tri-attack, but it's not essential. Just keep up this pattern of jumping up
onto the platform and back down, always moving somewhere that's safe and
protected. This way you can prevent the boss from getting in a rocket
attack. NEVER allow it get close or it can smash someone to bits.

After the battle (and a scene) you'll be inside a green room with nothing
there. Go back to the red room where you fought the boss and open three Gold
Boxes. (Two of them are hidden in the corners at the right and left of the
centre box: walk up the sides of the platform to find them.)

You can use the Escape Hex now to leave Lucia, or exit this room and save again
first, at the Abandoned Energy Station. (Just enter any battle in the area or
re-enter the Parkway to use the Escape Hex.) Don't leave until you've sure you
have LUXURY MEAT! The Wrecking Baller enemies appear in all the random
encounters. You could also head back into Downtown to fight the Screw-Tops and
Tar Armor enemies again.

Return to Ebel City base for another scene, and it's the end of this chapter.



G U I L D  M I S S I O N S
-------------------------------------------------------------------------------
Lady in the Red ("Fetch" mission)
-------------------------------------------------------------------------------
Client   : Mirands
Location : Level 4: Ebel City (Clothes Shop)
Reward   : 10 Hunter Points, 2000 Rubies, Hawk Eye.
Overview : "Ugh, I'm in a fix. Deliveries of materials have been so awfully
           slow. I don't have enough materials to make new clothes. Could I ask
           you guys to play courier for me? Can you get the materials directly
           from Darrel down in Cranktown?

Darrel is found standing in front of the shops, and will give you a [STEAMER
TRUNK x1]  You can sell this for 15000 Rubies if you don't want to complete the
mission, as the Hawk Eye can be bought at the arena, but only once you have
access to Gold Coins which won't be until the next chapter.

The only drawback to completing this mission is that you've got to defeat
enemies in the hexes that are blocking the way to Cranktown. There are three
roadblocks to remove, all with similar enemies who drop long turquoise and
three pronged blue hexes as well as yellow ones.


.---------------------------.
| Shady Thug MG Lv 16 x2    | This is Tundra terrain with bunkers to the left
| Chunky Gangster Lv 38 x 4 | and right of the team, and the enemies are
----------------------------- standing in a line across the area. There's a bit
of a gap to the left of the furthest left one so that might be a good place to
run to and set up a tri-attack. If you keep behind the bunkers you can stay
shielded from some of their grenade and long range attacks. Use Molotovs and
Incendiary Hollow Point rounds on them: they will heal light scratch damage
fairly quickly. Come out into the open to make tri-attacks after you've got rid
of a couple of them.


.---------------------------.
| Shady Thug MG Lv 16 x3    | This is the same, only with more enemies!
| Chunky Gangster Lv 38 x 4 | It's better to run to the right this time and do
| Shady Thug STG x1         | the same kind of thing, staying behind the
----------------------------- bunkers to begin with, but still making hero runs
and jumps and tri-attacks. Some enemies will move forwards and you can target
them, while the rest will stay more or less in their starting positions. When
they start to come forwards to the bunkers, either use grenades on them or
start running away from the bunkers to generate longer hero actions and better
charges on your guns. Watch out for your bezels, and some of them need to have
their gauges broken which can take a bit of doing.


.---------------------------.
| Shady Thug MG Lv 16 x3    | The third battle is a carbon copy of the second.
| Chunky Gangster Lv 38 x 4 | I went for a full onslaught this time, not
| Shady Thug STG x1         | bothering to shelter behind the bunkers and it
----------------------------- was more effective, using longer runs and
repeated tri-attacks.


Talk to Darrel to obtain the item and return to Ebel City to give it to Miranda
for the reward and to complete the mission. With an Energy Station on Level 7
and all hexes cleared you can warp directly back home. After this, Boutique
Lily will sell a few more clothes.


-------------------------------------------------------------------------------
Authentic Cuisine ("Fetch" mission)
-------------------------------------------------------------------------------
Client   : Lex
Location : Level 2: Barbarella's Manor
Reward   : 8 Hunter Points, 3000 Rubies, Mighty Suit
Overview : "I want my ma--she lives out in the countryside--to have a taste of
           real gourmet cuisine. Won't someone take this ultra-first-class,
           mega-pricey fish to her? I put my all into preparing it."

Visit Lex at the same time as starting the story mission. He's waiting for you
inside the entrance to the Manor. Accept the item: [LEX'S HAUTE CUISINE x1] and
return to Ebel City to find Rose. She's the plump woman who hangs around the
street outside the Guild during the day. At night she's found at the junction
at the top of the street from the Guild, usually in the left corner. Give her
the item and that's it: an easy mission with an excellent reward! Go back
inside the Guild immediately to find another mission from Rose.


-------------------------------------------------------------------------------
A Letter to My Girl ("Fetch" mission)
-------------------------------------------------------------------------------
Client   : David
Location : Level 10: Albona (near the shops)
Reward   : 5 Hunter Points, 5000 Rubies, Toxic Rounds + x20
Overview : "If it's not a nuisance, can you run an errand for me? Deliver this
           letter to a girl on Level 9. Her name's Joanne."

David is waiting at the entrance to Angus Street near the soup kitchen, and
wants you to deliver a letter to a girl on Level 9. Accept the [LETTER
OF LONGING x1] and take it to Joanne who is found at Core Lift 3 entrance on
Level 9 standing at the left. That complete the mission.


-------------------------------------------------------------------------------
Serious Advice ("Fetch" mission) (complete Authentic Cuisine first)
-------------------------------------------------------------------------------
Client   : Rose
Location : Level 4: Ebel City (Outside the Guild)
Reward   : 8 Hunter Points, 5000 Rubies, MG Magazine +12
Overview : "My dingbat son cooks for Cardinal Barbarella. Well, he's developing
           a swelled head and losing sight of what's really important in
           cooking. I wrote him some serious advice to set him straight. I need
           you to deliver it to him now! "

After completing the mission for Lex, this will be posted on the bulletin
board. Talk to Rose and accept the [DELUXE RECIPE x1], and all you have to do
is to deliver this to Lex back on Level 2, at Barbarella's Manor.


-------------------------------------------------------------------------------
Feel Better, Kitty Dog! ("Fetch" mission) (complete two other missions first)
-------------------------------------------------------------------------------
Client   : Sarah
Location : Level 10: Albona
Reward   : 3 Hunter Points, 500 Rubies, (Perfect Aid - shown as ???)
Overview : "Could somebody please bring me some tasty meat that will make Kitty
           Dog feel better? Thank you!"

Sarah is found only during daylight hours, and is standing next to a barrel to
the left of the bulletin board in Albona You need to complete two other
missions first though, before this one appears at a Guild's board. Obtain the
item first and you can complete the mission in one visit.

For this mission you need one Luxury Meat. You might have one already, but if
not, they are dropped from these enemies in locations accessible at this point
in the game. The best bet is to obtain the item from the Wrecking Baller during
the story mission to Lucia.

* Wrecking Baller (Level 6, Lucia)
* Golden Mimic (Level 11, Rock Crushing Site and Closed Road)
               (Level 12, Closed Road)


-------------------------------------------------
Lucia, Level 6: Random Encounter Wrecking Ballers
-------------------------------------------------
Wrecking Ballers are the enemies that drop Luxury Meat, but it's a rare drop.
These enemies will appear in random encounters when you enter Lucia (along with
Mask Raiders). I had thought that maybe it was hard to get because it was
dropped from their outer shell, and that was often destroyed by them stepping
on a mine. However, that's not the case. It's just that it is a rare drop.

If you received the doll from Kacy (the wheelchair girl) and gave it to Daniel,
(the shopkeeper in Ebel City) then you will have the Lucky Charm accessory.
Equip this to whoever is using the Handgun and, when they deliver the killing
blow, there's a better chance of getting this rare item. You could also
link the terminal on Level 4 through the elevator to this floor to boost item
drops even more.

You should have plenty of turquoise straight hexes by now and can connect up
the terminal on Level 4 that boosts item drop rates, (the one near the Hughes
Power Station) through the elevator to level 6, and thence to Lucia. You won't
see the colour when you go to Level 6, but just use that hex from the elevator
and check the effect, and it will show "Item Drop Rate x 1.5". You will
deactivate any other terminal you already had connected (such as the one that
reduces enemy encounter rates) but that doesn't matter, in fact it's a good
thing when you're farming for meat!

I got the item on my first attempt with the Lucky Charm equipped when killing
the leader. (But then, I didn't get another one for ages after that...) I guess
that the enemy having higher levels helps boost the chance of it dropping a
rare item too. Keep trying until you obtain one, because that's all you need
for the mission.

To summarise: equip the Lucky Charm to the HG and kill the Wrecking Baller
leader.


-----------------
Feeding Kitty Dog
-----------------
After completing the quest "Feel Better, Kitty Dog!" you can continue to feed
Sarah's dog. Use Luxury or Quality meats until it's full and won't take any
more. After she thanks you, leave the town and return and she will give you the
doll: Witchy Mama... and Kitty Dog will be revealed!


S H O P S
-------------------------------------------------------------------------------
There's nothing new at the shop in Ebel City and the Travelling Merchant can be
found at the Tower of the Righteous on Level 9.

At the start of the chapter you'll find some new items for Leanne, and a few
more are added after completing the "Lady in the Red" mission.


BOUTIQUE LILY
-----------------------.-----.--------.----------------------------------------
ITEM                   | CHP | PRICE  | TYPE
-----------------------+-----+--------+----------------------------------------
(Lily) Witch           |  9  |   4200 | Leanne Shirt (B)
(Lily) Treasure        |  9  |   5100 | Leanne Shirt (B)
(Gilles) Flower        |  9  |   5100 | Leanne Shirt (B)
-----------------------+-----+--------+----------------------------------------
(Soleil) Savannah      |  9  |  14000 | Leanne Coat (A)
(SYS) Clear            |  9  |  10000 | Vashyron Pants (A)
(PARAGON) Equalizer    |  9  |   7200 | Vashyron Shirt (B)
The Ninja              |  9  |  21000 | Zephyr Pants (A)
(Victory) Love Me      |  9  |   7500 | Zephyr Shirt (B)
_______________________|_____|________|________________________________________


A R E N A
-------------------------------------------------------------------------------
Rank 36 to 40


R E D  H E X E S
-------------------------------------------------------------------------------
Location: Level 6 (behind Patertopolis)
Reward  : [BEZEL SHARD]
Enemies : Leader: Screw-Top Lv 52
          Sprocket Juggernaut Lv 57 x2

The location is a Back Alley which means no shelter. All these enemies are
machines so Metal-Coated Rounds are the bullets of choice, but the Juggernaut
is also weak to electricity so add to their pain by equipping MC Electrified
Rounds. You might as well kill all the enemies for the useful drops. The big
guy can wallop you for around 1200 points of damage, and the other two will
fire guns or hit you if they are close enough. Start by targeting one of the
juggernauts with the MG and run and jump to fully scratch it, and end the run
at one side of the room, followed by the HG running to the other side and
killing that enemy. With 2 RP, start a tri-attack on the Screw-Top and damage
it but don't kill it, switching targets mid run, to the second Juggernaut.
Finish that one off (the Juggernaut is likely to get slowed down by the
electric bullets) and then set up another tri-attack to kill it. Use runs to
target the body parts and you'll probably get lots of bonus shots too. It may
have around 5 gauges to break.

NOTE: Screw-Top drops the valuable Scrapped Hammer SH2 that is a component for
making the Long Expander Barrel.


Location: Level 11 (Near the elevator, this section of Level 11 is accessed
                    from the Elevator on Level 10 down the narrow path)
Reward  : [PERFECT AID]
Enemies : Leader - Fullmetal Gear Lv 77
          Sprocket Juggernaut Lv 57

This is a Scrapyard location which makes things more awkward than usual. One
Juggernaut is facing the team with its back to the far wall, and the other two
enemies are to the right, further along the path. Use Metal-Coated Rounds, of
course, and electrified is even better. One strategy is to wait and let the
enemies move towards you, just firing at the visible one and maybe moving (not
using a hero action) to lure it closer to the oil drums at the left.

When the others begin to get closer, start to make hero runs to the right,
keeping behind the first wall. You can make a tri-attack in this space, killing
one enemy and a second too, depending on whether you've got the best rounds
equipped. Use grenades when the other two enemies approach and you will hurt
them both. After this, hero run and jump over the wall to take down the leader.
Be careful, as it has a much more powerful gun attack than the other two
machines, and can kick too! It will also need some gauge breaking action.



D A N I E L ' S   D O L L S
-------------------------------------------------------------------------------
Witchy Mama
Leave Albona after the mission to feed Kitty Dog, and return to speak to Sarah
again. She'll tell you that Kitty Dog is feeling so much better he could eat a
whole lot more than before. You have the option to feed him whatever meat you
might be carrying: Frozen Ribeye, Quality Meat or Luxury Meat, although
you can only feed him one piece at a time. You don't have to do this all at
once and can feed it, leave, and return for more kitty dog lunch-times. You
don't have to do this in this chapter: any time you have enough top quality
meat! These are the enemies' primary locations, not including those at the
Arena.

* Quality Meat
  Bazooka Dwellest: Level 11 Rock Crushing Site
  Chilly Dog: Level 7 Tundra
  Dwellest: Level 4 Hughes Power Station
  Frag Dwellest: Level 7 Deserted Block, Level 8 Freud Remnants
  Gang Hound: Level 8 Freud Remnants
  Hot Dog: Level 10 Scrapyard
  Junk Mimic: Level 4 Closed Road
  Poison Gremlin: Level 12 Gran Idee Mines
  Prop Dweller: Level 4 Closed Road
  Rocketfoot: Level 9 Warehouse District
  Safety Dwellest: Level 12 Gran Idee Mines
  Snow Gremlin: Level 7 Tundra
  Torch Gremlin: Level 11 Rock Crushing Site
  Treasure Mimic: Level 4 and 6 Closed Road
  Walker: Level 7 Silver Canyon

* Luxury Meat
  Assault Wolf: Level 1 Aetersyl
  Chummy Gremlin: Level 12 Rock Crushing Site
  Demolition Walker: Level 1 Aetersyl
  Dragon Dwellest: Level 12 Neverland
  Golden Mimic: Level 11 Rock Crushing Site, Level 11 and 12 Closed Road
  Never Walker: Level 12 Neverland
  Wrecking Baller: Level 6 Lucia

* Frozen Ribeye
  Yeti: Silver Canyon Refridgia

Feed him 7 Quality Meat and she will change her comments, seems he's getting
fuller, but not quite full. Keep feeding him, one piece at a time. It took 12
Quality Meat and one Ribeye. If you have Luxury Meat it will take less than
that. Leave town again when she says he can't eat another bite, turn around,
and go back inside Albona. Speak to her once more and she will give you [WITCHY
MAMA x1] a doll for Daniel.
Reward: [EXP TRAINER x1] (from Daniel}



===============================================================================
C H A P T E R  1 0  -  The Seminary ..................................... *WC10
===============================================================================

C H A P T E R  O V E R V I E W
-------------------------------------------------------------------------------
At the start of this chapter you will have 557 Hunter Points and 8 Bezels if
you've completed the red hex battles and found a few on the higher levels.
Character levels are likely to around 50 if you've done the minimum required.
(Just a note about levels: in this game I've not tried to increase levels, as I
wanted to see what's possible with better strategies and equipment. In my first
game characters were around Level 65 at the start of this chapter.)

At the start of the chapter you'll receive: [ENERGY HEX 2 Yellow x3] and
Zephyr has left the team. Adjust equipment for Leanne and Vashyron before
leaving town. Although you can obtain the details for the first three
missions, they all involve some serious combat, so it's best to get Zephyr back
in the team before starting with any of them. Scrap anything useful and make
sure to stock up on special ammo and grenades if you're running low on
anything. Hollow-Point and Metal-Coated rounds are advisable while you only
have two people fighting. Complete the single story mission and Zephyr will
re-join the team after you return to Sweet Home. After that, do the Rebel
Suppression mission on Level 6 and return to Ebel City to pick up Pater's
mission. After reporting back for this mission you will find the last mission
at the Guild. Before setting out for Cranktown, the Silver Canyon and Level 8,
buy some Smash Grenades at the Arena.

Complete all missions and you'll have 603 hunter points. Find the Hunter's Rank
reward of [FLAMEPROOF SUIT x1] and MULTI-AID R-S x3] inside the mailbox outside
Sweet Home before starting the next chapter. Make sure to save your game when
prompted, because you won't be able to save at the start of the next chapter.


T I P
-------------------------------------------------------------------------------
With a spare purple energy hex (easily obtained from Patertopolis or the area
around it) you could finish off covering all the hexes for Level 3 and place an
Energy Station there to save the hassle of having to use the Core Lift 1 to
return from visits to the Cardinals. Later chapters will involve you fighting
on the higher levels so it won't be wasted.

By the end of this chapter, if not before, you will have sufficient energy
hexes to uncover all the Bezel Shard hexes on Level 12B, giving you a Hero
Gauge with 10 full bezels.


S T O R Y  M I S S I O N / S
-------------------------------------------------------------------------------
Crank Seminary
-------------------------------------------------------------------------------
Client   : None
Location : None
Reward   : 5 Hunter Points
Overview : Head for Crank Seminary on Level 7

There is a yellow roadblock across Rainy Bridge, another one on Level 6 and a
third on Level 7. Prepare with protection from Bolt and equip someone with
First Aid Kit (or Grenades) and the other with the Magazine Case. You'll obtain
lots of those nice turquoise straight hexes after these battles.


.--------------------------.
| Mask Raider MG Lv 30 x1  | This looks as if it should be a simple battle, but
| Mask Raider Lv 30 x2     | it's not at all. You're in a small space and
---------------------------- cannot make tri-attacks to heal up from their
damaging gunfire. If you find that bezels are running low then it might be
better to stand still to attack them. (Fortunately you can run away from this
battle, and change equipment if you run into trouble.) They use shock grenades
that will slow down charge speed by a lot, and they might have gauges to break
before you can fully scratch them so you will need to hero jump with the HG to
try and break the gauge, or use grenades on them. It varies a bit though, and
you might find that it's easy to take them out quickly, especially with
Hollow-Point + rounds and the Hawk Eye equipped to the MG.

Take the elevator down to Level 6, and there's another roadblock in
front of the Core Lift 2.


.--------------------------
| Mask Raider MG Lv 30 x3  | It's the same enemies, but double the number of
| Mask Raider Lv 30 x3     | them, although this time there are two bunkers for
---------------------------- some shelter and the room is much bigger. It's
best to go on the offensive from the start and try and kill one with the first
two turns. Start by running up to the top corner with your MG (who will get
some damage but not too much), targeting the closest enemy and making sure to
get the gun fully charged with a jump before firing. Then, run the HG to behind
a bunker whilst firing to kill that first enemy (assuming you've fully
scratched him). Run and jump the MG back to behind the bunkers on their next
turn, and attack again with the HG, still from behind the bunkers. After this
it depends on where the enemies are.

A couple of them might be close to the bunkers anyway and you're not going to
get much shelter from them, so use the full width and length of the room,
running to stay at a distance from the remaining enemies. If they are still at
a distance then move the MG to shelter behind a bunker and fire off at the
closest enemy, but don't stay there if the enemy is close to the bunker as they
can fire directly through it, just the same as you! If they are still a way
back, then it is possible to pick them off one by one just running back and
forth from one side of the room to the other, staying behind the bunkers. Use
grenades if they bunch together, and you might need to heal scratch damage.

(Hold on for a valedictory speech from Vashyron after this battle: don't click
too fast or you'll miss it!)

Take the Core Lift 2 down to Level 7 (and chat to the people you meet on the
way who fill in some of the background to the story). The third roadblock is in
the middle of the road to Cranktown on Level 7.


.--------------------------.
| Fullmetal Gear Lv 62 x2  | This is much easier to deal with: it's Tundra
| Snow Gremlin Lv 15 x1    | terrain with two bunkers and only three enemies.
---------------------------- Go for the gremlin first to get him out of the
way, and then keep running back and forth to the bunkers. With Metal-Coated
rounds and a fully charged gun after a run and jump, you should be able to
fully scratch a machine on one turn.


Visit the seminary for a scene and that's mission complete. No monsters, beyond
memories. You can talk to Pamela at the entrance, but there's nothing to find
inside. Return to Sweet Home base and after another scene it's the end of the
chapter. When asked to advance to the next chapter say No, and do the rest of
the missions and red hex enemies now you've got Zephyr back.


G U I L D  M I S S I O N S
-------------------------------------------------------------------------------
Rebel Suppression 4 (Combat Mission)
-------------------------------------------------------------------------------
Client   : The Cardinals
Location : Patertopolis
Reward   : 10 Hunter Points, 10000 Rubies, Hand Grenade ++ x20
Overview : We have obtained intelligence that the rebels are preparing to
           launch acts of sabotage in the vicinity of Patertopolis on Level 6.
           All hunters within the area are to cooperate in the eradication of
           the saboteurs.

There are four red hexes next to the terminal near Patertopolis. The first one
has 11 enemies and no bunkers, and it's not a good idea to do this with just
Leanne and Vashyron. They drop the straight turquoise hexes, blue three corned
ones. and yellow hexes. If you have connected terminals from Level 4 or the
terminal on this level you can make sure that these battle hexes are activated
for the effects you want: getting more experience for these battles makes them
less painful. The rooms are not sealed and you can run from these battles if
you're having difficulties, and they are all the same, so once you've defeated
one group the rest is straightforward, if a bit tedious. Don't bother using
special rounds as it's a bit of a waste on so many enemies.


.--------------------------.
| Shady Thug STG Lv 16 x3  |
| Shady Thug MG Lv 16 x3   |
| Chunky Gangster Lv 38 x5 |
----------------------------

There are no bunkers to hide behind and a lot of enemies to defeat. It is
possible with just two allies if you're careful and take out the lower level
enemies with one turn each, and keep running to the corners of the area.
Grenades help too, especially electrical, to slow them down. Have the MG user
equipped with two guns to help in getting each enemy fully scratched. With
three of you it's simple, using tri-attacks, and you could even have two MG
users for these battles if you do it with all three. The enemies all have long
range gun attacks and throw grenades, and some might have two, three or even
four gauges to break.

Fight and win all four battles and that's the mission complete. (Hang on to the
Hand Grenades because you might need them at the start of the next chapter.)


-------------------------------------------------------------------------------
A Job Too Big (Combat Mission)
-------------------------------------------------------------------------------
Client   : David
Location : Albona, Level 10
Reward   : 10 Hunter Points, 7500 Rubies, MC Sub-Zero Rounds + x25
Overview : "I accepted an extermination job, but I'm outclassed. But walking
           away from the job's not in the cards. I'm not putting a dent in my
           good name and reputation! So, could I get you to take down the
           Piledriver Giant that appeared around the Freud Remnants on Level
           8."

Take the elevator to Level 6 and the Core Lift 2 to Level 7. Ride the elevator
down to Level 8 and you'll see four red hexes close to the Freud Remnants. You
don't have to talk to David before defeating the enemies, but if you prefer to
do so, he's the first man when you enter the left hex of Albona, near the
shops. He wants you to take out Piledriver Giants that are blocking the way to
the Freud Remnants.

The Piledriver might drop a rare Crystal Core. You'll notice that he has an
outer ring of protection and inside this is a small section at the front: and
that's the Crystal Core part. If you want this item it might be best to equip
the Lucky Charm. You can also activate the Mega Luck terminal on Level 8 (which
means covering 50 hexes for it to activate). But, it's at the far side of the
level, and getting enough coloured hexes to reach the red hexes might be
difficult. You'll need a minimum of 13 green L shaped hexes, and to place a
green Energy Station on a thoroughfare, which requires another 5 hexes to
obtain one from the guild at Ebel City or Cranktown. Harvest more green hexes
from the Shady Thugs in the Tundra battlegrounds on Level 7.

The most efficient way to connect the terminal to the red hexes near the Freud
Remnants is to put the Energy Station on the second hex of the safe path from
the elevator: it's the hex just one removed from the Waterless Bridge. You can
fit two green hexes to the left of this one to connect to the Terminal. You
have to make the connection along the wider section of the level because using
the narrow path route will activate a second terminal. You really need an
Energy Station on this level anyway, so you can rest and heal in between these
battles.

The red hexes are blocking the route from both directions (on Level 8). The
narrow path has one red hex with a Piledriver Giant and 2 Frag Dwellests, and
the three only have 1 Dwellest. The left hex is a Closed Road battleground with
no bunkers and the other three are Deserted Blocks with a central box platform
and one bunker.


Group 1 - Single Red Hex (Closed Road - no bunkers)
Enemies: Leader - Piledriver Giant Lv 90
         Frag Dwellest Lv 35 x2

The Giant has no weaknesses and is resistant to physical attack so you'll need
to use your best rounds and maybe grenades too. Hero run the MG to the top
corner of the room and attack one of the Dwellests first (use Toxic rounds and
if you fully scratch him he will lose all his HP when he moves). Do the same
with an HG running to the opposite corner and then start a tri-attack with the
MG and kill the second Dwellest. It's unlikely that that Giant will have
managed even one attack by this point, and with your tri-attack the HG should
be able to stun him. Now it's the turn of the MG again, so change rounds to
something stronger. You'll see that the Giant is vulnerable from behind so try
and target his back if you can. The HG can use Smash grenades to stun him again
and break his gauges, although he might get a turn at this point if you don't
do that. One shot from his gun does around 2500 points of damage. With the next
HG attack run, don't jump, to get a bonus shot (and another Resonance Point)
and he won't get a turn. With 2 RP, make another tri-attack which should help
to heal any damage.

Carry on attacking, running to wherever he's not facing and with fully charged
HG attacks or Smash grenades, you will be able to stun him again, break his
gauges and prevent him from attacking. Be careful not to run into him, and set
up another 2 RP tri-attack. If it looks as if he might get a turn, just do a
running attack for a bonus shot and he'll end up on the ground, and you can
scratch his body parts more effectively. That should do it!

NOTE even with the Lucky Charm and double the rare item drop rate I had a hard
time obtaining this item: and with the Giant fully scratched...and with the
outer parts smashed exposing that inner part.


Group 2/3/4 - Deserted Block
Enemies: Leader - Piledriver Giant Lv 90
         Frag Dwellest Lv 36 x1

This battleground has a central box platform with one bunker to the left. The
Dwellest is to the right and the Giant standing behind the boxes. Hero run and
jump the MG to the middle of the right wall and target the Dwellest. Send the
HG running and jumping out to the left (making the line between the bunker and
boxes so it's clear for a tri-attack) and then do a tri-attack with 2 RP
starting with the MG. After that, it's the same basic strategy as before.

You don't have to report back after completing this mission.


-------------------------------------------------------------------------------
Chicken Gruel for the Soul ("Fetch" Mission)
-------------------------------------------------------------------------------
Client   : Barbarella
Location : Level 2: Barbarella's Manor
Reward   : 8 Hunter Points, 1000 Rubies, Perfect Aid
Overview : "There's been a cold bug going around in Chandelier. I'm running out
           of the medicine I had prepared before. Won't a kindly hunter help
           bring some more? I await in my manor, of course."


Take the Core Lift 1 up to Level 3 and then the elevator to Level 2. Barbarella
wants you to go to Silver Canyon and find a Medicine Chest. Speak to her
servant and he tells you that the item is found inside the Chemist's Closet.
(I'm so glad I don't have to go to so much trouble to buy aspirin.) Take the
elevator from Level 4 to Level 6, and the Core Lift 2 to Level 7, and thence to
the Silver Canyon.

.---------------.
| SILVER CANYON |
-----------------
You should know the drill here by now, (equip Ice protection) and you can hero
run through the rooms attacking enemies on the way, or stay and defeat them
all.

------------
South Bridge
------------
Room 1 - Blue
Enemies: Shady Thug Lv 16 x2
         Shady Thus MG Lv 16 x1
         Snow Gremlin Lv 15, x1

Room 2 - Red
Enemies: Shady Thus MG x2
         Snow Gremlin Lv 15 x3

Room 3 - Green
Enemies: Shady Thus MG Lv 16 x2
         Chilly Dog Lv 17 x3


-----------
West Bridge
-----------
Room 1 - Yellow
Enemies: Shady Thug Lv 16 x2
         Walker Lv 31 x1

Room 2 - Blue Room
Enemies: Snow Gremlin Lv 15 x2
         Walker Lv 31 x1

Room 3 - Red
Enemies: Chilly Dog Lv 17 x2
         Walker Lv Lv 31 x1

Room 4 - Green
Enemies: Walker Lv 31 x2
         Shady Thug MG Lv 16 x1


---------
Refridgia
---------
Room 1 - Red
Enemies: Snow Gremlin Lv 15 x1
         Shady Thus MG Lv 16 x1
         Chilly Dog Lv 17 x1
         Walker Lv Lv 31 x2

Second Room - Green
Enemy: Leader - Yeti Lv 66

After defeating the Yeti again you can walk out and there are only two enemies
in the red room. Return to Refridgia and everything is re-set and you can kill
the Yeti as many times as you like, harvesting his Snow Crystals.


----------------
Chemist's Closet
----------------
Room 1 - Green
Enemies: Snow Gremlin Lv 15 x1
         Shady Thus MG Lv 16 x1
         Chilly Dog Lv 17 x1
         Walker Lv Lv 31 x2

This is exactly the same as the first room in Refidgia, and although there are
two bunkers at each side of the room you don't need to use them. I'm sure you
can manage this without any help.


Room 2 - Red
Enemies: None
Gold Box: [MEDICINE CHEST x1]

It's a bit disappointing that there's no boss... Open the box and use an Escape
Hex to exit the whole area. (If you want to walk out of the Closet there is
just one enemy in the green room.) Return to Level 2 and deliver the item to
Barbarella: there will be a mission update to tell you this if you check the
mission memo.


-------------------------------------------------------------------------------
Pater's Message  ("Fetch" Mission) (do one other mission first)
-------------------------------------------------------------------------------
Client   : Pater's Maid
Location : Level 3 - Pater's Manor
Reward   : 5 Hunter Points, 2500 Rubies ((Victory) Pater - shown as ???)
Overview : "Oh, my goodness! I'm so blessed to see you here. When Cardinal
           Pater went with Miss Leanne on his dream date-- I'm sorry, when
           they went on the tour of Patertopoils, there was a gift he couldn't
           confer. That gift should still be in Patertopolis. Please find
           it... And accept it!

Head up the Core Lift 1 to Level 3 and call in at Pater's Manor, where the maid
is found at the entrance. She wants you to find a gift that Pater took to the
date in Patertopolis. Return to Level 4 and take the elevator to Level 6.

Once inside Patertopolis you'll find that the enemies have changed: the guards
are no longer in evidence, and it's mostly Poison Gremlins and machines. Equip
poison and shock protection and make sure you have Metal-Coated Rounds.

You don't have to fight any battles if you don't want to and can make a dash
for the last hex. Go in with the first aid, grenade and ammo boxes equipped
just in case. But, I'd advise fighting the Missile Plough whenever you can if
it drops the Scrapped Arm TK2 which is a component for the Adapter Foregrip,
and Scrapped Missile TK2, a component for the MG Magazine +9 and HG Magazine
+6. The Mad Goliath drops a valuable Crystal Core.

IMPORTANT!
After this mission Patertopolis will be open for farming. You will always find
the Mad Goliath in the second room and it's a good source for the Crystal Core.


.-------------.
| PATEROPOLIS |
---------------
Room 1 - Green
Enemies: Poison Gremlin Lv 21 x1
         Safety Dwellest Lv 52.

Easy enough, just take out the gremlin first to stop it poisoning anyone and
then tri-attack the Dwellest.


Room 2 - Orange
Mad Goliath Lv 73

You'll find one Goliath in this room with two walls, and he's standing behind
the first one. He will shoot a poison shell that can fire over a wall and is
pretty resistant to ordinary MG damage. Use your better rounds on it if there's
any doubt, and smash grenades to break its gauges if your HG isn't managing
that. Make hero runs that charge up your guns to the maximum, and use the walls
for shelter. You can even jump on top of a wall, and the goliath's attack will
miss you since it sprays the floor and doesn't seem able to hit high. Try not
to bump into him, or find yourself inadvertently running through to the next
room when you're in the middle of killing him and everyone is poisoned...

NOTE: this enemy drops the rare Crystal Core item.

From this room you can exit to the pink or turquoise room and both lead to the
yellow room.


Room 3 - Pink
Enemies: Poison Gremlin Lv 21 x1
         Safety Dwellest Lv 52.
         Missile Plough Lv 54

Although this isn't that difficult it can be awkward if you forget to switch
rounds, or do something silly, like use Toxic rounds on the Gremlin (*cough*).
Also, even this low level enemy might have a few gauges to break, so it might
be best to go for the plough first. Also, it can do much more damage with its
missiles. Check that everyone is at full health before proceeding to the next
room. There's a dead battery in a corner.


Room 4 - Turquoise
Enemies: Sprocket Juggernaut Lv 57 x2
         Mad Yeti Lv 45 x1

You might want to kill these enemies as well, just for the hell of it!


Room 5 - Yellow
Enemies: Sprocket Juggernaut Lv 57 x2
         Missile Plough Lv 54 x1

Use Metal-Coated rounds on the machines, and again, there's a dead battery. Try
and target the plough first as it can do a lot of damage if you stand too
close!

If you go back into either the turquoise or pink room, and return to the yellow
room, there will just be the one Missile Plough to defeat before passing over
the blue threshold into the next room  That gives you another chance to farm
its items. It won't be there again if you return after entering the blue room.


Room 6 - Blue
Enemies: Poison Gremlin Lv 21 x3

Don't let them poison you! And DO NOT use Toxic rounds... You won't need
anything special, and can just make a tri-attack with 2 RP and finish them off
before they even get a chance to attack.


Room 6 - Red
Nothing


Room 7 - Green
No enemies
Gold Box: [BUNDLE OF LOVE x1].

Simply walk up to the gold box at the left of the room and take the item. You
can get a good view from the bench, but there's no scene this time. If you walk
out, you will meet some of the same enemies again: the missile plough and one
sprocket have returned in the yellow room, although there's only one poison
gremlin in the blue room. The turquoise and green rooms are the same as before
but there's nothing in the orange room.

Use an Escape Hex to get out of there and take the elevator back to Level 4.
Ride the Core Lift 1 up to Level 3 and speak to the maid at Pater's Manor
again. That completes the mission and you get [(VICTORY) PATER], his T-shirt
gift for Leanne.


-------------------------------------------------------------------------------
The Secret Medicine  ("Fetch" Mission) (do two other missions first)
-------------------------------------------------------------------------------
Client   : Stanley
Location : Level 7 - Cranktown
Reward   : 8 Hunter Points, 5000 Rubies, First Aid EX  x3
Overview : "You see, there's a certain medicine I'd like to try my hand at
           formulating. Whatever chemicals I needed I procured from the Silver
           Canyon on the sly, but I ran into a wall. I'm short one ingredient:
           A Beast's Beard Mushroom. The challenge of obtaining that is too
           much for me. Might you have one?

Take the elevator from Level 4 to level 6 and then the Core Lift 2 to Level 7.
Stanley is the man in a white coat standing on the bridge to the right of the
Hotel. He wants a Beast's Beard Mushroom...found from a Matango Walker at the
Freud Remnants. After talking to him 4 new red hexes will appear, blocking the
route to the Remnants close to the Terminal: Invisibility.

The left, right, and upper hex of the group have Rocketfoot enemies, and you
don't have to bother with these unless you are interested in their drops. The
middle one of the four has the target enemy and none of the battlegrounds are
sealed.


Group 1, 3 and 4
Enemies: Rocketfoots Lv 24 x5

All these battles are easy enough, and there is even a bunker and a middle
platform.


Group 2 - Mission Enemy
Enemy: Leader - Matango Walker Lv 74
       Mask Raider MG Lv 30 x2
       Rocketfoot Lv 24 x1

This is also a deserted block battleground with a central platform and a bunker
to hide behind. Equip everyone with Bolt Padding and/or Shock Resistant Vest to
avoid the effects of the Raiders grenades, choosing your best defensive
accessories. Beware the Raiders and their electrical damage, and remove them
from the fight early on if you lack that protection. However, you have
something else to worry about: this leader moves fast and can do a huge amount
of damage, knocking bezels all over the place. Try and stay well away from him,
either on the platform or behind the bunker, because two hits from him will
destroy all your bezels. Set up tri-attacks whenever you can, and allow your
guns to charge to the maximum for a better chance of stunning him.

You start with the Matango facing your team and it's hard to avoid an initial
blow but make sure to get away from it fast! Stop it attacking by knocking it
back with an HG, or use a Smash Grenade to stun it immediately. Incendiary
rounds are effective on it, as well as on the other enemies. I kept the
Rocketfoot around to get in its way, and saving it for later if bezels were
getting low, but one time it ended up killing the boss for me, so it's not a
bad strategy to keep it alive!

You will obtain the item: [BEAST'S BEARD MUSHROOM] and must report back to
Stanley in Cranktown to complete the mission.


S H O P S
-------------------------------------------------------------------------------
Nothing new to buy.


A R E N A
-------------------------------------------------------------------------------
Rank 41 and 42. This is the first time you can win Gold Coins.


R E D  H E X E S
-------------------------------------------------------------------------------
Location: Level 5. Behind the Forest of Idols
Reward  : [BEZEL SHARD]
Enemies : Leader:  Mask Raider Lv 37
          Leader: Tar Armor Lv 79
          Mask Raider MG Lv 30 x2

Quite a lot of leaders here: well, two. Use HP Sub-Zero Rounds + on the Tar
baby and that will remove all scratch on one turn, hopefully before he sets
everyone alight. Ideally wear Heat protection and Bolt Padding or some other
kind of elemental protection since the Raiders use electrical grenades, and
getting slowed down is a nuisance. There are no bunkers, but you can run around
easily enough after taking out the big tar guy. (One or more of them might have
gauges to break, and the leader has four.)


Location: Level 7. Near Cranktown.
Reward  : [PERFECT AID]
Enemies : Leader: Mask Raider MG Lv37 x3
          Junk Mimic Lv 20 x 1
          Dweller Lv 4 x1
          Pistol Dweller Lv 6 x1
          Prop Dweller Lv 17 x1
          Wrecking Baller Lv 29 x1

This is a Deserted Block battleground, and the three leaders are hidden behind
the central box platform with the rest of the enemies scattered to the right
and left. Target the leaders only, if you want a quick win. They can inflict a
fair amount of damage as well as using electrical grenades. If you want to kill
all enemies, it's best to dispatch at least two of them fast before bothering
about the weaker foes, especially as all of those have shells on them and
require more effort to kill. There is a mine you can detonate with a shot from
an HG which might blow off their body parts, and you can remove them all just
using a Handgun.



D A N I E L ' S   D O L L S
-------------------------------------------------------------------------------
None



===============================================================================
C H A P T E R  1 1  -  A Place To Lay Emotion Down ...................... *WC11
===============================================================================

C H A P T E R  O V E R V I E W
-------------------------------------------------------------------------------
At the start of this chapter you will have 603 Hunter Points if you completed
all missions, and levels might be around 55 or much higher! If you found the
additional bezel shards on the world map then you could have a Hero Gauge of
10 bezels.

Zephyr is alone for the story mission and it's only sensible to complete this
immediately and then do the rest of the missions when everyone is back in the
team. Finish the "Beast on the Loose" mission first, and obtain the fourth
mission before leaving Ebel City for the lower levels.


T I P
-------------------------------------------------------------------------------
Golden Mimics will appear on Closed Road hexes on Level 4 during this chapter
(as well as on the lower levels). Defeat them for the drop of a Rare Metal
Shard. If you don't get the shard, consider retrying the battle for the small
cost of Rubies. Add more turquoise energy hexes to extend the effects of the
terminal next to the Hughes Power Station to all Closed Road hexes on this
level to boost item drop rates, if you haven't already done so. Keep a look out
for these enemies, as they often appear in the corner close to the team's
starting position and it's easy to miss spotting them if you are used to
escaping from these random battles. The Mask Raiders, who also appear here,
drop those useful long straight hexes: both plain and turquoise.


S T O R Y  M I S S I O N / S
-------------------------------------------------------------------------------
A Visitor from the Past
-------------------------------------------------------------------------------
Client   : Lagerfield
Location : None
Reward   : 35 Hunter Points
Overview : The bridge that continues to this area... Let us meet there.

This mission is for Zephyr on his own, and he won't let you back inside Sweet
Home to save. Equip him with the best guns before leaving town: you'll need
both a Machinegun and a Handgun and your best accessory that defends against
physical attack. (There is an alternative way to deal with this battle, and
that involves equipping the Grenade Box and the Machinegun, but it depends on
Zephyr's levels and the degree to which you've customised the gun. If his
Machine levels are low (below 20) then go with this option.) Leave Ebel city
and enter the world map to see that there's a roadblock across Rainy Bridge.
That's the next destination. (You could buy a terminal and put one by the town
if you really wanted to play it safe.)


BOSS - Lagerfield Lv 48
Reward : [BEZEL SHARD]

.----------------------------------------------------------------------------.
| L A G E R F I E L D  -  B O S S                                            |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 48    | HP: 7000    | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Humanoid            | Main Body |  40% Hard | None      | F/I/E/Po  |
|----------------------------| No Parts  |           |           |           |
| Drops: None                |           |           |           |           |
|____________________________|___________|___________|___________|___________|

There's a bunker behind him to the left, and you can leap over his head firing
the MG weapon and get behind him  (You can also create a bunker at both ends of
the bridge if you stand on the red square.) Then he'll transport to just next
to you, but now it's your turn so he won't be able to damage you by much. Make
his gauge blue using hero runs and jumps whilst charging the Machinegun to the
maximum, and then change to the Handgun and defeat him.

That's how I defeated him in my first game, but I had much higher levels with
the Machinegun (and overall) and it failed totally as a strategy this time!
There is another way to manage this battle with lower levels. Equip Zephyr with
a Machinegun and the Grenade Case which should contain Hand Grenade ++ (a
reward from completing Rebel Suppression mission in the last chapter). You can
run and jump and lob grenades at him which will restore bezels, remove some of
his HP, and stop him attacking if you time it so he's in the middle of charging
up his attack. Land behind the red button and you can step onto it to erect the
bunkers halting his attack. He can teleport himself next to you if you don't
manage to stop him in time, and that will hurt if he hits you before you get a
chance to run away from him. (But even if you lose some bezels, don't give up
too quickly because you can still defeat him!)

He also sends some white arrows speeding at you but the bunkers will stop
those. After you've cut down his HP by half or more, then use the Machinegun on
a long run and jump, letting it charge up to the maximum to scratch him. Land
behind a bunker or step onto the red button again. Change to the Grenades, and
when you move, the bunker will retract and you can finish him off with a
grenade.

After some more scenes it's the end of the chapter. Don't click the "Yes"
option or you'll be taken to the next chapter! Everyone will be back on the
team and all the missions can be completed: after you've sorted out equipment
again.



G U I L D  M I S S I O N S
-------------------------------------------------------------------------------
The Roadblock (Combat Mission)
-------------------------------------------------------------------------------
Client   : David
Location : Level 10: Albona
Reward   : 10 Hunter Points, 5000 Rubies, HP Electrified Rounds + x25
Overview : "I took on a job I'm desperate to do properly, but there's a toughie
           along the way that I can't deal with. Can someone take out the Flare
           Yeti blocking the way to Dakota Vein on Level 9?"

There's no need to talk to David at all, and you'll receive the reward as soon
as you defeat the Yeti. Make your way to Level 9 and move to the Dakota Vein
where you'll see a white marker on a red hex. (You can't spot it from the
elevator, but it's there!)


Enemies: Leader - Flare Yeti Lv 89
         Wrecking Baller Lv 29 x2

Equip everyone with heat protection: by this point you could have a Flameproof
Suit and two Heat Protectors. This is a Warehouse battlefield and there might
be a mine next to the Baller in the top right corner as you start. The area is
on two levels with a largish platform up to the left, reached from a ramp, and
a small platform in the middle. Use Ice Grenades and Sub-Zero ammo if you wish,
or just dual wield the MG which is cheaper and just as effective. You can
easily knock off the Ballers' carapace with an HG shot, if you want to kill
them as well, though you might need them for replenishing bezels.

If you run and jump up to the higher ground after letting the Yeti move closer
to your starting position, you'll be protected from his flame attacks and he's
stuck on the lower level. Whatever happens don't let him get close enough to
make a direct hit, as that will hurt for about 2500 points of damage. There's a
fast way to kill him though: just use HP Sub-Zero rounds with a fully charged
MG and that will probably fully scratch him as well as solidifying him.


-------------------------------------------------------------------------------
A Dyeing Request ("Fetch" Mission}
-------------------------------------------------------------------------------
Client   : Miranda
Location : Level 4: Ebel City Clothes Shop
Reward   : 10 Hunter Points, 4000 Rubies, Heat Protector
Overview : "I'm making new outfits, but I can't dye them to the colors I want.
           There's only so much I can do with these mundane dyes. So, I want
           you to find me an Iristone, which is said to make mystical dyes.

Call in at Boutique Lily and speak to Miranda, twice, for more details. She
suggests that a Hunter might know the location for the monster that drops this
rare item. Allcott, the old man that wanders around outside the Guild at night,
or at the junction between the Guild and the shop during the day, will tell you
where. So, it's a trip to the Freud Remnants on Level 8. It seems that a
mutation of the Tar Man will drop this item.


.----------------.
| FREUD REMNANTS |
------------------
You will already have explored this site if you completed the mission
"Different Values" in Chapter 8.  Enter the site and take the first road to the
east.

---------------
Ruins Site East
---------------
Room 1 - Red
Enemies: Frag Dwellest Lv 36 x2
         Gang Hound Lv 17 x2

Defeat these easy enemies and when you reach the second room, you'll find
yourself battling against the Vibrant Tar Man


Room 2 - Green
Enemies: Leader - Vibrant Tar Man Lv 100
Reward : [IRISTONE x1]

There's an L shaped bunker and box to the left, and another single bunker and
box to the right of the room. The Tar Man is waiting at the back of the area.
He uses fire attacks so come prepared with fire protection and use boosted
rounds and grenades on him, mainly to help with breaking his gauges. He
launches a fire ball that does around 800-100 points of damage and will set you
alight. Destroy all his parts to get some useful scrap. Don't stand too close
on him or he'll wallop you, and don't try to run through him or jump over him.

You might get a Scrapped Eater TAR2 from him. (This can be dismantled to give
you Armanium whatever that is... but you'll need it to complete a mission in
the next chapter, so it's a good one to get now.) He also drops lots of Sterile
Plating which is a component for toxic accessories.

Don't waste an Escape Hex as there are no more enemies left in the first room.
Return to Ebel City to give the item to Miranda to complete the mission. (And
you can equip the Heat Protector reward for the Roadblock mission.)


-------------------------------------------------------------------------------
A Beast on the Loose ("Fetch" Mission}
-------------------------------------------------------------------------------
Client   : Pater's Maid
Location : Level 3: Pater's Manor
Reward   : 5 Hunter Points, 2500 Rubies, High Mount Elite.
Overview : "Lassie Doo, Cardinal Pater's dog, has gone missing! The poor
           Cardinal must be weeping in his grave over this! I hvae no idea when
           the dog slipped away. Could you help me find him? The only thing is,
           Lassie Doo won't listen to anyone but me. Please tell me where he is
           if you spot him.

Ride the Core Lift 1 to Level 3 and speak to Pater's maid inside the entrance
to the Manor. Talk to her again and she'll confirm that Lassie Doo has not gone
down the Lift, so he's somewhere on the loose in Chandelier. Talk to Pater's
Valet for more clues...places that Pater would be likely to go, and one more
click of the X button will get you the answer: the Basilica. Not exactly tricky
detective work.

Take the elevator next to Theresa's manor up to Level 2 and the next elevator
to Level 1. Enter the Basilica and you'll find the sad dog lying on the steps.
Talk to Lassie Doo to confirm you've found her and return to tell the maid.
That completes the mission.


-------------------------------------------------------------------------------
Making Amends (Combat Mission) (complete one other mission first)
-------------------------------------------------------------------------------
Client   : Barnard
Location : Level 1: Basilica.
Reward   : 8 Hunter Points, 10000 Rubies, Molotov Cocktail ++ x20
Overview : "Exterminate monsters for me. Those that roam around the Tower of
           Righteous on Level 11. It's something I must see done before I die.
           I should see to it myself, but my frail body won't allow it. So I've
           readied the best reward I could. It doesn't matter who, wipe out
           those monsters for me."

You don't have to speak to the client first, or report back, but if you want
to...Barnard is found at the right of the entrance to the Basilica. He wants
you to go the the Tower of the Righteous on Level 11 and kill some monsters for
him as a kind of penance. Go to Albona on Level 10, and take the elevator up
the wide path nearby. There are three red hexes surrounding the tower. (The
Travelling Shop might be inside.) If this is your first visit to this Level,
then clear a path to the tower and go inside. There's a [MULTI-AID R-EX x1] at
the front of the circular platform. Although you can walk up the stairs there's
nothing else to find.

All three battles take place on Rock-Crushing Site terrain and are exactly the
same.


Enemies: Tri-Stamp Lv 79 x2
(Liquid Nitrogen Tank x1 and Poison Drum x2)

One enemy is on top of the platform and the other on the ground at the corner,
close to the Nitrogen Tank. Incendiary rounds and electrical rounds are
effective for the MG: adding to scratch damage and slowing down the Tri-Stamp's
charge rate. You could use grenades too to break their gauges (they can have up
to five separate sections on their main body), or just rely on fully charged
handguns, especially if you start this battle with a Handgun user. A mid-ranged
beating-the-floor-with-fire attack with the weapon will hurt for about 1500
points, but once their outer shield is gone that removes their weapon, and the
damage they do is much less. A direct hit can hurt for a lot though, so don't
let them get too close. Heal scratch damage if necessary.

If you fight on the platform then the second one will try to walk all the way
around and his attacks will miss. If you fight on the lower area the one on the
platform will either jump down (in which case you can just jump up onto the
platform again) or try and walk all the way around. Keep 'em guessing!

It's quite funny seeing these huge brutes lumbering around in a state of
indecision, trying to make up their mind where you're going to be next, and
continually getting it wrong and thumping their cannon pointlessly against the
edge of the platform.

Go back to Albona on Level 10 if you need to restock on anything. I used
Grenades from time to time in these fights, which will level up throwing
weapons quickly for anyone who needs it.


S H O P S
-------------------------------------------------------------------------------
The Travelling Merchant is found at the Waterless Bridge or the Tower of the
Righteous. Fight some battles and re-enter if she's not where you want her to
be!

More clothes are sold after completing the mission: "A Dyeing Request"

BOUTIQUE LILY
-----------------------.-----.--------.----------------------------------------
ITEM                   | CHP | PRICE  | TYPE
-----------------------+-----+--------+----------------------------------------
(Raz) Coracao          |  11 |  14000 | Leanne Coat (A)
(Classique) Cocoa      |  11 |  15500 | Leanne Coat (A)
(PARAGON) Boy          |  11 |   6500 | Leanne Shirt (B)
(PARAGON) Girl         |  11 |   6500 | Leanne Shirt (B)
(PARAGON) Equalizer    |  11 |   6500 | Leanne Shirt (B)
(Luvino) Violet        |  11 |   9500 | Zephyr Jacket (A)
(Luvino) Black         |  11 |  13000 | Zephyr Jacket (A)
(Luvino) Limone        |  11 |  18000 | Zephyr Jacket (A)
(Lily) Sunbeam         |  11 |   7800 | Zephyr Shirt (A)
_______________________|_____|________|________________________________________


A R E N A
-------------------------------------------------------------------------------
No new ranks.


R E D  H E X E S
-------------------------------------------------------------------------------
Location: Level 7. West of Cranktown
Reward  : [BEZEL SHARD]
Enemies : Leader: Blob Clown Lv 49 x1
          Hell Slots Lv 30 x4

This is a Deserted Block battleground with a central box platform but no
bunkers. Check that everyone has the best protective accessories before
entering. You can just go for the leader if it's a struggle, and at first
glance it looks like this should be an easy battle, after all, they are just
mobile slot machines, but it's not. The Hell Slots can attack with copious
amounts of damage, as each one is capable of causing over 1000 damage either
with a single shot or multiple hits, and the boss will do more than
that. However, after you're removed their body part, the outer casing of the
machine falls away and the damage is much less. (If you are determined to kill
them all, then remove that casing on all of them.) Take out the far left one
first and then tri-attack on a second. It might be a good idea to have two
people using Machineguns, or someone with grenades. One Electro Grenade on a
group took them out fast!


Location: Level 11 (past the Tower of the Righteous)
Reward  : [MILKY SNOW] (Doll)
Enemies : Leader: Puppeteer Lv 65 x1
          Blood Doll Omega Lv 20 x2

This is pretty straightforward with the two weaker enemies at the side of a
platform where the leader awaits. (It's a Rock-Crushing Site with a large
platform and a ramp up to it.) Take out these first of all, because, even
though they don't do much damage, they are annoying. The leader can inflict
over 1000 points of damage and might catch you unawares, but it's not too bad.
Lure the boss off the platform and then hero run and jump up there with
everyone, and it can't get back up without an effort. You can run rings around
it and it can't damage you. (I had it trapped in a corner not knowing which way
to turn as I blasted it from all sides.) Use HP Incendiary Rounds against all
these enemies for a fast win.


Location: Level 11. Next to Mine 24.
Reward  : [LUCKY DOLL]
Enemies : Leader: Dolled-Up Walker Lv 54
          Rocketfoot LV 24 x2

Very cute leader here, again at a Rock Crushing Site location. The two
Rocketfoot enemies are at ground level and the leader is on the large platform.
There's also a Liquid Nitrogen Tank and two poison drums. With a bit of luck
the leader will jump down while you're killing the other two. Then, run around
staying out of its way as it lumbers back to the ramp. I didn't bother with
tri-attacks at all after the first one while getting rid of the first
Rocketfoot. If you're getting low on bezels and still have a way to go, then
stand still on the platform or just move without doing hero runs.

You might want to keep one Rocketfoot around to provide additional bezels. The
leader has no body parts, and is pretty resistant to physical attack, but
boosted rounds, such as HP electrical, will help. Try not to let the leader hit
anyone directly as that will cause around 2500 points of damage.


Location: Level 12
Reward  : [PERFECT AID]
Enemies : Hell Slots Lv 30 x5

To reach this red hex take the winding path from Albona on level 10 to get the
elevator to the other section of Level 11. Then, take the only elevator to the
large section of Level 12. You'll see the red hex just close to the elevator
arrival point. (Find all 7 of the bezel shards on this level while you're here,
if you haven't already done so: check the map at GameFAQs for the precise
locations.)

This is harder than the other Rock-Crushing site battles. Hell Slots have a lot
of resistance and there are two down on lower area and three on the large
platform  Keep running around them and watch where they are targeting as they
can do quite a lot of damage if they gang up on someone. They are also fast
movers and can easily bounce up onto, and off, the platform. Make good use of
the terrain to create tri-attacks to heal up the inevitable damage, and
incendiary rounds or Molotov Cocktails are very effective. One of them might
have 4 or 5 gauges that need to be broken.



D A N I E L ' S   D O L L S
-------------------------------------------------------------------------------
Milky Snow
Defeat Blood Doll Omega (Special Challenge) on Level 11.
Reward: [SUB-ZERO ROUNDS + x30] (from Daniel).

Lucky Doll
Defeat Dolled-Up Walker (Special Challenge) on Level 11.
Reward: [HI-POLYMER PADDING x1] (from Daniel)



===============================================================================
C H A P T E R  1 2  - The Wedding  ...................................... *WC12
===============================================================================

C H A P T E R  O V E R V I E W
-------------------------------------------------------------------------------
By the end of the previous chapter you will have 671 Hunter Points and
character levels of around 60-65 if you've been using grenades and changing
guns around. There's a big change in this chapter, firstly because Vashyron is
on his own for quite an extended story mission, and secondly for the fact that
the Tinkerer in Ebel City will be able to make many more items. They hinted at
this in Chapter 11, but it's a great time to improve all your guns and buy a
new one from the shop. After this, there are no more shop upgrades, although
there are more guns to obtain.

At the start of this chapter you will receive [ENERGY HEX 1 Orange x4] and
[ENERGY HEX 4 Pink x3], and instructions for Vashyron. He's on his own and,
as before, it's as well to complete the story mission and then, do the rest
with a full team. Visit the Guild for the first three missions though, and you
can find out the details for Theresa's mission while you're on the way to the
wedding. Buy the new guns (the money trick is there for a reason!) and
customise them to the best of your capacity at this point.


--- Shopping ---
There are new items for sale at the shop and a new gun to buy: the NP.05C
Machinegun. The Tinker's line-up has been vastly improved. He will make EX
grenades and rounds as well as all the gun parts available in the game. He also
offers the best accessories that can protect someone fully from each of the
status effects. However, all this suits require a Crystal Core and a Rare Metal
Shard and, unless you feel like spending hours to get enough for everything,
I'd suggest that you make one Germproof Suit. You will obtain two more for
free, and these are essential if you want to have an easier time of it against
the most powerful bosses.


--- Customisation: Expert Class ---
First of all, invest in the Expander Grip (though you'll obtain one of these
during the story mission.) This allows you to add another grip to it, so you
can attach many more barrels. Remove the Adapter Foregrip from a gun (together
with the attached barrels) and replace it with the Expander Grip. Then you can
attach either an Expander Twin S-Barrel, or Expander Super Barrel depending on
whether you have one or two of the upside down T slots on the barrels attached
to the main barrel of the gun. You won't be able to make most of the new parts
just yet, as you haven't yet encountered the enemies that drop the components:
check the Scrap list in this FAQ for the sources of the components you need.
However, with an Expander Sub-Barrel attached to a Multi-Barrel you can slot in
a couple of Long Expander Barrels.

With some judicious fiddling around I ended up with this:
LP-09  stats: CS: 119, CA: 31%
NP.05C stats: CS  173, CA: 25%

After the story mission is complete, there's another Hunter Rank reward waiting
in the mailbox at Sweet Home: [DOUBLE SUB-BARREL x1], and [FIRST AID EX x3].


S T O R Y  M I S S I O N / S
-------------------------------------------------------------------------------
The Wedding Crasher
-------------------------------------------------------------------------------
Client   : Cimano
Location : -
Reward   : 35 Hunter Points, 15000 Rubies
Overview : Please crash a wedding behind held in the Square Garden of
           Chandelier! Before it's too late to get my girl back!

Vashyron has to cope on his own so buy the better MG at the shop and customise
both guns, giving him the best of everything. (I stripped the other guns of
their best parts so his two guns were top-notch!) I was going to say to buy
some additional Metal-Coated Electric and Hollow-Point rounds because you're
going to be fighting both humanoid enemies and machines, but there's no point
of course, because you have to dual wield.

Ride the Core Lift 1 to Level 3 and the elevator near Theresa's Manor to Level
2. (Call on her to get the details for her mission.) Walk to the right past the
Deep Freeze Terminal to take that elevator. You'll arrive in a separate section
of Level 1 where you must clear a path to the Square Garden. Use a single pink
Energy Hex to open up the location, and go inside. There's a terminal here that
doubles the knockdown rate but it needs 65 hexes to be covered and it's one of
those that might benefit the enemies too much  You could connect the Deep
Freeze one from Level 2 up through the elevator, but really, the battles are
easy enough, and it would only be helpful if you were using grenades or special
ammo, which you won't be!


.---------------.
| SQUARE GARDEN |
-----------------

Mini-Map
              ____
             /    \
        ____/ BOSS \____
       /    \      /    \
      /  4   \____/  8   \
      \      /    \      /
       \____/  7   \____/
       /    \      /    \
  ____/  3   \____/  6   \
 /    \      /    \      /
/  2   \____/  5   \____/
\      /    \      /
 \____/  1   \____/
      \      /
       \____/
       /    \
      / Enter\
      \      /
       \____/

You start off in an empty entrance and can only walk forwards. This takes you
to the first corridor type room, and after that you and can go either way (just
like Leanne...). There are treasures in both the pink rooms but you don't have
to get them now and can run back through here again when you've got the whole
team back together again. (Or pick them up in Chapter 13 when you're here for
another mission.)

You don't have to kill all enemies and can just run through each room to
the exit. Use the markers around Vashyron to see the direction for the exits
for each room as some of them require you to jump up onto a pathway, or find
the stairs. Rooms 4 and 8 lead to the boss room and 3 and 6 are connected
through room 7.


Room 1 - Blue
Enemies: None

There are no enemies here and it's just a narrow hall that leads to the left or
right.


Room 2 - Pink (left)
Enemies: Security Fencer Lv 20 x2
         Hoodlum Lv 22 x4
Silver Box: [HAND GRENADE EX x10]

If you want to bother killing these enemies, run back and forth changing guns,
and stop behind the bunkers on either side of the enemies. If you're quick you
can attack two enemies in one run with the MG. It's worth it if you want lots
of Energy Hexes!

To get to the next room quickly, target the path that runs at a higher
elevation at the side of the room and do a hero jump up onto it. (You can see
the direction from the coloured triangle on the directional finder around
Vashyron.)


Room 3 - Turquoise
Enemies: Security Fencer Lv 20 x2
         Hoodlum Lv 22 x3

From the arrival point, there are two Hoodlums standing on the stairs that lead
up to the path to the red room in the upper left corner. After defeating the
enemies in the red room, return to the turquoise room and go through the blue
exit.


Room 4 - Red
Enemies: Security Fencer Lv 20 x2
         Hoodlum Lv 22 x2
Silver Box: [EXPANDER GRIP x1]

You don't need to enter this room at all but it does contain another silver box
with a good gun part.


Room 5 - Deep Pink (right)
Enemies: Hoodlum Lv 22 x4
Silver Box: [HAND GRENADE EX x10]

One Hoodlum is standing up a slope to your left, and the other three are at the
far side of the room. The exit to the red room is in the top left corner of the
room, but at a higher level, so you can either run up the sloping steps
directly to your left or run and jump up to the far end of the path. The Silver
box is to the right of the steps in the middle of the room. If you want to
collect all the drops (which includes purple hexes) then start with the left
enemy. Use your MG and then, HG, on the next turn, to kill him. Walk a bit up
the road and jump down to attack the enemy at the top left of the room. Kill
him with the HG, then go for the other one and the final enemy is likely to
have moved to try and attack you, and you can kill him easily. Open the box.


Room 6 - Deep Red
Enemies: Security Fencer Lv 20 x3
         Security Gunman x3

This room is accessed from the pink room or the blue (5 and 7).

This is trickier as there are three fencers ranged across the room with three
gunmen on the upper walkway that leads to the yellow exit in the top left
corner. One way to do this is to run straight forwards, firing the MG at the
first fencer and then, run back to the entrance firing the HG to kill him. Do
the same again and you'll get sheltered from attack from being half under the
overhanging path. If you land on the far side of the low walls when running
back the gun fire won't hit you. Or, simply take a long hero jump forwards and
you'll jump onto the path and can go straight through the yellow exit, but you
risk some damage from the gunners. (Some of the gunmen will have a few gauges
to break.)


Room 7 - Blue (Central room)
Enemies: Security Fencer Lv 20 x4

This is the central room and it's a bit different from the others with a middle
circular platform and walls set around it, with one fencer at each corner
surrounding the centre. You can pretty much run directly through, running over
the round base from one side to the other.


Room 8 - Yellow
Enemies: Hoodlum Lv 22 x6
Silver Box: [HAND GRENADE EX x10]

Take a long leap to the upper right corner over the bunkers and you'll land at
the gateway with the green exit. OR, kill them all. This is really easy (if a
bit slow) as there are bunkers at either side of the area. If you run and jump
back and forth between these, the enemies won't really move around much at all.
Scratch one, and quickly switch to another to half scratch that one as well.
Change to the HG and you can kill one each time, and destroy the body part of
another. Switch back to the MG, and continue. The Silver box is at the side of
the room near the red exit.


Room 9 - Green (BOSS - Sealed Room)
Leader - Dragonfly Lv 74
         Hoodlum Lv 22 x 2
         Security Gunman x2
Reward : [BEZEL SHARD x1]

.----------------------------------------------------------------------------.
| D R A G O N F L Y  -  B O S S                                              |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 74    | HP: 4625    | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Machine             | Main Body | 100% Hard | Electric  | None      |
|----------------------------| Part 1    |  40% Hard | None      | None      |
| Drops: Rubber Chip         | Part 2    |  40% Hard | None      | None      |
|        Scrapped Gatling HP | Part 3    | 100% Hard | Electric  | Physical  |
|        Storage Container   | Part 4    |  50% Hard | None      | None      |
|        Scrap Brass         | Part 5    | 100% Hard | None      | None      |
|____________________________|___________|___________|___________|___________|

Take out three of the small fry first to get them out the way, and then run and
jump but NOT when you are under the helicopter or you'll bump your head. Keep
alternating the MG and HG until you bust the gauge with your HG and then it's
all over. You can run up and down the path between the sealer doorways keeping
behind the bunkers, and even jump to stand on top of the four narrow pillars to
get a better view of the Dragonfly. It has five gauges to break, so run and
jump to charge up your guns to the maximum to scratch it and stun it. With this
new shard your hero gauge should now be at 11 bezels!

After this you'll be back outside the Garden with everyone back together again.
Equip everyone, and you can enter the garden again to pick up any missed
treasure.

Make your way back to the Sweet Home base and there's another scene after which
it's the official end of the chapter, although of course there are missions
still to complete.



G U I L D  M I S S I O N S
-------------------------------------------------------------------------------
Going Gangbusters (Combat Mission)
-------------------------------------------------------------------------------
Client   : The Cardinals
Location : -
Reward   : 12 Hunter Points, 15000 Rubies, Hollow-Point Rounds EX x30
Overview : We have reports that the rebel group has made contact with the
           gangsters that rule over the Albona area on Level 10. We believe it
           is an attempt to merge forces. The present whereabouts of the rebels
           are unknown. To prevent the merger, hunters in the vicinity are to
           join the fight against the gangsters.

Make your way to Albona on Level 10 and there are four red hexes close to the
town. Put an Energy Station nearby if you haven't already got one on this
level, and save between each bout, as these are not that easy. You might have
enough yellow energy hexes to activate the nearby terminal that doubles poison
damage, and then use Toxic grenades or ammo on the humanoid Tigers. (But you
don't need to do that, as they are easy enough to defeat.) Equip the
High-Polymer Padding and all accessories that offer the most physical
protection.


ONE TANK
Enemies: Li'l Tiger Lv 18 x3
         ATM Tank Lv 63 x1

The location is a Scrapyard with two walls: one to the right, and a wall behind
the enemies that you can jump over to get to a pathway behind them. The tank
starts the battle in front of the second wall, facing the team, and will fire
directly at you, or turn to fire missiles that can go over the walls, so
really, there's not much you can do to defend from that. It might have a number
of gauges that need breaking. One way to deal with this, and also minimising
damage to the team, is to start by leaping over the tank and throwing a grenade
that will damage it, and stun it, or fire with the HG to stun it and break its
gauges. (In one battle there are Tigers close to the tank so a grenade with
hurt them as well. In another, the tank is off to the right, hidden from view,
with the Tigers facing the team.)

Run and jump over the tank again with your MG and HG user, letting your guns
fully charge, and fire with Metal-Coated (or M-C electrical) Rounds. Once
you're at the far side of the wall the tank might be facing the wrong way!
It's easy to polish off the tank and then finish with the Tigers. (And you can
even use a tri-attack.) Try NOT to let it fire at you as it will send off
missiles that can inflict well over 3000 points of damage...


TWO TANKS
Enemies: Li'l Tiger Lv 18 x2
         ATM Tank Lv 63 x2

This is the right hand of the front two red hexes, closest to Albona. That
strategy won't work for this battle as there is a second tank hiding behind the
first wall and, if you jump over the far wall, it will target you easily. This
is really tricky and I died twice, not able to decide whether it was better to
have dual wield MG or use Metal-Coated shells and have a grenade user as well.
One precaution might be to use Anti-Damage items on the team first of all,
though in the end I didn't bother with that as it takes up a turn best used in
attacking.

One way to deal with two tanks is to use Armor-Piercing Rounds for the first
attack by the MG user. (You have to buy these at the Arena.) Then, switch back
to Metal Rounds. Ignore the Tigers until you've defeated at least one tank!
Electro Grenades ++ are also very effective against the tanks and, of course,
the very best M-C EX rounds.

Finish all four battles and that's the mission complete.


-------------------------------------------------------------------------------
Christmas Cheer ("Fetch" Mission)
-------------------------------------------------------------------------------
Client   : Theresa
Location : Level 3: Theresa's Manor
Reward   : 10 Hunter Points, 5000 Rubies, Expander Grip
Overview : "I was hoping to get together decorations that the kids would enjoy
           at our annual Christmas event. Could you prepare some sort of a big,
           festive object? I'd considered asking Cardinal Garigliano, but...
           Well, you can see how his creations are somewhat beyond the
           capabilities of children to grasp, can't you?"

Take the Core Lift 1 to Level 3 and talk to Theresa, who wants some Christmas
decorations for a children's Christmas event. She suggests asking the people of
Ebel City for ideas. Talk to Izzy who searches through the trash just to right
of the Guild. He wants one Scrapped Hammer SH1 and ten pieces of Scrap Iron and
Scrap Bronze. Give him these items (you'll probably have them all already) and
then he talks about some lights for the tree he's making. You'll get [TREE
VOUCHER x1] from him and then should go to Cranktown. (This second part is
optional.)

In Cranktown, find William, who's hanging out in the street next to the Hotel
(by the left entrance to town). He wants Lightning Scrap, and this is only
found from one source: the Safety Dwellest. This enemy can be found on Level 12
and inside the Gran Idee Mines, but you also fought a number of them in some
red hex battles and might have the items already. There's always one in the
first room at Patertopolis, so that's the easiest place to go. (But it's a rare
drop, and even if you fully scratch it you might not obtain the item, so it's
best to equip the Lucky Charm and link a terminal that boosts item drop rates
to the location.)

Hand some over (he takes 3 of them) and then he wants you to go to Albona. You
get [SIX-WAY LIGHT BULB] from him. Head down to Albona and speak to the
shopkeeper found in the left hex. She will give you an ornament for free and
you obtain [RITZY STAR].

After you obtain the first of these items there's a mission update on the
mission memo telling you to report to Theresa. Hand over the Tree Voucher to
complete the mission and for the two extra items you get [FIRST AID EX x2] and
[MULTI-AID R-EX x2].

Sources for Items (there are many sources for the Iron and Bronze)

* Scrap Iron
  Buy from the Travelling merchant for 200 Rubies.
  Scrap just about any basic grenade or ammunition.
  Pistol Dweller: Hughes Power Station
  Dweller: Lucia, Level 6

* Scrap Bronze
  Scrap any double plus Grenades or ammunition, and + elemental rounds.
  Hot Dog: Level 10, Scrapyard
  Junk Mimic: Level 4, Closed Road
  Screw-Top: Level 6, Lucia

* Scrapped Hammer SH1
  Scrap the Expandable Handguard... not advisable!
  Sledgehammer: Dakota Vein, Level 9

* Lightning Scrap
  Safety Dwellest: Patertopolis, Gran Idee Mines, Level 12


-------------------------------------------------------------------------------
Not Available as Trash "Fetch" Mission
-------------------------------------------------------------------------------
Client   : Slash
Location : Level 10: Albona
Reward   : 8 Hunter Points, 15000 Rubies, Electro Grenade ++ x20
Overview : "I've been searching for some Armanium. But it's not anything you
           can just find lying around... Can anyone get some for me?

Slash is found at night, rummaging in the dirt next to the shop in Albona, and
wants some Armanium. This is obtained by scrapping the weapon dropped by the
Vibrant Tar Man that you killed for the Dyeing Request mission in the previous
chapter: the SCRAPPED EATER TAR2.

If you don't have one, then he tells you that it can be found from Tar Armors
in Lucia. Revisit Lucia on Level 6, and go through the Downtown area to the
fourth room (the blue one with the large platform) where you'll find 2 Tar Man
enemies who drop this item. You can use an Escape Hex to leave the area as soon
as you get one. If you don't manage it the first time, then carry on into the
red room to fight the Screw-Tops again. Leave by the white exit that leads to
the Parkway, save your game, and go back to fight the Tar Men again until you
obtain the item.

He only wants one of these items and you get three from the scrap (costing just
100 Rubies) so just hand it over. Mission complete! (You can sell the rest for
1500 Rubies each.)


-------------------------------------------------------------------------------
The Missing Brother "Fetch" Mission (complete one other mission first)
-------------------------------------------------------------------------------
Client   : Elisa
Location : Level 7: Cranktown (at night)
Reward   : 5 Hunter Points, 250 Rubies, (Perfect Aid: shown as ??? at first)
Overview : "Are you hunters? Please, find my big brother! My brother was a
           student at Crank Seminary, but he hasn't come home in a long time. I
           think I can find out what happened if I go there. But Mama won't let
           me go. She says it wouldn't be safe. If you find out anything,
           please let me know quickly! I'll be waiting with Mama here at
           night."

After completing one mission this extra one appears. Elisa is with her mother,
Pollyanna, on the bridge to the right of the shops (Wildlar Street) at
Cranktown, and only at night. She asks you to find out about her brother who
was a student at Crank Seminary. Enter the Seminary and there's an obvious
white light shining on the ground at the right. Inspect it and you'll find
[BROKEN GLASSES x1]. Return the glasses to Elisa... (it must be night-time
again.)



S H O P S
-------------------------------------------------------------------------------
There are no new clothes for sale at Boutique Lily.

The main shop has its full inventory at the start of this chapter and the
Tinkerer can make everything that can be made! It's a big change, but the final
one.

-------------------------------------------------------------------------------
EBEL CITY SHOP
-----------------------.-----.--------.--------------------------------------
TOOLS                  | CHP | PRICE  | DESCRIPTION
-----------------------+-----+--------+---------------------------------------
First Aid S            |  12 |   2000 | Heals 4000 points of Scratch Damage
Multi-Aid              |  12 |   2000 | Heals 500 points scratch damage for
                       |     |        | everyone within a set radius
Multi-Aid R-S          |  12 |   3000 | Heals 2000 points scratch damage for
                       |     |        | everyone within a set radius
Cure Kit-R             |  12 |   2000 | Cures all status ailments for all
Anti-Damage            |  12 |   1500 | Cuts physical damage in half
Anti-Heat              |  12 |   1500 | Cuts fire damage in half
Anti-Ice               |  12 |   1500 | Cuts ice damage in half
Anti-Bolt              |  12 |   1500 | Cuts electric damage in half
Anti-Toxin             |  12 |   1500 | Cuts poison damage in half
Sonic Chug             |  12 |   1500 | Doubles movement speed
-----------------------.-----.--------.----------------------------------------
WEAPONS                | CHP | PRICE  | DESCRIPTION
-----------------------+-----+--------+---------------------------------------
NP.05C (Machinegun)    | 12  | 300000 | Excels in charge acceleration
_______________________|_____|________|________________________________________


-------------------------------------------------------------------------------
TINKERER
-----------------------.-----.--------.----------------------------------------
TOOLS: GRENADES        | CHP | PRICE  | DESCRIPTION
-----------------------+-----+--------+----------------------------------------
Molotov Cocktail ++    | 12  |    300 | Made to enhance damage and immolation
Molotov Cocktail EX    | 12  |    400 | Made to enhance damage and immolation
Hand Grenade ++        | 12  |    300 | More advanced form of hand grenade
Hand Grenade EX        | 12  |    400 | Ultimate Hand grenade
Freezer Grenade ++     | 12  |    350 | More advanced form of freezer grenade
Freezer Grenade +EX    | 12  |    450 | Ultimate Freezer grenade
Electro Grenade ++     | 12  |    350 | More advanced form of Electro grenade
Electro Grenade EX     | 12  |    450 | Ultimate Electro grenade
Toxic Grenade ++       | 12  |    350 | More advanced form of Toxic grenade
Toxic Grenade EX       | 12  |    450 | Ultimate Toxic grenade
-----------------------.-----.--------.----------------------------------------
TOOLS: AMMUNITION      | CHP | PRICE  | DESCRIPTION
-----------------------+-----+--------+----------------------------------------
Hollow-Point Rounds EX | 12  |    250 | Ultimate Hollow-Point Round
Metal-Coated Rounds EX | 12  |    250 | Ultimate Metal-Coated Round
Incendiary Rounds +    | 12  |    200 | More advanced version
Sub-Zero Rounds +      | 12  |    200 | More advanced version
Electrified Rounds +   | 12  |    200 | More advanced version
Toxic Rounds +         | 12  |    200 | More advanced version
HP Incendiary Rounds + | 12  |    300 | Ultimate HP Incendiary Round
HP Sub-Zero Rounds +   | 12  |    300 | Ultimate HP Sub-Zero Round
HP Electrified Rounds +| 12  |    300 | Ultimate HP Electrified Round
HP Toxic Rounds +      | 12  |    300 | Ultimate HP Toxic Round
MC Incendiary Rounds + | 12  |    300 | Ultimate MC Incendiary Round
MC Sub-Zero Rounds +   | 12  |    300 | Ultimate MC Sub-Zero Round
MC Electrified Rounds +| 12  |    300 | Ultimate MC Electrified Round
MC Toxic Rounds +      | 12  |    300 | Ultimate MC Toxic Round
-----------------------.-----.--------.----------------------------------------
CUSTOM PARTS           | CHP | PRICE  | DESCRIPTION
-----------------------+-----+--------+----------------------------------------
High-Mount Elite       | 12  |  14000 | Offers still more expansion ports
Special Scope          | 12  |  20000 | Hard to affix, but raises charge speed
-----------------------+-----+--------+----------------------------------------
HG S-Rail Barrel       | 12  |  15000 | HG barrel with three ports
HG L-Rail Barrel       | 12  |  15000 | HG barrel with best CA and 3 ports
MG S-Rail Barrel       | 12  |  18000 | MG barrel with many expansion ports
MG L-Rail Barrel       | 12  |  18000 | MG barrel with best CA and 4 ports
Terminal Sub-Barrel    | 12  |   2000 | Attach to another sub-barrel
Rail Sub-Barrel        | 12  |  13000 | Adds a mount for additional sight
Expander Twin S-Barrel | 12  |  20000 | Dual sub-barrel with expansion port
Double Sub-Barrel      | 12  |  20000 | Dual sub-barrel with ports at left
Expander Super Barrel  | 12  |  30000 | Heavy and hard to affix, but best CA
-----------------------+-----+--------+----------------------------------------
Expander Grip (B)      | 12  |  13500 | Multiple expansion ports
_______________________|_____|________|________________________________________


-----------------------.-----.--------.----------------------------------------
ACCESSORIES            | CHP | PRICE  | DESCRIPTION
-----------------------+-----+--------+----------------------------------------
Hi-Polymer Padding     |  12 |  15000 | Cuts physical damage by 30%
                       |     |        | elemental damage by 50%
Heat Protector         |  12 |  15000 | Cuts physical damage by 15% and fire
                       |     |        | elemental damage by 70%
                       |     |        | elemental damage by 50%.
Cold Protector         |  12 |  15000 | Cuts physical damage by 15% and ice
                       |     |        | elemental damage by 70%.
Bolt Protector         |  12 |  15000 | Cuts physical damage by 15% and
                       |     |        | electricity damage by 70%.
Toxicity Protector     |  12 |  15000 | Cuts physical damage by 15% and poison
                       |     |        | elemental damage by 70%.
Flameproof Suit        |  12 |  14000 | Prevents immolation almost completely.
Iceproof Suit          |  12 |  14000 | Prevents freezing almost completely
Shockproof Suit        |  12 |  14000 | Prevents electrocution almost
                       |     |        | completely
Germproof Suit         |  12 |  14000 | Prevents poison almost completely.
_______________________|_____|________|________________________________________



A R E N A
-------------------------------------------------------------------------------
No new ranks.


R E D  H E X E S
-------------------------------------------------------------------------------
Location: Level 5
Reward  : [PERFECT AID]
Enemies : Blob Clown Lv 40 x4

There's a red hex at the edge of the level to the right of the Forest of Idols.
It's a forest path battleground with no shelter at all. Blob Clowns are classed
as machines, so don't use Hollow-Point round on them, and they don't have any
weaknesses. However, they don't have any resistances either! I used my best
Freezer Grenades on these as they grouped together in the centre of the area.
You can also attack them with other elemental grenades or shells and they burn
up nicely. They move around quite quickly and tend to stay in a group, which
makes grenades a good choice for this battle. Their gun attacks are not too
damaging. Use tri-attacks, and you'll finish them up fast


Location: Level 9
Reward  : [BEZEL SHARD]
Enemies : R-Commando Assault Lv 58 x4

This red hex is at the far side of the circular area near the Elevator to Level
8, and close to the Terminal: Endurance. There are four strong soldiers, one
central platform and a ramp up to higher ground, although the enemies are all
on or near the ramp to start with. They will rush forwards to your starting
position, grouping together, so grenades can be useful. Toxic Grenades are a
good choice for these enemies, as well as Hollow-Point Rounds, and Incendiary
or Molotov Cocktails are effective too. (I used both!) Be careful of doing too
many hero runs in case they target someone and remove a lot of bezels. Stand
still and fire directly if need be, and make use of the upper platform to use
tri-attacks. A couple of them have a few gauges to break as well. They drop
straight plain and turquoise hexes.


D A N I E L ' S   D O L L S
-------------------------------------------------------------------------------
None



===============================================================================
C H A P T E R  1 3  -  Christmas ........................................ *WC13
===============================================================================

C H A P T E R  O V E R V I E W
-------------------------------------------------------------------------------
Hunter Rank points will be at 741 after the last chapter's missions, and you
could have 11 bezels on the Hero Gauge by now. Levels might be anything from
60-65, but that's probably a minimum to aim for as the game approaches the
later stages.

You can leave the story missions until last this time, and start off with the
combat mission on Level 7, then take the fourth mission in Cranktown, and
complete it. Head down to Level 10 for the other two, and finally back home and
have fun at the Christmas Party. There are some red hex battles on Level 12 and
for one of them you'll need the Shockproof Suit you get from completing the
"Forefront of Fashion" mission.


T I P
-------------------------------------------------------------------------------
Save at least 20 of the Hide items, dropped from Yeti type enemies, as you'll
need these to complete a mission in Chapter 15.


S T O R Y  M I S S I O N / S
-------------------------------------------------------------------------------
The Christmas Party
-------------------------------------------------------------------------------
Client   : Theresa
Location : Level 1: Square Garden
Reward   : 30 Hunter Points, 10000 Rubies
Overview : You're aware that we organize an annual Christmas event in the
           Square Garden of Chandelier, aren't you? I'm in need of volunteers
           to distribute gifts to children at the party. I'm so sorry about the
           short notice, but could you do this as a favor to me?

Ride the Core Lift 1 to Level 3, and return to the Square Garden on Level 1.

The mission begins in the orange room and after clearing this one, head out of
the blue exit, along the corridor and into the left pink room. Clear this one
and leave by the turquoise exit. Next is the dark red exit to the upper left
room. Next is the green room, and after that the yellow. From here head into
the red room at the east side, and finally into the central blue room.

You have to go through every room and chuck presents at the children. They will
come running towards you, waving their arms, and they are especially excited to
see Leanne: you'll see why! Although you can still do hero actions, running and
jumping, everything is much slower than usual, and there are no tri-attacks.
The closer you are to a child, the easier it is to bomb them with a present,
but you're unlikely to manage more than one for each turn. Hero running is more
effective when you start out close to a child, or when they are running towards
you, though they only run towards Leanne. When you've found each child and
given them all their presents there's a message to tell you that the room is
clear. Move on to the next one.

Presents from Vashyron and Zephyr will fill the child's "I want" meter by a
portion, and you'll need to throw two or three to each child. However, Leanne's
presents are more effective, and she can satisfy a child with just one present.
The difficulty lies in the fact that the children will surround Leanne and stun
her, so she can't move or throw any more presents. That slows down the time it
takes to complete the mission.

The best way to avoid this is to jump onto a wall and lob them down as the kids
gather, although they can even knock her off a wall. Another strategy is to
cancel turns from the other two, and keep using Leanne to run away from, or
past, the children, lobbing presents as she goes. If she gets stunned, then
move Vashyron and Zephyr as close as possible to the kids and keep throwing
presents at them until they stop bashing Leanne, and she will recover.

If you miss a room or a kid you won't be able to end the mission so check that
you're been in every room. Also, make sure to scan each room for silver boxes
in case you missed any when doing Vashyron's solo mission here. This is your
last chance to open them. You start off in the Orange room with two exits. Jump
down to give the gifts and then head for the blue room, and the pink one at the
left. Finish them all and the scene starts.

After all that Leanne will be your team leader and be at the exit. You cannot
return inside the Garden now, or ever again, so just exit and head for the
Basilica to complete the next stage of this mission. There's an additional
reward if you managed to complete this in less than 30 minutes, which is easy
enough to manage so long as Leanne doesn't get stunned too many times!

Reward: [ENERGY HEX 3 Blue x4]
        [PERFECT AID x2/4/6] (depending on the time taken)


-------------------------------------------------------------------------------
A Christmas Prayer
-------------------------------------------------------------------------------
Client   : None
Location : None
Reward   : 5 Hunter Points
Overview : Head to the Basilica in Chandelier.

This is just for Leanne and all she has to do is head for the Basilica on Level
1 after completing the Christmas Party event. (You have to go back down to
Level 2 first and take the next elevator up (the one near Barbarella's Manor)
to reach this part of the level.) After the events here, return to Sweet Home
in Ebel City, and it's end of the chapter.



G U I L D  M I S S I O N S
-------------------------------------------------------------------------------
THe Forefront of Fashion  ("Fetch" Mission)
-------------------------------------------------------------------------------
Client   : Miranda
Location : Level 4: Ebel City
Reward   : 8 Hunter Points, 6000 Rubies, Shockproof Suit
Overview : "Have you noticed that fashion has gotten boring lately? There's
           been hardly any movement. As the town's fashion opinion leader, I
           think it's up to me to take charge. So, I want to make a new
           statement outfit. Can you find me some Vulcanized Hide?

She wants Vulcanised Hide and suggests asking Alcott, the old man inside the
main shop. He tells you to find Junker Behemoths in Etsia on Level 10. That
means: take the Elevator from Level 4 to Level 6, and then Core Lift 2. Go
down the levels to Level 10 and ride Core Lift 3 to the Albona area. Etsia
requires green hexes in case you haven't already completed the hexes for that
level. It will also be blocked with four red hexes that are for David's combat
mission. (See the section "Is it Just Me?" for details.)


.-------.
| ETSIA | .............................................................. *ET13
---------
This area contains an Abandoned Energy Station and four blocks. Equip fire
protection. Heat Yetis found here are very good fodder for raising grenade
levels quickly if you come here early on in the game.


-----------------
Random Encounters
-----------------
Enemies: Leader - Missile Gear Lv 66
         Torch Gremlin Lv 19

Enemies: Leader - Heat Yeti Lv 71 x1
         Chunky Gangster Lv 38


--------
C Block - 1 room only
-------
Room 1
Enemies: Chunky Gangster Lv 38 x5
Silver Box : [ANTI-HEAT x10)

The area has a wide wall crossing from one side with ramps at either side,
leading down to the wide area below. The enemies are hidden behind this wall to
begin with, although one is just visible to the right. It's not that simple
because you need to be down on the flat are to get tri-attacks. Don't run out
of bezels!  There are two standing at the far left and three to the right.
Start by setting up a triangle to the left to deal with the pair first, and
then keep using tri-attacks to finish off the other three. You could wait out
the first turn and just walk in closer to the wall, and the enemies won't move.
Some of them might have gauges to break so using grenades or two HG users is
the best set-up here. (They drop straight turquoise hexes.)


-------
L Block
-------
Room 1 - Red
Enemies: Heat Yeti x 1 Lv 58

Equip Heat protective accessories for this battle. This is a large flat area
and the Yeti is inside an L shaped box wall. Pretty obvious that Subzero rounds
and Freezer grenades will be very effective on him. All you need to do is run
directly ahead, staying on the left of the box wall and fire off with the MG.
He's likely to end up frozen and then it's just a matter of a quick burst from
a handgun and he's dead.


Room 2 - Green
Enemies: Heat Yeti Lv 58 x1
         Torch Gremlin Lv 19 x2

There's nothing to find in here, but if you want to kill another Yeti, go
ahead. This is the type of room with a box wall and two ramps.


-------
D Block
-------
Room 1 - Red
Enemies: Missile Gear Lv 54 x1
         Chunky Gangster Lv 38 x2

The room is large with two bunkers to the left and one to the right, together
with some box platforms. Go for the gear and gangster at the right of the team
first, and finish off with the second gangster. Use Metal-Coated rounds on the
gear.


Room 2 - Green
Enemies: Heat Yeti Lv 58 x2
Gold Box: [HEAT PROTECTOR x1]

The two enemies are hidden behind a long wall of boxes to begin with. There are
ramps at either side leading down to a wide area where tri-attacks can be used.
With ice based grenades and rounds you should be able to freeze one while you
deal with the other, preventing any attack from them. At lower levels this can
be tougher to manage and might take longer, but the principle is the same.
(They are likely to have gauges to break.)


-------
R Block
-------
Room 1
Enemies: Junk Mimic Lv 20 x2
         Bazooka Dwellest Lv 44 x2

This room is flat and has a wide wall running across the middle. You can simply
run through here if you can't be bothered to fight these enemies, and head for
the green exit at the left. However, the door to the next room is sealed if
you're here for the mission, so no short cuts! Start on the closest Mimic with
a Handgun attack to break its outer shielding, and you don't need to waste
special rounds on any of these enemies.


Room 2 - Green
Enemies: Leader - Junker Behemoth Lv 97 x1
         Missile Gear Lv 54 x2
Gold Box: [HIGH-MOUNT ELITE x1]

.----------------------------------------------------------------------------.
| J U N K E R  B E H E M O T H  -  B O S S                                   |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 97    | HP: 12225   | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Large Organism      | Main Body |  30% Hard | None      | None      |
|----------------------------| Part 1    | 100% Hard | None      | None      |
| Drops: Vulcanized Hide     | Part 2    |  50% Hard | None      | None      |
|        Scrapped Vulcan GG  | Part 3    |  50% Hard | None      | None      |
|                            | Part 4    | 100% Hard | None      | None      |
|                            | Part 5    | 100% Hard | None      | None      |
|____________________________|___________|___________|___________|___________|

During this mission there is a JUNKER BEHEMOTH enemy in this room together with
2 Missile Gears. There is a slope at either side of the wide wall and the boss
is directly facing the wall. He will fire off missiles that fly over the wall
and do huge damage to anyone that's left at the front of the wall, just on its
first turn. No joke... Have one MG and two HG users for this battle, one of
which could also use grenades. You need two HGs to make sure you stun the
Behemoth on every turn! (It's more or less a re-run of the battle in Lucia
against the Jalopy Golem, except that there are no boxes or bunkers and the
enemy has more HP.)

Start by sending your MG user off to one side on a long hero running jump,
firing MC rounds and then, your HG user off to the other side to take off all
the scratch damage and break its gauge. That will stun it for your next turn:
ignore the small fry. Note that you could do this the other way around and
start off with your best HG user hoping to stun him on the first turn, then
followed by the MG.

Next, send your third member over the wall either using a Handgun or grenades:
Electro Grenades ++ is a good one, or really, anything that's your best stuff.
Try to avoid bumping into him and jump to one side to avoid his head. This
should give you the formation for a tri-attack. The boss might have got in the
initial attack (which is likely to scatter bezel shards all over the place),
but ignore that damage and don't bother trying to pick up the shards. Now that
you're on the flat ground, and can tri-attack easily, you can also target his
back and he should be stuck still, facing the wall.

After breaking his body gauge and removing his parts, change to Hollow Point
ammo. You get [VULCANIZED HIDE]. Don't forget to open the box!

Return to Ebel City and report back to Miranda for the reward and she will now
sell some new clothes.


-------------------------------------------------------------------------------
Is it Just Me? (Combat Mission)
-------------------------------------------------------------------------------
Client   : David
Location : Level 10: Albona
Reward   : 10 Hunter Points, 12500 Rubies
Overview :"I was tasked with exterminating monsters that appeared around Etsia
           on Level 10, but... Damn it, I feel so useless! Can you knock out
           some Manhole Stoppers for me?"

You don't have to talk to David for these red hexes to appear, but if you want
to, he's the chap who is walking near the left entrance to Albona. There are
four red hexes blocking access to Etsia and you've got to defeat all enemies in
all four of them.


Enemies: Leader - Manhole Stopper Lv 94 x1
         Safety Dwellest Lv 52 x1
         Bazooka Dwellest Lv 44 x1

This is a Scrapyard battlefield with a bunker and wall to the right, and a wall
behind the enemies that you can jump over to the far path. The Manhole Stopper
is just a bigger and bolder version of the Dwellests.

The sidekicks can inflict poison with their blowdart attacks and the boss can
attack for well over 2500 points of damage with a grenade or jump attack.
Grenades are very effective as sometimes the boss has a lot of gauges that need
breaking (up to 5), and the enemies tend to bunch together, so you can hit them
all at once. All elemental rounds are effective, but fire is the best for
removing that last bit of scratch damage.

The enemies start at the right of the screen behind the first wall. Turn the
camera to see them. Wait until they come forwards a little, or walk a few steps
for the first turn. Then, jump over their heads, with a hero run and jump over
to the other side of the wall. They will have to walk around to reach you while
you jump back across the wall. They will turn to head back to your position, so
once again hero run and jump across the wall. By this point you should have
been able to defeat the weaker two just leaving the leader.

You can even aim the cursor to land on the wall and that protects anyone from
the junp and crash attack that can hurt for a hefty amount. From the wall,
simply hero jump directly (press square when you have the line in place and go
back over the wall again attacking with the MG, grenades and HG). Also, by
landing on the wall, you can fire and throw grenades if your bezels are getting
low.

Tri-attacks are effective if you plan it well, but sometimes it's awkward,
especially as it's hard to make sure you end up well away from the boss. If you
try these, the best area to run in is in front of the first wall, where there's
more space. You can take your time to set it up, and one time I waited until I
had 5 RP before starting the attack.


-------------------------------------------------------------------------------
The Ravening Beasts (Combat Mission)
-------------------------------------------------------------------------------
Client   : Barbarella
Location : Level 2: Barbarella's Manor
Reward   : 10 Hunter Points, 10000 Rubies, Rail Sub-Barrel
Overview : There's a nasty infestation of pests stirring up trouble around
           Silver Canyon on Level 7. My boys found themselves outmatched,
           though. Can you fry those nasties instead?

Go to Level 7 where you'll find 5 red hexes in front of the Silver Canyon. (You
don't have to talk to Barbarella first.)  Activate the Terminal that gives x2
Fire Effect before starting the battles.


Battle 1
Enemies: Leader - Cargo Walker Lv 77 x1
         Rocketfoot Lv 24 x 4

Equip accessories that defend against physical attacks like the Hi-Polymer
Padding. The Tundra battleground is one you're familiar with, and has two sets
of bunkers to the lower left and right of a large room. Each battle is
identical with the leader situated in the middle at the back of the room with
two Rocketfoot enemies at each side.

The main thing to avoid is being physically barged into by the leader as it
will do well over 2000 - 3000 damage at a time. The enemies' long-range attacks
are nothing to bother about, only doing around 200-300 damage. I used two with
Machineguns: one of those with dual guns and the other with grenades. Seemed to
work quite well and you don't need special ammo with that set up. Use the
bunkers to shield anyone that is getting badly damaged.

You could start with a hero run to one side targeting a Rocketfoot and then use
a tri-attack when you have two resonance points. Kill that Rocketfoot and
probably a second one. However, the leader moves fast and is likely to wallop
someone, so it might be best to avoid tri-attacks if he's close to anyone. One
way to circumvent that is to target the leader first and then use the HG on it
to break its gauges and stun it. That gives you breathing space to take down
the others if you want to. Always keep an eye on where the leader is heading
and act to avoid it by changing the turn order and jumping behind the bunkers.
The leader has five gauges (or less) to break. Hollow Point Electrified Rounds
are effective in slowing it down.

If your bezels are damaged then rest between fights as well as saving. Of
course you don't have to defeat all the Rocketfoots. (Save one of the
Rocketfoots so you can quickly kill it if you're running low on bezels.)


-------------------------------------------------------------------------------
The Future of Medicine ("Fetch" Mission) (complete one other mission first)
-------------------------------------------------------------------------------
Client   : Stanley
Location : Level 7: Cranktown
Reward   : 5 Hunter Points, 5000 Rubies, Multi-Aid R-EX
Overview : "You look like hunters. I'd like someone to go pick up some books,
           actually a set of pharmacology texts, from my doctor friend Warden
           at Core Lift 2. He's loaning them to me, you see. if you're not
           busy, can i get you to do that for me?

Find Stanley again, our white-coated friend who seems to do nothing but stand
on the bridge at Cranktown all day, and he'll tell you more. He wants you to
pick up some books from Warden at Core Lift 2. Take the Core Lift 2 on Level 7
up to Level 6 and you'll meet a man in a white coat... and obtain
[PHARMACOLOGY TEXT x1]. Return it to Stanley in Cranktown. Simple stuff.


S H O P S
-------------------------------------------------------------------------------
Only Boutique Lily will have new items from now on. More clothes are sold after
completing the mission: "The Forefront of Fashion".


BOUTIQUE LILY
-----------------------.-----.--------.----------------------------------------
ITEM                   | CHP | PRICE  | TYPE
-----------------------+-----+--------+----------------------------------------
(Vis) Party            |  13 |  18100 | Leanne Coat (A)
(LaFleur) Lame'        |  13 |   7400 | Leanne Shirt (B)
(Vis) Skin You're In   |  13 |   8500 | Leanne Shirt (B)
(Victory) Buddies      |  13 |   9200 | Leanne Shirt (B)
(Lily) Wanted          |  13 |   9200 | Leanne Shirt (B)
(Barbarella) Panty     |  13 |  17000 | Vashyron Pants (A)
(Night) Heavy          |  13 |   8000 | Vashyron Shirt (B)
(LaFleur) Lame'        |  13 |   8000 | Vashyron Shirt (B)
(Victory) Beefy        |  13 |  12000 | Vashyron Shirt (B)
(Lily) Wanted          |  13 |  12000 | Vashyron Shirt (B)
(LaFleur) Lame         |  13 |   7800 | Zephyr Shirt (B)
(Luvino) Skin          |  13 |  12500 | Zephyr Shirt (B)
(Lily) Wanted          |  13 |  14000 | Zephyr Shirt (B)
(Lily) Sweet           |  13 |   8900 | Zephyr Shirt (B)
Lily) Sweet            |  13 |   8900 | Zephyr Boots (B)
_______________________|_____|________|________________________________________


A R E N A
-------------------------------------------------------------------------------
No new ranks.


R E D  H E X E S
-------------------------------------------------------------------------------
Location: Level 12
Reward  : [CURSED DOLL]
Enemies : Leader: Dolled-Up Dweller Lv 58
          Wrecking Baller Lv 29 x3

Take the elevator behind Albona on Level 10 to reach this small section of
Level 12. It's the area with the Gran Idee Mine and there's one red hex. You
fight in a Rock Crushing area with a large platform, a ramp up to it and a road
behind. This is very easy, as you can go for the left Wrecking Baller first,
luring the boss towards the Drum and then blast that, which freezes it for
about three or four turns. If it fires at you it will do around 2500 damage to
one.


Location: Level 12
Reward  : [BEZEL SHARD]
Enemies : R-Commando Shotgun Lv 58 x3
          Bolt Yeti  Lv 68 x2

From Albona take the elevator to Level 11 that's at the far end of the winding
narrow path and thence to level 12. Follow the wide path to the left edge of
the level find the Yeti group, and make sure to wear electrical protection. You
could make a Bolt Protector or Shield, or even a Shockproof Suit for someone:
but it's best to do this battle AFTER completing the mission for Miranda as
you'll get a Shockproof Suit for free. (If you don't have the Spark Flint
component for the accessories, an alternative is to double up on Bolt Padding
which gives 51% protection and is easy to make.)

It's the Rock Crushing site again, with a large platform. One Yeti and the
three Shotgun enemies are ranged along it, and the second Yeti is on the ground
to the left of the platform. This is a tough battle and I've tried various
strategies, sometimes starting with the left Yeti, sometimes with the far right
soldier, but try and take out one Yeti early on, and then arrange things so
that the one that's left wastes its attacks on the side of the platform. You
might need to heal up scratch damage as well, and even with good protection
someone is likely to suffer from shock. Most of the enemies have gauges to
break so you're unlikely to be able to fully scratch them on the first run with
a Machinegun.

Head for the right of the platform to begin the onslaught and target the
Shotgun at the right with your MG user (equip Hollow Point Rounds EX or ++ if
you don't have those.)  Try and finish this one off as fast as possible and
then go for a Yeti, all the time running around and watching for their
position. The enemies will jump off the platform to attack your starting
position, which is why you need to go for the rightmost soldier. If you get
everyone on the platform the enemies will have to find their way back up again,
and at this point they will be grouped together, so you could use grenades. The
soldiers can hurt a lot if two of them gang up on someone, so switch back and
forth with your characters to avoid that, cancelling turns if you need to.
Incendiary rounds and Molotovs are very helpful in this battle, and grenades
are useful for smashing the Yetis' gauges and gaining some bezels back.


Location: Level 12
Reward  : [PERFECT AID]
Enemies : Leader: Storm Striker Lv 73 x1
          Commander Lv 39 x3

This red hex is also on the large section of Level 12, more or less in the
centre, to the right of the Terminal: Luck, and it's also a Rock Crushing Site.
All four enemies are grouped in the middle of the platform at first. When you
hero jump to attack one of them don't land nearby! This seems simple at first
as the commanders are easy enough to fully scratch, but the leader has a very
powerful attack that can easily blast off bezels. Don't get too close and try
to knock her back if possible and stop her attacking. Using Electrical rounds
on the leader slows her down which is useful, and Toxic rounds will remove her
HP fast. (I ended up with her on the ground, facing a corner of the platform
and unable to move away from it, which was quite fun as she let rip on the
scenery.)


D A N I E L ' S   D O L L S
-------------------------------------------------------------------------------
Cursed Doll
Defeat Dolled-Up Dweller (Special Challenge) on Level 12.
Reward: [GERMPROOF SUIT x1]
Extra : [PERFECT AID x3] (for completing the doll collection)



===============================================================================
C H A P T E R  1 4  - An Old Promise .................................... *WC14
===============================================================================

C H A P T E R  O V E R V I E W
-------------------------------------------------------------------------------
By the end of the previous chapter you'll have 809 Hunter points and can find
the reward as usual inside the mailbox at Sweet Home. This time it includes a
very good weapon part: [EXPANDER TWIN S-BARREL x1] and [MULTI-AID R-EX x1].
Your levels could be anything from 65 - 85 by this point.

Acquire [ENERGY HEX x4] (olive green). Leanne leaves Sweet Home on her own, and
when the guys go over the Rainy Bridge there's a scene with Leanne. After that,
call in on the Guild. Complete all the missions first because the story mission
is tough and you'll need all the additional items and levels you can get!
However, you might want to start that mission and see how you manage, and if
possible reach the room where you obtain another Handgun. For the missions,
head to Cranktown and see Stanley, then go down to Level 10, make sure all
hexes are covered, and continue down to explore the Gran Idee Mines. You should
have a Hero Gauge of 12 bezels before starting the story mission.


--- Expansions! ---
Check out that Expander Twin S-Barrel. You'll see it's a double short barrel
with a T connection on the right of the lower barrel, but not on the upper one.
This arrangement allows it to be used to connect with the Expander Grip that
has a square extension. (Confusingly there are two types of Expander Grips with
the same name, but one you want has this additional connection and a T
connection to the left, but lower down). Add this grip and you can attach the
Expander Twin S-Barrel to the left of it, and then add another Expander Grip
with a second Expander Twin S-Barrel. Always add Short Sub-Barrels to the end
of barrels if there's some space left for them, and you can also add a Terminal
Sub-Barrel to a T connection if you don't have the capacity or parts for an
additional barrel extension.

After completing the missions you'll also have the MG S-Rail Barrel and this
gives an extension above the barrel, which enables you to add a long scope to
the MG without having to add a scope mount to the right of the gun: at least,
for the NP.05C. (It is also a much better part than the MG Multi-Barrel which
also has an upper extension.) This enables you to move this gun to the right
and add more barrel extensions whilst keeping a long scope (of whichever kind)
with its Charge Speed of 75. Just using these new parts and others that are
readily available to you now, you could easily make the NP.05C with these
stats. (I added a Rail Sub-Barrel to give an additional scope slot for the High
Mount Elite with its additional extensions.) Check out the Gun Customisation
Guide for a diagram of this gun.

Charge Speed : 153, Charge Acceleration: 52%, Rate of Fire: 94
Bullet Focus :  94   Magazine Size     : 18   Weight      : 474


T I P
-------------------------------------------------------------------------------
Hopefully you've already linked the terminal on Level 4 (that boosts item drop
rate) to the arena. With many more turquoise hexes you could also link the
terminal on Level 6 that doubles effects, and the two terminals on Level 5 that
boost item drop rate and rare item drop rate. With all of that combined you'll
be a harvesting machine on all linked hexes, and especially in the Arena!


S T O R Y  M I S S I O N / S
-------------------------------------------------------------------------------
An Old Promise
-------------------------------------------------------------------------------
Client   : None
Location : -
Reward   : 40 Hunter points
Overview : Head to Aetersyl in Chandelier

Take the Core Lift 1, and the elevator up to Level 2. Use the green hex behind
Antourion's Manor to open access to the last of the elevators. Complete the
hexes for the level while you're there. Ride the elevator to Level 1 and
complete the hexes in that new section as well. If you have sufficient orange
hexes (which you probably will) then you can fill up the entire area (minus the
Outer Wall hex) to activate the Terminal, or just activate it and use an Energy
Station to change the colour to whichever hex colour you want. Though I'm not
sure that it is worth while since this terminal's effect is Knockback Gravity
x0.5 which would effect you as well as enemies. Note that there is a Terminal
on Level 2 that you could connect up to the next floor and this doubles
Electrical Damage (the boss is weak to this element) which would be much more
useful, except... that some enemies use electrical attacks too.

Plant an Energy Station on Level 2 so you can rest and save and return directly
to your base if you want to buy more stuff or customise weapons some more after
fighting a bit in this area. (It won't work on Level 1 because there is still a
hex you cannot cover, although you're free to place an Energy Station on that
level too if you wish.) There is an Abandoned Energy Station inside the
compound.

While fighting here, make good use of the more powerful grenades and your best
Hollow and Metal Rounds. Equip everyone with Bolt protection and the best
physical protection accessories you can manage. Enemies here are tough and
there's not much in the way of shelter. Levels are likely to be around 65-70 as
a minimum and equip the Machinegun to whoever has the highest level for that
weapon. (Ideally at level 30 or more.)


.----------.
| AETERSYL |
------------
The entrance is connected to the world map and there's an Abandoned Energy
Station a short distance along the open path of Aetersyl Laboratory: Courtyard.
Inside the Grand Hall, Rooms 1 and 3 are split in two with a long wall dividing
the rooms and a locked gate in the middle (shown here as X).

                       Enter Grand Hall
                   ------- v--------------------
                   |     ____                  |
                   |    /    \                 |
                   |   /  4   \                |
                   |   \      /                |
                   |    \____/                 |
                   |    /    \                 |
                   |   /  5   \             Arcade
                   |   \      /                |
                   |    \____/                 |
                   |    /    \                 |
 Enter Grand Hall  --->/  6   \                |
                       \      /                |
                        \____/                 |
                        /    \                 |
                       /  7   \      Boss      |
                       \      /        |       |
                        \____/       ____      ^
               Switch - /    \      /    \     |
                       /___X__\____/___X__\    |
                       \   1  /    \   3  />- Exit to Courtyard
   First Entrance to -> \____/   2  \____/
   Grand Hall                \      /
                              \____/

-----------------
Random Encounters
-----------------
Enemies: Leader - Tri-Stamp Lv 90
         Leader - R-Commando Assault Lv 71
         Assault Wolf Lv 50 x3
         R-Commando Wall Lv 51 x1
         R-Commando Assault Lv 59 x1

(And that's just in the open area...)

Sometimes the soldiers won't be there, and there will be 5 wolves instead, but
the area is the same with two bunkers set a way back on either side. Just go
for the leader Tri-Stamp for a quick win. If you begin with a Handgun attack on
him, running off to one side behind a bunker, that will stun him. Then go to
the other side with the MG and end up with a tri-attack (assuming you've
cleared the potential blocking from the bunkers by running far enough). If you
want to kill all enemies use the same strategy but knock off the weaker enemies
first.


----------
Grand Hall
----------
You'll see that two parts of the hall are marked in red as "next" (if you have
the location finder on), but that there is another section at right angles,
also marked as Grand Hall. You have to go through this smaller section first,
get to the outer area on the far side, and make your way around to find a
switch in the other, longer, section of the hall.


Room 1 - Pink
Enemies: R-Commando Wall Lv 51 x2
         R-Commando Assault Lv 59 x2
         R-Commando Sniper Lv 59  x1
         R- Commando Fencer Lv 58 x1

You'll see two exits from this room, but the yellow exit is blocked off and you
can only go through to the turquoise room. You could attempt to run through
here as the exit is at the far end of the room, but I wouldn't advise it.
There are two bunkers for shelter which you're going to need, and enemies are
placed behind both of them. (You'll notice a locked gate to the left and this
has to be unlocked, but it's a circuitous route.)

This is really tough because you don't know which enemy might have lots of
gauges that need breaking: just assume they all do and then you'll be
pleasantly surprised if one doesn't. It might be best to keep the MG user with
the special ammo as dual wield MG guns don't really cut it for these battles.

Use Hand Grenade EX for the best effect as these will spread the damage to a
group and stun the enemies for a bit as well. You need every advantage you can
get! Try running with Hero Jumps to the far end, then use a tri-attack and then
run back to the other bunker. Most of the soldiers will run towards your
starting position and fire through the bunker, so staying put is not a good
plan. If you send the MG out to the right keeping behind the bunker, and then
the HG out to the far end you can manage a tri-attack on the third turn. You
should find that three or four of the enemies are grouped in the middle of your
triangle and ready fodder for powerful grenades.

General advice is to keep an eye on health and move someone who's in danger
even if it's not their turn. Make tri-attacks whenever you get the chance even
if it's just one resonance point, and attack an enemy with a handgun or grenade
when they are too close to one of the team and nearly fully charged. That will
stun them and prevent a potential attack. All HP rounds are effective, but ice
is the best because it stops them dead for a while.


Room 2 - Turquoise
Enemies: Assault Wolf Lv 50 x2
         R-Commando Sniper Lv 59  x2
         R-Commando Fencer Lv 58 x2

The bunkers are more useful here as they are set to each side close to your
start position. The soldiers are the most dangerous and the sniper can hurt for
around 1000 points with the fencer a bit less than that. If you start off
keeping behind the bunkers, but doing hero actions to set up a tri-attack, the
enemies will come running and you should be able to kill one or even two before
they can do much at all. After that, use the full length and width of the area
to make more tri-attacks.


Room 3 - Red
Enemies: None
Gold Box: [ESCAPE HEX x1]

This is easy! For now... You can take or leave the Escape Hex because you'll be
back here soon enough. You can see another locked gate to the left next to the
Gold Box, but for now, just run through the empty room to the exit that takes
you to the far side of the Grand Hall.


--------------------------
Inner Courtyard and Arcade
--------------------------
Move around the hall (you can move the cursor to open space) and here you'll
find a different set of enemies. You can also change equipment to prepare for
the Bolt Yeti.

Walk all the way around to the right through the darker Arcade area, and enter
the Grand Hallway again, only now you're at the far side of the long corridor.
If you keep going a little further there's a second entrance and this takes you
directly into the blue room.


-----------------
Random Encounters
-----------------
Enemies: Leader - Bolt Yeti Lv 83
         Demolition Walker Lv 65 x2
         Assault Wolf Lv 58 x1

This is much simpler with the chance to just go for the leader. The wide open
area is perfect for racking up RP and making devastating tri-attacks. Poison,
Fire, and Freeze work well on the Yeti. Note that the Scrpaped Bazooka EX is
dropped from the Bolt Yeti with a leader assault, although it's not listed in
the bestiary.


Enemies: Leader - R-Commando Lv 71
         R-Commando Assault Lv 58 x2
         Assault Wolf Lv 58 x1

Enemies: Leader - Tri-Stamp Lv 90
         Assault Wolf Lv 58 x4


----------
Grand Hall
----------
Room 4 - Green
Enemies: Bolt Yeti Lv 68
         R-Commando Assault Lv 59 x2

2 Biohazard Tanks
Hero run and jump to one side of the room targeting one of the commandos, and
then kill him with an HG and make a tri-attack to kill the Yeti.


Room 5 - Red
Enemies: Tri-Stamp Lv 73,
         Assault Wolf Lv 50 x2
Gold Box [EXPANDER TWIN S-BARREL x1]

3 Poison Drums
Poison and Freezing works a treat on the Tri-Stamp and he's likely to hit the
drum anyway and poison himself. You could start with the wolf at the left using
the MG and then hit the drum with the HG if tri-stamp comes towards the rest of
the team, and set up a tri-attack around the wolf and the big guy.

NOTE: This Expander Barrel allows you to add more barrels when you attach it to
the better Expander Grip: the one that has an additional square port for adding
a second grip. This allows even more barrels to be added improving charge
acceleration.


Room 6 - Blue
Enemies: Bolt Yeti Lv 68
         Assault Wolf Lv 50 x3
Gold Box: PDW-XN.V3 (Machinegun)

3 Biohazard Tanks
(You get another of these guns for a second playthrough, but it disappears from
the inventory, as you cannot have two of the same gun.) Hero run and jump to
the right of the room behind the bunker, attacking the Yeti on the way. Then,
send the HG running straight past the Yeti and you can make a tri-attack with
the bunker more or less in the middle which will offer some shelter at the end
of the attack. The dogs might have many gauges to break. After beating these
enemies you can exit to the main map and adjust weapons and accessories if you
wish.


Room 7 - Yellow
Enemies: R-Commando Assault Lv 58 x2
         Assault Wolf Lv 50 x2
         R-Commando Wall Lv 51 x1

There are two bunkers in the middle of the room, and you can use them to give a
little shelter: set up the first tri-attack staying behind the first bunker,
and then move towards the second as you establish another tri-attack. Go for
the soldiers first and you can usually out-run and out-fox the dogs. You can go
straight through if you want, but there's a tougher battle in the next room, so
it's not advisable.


Room 1 - Pink (Other side)
Enemies: R-Commando Wall Lv 51 x2
         R-Commando Assault Lv 58 x2
         R-Commando Sniper Lv 59  x1
         R- Commando Fencer Lv 58 x1

In effect you've come full circle and are back in the pink room that you
started in. Except that this section of the pink room has a switch in it! There
are two bunkers, one to each side of this square room. Run your MG to one
side and the first HG to the other, staying behind the bunkers. On the third
turn you can do a tri-attack on the nearest enemy. Use your best grenades and
rounds against this group.

Dispatch these enemies and after the battle examine the red glowing switch in a
corner of the room. This opens the gate in the wall. Go through the opening and
you're in the adjoining section of the pink room. There's a turquoise exit to
the left and a white one to the right. However, you might want to back off for
now and exit back to the world map through the white exit. It's only a hop and
skip to the nearby Energy Station where you can rest and save. (And check up on
supplies as well as change guns so you can use the new one.) The only drawback
is that you'll have to run the gauntlet of those enemies once more, to get
through to the Turquoise Room again.


Room 2 - Turquoise (again)
Enemies: Assault Wolf Lv 50 x2
         R-Commando Sniper Lv 59  x2
         R-Commando Fencer Lv 58 x2

This is a repeat of the first time you went through this room.


Room 3 - Red (again) - Scene
Enemies:  R-Commando Assault Lv 59 x3
          Leader: Storm Turret Lv 74 x1
          Storm Turret Cannon Lv 70 x2
          Storm Turret Medic Lv 78 x1
          Storm Turret Vulcan Lv 71 x4

.----------------------------------------------------------------------------.
| S T O R M  T U R R E T  -  B O S S                                         |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 74    | HP: 12500   | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Machine             | Main Body | 100% Hard | Electric  | Ph/F/I/T  |
|----------------------------| Part 1    | 100% Hard | Electric  | None      |
| Drops: Scrapped Weapon SW  |           |           |           |           |
|____________________________|___________|___________|___________|___________|

There are no bunkers or other aids to combat in the first room here, just three
soldiers to get past before you enter the side room, where there are more
enemies and a couple of bunkers. (To retry with a full gauge...yeah, I hadn't
saved and had been through the whole area not knowing what to expect... cost me
a whopping 1724070 Rubies with the gauge only restored to 7. Best avoided.)

Defeat the three soldiers first and be careful with targeting, because the
game can switch you to the other room and you can't hit those enemies until you
go through the door. Walk everyone to the door and get ready to attack. Check
that everyone is healthy and heal up any scratch damage, and use an Anti-Damage
item on everyone. You might as well do that, since it won't hurt your bezels
and will cut down on scratch damage. You can also use a Sonic Chug on
everyone.) The enemies in there won't move or attack until you go through the
door and walk onto the main floor. Use Metal-Coated rounds EX or Electrified MC
rounds, and grenades can also be effective in breaking their gauges.

They are all machines and vulnerable to electricity as well as a direct kill.
This occurs when you manage to destroy their body part. You can start off
firing with a Handgun fully charged to stun and break any gauge, and that
prevents the machine from defending itself. Then, fully scratch the body part
with your MG, and finish off with another HG attack to destroy the part and
directly kill the body. (This works for all machines of this kind: scratch the
body part and keep firing with a Handgun, even if the main body is still green
and you'll kill them directly.)

If you haven't stunned them, then, time attacks for when they open up to fire,
and delay firing until you see them do that, or they can defend and you'll
hardly do any damage. Also, they can defend and prevent you from fully
scratching the part. The Medic heals the other machines, and they all (apart
from the medic) drop the same Scrapped Weapon SW, and have the same HP and
resistances as the leader.

The best strategy is to ignore every enemy except the leader (who is at the
back of the room behind the Medic) and aim to land at least one person in front
of a bunker for some protection. When everyone has had a turn, go for a
Tri-Attack, or just use hero runs. Stun the leader and then use the MG to fully
scratch the body part and an HG attack will smash that and then "direct kill"
the machine. It's quite easy if you want to polish them all off because they
will stay still and you can run between the bunkers for shelter. Just be
cautious of the leader's powerful missiles and don't delay killing it for too
long or you might run out of bezels. Heal up scratch damage if you need to.

After the battle you'll be back in the orange room. Exit to the world map if
you need to change equipment to use the First Aid Kit, and use an Escape Hex to
exit the whole place.

Return to Sweet Home for another scene...and it's the end of the Chapter.



G U I L D  M I S S I O N S
-------------------------------------------------------------------------------
Showdown (Combat Mission)
-------------------------------------------------------------------------------
Client   : The Cardinals
Location : Level 5
Reward   : 15 Hunter Points, 25000 Rubies, Toxic Rounds+ x30
Overview : The rebels main force emerged without warning nrear the Forest of
           Idols on level 5. They have begun their advance. All hunters are to
           join in the final battle. The rebellion must be crushed once and for
           all.

Go to Level 5 and connect all the terminals there to achieve a trophy as well
as improve your chances of getting better items from these fights. (That's
optional!) If you prefer to save between battles either, use the abandoned
energy station inside the Forest of Idols or, deposit one nearby.

Forest Path - 4 Red Hexes
Enemies: Shady Thug MG Lv 16 x2
         Heavy Tiger Lv 28 x3
         Chunky Gangster Lv 38 x2
         Shady Thug STG Lv 16 x2

There's a Poison Drum behind the team's starting position and two of the Thugs
are in the corners to the right and left. There is also a bunker straight in
front with the three Tigers ranged up behind it. The best way to deal with this
battle is to set up a large triangle (missing the bunker!) and then let rip
when you have 2 Resonance Points. Set up another tri-attack using the whole
area as this works better than dodging and hiding. You'll heal up as you pummel
them and they don't do a lot a damage to you anyway. If you prefer to be more
cautious, at least while there are still a number of enemies, then set up your
tri-attack in the area behind the bunker. I used one MG and two HG because of
the necessity of breaking gauges, and it helps being able to knock them back
and stun them.

Get rid of the poison drum or the enemies might use it against you. They also
throw grenades, and you can do that too since they tend to bunch together.
Some of the enemies can have a number of gauges, even the lower level ones.
These enemies yield a nice lot of energy hexes: yellow, turquoise and blue,
together with plain hexes.


-------------------------------------------------------------------------------
A Trivial Matter ("Fetch" Mission)
-------------------------------------------------------------------------------
Client   : Stanley
Location : Cranktown
Reward   : 10 Hunter Points, 5000 Rubies, Perfect Aid
Overview : "I lost a book, Pharmacology, Vol. VI. in the Gran Idee Mines. If
           you happen to come across it, pleased bring it back. I know it's a
           pain, but I'm counting on you.

Call in at Cranktown on Level 7 and speak to Stanley who's always found in his
white coat on Solam Street. He lost a book in the Gran Idee Mines and wants you
to get it for him. (Why he was there, how he fought through the place, or why
he had a book with him is never explained...). Make your way down to Level 10,
and then follow the wide path to the elevator that takes you to Level 11.
(Complete the red hex battle on the way and that gives you another Bezel
Shard.)


.-----------------.
| GRAN IDEE MINES | .................................................... *GI14
-------------------
Note that there is a terminal on Level 11, next to the Tower of the Righteous,
which reduces poison based damage. If you haven't got much in the way of
accessories then you could activate this, extend its effect down to Level 12
and the mine. There's also a nearby terminal to the mines that doubles the rare
item drop rate, which is going to benefit you much more! You'll have to place
an Energy Station of the colour you want, if you don't want to use the green
energy hexes that are used to open the Mines. There's a [BEZEL SHARD] in the
hex to the northwest of the Mines and a [LOCKED TRUNK] in a hex on the path to
the mines. Keep this for a later mission.

Prepare with equipping accessories to protect from poison and other status
effects and have someone with the First Aid Kit. I had two MG users and took in
the grenades as well as the ammo though you could leave out the grenades and
double wield with someone,


Room 1 - Green
Enemies: Poison Gremlin Lv 21 x1
         Safety Dwellest Lv 52 x1

(Don't use poison on the gremlin as it heals him!) There's a Liquid Nitrogen
tank in this first room and lots of high platforms that you can jump onto if
you want. Both enemies are likely to have gauges to break before you can fully
scratch them.


Room 2 - Blue
Enemies: Mad Yeti Lv 45 x1

(2 Liquid Nitrogen Tanks). You can make use of the tanks if he's close to one,
and the platforms to shelter from his poison attack. If anyone gets poisoned
make sure to heal their HP with a Perfect Aid before leaving the room.


Room 3 - Red
Enemies: Safety Dwellest Lv 52 x1
         Hooded Gangster MG Lv 19 x2

There's a choice of exits from this room, and the one to the left leads to the
Turquoise room, which is a dead end. The two gangsters are hiding behind the
bunker to the left, and both use grenades as well as guns. If you kill the
enemies and return after entering the Turquoise room, there's only one gangster
here on the second visit.


Room 3 - Turquoise (dead end)
Enemies: Highway Hunter Lv 36 x1
         Hooded Gangster MG Lv 19 x2
Bronze Box: [ANTI-TOXIN x10]

The tank is facing the team and there are two gangster on the platform behind
it. Use Metal-Coated rounds to dispatch the tank and then ordinary or
Hollow-Point for the gangsters. There are platforms with bunkers on them to the
left and right of the room which you can use for protection, but it's simple to
set up a tri-attack around the tank.


Room 4 - Pink (other exit from red)
Enemies: Poison Gremlin Lv 21 x2
         Hooded Gangster STG Lv 19 x2

(2 Liquid Nitrogen Tanks). One of the gremlins are close to a tank, and you
could start with a Handgun user and attack the tank instead. Making tri-attacks
in this room is awkward because of the number of box type platforms, but it's
still possible. All the enemies are likely to have gauges to break.


Room 5- Yellow
Enemies: Mad Goliath Lv 73 x1

(1 Liquid Nitrogen Tank)
This big guy is the same as the Goliaths you fought in that tough red hex
battle. He's on his own and there is a nitrogen barrel nearby which he might
explode if you don't! Be careful not to land close to it but target it from the
start and hopefully freeze him for a while. He's surrounded by three walls and
it's tricky to move freely if you get caught too close to him. Stay outside the
walls if possible, and you can run up and down while hero jumping to target
him, and thus avoid his attacks completely. Keep him inside the walls and
you'll win this battle with little damage. If he does hit you you'll suffer
poison and need to heal up at the end of the battle if anyone has lost HP.

There are three exits from this room, all of them shades of pink. You want the
bright orange one to the left on the mini-map if you wish to get some treasure.
It's the one to the left of the open side of the three-walled enclosure and
takes you into an orange room. After defeating the enemies in the orange room
the yellow room might be empty when you return.


Room 6 - Orange
Enemies: Hooded Gangster STG Lv 19 x2
         Hooded Gangster MG Lv 19 x1
         Hooded Gangster Lv 19 x1
Silver Box - PERFECT AID x2

(1 Liquid Nitrogen Tank) The tank isn't much use unless you manage to get the
enemies close to it, which I never managed... At the start of the battle they
are a long way back hiding behind a bunker, and there's another bunker in front
of the team. You could wait a bit as they will start to run towards you, or
send everyone out to make a wide triangle and set up a tri-attack. One of them
is likely to have multiple gauges. Return to the yellow room and take the deep
red exit that's straight ahead, on the open side of the Goliath's enclosure.


Room 7 - Deep Red
Enemies: Poison Gremlin Lv 21 x2
         Safety Dwellest Lv 52 x2

(1 Liquid Nitrogen Tank) The easiest way to deal with this room is send someone
right over the platform towards the green exit. If it's an HG user they can
fire and probably break a gauge and gain the bezel back for the hero run.
Switch back to them at the end of their turn and walk through the doorway.
Alternatively, kill all the enemies, and watch out for the gremlins healing
themselves if you don't kill them off immediately after scratching them.


Room 8 - Green
Enemies: Safety Dwellest Lv 52 x2
         Mad Yeti Lv 45 x1

(2 Liquid Nitrogen Tanks) The Yeti and one Dwellest are behind the first wall,
and other Dwellest is far right corner behind a block platform. The best way to
deal with them is to run and jump over and across the gaps keeping off the
ground or at least, not going near them. They all use poison attacks so you'll
need to heal with Cure Kits and then with HP restoration if you get afflicted.
Don't forget to heal up after the battle is over if necessary.


Room 9 - Blue
Enemies: Poison Gremlin Lv 21 x 3
         Mad Goliath Lv 73
Gold Box: [LONG EXPANDER BARREL x1]
Gold Box: [GERMPROOF SUIT x1]
Gold Box: [PHARMACOLOGY, VOL. VI x1] (for mission only)

.----------------------------------------------------------------------------.
| M A D  G O L I A T H  -  B O S S                                           |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 73    | HP: 4000    | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Large Organism      | Main Body |  30% Hard | None      | None      |
|----------------------------| Part 1    | 100% Hard | None      | None      |
| Drops: Unknown Material D  | Part 2    | 100% Hard | None      | Physical  |
|        Crystal Core        | Part 3    | 100% Hard | None      | Physical  |
|        Scrap Bronze        | Part 4    |  50% Hard | None      | Physical  |
|                            | Part 5    | 100% Hard | None      | None      |
|____________________________|___________|___________|___________|___________|

(1 Liquid Nitrogen Tank) Yep, another Goliath, and again there is a nitrogen
tank close to his position. If you've got this far you'll know what to do. It's
probably best to go for the big guy first and stay high to avoid the gremlins.
After that you can pick them off at your leisure. If you can't spot the
treasure boxes just use your targeting directional buttons to find them. One
is on top of a platform and the other two are behind a wall in the bottom right
corner (starting from the entrance).

Use an Escape Hex to return to Level 12. Return to Cranktown and give the book
to Stanley to complete the mission.


-------------------------------------------------------------------------------
A Thirst for Knowledge ("Fetch" Mission)
-------------------------------------------------------------------------------
Client   : Antourion
Location : Level 2 Antourion's Manor
Reward   : 15 Hunter Points, 20000 Rubies, MG S-Rail barrel
Overview : "Ah, so good of you to come. Let us get down to business right away.
           I would like you to go to Level 10 and lay down enough Energy hexes
           to enable comprehensive surveying of the level. When it si possible
           to do a corner-to-corner survey of the entire level, can you report
           back to me? I envision no problems with your team on board.

Take the Core Lift 1 and then the elevator to Level 2. He wants you to lay down
Energy Hexes on the whole of Level 10. You've probably done this already so
just talk to him again to complete the quest. If you haven't yet completed
Level 10, then go there first. It's not that simple to do because there are
some awkward corners to fill in and you'll need a range of different shaped
Energy Hexes. After covering all hexes you'll see a message to say so, and you
can now use an Energy Station to return directly to Sweet Home base. (The
elevator that deposits you on the section of Level 1 for the story mission
area is behind Antourion's mansion.)



S H O P S
-------------------------------------------------------------------------------
Nothing new.


A R E N A
-------------------------------------------------------------------------------
Rank 43


R E D  H E X E S
-------------------------------------------------------------------------------
Location: Level 10 (Between Albona and the Elevator to Level 11)
Reward  : [BEZEL SHARD]
Enemies : Chinoppio Lv 59 x5

It's the awkward scrapyard location and there are three enemies straight ahead
and two to the right  They use Flame attacks and are weak to flame, just like
those doll enemies inside the Forest of Idols. All other elemental attacks work
on them too, such as Sub-Zero rounds, and even low grade freezer grenades are
effective. Use the higher grade ones on a group of them for high damage and a
chance to halt them for a while. Toxic rounds or grenades are nice too,
removing huge amounts of HP once you've broken their gauges. Equip Heat
Protector/Heat Shield/Flameproof Suit.

They are souped up versions of the mannequins, wielding flamethrowers and guns
and they move fast. Their gun attacks will do well over 1000 points of damage
and with five of them to contend with that soon mounts up. The flamethrower
attack is less damaging especially with fire protective equipment. Try and
manage as many tri-attacks as possible because you'll need to restore scratch
damage during this fight, and that's the most efficient way to do it.

If you go on the offensive and try to send everyone over the far wall to make
the first tri-attack there, that's not such a good plan, because the group at
the right will attack you easily. Try and build up some resonance points by
staying below the first wall, and the enemies will soon come to find you! Then,
you can jump over this wall and head for the back of the area, outwitting the
enemies.


Location: Level 11 (close to the Elevator to Level 12)
Reward  : [PERFECT AID]
Enemies : Cathedral Sniper Lv 65 x2
          Cathedral Guard Lv 71
          Cathedral Fencer Lv 76

The large Rock Crushing Site, with a platform and road behind it, is the
setting for this battle. It's quite easy if you go for the right most soldier
first: that should be the fencer, and the two on the platform will already be
moving off to the left to approach the team, so that way you should avoid their
first attacks. Use Incendiary (my preference, but anything will work) rounds or
higher grade Hollow Point rounds, and they might have gauges to break as well.
Once you've got everyone on the platform and killed that first soldier, the
others will have to run up the ramp and this is a great chance to use grenades
on them. Then, jump back over their heads to the open section of the area where
you can set up a tri-attack again and finish them off one by one.



D A N I E L ' S   D O L L S
-------------------------------------------------------------------------------
None


===============================================================================
C H A P T E R  1 5  -  Power Beyond Conception .......................... *WC15
===============================================================================

C H A P T E R  O V E R V I E W
-------------------------------------------------------------------------------
At the start of this chapter you will have 887 Hunter points if you've
completed all missions so far, 12 bezels on the Hero Gauge, and levels are
likely to around 70 or more. If you're not worried about increasing levels
quickly, then it's a good point to dedicate your HG, MG and grenade users and
stick with those for the duration. Higher levels for the guns will make your
attacks more effective, but it's good strategy to have two people with high
levels for each weapon type as some battles will be easier to win with two MG
users, or two HG users.

At the start you get [ENERGY HEX 9 Olive x3] and [ENERGY HEX 10 Brown x3].
There's a Hunter Rank Bonus after completing the story mission or two optional
missions: [HG L-RAIL BARREL x1] and [PERFECT AID x1]. If you picked up the
Locked Trunk in the last chapter that's a easy mission to complete, and
Miranda's is pretty simple too. After completing her mission you'll be able to
buy the first items for the special outfits for everyone: the Paragon Quartz
Hunter, Ruby Hunter and Sexual Hunter costumes, although the remainder are
hidden away in Neverland, the bonus dungeon.



S T O R Y  M I S S I O N / S
-------------------------------------------------------------------------------
Search for Sullivan
-------------------------------------------------------------------------------
Client   : None
Location : -
Reward   : 35 Hunter Points
Overview : Head to the Outer Wall of Level 1 and find SULLIVAN

Take the Core Lift to Level 3 and the Elevator to Level 2. You need the
elevator that's behind Antourion's Manor to take you to Level 1 next to
Aetersyl. Place one of the new brown coloured hexes (the last ones on the hex
menu screen) on the Outer Wall and enter. Equip everyone with the best
defensive accessories as these enemies have powerful gun attacks, even though
they don't use any status effects. Equip the MG user with the Hawk Eye
accessory for the chance it activates. Nearly all enemies will have multiple
gauges: anything up to five. Use Electro Grenades, HP Incendiary Rounds
and Molotov Cocktails/Toxic stuff on the commandos.


.------------.
| OUTER WALL |
--------------
The first room is a sealed battle, and after that you're inside the facility.
Leaving and saving is a good precaution and you can rest in order to make it
daytime. Seeing what's what is immensely helpful in this place, and the first
time I played I assumed this mission took place in darkness. It doesn't!

--------
Entrance
--------
Green Room (Sealed)
Enemies: Leader - R-Commando Sniper Lv 71,
         R-Commando Sniper Lv 58 x2
         R-Commando Wall Lv 61 x2

This battle can be simple if you just target the leader. There's a bunker to
the right and the enemies are ranged behind that, and at the back of this
medium sized area, with the leader in the middle of the back row. If you step
on the red square on the floor at the left of the bunker you can erect two
temporary two defensive walls, just bunkers really, so they can be destroyed,
but they will block attacks at first. While one of the team is moving forwards,
the Wall enemy will probably get around the bunker and be ready to fire at the
other two, so you'll need to attack him with an HG to stun him. When the
enemies crowd around the bunkers you could use grenades on them (remember to
switch over to grenades first...oops). If you start up a tri-attack while
someone is standing on the red square, they won't move, unless they lead the
attack, and even then, you'll have to be careful to run at an angle away from
the red square.

I tried this battle various ways, and really the tried and tested method of
setting up large triangles for tri-attacks is the winner, rather than messing
around with the bunkers or even grenades. With careful positioning (try not to
end a hero action next to an enemy because their gun attacks will hurt you
badly) you can kill them all without excessive pain. Use Hollow Point ++ or EX
Rounds and it's very much easier. You might find that someone gets targeted
for a lot of damage so you could consider using Anti-All at the start. If you
lose a lot of bezels retreat, after winning the battle, and rest at an Energy
Station. You won't have to repeat this fight and can re-enter the area freely.


-----------------
Random Encounters
-----------------
Enemies: Commando Sniper Lv 47
         Leader - R-Commando Shotgun Lv 71 x1
         Leader - R-Commando Assault Lv 71
         Commander Lv 39
         R-Commando Shotgun Lv 58 x1

Enemies: Leader - Storm Striker Lv 73
         Leader - Bahamut Lv 87 (helicoputer thing)
         Commander Lv 39 x2

Enemies: Leader - Commander Lv 47
         Leader - Bahamut Lv 87 (helicoputer thing)
         Commander Lv 39 x2

Most open rooms have a red square that will send up a temporary shutter wall.
Always check for presence of the flying Bahamut before starting any random
encounter. Change to Metal Coated rounds when attacking the Bahamut machine,
and go for that first since its missiles will inflict 2000-3000 + damage if
they all hit, and that no joke when a soldier is attacking for over 1000 points
as well. I'd suggest going for leader assaults in these battles, or escaping
(just turn around at the entrance to find the white exit) if you're in a hurry.

As you go deeper into the wall location you'll find rooms that have a number of
solid walls dotted about the room. These can be annoying (it's tough to
tri-attack) or useful (plenty of solid shelter). These rooms also have a Liquid
Nitrogen Tank.


--------------------------
Sullivan"S Manor Promenade
--------------------------
Red Room
Enemies: Storm Striker Lv 59 x2
         R-Commando Shotgun Lv 58 x2
Gold Box: [ESCAPE HEX x1]
          [MG S-RAIL BARREL x1]

Use the cover provided by the walls and bunkers to protect the party from
attack, and this is an easy battle. There are only a few enemies and the chance
to hit the tanks to freeze them. There's also a shutter wall in the middle of
the room. Go for the Storm Strikers first as they will attack twice or more in
a turn, each hit hurting for well around 1500 points of damage and that can be
dangerous.


Green Room
Enemies: R-Commando Shotgun Lv 58 x2
         Leader - Mobile Storm Cannon Lv 102 x3
         Bahamut Lv 71 x1
Reward: [BEZEL SHARD x1]

Enter this room and things don't proceed as expected... After the scene you're
facing machine enemies together with two commandos, and some kick ass battle
music!

.----------------------------------------------------------------------------.
| MOBILE STORM CANNON                                                        |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 102   | HP: 25000   | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Machine             | Main Body | 100% Hard | Electric  | Ph/F/I/P  |
|----------------------------| Part 1    | 100% Hard | Electric  | None      |
| Drops: Scrap Zinc          | Part 2    | 100% Hard | Electric  | None      |
|        Scrap Brass         | Part 3    | 100% Hard | Electric  | None      |
|        Scrapped Weapon SW  |     -     |     -     |     -     |     -     |
|____________________________|___________|___________|___________|___________|

This is a big room with a bunker at the far side behind the enemies. There's a
red square to pull up a shutter wall directly in front of the team, and another
one out to the right. The machines do around 1000 + damage each time they fire
and the Bahamut can do more if it hits. The two soldiers are easy to defeat
using Hollow Point rounds, one on the first two turns, and the second with a
tri-attack (head to the right for that). You might not want to use Hollow Point
rounds on these two, as you'll be able to attack the machines on this
tri-attack and will have the wrong bullets... After that, change to Metal
Rounds and get rid of the flying one so it doesn't get in your way while you
hero jump. If you stay more or less behind the bunker then there's a good
chance its attacks will be targeted into the wall and it will miss the team
completely. After that it's the time for the cannons. They are stupidly easy if
you stay behind the bunker, running and making tri-attacks when you can. With
two HG users, or one using Smash grenades to help with the gauges, it's easy to
stun them and finish them off with a direct kill.

You can also run back and forth to confuse them as they have to turn to fire,
and that means you shouldn't suffer much damage at all. (I had fun with the
last one, avoiding killing it until I'd dealt with all the outer parts and
obtained all the items it drops.)

After another scene you'll have completed the mission and be back at the
entrance to the Outer Wall. Just move the cursor to exit to Level 1. Return to
Sweet Home for another scene and it's the start of the next chapter.


G U I L D  M I S S I O N S
-------------------------------------------------------------------------------
This Gun's for You!  ("Fetch" Mission)
-------------------------------------------------------------------------------
Client   : Anthony
Location : Level 7- Cranktown
Reward   : 12 Hunter Points, 6000 Rubies (Z-40 Handgun)
Overview : "You've come to stake a claim on my gun, too? I'm grateful for that!
           However, you'll still have to take a somewhat challenging test to
           see if you're worthy of inheriting this piece. Are you prepared?
           A Moonlight Gem said to sleep deep within Mine 24.
           A Human Fossil held by monsters in the Gran Idee Mines.
           If anyone obtains both, I will entrust them with a gun of mine.

Find Anthony at the shopping area at night, or early evening. He explains the
conditions. A Moonlight Gem is found in Mine 24 and a Human Fossil in the Gran
Idee Mines. Find both and give them to him and you get a gun in return.


.---------.
| MINE 24 |
-----------
Head down to Level 11 via the elevator north from Albona to reach Mine 24. The
Moonlight Gem is here and you'll have to make your way all the way down to the
west of the mine. Take in a First Aid kit if you wish to make a quick escape
after finding the item. Equip Shock protection as the Mask Raiders can use
Electro grenades (although they won't get much of a chance) and you'll run into
a shocking old adversary. The Mask Raiders drop those long turquoise Energy
Hexes and so are useful to fight if you want a quick supply of these. Don't
waste special rounds on them, although some will have a number of gauges to
break. Other than that it's pretty boring with no real challenge at all. After
the third room just run through to the end if you can't be bothered fighting
all the raiders.

Room 1 - Green
Enemies: Mask Raider MG Lv 30 x2

Room 2 - Blue
Enemies: Mask Raider MG Lv 30 x2

Room 3 - Red
Enemies: Thor's Hammer Lv 92 x1
         Mask Raider MG Lv 30 x2

.----------------------------------------------------------------------------.
| THOR'S HAMMER                                                              |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 82    | HP: 13250   | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Machine             | Main Body | 100% Hard | Electric  | None      |
|----------------------------| Part 1    | 100% Hard | Electric  | Physical  |
| Drops: Scrapped Microchip  | Part 2    | 100% Hard | Electric  | None      |
|        Scrapped Laser RT   | Part 3    | 100% Hard | Electric  | None      |
|        Scrap Zinc          | Part 4    | 100% Hard | Electric  | None      |
|        Scrap Brass         | Part 5    | 100% Hard | Electric  | None      |
|                            | Part 6    | 100% Hard | Electric  | None      |
|                            | Part 7    | 100% Hard | Electric  | None      |
|____________________________|___________|___________|___________|___________|

Once again it's an electricity charging boss, and this time you can deal with
it with ease. Start with the MG to scratch it, then the HG to stun and break
off the outer parts and tri-attack to finish it. Make your triangle so it's in
the middle of it by sending the MG straight ahead and then the HG off to the
left. However, depending on how fast you break its gauges it might have a trick
up its vacuum like spout. I suddenly found I was standing too close and hadn't
killed it with the tri-attack and it proceeded to suck up scratch damage at a
fast rate. Leave the mask raiders until you've defeated the hammer.

Room 4 - Yellow
Enemies: Mask Raider MG Lv 30 x2

Room 5 - Orange
Enemies: Mask Raider MG Lv 30 x2

Room 6 - Turquoise
Enemies: Mask Raider MG Lv 30 x2

Room 7 - Deep Red
Enemies: Mask Raider MG Lv 30 x2

Room 8 - Green
Enemies: Mask Raider MG Lv 30 x2
Gold Box: [MOONLIGHT GEM x1]

(There's nothing to find in the final yellow room.)


.-----------------.
| GRAN IDEE MINES |
-------------------
After getting the item from Mine 24 walk to the far side of Level 11 and take
the elevator to Level 12. (There's also a Red Hex battle here if you choose to
do that at the same time.) You could activate the terminal here that doubles
rare item drop rates. Equip Germproof suits or Toxic Shields.

Room 1 - Green
Enemies: Safety Dwellest Lv 52 x1

Room 2 - Blue
Enemies: Mad Yeti Lv 45 x1 (Liquid Nitrogen Tanks)

Room 3 - Red
Enemies: Safety Dwellest Lv 52 x1
         Hooded Gangster MG Lv 19 x1

Take the exit to the turquoise room to find the boss and the item you need.

Room 4 - Turquoise
Enemies: Bone Collector Lv 92
         Hooded Gangster MG Lv 19 x2

.----------------------------------------------------------------------------.
| BONE COLLECTOR                                                             |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 92    | HP: 16500   | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Large Organism      | Main Body |  30% Hard | None      | Fire      |
|----------------------------| Part 1    |  70% Hard | None      | None      |
| Drops: Human Fossil        | Part 2    |  70% Hard | None      | Physical  |
|                            | Part 3    |  70% Hard | None      | None      |
|                            | Part 4    |  70% Hard | None      | None      |
|                            | Part 5    |  70% Hard | None      | None      |
|                            | Part 6    |  70% Hard | None      | None      |
|                            | Part 7    |  70% Hard | None      | None      |
|____________________________|___________|___________|___________|___________|

Ignore the Gangsters unless you're in need of bezels. The boss can hit you (and
two of you if you're standing too close - oops) for around 3500-4500 damage.
Stay well away from him and keep running between the platforms. Don't bother
with tri-attacks in case you trip or end up too close to him. He has a few
gauges (5) that require breaking so use grenades if your HG user hasn't managed
that. I used Molotov Cocktail EX and set him on fire as well: it works on the
parts, but don't use metal coated rounds on him. After that, polish off the
Gangsters. You'll get the [HUMAN FOSSIL x1] after defeating the Bone Collector.

Use an Escape Hex to return to Level 12. Return to Cranktown and hand over both
items to Anthony. You get the [Z-40 HANDGUN].


-------------------------------------------------------------------------------
Winter Fashion Materials  ("Fetch" Mission)
-------------------------------------------------------------------------------
Client   : Miranda
Location : Level 4: Ebel City
Reward   : 8 Hunter Points, 2500 Rubies, MH L-Rail Barrel
Overview : "For our winter wear, we need hides. But they've been hard to come
           by this year. So that's where you come in! Please procure some hides
           for us. Even twenty will do. We're history if we can't get them.
           Our survival depends on you!

This is dead easy as all she wants is 20 Hides. No doubt you have a few hundred
of these if you haven't sold them... Leave the shop after completing the
mission and go right back inside and she's already made the new collection!
In case you need to find a few more:

* Hides
  Heat Yeti (Level 10 Etsia)
  Mad Yeti (Level 12 Gran Idee Mines)
  Bolt Yeti (Level 1 Aetersyl)


-------------------------------------------------------------------------------
The Locked Trunk  ("Fetch" Mission)
-------------------------------------------------------------------------------
Client   : Carlo
Location : Level 7: Le Chit-Chat Noir
Reward   : 10 Hunter Points, 5000 Rubies, HG S-Rail Barrel
Overview : "I lost my Locked Trunk somewhere on Level 12. I can't find it and
           I'm at my wit's end. If you find it, bring it back here. It's
           valuable to me. You're free to keep whatever's inside. It's
           irreplaceable. If found, please return it!"

You'll already have this trunk if you've cleared all the hexes on the small
section of Level 12. If not, it's on the way to the Gran Idee Mines: count 7
hexes directly south from the location of the mines and you'll uncover the
[LOCKED TRUNK x1] in the hex at the southeast corner of the world map. It's
worth handing it over to Carlo because you only get 5000 Rubies if you sell it,
and forgo the points as well as a good gun part. Carlo is waiting at the far
left inside the Le Chit-Chat Noir on Level 7.


S H O P S
-------------------------------------------------------------------------------
More clothes are sold after completing the mission: "Winter Fashion Materials".

BOUTIQUE LILY
-----------------------.-----.--------.----------------------------------------
ITEM                   | CHP | PRICE  | TYPE
-----------------------+-----+--------+----------------------------------------
(PARAGON) Quartz Hunter|  15 |  58000 | Leanne Coat (A)
(Lily) Soft            |  15 |  49800 | Leanne Skirt (B)
(Soleil) Conch         |  15 | 148000 | Leanne Skirt (B)
(Classique) Gateau     |  15 |  24000 | Vashyron Jacket (A)
(Ran-Jin) Gift         |  15 |  26000 | Vashyron Jacket (A)
(PARAGON) Sexual Hunter|  15 |  58000 | Vashyron Jacket (A)
(Ran-Jun) Blend        |  15 |  13000 | Vashyron Shirt (A)
(PARAGON) Sexual Hunter|  15 |  21000 | Vashyron Shirt (A)
(Ran-Jun) Drunk        |  15 |  11000 | Vashyron Pants (A)
(PARAGON) Sexual Hunter|  15 |  61000 | Vashyron Pants (A)
(Night) Falling        |  15 |  15000 | Vashyron Boots (A)
(PARAGON) Sexual Hunter|  15 |  48000 | Vashyron Boots (A)
(Gilles) Freedom       |  15 |  14000 | Vashyron Shirt (B)
(Ran-Jin) Skin-on-Skin |  15 |  18500 | Vashyron Shirt (B)
(PARAGON) Ruby Hunter  |  15 |  34000 | Zephyr Jacket (A)
(PARAGON) Ruby Hunter  |  15 |  16800 | Zephyr Shirt (A)
Jean Paulet's Sylph    |  15 |  14000 | Zephyr Pants (A)
(PARAGON) Ruby Hunter  |  15 |  35000 | Zephyr Pants (A)
(PARAGON) Ruby Hunter  |  15 |  32000 | Zephyr Boots (A)
Jean Paulet's Gnome    |  15 |  28000 | Zephyr Boots (A)
Jean Paulet's Undine   |  15 |  28000 | Zephyr Boots (A)
(PARAGON) Ruby Hunter  |  15 |  35000 | Zephyr Boots (A)
Jean Paulet's Passion  |  15 |  17000 | Zephyr Shirt (B)
(Gilles) Snake         |  15 |   9800 | Zephyr Pants (B)
_______________________|_____|________|________________________________________



A R E N A
-------------------------------------------------------------------------------
Rank 44


R E D  H E X E S
-------------------------------------------------------------------------------
Location: Level 12:
Reward  : [BEZEL SHARD]
Enemies : Cathedral Sniper Lv 65 x2
          Chummy Gremlin Lv 61 x5

The location is just past the Elevator on the way to the Gran Idee mines. It's
the Rock Crushing site and the five Gremlins are situated on top of the large
platform with the two snipers on the ground at the left. Equip Germproof Suits
and you can also activate the terminal on Level 11 (near the Tower of the
Righteous) that cuts down poison damage, and connect it up through the
Elevator. One time I used double MG on one and double HG on the other with the
third using grenades (with the First Aid case) just in case they got a chance
to use it. Another option is to have two HG users since breaking gauges and
stunning the enemies is going to be essential.

Take out a sniper first of all with your first tri-attack and be very careful
of letting a Gremlin close as they will do around 2500 + damage on one turn.
After that all the gremlins should be on the ground and you can start to use
the higher ground to get out of their way. (You could use Anti-All on
everyone near the start of the battle to cut down the damage, but I found that
didn't help much as I lost too many turns.) It's not easy though... especially
as the Gremlins' body parts are resistant to physical attacks and they might
have a lot of gauges that need breaking, as do the Snipers. The good news is
that the Gremlins don't have long range attacks, so all you have to do is keep
out of their way! If they spew poison at you it's the oily kind that won't hurt
for as much as direct hit, but will slow down movement and charge speed.

I tried this a few ways but the best strategy seemed to be to go for one of the
soldiers first and then the second with a tri-attack, staying on the ground.
That way the soldiers get a turn and the gremlins might not get one at all,
because they tend to turn away to run towards whoever made the last move. You
might even be able to start the attack on the Gremlins and kill one of them.

At the end of the run all Gremlins will be on the ground, so I then went up
onto to platform and attacked them from there, using the best grenades when
they started to climb up the ramp. As soon as they were close I jumped back
down to the ground again, moving whoever was at most risk first, whether or not
it was their turn. After that I was able to get everyone back on the platform
again and just stayed still lobbing grenades at them as they made their way
around to climb the ramp, Grenades are essential as the enemies will group
together, and by using the most powerful grenades their gauges are broken all
at once as well as inflicting copious damage. Equipping the two who don't use
grenades with the Bomber Ring accessory (obtained from the Arena) might be
sensible to avoid collateral grenade damage.


Location: Level 12:
Reward  : [PERFECT AID]
Enemies : Venomous Fog Lv 68 x4

This is on the large section of Level 12, reached from the Elevator up the
narrow path from Level 10. It's at the northeast of the area necessitating
walking up the first narrow path from the Elevator, and then around to the
right. You will plenty of straight plain hexes by now and should be able to
complete this map now, if you haven't already done so.

Fortunately this battle is very much easier, with two Fog soldiers on the large
platform and the other two on the ground to the left. Their only attack is a
venom one using their guns, and with Germproof accessories it will only do a
small amount of scratch damage. They also move fairly slowly and will attempt
to make their way up to the platform if you head up there. Start by attacking
the far right soldier with your MG and HG and the other one will jump down to
the ground. Lob grenades when they gather together to attempt to climb the ramp
up to the platform, and that will break their gauges. Hero jump back off the
platform and kill them one by one with hero actions and tri-attacks on the
ground if you want to set that up. (They drop the last on the list brown
hexes.)



D A N I E L ' S   D O L L S
-------------------------------------------------------------------------------
None


===============================================================================
C H A P T E R  1 6  -  The Basilica ..................................... *WC16
===============================================================================

C H A P T E R  O V E R V I E W
-------------------------------------------------------------------------------
At the start of the chapter you'll receive [ENERGY HEX 5 Green x3], and
[ENERGY HEX 3 Blue x3] and the story mission is simple: head to the Basilica
of Chandelier. Before setting out there are a few things to consider, and three
missions to complete, all of which give excellent gun parts as rewards.

By now you might have levels of around 70-75, 952 Hunter points and should have
a Hero Gauge consisting of 13 bezels. If you don't, maybe you missed a red hex
battle or a section of the world map. Aim to clear the world map now if you
want the additional rewards. Obviously, since this is the final chapter you
might want to do all the things you've put off so far, like completing all
ranks in the arena, or farming for components for better gun parts and
accessories, but this is partly dependent on whether you intend to beat the
game, beat the bonus dungeon in Neverland now, or go for the Platinum trophy.
After completing the three missions you will have 999 Hunter points, but there
are no more Hunter Rank rewards other than the very good gun parts obtained as
mission rewards.


--- Arena and Black Hexes ---
To unlock the final 5 ranks at the Arena, and to open the bonus dungeon of
Neverland, (as well as completely cover all hexes of the world map) you will
need to defeat the first two major bosses inside the Basilica, and then leave
the cathedral. From these battles you obtain two black Energy Hexes. The long
straight one is used to activate the abandoned elevator on Level 4, and the
other one is used at the bottom of that elevator on a tiny section of Level 12
and that gives you access to Neverland. You don't have to go inside, but when
you return to the arena the last ranks will have been unlocked. Also, if all
hexes have been covered you will receive a nice reward if you check the mailbox
at Sweet Home.


--- Neverland: Never, Now, or Later? ---
It's definitely worth while to finish Neverland, if just for the bragging
rights when you defeat the hardest enemies and bosses in the game, and you'll
obtain the cute C type clothing as well as the rest of the special Paragon
outfits for everyone. Some players recommend finishing the main game, and then
going to Neverland in your new game, playing on normal difficulty. That might
seem the more sensible option as you'll be able to extend the hero gauge to a
maximum of 20 bezels, and do Neverland bit by bit while you're replaying the
game (which you need to do to get the Platinum Trophy). However, if you
complete Neverland during this playthrough you'll have an easier time of it in
the final dungeon, with the best guns and accessories from Neverland, not to
mention the high levels you'll have reached (maxing out your gun skills at
level 100). Also, you will only need to speed through a second game, just
completing the story missions, to get the Platinum Trophy, assuming you've
already done everything else that is required. That's what I did for my first
game, but this time I'm doing it the hard way!


T I P
-------------------------------------------------------------------------------
Patertopolis and Lucia are both very good places for obtaining some of the good
items for making ammunition, grenades and gun parts. By linking terminals
together you can raise the item drop rate significantly. You need a lot of
straight turquoise hexes, which you can easily obtain from fighting Mask
Raiders on Level 4 Closed Road areas. (Note that sometimes these enemies drop
green or purple hexes, but it's mostly turquoise. Also, the Golden Mimic
sometimes appears in these locations and you can collect Rare Metal Shards from
them.) Link these terminals to the Arena, Patertopolis and Lucia for a total
hex number of 373 if you connect them all: that's 94 turquoise Energy Hexes.

1. Level 4: Terminal: Hint of Luck (increase item drop rate by 1.5) - 3
2. Level 5: Terminal: Luck: (doubles item drop rate) - 30
3. Level 5: Terminal: Mega Luck (doubles rare item drop rate) - 50
4. Level 6: Terminal: Effect Amp: (doubles the effect of other terminals) - 220
5. Level 6: Terminal: Experience (If you want to boost experience gains as
                      well) - 70


S T O R Y  M I S S I O N / S
-------------------------------------------------------------------------------
The Basilica
-------------------------------------------------------------------------------
Client   : None
Location : None
Reward   : None
Overview : Head to the Basilica of Chandelier

The Basilica is situated on Level 1 and you need the middle of the three
elevators on Level 2 to land up in the correct area. Note that if you activate
either of the nearby Terminals to double charge speed or flame based damage it
will affect enemies as well. The best option is to double flame based damage.
None of the enemies use fire status attacks, although they do use ice,
electricity  and poison, and there's another reason for this too, which you'll
find out later.

Place an Energy Station of the colour you want, and connect this to the
terminal and then through to the Basilica. Ideally, equip everyone with
Germproof and Shockproof Suits for the first boss battle. If resources for
making more suits are scarce, then Germproof is more important to have than
shock. Shock can heal fairly quickly during a tri-attack and everyone must have
Germproof Suits for the final battle, at least, if you plan to win at these
relatively low levels.

Enter the doors of the Basilica after the scene. (First of all place an Energy
Station outside and clear all hexes on Level 1 so you can quickly head back to
Sweet Home base and rest up.) Some rooms are sealed on the first time through,
but not if you leave and return. I suggest that you approach this in stages,
partly because you'll need different accessories for the final boss, and partly
because it's a big place, with lots of tough battles. Equip the First Aid kit
so you can use an Escape Hex to leave at any time, and when you return, boss
rooms are empty making it easy to dash straight through to the final room.
You've got to operate four switches to open doors and enemies in those rooms
are quite a challenge. Once you have the two black energy hexes you can access
Neverland and unlock the last five ranks in the Arena, so that's another good
reason to leave.

My stats when I started in here: (and when I finished they had each gained 5
levels.)
Vashyron: Level 80 - Level 41 MG, Magazine Case
Zsphyr:   level 75 - Level 32 Handgun, First Aid Kit
Leanne:   Level 79 - Level 31 Handgun, Level 24 Grenade Box

.----------.
| BASILICA |
------------
                         ____
                        /    \
                       / BOSS \
                       \  15  /
             ____       \____/       ____
            /    \      /    \      /    \
  Switch - /  11  \____/  14  \____/  13  \ - Switch
           \      /    \      /    \      /
            \____/  10  \____/  12  \____/
                 \      /    \      /
                  \____/  9   \____/
                       \      /
                        \____/
                        /    \
                       /  8   \ - BOSS 2 (empty after defeating boss)
                       \      /
                        \____/
                        /    \ - Godhammer
                   ____/  7   \____
                  /    \      /    \
        Switch - /  5   \____/  6   \ - Switch
                 \      /    \      /
                  \____/  4   \____/
                       \      /
                        \____/
                        /    \
                       /  3   \ - BOSS 1 (empty after defeating boss)
                       \      /
                        \____/
                        /    \
                       /  2   \
                       \      /
                        \____/
                        /    \
                       /  1   \
                       \      /
                        \____/
               Entrance and Exit to Level 1

---------
Stage One
---------
Rooms 1 - 3
Accessories needed: Germproof Suits and Shockproof/Bolt protection.


Room 1 - Green
Enemies: Cathedral Guard Lv 71 x2
         Cathedral Fencer Lv 76 x1
         Cathedral Sniper Lv 65 x1

(If you return to the Basilica later there will only be two enemies in here.)
The bunker to the right will rise up from the floor if you stand on the red
square and drop down when you move. There is a lot of cover in here but it can
be confusing with the light effects and pillars to see exactly where you are,
especially as the cursor and hero action line will pass through the pillars as
if they are not there, but you can't! I found this first battle with the
soldiers tough, partly because the room is tight with a statue as well as those
pillars, and because all the enemies have powerful attacks, as you'd expect.
The fencer can inflict over 1500 damage with a single blow, but he can't hurt
you if you stay well away from him. The guards are gunners, and they have long
range attacks.

Three enemies are up at the right and the fourth is behind the left bunker. I
tend to go for him first, starting with the HG. Use elemental rounds for
additional power and status effects, and after killing him try and keep running
past the enemies on each turn, keeping well away from them. Grenades are good
if you use the most powerful ones, as a couple of them will group together.


Room 2 - Orange
Enemies: Venomous Fox Lv 68 x1
         Cathedral Striker Lv 68 x1

Move forwards and there's another red square that raises a bunker to shield
your guys, and there's a bunker at the left of the room as well. This is
relatively easy, and you can even make a tri-attack in this room. Both enemies
use a heavy gun attack that does about 1500 points of damage, but they won't
get more than one or two attacks each if you stun them with your HG and then
kill them quickly. Go through the turquoise exit to the white edged room for
the first boss battle.


Room 3 - Turquoise (Sealed)
Enemies: Leader - Cardinal Garigliano Lv 134
         Cathedral Fencer Lv 76 x2
         Tesla Smasher Lv 68 x2
Reward: [BEZEL SHARD x1]

.----------------------------------------------------------------------------.
| G A R I G L I A N O  - B O S S                                             |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 134   | HP: 48000   | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Humanoid            | Main Body |  50% Hard | F/I/E/P   | None      |
|----------------------------| Part 1    |  70% Hard | None      | Ph/F/I/E/P|
| Drops: Energy Hex Black 11 | Part 2    |  70% Hard | None      | Ph/F/I/E/P|
|____________________________|___________|___________|___________|___________|

Fun battle. His attacks aren't too damaging, so get rid of at least two of his
allies because their attacks are dangerous. (With Germproof Suits and Shock
protection it's very much easier to manage.) The Tesla Smasher uses electricity
based attacks and might be the best one to kill first. Venomous Fog uses
poison, naturally, and the fencers use their swords. Just dash back and forth
across the wide room, and when you attack the boss he has about 7 gauges to
break before you'll do much damage to him. Smash Grenades are handy. Use
Electro or Freezer Grenades to slow everyone down, and you can even use Toxic
rounds on Garigliano and the rest of the enemies. (One time I doubled up on
MG and HG weapons and had the third person hold the First Aid Kit and Grenade
Case, and another time made use of elemental rounds with the MG and had two HG
users, so you can do this either way.)

There are more battles and another boss so it might be best to retreat, save,
and check your grenades, ammo and equipment, especially because you need
different accessories for the next stage. Alternatively, just carry on up
the stairs.


Second/Return Visit
Room 1 - Green
Enemies: Cathedral Fencer Lv 76 x1
         Cathedral Guard Lv 71 x1

Room 2 - Orange
Enemies: None

Room 3 - Turquoise
Enemies: None


---------
Stage Two
---------
Room 4 - 8
Accessories needed: Iceproof Suits, Shock/Bolt protection.


Room 4 - Pink
Enemies: Judge's Assault Lv 66 x2
         Northern Wind Lv 66 x1
         Judge's Aegis Lv 72 x2

This is a fairly narrow room with pillars and three exits. The Aegis enemy is
standing on top of a pillar to the right and left, and there is a red square in
the middle of the floor to pull up a bunker. Northern Wind uses a cold blast
attack so you'll need protection from ice. Make use of the shelter offered by
the bunkers and the pillars to avoid attacks and pick them off one by one. You
can start with an MG hero run all the way to the left side of the far bunker
targeting the northern wind, and then send the HG to the other side of the
bunker killing that enemy. Then, do a tri-attack on the next one. The bunker
will give some shelter when you've finished the run.

Alternatively, don't bother, and just hero run for one of the side rooms. On
your return trip you have to fight the enemies in the Pink room again.


Room 5 - Red (WEST) (Sealed)
Enemies : Tesla Slasher Lv 68 x1
          Cathedral Fencer Lv 76 x1
          Goliath IV Lancer Lv 87 x1

This room is round with no bunkers or pillars and so you can easily set up
tri-attacks. Just be careful where you place the cursor, and don't attempt to
run over the central raised mound or anywhere near the switch, or you'll bump
and stop. The Goliath is one of those huge beasts that you can't jump over. It
will fire off two or three missiles that can inflict around 2500 - 5000 damage
to one, and if those hit the same person you are likely to lose bezels, making
you vulnerable to a second attack.  However, it has a weakness in that it can
be directly killed if you fully scratch and destroy its shields. Given its
potential for damage, it's best to target it first and keep up the pressure,
stunning it, breaking its gauges, and using your best Metal Coated rounds.
After that, kill the soldiers, going for the Tesla Smasher first as the fencer
has to be next to someone to attack.

Operate the switch and return to the middle room and fight the same set of
enemies once again. Beware of running straight through as you might get hit and
badly damaged on the way. It's easy enough to go for the Northern Wind enemy
this time, and run to the left with the first person, ending up behind the
bunker, and then set up a tri-attack to deal with that enemy and another.


Room 6 - Yellow (EAST)
Enemies: Shot Raptor Lv 66 x1
         Judge's Blade Lv 76 x1
         Judge's Aegis Lv 72 x1
         Judge's Rifleman Lv 66 x1

Another round room with a switch and raised area in the middle. Elemental
Grenades are useful here too, and some enemies will have gauges to break, but
this is straightforward. The only awkward thing is that I found my run being
stopped short at the switch in the middle of room when I wasn't paying enough
attention. After that, operate this second switch, then use an Escape Hex to
retreat, rest and save, or just carry on into the blue room, but you'll have to
fight the enemies in the pink room again, or run the gauntlet.


Room 7 - Blue
Enemies: Godhammer Lv 92 x1

He's behind the first bunker that's immediately in front of the team, and if
you look to the right there is a red square in front of the pillar. Stand on
this and it raises another two bunkers at right angles, protecting you from the
side. If you start your moves to that side of the room the Godhammer will
lumber over there and then you can quickly raise the bunker and it's stuck and
can't attack. Run rings around it using these bunkers and you'll soon defeat
it. Use grenades to smash its armour to bits if your HG user doesn't.


Room 8 - Green (Sealed)
Leader : Antourion Lv 137
Enemies: Northern Wind Lv 66 x2
         Judge's Rifleman Lv 66 x4
Reward: [BEZEL SHARD x1]

.----------------------------------------------------------------------------.
| A N T O U R I O N  -  B O S S                                              |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 137   | HP: 50000   | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type :  Humanoid           | Main Body |  40% Hard | None      | F/I/E/P   |
|----------------------------| Part 1    |  70% Hard | None      |Ph/F/I/E/P |
| Drops: Energy Hex 12 Black | Part 2    |  70% Hard | None      |Ph/F/I/E/P |
|____________________________|___________|___________|___________|___________|

Not so bad because it's a large round room so you can run around freely. Yes he
has a big sword, but so what! There are two bunkers but they don't give much
shelter from so many enemies. You'll need Ice protection because of that
annoying Northern Wind enemy, or at least a First Aid kit to heal up anyone
stuck with ice damage. Ideally have Iceproof Suits for everyone. Although the
snipers are very powerful there's no point getting rid of them because another
will appear as soon as you do that.

Focus your attention on Antourion. Use Smash Grenades to remove his shields and
Toxic Grenades and Molotov Cocktails can be effective even though he's supposed
to be resistant to those, but with decent HGs, and levels of around 30 for your
handguns, you should be able to stun him and break his gauges without using
grenades. He has 8 gauges to break. If you start by going out to the furthest
extent of a hero run, ending up at the far side on one bunker, and the second
person ends up at the far side of the other bunker, you can start a tri-attack
with a large triangle targeting Antourion and healing up damage. By continually
attacking him you can stop him having a turn, stunning and scratching him.
Watch out for anyone who's getting the brunt of the soldiers' attacks and use
them to take the next attack even if it's not their turn. Use the full width of
the battle ground to stay well away from the soldiers who tend to group
together. If the boss just has a small amount of HP left and you don't want to
have to scratch it and then use an HG, simply throw a powerful grenade to
finish him off.

You'll be rewarded with the final bezel shard (making the hero gauge 14 in
total now) and the second Black Energy Hex. Before leaving, enter the next room
so you can pick up the treasure. Use an Escape Hex to exit Basilica and you can
open up Neverland, and then the remaining ranks of the Arena will be unlocked


Second/Return Visit
Room 4 - Pink
Enemies: Judge's Aegis Lv 72 x2

Room 7 - Blue
Enemies: Godhammer Lv 92 x1

Room 8 - Green
Enemies: None


-----------
Stage Three
-----------
Room 9 - 14
Accessories needed: Germproof Suits and Iceproof Suits too if you do this all
in one go, but if you activate the switches and leave, you could manage without
the Iceproof Suits and replace those with physical defence accessories, as all
you need to do is run straight through the Basilica to the final room. Equally,
if you're planning to leave, you could dispense with the Germproof Suits for
the initial battles to get to the switches, and use Shockproof gear instead for
the Goliath Lancer battles.


Room 9 - Orange
Enemies : Northern Wind Lv 66 x1
          Judge's Assault Lv 66 x2
          Shot Raptor Lv 66 x1
Gold Box: [ESCAPE HEX x1] (left)
Gold Box: [HG S-RAIL BARREL x1]

Step on the red square just at the entrance to this room and a bunker will
rise. Kill all the enemies and then go left or right (West or East). On your
return you'll have to fight them all again, or just run straight through to
reach the other fork. The Northern Wind is directly in front of the starting
point and it's wise to target her first. Watch out for the Shot Raptor's
powerful gun, but she probably won't move off her pedestal until the rest of
them are dead.


Room 10 - Dark Blue (WEST) (Sealed)
Enemies : Northern Wind Lv 66 x1
          Vertical Launcher Lv 97 x1

Just the one pesky ice maiden and a tank. There's also a retractable shutter
wall at the start of the room and a set bunker at the far end. You can simply
run back and forth between the bunkers using them both to shield you from
attack as well as confusing the tank, who has to keep turning around to try and
target you. (It it attacks it will fire off a couple of missiles that do around
1500 HP damage each.) Use Metal Coated rounds for the tank, but not for the
soldier. With two HG users you can probably keep the tank stunned for most of
the battle! Be aware that its missiles can turn and hit you even if you're
behind the bunker, I think they bounce back off the seal!


Room 11 - Red (WEST) (Sealed)
Enemies : Godhammer Lv 92 x2
SWITCH!

This is the room with the switch, and it's guarded by two of these big guys
with no shelter at all. Use your two HG people to stun them both and then try
and finish off one as fast as you can. It's not easy because of the central
bump in the floor and the switch itself which can get in the way. Don't attempt
tri-attacks while there are two of them in the room, and they do less damage
when they hit you directly than using the fire stamping hammer. I had everyone
hugging the sides of the room and after the first one is gone it's much more
straightforward. MC Incendiary Rounds are quite effective, and Freezer rounds
or grenades are even better. I'm not sure if lower grade grenades will do the
job but throw one Freezer X grenade and one of them should stay in a solid
state for a few turns.

Operate the switch and return to the central room. Sometimes there are no more
enemies on the way back but you have to fight the same lot again in the central
pink room. Actually the Vertical Launcher might be there in the blue room on
its own, or with the Northern Wind: it seems to be random.


Room 12 - Pink (EAST) (Sealed)
Enemies : Godhammer Lv 92 x2

Two of these guys again, but at least there's also a retractable bunker at the
start of the room and a set bunker to the right. In fact, the red square on the
floor raises a second bunker at the far side of the room, and there's another
red square behind that one. Move one HG user onto the red switch to raise both
bunkers and knock off some scratch damage in safety while running the other two
between the shelter. (You can reach the other bunker once it's up and jump over
them.) Incendiary rounds are very effective on them.


Room 13 - Turquoise (EAST) (Sealed)
Enemies : Goliath IV Lancer Lv 87 x1
          Vertical Launcher Lv 87 x1
SWITCH!

This is the room with the switch and it's guarded again with no shelter at all.
Use your two HG people to stun them both and then try and finish off one as
fast as you can. It's not easy because of the central bump in the floor and the
switch itself which can get in the way. Don't attempt tri-attacks while there
are two of them in the room. You've fought them both already so you know pretty
much what to expect. The Goliath might use his weaker shock attack, and the
tank lots of missiles, but the Goliath's missiles can do much more damage and
you should target him first. By using your best grenades on the Goliath you
stand a better chance of getting a direct kill, even if a freezer grenade
doesn't freeze him!

Operate the switch and return to the central room. The two Godhammers are back
inside the pink room, or it might just be one of them. Kill them or run past
them. (If you're not sure about defeating the boss, then use an Escape Hex
after this battle and at least you've got all the rooms open now. It's not too
hard to run through the whole cathedral in one go.)


Room 14 - Yellow
Enemies: None

From the pink room go through the yellow exit after operating both switches in
the west and east rooms. This next room has no enemies and no treasure. I guess
it's for you to take stock or use an Escape Hex before the final showdown if
you want to. Probably a good idea and then you can run through the building in
a straight line and head for this room without any detours. (Of course I'd
forgotten to equip the First Aid kit my first time in here...)

If you were damaged in the previous room, and didn't bother to complete the
mopping up of all enemies, you'll recover some bezels inside this room, but not
all. You really need the Germproof Suits for the final battle, and you don't
need Ice protection which you might have equipped because of the Northern Wind
enemy. You also needs plenty of Incendiary rounds and Molotov Cocktails (if
you're using grenades).


Second/Return Visit
Room 9 - Orange
Enemies: Northern Wind Lv 66 x1
         Judge's Assault Lv 66 x2
         Shot Raptor Lv 66 x1

Room 14 - Yellow
Enemies: None


----------
Stage Four
----------
Accessories needed: Germproof Suits
Incendiary Rounds and Molotov Cocktails are also needed for a quick win!


Room 15 - White
Enemies: Leader - Rowen Lv 193
         Venomous Fox Lv 68 x2
         Judge's Assault Lv 66 x2

.----------------------------------------------------------------------------.
| R O W E N  -  B O S S                                                      |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 193   | HP: 99999   | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Humanoid            | Main Body |  50% Hard | F/I/E/P   | None      |
|----------------------------| Part 1    |  70% Hard | None      | Ph/F/I/E/P|
| Drops: None                | Part 2    |  70% Hard | None      | Ph/F/I/E/P|
|                            | Part 3    |  70% Hard | None      | Ph/F/I/E/P|
|                            | Part 4    |  70% Hard | None      | Ph/F/I/E/P|
|____________________________|___________|___________|___________|___________|

There are two bunkers you can use if you stand on the red square, but it's not
worth bothering with that, as you want to make a large tri-attack as soon as
possible. Simply ignore Rowen's allies and go all out for the boss. He attacks
with double guns but instead of firing at you he might fire at the ceiling to
bring down masonry, which is a good thing because a direct assault from him
can inflict 1000s of points of damage. There can be a slight difficulty though,
if the masonry pushes someone out of the tri-attack formation and you'll lose
your resonance points. Happened to me once, anyway.

Remember how I told you to connect the Double flame damage terminal? There's a
reason for that, and I guess, a reason why the developers put one there. Nice
of them!

Start with  your MG running out to one side using Incendiary rounds, and then
the HG to the other side to remove the scratch damage, stun him and make a
large triangle. After that it's tri-attack time with 2 Resonance Points, and by
the end you should have destroyed his body parts. Use Incendiary rounds from
the start, and Molotov Cocktails, the best you have, and his body will catch
alight. He loses HP at fast rate (at 4000 HP each time he moves) even if you
haven't broken his body gauges. By the way, MC Incendiary rounds work just as
well as Hollow Point on him. If you don't manage to set him alight, then retry,
or make sure you have tons of fire rounds and cocktails and keep using these.
(Toxic rounds will work well too.)

Fire will wear off after a while, but by that point he should have low HP. Try
to set him alight again, and keep making tri-attacks to heal up the inevitable
damage until you've defeated him. If you're low on bezels then use grenades on
a group of enemies to accumulate some quick bezel replenishment. If he just has
a smallish amount of HP left, then finish him off with a Hand Grenade EX.

However, if you mess up and don't have Germproof suits then his allies can
poison you, and that hurts. Kill them if you like but they just return.
Although you might want to stun them and avoid them, they really are more of a
nuisance than the boss. If you don't set him alight, it is possible to win at
this low level, but it's tough, because there's a good chance you'll receive
enough scratch damage to smash the hero gauge. One strategy (assuming you have
everyone wearing Germproof Suits) is to ditch the First Aid Kit in favour of a
second MG. That means that someone can dual wield with two MG, one has the MG
and Magazines and the third a Handgun and Grenades. But if he's burning up
nicely, you don't need to do that.

Watch the enigmatic ending and wait for ROF 2! Or, just keep the game rolling
and start a new game with pretty much everything. Make a new save with the
cleared game data and exit that save for the final screen.



*******************************************************************************
************************************ F I N ************************************
*******************************************************************************



G U I L D  M I S S I O N S
-------------------------------------------------------------------------------
Rare Materials Sought ("Fetch" Mission)
-------------------------------------------------------------------------------
Client   : Izzy
Location : Level 4: Ebel City
Reward   : 15 Hunter Points. 35000 Rubies, Long Scope Elite
Overview : "Do you guys have a Crystal Core and a Rare Metal Shard? Being so
           rare, they've been impossible to get. If you manage to score them,
           sell them to me, okay? I'll make sure the reward is worth your time.

Izzy the rubbish collector is found on the road to the Guild early in the day,
if you enter directly from the world map, or to the right of the Guild during
the day.

You're not told how or where to go to find these items, but they are listed in
the bestiary. The Shard enemies only appear rarely and you might not have
encountered them yet. Equip the Lucky Charm to boost rare drops and activate
the Rare Drop and Increased Item Drop terminals to aid in the search. There are
other enemies that might have dropped a Core item when you fought them in red
hex battles or as bosses, but now there are two sources of supply. The easiest
place to use is Patertopolis. Connect the terminals that boost drop rates and
rare item drop rates to Level 6 and wear a Lucky Charm.

* Crystal Core
  Mad Goliath: Level 12 Gran Idee Mines, Level 6 Patertopolis
  (You must fully scratch the small inner section of its outer shield to get
  the part, and even then it's not guaranteed. Equip the Hawk Eye to the MG to
  help do this, and break all its gauges with the HG. Another way to do this is
  with the Hawk Eye equipped to an HG and that might destroy the part too.)
  Goliath IV Lancer: Level 1 Basilica

* Rare Metal Shard
  Treasure Mimics: Level 4 Closed Road
  (Check the information on screen to be certain about precisely which hexes
  these are, but in general they are the ones past the Rainy Bridge and on the
  way to the Hughes Power Station).
  Jackpot Dwellers: Level 10 Scrapyard
  Golden Mimics: Level 6 Closed Road, Level 7, Closed Road, Level 10 Closed
                 Road, Level 11 Rock Crushing Site (and Closed Road), Level 12
                 Closed Road

If you can't be bothered going to all the trouble of finding and then fighting
these enemies, you can scrap various things to get them. There are a lot of
accessories that you won't be using much now and that yield both items: Heat
Protector is the best one to dismantle. (Flameproof Suit, Iceproof Suit,
Shockproof Suit and Germproof Suit also have these components but they are
still useful to keep. Hi-Polymer Padding gives you two of each item but you
might not want to lose that either.)

Although it's painful to lose these items you do get the best Long Scope in the
game as a reward. This allows you to add another long scope above it since it
has three extensions as well as a side extension for a Telephoto Lens or Mini
Lens.


-------------------------------------------------------------------------------
Rebel Termination Order (Combat Mission)
-------------------------------------------------------------------------------
Client   : The Cardinals
Location : None
Reward   : 20 Hunter Points, 10000 Rubies, Expander Super Barrel
Overview : Thanks to the work of hunters, the rebels are no longer the threat
           they once were. Indeed, their organization is all but in shambles.
           However, the rebel leader has amassed the die-hard followers at
           Rainy Bridge on Level 4 to make their last stand. All hunters are
           called upon to participate in the hunt for the fanatical holdouts.

Three red hexes will appear on Rainy Bridge after you have viewed the bulletin
board in the Guild. If you want to get on with the story without doing this
mission, then the bridge will stay clear so long as you don't examine the
mission board.


REX HEX 1 and 2
Enemies: Shady Thug STG Lv 16 x1
         Shady Thug MG Lv 16 x1
         Chunky Gangster Lv 38 x2

The area is narrow with a bunker to the left. The STG will run forwards to get
behind the bunker at the start, so just target him first and hero run and jump
to the far end of the road with the MG. Make a tri-attack with 2 Resonance
Points and that should finish them off, near enough. They can throw grenades
and some might have a number of gauges to break, but it's simple stuff. Save
your game after completing the first two hexes as the third holds something a
bit different!


RED HEX 3
Enemies: Leader: Elderly Man Lv 93 x1
         Shady Thug STG Lv 16 x1
         Shady Thug MG Lv 16 x1
         Chunky Gangster Lv 38 x1

Yep, it's the friendly Elderly Man complete with kettle and tennis racket! Have
a dual wield MG (or MG with the Magazine Case) and the same with HG and the
third can go with Grenades and MG, or Grenades and First Aid in case you want
to heal up or start with Anti-All protection. (Easier to reload and try it
again if you run into difficulties.)

The Elderly Man is standing at the far end of the road with the three cohorts
across the middle behind the bunker. If you don't move, or just move one person
a short distance still staying this side of the bunker, the boss will come
chasing forwards fast and stop just this side of the bunker in full view. Run
to the far end of the road and fire at him with an HG which should break his
gauges and stun him. (Let your gun fully charge.) Then, run all the way down
the road with the MG (making sure to cross the blue line) using your best
Hollow Point rounds and again, charging your weapon fully. You might even stun
him with the MG. Now it's time for a tri-attack! He still hasn't had a turn,
and there's a good chance one of the thugs will fire now, taking his turn away,
even if he's not on the floor from a bonus shot, or stunned. (Toxic rounds are
very effective on him if you want to watch his HP drop without doing much at
all, and he's vulnerable to any elemental attack with no resistances.)

You can use grenades now if his gauges haven't been broken, and after the
tri-attack, if he's not dead, do the same thing again, running away from his
position so he never gets a chance to hit anyone. His racket attack will send
your bezels flying and you don't want that. Once you can survive, twice,
probably not: he is likely to do about 4500 HP of damage with one hit.

(Oddly the bestiary gives his stats as Lv 76 and 17500 HP but his real Level is
93, and he has 26250 HP!) You get a trophy for defeating him as well as the
rewards.


-------------------------------------------------------------------------------
My Trauma (Combat Mission)
-------------------------------------------------------------------------------
Client   : McGregor
Location : Level 7: Cranktown
Reward   : 12 Hunter Points, 5100 Rubies, Special Scope
Overview : "A UFO appears near the Hughes Power Station on Level 4! Blast that
           thing out of the sky! Don't ask me why! Don't come find me, either!"

Leave Ebel City and make your way to the Hughes Power Station in the west of
level 4. (You don't have to talk to McGregor.) You'll spot this pretty flying
saucer hovering above the rest of the enemies carried by a helicopter. Target
it first and do as much damage as you can, but it will probably disappear
before you can attack it a second time. The idea is to chase it around the
Power Station until you defeat it. Sometimes it won't appear at all in a room,
so just keep searching. I found it first in the Red Room (second one) and then
it went up to the western rooms and returned back to east. It was also in the
Yellow room.


Room 1 - Blue
Enemies: Hot Dog Lv 21 x2

Room 2 - Red
Enemies: UFO Catcher Lv 100
         Hot Dog Lv 21 x2
         Mask Raider LG Lv 30 x2

The Catcher is situated in the middle of the room, but quite a distance back
from your arrival point. Send you best HG person on a long hero action as far
as you can go and fire when the gun is fully charged to stun the enemy. That
gives you a chance for a second turn with the MG doing the same thing and using
Metal Coated rounds. The Catcher might disappear before you hit it, or it might
not, but you're only going to get a couple of shots at it.


Room 3 - Orange
Enemies: UFO Catcher Lv 100
         Outcast MG Lv 7 x 2

This time attack with your HG user to clean up the scratch damage you did last
time. If you manage to stun it too and break a gauge you might get a second
attack before it disappears again. If your MG stuns it (quite possible with an
MG level of 30+) then it won't disappear and you'll get a third attack. Again,
use an HG to break its gauges in preparation for the next sighting. Finish up
the rest of the enemies and take the green exit to the right side of the area.

(If you go to the west you won't find it, this mission really makes you work
for it. However, if you get to the top left room and return to the green room,
you might find it there, and then again in the Pink room.)


EAST
Room 4 - Green
Enemies: Hot Dog Lv 21 x1
         Pistol Dweller Lv 6 x2
         Mask Raider MG Lv 30 x1

Room 5 - Pink - two exits
Enemies: Pistol Dweller Lv 6 x2
         Fullmetal Gear Lv 62 x2

Room 6  - Turquoise
Enemies: Hot Dog  Lv 21 x2
         Mask Raider MG Lv 30 x2

Room 7 - Yellow (dead end)
Enemies: Fullmetal Gear Lv 62 x2
         Dwellest Lv 12
Bronze Box: First Aid x3
Bronze Box: Energy Hex x3


WEST
Room 8 - Blue
Enemies: UFO Catcher Lv 100
         Pistol Dweller Lv 6 x2

Room 9 - Red
Enemies: UFO Catcher Lv 100
         Machinegun Gear Lv 13 x2

Room 10 - Green
Enemies: UFO Catcher Lv 100

Go back to the Red room if you've still not defeated it. It has a lot of
gauges! Then, chase it to the right set of rooms and back out to the yellow
one.

As soon as you defeat the UFO that's the mission completed. The gun part reward
says it's tricky to fit, and it is! It requires two upright straight
extensions and a sideways H one to the right. For that, you need something like
the High-Mount Pro, but it has to be directly touching the Special Scope. This
means that you can only use this scope with a gun that has an upper straight
line scope slot close to the end of the barrel. I'll just give one example of
how it's done so you get the idea. With the SMG-05 attach an MG S-Rail Barrel,
giving one upright slot, and add a Rail Sub-Barrel to that, giving a second.
The first upright slot on the SMG is close to the end of the main gun and you
can attach in the High-Mount Pro there, and then the Special Scope fits in to
the left. You could do the same thing with a Handgun using an HG S-Rail Barrel.


S H O P S
-------------------------------------------------------------------------------
The Travelling Merchant is intermittently at the Tower of the Righteous.



A R E N A
-------------------------------------------------------------------------------
Rank 45

Rank 46 to 50
Defeat the first two bosses inside the Basilica and use the two Black Energy
Hexes they drop to open Neverland. (Access is through the Abandoned Elevator on
Level 4.) Return to the Arena and the last five ranks will be unlocked.


R E D  H E X E S
-------------------------------------------------------------------------------
Location: Level 11 (the section reached from the narrow path on level 10)
Reward  : [BEZEL SHARD]
Enemies : Judge's Assault Lv 66 x3
          Judge's Blade Lv 76 x2

Find this Red Hex next to the Elevator down to level 12. It's the Scrapyard
battleground with two walls that cross the area. The soldiers start the battle
all ranged in a line in front of the second wall, directly facing the team. I
went over the first wall at an angle to the right as they ran down towards the
team, and then used Electro Grenades on the group to slow them down. After that
I jumped back down to below the first wall and tri-attacked. Jumping onto the
walls might be better as you can evade the sword wielder.


Location: Level 12 (large area)
Reward  : [BEZEL SHARD]
Enemies : Judge's Assault Lv 66 x3
          Shot Raptor Lv 66 x2

If you activate both the increase items and the increase experience terminals
on this level you can search for those Golden Mimic enemies in the Closed Road
sections that give the Rare Metal Shard items. The red hex is directly across
the gap from the elevator, but it's a long walk around the Level to reach it.

The site is a Rock Crushing one with a large platform and easy access to run
and make tri-attacks. The two Raptor soldiers are waiting on the ground at the
left, with the three Judges on the platform. Go for one of the Raptors as their
powerful long range attacks are the most damaging. The other three have machine
guns. Then, make a tri-attack to gain the advantage and after that, hero jump
onto the platform. You should manage to kill both Raptors by the end of the
first tri-attack. Be careful of anyone who is getting badly damaged as this can
be a hard one to win! I used both a Grenade Box and a First Aid Kit just in
case. Elemental Grenades and Hollow Point rounds all work and I found the Hawk
Eye accessory activated quite often, which helps too.


D A N I E L ' S   D O L L S
-------------------------------------------------------------------------------
None



*******************************************************************************
************************************ F I N ************************************
*******************************************************************************



===============================================================================
N E W  G A M E + ....................................................... *WNG+
===============================================================================

Make a save after completing the game for the first time and load that save.
You will then have a choice of difficulty settings:

For the first time: Normal - retain equipment
                    Hard   - do not retain equipment
                    ???    - difficulty is locked. Beat the game on hard!

-- NORMAL SETTING --
If you select the normal setting then you will retain your nearly everything
from the previous playthrough. Coloured Energy Hexes, hexes on the world map
and for missions are NOT retained and have to be accessed once again by
following the story through. However the two black energy hexes granting access
to Neverland ARE retained. Bezels are retained, and you can acquire more bezel
shards from uncovering the map again and defeating boss and special challenge
enemies again. Choose this option if you just want to complete the game fast
for the Platinum Trophy. W ith your high levels, bezels and guns you'll be able
to zoom through very quickly and beat the game again in a day's play.

You keep:

* All levels and weapon skills
* All bezels
* All hunter rank points
* All rubies
* All tools (grenades, ammunition and healing items)
* The two black Energy Hexes and all white Energy Hexes
* All weapons, custom parts and accessories
* All clothing including special costumes
* Bestiary information
* Valuables: Core Lift 1 Pass, Panda Set, Piggy Set and Reindeer Set
* Arena Ranks (although these have to be unlocked again as you proceed)
* Game records (found at the arena)

You don't keep:

* Coloured energy hezes (aside from the two black hezes)


-- DIFFICULTY SETTING --
If you choose a difficulty level for the first time then you will NOT retain
your levels, items, or rubies from a previous playthrough. Enemies' recorded
levels are the same, but you'll notice that the bestiary shows them all with
20% more HP. If you complete Hard Mode that opens up the Advanced Difficulty,
raising enemies' HP yet again, and you can keep going to make the game
progressively harder.

Difficulty Levels are:

Normal 1.0x
Hard 1.2x
Advanced 1.4x
Professional 1.6x
Masochist 1.8x
Beyond 2.1x
Extreme 2.4x
Legendary 2.7x
Ultimate 3.0x
Zenith 5.0x
(All credit to Corpsecreate who completed Zenith mode!)

You keep:

* Black energy hexes (so you can access Neverland)
* The 'Hi-Pod' accessory
* All clothing items including special costumes
* Valuables:  Core Lift 1 Pass, Panda Set, Piggy Set and Reindeer Set
* Bestiary entries


Merry Christmas!



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

                      VI. N E V E R L A N D  (Optional) ................. *NEVL

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


N E V E R L A N D  O V E R V I E W
-------------------------------------------------------------------------------

--- Access ---
You can only access this area after defeating both the first bosses inside the
Basilica in Chapter 16. You get two Black Energy Hexes, the straight one to
open up the Abandoned Elevator on Level 4 and the other one to use on Level 12
to reveal Neverland. There's nowhere to erect an Energy Station here, and you
cannot use Terminal effects.

Placing the Black Energy Hexes should also complete your exploration of both
Level 4 and Level 12. If you've placed all the rest of the Energy Hexes on
every level you'll also gain a Trophy as well as a special clothing prize.
After completing the whole map with hexes, check out the mailbox for the
(PARAGON) Naked shirt (B) and (PARAGON) Naked II (B) pants/skirt items for all
three. Zephyr's is slightly unsettling ...


--- Structure ---
Neverland is divided into three zones and there's a gate that blocks access to
the next one. You have to defeat sets of enemies in three different areas of
the park: West, East and Central before you can proceed to the next zone. If
you enter one of the named areas you'll be sealed in and have to beat the
enemies, although the option to retry is always there. There are also many
random battles which you can run away from.

When starting out on the Neverland map you'll see there is an Abandoned Energy
Station in the Primary Area. If you rest you can change the day to night just
as anywhere else in Basel. Encounters are more frequent at night here as well.
Make your way towards that Energy Station and get a measure of the enemies
that are facing you!


--- Levelling Up ---
If you choose to enter Neverland during your first playthrough, then leave the
Basilica after gaining the two black Energy Hexes. The team is likely to be
around Level 80 - 90 if you've played a "normal" game, and you need everyone to
be well over Level 100 (and much more!) to make any progress. Partly that's
because you'll need high HP to survive, but you also need the highest levels
for your weapons: ideally Level 100 with the Machinegun. (Vashyron achieves the
100% Scratch damage skill before the other two so concentrate on raising his MG
levels.) You will also need high charge speed and charge acceleration on your
guns and should customise them to the maximum.

Get into a battle, have two of the team attack, and exit with the third. You'll
still gain some experience and items and will avoid getting killed. Rest and
save and repeat, until you gain some levels and are able to defeat some of
these groups. The Tar Man can destroy you with one attack...but he's a useful
enemy to level up against in this way. Equip the accessory Hawk Eye to someone
(or two!) and the EXP Trainer to everyone. (Both are found at the Arena shop.)


--- Gun Customisation ---
See the Guide section for diagrams of what is possible with the Golden Guns.


--- Escape ---
You can use an ESCAPE HEX to return to the elevator at any time, but you'll
have to walk and fight your way back.


-------------------------------------------------------------------------------
PRIMARY NEVERLAND MAP ENEMIES
-------------------------------------------------------------------------------

-------
Group 1
-------
Leader - Arsenal Fairy Lv 128
         Never Fairy Lv 111
         Explosive Fairy Lv 85
         Sanguine Fairy Lv 95

Forget it. This is tough at lower levels. They move fast, fire powerful guns as
well as hitting hard with a chainsaw. The only way to manage it is to make sure
you stun any enemy that's getting close to someone because their chainsaw
strike will smash all bezels.


-------
Group 2
-------
Leader - Sentinel Cannon Lv 176
Leader - SCA Never Crawler Lv 94
         Sentinel Cannon Lv 144
         Sentinel Mega Cannon Lv 145

Sometimes there is a smaller group with just one leader, and that's easier to
deal with. With some persistence it's possible to defeat the leader as you'll
get a direct kill if you remove its shield. The other enemies will get in its
way and there is plenty of cover to use. Standing on top of walls can be a good
strategy!


-------
Group 3
-------
Leader - Never Tar Man Lv 269
         Never Tar Man Lv 220

Impossible to defeat these two at this stage (even if the area has good cover)
because one hit will destroy you. However it IS possible to get a good way if
the leader appears on his own and you keep stunning him. Go for it when the
battle ground has three sturdy walls to protect your team and it becomes much
easier...)

Try running to one side and go for the top of the wall, and then get the second
person doing the same thing to the other side, both using Handguns to stun him,
Alternatively, start with the MG, if they have high levels, and there's a good
chance they will stun him and scratch most of his body parts especially if you
have the Hawk Eye equipped. Keep that up, running around him stunning him so he
never gets a chance to hit you. Hero jump back across the central wall and you
can even do tri-attack from behind this wall. Keep close to it because he can
lob his fireballs over it. If he does get a turn he'll try to get to you, and
you can outwit him by running in the opposite direction.

It's a great feeling when you defeat your first Never Tar Man - and he has
around 10 gauges to break before you do! (I was level 107/110/109.) He is weak
to ice.


-------
Group 4
-------
Leader - Blob Catcher Lv 193
         Blob Catcher Lv 158

Just target the leader and heal if necessary so you don't have to run away.
Sometimes it's just the Leader on its own which makes this a lot more
manageable. It's a helicopter type enemy that will fire rockets or use a
Machinegun attack if you don't manage to keep it stunned by breaking its
gauges. Make sure not to knock your head against it. It's weak to electricity.


-------
Group 5
-------
Leader - Dragon Dwellest Lv 154
         Dragon Dwellest Lv 125 x2
         Spiked Drum Lv 89 x2

These are the easiest of all groups to defeat. The Dwellests are slow to move
and stupid enough to fire and jump directly into the walls, so you can defeat
the leader with a degree of ease. There is a lot of cover with walls as well as
bunkers and although the Dwellests can fire missiles over and around the walls
they don't do too much damage (around 2000 +).


-------------------------------------------------------------------------------
PRIMARY CENTRAL PARK
-------------------------------------------------------------------------------
Enemies : GG Never Crawler Lv 115 x2
          Never Stampede Lv 99 x2
          Blob Chassis Lv 131 x1
          Jr. Neverland Staff Lv 77 x1
Treasure: (PARAGON) QUARTZ HUNTER x1 (L) (boots)

The two Crawlers are perched at either edge of the platform with the two never
fighters ready at the top of the the stairs. There are two bunkers, one just to
the right of the start position and one a bit further forwards at the left, and
the Blob is sitting behind that one. This time going for a crawler is not such
a good idea because the fighters and the chassis (a tank) can do far too much
damage.

You need fire protection for this battle as the Stampede enemies use a fire
based Machinegun attack. I found this the hardest of the Primary battles to
win. The Blob Chassis is weak to flame attacks. and the Never Crawler is weak
to electricity. In the end I went for the humans first and then sheltered
behind the bunkers to deal with the Crawlers (after one hero run to smash their
gauges.) Finally, staying behind the only bunker that was left, I fired off at
the Blob. Having Hawk Eye equipped to the MG user helps out a lot and I used
double guns on everyone and stopped attempting to heal.


-------------------------------------------------------------------------------
PRIMARY EAST PARK
-------------------------------------------------------------------------------
Enemies : Never Trigger Happy! Lv 99 x2
          CA Never Crawler Lv 115 x2
          Jr. Neverland Staff Lv 77 x2
          Never Walker Lv 136 x1
Treasure: Left - (PARAGON) QUARTZ HUNTER x1 (L) (gloves), Right - HI-POD x1

This is the same battle ground as the West Park but with one bunker between
the team and the enemies, who are ranged up on the steps with the Never Walker
closest to the bunker. The Crawlers are positioned at each edge of the upper
platform preventing you from using the platform as freely as before, and there
is a bunker set at right angles in the middle of the upper platform.

If you go for one of the Crawlers first you can get a direct kill after
removing its shield, and then are free to use the platform. The rest of the
enemies will have come down to the ground by this point. The staff just fire
guns, although they can inflict a fair degree of damage. Use the bunkers to
avoid their attacks and leave the Walker until last as it is harder to defeat
with more gauges than the rest.


-------------------------------------------------------------------------------
PRIMARY WEST PARK
-------------------------------------------------------------------------------
Enemies : Blob Chassis Lv 131
          Never Walker Lv 136 x3
Treasure: (PARAGON) QUARTZ HUNTER x1 (L) (ribbon),
          (PARAGON) RUBY HUNTER x1 (Z) (glasses)

Two Gold Boxes are at the right corner of the platform: Left is the Quartz and
right the Ruby.

This arena has stairs up the middle behind the Blob Chassis and bunkers to each
side where the other enemies are waiting. If you attack the one at the side (I
went right) then go for the platform with the third character. The rest of the
enemies will have already gathered on the main ground and their attacks will
miss you when you're on the platform. Make a tri-attack after these first three
moves and you should be able to take out the first enemy. Stay on the platform
until the enemies approach and return to the lower area and then back to the
platform according to where the enemies are positioned. It might be best to go
for the tank first as the walkers are just stronger versions of those
two-legged elephant types and you should be able to survive even two hits from
those. The Blob Chassis is weak to flame. (My team were at level 130 before I
managed to defeat these...)


-------------------------------------------------------------------------------
PRIMARY GATE
-------------------------------------------------------------------------------
Enemies : Blob Carrier Lv 164 x3
          GG Never Crawler Lv 115 x2
Treasure: B-N84 GOLDEN x1 (Handgun)

The GG enemies are situated on top of two platforms and there are two more
available platforms, one with the Gold Box. They are not the problem though:
the Blob Carrier is a four legged fast moving blobby thing that is hard to
avoid, even if you run around the back of the platforms and bunkers.

The secret to winning this is to deal with the machines (you should get a
direct kill if you're lucky and time your attacks correctly). Have everyone on
the platforms and then, kill the blobs one by one never coming back to ground.
Lob grenades, make hero jumps from one platform to another and keep doing that.
Be careful with your jumping around and targeting of the platforms, (don't
fall!) and the blobs' attacks will bounce off the walls harmlessly.

I went for double MG and HG guns and one with grenades. Fire will deplete the
blobs' HP allowing you to damage them even if you haven't managed to scratch
them by much, so a good supply of Molotov Cocktails is recommended!


Room 2 - Red
You will NOT be able to proceed through the second room of the gate if you
haven't already defeated the enemies in ALL the parks. Once you have done so,
then simply jump onto the platforms if it's your second visit to the gate and
proceed through to the next room. Bezels will be restored as you enter the
second room, which is mercifully empty...but not so the third room.


Room 3 - Green
Enemies: Never Walker Lv 136 x3

Actually this is really not too difficult as there are those helpful platforms
again so you won't get crushed by the walkers. Simply hero jump around the
platforms and pick them off as you go. They are very resistant to attack and it
might take a while. (I just used the double guns again.)


-------------------------------------------------------------------------------
NEVERLAND ZONE TWO - MAP ENEMIES
-------------------------------------------------------------------------------

I didn't bother much with these battles as by this point all I wanted to do was
to complete Neverland, hence the lack of detail!

-------
Group 1
-------
Leader - Sanguine Fairy Lv 116
         Sanguine Fairy Lv 95 x5

All fairies are weak to fire and these ones don't have guns so if you jump onto
the walls they can't reach you. Lob Molotov Cocktails at them when they gather
in groups and pick them off easily.


-------
Group 2
-------
Leader - Bazooka Fairy Lv 117
Leader - Flame Fairy Lv 113
         Never Fairy Lv 90
         Explosive Fairy Lv 95

Even more fairies... and these can reach you if you jump onto the walls.


-------
Group 3
-------
Leader - Never Tar Man Lv 269

Same as before.


-------
Group 4
-------
Leader - Never Stampede! Lv 121
         Never Trigger Happy! Lv 99 x3
         Never Magnum! Lv 99 x1
         Silverhawk Lv 143
         Gold Flan Lv 418

These guys use Ice based shots and sometimes there's a helicopter type enemy to
contend with as well. They can easily freeze everyone if you're not prepared.
The Gold Flan has very high HP and you'll find more of these enemies in the
third area.


-------
Group 5
-------
Leader - Hunter's Jackpot Lv 154
Leader - Silverhawk Lv 175
         Hunter's Jackpot Lv 126
         Golden Smile Lv 139

These slot machines don't do a lot of damage and move around fairly slowly,
although the Golden Smile can spew flame. The Silverwolf might not be with
them, but if it is, it's a flying enemy. After removing their shields you can
see that they bounce around on a coil.


-------
Group 6
-------
Leader - Blob Chassis Lv 160
         Blob Carrier Lv 164 x2
Leader - Blob Carrier Lv 201

This couldn't be simpler: jump between the walls and although they might do a
little damage it won't be too much and you can just pick them off one by one.


-------------------------------------------------------------------------------
SECONDARY CENTRAL PARK
-------------------------------------------------------------------------------
Enemies : CA Never Crawler Lv 115 x2
          GG Never Crawler Lv 115 x1,
          Sentinel Cannon Lv 144 x1
          Sentinel Mega Cannon Lv 145 x1
Treasure: 1191.45 GOLDEN x1 (Handgun)

There is a welcome set of bunkers at the left of the battleground (where you'll
find the Gold Box too.) Make good use of that to shelter from attack and this
is so much easier to win than the Primary Central battle. The Mega cannon will
move to attack and it's as well to target that one first of all and then mop up
the rest. All of them are vulnerable to Direct Kill once their shield is
removed.


-------------------------------------------------------------------------------
SECONDARY EAST PARK
-------------------------------------------------------------------------------
Enemies : Never Stampede Lv 99 x2
          Arsenal Fairy Lv 105 x2,
          GG Never Crawler Lv 115 x2
Treasure: NP.05 GOLDEN x1 (Machinegun)

Damn those fairies! Another tough battle, even though there are two bunkers the
fairies are using the left one at the start and will move fast if you attempt
to target the other enemies first. You need fire protection from the Stampede
enemies and the fairies are vulnerable to fire attacks.

It took me forever to manage this and I only did it when Vashyron had 100%
scratch for the MG and Leanne 100% on the HG. I sent MG up to the left of the
platform and fully scratched the Stampede on the way, Finished off the two
crawlers and hid behind the right bunker to heal up everyone at once. Then,
tackled the fairies running back and forth between the two bunkers stunning
them one at a time until I finally defeated them both and just soaked up any
damage from the Crawlers.

(My team were at level 190, 192 and 183 ...)


-------------------------------------------------------------------------------
SECONDARY WEST PARK
-------------------------------------------------------------------------------
Enemies : Arsenal Fairy Lv 105
          Explosive Fairy Lv 85
          Flame Fairy Lv 92
          Never Fairy Lv 90
          Bazooka Fairy Lv 95
Treasure: EAGLE EYE x1

The good thing about this battle arena is that there are rightangled bunkers to
the left and right, the bad thing is the fairies... Anyway, make use of the
bunkers and keep well away from those fairies if you can. Removing their first
layer of protection knocks off the weapon they carry so that might be a good
place to start, but I just went for them one by one and healed up when
necessary. Electro Grenades can slow them down if they bunch together.

Even if you get in a critical state it might be worth continuing since you can
quickly restore a couple of bezels while the enemies stop attacking and go
after the dropped bezels shards. (Don't give up until you're forced to!)


-------------------------------------------------------------------------------
SECONDARY GATE
-------------------------------------------------------------------------------
Room 1 - Blue
Enemies : Blob Chassis Lv 131
          Hunter's Jackpot Lv 125 x1
          GG Never Crawler Lv 115 x1
          Golden Smile Lv 139 x1

This isn't going to present too many difficulties as there are the usual four
large platforms to jump onto and pick off the enemies. Start with the Never
Crawler so you can move around freely. You'll sustain some damage, mostly from
the Jackpot which can target the platforms, but not enough to trouble you.
(Though one time arriving from the other side the blob managed to send
Vashyron, who moved last of all, into a critical state, so be careful.)


Room 2 - Red
This is an empty room. You will recover some bezels if you've lost some.


Room 3 - Green (BOSS)
Enemies: Leader - Pater Lv 230 (Get REINDEER SET!)
                  Silverhawk Lv 143
Treasure: (PARAGON) QUARTZ HUNTER x1 (L) (right - sunglasses)
          (PARAGON) QUARTZ HUNTER x1 (L) (left - hairband)

.----------------------------------------------------------------------------.
| P A T E R  -  B O S S                                                      |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 230   | HP: 99999   | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Humanoid            | Main Body |  50% Hard | F/I/E/T   | Physical  |
|----------------------------| Part 1    |  70% Hard | None      | Ph/F/I/E/T|
| Drops: Reindeer Set        | Part 2    |  70% Hard | None      | Ph/F/I/E/T|
|                            | Part 3    |  70% Hard | None      | Ph/F/I/E/T|
|                            | Part 4    |  70% Hard | None      | Ph/F/I/E/T|
|____________________________|___________|___________|___________|___________|

Hmm here you meet Pater...

The Silverhawk can get in the way as you jump back and forth between two
bunkers set on either side of the circular battleground. It does a light
Machinegun attack and a more powerful rocket attack, but nothing too much to
worry about. Pater uses a weird spinning attack that can also inflict fire
damage. After getting rid of the hawk you can run around setting up tri-attacks
and keep Pater stunned. He only has 6 gauges to break and if you go for a
smackdown or bonus shot he'll drop tons of Energy Hexes (not chips!). You can
also level up your Grenades fast on him.

Exit through the white gate to the third zone and there is no Energy Station
there, so it's best to retreat and save up in the second zone after defeating
Pater. (On returning through the gate this third room will be empty.)


-------------------------------------------------------------------------------
NEVERLAND ZONE THREE - MAP ENEMIES
-------------------------------------------------------------------------------
There is no Energy Station here, but if you go back inside the Gate room, where
you fought Pater, all health is restored. However, you cannot save... and to do
that you must return through the gate to the second zone. (Or use an Escape Hex
to return to the Abandoned Elevator.) Before tackling any battles run straight
through to the Gate of Heaven. You won't find any enemies here and you cannot
proceed to the next area but you'll find the best accessory in the game: the
NEVER SUIT! This cuts physical damage by 50%. Very nice indeed.

While in this area of the park you cannot rest, but if you lose bezels and run
from a battle simply enter the Gate to Heaven and some will be restored. Then
you can enter another battle and leave as soon as you've gained a few more.
That way you can prolong the time spent here, but you can only do this once or
twice before it won't restore any bezels. If you get into difficulties use an
Escape Hex to exit Neverland. It doesn't take too long to get back to the third
zone. (I put an Energy Station just outside on the path back to Ebel City to
save on the walking...)


-------
Group 1
-------
Leader - GG Never Crawler Lv 141
Leader - Gold Flan Lv 418
         CA Never Crawler Lv 115 x2
         GG Never Sentinel Lv 81 x2

All machines and lots of wall cover.


-------
Group 2
-------
Leader - Never Long Range Lv 121
Leader - Never Mega Cannon Lv 179
         Never Trigger Happy Lv 99 x2
         Sentinel Cannon Lv 144
         Never Stampede Lv 99

Humanoid and machine enemies.


-------
Group 3
-------
Leader - Blob Carrier Lv 201
Leader - Sentinel Cannon Lv 176
         Sentinel Cannon Lv 144
         Blob Carrier Lv 164 x2

Blobs and machines


-------
Group 4
-------
Leader - Neverland Manager Lv 94 x2
         Neverland Staff Lv 77 x2
         Jr. Neverland Staff Lv 77 x1

All humanoid enemies.


-------
Group 5
-------
Leader - Never Fairy/ Bazooka Fairy Lv 117
Leader - Arsenal Fairy Lv 129
Leader - Gold Flan Lv 418
         Bazooka Fairy Lv 95
         Flame Fairy Lv 92

Ugh, those fairies. However, they are not the problem this time. The Gold Blob
can do huge damage if it touches you with a direct physical attack. Best
avoided! Use the wall and bunkers to take cover. This group appears most often
at night.


-------
Group 6
-------
Leader - Blob Catcher Lv 199 (airborne)
Leader - Blob Chassis Lv 180
Leader - Gold Flan Lv 418

This group also appears more often at night, and there might be a Gold Flan
with the other two.


-------------------------------------------------------------------------------
TERTIARY CENTRAL PARK
-------------------------------------------------------------------------------
Enemies : Blob Chassis Lv 131
          Never Stampede Lv 99 x2
          Never Big Magnum! Lv 99
          CA Never Crawler Lv 115 x2
Treasure: None

This area has two bunkers at the front and the usual platform with steps
leading up. The Blob is right in the centre facing the team to start with. The
blob does a one hit rocket for around 2000-2500 (sometimes two hits) but the
gun toting Never enemies are probably more dangerous as they can move fast, and
the blob doesn't really move much. Get rid of them first and then run back and
forth between the shelter of the bunkers.

The crawler can be set on fire with Molotovs or incendiary bullets and that can
help mop up the last of their HP when they defend.


-------------------------------------------------------------------------------
TERTIARY EAST PARK
-------------------------------------------------------------------------------
Enemies : Never Tar Man Lv 220 x1
          Never Crawler Lv 115 x2
Treasure: SG-B226 GOLDEN x1

There are two bunkers to the left and one to the right, and facing you is our
old friend the Tar Man. It's a bit tricky because of the crawlers and the lack
of a solid wall to shelter behind, but the same strategy used in the map
battles should work here too. Ignore the crawlers and go for the tar man to
stun him senseless. You can do a hero run and jump to land close to the outer
edge of the platform to get up more power, and the damage the crawlers do is
minor. Also, they take a turn away from the tar man.

Make sure to wear the Eagle Eye on the MG user and you might even get lucky.
Regardless, the tar man has 10 gauges to break. After he's downed it's a quick
mop up operation. (Remember to stun the crawlers first while they have their
guns at the ready, and then blast with the MG and you'll get a direct kill with
the HG.)


-------------------------------------------------------------------------------
TERTIARY WEST PARK
-------------------------------------------------------------------------------
Enemies : Never Long Range! Lv 99 x2
          Never Trigger Happy! Lv 99 x2
          Never Big Nagnum! Lv 99 x2
Treasure: (PARAGON) SEXUAL HUNTER x1 (V) (Sunglasses)

There are two bunkers to the left and right for additional cover, and you're
gonna need it. These guys do Ice based attacks so everyone needs protection and
if you don't have Iceproof Suits for all, give the one you do have to the
person who has the First Aid Kit! (Actually even that equipment is no guarantee
and I had Vashryon turned to ice despite wearing the suit.) Anti-Ice doesn't
work well either, and their ice attacks are very effective, unfortunately. :(

Watch out for who they are targeting next and aim to stun that one while you
duck and weave around the shelter of the bunkers. You could go for broke and
make a triangle with the first two of your party and the good thing about using
a tri-attack is that everyone will heal up quite a lot, at least, theoretically
it's good, so long as no-one is iced at the time...

Grenades can be effective for when they all group around a bunker - the way
this works is that they will congregate around anyone that's vulnerable and
they move fast. Use elemental HP rounds to slow them down, anything will work
apart from ice, and even that will work on the main body after you've destroyed
their body parts.

Big Magnum doesn't do ice, Never Trigger Happy does, so take them out first. In
the end I managed this easily after making sure I had 100% scratch on my MG and
two Iceproof Suits equipped, together with the Eagle Eye on the MG. I kept the
less well protected person well out of their line of sight! Also had the MG
stats at 95/71%/99/95/23). Would have been better with even higher charge
acceleration but it worked pretty well.


-------------------------------------------------------------------------------
GATE TO HEAVEN
-------------------------------------------------------------------------------
Access to the second room is only open after defeating the enemies in the park
areas. The enemies in the next two rooms will be there again if you leave and
return. You will need two HG and one MG user equipped with the very best Golden
guns fully customised. Your MG user should have 100% scratch skill, and you'll
need poison, fire and shock protection. You can probably get away without the
shock and fire protection if you're careful but Germproof Suits are essential
together with the Never Suit. Equip all three cases and you'll need to use the
very best ammunition and grenades and be ready for some speedy healing of
scratch damage.


---------------
Room 1 - Yellow
---------------
Enemies : None
Treasure: NEVER SUIT x1


-------------
Room 2 - Blue
-------------
Enemies: Jupiter Weapon Lv 192

.----------------------------------------------------------------------------.
| J U P I T E R  W E A P O N  -  B O S S                                     |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 192   | HP: 80000   | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Machine             | Main Body | 100% Hard | Electric  | None      |
|----------------------------| Part 1    | 100% Hard | None      | Physical  |
| Drops: Scrapped Microchip  | Part 2    | 100% Hard | Electric  | None      |
|        Scrapped Laser RT   | Part 3    | 100% Hard | Electric  | None      |
|                            | Part 4    | 100% Hard | Electric  | None      |
|                            | Part 5    | 100% Hard | Electric  | None      |
|                            | Part 6    | 100% Hard | Electric  | None      |
|                            | Part 7    | 100% Hard | Electric  | None      |
|____________________________|___________|___________|___________|___________|

This is just a bigger version of that Tesla Tortoise enemy you fought a long
time back that fires off electrical charges and has lots of body shields to be
broken. The room has two bunkers providing some shelter from this attack. Don't
jump directly over it or you'll bump into it and fall, laying yourself open to
its attack. If you're stuck with the wrong equipment (no Shock protection), or
running low on bezels, then simply keep it stunned and, when most of its parts
are broken, stand close behind one of the bunkers and fire off at it.


------------
Room 3 - Red
------------
Enemies: Torch Gremlin LV 19 x5
         Dorothy Lv 147

.----------------------------------------------------------------------------.
| D O R O T H Y  -  B O S S                                                  |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 147   | HP: 65000   | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Humanoid            | Main Body |  30% Hard | None      | None      |
|----------------------------|           |           |           |           |
| Drops: None                |           |           |           |           |
|____________________________|___________|___________|___________|___________|

The gremlins shield Dorothy and she's there behind the middle ones. She has 9
or 10 gauges to break and no parts. Ignore the gremlins until you've defeated
her. Break her gauges and keep her stunned so she can't attack. You can also
set up a tri-attack easily in this flat room with no obstacles. Mop up the
gremlins and check everyone's health before proceeding to the last room.


--------------------
Room 4 - Green/White
--------------------
Enemies: Leader: Sullivan Lv 220 - 100000 HP (Get PIGGY SET!)
         Leader: Rebecca Lv 205 - 66666 HP (Get PANDA SET!)

.----------------------------------------------------------------------------.
| S U L L I V A N  -  B O S S                                                |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 230   | HP: 100000  | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Humanoid            | Main Body |  50% Hard | F/I/E/T   | Physical  |
|----------------------------| Part 1    |  70% Hard | None      | Ph/F/I/E/T|
| Drops: Piggy Set           | Part 2    |  70% Hard | None      | Ph/F/I/E/T|
|                            | Part 3    |  70% Hard | None      | Ph/F/I/E/T|
|                            | Part 4    |  70% Hard | None      | Ph/F/I/E/T|
|____________________________|___________|___________|___________|___________|

.----------------------------------------------------------------------------.
| R E B E C C A  -  B O S S                                                  |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 205   | HP: 66666   | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Humanoid            | Main Body |  50% Hard | F/I/E/T   | Physical  |
|----------------------------| Part 1    |  70% Hard | None      | Ph/F/I/E/T|
| Drops: Panda Set           | Part 2    |  70% Hard | None      | Ph/F/I/E/T|
|                            | Part 3    |  70% Hard | None      | Ph/F/I/E/T|
|                            | Part 4    |  70% Hard | None      | Ph/F/I/E/T|
|____________________________|___________|___________|___________|___________|

This starts with a nice scene and the battle music is great! You're in a large
round area with six bunkers circling the two. Sullivan is stronger so go for
the girl...yeah I know her wings are pretty, but she's evil and must be
destroyed!

He'll come racing towards the group and hurt the two of you that didn't move
for around 5000 HP (maybe a bit less). Probably best to heal that damage before
going after Rebecca. Once you're removed Rebecca's body part use elemental
attacks on her body because she's very resistant to physical assault. If you
don't get her stunned she will create lots of red glows around her and can
inflict flame damage. Rebecca will heal her scratch damage up quite quickly.
Grenades are good on her if it's not your MG's turn and she hasn't any scratch
damage to remove.

Sullivan can inflict poison, and he also heals scratch damage quickly. You'll
have to remove his gauges one by one, and fill up with as much scratch as you
can each time. Keep everyone in good health and restore your scratch damage as
soon as it gets to around half, because the last thing you want is to go
critical. (The safest way to heal is to get everyone close together and use the
Multi-Aid R-S while everyone is still relatively healthy, since it only heals
2000 points of scratch damage.) Fortunately the arena is so large that you can
easily out manoeuvre Sullivan when he's on his own, and keep him stunned or
running in the wrong direction.

You obtain the Kings of Neverland trophy for beating the pair. Use an Escape
Hex to leave Neverland and change into your new costumes. Teehee.



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

                          VII. G U I D E S ............................. *GUID

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

      01. Trophies .................................................... G01
      02. The Arena ................................................... G02
      03. Basel : The Levels .......................................... G03
      04. The Shops ................................................... G04
      05. Clothing Guide .............................................. G05
      06. Gun Customisation Guide ..................................... G06

===============================================================================
01. T R O P H I E S ..................................................... *G01
===============================================================================

IMPORTANT!
If you didn't achieve some battle or spending trophies during your first game,
you can easily get these on a second game playing on NORMAL difficulty, because
totals are accumulative. Check out the Game Records at the Arena to see your
progress. (Details are found in Guides, Section 02: The Arena.)


**** Platinum Trophy (Platinum)
You've unlocked every trophy in the game. You've mastered 'Resonance of Fate'!


---------------------
1. Storyline Trophies
---------------------

These trophies are unlocked by just playing through the main story and are
not missable unless you stop playing.

* Clear Prologue (Bronze)   Cleared the prologue.
* Clear Chapter 1 (Bronze)   Cleared Chapter 1.
* Clear Chapter 2 (Bronze)   Cleared Chapter 2.
* Clear Chapter 3 (Bronze)   Cleared Chapter 3.
* Clear Chapter 4 (Bronze)   Cleared Chapter 4.
* Clear Chapter 5 (Bronze)   Cleared Chapter 5.
* Clear Chapter 6 (Bronze)   Cleared Chapter 6.
* Clear Chapter 7 (Bronze)   Cleared Chapter 7.
* Clear Chapter 8 (Bronze)   Cleared Chapter 8.
* Clear Chapter 9 (Bronze)   Cleared Chapter 9.
* Clear Chapter 10 (Bronze)   Cleared Chapter 10.
* Clear Chapter 11 (Bronze)   Cleared Chapter 11.
* Clear Chapter 12 (Bronze)   Cleared Chapter 12.
* Clear Chapter 13 (Bronze)   Cleared Chapter 13.
* Clear Chapter 14 (Bronze)   Cleared Chapter 14.
* Clear Chapter 15 (Bronze)   Cleared Chapter 15.
* Clear the Game (Bronze)   Cleared the game! Congratulations!

* A New Beginning (Bronze)
A trophy for beginning a second playthrough.


------------------
2. Bronze Trophies
------------------
* First Contact (Bronze)
A trophy for defeating your first enemy.

* Maiden Mission (Bronze)
A trophy for clearing your first mission.

* Bonus Hitter (Bronze)
A trophy for landing your first Bonus Hit on an airborne foe.
When an enemy has been sent into the air using a hero run (and not jumping)
you'll see a circle form around the enemy and a yellow bar appears within the
circle. Time the attack to hit that bar and the enemy is held in place while
you execute a bonus hit.

* Tri-Attacker (Bronze)
A trophy for using your first Tri-Attack.

* Hundred Plus Club (Bronze)
A trophy for raising a character's level to 100.

* Bullet Barrage (Bronze)
A trophy for landing a combo of over 500 hits.

* Resonance Miser (Bronze)
A trophy for storing over 20 Resonance Points. The arena is a good place to get
this trophy. The idea is to keep making hero actions and acquire a total of 20
RP. You need plenty of Bezels to achieve this, either from attacking enemies,
or you can make it much easier by leaving this until later when you have more
Bezels to play around with. (Sometimes you might need to lose a Resonance Point
if your triangle gets too tight, and change to a different character to do the
next move.) Remember that you don't have to attack or do anything at all while
making a hero action.

* Hero Actor (Bronze)
A trophy for attacking over 1,000 times during Hero Actions.
Keep using hero actions and you'll get this eventually.

* Spite Monger (Bronze)
A trophy for landing over 100 Bonus Hits.
When an enemy has been sent into the air using a hero run (and not jumping)
you'll see a circle form and a yellow bar appears. Time the attack to hit that
bar and the enemy is held in place. You can use circle to cancel the attack and
if the next attack also triggers a bonus shot (on the same enemy) the yellow
bar will be wider. Keep doing that until the circle is fully yellow and then
you can unleash an attack that lasts for a longer time, getting more hits.

* Extreme Spiker (Bronze)
A trophy for performing over 100 Smackdown attacks.
To do a Smackdown attack, first do a hero run to attack, but don't jump. That
sends the enemy into the air, and the next attack should be a jump. You can
achieve this with one character, but it's easiest to do it as part of a
tri-attack.

* Professional Hunter (Bronze)
A trophy for defeating over 3,000 enemies.
Keep fighting battles and you'll get this eventually.

* Material Collector (Bronze)
A trophy for destroying over 3,000 enemy body parts.
Keep fighting battles and you'll get this eventually.

* Thousand Pitcher (Bronze)
A trophy for throwing over 1,000 attack items.
Use grenades to achieve this trophy. They are very effective on many enemies
and raising the level of throwing weapons helps increase overall character
levels. Although these are not available at first, after chapter 5 you can buy
Rookie Grenades at the shop in Ebel City.

* The Iron Fist (Bronze)
A trophy for defeating over 30 enemies with no weapon equipped.
To accomplish this you need to unequip someone and inflict full scratch damage
on an enemy. Then walk close to them and attack. You'll only do around 2 HP
damage and it might not work the first time. Zephyr and Leanne are the best
characters to use as they wield a knife. Vash kicks.. Try having two of them
without weapons and surround the enemy while the third fully scratches the foe.

* Basel's Repairman (Bronze)
A trophy for making over half of Basel's hexes accessible again.
Keep using hexes to cover the various levels. You'll find many useful and
valuable items (including Bezel Shards) so it's worth doing as soon as you can.

* Big Shot (Bronze)
A trophy for dealing over 2,000 damage in a single attack.
Set up a tri-attack on a boss and you'll easily achieve this trophy.

* Material Creator (Bronze)
A trophy for having fused and scrapped items over 200 times.
Use the scrapper in Ebel City, Cranktown or Albona to scrap (disassemble)
various things you obtain: only do this for items are are not going to be used
by the tinkerer. Also make new items with the Tinker. It's cheap and easy
enough to do this without trying.

* Shopaholic (Bronze)
A trophy for spending over 500,000 rubies on clothing and accessories.
Obtain more Rubies by making use of the money trick, or simply by selling off
items, completing missions and fighting in the arena. Spend them at the clothes
shop. (Always do the missions for Miranda so she keeps making new clothes!)

* Customaestro (Bronze)
A trophy for connecting over 10 custom parts to a firearm.
Every gun can be customised and this trophy requires you to link 10 parts to
one gun.

* Four-Terminal Chain (Bronze)
A trophy for connecting four distinct terminals. It's easiest to wait until
later in the game when you have access to lots of straight blue hexes. You can
connect terminals through an elevator (though not through the core lift). Link
the terminal near the Hughes Power Station on Level 4 to reach the Arena, and
the three on level 5 to connect through to Level 4. That's the easiest way to
manage this as well as getting you multiple good effects on the Arena. (You can
only activate Terminals using coloured Energy Hexes.)


-----------------------------------------
3. Bronze, Silver and Gold Hidden Trophies
------------------------------------------
* Unison Assault (Bronze)
A trophy for defeating two or more enemies in a single attack.
This can be achieved with a grenade on weaker enemies, or fully scratch two
enemies and then use an HG to take them both out in one hero jump.

* An Unfortunate Accident (Bronze)
A trophy for taking out your own party member in an explosion.
Use a grenade on an enemy when someone else is standing close by. Best to to do
this early on when the team has low HP. If not, then wait until someone has low
HP as a result of an enemy attack and throw a grenade.

** Tera-Driver(Silver)
A trophy for loading over a terabit of data from the disc.
Simply keep loading the game.

** Challenge Conqueror (Silver)
A trophy for defeating the top-ranked team, the Last Line! Amazing!
Access all 50 ranks in the arena and defeat the boss for Rank 50-3.

** Disrespect Your Elders (Silver)
A trophy for defeating the Elderly Man. He's with the stars now!
This is the mission "Rebel Termination Order" in Chapter 16. You'll find the
rebels on the Rainy Bridge level 4.

** Basel's Liberator (Silver)
A trophy for making all of Basel's hexes accessible again. Are you even human?
This cannot be completed until after defeating two bosses in the Basilica story
mission on Level 1. They each drop a black Energy Hex that is needed to access
Neverland. Use the straight hex on the Abandoned Elevator in Level 4 and the
other one on the area on Level 12 accessed from that Elevator.

*** Clear a Second Playthrough (Gold)
Cleared a second playthrough! Congratulations! and... Thank you!!
Complete the game and play it again. Easiest to do on normal difficulty so you
retain pretty much everything and can speed run the game ignoring all optional
missions.

** Kings of Neverland (Silver)
Finish Neverland.
That entails defeating all groups of enemies in the set locations of the
Neverland park. There are three zones, each with a Central, East and West park
and two gates to traverse as well as the "Gate to Heaven" in the third zone.

*** Stardust Hunters (Gold)
You've got a star in every rank!
Win 10 battles for each rank at the Arena and that gives you a star for them
all.

*** The Legendary Hunter (Gold)
You've completed every mission in the game! The legend will never die!
Do as it says! Sometimes there are more than 3 missions in a chapter and new
ones are posted on the Guild board when you've successfully finished one or two
of the original three.



===============================================================================
2. T H E  A R E N A  (RANK BATTLES AND "SHOP") .......................... *G02
===============================================================================

1. Arena Game Records
2. Arena Trophies
3. Arena Overview
4. Arena Coin Exchange
5. Arena Ranked Battles
6. Arena Bestiary

---------------
1. GAME RECORDS
---------------
View Game Records at the Arena: it's the board to the right of the
receptionist. Since these totals are accumulative you can acquire any trophies
that need high totals on your New Game + (Normal), if you didn't get them in
the first game. On a second game the time stamps will show the total time spent
playing when you reach that chapter.

PAGE 1                               PAGE 2
Gaem Clear Count                     Most Terminals Connected
Neverland Clear Count                Critical Status Count
Encounters Fled                      Zephyr Death Count
Bonus Hit Count                      Leanne Death Count
Max. Combo Hit Count                 Vashyron Death Count
Enemies Defeated                     Bullets Fired
Enemies Unlocked in Bestiary         Attack Items Thrown
Enemies Defeated barehanded          Hero Action Attack Count
Max. Resonance Point Count           Tri-Attack Count
Body Parts Destroyed                 Items Earned
Smacckdown Count                     Energy Stations Erected
Most Custom Parts Added              Energy Stations Dismantled

PAGE 3                               PAGE 4
Handgun Skills Activated             Tinkering Count
Machinegun Skills Activated          Energy Hexes Placed
Attack Item Skills Activated         Morning Dungeon Entry Count
Treasures Opened in Dungeons         Afternnon Dungeon Entry Count
Treasures Opened On The World Map    Evening Dungeon Entry Count
Bulletin Board Views                 Night Dungeon Entry Count
Townsperson Conversation Count       Time to Complete Prologue
Retrun Count                         Time to Complete Chapter 1
Rubies Spent on Retires              Time to Complete Chapter 2
Baredhanded Attack Count             Time to Complete Chapter 3
Outfit Change Count                  Time to Complete Chapter 4
Scrapping Count                      Time to Complete Chapter 5

PAGE 5                               PAGE 6
Time to Complete Chapter 6           Time Using Zephyr
Time to Complete Chapter 7           Time Using Leanne
Time to Complete Chapter 8           Time Using Vashyron
Time to Complete Chapter 9           Gameplay Suspension Count
Time to Complete Chapter 10          Save Count
Time to Complete Chapter 11          Random Encounter Count
Time to Complete Chapter 12          Rubies Spent On Clothing And Accessories
Time to Complete Chapter 14          Cumulative Damage Taken
Time to Complete Chapter 14          Total Play Time
Time to Complete Chapter 15          Normal Clear Count
Time to Complete Chapter 16          Hard Clear Count
Missions Cleared


-----------------
2. ARENA TROPHIES
-----------------
- Challenge Conqueror 30 -
You've defeated the top-ranked team, the Last Line! Amazing!

Clear three battles for each level of every Rank to obtain this trophy. You
have to complete three battles to open the next rank. There are 50 ranks in
total and that's 150 battles to win.

- Stardust Hunters 90 -
You've got a * in every rank!

Complete every Rank 10 times to get a star for each one. That's a total of 500
battles...


-----------------
3. ARENA OVERVIEW
-----------------
The Arena is situated on a separate hex to the west of Ebel City and it's here
you should go at the start of the game to complete the essential tutorial on
the battle system. Once that's under your belt you can begin the endless grind
of fighting ranked battles for rewards of Copper, Silver and Gold Coins. You
also win back the rubies you paid to enter the ranked battle and that's
calculated with a multiplier: the more battles you win in one rank, the higher
amount you win back. (It starts at x1.30 and the upper limit is x1.99.)

After a battle the team will be back at full health whatever the outcome, and
if you lose, you lose the entry fee. Not the most fun you'll ever have, but
essential to obtain some very nice items, equipment, as well as the odd trophy
and lots of levels...

To open up the next Rank you must defeat 3 lots of the lower rank (shown as
3-1, 3-2, 3-3, for example), and to achieve a star for each rank you have to
fight 10 levels. There are some bosses that appear at various points (the third
battles of every fifth rank) and these are listed on the information board to
the right of the counter. Defeat these and your team's name will appear on this
board as you move up to the top! Get level 10 for each rank and you are awarded
a star! (You can carry on fighting enemies after that, but there is no further
increase.)

Battles in one rank are not identical in that enemies level up a little
(perhaps by two or three levels) and they change position, making it easier or
harder to win, requiring slightly different strategies according to how they
are grouped. They also gain more gauges that have to be broken. What that means
is that level 10 enemies are the same as level 1 for a rank, but the battle
will be tougher to win.

All items dropped by enemies in the arena are retained and experience is gained
exactly as in all normal battles, so this is a good place to train and grind
for levels. It's also a good place to practice and test out various skills and
strategies. Even you are defeated any levels you gained will be retained. The
boss battles are especially valuable both for raising levels and gaining
scrapped weapons of various kinds that are otherwise in short supply.

However, enemies fought in the arena are NOT listed in the bestiary, and the
only way to find out exactly who drops what is to use the Clairvoyance item on
them. (Or read this FAQ!)

You can only have a maximum of 999 Copper/Silver/Gold Coins so spend them
before they get to that amount. You can "buy" Silver coins for 100 Copper and
Gold coins for 100 Silver, although that option might not be there immediately:
the man at the exchange only said about exchanging copper for silver after
getting the second silver coin.


----------------------
4. ARENA COIN EXCHANGE
----------------------
There are some items that are only found here: Smash Grenades are particularly
useful because these will break the gauges of the more powerful enemies and AP
Rounds are a good investment too, as they penetrate an enemy's outer defence.
The Strongman's Bangle can be bought early on and that allows you to avoid
random encounters with a high degree of success (depending on your current
level). Invest in the Lucky Charm to boost item drop rates and the Hawk Eye to
aid in fully scratching an enemy's body part. (Although you will get one of
each in chapter 9 as rewards for giving a doll to Daniel, and for a mission.)
The Long Scope Elite is an excellent gun par and otherwise not available except
as a mission reward in the final chapter.

------------------------------------------------------------------------------
ITEM                      | COPP | SILV | GOLD | DESCRIPTION
--------------------------+------+------+------+------------------------------
Anti-Damage               |  x10 |  -   |  -   | Cuts physical damage in half
Anti-Heat                 |  x10 |  -   |  -   | Cuts fire damage in half
Anti-Ice                  |  x10 |  -   |  -   | Cuts ice damage in half
Anti-Bolt                 |  x10 |  -   |  -   | Cuts electric damage in half
Anti-Toxin                |  x10 |  -   |  -   | Cuts poison damage in half
Anti-All                  |  x50 |   x5 |  -   | Cuts all damage in half
Sonic Chug                |  x10 |  -   |  -   | Doubles movement speed
Smash Grenade x5          |  x50 |   x5 |  -   | Excels in HP breakage and
                          |      |      |      | knockback
Percussive Round x5       |  x50 |   x5 |  -   | Ammunition: excels in HP
                          |      |      |      | breakage and knockback
Armor-Piercing Round x5   |  x50 |   x5 |  -   | Ammunition: penetrates along
                          |      |      |      | line of fire
MI50A                     | x500 | x200 |  x50 | Direct damage weapon (Handgun)
Long Scope Elite          | x300 |  x60 |   x3 | Scope with expansion ports
MG Magazine +12           | x200 |  x40 |   x1 | Adds 12 bullets to clip
Elemental Protector       | x500 |  x80 |  x10 | Cuts elemental damage by 20%
Mighty Suit               | x400 |  x70 |   x5 | Cuts status ailments by 50%
Strongman's Bangle        | x100 |  -   |  -   | Wards off weaker foes
Greed Piercing            | x150 |  x15 |  -   | Collect drops at a distance
Lucky Charm               | x200 |  x20 |  -   | Increases item drop rate
                          |      |      |      | but lowers experience.
EXP Trainer               | x200 |  x20 |  -   | Increases experience but
                          |      |      |      | lowers item drop rate
Bomber Ring               | x200 |  x20 |  -   | Prevents thrown weapons from
                          |      |      |      | harming allies.
Shooting Star             | x150 |  x15 |  -   | Raises chance of a Bonus Shot,
                          |      |      |      | but lowers Smackdown damage
Meteor Zipper             | x150 |  x15 |  -   | Raises Smackdown damage, but
                          |      |      |      | lowers Bonus Shot chance
Galaxy Knuckle            | x100 |  x10 |  -   | Raises knockback ability
Hawk Eye                  | x400 |  x40 |   x2 | Random chance to hit enemy's
                          |      |      |      | body part for all its HP.
Boys' ARES Voucher        | x400 | x100 |  x25 | Use at the shop for clothing.
Girls' ARES Voucher       | x400 | x100 |  x25 | Use at the shop for clothing.
Men's ARES Voucher        | x400 | x100 |  x25 | Use at the shop for clothing.
Silver Coin               | x100 |  -   |  -   | Exchange for 1 Silver Coin
Gold Coin                 |  -   | x100 |  -   | Exchange for 1 Gold Coin
__________________________|______|______|______|_______________________________


-----------------------
5. ARENA RANKED BATTLES
-----------------------

-------------------------------------------------------------------------------
RANK 1 (Chapter 1)
Price  : 300 Rubies
Enemies: Cheap Gunner Lv 5 x2
         Brownie Lv 5 x1
Drops  : CG (EH 1, Glass Shard)
         B (Meat, Fabric Scrap)
Coins  : 1 Copper Coin

The gunners fire a two or three shots that can do around 60-90 HP worth of
damage per shot, depending on how close they are to the target. The Brownie is
a gremlin type enemy that has to be close up to do any damage and hits for
around 150-200 HP. For rounds 1 and 3 they are all quite a way back in the
arena. You can either wait for them to get a bit closer or make a hero run. Try
not to end up close to the enemy at the end of the run. With two hero runs to
opposite sides of the arena you can start a 2 Resonance Point tri-attack and
kill them all.


-------------------------------------------------------------------------------
RANK 2 (Chapter 2)
Price  : 600 Rubies
Enemies: Cheap Gunner Lv 5 x2
         Cheap Gunner Machinegun Lv 6 x1
Drops  : CG  (EH 1, Glass Shard)
         CGM (EH 1, Glass Shard, Fabric Scrap)
Coins  : 2 Copper Coins

The first battle has all three waiting in the line across the middle of the
arena. The Machinegunner fires multiple shots. Literally run rings around them
making a tri-attack: start with the MG running to one side, then the HG to the
other side, who should attack the same enemy, and then, make a triangle (you
should have two Resonance Points) and switch so the MG starts the run.


-------------------------------------------------------------------------------
RANK 3 (Chapter 2)
Price  : 900 Rubies
Enemies: Oil Brownie Lv 6 x3
Drops  : OB (Meat, Gasoline)
Coins  : 3 Copper Coins

For the first battle target the middle brownie first, as that will come
forwards towards the team. Just make a tri-attack to deal with the other two.

-------------------------------------------------------------------------------
RANK 4 (Chapter 2)
Price  : 1200 Rubies
Enemies: Liese Gunner Magnum Lv11 x2
         Drum Pixie Lv 6 x2
         Green Gear Lv 16 x1
Drops  : LGM  (EH 2, Fabric Scrap, CEH 1 Orange)
         DP (Meat, Scrap Iron)
         GG (Glass Shard, Busted Oil Drum)
Coins  : 4 Copper Coins

This battle is a bit messier as it involves three distinct enemy types. Try and
attack the Green Gear using a handgun at the start of the first battle and it
should blow up, damaging the enemies close by. The Pixies have that drum that
must be removed before the main body takes damage, although you can probably
manage that with a handgun attack. The gunners do the most damage and it's best
to kill them as soon as you can. You will need tri-attacks to help heal
unavoidable damage.

-------------------------------------------------------------------------------
RANK 5 (Chapter 2)
Price  : 1500 Rubies
Enemies: Green Gear Lv 15 x1
         Liese Guner Magnum lv 11 x2
         Oil Brownie Lv 6 x2
Drops  : GG (Glass Shard, Busted Oil Drum)
         LGM (EH 2, Fabric Scrap, CEH 1 Orange)
         OB (Meat, Gasoline)
Coins  : 5 Copper Coins

Much the same as Rank 4. Go for the Green Gear with an HG when it's close to
other enemies  Save your game after completing Rank 5-2 because the next battle
is much harder.


RANK 5-3 BOSS: THE GREMLIN FIVE
Enemies: Blue Gremlin Lv 11 x1
         Pink Gremlin Lv 3 x1
         Purple Gremlin Lv 2 x1
         Red Gremlin Lv x13
         Yellow Gremlin Lv 15 x1

.----------------------------------------------------------------------------.
| PURPLE GREMLIN                                                             |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 2     | HP: 21      | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Small Organism      | Main Body |  30% Hard | None      | None      |
|----------------------------| Part 1    | 100% Hard | None      | None      |
| Drops: Meat                |     -     |     -     |     -     |     -     |
|        Fabric Scrap        |     -     |     -     |     -     |     -     |
|____________________________|___________|___________|___________|___________|

.----------------------------------------------------------------------------.
| PINK GREMLIN                                                               |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 3     | HP: 29      | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Small Organism      | Main Body |  30% Hard | None      | None      |
|----------------------------| Part 1    |  50% Hard | None      | None      |
| Drops: Meat                |     -     |     -     |     -     |     -     |
|        Gasoline            |     -     |     -     |     -     |     -     |
|____________________________|___________|___________|___________|___________|

.----------------------------------------------------------------------------.
| BLUE GREMLIN                                                               |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 11    | HP: 375     | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Small Organism      | Main Body |  30% Hard | Fire      | Ice       |
|----------------------------| Part 1    |  50% Hard | None      | None      |
| Drops: Quality Meat        |     -     |     -     |     -     |     -     |
|        Glass Shard         |     -     |     -     |     -     |     -     |
|____________________________|___________|___________|___________|___________|

.----------------------------------------------------------------------------.
| RED GREMLIN                                                                |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 13    | HP: 550     | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Small Organism      | Main Body |  30% Hard | Ice       | Fire      |
|----------------------------| Part 1    |  50% Hard | None      | None      |
| Drops: Quality Meat        |     -     |     -     |     -     |     -     |
|        Scrap Bronze        |     -     |     -     |     -     |     -     |
|____________________________|___________|___________|___________|___________|

.----------------------------------------------------------------------------.
| YELLOW GREMLIN                                                             |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 15    | HP: 675     | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Small Organism      | Main Body |  30% Hard | None      | Poison    |
|----------------------------| Part 1    |  50% Hard | None      | None      |
| Drops: Quality Meat        |     -     |     -     |     -     |     -     |
|        Scrap Bronze        |     -     |     -     |     -     |     -     |
|____________________________|___________|___________|___________|___________|

These purple/green oil spewing things can inflict various status effects,
including frozen. All the Gremlins are grouped in the middle of the arena, with
the Blue Gremlin at the front left of the five. Target this one first if you
want to avoid frozen status. After killing that one, tri-attack around the rest
of them and then, run away if any of them is getting too close, making hero
runs and setting up another tri-attack.

-------------------------------------------------------------------------------
RANK 6 (Chapter 3)
Price  : 1800 Rubies
Enemies: Hound Lv 8 x2
         Yellow Gear Lv 18 x2
Drops  : H (Meat, Dog Droppings)
         YG (Glass Shard, Scrapped Machinegun MS)
Coins  : 7 Copper Coins

Watch out for the hounds as they can do over 400 points of damage if they get
close enough to strike. Use Metal-Coated rounds on the gears, and your HG might
not be able to smash their body parts alone if their levels aren't very high or
the gun isn't customised by much. Sometimes both the dogs and the gears have a
few gauges to break and you might find you're running low on bezels. If so, use
grenades if you have some, or stand still and fire without using hero actions.

-------------------------------------------------------------------------------
RANK 7 (Chapter 3)
Price  : 2100 Rubies
Enemies: Hound Lv 8 x2
         Light Gunner MG Lv 10 x2
         Drum Hobbit Lv 8 x1
Drops  : H (Meat, Dog Droppings)
         LGMG (Glass Shard, Fabric Scrap, EH 3, CEH 1 Orange)
         DH (Meat, Scrap Iron)
Coins  : 9 Copper Coins

You might be able to kill a hound just using two handgun attacks and then go
for one of the gunners with a tri-attack. After that, it's easy to finish off
the remainder of the enemies, although be careful if a gunner gets close as he
might throw a damaging grenade. Break the hobbit's outer casing with a handgun
to expose the inner body.

-------------------------------------------------------------------------------
RANK 8 (Chapter 4)
Price  : 2400 Rubies
Enemies: Coppelia Gunhead Lv 14 x2
         Coppelia Chainsaw Lv 13 x2
Drops  : CG (Plastic Fibre, Scrapped Gun MQ, Mannequin Torso, Mannequin Arms)
         CC (Plastic Fibre, Scrapped Weapon MQ, Mannequin Head,
            Mannequin Torso, Mannequin Arms)
Coins  : 10 Copper Coins

Equip a Flame-Resistant Vest and any other fire or status protective
accessories, because these are the same type of enemies as those ones inside
the Forest of Idols, and they are all weak to flame attacks too. The first
battle starts with them all bunched together in the middle of the arena and
this is a good chance to use Molotov Cocktails if you have any to spare. The
second one has one at the left the rest at the right. Target the left one and
make a tri-attack to kill it if you haven't done so with the first MG and HG
attacks, and then play with the three. Again, use Molotovs if you can, because
they can have quite a few gauges to break. Otherwise, use two HG users and one
MG.

-------------------------------------------------------------------------------
RANK 9 (Chapter 4)
Price  : 2700 Rubies
Enemies: Coppelia Flamer Lv 14 x5
Drops  : CF (Plastic Fibre, Scrap Lead, Scrapped Weapon MQ)
Coins  : 11 Copper Coins

These are flame-throwing dolls and if you smash their body parts they tend to
blow up and cause damage to each other, as well as losing their weapon. You can
wait and let them approach you while firing or lobbing grenades, but it's as
well to set up a tri-attack so you can avoid their flames and heal from any
damage.

-------------------------------------------------------------------------------
RANK 10 (Chapter 5)
Price  : 3000 Rubies
Enemies: Marionette Bazooka Lv 15 x3
Drops  : MB (Plastic Fibre, Scrapped Gun MQ, Mannequin Torso, Mannequin Arms)
Coins  : 12 Copper Coins

This waving doll fires a bazooka (no kidding) that can target all three of the
party if they are standing close to each other. It's a long range weapon so
they can hit someone even from a long way off. Best to go on the offensive, and
they are weak to fire so incendiary rounds will help. One or more of them might
have gauges to break, and they can inflict a lot of damage if your levels are
low.


RANK 10-3 BOSS: BLITZ TORTOISE
Enemies: Blitz Tortoise Lv x1

.----------------------------------------------------------------------------.
| BLITZ TORTOISE                                                             |
|-------------.--------------.-----------.-----------.-----------.-----------|
| Level: 28   | HP: 750      | Body/Part | Soft/Hard | Weakness  | Resistance|
|-------------+--------------+-----------+-----------+-----------+-----------|
| Type: Machine              | Main Body | 100% Hard | Electric  | None      |
|----------------------------+ Part 1    | 100% Hard | Electric  | Physical  |
| Drops: Scrapped Microchip  | Part 2    | 100% Hard | Electric  | None      |
|        Scrap Lead          | Part 3    | 100% Hard | Electric  | None      |
|        Scrapped Laser RT   | Part 4    | 100% Hard | Electric  | None      |
|                            | Part 5    | 100% Hard | Electric  | None      |
|                            | Part 6    | 100% Hard | Electric  | None      |
|                            | Part 7    | 100% Hard | Electric  | None      |
|____________________________|___________|___________|___________|___________|

This is the Arena version of the Tesla Tortoise and it behaves in the same way.
It is weak to electricity and vulnerable to grenades, which are effective on
its hard shell. Wear Shock or Bolt protection for this battle as there are no
bunkers to shelter you. If you are at the start of chapter 5 then you'll only
have one Bolt Padding, so equip this to the MG user to give them that
additional bit of protection. The Tinker will make Hand Grenades now, and it's
a good idea to have plenty of these.

Hero run to one side of the arena with the MG using Metal-Coated rounds and
then run and jump an HG to the other side letting your guns fully charge and
that should stun it and break a gauge. Start a tri-attack (only if you're sure
you won't bump into it) and that should finish it off, especially if you also
use grenades on it. Otherwise, just use hero actions.

-------------------------------------------------------------------------------
RANK 11 (Chapter 5)
Price  : 3300 Rubies
Enemies: Marionette Chainsaw Lv 20 x4
Drops  : MC (Ebon Crystal, Scrapped Weapon MQ,  Mannequin Legs,
         Scrapped Gun MQ, Plastic Fibre, Mannequin Arms)
Coins  : 13 Copper Coins

Yet more doll type enemies so they are weak to fire. They can hit you from a
distance with their guns and wallop you close up with their saws. Tri-attack
them to death, and try not to land close to one of them when setting up your
triangle.

-------------------------------------------------------------------------------
RANK 12 (Chapter 6)
Price  : 3600 Rubies
Enemies: Middle Gunner Magnum Lv 23 x2
         Drum Troll Lv 24 x2
Drops  : MGM (Fabric Scrap, Glass Shard, EH 4, CEH 5 Green)
         DT (Quality Meat, Scrap Lead)
Coins  : 14 Copper Coins

The troll has a double shield to his body that needs to be smashed, breaking
away the drum before you can scratch attack its body, and all enemies have
medium range attacks.

-------------------------------------------------------------------------------
RANK 13 (Chapter 6)
Price  : 3900 Rubies
Enemies: Jumbo Pixie Lv 51 x2
         Drum Troll Lv Lv 24 x2
Drops  : JP (Quality Meat, Filthy Pouch 2, Scrap Lead)
         DT (Quality Meat, Scrap Lead)
Coins  : 18 Copper Coins

The Pixies are like the Dwellest enemies and move quickly despite their size.
Go for them first and try and take out the drum trolls' casing while you're
killing the pixies. The pixies can throw grenades and jump and land next to
someone causing well over 700 points of damage.

-------------------------------------------------------------------------------
RANK 14 (Chapter 6)
Price  : 4200 Rubies
Enemies: Middle Gunner Magnum Lv 23 x2
         Fenrir Lv 24 x 3
Drops  : MGM (Fabric Scrap, Glass Shard, EH 4, CEH 5 Green)
         F (Quality Meat, Fabric Scrap, Scrap Lead, Dog Droppings)
Coins  : 22 Copper Coins

Two gunners and three dogs for this rank. The dogs run fast but cannot hit you
unless they are close. Run away from them and kill the gunners first. The dogs'
main body is weak to fire but resists ice attacks.

-------------------------------------------------------------------------------
RANK 15 (Chapter 6)
Price  : 4500 Rubies
Enemies: Snow Brownie Lv 22 x5
Drops  : SB (Quality Meat, Glass Shard)
Coins  : 26 Copper Coins

The brownies use ice attacks and are weak to fire. They are the same as the
snow gremlins found in the tundra battleground, and easy enough to defeat so
long as you don't let them get close and freeze anyone.


RANK 15-3 BOSS: THE BROTHERS MIGHTY
Enemies: Mighty Arm Sr. Lv 30 x1
         Mighty Arm Jr. Lv 51 x1

.----------------------------------------------------------------------------.
| MIGHTY ARM, SR.                                                            |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 30    | HP: 987     | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Large Organism      | Main Body |  30% Hard | None      | None      |
|----------------------------| Part 1    | 100% Hard | None      | None      |
| Drops: Unknown Material S  | Part 2    | 100% Hard | None      | Physical  |
|        Scrap Bronze        | Part 3    | 100% Hard | None      | None      |
|        Scrapped Hammer SH2 | Part 4    | 100% Hard | None      | None      |
|                            | Part 5    | 100% Hard | None      | None      |
|                            | Part 6    | 100% Hard | None      | None      |
|                            | Part 7    | 100% Hard | None      | None      |
|____________________________|___________|___________|___________|___________|

.----------------------------------------------------------------------------.
| MIGHTY ARM JR                                                              |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 51    | HP: 3750    | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Large Organism      | Main Body |  30% Hard | None      | None      |
|----------------------------| Part 1    | 100% Hard | None      | None      |
| Drops: Unknown Material S  | Part 2    | 100% Hard | None      | Physical  |
|        Scrap Zinc          | Part 3    | 100% Hard | None      | None      |
|        Scrapped Hammer SH3 | Part 4    | 100% Hard | None      | None      |
|                            | Part 5    | 100% Hard | None      | None      |
|                            | Part 6    | 100% Hard | None      | None      |
|                            | Part 7    | 100% Hard | None      | None      |
|____________________________|___________|___________|___________|___________|

Use metal rounds and keep running around them. Usual strategy of 2 RP and
tri-attacks. Junior has a more damaging fire based weapon thumping attack, but
once their outer parts are smashed they lose the weapon and their attacks do
about half the damage. They don't have long range attacks, but will have a
number of gauges to break.

-------------------------------------------------------------------------------
RANK 16 (Chapter 6)
Price  : 4800 Rubies
Enemies: Fenrir Lv 24 x2
         Snow Brownie Lv 22 x3
Drops  : F (Quality Meat, Fabric Scrap, Scrap Lead, Dog Droppings)
         SB (Quality Meat, Glass Shard)
Coins  : 28 Copper Coins

More ice using enemies, but with fast running dogs this time.

-------------------------------------------------------------------------------
RANK 17 (Chapter 6)
Price  : 5100 Rubies
Enemies: Middle Gunner Machinegun Lv 23 x1
         Middle Gunner Magmum Lv 23 x2
         Snow Brownie Lv 22 x1
Drops  : MGMach (EH 4, Glass Shard, Fabric Scrap, CEH 3 Blue)
         MGM (Fabric Scrap, Glass Shard, EH 4, CEH 5 Green)
         SB (Quality Meat, Glass Shard)
Coins  : 30 Copper Coins

Magnum uses long range guns as well as powerful bombs. You can use fire based
grenades or ammo to cause additional scratch damage to them. It's best to
target the gunners first as the gremlins can only harm you if they get close.

-------------------------------------------------------------------------------
RANK 18 (Chapter 6)
Price  : 5400 Rubies
Enemies: Humbaba Lv 45 x2
         Middle Gunner Machinegun Lv 23 x1
         Middle Gunner Magnum Lv 23.x1
Drops  : H (Quality Meat, Junk Package E1, Scrapped Firearm E)
         MGMach (EH 4, Glass Shard, Fabric Scrap, CEH 3 Blue)
         MGM (EH 4, Fabric Scrap, Glass Shard, CEH 5 Green)
Coins  : 34 Copper Coins

Target the back side of the elephant types, and they move slowly, so run around
them after getting rid of the gunners. They might take longer to kill but they
are fairly easy to outmanoeuvre.

-------------------------------------------------------------------------------
RANK 19 (Chapter 6)
Price  : 5700 Rubies
Enemies: Bigfoot Lv 54 x1
Drops  : BF (Frozen Ribeye, Snow Crystal)
Coins  : 38 Copper Coins

Bigfoot is an ice yeti and uses a freezing attack on one. Just use tri-attacks
from the ground and keep him airborne. Everyone needs cold protection,
especially the MG user if they go first. You can start with an HG and try and
stun him so he doesn't get a turn.

NOTE: This is a good battle to repeat if you want more Copper Coins as it's
just one enemy to kill. Bigfoot drops snow crystals which are scrapped to get
Ice Fragments, components for Freezer Grenades and Sub-Zero Rounds.

-------------------------------------------------------------------------------
RANK 20 (Chapter 6)
Price  : 6000 Rubies
Enemies: Black Dog Lv 24 x2
Drops  : BD (Quality Meat, Fabric Scrap, Dog Droppings)
Coins  : 40 Copper Coins

The highest number of Copper Coins you can get for one bout, this is simple,
with just two dogs and they only have one shield. This is another battle to
repeat if you're in need of more Copper Coins later in the game.


RANK 20-3 BOSS: THE THREE JEWELS
Enemies: Gold Jewel Lv 50 (Gold Blob)
         Silver Jewel Lv 1 (Silver Blob)
         Copper Jewel Lv 4 (Bronze Blob)

.----------------------------------------------------------------------------.
| GOLD JEWEL                                                                 |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 50    | HP: 7525    | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Other               | Main Body |   1% Hard | F/I/E/P   | None      |
|----------------------------|     -     |     -     |     -     |     -     |
| Drops: Gold Blob           |     -     |     -     |     -     |     -     |
|____________________________|___________|___________|___________|___________|

.----------------------------------------------------------------------------.
| SILVER JEWEL                                                               |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 4     | HP: 53      | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Other               | Main Body |   1% Hard | F/I/E/P   | None      |
|----------------------------|     -     |     -     |     -     |     -     |
| Drops: Silver Blob         |     -     |     -     |     -     |     -     |
|____________________________|___________|___________|___________|___________|

.----------------------------------------------------------------------------.
| COPPER JEWEL                                                               |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 1     | HP: 10      | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Other               | Main Body |   1% Hard | F/I/E/P   | None      |
|----------------------------|     -     |     -     |     -     |     -     |
| Drops: Bronze Blob         |     -     |     -     |     -     |     -     |
|____________________________|___________|___________|___________|___________|

All jewels restore scratch damage very fast so only way to defeat them is to
break their gauges, which is hard to do on the gold one. Get rid of the weaker
ones first, which is easy enough, and then concentrate your efforts on the
Gold. It has five gauges you need to break and then whittle down its HP. Best
not to use hero actions because by the time the MG has finished firing it will
have already recovered any scratch damage. Just stand around shooting at it, or
set up a tri-attack so you can convert the scratch damage quickly.

If you want to level up your machineguns quickly then this is the battle to do
it. Just don't kill the gold blob and you can continue fighting it as long as
you like: keep firing with MGs, watch it refill the scratch damage, and fire
again. Escape the battle and return again if you want to save between bouts of
levelling up, or just stay there until you've had enough. This also gives you
the chance to harvest lots of silver and bronze blobs, as you can kill the
other two enemies, pick up their items, fight the gold blob some, leave, and
re-enter again. You'll have to pay the entry fee again if you do that but the
silver and bronze blob can be sold for 6000 Rubies (3500 and 2500 Rubies
respectively) if you're hard up for cash. (One more thing, if you collect 4
blob items for each of the bronze silver and gold you can fuse these and sell
them for 100000 Rubies. However, you won't come across any more Gold blobs
until entering Neverland.)


-------------------------------------------------------------------------------
RANK 21 (Chapter 6)
Price  : 6300 Rubies
Enemies: Black Dog Lv 24 x2
         Middle Gunner Machinegun Lv 23 x2
         Middle Gunner Shotgun Lv 23 x1
Drops  : BD (Quality Meat, Fabric Scrap, Dog Droppings)
         MGMach (EH 4, CEH 3 Blue, Fabric Scrap, Glass Shard)
         MGS (EH 4, CEH 2 Yellow, Fabric Scrap)
Coins  : 1 Silver Coin

Easy enough, just send one to the side, the other more or less up the middle
and do a tri-attack with 2 Resonance Points. Having two machinegun users and
one handgun seems to work better with this rank.

-------------------------------------------------------------------------------
RANK 22 (Chapter 6)
Price  : 6600 Rubies
Enemies: Humbaba II Lv 34 x2
Drops  : Quality Meat, Junk Package E2, Scrapped Bazooka E
Coins  : 2 Silver Coins

This is the two legged elephant type enemy that fires a gun and also barges
into you it gets too close. Very easy: jump with the MG and use one
tri-attack to take out one of them. (Oddly, it has a lower level than the
normal version of this enemy, but higher HP.)

-------------------------------------------------------------------------------
RANK 23 (Chapter 6)
Price  : 6900 Rubies
Enemies: Humbaba II Lv 34 x2
         Middle Gunner Magnum Lv 23 x2.
Drops  : H II (Quality Meat, Junk Package E2, Scrapped Bazooka E)
         MGM (EH 4, Fabric Scrap, Glass Shard, CEH 5 Green)
Coins  : 3 Silver Coins

Take out the gunners first just because they are easier to kill. You can suffer
a lot of damage if the enemies target one team member and need tri-attacks to
heal up quickly.

-------------------------------------------------------------------------------
RANK 24 (Chapter 8)
Price  : 7200 Rubies
Enemies: Handgun Hermit Lv 27 x5
Drops  : HH (EH 5, CEH 6 Red)
Coins  : 4 Silver Coins

Break their gauges easily by doing jumps, and take them out one by one using
tri-attacks. Their attacks are long range and powerful but they don't move
around much. Try not to end up next to one as that will double the effect of
their gunfire.

-------------------------------------------------------------------------------
RANK 25 (Chapter 8)
Price  : 7500 Rubies
Enemies: Drum Spriggan Lv 29 x3
         Hellhound Lv 30 x2
Drops  : DS (Quality Meat, Scrap Bronze)
         HH (Quality Meat, Fabric Scrap, Scrap Bronze, Dog Droppings)
Coins  : 5 Silver Coins

Drums have a drum to remove and some have a lot of gauges that need to be
broken. The hounds are more dangerous though, with powerful attacks, and they
will chase you around, so it's best to dispatch them first.


RANK 25-3 BOSS: ZELTENES TYR
Enemies: Bianco Lv 54 (Freeze): Frozen Ribeye, Snow Crystal
         Giallo Lv 69 (Electric): Spark Crystal, Hide
         Rosso Lv 59 (Fire) : Flame Crystal, Hide
         Verde Lv 45 (Poison): Fetid Crystal

.----------------------------------------------------------------------------.
| BIANCO                                                                     |
|-------------.--------------.-----------.-----------.-----------.-----------|
| Level: 54   | HP: 2500     | Body/Part | Soft/Hard | Weakness  | Resistance|
|-------------+--------------+-----------+-----------+-----------+-----------|
| Type: Large Organism       | Main Body |  25% Hard | Fire      | Ice       |
|----------------------------+ Part 1    |  75% Hard | Fire      | Ice       |
| Drops: Frozen Ribeye       | Part 2    |  75% Hard | Fire      | Ice       |
|        Snow Crystal        | Part 3    |  75% Hard | Fire      | Ice       |
|                            | Part 4    |  75% Hard | Fire      | Ice       |
|                            | Part 5    |  75% Hard | Fire      | Ice       |
|                            | Part 6    |  75% Hard | Fire      | Ice       |
|                            | Part 7    |  75% Hard | Fire      | Ice       |
|____________________________|___________|___________|___________|___________|

.----------------------------------------------------------------------------.
| GIALLO                                                                     |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 69    | HP: 6250    | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Large Organism      | Main Body |  30% Hard | None      | Electric  |
|----------------------------| Part 1    | 100% Hard | None      | Electric  |
| Drops: Hide                | Part 2    | 100% Hard | None      | Electric  |
|        Spark Crystal       | Part 3    | 100% Hard | None      | Electric  |
|                            | Part 4    | 100% Hard | None      | Physical  |
|                            | Part 5    | 100% Hard | None      | Physical  |
|                            | Part 6    | 100% Hard | None      | Electric  |
|                            | Part 7    | 100% Hard | None      | Electric  |
|____________________________|___________|___________|___________|___________|

.----------------------------------------------------------------------------.
| ROSSO                                                                      |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 59    | HP: 2250    | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Large Organism      | Main Body |  30% Hard | Ice       | Fire      |
|----------------------------| Part 1    |  80% Hard | Ice       | Fire      |
| Drops: Hide                | Part 2    |  80% Hard | Ice       | Fire      |
|        Flame Crystal       | Part 3    |  80% Hard | Ice       | Fire      |
|                            | Part 4    | 100% Hard | Ice       | Fire      |
|____________________________|___________|___________|___________|___________|

.----------------------------------------------------------------------------.
| VERDE                                                                      |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 45    | HP: 2500    | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Large Organism      | Main Body |  30% Hard | None      | Poison    |
|----------------------------| Part 1    |  80% Hard | None      | Poison    |
| Drops: Hide                | Part 2    |  80% Hard | None      | Poison    |
|        Fetid Crystal       | Part 3    |  80% Hard | None      | Poison    |
|                            | Part 4    |  80% Hard | None      | Poison    |
|                            | Part 5    | 100% Hard | None      | None      |
|____________________________|___________|___________|___________|___________|

Basically a mixed group of Yetis. They use freeze, fire, poison and electrical
attacks so you cannot defend everyone against everything. Use the Iceproof
Suit, Heat Protector and Toxicity Shield. Ice and Poison are the most dangerous
ailments and you could start the battle using an Anti-All on everyone for
additional protection. (Or use better equipment if you leave this until a later
chapter.)

I went with the Grenade Box and First Aid Kit rather than the ammo, since you
need overall MG power and dual wield seemed a better bet: elemental rounds are
not a good idea in case you target the wrong enemy. Two MG users and one with
the best Handgun is also advisable. Grenades will work if you need to gauge
break, and it's as well to freeze the Rosso one. (I somehow managed to end up
using heat stuff against the Rosso and Leanne was throwing and healing him for
250 HP! Even so, he went down fairly easily.) Another strategy is to leave the
Grenades and equip someone with a Handgun and Machinegun so you have the option
to use either.

Get rid of Blanco first. Even with cold padding and Ice resistant stuff your
team can get frozen and he is likely to get the first turn. Keep building up
Resonance Points even if someone gets frozen. When they recover you can use a
tri-attack and take out one or two. After that it's simple to take down the
last one.

-------------------------------------------------------------------------------
RANK 26 (Chapter 8)
Price  : 7800 Rubies
Enemies: Hellhound Lv 30 x5
Drops  : Quality Meat, Fabric Scrap, Scrap Bronze, Dog Droppings
Coins  : 7 Silver Coins

Pretty simple, just keep running around so they keep missing you, and you can
use grenades, if you let them gather in one place, to hurt them all at once.
They use swords and only have short-range attacks, although one slash from a
dog rapier can hurt for around 800-1000 points. It's quite fun getting them to
chase you around the place and never letting them even get a turn.

-------------------------------------------------------------------------------
RANK 27 (Chapter 8)
Price  : 8100 Rubies
Enemies: Torch Brownie Lv 27 x2
         Drum Spriggan Lv 29 x2
Drops  : TB (Quality Meat, Scrap Bronze)
         DS (Quality Meat, Scrap Bronze)
Coins  : 9 Silver Coins

The Torch guys are easy to take out first as they have no protection. Beware of
removing the shield from of the drums and not finishing them off or they can
pick it up and put it on again! Have two Handgun users to break off the
shielding and smash gauges. Equip Fire protection.

-------------------------------------------------------------------------------
RANK 28 (Chapter 8)
Price  : 8400 Rubies
Enemies: Torch Brownie Lv 27 x2
         Handgun Hermit Lv 27 x2
Drops  : TB (Quality Meat, Scrap Bronze)
         HH (EH 5, CEH 6 Red)
Coins  : 10 Silver Coins

The Hermits do more damage with their Handgun attacks, so target them first.

-------------------------------------------------------------------------------
RANK 29 (Chapter 8)
Price  : 8700 Rubies
Enemies: Jumbo Troll Lv 62 x1
         Torch Brownie Lv 27 x2
         Drum Spriggan Lv 29 x2
Drops  : JT  (Quality Meat, Scrapped Blowgun BD, Filthy Pouch 3, Scrap Bronze,
              Scrap Zinc)
         TB - (Quality Meat, Scrap Bronze)
         DS  (Quality Meat, Scrap Bronze)
Coins  : 11 Silver Coins

Easy enough. Just go for the brownies to take out one on the first run by
everyone and then the troll. Then polish off the other two. The troll can throw
missiles and do a blowgun attack on everyone, as well as his jump attack. (At
higher ranks it's probably best to target the troll first as the drums can have
quite a few gauges to break so they take longer to kill.)

-------------------------------------------------------------------------------
RANK 30 (Chapter 8)
Price  : 9000 Rubies
Enemies: Soldier GL-MG Lv 28 x2
         Hellhound x2
Drops  : H  (Quality Meat, Fabric Scrap, Scrap Bronze, Dog Droppings)
         GL-MG  (EH 7, Fabric Scrap, CEH 8 Turquoise)
Coins  : 12 Silver Coins

The soldier has a long range shot that's not too bad, but the hounds can do a
lot of damage if two of them gang up on one person, Keep them running around!
The soldiers are easier to kill than the hounds.


RANK 30-3 BOSS: COPPELIA'S DANCE
Enemies: Mega Coppelia Lv 72

.----------------------------------------------------------------------------.
| MEGA COPPELIA                                                              |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 72    | HP: 8225    | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type: Other                | Main Body | 100% Hard | Fire      | None      |
|----------------------------+-----------+-----------+-----------+-----------|
| Drops: Dusty Mass          | Part 1    |  75% Hard | Fire      | None      |
|        Scrapped Gun B/a    | Part 2    |  75% Hard | Fire      | None      |
|        Scrapped Gun B/b    | Part 3    |  75% Hard | Fire      | None      |
|        Scrapped Gun B/y    | Part 4    |  75% Hard | Fire      | None      |
|        Scrapped Sword B    | Part 5    |  75% Hard | Fire      | None      |
|                            | Part 6    |  75% Hard | Fire      | None      |
|____________________________|___________|___________|___________|___________|

This thing looks fearsome but it's simple with dual wield guns. Send MG user up
to one side and rack up as much power as you can and jump attack to take out
its shield. The next person (HG user) should jump as well to destroy the shield
and break the gauge. Tri-Attack starting with the MG and that should finish him
off. Molotov cocktails or incendiary rounds will set it alight.

It starts the battle at the back of the arena so you might want to wait until
it's moved forwards a bit, and lob some grenades to break its gauges. If it
manages to get in an attack it will spew oil at everyone which can cause oil
status and inflict around 2000 points of damage. It can also fire off a blast
that does around 1500 points of damage to one. If you want to harvest its parts
then break its body parts and then leave and redo the battle as many times as
you want. The gun parts are the only source for those long scopes (apart from
the Caligula bosses that you can't fight again.)

-------------------------------------------------------------------------------
RANK 31 (Chapter 8)
Price  : 9300 Rubies
Enemies: Shell Tank Lv 52 x1
         Soldier GL-SO Lv 28 x1
         Soldier GL-AR Lv 28 x2
Drops  : GL-SO (EH 7, Fabric Scrap, CEH 8 Turquoise)
         GL-AR (EH 7, Fabric Scrap, CEH 8 Turquoise)
         ST (Scrapped Zinc, Scrapped Vulcan TK, Scrapped Missile TK,
         Scrapped Arm TK)
Coins  : 13 Silver Coins

The GL-SO soldier uses a sword so don't land next to him. The other two use
machinguns. Take out the tank first and then the sword guy. Be very careful as
one shot from the Machinegunner close up can take off most of your bezels.
Actually, it's probably easier and safer to take out the soldiers first, as
they are fast and the tank is slow.

-------------------------------------------------------------------------------
RANK 32 (Chapter 8)
Price  : 9600 Rubies
Enemies: Ifreet Lv 82 x1
         Torch Brownie Lv 27 x2
Drops  : TB (Quality Meat, Scrap Bronze)
         I  (Hide, Flame Crystal)
Coins  : 14 Silver Coins

Fire protection might be a good idea for this battle! Though, Ifreet is just a
bigger version of the fire breathing Yeti, so it's not hard.

-------------------------------------------------------------------------------
RANK 33 (Chapter 8)
Price  : 9900 Rubies
Enemies: Red Gear Lv 76 x1
         Gang King Lv 55 x2
Drops  : GK (EH 6, CEH 8 Turquoise, Fabric Scrap)
         RG  (Glass Shard, Scrapped Missile MS1)
Coins  : 18 Silver Coins

Gang King uses a pistol. Take out the Red Gear first as it can do a huge amount
of damage - maybe up to 3000, and try not to land up close to the kings.

-------------------------------------------------------------------------------
RANK 34 (Chapter 8)
Price  : 10200 Rubies
Enemies: Shotgun Hermit Lv 27 x2
         Poison Brownie Lv 30 x2
Drops  : PB (Quality Meat, Scrap Bronze)
         SH (EH 5, CEH 6 Red)
Coins  : 22 Silver Coins

Take out the Shotgun guys first and wear poison protection. If the brownies are
closer, then go for them first as they are more likely to move quickly.

-------------------------------------------------------------------------------
RANK 35 (Chapter 8)
Price  : 10500 Rubies
Enemies: Fafnir Lv 74 x1
Drops  : (Unknown Material G, Scrap Zinc, Scrapped Vulcan GG)
Coins  : 26 Silver Coins

This is a huge armoured thing that moves slowly, but does around 3000 + damage,
especially if you end up too close and get a direct hit. You cannot run through
it, so be careful of positioning when setting up a tri-attack. Use metal
rounds for a fast win. Smash Grenades are good for breaking it's five gauges. I
had an odd experience as it smashed my MG and after gathering various bezels
there was one left and it made the thing stuck in one place. Just stood around
it attacking until I got my bezels up again, while it sort of crawled on all
fours unable to move position or attack. It also does a poison attack.


RANK 35-3 BOSS: GLASYA-LABOLAS
Enemies: Glasya-Labolas Lv 34 x1

.----------------------------------------------------------------------------.
| GLASYA-LABOLAS                                                             |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 34    | HP: 3440    | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Small Organism      | Main Body |  30% Hard | None      | None      |
|----------------------------| Part 1    |  50% Hard | None      | None      |
| Drops: Meat                |     -     |     -     |     -     |     -     |
|        Fabric Scrap        |     -     |     -     |     -     |     -     |
|____________________________|___________|___________|___________|___________|

Easy: it's just an undefended ground creature that drops meat. However, if you
let it get close enough to hit someone, it can inflict over 5000 points of
damage and destroy your hero gauge with one swipe. But you won't let that
happen.

Rank 35-4 is back to a higher level Fafnir Lv 79. And if you fight a number of
battles against the Fafnir, past the 10 required for a star, its level rises to
Lv 97.

-------------------------------------------------------------------------------
RANK 36  (Chapter 9)
Price  : 10800 Rubies
Enemies: Soldier PE-HG Lv 28 x1
         Soldier PE-SG Lv 29 x1
         Soldier PE-SO Lv 28 x1
Drops  : PE-HG  (EH 8, Fabric Scrap, CEH 7 - purple)
         PE-SG  (EH 8, Fabric Scrap, CEH 7 - purple)
         PE-SO  (EH 8, Fabric Scrap, CEH 7 - purple)
Coins  : 28 Silver Coins

The SO soldier has a sword, with the other two using guns. The sword guy is the
most dangerous if he manages to hit you. This is a good one to use double
wielded MGs and you can fully scratch one, kill it with an HG, stun a second
soldier, and finish them all off with a tri-attack. They drop the rarer
L-shaped hexes.

-------------------------------------------------------------------------------
RANK 37 (Chapter 9)
Price  : 11100 Rubies
Enemies: Soldier PE-SH Lv 53 x1
         Queen Soldier PE-SM Lv 27 x1
         Queen Soldier PE-HG Lv 27 x1
Drops  : Q-SM  (EH 8, Fabric Scrap, CEH 8 Turquoise)
         Q-HG  (EH 8, Fabric Scrap, CEH 8 Turquoise)
         PE-SH (EH 8, Fabric Scrap, CEH 8 Turquoise)
Coins  : 30 Silver Coins

They all stand still and shoot. For the first round take out one at the side
first, then the middle higher level one and the third. After that, just go with
the flow depending on their positions. They are tougher than the previous rank
and have more gauges to break.

-------------------------------------------------------------------------------
Rank 38 (Chapter 9)
Price  : 11400 Rubies
Enemies: Soldier PE-HG Lv 28 x1
         Soldier PE-SG Lv 28 x1
         Mine Tank Lv 77
Drops  : MT  (Scrap Zinc, Scrapped Missile TK2, Scrapped Arm TK2, Scrap
         Bronze)
         PE-HG  (EH 8, Fabric Scrap, CEH 7 Purple)
         PE-SG  (EH 8, Fabric Scrap, CEH 7 Purple)
Coins  : 34 Silver Coins

Go for one soldier first and then tri-attack on the tank. If you manage to
target the back of it with the MG user you should scratch off lots of its main
HP. With double wield guns on two you can defeat it in one turn. The tank has
a multi hit rocket attack that hurts for around 3000 + damage. It's likely
to target your first attacker and then go for them again if you haven't managed
to stun it with your HG attack, and that will cause you to lose bezels.

Rank 38-2
Soldier PE-HG Lv 29 x1, Soldier PE-SG Lv 29 x1, Mine Tank Lv 79
Slightly tougher because the soldiers are standing closer to the team's
starting point and you can't avoid a tank attack and might risk a soldier one
too. Also, it's harder to one shot kill one soldier.

Rank 38-3
Same line-up but now all three are at the back of the arena. Go for the left
soldier first as he's closer and runs forward, and you should be able to
dispatch him and then, hit the tank in a tri-attack. (Make your triangle in
front of the tank as it's far away to start with.)

-------------------------------------------------------------------------------
Rank 39 (Chapter 9)
Price  : 11700 Rubies
Enemies: Queen Soldier PE-SM Lv 27 x1
         Soldier PE-SH Lv 53 x1
         Black Gear Lv 81 x1
         Mine Tank Lv 77 x1
Drops  : MT (Scrap Zinc, Scrapped Missile TK2, Scrapped Arm TK2, Scrap Bronze)
         Q-SM (EH 8, Fabric Scrap, CEH 8 Turquoise)
         PE-SH (EH 8, Fabric Scrap, CEH 7 Purple)
         BG  (Glass Shard, Scrapped Gatling MS)
Coins  : 38 Silver Coins

It's best to dual wield again with Machineguns because using the Magazine isn't
that useful as you don't want to be changing around ammo for the mix of
enemies. Grenades are always handy, though. Go for the weaker soldier first and
then the Mine Tank, using a tri-attack. Then finish off the other two. The
Black Gear is weak to electricity and has low HP despite its high level. This
can be tough if the tank gets in a missile attack on someone who's already
damaged and you might lose bezels.

Rank 39-2
Basically the same strategy, only the levels are slightly higher. The tank
and Queen Soldier are both at the left of the arena and the other two at the
right. Do a hero run all the way to the far side and after killing the Queen,
target the Mine Tank with the tri-attack, but be careful of positioning as the
Black Gear will move fast and might get in your way, stopping anyone. The other
soldier can be left until last, as he seems to get very little chance to attack
while you're going after the Gear.

Rank 39-3
A slight change in levels and now they are all grouped at the far right back of
the arena. Somehow I managed to get both HG users trapped behind the tank, and
in danger of losing bezels and going critical. If that happens, move them away
as soon as you can and forgo the RP if you have to!

-------------------------------------------------------------------------------
Rank 40 (Chapter 9)
Price  : 12000 Rubies
Enemies: Lyrical Hermit Lv 42 x3
         Black Gear Lv 71 x1
Drops  : BG  (Glass Shard, Scrapped Gatling MS)
         LH  (EH 9, CEH 8 Turquoise)
Coins  : 40 Silver Coins

They are all grouped in the centre with the three hermits around the gear. The
hermits stop the gear from moving to start with and can be picked off fairly
easily. The gear is tough with a shield that is resistant to physical attacks,
and a gauge on its main body that needs breaking. You can run out of bezels if
you leave it until last. However, the Hermits have very powerful gun attacks so
it might be best to take out all three of them first.

Rank 40-2
This time one Hermit is close by, to the left, the Gear is far away at the back
of the arena, and the other hermits are standing to the right. Go for these two
first, by which time the gear will have moved and is easier to target.


RANK 40-3 BOSS: TEMPEST ARMY
Enemies: Hurricane Panzer Lv 26 (Scrap Zinc, Scrapped Vulcan TK,
                                 Scrapped Missile TK, Scrapped Arm TK)
         Tornado Panzer Lv 61 (Scrap Zinc, Scrapped Weapon TK, Scrap Brass)
         Sturm Panzer Lv 38  (Scrap Zinc, Scrapped Missile TK2,
                              Scrapped Arm TK2, Scrap Bronze)
.----------------------------------------------------------------------------.
| STURM PANZER                                                               |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 38    | HP: 1250    | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Machine             | Main Body | 100% Hard | Electric  | None      |
|----------------------------| Part 1    |  70% Hard | Electric  | Ice       |
| Drops: Scrap Zinc          | Part 2    |  70% Hard | Electric  | Ice       |
|        Scrapped Missile TK2| Part 3    | 100% Hard | None      | None      |
|        Scrapped Arm TK2    | Part 4    | 100% Hard | None      | None      |
|        Scrap Bronze        | Part 5    | 100% Hard | None      | None      |
|____________________________|___________|___________|___________|___________|

.----------------------------------------------------------------------------.
| HURRICANE PANZER                                                           |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 26    | HP: 1000    | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Machine             | Main Body | 100% Hard | Electric  | None      |
|----------------------------| Part 1    |  70% Hard | Electric  | Ice       |
| Drops: Scrap Zinc          | Part 2    |  70% Hard | Electric  | Ice       |
|        Scrapped Missile TK | Part 3    | 100% Hard | Electric  | Ice       |
|        Scrapped Vulcan TK  | Part 4    | 100% Hard | None      | None      |
|        Scrapped Arm TK     |     -     |     -     |     -     |     -     |
|____________________________|___________|___________|___________|___________|

.----------------------------------------------------------------------------.
| TORNADO PANZER                                                             |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 61    | HP: 3000    | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Machine             | Main Body | 100% Hard | Electric  | None      |
|----------------------------| Part 1    |  70% Hard | Electric  | Ice       |
| Drops: Scrap Zinc          | Part 2    |  70% Hard | Electric  | Ice       |
|        Scrap Brass         | Part 3    |  70% Hard | Electric  | Ice       |
|        Scrapped Weapon TK  | Part 4    | 100% Hard | Electric  | Fire      |
|                            | Part 5    | 100% Hard | Electric  | None      |
|                            | Part 6    | 100% Hard | Electric  | None      |
|____________________________|___________|___________|___________|___________|

Change over to the Magazine Case for this battle and use Metal-Coated
Electrified rounds or just your best M-C rounds. All three enemies are tanks so
you cannot run through them, and it's tough staying clear of them, especially
for tri-attacks. They are ranged in a line just past the centre of the arena
and the Tornado fires flame missiles, so equip fire protection. Once you've
taken out the weaker two then it's easy to defeat the main tank. After some of
the shields are gone, target the back of it to scratch the main body.

Once again, if you'd like to harvest their parts, kill two of them and destroy
the body parts of the third and  the quit the battle. The drops from the Sturm
Panzer and Hurricane Panzer are the most useful.

-------------------------------------------------------------------------------
RANK 41 (Chapter 10)
Price  : 12300 Rubies
Enemies: Black Gear Lv 71 x2
         Mist Hermit Lv 46 x3
Drops  : BG  (Glass Shard, Scrapped Gatling MS)
         MH  (EH 9, CEH 8 Turquoise)
Coins  : 1 Gold Coins

The hermits use electrical grenades and all enemies have a lot of gauges to
break. Equip Shockproof Suit or Bolt Padding/Shield. Use Hollow rounds on the
Hermits and Metal-Coated on the gears. The Hermits are the most dangerous as
they can do powerful damage, blasting off bezels as a fast rate.

-------------------------------------------------------------------------------
RANK 42 (Chapter 10)
Price  : 12600 Rubies
Enemies: Ullikummi Lv 60 x2
Drops  : Unknown Material S, Scrapped Hammer SH2, Scrap Bronze
Coins  : 2 Gold Coins

These are big, well defended, ogre-type enemies. Once their shield and weapons
are destroyed the damage they can do is half the amount: they simply wallop
you. Use Metal-Coated rounds to start with, until their big cannon is destroyed
and then, run rings around them using ordinary ammo and they probably won't
even get a hit.

-------------------------------------------------------------------------------
RANK 43 (Chapter 14)
Price  : 12900 Rubies
Enemies: Soldier RO-HG Lv 82 x2
         Soldier RO-SH Lv 86 x1
         Skoll Lv 71 x2
Drops  : RO-HG (EH 10, CEH 8 Turquoise) Fabric Scrap)
         RO-SH (EH 10, CEH 8 Turquoise) Fabric Scrap)
         Skoll (Luxury Meat, Scrap Zinc, Scrapped Gun AF, Dog Droppings)
Coins  : 3 Gold Coins

Go for the soldiers first as they are more dangerous than the dogs with guns
and swords, and have around 11000 HP each at the lower ranks. Make a 2 RP
tri-attack to remove at least one soldier, and heal up damage. Some have 5
gauges, though that appears only to be at higher levels of the rank: 4 and
over.

-------------------------------------------------------------------------------
RANK 44 (Chapter 15)
Price  : 13200 Rubies
Enemies: Soldier RO-AR Lv 82 x2
         Soldier RO-SH Lv 86 x2
         Enkidu Lv 96 x1
Drops  : (RO-AR) Fabric Scrap, EH 10, CEH 8 Turquoise
         (RO-SH) Fabric Scrap, EH 10, CEH 8 Turquoise
         (E) Spark Crystal, Hide
Coins  : 4 Gold Coins

The Enkidu is a large Yeti that fires off a shock blast so some protection from
this is needed: Shockproof Suit will protect totally, but with less effective
accessories there's a chance you'll get slowed down. You also need anything
that helps defend from physical attacks. The soldiers have powerful attacks
too, especially if you land too close to them. Given the number of gauges the
Yeti has it's probably best to take out a couple of soldiers first, but
sometimes the soldiers have lots of gauges and the Yeti doesn't. So long as you
keep the team apart, you won't risk getting more than one targeted by the
Enkidu. Freezer Grenades can help buy some time.

This is a tough challenge and a lot depends on luck in finding the enemy that
doesn't have gauges to break during the first round of attacks and then,
dispatching a second one with the tri-attack. When you get to the third level I
found it impossible to stay healthy long enough to beat them all as they all
have lots of gauges. (Before getting the Golden Guns.)

Try setting off with two HG, one to break gauges of one soldier and the other
does the same with the Enkidu. Then tri-attack to finish off one of them and do
as much damage as possible to the other.

-------------------------------------------------------------------------------
RANK 45 (Chapter 16)
Price  : 1350 Rubies
Enemies: Soldier RO-SG Lv 83 x1
         Soldier RO-SH lv 87 x1
         ST210-G Cannon x2 Lv 147
         ST344-CO1 Cannon Lv 146 x1
Drops  : (RO-SG) Fabric Scrap, EH 10, CEH 8 Turquoise
         (RO-SH) Fabric Scrap, EH 10, CEH 8 Turquoise
         (ST2) Scrap Zinc, Scrapped Weapon SW, Scrap Brass
         (ST3) Scrap Zinc, Scrapped Weapon SW, Scrap Brass
Coins  : 5 Gold Coins

This group has those machines that can be direct killed if you fully scratch
their shields. Remove the soldiers first and then just run tri-attack rings
around the three machines. One thing to note is that the machines will raise
their shield over the gun turret to guard the last part of the shield area,
preventing you from fully scratching it. You need to time it right so that they
are in the process of opening up the gun again so you can finish it off.
Scratch that part and then let rip with the Handgun.


RANK 45-3 BOSS: AIRFORCE TWO
Enemies: AZ302 Noble Lv 196 x1
         AZ310 Volte Lv 188 x1

.----------------------------------------------------------------------------.
| AZ310 VOLTE                                                                |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 188   | HP: 42000   | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Machine             | Main Body | 100% Hard | Electric  | None      |
|----------------------------| Part 1    |  40% Hard | None      | None      |
| Drops: Scrap Zinc          | Part 2    |  40% Hard | None      | None      |
|        Storage Container   | Part 3    | 100% Hard | Electric  | None      |
|        Scrap Brass         | Part 4    |  50% Hard | None      | None      |
|        Rubber Chip         | Part 5    | 100% Hard | None      | None      |
|        Scrapped Missile HP | Part 6    | 100% Hard | None      | None      |
|____________________________|___________|___________|___________|___________|

.----------------------------------------------------------------------------.
| AZ302 NOBLE                                                                |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 196   | HP: 32375   | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Machine             | Main Body | 100% Hard | Electric  | None      |
|----------------------------| Part 1    |  40% Hard | None      | None      |
| Drops: Rubber Chip         | Part 2    |  40% Hard | None      | None      |
|        Scrapped Gatling HP | Part 3    | 100% Hard | Electric  | None      |
|        Storage Container   | Part 4    |  50% Hard | None      | None      |
|        Scrap Brass         | Part 5    | 100% Hard | None      | None      |
|____________________________|___________|___________|___________|___________|

These are two helicopter type high flyers and one of them can send off multiple
missiles (that can double smash the unfortunate Leanne who happened to be in
the direct line of fire). Given that there are no hiding places this is very
tough unless you come equipped with the First Aid kit.

There is a position to the right of the arena if you send your first team
member running to that point, where the rockets of the right enemy will miss.
Keep targeting this enemy and set up a tri-attack with 2 RP. Then, (with Hawk
Eye equipped) even if you have lost some bezels you should be able to defeat
that one and hopefully stun the second one. Go all out for that one. I had
dual wield guns on everyone with two HG user and one MG. Finally managed it at
level 146 after a few tries. (MG at Lv 66 and HG at Lv 59 and Lv 63.)


NOTE
You can quickly level up guns against these enemies equipped with the EXP
Trainer accessory on everyone. Fight and lose, or exit, and any gains you make
are not lost. After this boss battle you're back to the previous set up.

-------------------------------------------------------------------------------
RANK 46 (Chapter 16/Open Neverland)
Price  : 13800 Rubies
Enemies: Soldier GA-SG Lv 85 x2
         Soldier GA-R Lv 92 x2
         Soldier GA-SO Lv 107 x1
         (GA-SG) EH 8, CEH 9 Olive
         (GA R) EH 8, CEH 9 Olive
         (GA-SO) EH 8, CEH 9 Olive
Coins  : 7 Gold Coins

Pick them off one at a time and set up a 2 RP tri-attack as soon as possible.
The SO is a swordsman and can't do much unless he's standing next to you. You
should be getting full scratch damage sometimes by now, even though some of
them have a lot of gauges. They also have helmets that give them an additional
shield, but they don't use any elemental attacks. All of them have body parts
that are weak to electrical attacks and their bodies are weak to all elements.

-------------------------------------------------------------------------------
RANK 47 (Chapter 16/open Neverland))
Price  : 14100 Rubies
Enemies: Soldier AN-SO Lv 108 x1
         Soldier AN-AR Lv 93 x1
         Soldier AN-R Lv 93 x1
         Soldier AN-HG Lv 93 x1
Drops  : AN-SO  EH 10, CEH 8 Turquoise
         AN-AR  EH 10, CEH 8 Turquoise
         AN-R   EH 10, CEH 8 Turquoise
         AN-HG  EH 10, CEH 8 Turquoise
Coins  : 9 Gold Coins

Once again the SO wields a sword and will come running towards the team. Start
with him as the damage he can do is the greatest. Most of them will have 5
gauges, but with high levels for the MG sometimes you can penetrate these
regardless. Again, start by setting up a tri-attack with 2 RP and that should
deal with the first target, and start on the second. Keep running using the
full width of the arena to minimise the damage from their guns. (They all have
the same HP and three body parts, apart from the SO who has one more body part
than the others, and like the other soldiers their bodies are weak to all
elemental attacks.)

-------------------------------------------------------------------------------
RANK 48 (Chapter 16/open Neverland))
Price  : 14400 Rubies
Enemies: Queen Soldier AN-FL Lv 94 x1
         Queen Soldier AN-C  Lv 94 x1
         Queen Soldier AN-TC Lv 94 x1
         Queen Soldier GA-PO Lv 96 x1
         Queen Soldier GA-C Lv 96 x1
Drops  : AN-FL (EH 9, CEH 7 Purple)
         AN-C  (EH 9, CEH 7 Purple)
         AN-TC (EH 9, CEH 7 Purple)
         GA-PO (EH 9, CEH 10 Brown)
         GA-C  (EH 9, CEH 10 Brown)
Coins  : 10 Gold Coins

This time any soldier might have 6 gauges to break and this is probably one of
the toughest battles of all, with so many enemies and so many status effects to
contend with. AN-C fires a powerful blast that can do well over 3000 damage and
AN-TC fires a shock gun (akin to the Tesla Smasher). AN-PO uses a toxic attack
(she's a version of the Venomous Fog), GA-PO uses an ice spray and the AN-FL
also uses ice attacks. (She's the souped up version of the Northern Wind enemy
in the Basilica.) If you don't have the suits that give full protection from
these status disorders then, consider taking in the First Aid Kit and using
Anti-All at the start of the battle, but that's not really going to cut it
since a couple of attacks from these enemies can smash your bezels very easily.

The bodies of the AN soldiers have elemental weaknesses, but the rest have no
weaknesses at all, and the GA soldiers are slightly more powerful. Use your
best double guns or Hollow Pointed Rounds against them all.

-------------------------------------------------------------------------------
RANK 49 (Chapter 16/open Neverland))
Price  : 14700 Rubies
Enemies: Tetra Tank Lv 123 x2
Drops  : Scrap Zinc, Scrapped Weapon TK, Scrap Brass
Coins  : 11 Gold Coins

The tanks have a very powerful rocket attack that does around 2500-3500 points
of damage with each of two rockets, and they can also inflict flame status. Use
Metal Coated Rounds++.and deal with them one at a time. If you start with the
two HG people they can stun both tanks and then use a tri-attack starting with
the MG to finish off one of them. Like all tanks they are weak to electrical
attacks.

-------------------------------------------------------------------------------
RANK 50 (Chapter 16/open Neverland))
Price  : 15000 Rubies
Enemies: Argos Lv 130 x1
Drops  : CEH 1 Orange, Scrap Zinc, CEH 10 Brown, Crystal Core, Scrap Zinc
Coins  : 12 Gold Coins

This big guy fires missiles that do around 4000-5000 damage at once and he
fires about three of four of them. The only way to win is to keep him stunned.
He also uses a shock attack that does around 1500 HP damage. However, you can
direct kill him once he's fully scratched. Not sure how it happened as I had no
bezels left and he started firing and then was dead!

The sensible way is to send off two HG users first to stun him and gather two
Resonance Points. Then, go for a tri-attack with the MG user and hopefully
(with high levels for the MG) you'll fully scratch him and can kill him fast.


RANK 50-3 BOSS: THE LAST LINE
Enemies: Zero Breaker Lv 116 x1
         Infinity Breaker Lv 138 x1

.----------------------------------------------------------------------------.
| ZERO BREAKER                                                               |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 115   | HP: 10000   | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Large Organism      | Main Body |  30% Hard | None      | None      |
|----------------------------| Part 1    | 100% Hard | None      | None      |
| Drops: Scrap Zinc          | Part 2    | 100% Hard | None      | Physical  |
|        Crystal Core        | Part 3    | 100% Hard | None      | Physical  |
|        Unknown Material D  | Part 4    |  50% Hard | None      | Physical  |
|____________________________|___________|___________|___________|___________|

.----------------------------------------------------------------------------.
| INFINITY BREAKER                                                           |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 138   | HP: 33750   | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Large Organism      | Main Body |  30% Hard | None      | None      |
|----------------------------| Part 1    | 100% Hard | None      | None      |
| Drops: Energy Hex 1 Orange | Part 2    | 100% Hard | None      | None      |
|        Energy Hex 10 Brown | Part 3    | 100% Hard | None      | None      |
|        Crystal Core        | Part 4    | 100% Hard | None      | None      |
|        Scrap Brass         | Part 5    | 100% Hard | None      | None      |
|        Scrap Zinc          | Part 6    |  50% Hard | None      | None      |
|____________________________|___________|___________|___________|___________|

The weaker one does a poison attack and the other is the same as the Argos, so
deal with him first or you're going to be dead. Be careful not to run into one
of them while doing your tri-attack...

The rest of this rank is back to the Argos on his own. Wear the Lucky Charm to
boost the chance of getting the Crystal Core item. I didn't get one after 10
battles... despite having as many Terminals linked to the Arena as possible.


-----------------
6. ARENA BESTIARY
-----------------
Levels for this alphabetical bestiary are based on Rank level 10 (the starred
rank). If you're fighting lower levels for the ranks then the HP for enemies
will be correspondingly lower, but the drops and parts are exactly as shown
here. Detailed information on the bosses are included for the ranks where they
appear since you only get to fight them once.

.----------------------------------------------------------------------------.
| ARGOS                                                                      |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 135   | HP: 32417   | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Large Organism      | Main Body |  30% Hard | None      | None      |
|----------------------------| Part 1    | 100% Hard | None      | None      |
| Drops: Energy Hex 1 Orange | Part 2    | 100% Hard | None      | Physical  |
|        Energy Hex 10 Brown | Part 3    | 100% Hard | None      | Physical  |
|        Crystal Core        | Part 4    | 100% Hard | None      | None      |
|        Scrap Brass         | Part 5    | 100% Hard | None      | None      |
|        Scrap Zinc          | Part 6    |  50% Hard | None      | Physical  |
|----------------------------+-----------+-----------+-----------+-----------|
| Location: Level 4 Arena Rank 50                                            |
|____________________________________________________________________________|

.----------------------------------------------------------------------------.
| BIGFOOT                                                                    |
|-------------.--------------.-----------.-----------.-----------.-----------|
| Level: 54   | HP: 2500     | Body/Part | Soft/Hard | Weakness  | Resistance|
|-------------+--------------+-----------+-----------+-----------+-----------|
| Type: Large Organism       | Main Body |  25% Hard | Fire      | Ice       |
|----------------------------+ Part 1    |  75% Hard | Fire      | Ice       |
| Drops: Frozen Ribeye       | Part 2    |  75% Hard | Fire      | Ice       |
|        Snow Crystal        | Part 3    |  75% Hard | Fire      | Ice       |
|        Snow Crystal        | Part 4    |  75% Hard | Fire      | Ice       |
|                            | Part 5    |  75% Hard | Fire      | Ice       |
|                            | Part 6    |  75% Hard | Fire      | Ice       |
|                            | Part 7    |  75% Hard | Fire      | Ice       |
|                            | Part 8    |  75% Hard | Fire      | Ice       |
|----------------------------+-----------+-----------+-----------+-----------|
| Location: Level 4 Arena Rank 19                                            |
|____________________________________________________________________________|

.----------------------------------------------------------------------------.
| BLACK DOG                                                                  |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 29    | HP: 2554    | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Small Organism      | Main Body |  30% Hard | None      | None      |
|----------------------------| Part 1    |  50% Hard | None      | None      |
| Drops: Quality Meat        |     -     |     -     |     -     |     -     |
|        Dog Droppings       |     -     |     -     |     -     |     -     |
|        Fabric Scrap        |     -     |     -     |     -     |     -     |
|----------------------------+-----------+-----------+-----------+-----------|
| Location: Level 4 Arena Rank 20, 21                                        |
|____________________________________________________________________________|

.----------------------------------------------------------------------------.
| BLACK GEAR                                                                 |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 89    | HP: 2761    | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Machine             | Main Body | 100% Hard | Electric  | None      |
|----------------------------| Part 1    | 100% Hard | Electric  | Physical  |
| Drops: Glass Shard         | Part 2    | 100% Hard | Electric  | Physical  |
|        Scrapped Gatling MS | Part 3    | 100% Hard | Electric  | Physical  |
|                            | Part 4    | 100% Hard | Electric  | Physical  |
|                            | Part 5    | 100% Hard | None      | None      |
|----------------------------+-----------+-----------+-----------+-----------|
| Location: Level 4 Arena Rank 39, 40, 41                                    |
|____________________________________________________________________________|

.----------------------------------------------------------------------------.
| BROWNIE                                                                    |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 6     | HP: 115     | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Small Organism      | Main Body |  20% Hard | None      | None      |
|----------------------------| Part 1    |  40% Hard | None      | None      |
| Drops: Meat                |     -     |     -     |     -     |     -     |
|        Fabric Scrap        |     -     |     -     |     -     |     -     |
|----------------------------+-----------+-----------+-----------+-----------|
| Location: Level 4 Arena, Rank 1                                            |
|____________________________________________________________________________|

.----------------------------------------------------------------------------.
| CHEAP GUNNER                                                               |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 6     | HP: 128     | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Humanoid            | Main Body |  30% Hard | None      | None      |
|----------------------------| Part 1    |  60% Hard | None      | None      |
| Drops: Energy Hex 1        |     -     |     -     |     -     |     -     |
|        Glass Shard         |     -     |     -     |     -     |     -     |
|----------------------------+-----------+-----------+-----------+-----------|
| Location: Level 4, Arena, Rank 1, 2                                        |
|____________________________________________________________________________|

.----------------------------------------------------------------------------.
| CHEAP GUNNER MACHINEGUN                                                    |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 6     | HP: 118     | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Humanoid            | Main Body |  30% Hard | None      | None      |
|----------------------------| Part 1    |  60% Hard | None      | None      |
| Drops: Energy Hex 1        | Part 2    |  60% Hard | None      | None      |
|        Glass Shard         |     -     |     -     |     -     |     -     |
|        Fabric Scrap        |     -     |     -     |     -     |     -     |
|----------------------------+-----------+-----------+-----------+-----------|
| Location: Level 4, Arena, Rank 2                                           |
|____________________________________________________________________________|

.----------------------------------------------------------------------------.
| COPPELIA CHAINSAW                                                          |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 14    | HP: 384     | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Other               | Main Body |  80% Hard | Fire      | None      |
|----------------------------| Part 1    |  80% Hard | Fire      | None      |
| Drops: Plastic Fiber       | Part 2    |  80% Hard | Fire      | None      |
|        Scrapped Weapon MQ  | Part 3    |  80% Hard | Fire      | None      |
|        Mannequin Arms      | Part 4    |  80% Hard | Fire      | None      |
|        Mannequin Head      |     -     |     -     |     -     |     -     |
|        Mannequin Torso     |     -     |     -     |     -     |     -     |
|----------------------------+-----------+-----------+-----------+-----------|
| Location: Level 4 Arena Rank 8                                             |
|____________________________________________________________________________|

.----------------------------------------------------------------------------.
| COPPELIA GUNHEAD                                                           |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 15    | HP: 384     | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Other               | Main Body |  80% Hard | Fire      | None      |
|----------------------------| Part 1    |  80% Hard | Fire      | None      |
| Drops: Plastic Fiber       | Part 2    |  80% Hard | Fire      | None      |
|        Scrapped Gun MQ     | Part 3    |  80% Hard | Fire      | None      |
|        Mannequin Arms      | Part 4    |  80% Hard | Fire      | None      |
|        Mannequin Torso     |     -     |     -     |     -     |     -     |
|----------------------------+-----------+-----------+-----------+-----------|
| Location: Level 4 Arena Rank 8                                             |
|____________________________________________________________________________|

.----------------------------------------------------------------------------.
| COPPELIA FLAMER                                                            |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 15    | HP: 384     | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Other               | Main Body |  80% Hard | Fire      | None      |
|----------------------------| Part 1    |  80% Hard | Fire      | None      |
| Drops: Plastic Fiber       | Part 2    |  80% Hard | Fire      | None      |
|        Scrapped Weapon MQ  | Part 3    |  80% Hard | Fire      | None      |
|        Mannequin Arms      | Part 4    |  80% Hard | Fire      | None      |
|        Scrap Lead          | Part 5    |  80% Hard | Fire      | None      |
|        Mannequin Torso     | Part 6    |  80% Hard | Fire      | None      |
|----------------------------+-----------+-----------+-----------+-----------|
| Location: Level 4 Arena Rank 9                                             |
|____________________________________________________________________________|

.----------------------------------------------------------------------------.
| DRUM HOBBIT                                                                |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 9     | HP: 204     | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Small Organism      | Main Body |  30% Hard | None      | None      |
|----------------------------| Part 1    |  90% Hard | None      | None      |
| Drops: Meat                |     -     |     -     |     -     |     -     |
|        Scrap Iron          |     -     |     -     |     -     |     -     |
|----------------------------+-----------+-----------+-----------+-----------|
| Location: Level 4 Arena Rank 7                                             |
|____________________________________________________________________________|

.----------------------------------------------------------------------------.
| DRUM PIXIE                                                                |
|-------------.-------------.-----------.-----------.-----------.-----------|
| Level: 6     | HP: 72      | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Small Organism      | Main Body |  30% Hard | None      | None      |
|----------------------------| Part 1    | 100% Hard | None      | None      |
| Drops: Meat                |     -     |     -     |     -     |     -     |
|        Scrap Iron          |     -     |     -     |     -     |     -     |
|----------------------------+-----------+-----------+-----------+-----------|
| Location: Level 4 Arena Rank 4                                             |
|____________________________________________________________________________|

.----------------------------------------------------------------------------.
| DRUM SPRIGGAN                                                              |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 32    | HP: 2881    | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Small Organism      | Main Body |  30% Hard | None      | None      |
|----------------------------| Part 1    |  90% Hard | None      | None      |
| Drops: Quality Meat        | Part 2    |  90% Hard | None      | None      |
|        Scrap Bronze        |     -     |     -     |     -     |     -     |
|----------------------------+-----------+-----------+-----------+-----------|
| Location: Level 4 Arena Rank 25, 27, 29                                    |
|____________________________________________________________________________|

.----------------------------------------------------------------------------.
| DRUM TROLL                                                                 |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 26    | HP: 1921    | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Small Organism      | Main Body |  30% Hard | None      | None      |
|----------------------------| Part 1    |  90% Hard | None      | None      |
| Drops: Quality Meat        | Part 2    |  90% Hard | None      | None      |
|        Scrap Lead          |     -     |     -     |     -     |     -     |
|----------------------------+-----------+-----------+-----------+-----------|
| Location: Level 4 Arena Rank 12, 13                                        |
|____________________________________________________________________________|

.----------------------------------------------------------------------------.
| ENKIDU                                                                     |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 105    | HP: 15007  | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Large Organism      | Main Body |  30% Hard | None      | Electric  |
|----------------------------| Part 1    | 100% Hard | None      | Electric  |
| Drops: Spark Crystal       | Part 2    | 100% Hard | None      | Electric  |
|        Hide                | Part 3    | 100% Hard | None      | Electric  |
|                            | Part 4    | 100% Hard | None      | Physical  |
|                            | Part 5    | 100% Hard | None      | Physical  |
|                            | Part 6    | 100% Hard | None      | Electric  |
|                            | Part 7    | 100% Hard | None      | Electric  |
|----------------------------+-----------+-----------+-----------+-----------|
| Location: Level 4 Arena Rank 44                                            |
|____________________________________________________________________________|

.----------------------------------------------------------------------------.
| FAFNIR                                                                    |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 88    | HP: 13312   | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Large Organism      | Main Body |  30% Hard | None      | None      |
|----------------------------| Part 1    | 100% Hard | None      | Physical  |
| Drops: Unknown Material G  | Part 2    |  50% Hard | None      | None      |
|        Scrap Zinc          | Part 3    |  50% Hard | None      | None      |
|        Scrapped Vulcan GG  | Part 4    | 100% Hard | None      | None      |
|                            | Part 5    | 100% Hard | None      | None      |
|----------------------------+-----------+-----------+-----------+-----------|
| Location: Level 4 Arena Rank 35                                            |
|____________________________________________________________________________|
* At Rank 35-1 the Fafnir is at Level 74, HP: 9500.

.----------------------------------------------------------------------------.
| FENRIR                                                                     |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 26    | HP: 1921    | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Small Organism      | Main Body |  30% Hard | Fire      | Ice       |
|----------------------------| Part 1    |  50% Hard | None      | None      |
| Drops: Quality Meat        | Part 2    | 100% Hard | None      | None      |
|        Scrap Lead          |     -     |     -     |     -     |     -     |
|        Fabric Scrap        |     -     |     -     |     -     |     -     |
|        Dog Droppings       |     -     |     -     |     -     |     -     |
|----------------------------+-----------+-----------+-----------+-----------|
| Location:  Level 4 Arena Rank 14, 16                                       |
|____________________________________________________________________________|

.----------------------------------------------------------------------------.
| GANG KING                                                                  |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 60    | HP: 2521    | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Humanoid            | Main Body |  30% Hard | None      | None      |
|----------------------------| Part 1    |  80% Hard | None      | Physical  |
| Drops: Energy Hex 6        | Part 2    |  80% Hard | None      | Physical  |
|     Energy Hex 8 Turquoise | Part 3    |  50% Hard | None      | None      |
|        Fabric Scrap        |     -     |     -     |     -     |     -     |
|----------------------------+-----------+-----------+-----------+-----------|
| Location:  Level 4 Arena Rank 33                                           |
|____________________________________________________________________________|

.----------------------------------------------------------------------------.
| GREEN GEAR                                                                 |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 17    | HP: 364     | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Machine             | Main Body | 100% Hard | Electric  | None      |
|----------------------------| Part 1    | 100% Hard | Electric  | Physical  |
| Drops: Glass Shard         | Part 2    | 100% Hard | Electric  | Physical  |
|        Busted Oil Drum     | Part 3    | 100% Hard | Electric  | Physical  |
|                            | Part 4    | 100% Hard | Electric  | Physical  |
|                            | Part 5    |  90% Hard | None      | None      |
|----------------------------+-----------+-----------+-----------+-----------|
| Location: Level 4 Arena Rank 4, 5                                          |
|____________________________________________________________________________|

.----------------------------------------------------------------------------.
| HANDGUN HERMIT                                                             |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 30    | HP: 2761    | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Humanoid            | Main Body |  30% Hard | None      | None      |
|----------------------------|     -     |     -     |     -     |     -     |
| Drops: Energy Hex 7        |     -     |     -     |     -     |     -     |
|        Energy Hex 6 Red    |     -     |     -     |     -     |     -     |
|----------------------------+-----------+-----------+-----------+-----------|
| Location: Level 4 Arena Rank 24, 28                                        |
|____________________________________________________________________________|

.----------------------------------------------------------------------------.
| HELLHOUND                                                                  |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 32    | HP: 2561    | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Small Organism      | Main Body |  30% Hard | None      | None      |
|----------------------------| Part 1    |  60% Hard | None      | None      |
| Drops: Quality Meat        | Part 2    | 100% Hard | None      | None      |
|        Fabric Scrap        | Part 3    | 100% Hard | None      | None      |
|        Scrap Bronze        |     -     |     -     |     -     |     -     |
|        Dog Droppings       |     -     |     -     |     -     |     -     |
|----------------------------+-----------+-----------+-----------+-----------|
| Location:  Level 4 Arena Rank 25, 26, 30                                   |
|____________________________________________________________________________|

.----------------------------------------------------------------------------.
| HOUND                                                                      |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 9     | HP: 252     | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Small Organism      | Main Body |  30% Hard | None      | None      |
|----------------------------|     -     |     -     |     -     |     -     |
| Drops: Meat                |     -     |     -     |     -     |     -     |
|        Dog Droppings       |     -     |     -     |     -     |     -     |
|----------------------------+-----------+-----------+-----------+-----------|
| Location: Level 4 Arena Rank 6, 7                                          |
|____________________________________________________________________________|

.----------------------------------------------------------------------------.
| HUMBABA                                                                    |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 49    | HP: 2401    | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Large Organism      | Main Body |  30% Hard | Fire      | Ice       |
|----------------------------| Part 1    |  90% Hard | None      | None      |
| Drops: Quality Meat        | Part 2    |  80% Hard | None      | None      |
|        Scrapped Firearm E  | Part 3    | 100% Hard | None      | Physical  |
|        Junk Package E1     | Part 4    | 100% Hard | None      | Physical  |
|----------------------------+-----------+-----------+-----------+-----------|
| Location: Level 4 Arena Rank 18                                            |
|____________________________________________________________________________|

.----------------------------------------------------------------------------.
| HUMBABA II                                                                 |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 37    | HP: 2641    | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Large Organism      | Main Body |  30% Hard | None      | None      |
|----------------------------| Part 1    |  80% Hard | None      | None      |
| Drops: Quality Meat        | Part 2    | 100% Hard | None      | None      |
|        Scrapped Bazooka E  | Part 3    |  50% Hard | None      | None      |
|        Junk Package E2     | Part 4    |  50% Hard | None      | None      |
|----------------------------+-----------+-----------+-----------+-----------|
| Location: Level 4 Arena Rank 22, 23                                        |
|____________________________________________________________________________|

.----------------------------------------------------------------------------.
| IFREET                                                                     |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 90    | HP: 5402    | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Large Organism      | Main Body |  30% Hard | Ice       | Fire      |
|----------------------------| Part 1    |  80% Hard | Ice       | Fire      |
| Drops: Hide                | Part 2    |  80% Hard | Ice       | Fire      |
|        Flame Crystal       | Part 3    |  80% Hard | Ice       | Fire      |
|                            | Part 4    | 100% Hard | Ice       | Fire      |
|----------------------------+-----------+-----------+-----------+-----------|
| Location: Level 4 Arena Rank 32                                            |
|____________________________________________________________________________|

.----------------------------------------------------------------------------.
| JUMBO PIXIE                                                                |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 56    | HP: 2161    | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Large Organism      | Main Body |  30% Hard | None      | None      |
|----------------------------| Part 1    |  50% Hard | None      | None      |
| Drops: Quality Meat        | Part 2    |  90% Hard | None      | None      |
|        Scrap Lead          | Part 3    |  90% Hard | None      | None      |
|        Filthy Pouch 2      |     -     |     -     |     -     |     -     |
|----------------------------+-----------+-----------+-----------+-----------|
| Location: Level 4 Arena Rank 13                                            |
|____________________________________________________________________________|

.----------------------------------------------------------------------------.
| JUMBO TROLL                                                                |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 68    | HP: 3001    | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Large Organism      | Main Body |  30% Hard | None      | None      |
|----------------------------| Part 1    | 100% Hard | None      | None      |
| Drops: Quality Meat        | Part 2    |  50% Hard | None      | None      |
|        Scrap Zinc          | Part 3    |  90% Hard | None      | None      |
|        Filthy Pouch 3      | Part 4    |  90% Hard | None      | None      |
|        Scrapped Blowgun BD | Part 5    |  90% Hard | None      | None      |
|        Scrap Bronze        |     -     |     -     |     -     |     -     |
|----------------------------+-----------+-----------+-----------+-----------|
| Location: Level 4 Arena Rank 29                                            |
|____________________________________________________________________________|

.----------------------------------------------------------------------------.
| LIESE GUNNER MAGNUM                                                        |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 12     | HP: 153    | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Humanoid            | Main Body |  30% Hard | None      | None      |
|----------------------------| Part 1    |  70% Hard | None      | Physical  |
| Drops: Fabric Scrap        | Part 2    |  70% Hard | None      | Physical  |
|        Energy Hex 2        | Part 3    |  50% Hard | None      | None      |
|        Energy Hex 1 Orange |     -     |     -     |     -     |     -     |
|----------------------------+-----------+-----------+-----------+-----------|
| Location: Level 4 Arena Rank 4, 5                                          |
|____________________________________________________________________________|

.----------------------------------------------------------------------------.
| LIGHT GUNNER MG                                                            |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 11    | HP: 391     | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Humanoid            | Main Body |  30% Hard | None      | None      |
|----------------------------| Part 1    |  50% Hard | None      | None      |
| Drops: Energy Hex 3        | Part 2    |  60% Hard | None      | None      |
|        Energy Hex 1 Orange |     -     |     -     |     -     |     -     |
|        Glass Shard         |     -     |     -     |     -     |     -     |
|        Fabric Scrap        |     -     |     -     |     -     |     -     |
|----------------------------+-----------+-----------+-----------+-----------|
| Location: Level 4 Arena Rank 7                                             |
|____________________________________________________________________________|

.----------------------------------------------------------------------------.
| LYRICAL HERMIT                                                             |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 47    | HP: 6685    | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Humanoid            | Main Body |  30% Hard | None      | None      |
|----------------------------|     -     |     -     |     -     |     -     |
| Drops: Energy Hex 9        |     -     |     -     |     -     |     -     |
|     Energy Hex 8 Turquoise |     -     |     -     |     -     |     -     |
|----------------------------+-----------+-----------+-----------+-----------|
| Location: Level 4 Arena Rank 40                                            |
|____________________________________________________________________________|

.----------------------------------------------------------------------------.
| MARIONETTE BAZOOKA                                                         |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 16    | HP: 384     | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Other               | Main Body |  80% Hard | Fire      | None      |
|----------------------------| Part 1    |  80% Hard | Fire      | None      |
| Drops: Plastic Fiber       | Part 2    |  80% Hard | Fire      | None      |
|        Scrapped Gun MQ     | Part 3    |  80% Hard | Fire      | None      |
|        Mannequin Arms      | Part 4    |  80% Hard | Fire      | None      |
|        Mannequin Torso     | Part 5    |  80% Hard | Fire      | None      |
|                            | Part 6    |  80% Hard | Fire      | None      |
|----------------------------+-----------+-----------+-----------+-----------|
| Location: Level 4 Arena Rank 10                                            |
|____________________________________________________________________________|

.----------------------------------------------------------------------------.
| MARIONETTE CHAINSAW                                                        |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 22    | HP: 401     | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Other               | Main Body |  80% Hard | None      | None      |
|----------------------------| Part 1    |  80% Hard | Fire      | None      |
| Drops: Ebon Crystal        | Part 2    |  80% Hard | Fire      | None      |
|        Scrapped Gun MQ     | Part 3    |  80% Hard | Fire      | None      |
|        Scrapped Weapon MQ  | Part 4    |  80% Hard | Fire      | None      |
|        Plastic Fiber       |     -     |     -     |     -     |     -     |
|        Mannequin Arms      |     -     |     -     |     -     |     -     |
|        Mannequin Legs      |     -     |     -     |     -     |     -     |
|----------------------------+-----------+-----------+-----------+-----------|
| Location: Level 4 Arena Rank 11                                            |
|____________________________________________________________________________|

.----------------------------------------------------------------------------.
| MIDDLE GUNNER MAGNUM                                                       |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 26    | HP: 2041    | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Humanoid            | Main Body |  30% Hard | None      | None      |
|----------------------------| Part 1    |  50% Hard | None      | None      |
| Drops: Energy Hex 4        | Part 2    |  60% Hard | None      | None      |
|        Energy Hex 5 Green  |     -     |     -     |     -     |     -     |
|        Glass Shard         |     -     |     -     |     -     |     -     |
|        Fabric Scrap        |     -     |     -     |     -     |     -     |
|----------------------------+-----------+-----------+-----------+-----------|
| Location: Level 4 Arena Rank 12, 14, 17, 18, 23                            |
|____________________________________________________________________________|

.----------------------------------------------------------------------------.
| MIDDLE GUNNER MACHINEGUN                                                   |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 26    | HP: 2041    | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Humanoid            | Main Body |  30% Hard | None      | None      |
|----------------------------| Part 1    |  50% Hard | None      | None      |
| Drops: Energy Hex 4        | Part 2    |  60% Hard | None      | None      |
|        Energy Hex 3 Blue   |     -     |     -     |     -     |     -     |
|        Glass Shard         |     -     |     -     |     -     |     -     |
|        Fabric Scrap        |     -     |     -     |     -     |     -     |
|----------------------------+-----------+-----------+-----------+-----------|
| Location: Level 4 Arena Rank 17, 18, 21                                    |
|____________________________________________________________________________|

.----------------------------------------------------------------------------.
| MIDDLE GUNNER SHOTGUN                                                      |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 26    | HP: 2041    | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Humanoid            | Main Body |  30% Hard | None      | None      |
|----------------------------| Part 1    |  50% Hard | None      | None      |
| Drops: Energy Hex 4        | Part 2    |  60% Hard | None      | None      |
|        Energy Hex 4 Yellow |     -     |     -     |     -     |     -     |
|        Fabric Scrap        |     -     |     -     |     -     |     -     |
|----------------------------+-----------+-----------+-----------+-----------|
| Location: Level 4 Arena Rank 21                                            |
|____________________________________________________________________________|

.----------------------------------------------------------------------------.
| MINE TANK                                                                  |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 84    | HP: 6003    | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Machine             | Main Body | 100% Hard | Electric  | None      |
|----------------------------| Part 1    |  70% Hard | Electric  | Ice       |
| Drops: Scrap Zinc          | Part 2    |  70% Hard | Electric  | Ice       |
|        Scrap Bronze        | Part 3    | 100% Hard | None      | None      |
|        Scrapped Arm TK2    | Part 4    | 100% Hard | None      | None      |
|       Scrapped Missile TK2 | Part 5    | 100% Hard | None      | None      |
|----------------------------+-----------+-----------+-----------+-----------|
| Location: Level 4 Arena Rank 38, 39                                        |
|____________________________________________________________________________|

.----------------------------------------------------------------------------.
| MIST HERMIT                                                                |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 46    | HP: 6603   | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Humanoid            | Main Body |  30% Hard | None      | None      |
|----------------------------|     -     |     -     |     -     |     -     |
| Drops: Energy Hex 9        |     -     |     -     |     -     |     -     |
|     Energy Hex 8 Turquoise |     -     |     -     |     -     |     -     |
|----------------------------+-----------+-----------+-----------+-----------|
| Location: Level 4 Arena Rank 41                                            |
|____________________________________________________________________________|

.----------------------------------------------------------------------------.
| OIL BROWNIE                                                                |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 7     | HP: 141     | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Small Organism      | Main Body |  30% Hard | None      | None      |
|----------------------------| Part 1    |  50% Hard | None      | None      |
| Drops: Meat                |     -     |     -     |     -     |     -     |
|        Gasoline            |     -     |     -     |     -     |     -     |
|----------------------------+-----------+-----------+-----------+-----------|
| Location:  Level 4 Arena Rank 3, 5                                         |
|____________________________________________________________________________|

.----------------------------------------------------------------------------.
| POISON BROWNIE                                                             |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 32    | HP: 3241    | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Small Organism      | Main Body |  30% Hard | None      | Poison    |
|----------------------------| Part 1    |  50% Hard | None      | None      |
| Drops: Quality Meat        |     -     |     -     |     -     |     -     |
|        Scrap Bronze        |     -     |     -     |     -     |     -     |
|----------------------------+-----------+-----------+-----------+-----------|
| Location: Level 4 Arena Rank 34                                            |
|____________________________________________________________________________|

.----------------------------------------------------------------------------.
| QUEEN SOLDIER AN-C                                                         |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 103   | HP: 15007   | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Humanoid            | Main Body |  30% Hard | F/I/E/P   | None      |
|----------------------------| Part 1    |  80% Hard | None      | None      |
| Drops: Energy Hex 9        | Part 2    |  80% Hard | None      | None      |
|        Energy Hex 7 Purple | Part 3    |  80% Hard | None      | None      |
|                            | Part 4    |  80% Hard | None      | None      |
|                            | Part 5    |  80% Hard | None      | None      |
|----------------------------+-----------+-----------+-----------+-----------|
| Location: Level 4 Arena Rank 48                                            |
|____________________________________________________________________________|

.----------------------------------------------------------------------------.
| QUEEN SOLDIER AN-FL                                                        |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 103   | HP: 15007   | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Humanoid            | Main Body |  30% Hard | F/I/E/P   | None      |
|----------------------------| Part 1    |  80% Hard | None      | None      |
| Drops: Energy Hex 9        | Part 2    |  80% Hard | None      | None      |
|        Energy Hex 7 Purple | Part 3    |  80% Hard | None      | None      |
|                            | Part 4    |  80% Hard | None      | None      |
|                            | Part 5    |  80% Hard | None      | None      |
|----------------------------+-----------+-----------+-----------+-----------|
| Location: Level 4 Arena Rank 48                                            |
|____________________________________________________________________________|

.----------------------------------------------------------------------------.
| QUEEN SOLDIER AN-TC                                                        |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 103   | HP: 15007   | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Humanoid            | Main Body |  30% Hard | None      | None      |
|----------------------------| Part 1    |  80% Hard | None      | None      |
| Drops: Energy Hex 9        | Part 2    |  80% Hard | None      | None      |
|        Energy Hex 7 Purple | Part 3    |  80% Hard | None      | None      |
|                            | Part 4    |  80% Hard | None      | None      |
|                            | Part 5    |  80% Hard | None      | None      |
|----------------------------+-----------+-----------+-----------+-----------|
| Location: Level 4 Arena Rank 48                                            |
|____________________________________________________________________________|

.----------------------------------------------------------------------------.
| QUEEN SOLDIER GA-C                                      |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 105   | HP: 15608   | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Humanoid            | Main Body |  30% Hard | None      | None      |
|----------------------------| Part 1    | 100% Hard | None      | None      |
| Drops: Energy Hex 9        | Part 2    | 100% Hard | None      | None      |
|        Energy Hex 10 Brown | Part 3    | 100% Hard | None      | None      |
|                            | Part 4    | 100% Hard | None      | None      |
|                            | Part 5    | 100% Hard | None      | None      |
|----------------------------+-----------+-----------+-----------+-----------|
| Location: Level 4 Arena Rank 48                                            |
|____________________________________________________________________________|

.----------------------------------------------------------------------------.
| QUEEN SOLDIER GA-PO                                                        |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 105   | HP: 15608   | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Humanoid            | Main Body |  30% Hard | None      | None      |
|----------------------------| Part 1    |  80% Hard | None      | None      |
| Drops: Energy Hex 9        | Part 2    |  80% Hard | None      | None      |
|        Energy Hex 10 Brown | Part 3    |  80% Hard | None      | None      |
|                            | Part 4    |  80% Hard | None      | None      |
|                            | Part 5    |  80% Hard | None      | None      |
|----------------------------+-----------+-----------+-----------+-----------|
| Location:  Level 4 Arena Rank 48                                           |
|____________________________________________________________________________|

.----------------------------------------------------------------------------.
| QUEEN SOLDIER PE-HG                                                        |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 30    | HP: 2761    | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Humanoid            | Main Body |  30% Hard | None      | None      |
|----------------------------| Part 1    |  50% Hard | None      | None      |
| Drops: Energy Hex 8        |     -     |     -     |     -     |     -     |
|        Energy Hex 10       |     -     |     -     |     -     |     -     |
|        Fabric Scrap        |     -     |     -     |     -     |     -     |
|----------------------------+-----------+-----------+-----------+-----------|
| Location: Level 4 Arena Rank 37                                            |
|____________________________________________________________________________|

.----------------------------------------------------------------------------.
| QUEEN SOLDIER PE-SM                                                        |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 30    | HP: 2761    | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Humanoid            | Main Body |  30% Hard | None      | None      |
|----------------------------| Part 1    |  50% Hard | None      | None      |
| Drops: Energy Hex 8        |     -     |     -     |     -     |     -     |
|        Energy Hex 10       |     -     |     -     |     -     |     -     |
|        Fabric Scrap        |     -     |     -     |     -     |     -     |
|----------------------------+-----------+-----------+-----------+-----------|
| Location: Level 4 Arena Rank 37, 39                                        |
|____________________________________________________________________________|

.----------------------------------------------------------------------------.
| RED GEAR                                                                   |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 83    | HP: 2401    | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Machine             | Main Body | 100% Hard | Electric  | None      |
|----------------------------| Part 1    | 100% Hard | Electric  | Physical  |
| Drops: Glass Shard         | Part 2    | 100% Hard | Electric  | Physical  |
|       Scrapped Missile MS1 | Part 3    | 100% Hard | Electric  | Physical  |
|                            | Part 4    | 100% Hard | Electric  | Physical  |
|                            | Part 5    | 100% Hard | None      | None      |
|----------------------------+-----------+-----------+-----------+-----------|
| Location: Level 4 Arena Rank 33                                            |
|____________________________________________________________________________|

.----------------------------------------------------------------------------.
| SHELL TANK                                                                 |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 57    | HP: 4802    | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Machine             | Main Body | 100% Hard | Electric  | None      |
|----------------------------| Part 1    |  70% Hard | Electric  | Ice       |
| Drops: Scrap Zinc          | Part 2    |  70% Hard | Electric  | Ice       |
|        Scrapped Missile TK | Part 3    |  70% Hard | Electric  | Ice       |
|        Scrapped Vulcan TK  | Part 4    | 100% Hard | None      | None      |
|        Scrapped Arm TK     |     -     |     -     |     -     |     -     |
|----------------------------+-----------+-----------+-----------+-----------|
| Location: Level 4 Arena Rank 31                                            |
|____________________________________________________________________________|

.----------------------------------------------------------------------------.
| SHOTGUN HERMIT                                                             |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 30    | HP: 2761    | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Humanoid            | Main Body |  30% Hard | None      | None      |
|----------------------------|     -     |     -     |     -     |     -     |
| Drops: Energy Hex 5        |     -     |     -     |     -     |     -     |
|        Energy Hex 6 Red    |     -     |     -     |     -     |     -     |
|----------------------------+-----------+-----------+-----------+-----------|
| Location: Level 4 Arena Rank 34                                            |
|____________________________________________________________________________|

.----------------------------------------------------------------------------.
| SKOLL                                                                      |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 78    | HP: 7203    | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Small Organism      | Main Body |  30% Hard | None      | None      |
|----------------------------| Part 1    |  90% Hard | Electric  | None      |
| Drops: Dog Droppings       | Part 2    |  90% Hard | Electric  | None      |
|        Luxury Meat         | Part 3    |  90% Hard | Electric  | None      |
|        Scrapped Gun AF     | Part 4    |  90% Hard | Electric  | None      |
|        Scrap Zinc          |     -     |     -     |     -     |     -     |
|----------------------------+-----------+-----------+-----------+-----------|
| Location: Level 4 Arena Rank 43
|____________________________________________________________________________|

.----------------------------------------------------------------------------.
| SNOW BROWNIE                                                               |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 24    | HP: 1800    | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Small Organism      | Main Body |  30% Hard | None      | None      |
|----------------------------| Part 1    |  50% Hard | None      | None      |
| Drops: Quality Meat        |     -     |     -     |     -     |     -     |
|        Glass Shard         |     -     |     -     |     -     |     -     |
|----------------------------+-----------+-----------+-----------+-----------|
| Location: Level 4 Arena Rank 15, 16, 17                                    |
|____________________________________________________________________________|

.----------------------------------------------------------------------------.
| SOLDIER AN-AR                                                              |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 102   | HP: 21611   | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Humanoid            | Main Body |  30% Hard | F/I/E/P   | None      |
|----------------------------| Part 1    |  80% Hard | None      | None      |
| Drops: Energy Hex 10       | Part 2    |  80% Hard | None      | None      |
|     Energy Hex 8 Turquoise | Part 3    |  80% Hard | None      | None      |
|                            |     -     |     -     |     -     |     -     |
|----------------------------+-----------+-----------+-----------+-----------|
| Location: Level 4 Arena Rank 47                                            |
|____________________________________________________________________________|

.----------------------------------------------------------------------------.
| SOLDIER AN-HG                                                              |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 102   | HP: 21611   | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Humanoid            | Main Body |  30% Hard | F/I/E/P   | None      |
|----------------------------| Part 1    |  80% Hard | None      | None      |
| Drops: Energy Hex 10       | Part 2    |  80% Hard | None      | None      |
|     Energy Hex 8 Turquoise | Part 3    |  80% Hard | None      | None      |
|                            |     -     |     -     |     -     |     -     |
|----------------------------+-----------+-----------+-----------+-----------|
| Location: Level 4 Arena Rank 47                                            |
|____________________________________________________________________________|

.----------------------------------------------------------------------------.
| SOLDIER AN-R                                                               |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 102   | HP: 21611   | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Humanoid            | Main Body |  30% Hard | F/I/E/P   | None      |
|----------------------------| Part 1    |  80% Hard | None      | None      |
| Drops: Energy Hex 10       | Part 2    |  80% Hard | None      | None      |
|     Energy Hex 8 Turquoise | Part 3    |  80% Hard | None      | None      |
|                            |     -     |     -     |     -     |     -     |
|----------------------------+-----------+-----------+-----------+-----------|
| Location: Level 4 Arena Rank 47                                            |
|____________________________________________________________________________|

.----------------------------------------------------------------------------.
| SOLDIER AN-SO                                                              |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 119   | HP: 21611   | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Humanoid            | Main Body |  30% Hard | F/I/E/P   | None      |
|----------------------------| Part 1    |  80% Hard | None      | None      |
| Drops: Energy Hex 10       | Part 2    | 100% Hard | Electric  | None      |
|     Energy Hex 8 Turquoise | Part 3    |  80% Hard | None      | None      |
|                            | Part 4    |  80% Hard | None      | None      |
|----------------------------+-----------+-----------+-----------+-----------|
| Location: Level 4 Arena Rank 47                                            |
|____________________________________________________________________________|

.----------------------------------------------------------------------------.
| SOLDIER GA-R                                                               |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 101   | HP: 20410   | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Humanoid            | Main Body |  30% Hard | F/I/E/P   | None      |
|----------------------------| Part 1    | 100% Hard | Electric  | None      |
| Drops: Energy Hex 8        | Part 2    | 100% Hard | Electric  | None      |
|        Energy Hex 9 Olive  | Part 3    | 100% Hard | Electric  | None      |
|----------------------------+-----------+-----------+-----------+-----------|
| Location: Level 4 Arena Rank 46                                            |
|____________________________________________________________________________|

.----------------------------------------------------------------------------.
| SOLDIER GA-SG                                                              |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 93    | HP: 20410   | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Humanoid            | Main Body |  30% Hard | F/I/E/P   | None      |
|----------------------------| Part 1    | 100% Hard | Electric  | None      |
| Drops: Energy Hex 8        | Part 2    | 100% Hard | Electric  | None      |
|        Energy Hex 9 Olive  |    -      |    -      |    -      |    -      |
|----------------------------+-----------+-----------+-----------+-----------|
| Location: Level 4 Arena Rank 46                                            |
|____________________________________________________________________________|

.----------------------------------------------------------------------------.
| SOLDIER GA-SO                                                              |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 101   | HP: 20410   | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Humanoid            | Main Body |  30% Hard | F/I/E/P   | None      |
|----------------------------| Part 1    | 100% Hard | Electric  | None      |
| Drops: Energy Hex 8        | Part 2    | 100% Hard | Electric  | None      |
|        Energy Hex 9 Olive  | Part 3    | 100% Hard | Electric  | None      |
|                            | Part 4    | 100% Hard | Electric  | None      |
|----------------------------+-----------+-----------+-----------+-----------|
| Location: Level 4 Arena Rank 46                                            |
|____________________________________________________________________________|

.----------------------------------------------------------------------------.
| SOLDIER GL-AR                                                              |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 31    | HP: 2881    | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Humanoid            | Main Body |  30% Hard | None      | None      |
|----------------------------| Part 1    |  50% Hard | None      | None      |
| Drops: Energy Hex 7        |     -     |     -     |     -     |     -     |
|     Energy Hex 8 Turquoise |     -     |     -     |     -     |     -     |
|     Fabric Scrap           |     -     |     -     |     -     |     -     |
|----------------------------+-----------+-----------+-----------+-----------|
| Location: Level 4 Arena Rank 31                                            |
|____________________________________________________________________________|

.----------------------------------------------------------------------------.
| SOLDIER GL-MG                                                              |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 31    | HP: 2881    | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Humanoid            | Main Body |  30% Hard | None      | None      |
|----------------------------| Part 1    |  50% Hard | None      | None      |
| Drops: Energy Hex 7        |     -     |     -     |     -     |     -     |
|     Energy Hex 8 Turquoise |     -     |     -     |     -     |     -     |
|     Fabric Scrap           |     -     |     -     |     -     |     -     |
|----------------------------+-----------+-----------+-----------+-----------|
| Location: Level 4 Arena Rank 30                                            |
|____________________________________________________________________________|

.----------------------------------------------------------------------------.
| SOLDIER GL-SO                                                             |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 31    | HP: 2881    | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Humanoid            | Main Body |  30% Hard | None      | None      |
|----------------------------| Part 1    |  50% Hard | None      | None      |
| Drops: Energy Hex 7        |     -     |     -     |     -     |     -     |
|     Energy Hex 8 Turquoise |     -     |     -     |     -     |     -     |
|     Fabric Scrap           |     -     |     -     |     -     |     -     |
|----------------------------+-----------+-----------+-----------+-----------|
| Location: Level 4 Arena Rank 31                                            |
|____________________________________________________________________________|

.----------------------------------------------------------------------------.
| SOLDIER PE-HG                                                              |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 31    | HP: 3001    | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Humanoid            | Main Body |  30% Hard | None      | None      |
|----------------------------| Part 1    |  50% Hard | None      | None      |
| Drops: Energy Hex 8        |     -     |     -     |     -     |     -     |
|        Energy Hex 7 Purple |     -     |     -     |     -     |     -     |
|        Fabric Scrap        |     -     |     -     |     -     |     -     |
|----------------------------+-----------+-----------+-----------+-----------|
| Location: Level 4 Arena Rank 36, 38                                        |
|____________________________________________________________________________|

.----------------------------------------------------------------------------.
| SOLDIER PE-SG                                                              |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 31    | HP: 3001    | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Humanoid            | Main Body |  30% Hard | None      | None      |
|----------------------------| Part 1    |  50% Hard | None      | None      |
| Drops: Energy Hex 8        |     -     |     -     |     -     |     -     |
|        Energy Hex 7 Purple |     -     |     -     |     -     |     -     |
|        Fabric Scrap        |     -     |     -     |     -     |     -     |
|----------------------------+-----------+-----------+-----------+-----------|
| Location: Level 4 Arena Rank 36, 38                                        |
|____________________________________________________________________________|

.----------------------------------------------------------------------------.
| SOLDIER PE-SH                                                              |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 58    | HP: 3001    | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Humanoid            | Main Body |  30% Hard | None      | None      |
|----------------------------| Part 1    |  50% Hard | None      | None      |
| Drops: Energy Hex 8        | Part 2    | 100% Hard | None      | Physical  |
|        Energy Hex 7 Purple |     -     |     -     |     -     |     -     |
|        Fabric Scrap        |     -     |     -     |     -     |     -     |
|----------------------------+-----------+-----------+-----------+-----------|
| Location: Level 4 Arena Rank 37, 39                                        |
|____________________________________________________________________________|

.----------------------------------------------------------------------------.
| SOLDIER PE-SO                                                              |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 31    | HP: 3001    | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Humanoid            | Main Body |  30% Hard | None      | None      |
|----------------------------| Part 1    |  50% Hard | None      | None      |
| Drops: Energy Hex 8        |     -     |     -     |     -     |     -     |
|        Energy Hex 7 Purple |     -     |     -     |     -     |     -     |
|        Fabric Scrap        |     -     |     -     |     -     |     -     |
|----------------------------+-----------+-----------+-----------+-----------|
| Location: Level 4 Arena Rank 36                                            |
|____________________________________________________________________________|

.----------------------------------------------------------------------------.
| SOLDIER RO-AR                                                              |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 89    | HP: 13206   | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Humanoid            | Main Body |  30% Hard | F/I/E/P   | None      |
|----------------------------| Part 1    |  50% Hard | None      | None      |
| Drops: Energy Hex 10       | Part 2    |  80% Hard | None      | None      |
|     Energy Hex 8 Turquoise | Part 3    |  80% Hard | None      | None      |
|        Fabric Scrap        |     -     |     -     |     -     |     -     |
|----------------------------+-----------+-----------+-----------+-----------|
| Location: Level 4 Arena Rank 44                                            |
|____________________________________________________________________________|

.----------------------------------------------------------------------------.
| SOLDIER RO-HG                                                              |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 89    | HP: 13206   | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Humanoid            | Main Body |  20% Hard | F/I/E/P   | None      |
|----------------------------| Part 1    |  50% Hard | None      | None      |
| Drops: Energy Hex 10       | Part 2    |  80% Hard | Electric  | None      |
|      Energy Hex 8 Turquoise| Part 3    |  80% Hard | None      | None      |
|        Fabric Scrap        |     -     |     -     |     -     |     -     |
|----------------------------+-----------+-----------+-----------+-----------|
| Location: Level 4 Arena Rank 43                                            |
|____________________________________________________________________________|

.----------------------------------------------------------------------------.
| SOLDIER RO-SG                                                              |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 89    | HP: 13206   | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Humanoid            | Main Body |  20% Hard | F/I/E/P   | None      |
|----------------------------| Part 1    |  50% Hard | None      | None      |
| Drops: Energy Hex 10       | Part 2    |  80% Hard | None      | None      |
|      Energy Hex 8 Turquoise| Part 3    |  80% Hard | None      | None      |
|        Fabric Scrap        |     -     |     -     |     -     |     -     |
|----------------------------+-----------+-----------+-----------+-----------|
| Location: Level 4 Arena Rank 45                                            |
|____________________________________________________________________________|

.----------------------------------------------------------------------------.
| SOLDIER RO-SH                                                              |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 94    | HP: 13206   | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Humanoid            | Main Body |  20% Hard | F/I/E/P   | None      |
|----------------------------| Part 1    |  50% Hard | None      | None      |
| Drops: Energy Hex 10       | Part 2    | 100% Hard | Electric  | None      |
|      Energy Hex 8 Turquoise| Part 3    |  80% Hard | None      | None      |
|        Fabric Scrap        |     -     |     -     |     -     |     -     |
|----------------------------+-----------+-----------+-----------+-----------|
| Location: Level 4 Arena Rank 43, 44, 45                                    |
|____________________________________________________________________________|

.----------------------------------------------------------------------------.
| ST210-G CANNON                                                             |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 158   | HP: 60031   | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Machine             | Main Body | 100% Hard | Electric  | Ph/F/I/P  |
|----------------------------| Part 1    | 100% Hard | Electric  | None      |
| Drops: Scrap Zinc          | Part 2    | 100% Hard | Electric  | None      |
|        Scrap Brass         | Part 3    | 100% Hard | Electric  | None      |
|        Scrapped Weapon SW  | Part 4    | 100% Hard | Electric  | None      |
|----------------------------+-----------+-----------+-----------+-----------|
| Location: Level 4 Arena Rank 45                                            |
|____________________________________________________________________________|

.----------------------------------------------------------------------------.
| ST344-CO1 CANNON                                                           |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 158   | HP: 60031   | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Machine             | Main Body | 100% Hard | Electric  | Ph/F/I/P  |
|----------------------------| Part 1    | 100% Hard | Electric  | None      |
| Drops: Scrap Zinc          | Part 2    | 100% Hard | Electric  | None      |
|        Scrap Brass         | Part 3    | 100% Hard | Electric  | None      |
|        Scrapped Weapon SW  | Part 4    | 100% Hard | Electric  | None      |
|----------------------------+-----------+-----------+-----------+-----------|
| Location: Level 4 Arena Rank 45                                            |
|____________________________________________________________________________|

.----------------------------------------------------------------------------.
| TETRA TANK                                                                 |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 135    | HP: 14407  | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Machine             | Main Body | 100% Hard | Electric  | None      |
|----------------------------| Part 1    |  70% Hard | Electric  | Ice       |
| Drops: Scrap Zinc          | Part 2    |  70% Hard | Electric  | Ice       |
|        Scrap Brass         | Part 3    |  70% Hard | Electric  | Ice       |
|        Scrapped Weapon TK  | Part 4    | 100% Hard | Electric  | Fire      |
|                            | Part 5    | 100% Hard | Electric  | None      |
|                            | Part 6    | 100% Hard | Electric  | None      |
|----------------------------+-----------+-----------+-----------+-----------|
| Location: Level 4 Arena Rank 49                                            |
|____________________________________________________________________________|

.----------------------------------------------------------------------------.
| TORCH BROWNIE                                                              |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 29    | HP: 2641    | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Small Organism      | Main Body |  30% Hard | Ice       | Fire      |
|----------------------------| Part 1    |  50% Hard | None      | None      |
| Drops: Quality Meat        |     -     |     -     |     -     |     -     |
|        Scrap Bronze        |     -     |     -     |     -     |     -     |
|----------------------------+-----------+-----------+-----------+-----------|
| Location: Level 4 Arena Rank 27, 28, 29, 32                                |
|____________________________________________________________________________|

.----------------------------------------------------------------------------.
| ULLIKUMMI                                                                  |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 67    | HP: 4911    | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Large Organism      | Main Body |  30% Hard | None      | None      |
|----------------------------| Part 1    | 100% Hard | None      | None      |
| Drops: Unknown Material S  | Part 2    | 100% Hard | None      | Physical  |
|        Scrap Bronze        | Part 3    | 100% Hard | None      | None      |
|        Scrapped Hammer SH2 | Part 4    | 100% Hard | None      | None      |
|                            | Part 5    | 100% Hard | None      | None      |
|                            | Part 6    | 100% Hard | None      | None      |
|                            | Part 7    | 100% Hard | None      | None      |
|----------------------------+-----------+-----------+-----------+-----------|
| Location: Level 4 Arena Rank 42                                            |
|____________________________________________________________________________|

.----------------------------------------------------------------------------.
| YELLOW GEAR                                                                |
|--------------.-------------.-----------.-----------.-----------.-----------|
| Level: 20    | HP: 391     | Body/Part | Soft/Hard | Weakness  | Resistance|
|--------------+-------------+-----------+-----------+-----------+-----------|
| Type : Machine             | Main Body | 100% Hard | Electric  | None      |
|----------------------------| Part 1    | 100% Hard | Electric  | Physical  |
| Drops: Glass Shard         | Part 2    | 100% Hard | Electric  | Physical  |
|     Scrapped Machinegun MS | Part 3    | 100% Hard | Electric  | Physical  |
|                            | Part 4    | 100% Hard | Electric  | Physical  |
|                            | Part 5    | 100% Hard | None      | None      |
|----------------------------+-----------+-----------+-----------+-----------|
| Location: Level 4 Arena Rank 6                                             |
|____________________________________________________________________________|



===============================================================================
03. B A S E L : T H E  L E V E L S ...................................... *G03
===============================================================================

Each level start off by being inaccessible. The only way to proceed is to place
Energy Hexes on the ground and that reveals the paths, terrain, towns and
dungeon locations. Special locations require particular coloured hexes and most
of these are not available until you need to go there as part of a story
mission. (Press Square to go into Energy Hex placing mode.)

However, as soon as you gain access to a new level, attempt to cover as many
hexes as possible with plain Energy Hexes to find the treasures. If you want to
unlock a Terminal you must use the appropriate colour of hex to do so. Once
unlocked, you can use a different colour of hex so long as you first place
an Energy Station of that different colour. Energy Stations can only be placed
on thoroughfare hexes (basically, solid ground and not dangerous places). You
"buy" these at the Guild in Ebel City and the cost is 5 Energy Hexes of that
colour.

Every open dungeon area contains an Abandoned Energy Station where you can rest
and save the game. When you have covered all the hexes for one level any Energy
Station you place there will allow you to return directly to Ebel City base.
That saves a lot of time spent using the Core Lifts and is another reason to
cover each level quickly!

The top three levels are safe areas with no enemy encounters except inside the
dungeon locations. All the rest have random encounters although these vary in
frequency with more at night, and none on the thoroughfares. They also change
in some chapters, and you'll find new and tougher enemies on some levels. A
range of enemy groups are shown, to give some idea of what you might find on a
first visit to a level and in a later chapter. Note that some of the enemy
groups don't change, even in the later chapters.


BATTLEGROUND HEXES
Back Alley        : Level 4, 6
Rainy Bridge      : Level 4
Closed Road       : Level 4, 5, 6, 7, 8, 10, 11, 12
Forest Path       : Level 5
Tundra            : Level 7
Deserted Block    : Level 8
Warehouse District: Level 9
Rock Crushing Site: Level 12, 11A
Scrapyard         : Level 10, 11B


-------------------------------------------------------------------------------
W O R L D  M A P : L E V E L  1
-------------------------------------------------------------------------------
MAP: http://www.gamefaqs.com/ps3/959317-resonance-of-fate/faqs/60106
-------------------------------------------------------------------------------

Earliest access: Chapter 3.

---------
Locations
---------
Square Gardens
Aetersyl
Outer Wall
Basilica
Terminal: Front Burner (0/40)
          (Doubles flame-based damage)
Terminal: Aim (0/50)
          (Doubles charge speed)
Terminal: Blast Up (0/65)
          (Doubles knockdown rate)
Terminal: Endurance (0/65)
          (Reduces gravity during knockback by half)
Elevator to Level 2 (x3)

-------------
Battlegrounds
-------------
None

--------
Treasure
--------
 1. Bezel Shard x1
 2. First Aid EX x1
 3. Spray-In Black x1 (L)
 4. Energy Hex 5 x2
 5. Energy Hex 10 x2
 6. Freezer Grenade+ x5
 7. Anti-Damage x2
 8. Energy Hex 8 x2
 9. Multi-Aid R-EX x1
10. First Aid x12
11. Toxic Rounds x5
12. (LaFleur) Snow x1 (L)
13. Energy Hex 4 x2
14. Hand Grenade++ x5
15. Cat-Kit: White x1 (L)
16. Electro Grenade+ x5
17. Cute Kit-R x1
18. Energy Hex 6  x2
19. Maid Cap: Intoxicating x1 (L)
20. Anti-Bolt x1
21. MC Incendiary Rounds+ x5
22. Energy Hex 3 x2
23. Color Lens (L) Gold x1 (V)
24. Anti-All x1
25. Color Lens (R) Gold x1 (V)
26. Molotov Cocktail++ x5
27. (Soleil): Apple x1 (L)
28. Energy Hex 7 x2
29. Freezer Grenade++ x5
30. Energy Hex 9 x2
31. Toxic Grenade x5
32. Anti-Toxin x1
33. (Soleil) Naranja x1 (L)
34. Toxic Grenade++ x5
35. (LaFleur) Luvino x1 (Z)
36. Armor-Piercing Rounds x5
37. (Soleil) Golem II x1 (L)
38. (Luvino) Dark x1 (Z)
39. (ARES) Scholars x1 (V)


-------------------------------------------------------------------------------
W O R L D  M A P : L E V E L  2
-------------------------------------------------------------------------------
MAP:http://www.gamefaqs.com/ps3/959317-resonance-of-fate/faqs/60107
-------------------------------------------------------------------------------

Earliest access: Chapter 3.

---------
Locations
---------
Barbella's Manor
Antourion's Manor
Elevator to Level 3 (A)
Elevator to Level 3 (B)
Elevator to Level 1 (A)
Elevator to Level 1 (B)
Elevator to Level 1 (C)
A. Terminal: Deep Freeze (0/40)
             (Doubles ice-based attacks)
B. Terminal: Invisibility (0/40)
             (Prevents enemy encounters)
C. Terminal: Electro Boost (0/40)
             (Doubles electricity-based damage)

-------------
Battlegrounds
-------------
None

--------
Treasure
--------
 1. Anti-Toxin x1
 2. Cure Kit-R x3
 3. First Aid x1
 4. Hand Grenade+ x5
 5. Energy Hex 6 x2
 6. First Aid S x1
 7. Molotov Cocktail+ x5
 8. Spray-In: Rose x1 (V)
 9. Energy Hex 7 x2
10. Energy Hex 1 x2
11. Anti-Ice x1
12. Multi-Aid x2
13. Energy Hex 2 x2
14. Energy Hex 1 x2
15. Escape Hex x1
16. Energy Hex 4 x2
17. Anti-Heat x1
18. Color Lens (R): Purple x1 (L)
19. (Soleil) Beads x1 (L)
20. Electro Grenade+ x5
21. Color Lens (L): Purple x1 (L)
22. Toxic Grenade+ x5
23. Escape Hex x1
24. Spray-IN: Olive x1 (Z)
25. Escape Hex x1
26. Multi-Aid x1
27. Molotov Cocktail++ x5
28. Energy Hex 4 x2
29. (Vis) Leanne x1
30. Sonic CHug x1
31. Cat-Kit: Black x1 (L)
32. Freezer Grenade x5
33. Energy Hex 7 x3
34. Anti-Damage x1


-------------------------------------------------------------------------------
W O R L D  M A P : L E V E L  3
-------------------------------------------------------------------------------
MAP:http://www.gamefaqs.com/ps3/959317-resonance-of-fate/faqs/60108
-------------------------------------------------------------------------------

Earliest access: Prologue

---------
Locations
---------
Pater's Manor
Theresa's Manor
Jean Paulet's Manor
Garigliano's Manor
Core Lift 1
Elevator to level 2 x2
Terminal: Effect Amp (0/220)
          (Doubles the effect of other terminals)
Terminal: Immunity (0/40)
          (Reduces likelihood of status ailments)
Terminal: Toxic (0/40)
          (Doubles poison-based damage)

-------------
Battlegrounds
-------------
None

--------
Treasure
--------
 1. Broken Watch
 2. (Soleil) Zebra x1 (L)
 3. Energy Hex 2 x2
 4. Hand Grenade x5
 5. Molotov Cocktail x5
 6. Cure Kit x2
 7. Color Lens (L) Green x1 (Z)
 8. Color Lens (R) Green x1 (Z)
 9. Hand Grenade x5
10. Energy Hex 7 x2
11. (Lily) Fleur x1 (L)
12. Energy Hex 5 x2
13. Multi-Aid x1
14. First Aid x2
15. First Aid x2
16. Electro Grenade+ x5
17. First Aid x1
18. (Lily) Songe x1 (L)
19. (Vis) Soleil x1 (L)
20. Molotov Cocktail x5


-------------------------------------------------------------------------------
W O R L D  M A P : L E V E L  4
-------------------------------------------------------------------------------
MAP:http://www.gamefaqs.com/ps3/959317-resonance-of-fate/faqs/60118
-------------------------------------------------------------------------------

The game begins on Level 4, in Ebel City.

---------
Locations
---------
Ebel City
Arena
Rainy Bridge
Cafe Chelsey
Hughes Power Station
Abandoned Elevator
Core Lift 1
Elevator to level 5
Elevator to level 6
Terminal: Blast Up (0/65)
          (Doubles knockdown rate)
Terminal: Hint of Luck (0/3)
          (Increases item drop rate by 1.5)
Terminal: Recovery Down (0/30)
          (Slows Scratch Damage restoration rate)

-------------
Battlegrounds
-------------
Closed Road
Rainy Bridge
Back Alley

-------
Enemies
-------
Back Alley
Leader: Rogue Gunman Lv 4 x1
        Gremlin Lv 3 x3
       +Leader: Gremlin Lv 4 x1

Leader: Rogue Gunman MG Lv 5 x1
        Rogue Gunman Lv 4 x1
        Gremlin Lv 3 x2

Rainy Bridge
(Chapter 7)
Leader: Fat Gangster MG
        Fat Gangster Lv 8 x2

Closed Road
Leader: Pistol Dweller Lv 7
Leader: Outcast MG Lv 9
        Outcast MG Lv 7 x1
        Pistol Dweller Lv 6 x1

(Chapter 4)
Leader: Outcast MG Lv 9
        Bronze Ooze Lv 12
        Pistol Dweller Lv 6 x2
        Outcast MG Lv 7 x2

(Chapter 5)
Leader: Shady Thug Lv 20
        Shady Thug Lv 16 x2
        Prop Dweller lv 17 x2
       +Treasure Mimic Lv 14

(Chapter 7)
Leader: Junk Mimic Lv 25 x1
Leader: Chunky Gangster Lv 47
        Chunky Gangster Lv 38 x2

(Chapter 10)
Leader: Mask Raider Lv 37 x1
        Wrecking Baller Lv 29 x2
        Mask Raider Lv 30 x1
       +Leader: Wrecking Baller Lv 35

(Chapter 11)
Leader: Mask Raider Lv 37 x1
        Wrecking Baller Lv 29 x2
        Mask Raider Lv 30 x1
        Golden Mimic Lv ?
       +Leader : Wrecking Baller Lv 35


--------
Treasure
--------
Ebel City: Glass Shard x1
           Custom Kit Set x1
           Scrap Iron x3

 1. Energy Hex 1 x2
 2. First Aid x1
 3. Hand Grenade x5
 4. (SYS) Viola x1 (L)
 5. Molotov Cocktail x5
 6. Cure Kit x1
 7. First Aid x1
 8. Cure Kit x1
 9. Hand Grenade x5
10. (Raz) Core x1 (L)
11. First Aid x1
12. (Luvino) Silver x1 (Z)
13. First Aid x2
14. Hand Grenade x5
15. First Aid x5
16. Bezel Shard x1
17. Color Lens (R): Amber x1 (L)
18. Color Lens (L): Amber x1 (L)
19. (ARES) Wizard x1 (V)
20. Cure Kit x3


-------------------------------------------------------------------------------
W O R L D  M A P : L E V E L  5
-------------------------------------------------------------------------------
MAP:http://www.gamefaqs.com/ps3/959317-resonance-of-fate/faqs/60119
-------------------------------------------------------------------------------

Earliest access: Chapter 3

---------
Locations
---------
Forest of Idols
Elevator to Level 4
Terminal: Luck (0/30)
          (Doubles the item drop rate)
Terminal: Mega Luck (0/50)
          (Doubles the rare item drop rate)
Terminal: Aim (0/50)
          (Doubles charge speed)

-------------
Battlegrounds
-------------
Closed Road
Forest Path

-------
Enemies
-------
Closed Road
(Chapter 7)
Leader: Chunky Gangster Lv 47
        Chunky Gangster Lv 38 x2
       +Junk Mimic x3
       *Jackpot Dweller Lv 18 x1

(Chapter 7)
Leader: Junk Mimic Lv 25
        Junk Mimic Lv 20 x3

Forest Path
(Chapter 7) most often at night
Leader: Dwellest Lv 15 x1
        Stray Cur Lv 5 x2
       +Leader: Outcast MG Lv 9

(Chapter 7)
Leader: Dwellest Lv 15 x1
        Stray Cur Lv 5 x1
        Outcast MG Lv 7 x1

(Chapter 7) most often during daylight
+Leader: Outcast MG lv 9 x1
         Outcast MG lv 7 x1/x2
         Stray Cur Lv 5 x1/x2

--------
Treasure
--------
 1. Molotov Cocktail x5
 2. Color Lens (R) Green x1 (V)
 3. Color Lens (L) Green x1 (V)
 4. First Aid S x1
 5. Hand Grenade x 5
 6. (Raz) Emerald x1 (L)
 7. Molotov Cocktail+ x5
 8. Electro Grenade x5
 9. Cure Kit x1
10. (Vis) Platy x1 (L)
11. Anti-Heat x1
12. Toxic Grenade x5
13. Sonic Chug x3
14. Multi-Aid x1
15. First Aid x1
16. (Lily) Ange x1 (Z)
17. Maid Cap: Innocence
18. Anti-Damage x1
19. First Aid x1
20. (Ra-Jin) Wood x1 (V)
21. First Aid x1
22. Escape Hex x1
23. Hand Grenade+ x5
24. Escape Hex x1
25. Freezer Grenade x5
26. Molotov Cocktail x5
27. Molotov Cocktail x5


-------------------------------------------------------------------------------
W O R L D  M A P : L E V E L  6
-------------------------------------------------------------------------------
MAP:http://www.gamefaqs.com/ps3/959317-resonance-of-fate/faqs/60120
-------------------------------------------------------------------------------

Earliest access: Chapter 1

---------
Locations
---------
Patertopolis
Lucia
Forsaken (Village)
Core Lift 2
Elevator to Level 4
Terminal: Experience (0/70)
          (Increases the amount of experience gained by 1.5)
Terminal: Effect Amp (0/220)
          (Doubles the rate of other terminal)
Terminal: Stealth (0/15)
          (Reduces enemy encounter rate by half)

-------------
Battlegrounds
-------------
Back Alley
Closed Road

-------
Enemies
-------
Back Alley
(Chapter 1)
Leader: Rogue Gunman Lv 4 x1
        Gremlin Lv 3 x3
       +Leader: Gremlin Lv 4 x1

Leader: Rogue Gunman MG Lv 5 x1
        Rogue Gunman Lv 4 x2
        Gremlin Lv 3 x1

Closed Road
(Chapter 7)
Leader: Chunky Gangster Lv 47
        Chunky Gangster Lv 38 x2
        Junk Mimic x3

--------
Treasure
--------
 1. Color Lens (R): Gold x1 (L)
 2. Color Lens (L): Gold x1 (L)
 3. Hand Grenade x5
 4. First Aid x1
 5. (Soleil) Golem 1 x1 (L)
 6. Spray-In: Olive x1 (L)
 7. The Prelate's Medal x1
 8. Molotov Cocktail x5
 9. Dog Droppings x1
10. First Aid x1
11. Molotov Cocktail x5
12. First Aid x1
13. (Raz) Vent x1
14. First Aid x1
15. (Gilles) Run x1 (L)
16. Bezel Shard x1
17. Hand Grenade x5
18. Escape Hex x1
19. Molotov Cocktail x5
20. Cure Kit x1
21. (Vis) Pomme x1 (L)
22. Spray-In: Rose x1 (Z)


-------------------------------------------------------------------------------
W O R L D  M A P : L E V E L  7
-------------------------------------------------------------------------------
MAP: http://www.gamefaqs.com/ps3/959317-resonance-of-fate/faqs/60153
-------------------------------------------------------------------------------

Earliest access: Chapter 5

---------
Locations
---------
Core Lift 2
Elevator to Level 8
Silver Canyon
Cranktown
Crank Seminary
Le Chit-Chat Noir
Terminal: Frost Resistance (0/50)
          (Reduces ice-based damage)
Terminal: Blast Up (0/65)
          (Doubles knockdown rate)
Terminal: Front Burner (0/40)
          (Doubles flame-based damage)

-------------
Battlegrounds
-------------
Closed Road
Tundra
Deserted Block

-------
Enemies
-------
Closed Road
(Chapter 5)
Leader: Shady Thug Lv 20
        Prop Dweller Lv 17 x2


(Chapter 7)
Leader: Chunky Gangster Lv 47
        Chunky Gangster Lv 38 x3
        Jackpot Dweller Lv 18 x1

(Chapter 7)
Leader: Junk Mimic Lv 25
        Junk Mimic Lv 20 x2
        Jackpot Dweller Lv 18 x1

Tundra
(Chapter 5)
Leader: Shady Thug Lv 20 x1
        Shady Thug Lv 16 x3

(Chapter 5)
Leader: Snow Gremlin lv 19 x1
Leader: Shady Thug Lv 20 x1
        Snow Gremlin Lv 15 x1
        Shady Thug Lv 16 x1

(Chapter 5)
Leader: Chilly Dog Lv 21 x1
        Chilly Dog Lv 17 x3


Deserted Block
(Chapter 5)
Leader: Shady Thug Lv 20 x1
        Frag Dwellest Lv 36 x1
        Shady Thug Lv 16 x1

(Chapter 5)
Leader: Shady Thug Lv 20
        Prop Dweller Lv 17 x1
        Shady Thug Lv 16 x1

(Chapter 7)
Leader: Frag Dwellest Lv 44 x1
        Shady Thug Lv 16 x1
        Prop Dweller Lv 17 x1
       +Frag Dwellest Lv 36 x1


--------
Treasure
--------
 1. (Night) Driver x1 (V)
 2. (LaFleur) Tree x1 (L)
 3. Incendiary Rounds x5
 4. Escape Hex x1
 5. Molotov Cocktail+ x5
 6. First Aid S x1
 7. Hollow-Point Rounds x5
 8. Cure Kit-R x1
 9. Dog Droppings x1
10. Anti-Ice x1
11. (Soleil) Blood x1 (L)
12. Cat-Kit: Tiger x1 (L)
13. Color Lens (L): Purple x1 (Z)
14. Hollow-Point Rounds x5
15. Electro Grenade+ x5
16. Cure Kit-R x1
17. Color Lens (R): Purple x1 (Z)
18. (Vis) Orient x1 (L)
19. (ARES) Valkyrie x1 (L)
20. Toxic Grenade+ x5
21. Anti-Bolt x1
22. Incendiary Rounds x5
23. Anti-Ice x1
24. (Raz) Smoothie x1 (L)
25. (Raz) Sylphid x1 (L)
26. (Lily) Marshmallow x1 (V)
27. Anti-Ice x3


-------------------------------------------------------------------------------
W O R L D  M A P : L E V E L  8
-------------------------------------------------------------------------------
MAP: http://www.gamefaqs.com/ps3/959317-resonance-of-fate/faqs/60160
-------------------------------------------------------------------------------

Earliest access: Chapter 5

---------
Locations
---------
Freud Remnants
Waterless Bridge
Elevator to Level 7
Elevator to Level 9
Terminal: Mega Luck (0/50)
          (Doubles the rare item drop rate)
Terminal: Immunity (0/40)
          (Reduces likelihood of status ailments)
Terminal: Invisibility (0/40)
          (Prevents enemy encounters)

-------------
Battlegrounds
-------------
Deserted Block
Closed Road


-------
Enemies
-------
Closed Road
(Chapter 5)
Enemies: Prop Dweller Lv 17 x 4
         Treasure Mimic Lv 14 x1

(Chapter 7)
Leader: Chunky Gangster Lv 47 x1
        Chunky Gangster Lv 38 x3
        Junk Mimic Lv 20 x2

Deserted Block
(Chapter 5)
Leader: Shady Thug Lv 20 x1
        Shady Thug Lv 16 x1
        Prop Dweller Lv 17 x1

(Chapter 5)
Leader: Frag Dwellest Lv 44 x1
        Shady Thug Lv 16 x2

--------
Treasure
--------
 1. Smash Grenade x5
 2. Bezel Shard x1
 3. (Lily) Pinky x1 (Z)
 4. Anti-Bolt x1
 5. Multi-Aid R-S x1
 6. (ARES) Guardia x1 (L)
 7. Toxic Grenade x5
 8. Anti-Toxin x1
 9. MC Toxic Rounds x5
10. Dog Droppings x1
11. Jean Paulet's Godhand x1 (Z)
12. Hollow-Point Rounds x5
13. Smash Grenade x5
14. MC Toxic Rounds x5
15. Dog Droppings x1
16. Color Lens (L) Green x1 (L)
17. Color Lens (R) Green x1 (L)
18. (Soleil) Shine x1 (L)
19. (SYS) Masterpiece x1 (V)
20. Sonic Chug x3
21. (Night) Marble x1 (V)
22. Escape Hex x1
23. MC Sub-Zero Rounds x5
24. Dog Droppings x1
25. Metal-Coated Rounds x5


-------------------------------------------------------------------------------
W O R L D  M A P : L E V E L  9
-------------------------------------------------------------------------------
MAP: http://www.gamefaqs.com/ps3/959317-resonance-of-fate/faqs/60159
-------------------------------------------------------------------------------

Earliest access: Chapter 5

---------
Locations
---------
Core Lift 3
Dakota Vein
Elevator to Level 8
Terminal: Experience (0/70)
          (Increases the amount of experience gained by a factor of 1.5)
Terminal: Endurance (0/65)
          (Reduces gravity during knockback by half)
Terminal: Pestilence (0/35)
          (Doubles the likelihood of status ailments)

-------------
Battlegrounds
-------------
Warehouse District

-------
Enemies
-------
(Chapter 5)
Leader: Rocketfoot Lv 29
        Rocketfoot Lv 24 x2
       +Shady Thug MG Lv 16 x1
       + Silver Jelly Lv 28 x1

(Chapter 5)
Leader: Shady Thug MG Lv 20
        Shady Thug Lv 16 x2
        Shady Thug MG Lv 16

--------
Treasure
--------
 1. (Vis) Orient II x1 (L)
 2. Dog Droppings x1
 3. Freezer Grenade+ x5
 4. Spray-In: Silver x1 (Z)
 5. (ARES) Sureshot x1 (Z)
 6. Molotov Cocktail++ x5
 7. (Ran-Jin) Campus x1 (V)
 8. Dog Droppings x1
 9. (ARES) Fruit x1 (V)
10. Cat-Kit: Tri-color x1 (L)
11. Dog Droppings x1
12. (Ran-Jin) Boss x1 (V)
13. Freezer Grenade+ x5
14. (ARES) Scholars x1 (L)
15. Incendiary Rounds+ x5
16. (Vis) Blanc x1 (L)
17. First Aid EX x5
18. Percussive Rounds x5
19. HP Electrified Rounds+ x15
20. (Ran-Jin) Boss mk.II x1 (V)


-------------------------------------------------------------------------------
W O R L D  M A P : L E V E L  1 0
-------------------------------------------------------------------------------
MAP: http://www.gamefaqs.com/ps3/959317-resonance-of-fate/faqs/60170
-------------------------------------------------------------------------------

Earliest access: Chapter 7

---------
Locations
---------
Albona Town
Etsia
Elevator to Level 11 (A)
Elevator to level 11 (B)
Terminal: Aim (0/50)
          (Doubles charge speed)
Terminal: Toxic (0/40)
          (Doubles poison-based damage)
Terminal: Deep Freeze (0/40)
          (Doubles ice-based damage)

-------------
Battlegrounds
-------------
Closed Road
Scrapyard

-------
Enemies
-------
Scrapyard
(Chapter 7)
Leader: Junk Mimic Lv 25 x1
Leader: Hot Dog Lv 26 x1
        Hot Dog Lv 21 x1
        Junk Mimic Lv 20 x2

(Chapter 15)
Leader: Junk Mimic Lv 25 x1
        Junk Mimic Lv 20 x2

Leader: Fullmetal Gear Lv 77 x1
Leader: Mask Raider MG Lv 37 x1
        Fullmetal Gear Lv 62 x1

Closed Road
(Chapter 7)
Leader: Chunky Gangster Lv 47
        +Leader: Junk Mimic Lv 25
        Chunky Gangster Lv 38 x2
        Junk Mimic Lv 20 x2

(Chaper 15)
Leader: Mask Raider Lv 37
        Wrecking Baller Lv 29
        Golden Mimic Lv 20
        Mask Raider lv 30 x2

--------
Treasure
--------
 1. Energy Hex 7 x2
 2. Hand Grenades++ x5
 3. Bezel Shard x1
 4. (ARES) Scissorbelt x1 (Z)
 5. (Vis) Face x1 (L)
 6. MC Electrified Rounds ?
 7. Energy Hex 4 x3
 8. HP Sub-Zero Rounds+ x5
 9. Cure Kit-R x1
10. Spray-In: Olive x1 (L)
11. Multi-Aid R-S x1
12. Escape Hex x1
13. (Gilles) BMG x1 (L)
14. Toxic Rounds+ x5
15. MuLti-Aid R-EX x1
16. Smash Grenade x5
17. Electrified Rounds+ x5
18. Escape Hex x1
19. Perfect Aid x2
20. (ARES) Flight x1 (L)
21. Dog Droppings x1
22. Molotov Cocktail EX x5
23. (Lily) Bloom x1 (V)
24. (Soleil) Vino x1 (L)
25. (Lily) Ducky x1 (L)
26. Anti-Toxin x2
27. Cat-Kit: Leopard x1 (L)
28. Dog Droppings x1
29. Spray-In: Silver x1 (V)
30. (ARES) Cream x1 (V)
31. Electro-Grenade+ x5
32. HP Incendiary Rounds+ x5
33. MC Toxic Rounds+ x5
34. (Soleil) Touch x1 (L)


-------------------------------------------------------------------------------
W O R L D  M A P : L E V E L  1 1 A
-------------------------------------------------------------------------------
MAP: http://www.gamefaqs.com/ps3/959317-resonance-of-fate/faqs/60181
-------------------------------------------------------------------------------

Earliest access: Chapter 7

---------
Locations
---------
Mine 24
Tower of the Righteous
Elevator to Level 12
Elevator to Level 10
Terminal: Burn Resistance (0/50)
          (Reduces flame-based damage)
Terminal: Toxic Endurance (0/50)
          (Reduces poison-based damage)

-------------
Battlegrounds
-------------
Closed Road
Rock Crushing Site

-------
Enemies
-------
Closed Road
(Chapter 7)
Leader: Chunky Gangster Lv 47 x1
        Chunky Gangster Lv 38 x2
        Junk Mimic Lv 20 x2
       +Jackpot Dweller Lv 18 x1

(Chapter 7)
Leader: Junk Mimic Lv 25 x1
        Junk Mimic Lv 20 x3

(Chapter 15)
Leader: Mask Raider Lv 37 x1
        Mask Raider Lv 30 x2
        Wrecking Baller Lv 29 x1

Rock Crushing Site
(Chapter 7)
Leader: Bazooka Dwellest Lv 53 x1
        Bazooka Dwellest Lv 44 x1
        Torch Gremlin Lv 19 x2/3

(Chapter 7)
Leader: Hooded Gangster Lv 23 x2
        Torch Gremlin Lv 19 x2

(Chapter 15)
Leader: Mask Raider MG Lv 37 x1
Leader: Sprocket Juggernaut Lv 70 x1
        Mask Raider MG Lv 30 x1
        Missile Gear Lv 54 x1


--------
Treasure
--------
LEVEL 11 A
 1. Anti-Toxin x1
 2. HP Electrified Rounds+ x5
 3. Molotov Cocktail+ x5
 4. Energy Hex 6 x3
 5. Anti-Damage x1
 6. (Ran-Jin) Shuteye x1 (V)
 7. Energy Hex 8 x2
 8. Freezer Grenade++ x5
 9. (Soleil) Wink x1 (L)
10. (ARES) Air x1 (Z)
11. Energy Hex 10 x2
12. (Night) Jude x1 (V)
13. Energy Hex 2 x3
14. Smash Grenade x5
15. Escape Hex x1
16. HP Toxic Rounds+ x5
17. Molotov Cocktail++ x5
18. First Aid EX x2
19. Dog Droppings x1


-------------------------------------------------------------------------------
W O R L D  M A P : L E V E L  1 1 B
-------------------------------------------------------------------------------
MAP: http://www.gamefaqs.com/ps3/959317-resonance-of-fate/faqs/60182
-------------------------------------------------------------------------------

Earliest access: Chapter 7

---------
Locations
---------
Elevator to Level 12
Elevator to Level 10
Terminal: Recovery Down (0/30)
          (Slows Scratch Damage restoration rate)
Terminal: Stealth (0/15)
          (Reduces enemy encounter rate by half)

-------------
Battlegrounds
-------------
Closed Road
Scrapyard

-------
Enemies
-------
Closed Road
(Chapter 15)
Leader: Wrecking Baller Lv 35 x1
        Wrecking Baller Lv 29 x3

(Chapter 15)
Leader: Mask Raider Lv 37 x1
        Mask Raider Lv 30 x2
        Wrecking Baller Lv 29 x1

Scrapyard
(Chapter 7)
Leader: Junk Mimic Lv 25 x1
        Junk Mimic Lv 20 x4

(Chapter 7)
Leader: Junk Mimic Lv 25 x1
Leader: Hot Dog Lv 26 x1
        Hot Dog Lv 21 x1
        Junk Mimic Lv 20 x1/2

(Chapter 15)
Leader: Fullmetal Gear Lv 77 x1
Leader: Mask Raider MG Lv 37 x1
        Mask Raider MG Lv 30 x1

--------
Treasure
--------
 1. HP Incendiary Rounds+ x5
 2. (Luvino) Cherry x1 (Z)
 3. Perfect Aid x1
 4. Bezel Shard x1
 5. Spray-In: Silver x1 (L)
 6. Armor-Piercing Rounds x5
 7. (Raz) Clay x1 (L)
 8. Color Lens (R): Gold x1 (Z)
 9. Color Lens (L): Gold x1 (Z)
10. (Vis) Rosso x1 (L)


-------------------------------------------------------------------------------
W O R L D  M A P : L E V E L  1 2 A
-------------------------------------------------------------------------------
MAP: http://www.gamefaqs.com/ps3/959317-resonance-of-fate/faqs/60224
-------------------------------------------------------------------------------

Earliest access: Chapter 7

---------
Locations
---------
Grand Idee Mines
Elevator to Level 11
Terminal: Mega Luck (0/100)
         (Doubles the rare item drop rate)


-------------
Battlegrounds
-------------
Closed Road
Rock Crushing Site

-------
Enemies
-------
Closed Road
(Chapter 7)
Leader: Chunky Gangster Lv 47 x1
        Junk Mimic Lv 20 x3

(Chapter 7)
Leader: Chunky Gangster Lv 47 x1
        Chunky Gangster Lv 38 x1
        Jackpot Dweller Lv 18 x1

(Chapter 15)
Leader: Mask Raider Lv 37 x1
Leader: Wrecking Baller Lv 35 x1z
        Mask Raider Lv 30 x1
       +Wrecking Baller Lv 29 x2

Rock Crushing Site
(Chapter 7)
Leader: Bazooka Dwellest Lv 53 x1
        Bazooka Dwellest Lv 44 x1
        Torch Gremlin Lv 19 x2/3

(Chapter 7)
Leader: Hooded Gangster Lv 23 x2
        Torch Gremlin Lv 19 x2

(Chapter 15)
Leader: Mask Raider MG Lv 37 x1
Leader: Sprocket Juggernaut Lv 70 x1
        Mask Raider MG Lv 30 x1
        Missile Gear Lv 54

--------
Treasure
--------
 1. (LaFleur) Chic x1 (Z)
 2. MC Toxic Rounds+ x5
 3. Metal-Coated Rounds EX x5
 4. Energy Hex 10 x3
 5. Percussive Rounds x5
 6. Locked Trunk x1
 7. Hand Grenade EX x5
 8. Bezel Shard x1


-------------------------------------------------------------------------------
W O R L D  M A P : L E V E L  1 2 B
-------------------------------------------------------------------------------
MAP: http://www.gamefaqs.com/ps3/959317-resonance-of-fate/faqs/60233
-------------------------------------------------------------------------------

Earliest access: Chapter 7

---------
Locations
---------
Elevator to Level 11
Terminal: Luck (0/30)
          Doubles the item drop rate
Terminal: Experience (0/70
          Increases amount of experience gained by a factor of 1.5
Terminal: Immunity (0/40)
          Reduces likelihood of status ailments

-------------
Battlegrounds
-------------
Closed Road
Rock Crushing Site

-------
Enemies
-------
Closed Road
(Chapter 7)
Leader: Chunky Gangster Lv 47 x1
        Chunky Gangster Lv 38 x1/2
       +Jackpot Dweller Lv 18 x1

(Chapter 15)
Leader: Mask Raider Lv 37 x1
        Wrecking Baller Lv 29 x3
        Mask Raider Lv 30 x1
       +Golden Mimic Lv 20 x1

Rock Crushing Site
(Chapter 7)
Leader: Hooded Gangster Lv 23 x2
        Torch Gremlin Lv 19 x2

(Chapter 7)
Leader: Hooded Gangster Lv 23 x1
        Hooded Gangster Lv 19 x2

(Chapter 7)
Leader: Bazooka Dwellest Lv 53 x1
        Hooded Gangster Lv 19 x2
        Torch Gremlin Lv 19 x1

(Chapter 15)
Leader: Mask Raider MG Lv 37 x1
Leader: Sprocket Juggernaut Lv 70 x1
        Mask Raider MG Lv 30 x1
        Missile Gear Lv 54

--------
Treasure
--------
 1. Metal-Coated Rounds EX x5
 2. Anti-Bolt x2
 3. (Raz) Veronique x 1 (L)
 4. Energy Hex 10 x2
 5. Toxic Grenade EX x5
 6. Color Lens (L): Purple x1 (V)
 7. HP Toxic Rounds+ x5
 8. Color Lens (R): Purple x1 (V)
 9. Hollow-Point Rounds EX x5
10. Toxic Rounds+ x5
12. Energy Hex 10 x2
11. Toxic Grenade x5
13. Smash Grenade x5
14. Freezer Grenade++ x5
15. HP Electrified Rounds+ x5
16. Anti=All x1
17. Energy Hex 8 x3
18. Molotov Cocktail EX x5
19. Bezel Shard x1
20. Anti-Damage x2
21. Anti-Ice x2
22. Spray-In: Rose x1 (L)
23. Toxic Grenade EX x5
24. Energy Hex 8 x2
25. First Aid EX x2
26. Electro Grenade++ x5
27. Freezer Grenade EX x5
28. Dog Droppings x5
29. Bezel Shard x1
30. Energy Hex 6 x3
31. Multi-Aid R-EX x1
32. HP Sub-Zero Rounds+ x5
33. Electro Grenade EX x5
34. (Soleil) Erlo x1 (L)
35. Electrified Rounds+ x5
36. Bezel Shard x1
37. Hand Grenade++ x5
38. Sonic Chug x2
39. (Raz) Tapestry x1 (L)
40. Hollow-Point Rounds++ x5
41. HP Sub-Zero Rounds+ x5
42. Anti-Heat x2
43. Bezel Shard x1
44. MC Incendiary Rounds+ x5
45. Cure Kit-R x2
46. Bezel Shard x1
47. Energy Hex 10 x3
48. (Soleil) Ink x1 (L)
49. HP Sub-Zero Rounds+ x5
50. (Night) Two-Tone x1 (V)
51. Multi-Aid R-EX x1
52. Anti-All x1
53. Toxic Grenade EX x5
54. Electro Grenade++ x5
55. Anti-All x3
56 (Raz) Aqua x1 (L)
57. Bezel Shard x1
58. (Lily) Franc x1 (L)
59. HP Electrified Rounds+ x5
60. Bezel Shard x1
61. Anti-All x3
62. The Gauntlets x1 (Z)



===============================================================================
04. T H E  S H O P S .................................................... *G04
===============================================================================

1. Ebel City ............................................................ SH01
2. Cranktown ............................................................ SH02
3. Albona ............................................................... SH03
4. Travelling Shop ...................................................... SH04
    i. Forsaken
   ii. Waterless Bridge
  iii. Tower of the Righteous


===============================================================================
1. EBEL CITY ............................................................. S01
===============================================================================

All Shops are situated on Razzle Street, Ebel City. This city is the main town,
where the game begins, and it is situated on Level 4.

P = Prologue

-------------------------------------------------------------------------------
EBEL CITY SHOP
-----------------------.-----.--------.--------------------------------------
TOOLS                  | CHP | PRICE  | DESCRIPTION
-----------------------+-----+--------+---------------------------------------
First Aid              |  P  |   1000 | Heal 1000 points scratch damage
First Aid S            |  12 |   2000 | Heals 4000 points of Scratch Damage
Multi-Aid              |  12 |   2000 | Heals 500 points scratch damage for
                       |     |        | everyone within a set radius
Multi-Aid R-S          |  12 |   3000 | Heals 2000 points scratch damage for
                       |     |        | everyone within a set radius
Cure Kit               |  P  |   1000 | Cures all status ailments for one
Cure Kit-R             |  12 |   2000 | Cures all status ailments for all
Anti-Damage            |  12 |   1500 | Cuts physical damage in half
Anti-Heat              |  12 |   1500 | Cuts fire damage in half
Anti-Ice               |  12 |   1500 | Cuts ice damage in half
Anti-Bolt              |  12 |   1500 | Cuts electric damage in half
Anti-Toxin             |  12 |   1500 | Cuts poison damage in half
Sonic Chug             |  12 |   1500 | Doubles movement speed
Escape Hex             |  P  |   1500 | Use to warp back to world map
Clairvoyance           |  P  |    250 | View information on target enemy
Rookie Grenade         |  5  |     50 | Deals blast damage to nearby targets
_______________________|_____|________|________________________________________


-----------------------.-----.--------.----------------------------------------
WEAPONS                | CHP | PRICE  | DESCRIPTION
-----------------------+-----+--------+----------------------------------------
SG-B226 (Handgun)      |  P  | 100000 | Excels in magazine size
NP.05C (Machinegun)    | 12  | 300000 | Excels in charge acceleration
_______________________|_____|________|________________________________________


-----------------------.-----.--------.----------------------------------------
CUSTOM PARTS           | CHP | PRICE  | DESCRIPTION
-----------------------+-----+--------+----------------------------------------
Rookie Sight           |  P  |   1000 | Beginner's sight.
HG Rookie Barrel       |  P  |   1000 | Beginner's Handgun barrel
MG Rookie Barrel       |  P  |   1000 | Beginner's Machinegun barrel
Rookie Grip            |  P  |   1000 | Beginner's custom grip
HG Rookie Magazine     |  P  |   1000 | Beginner's Handgun magazine
MG Rookie Magazine     |  P  |   1000 | Beginner's Machinegun magazine
_______________________|_____|________|________________________________________


-----------------------.-----.--------.----------------------------------------
ACCESSORIES            | CHP | PRICE  | DESCRIPTION
-----------------------+-----+--------+----------------------------------------
Auto-Trigger           |  P  |   3000 | Automatically attacks if charge gauge
                       |     |        | reaches zero while charging.
_______________________|_____|________|________________________________________


-----------------------.-----.--------.----------------------------------------
OTHER                  | CHP | PRICE  | DESCRIPTION
-----------------------+-----+--------+----------------------------------------
Custom Kit Set         |  P  |    500 | Combine with other items at the Tinker
Powder Gel             |  P  |    250 | Basic explosive. Use in item synthesis
_______________________|_____|________|________________________________________


The cost is listed for making the items, but you also require components for
the tinkerer to synthesise the various tools, parts and accessories.

-------------------------------------------------------------------------------
TINKERER
-----------------------.-----.--------.----------------------------------------
TOOLS: GRENADES        | CHP | PRICE  | DESCRIPTION
-----------------------+-----+--------+----------------------------------------
Molotov Cocktail       |  5  |    100 | Thrown weapon. Sets targets ablaze
Molotov Cocktail +     |  8  |    200 | Thrown weapon. Flammable.
Molotov Cocktail ++    | 12  |    300 | Made to enhance damage and immolation
Molotov Cocktail EX    | 12  |    400 | Made to enhance damage and immolation
Hand Grenade           |  5  |    100 | Thrown weapon. Deals explosive damage
Hand Grenade +         |  8  |    200 | Advanced form of hand grenade
Hand Grenade ++        | 12  |    300 | More advanced form of hand grenade
Hand Grenade EX        | 12  |    400 | Ultimate Hand grenade
Freezer Grenade        |  6  |    150 | Hand grenade that freezes
Freezer Grenade +      |  8  |    250 | Advanced form of freezer grenade
Freezer Grenade ++     | 12  |    350 | More advanced form of freezer grenade
Freezer Grenade +EX    | 12  |    450 | Ultimate Freezer grenade
Electro Grenade        |  6  |    150 | Hand grenade electrocutes
Electro Grenade +      |  8  |    250 | Advanced form of Electro grenade
Electro Grenade ++     | 12  |    350 | More advanced form of Electro grenade
Electro Grenade EX     | 12  |    450 | Ultimate Electro grenade
Toxic Grenade          |  6  |    150 | Hand grenade that poisons
Toxic Grenade +        |  8  |    250 | Advanced form of Toxic grenade
Toxic Grenade ++       | 12  |    350 | More advanced form of Toxic grenade
Toxic Grenade EX       | 12  |    450 | Ultimate Toxic grenade
Oil Grenade            |  6  |    150 | Spreads oil across the blast radius
_______________________|_____|________|________________________________________


-----------------------.-----.--------.----------------------------------------
TOOLS: AMMUNITION      | CHP | PRICE  | DESCRIPTION
-----------------------+-----+--------+----------------------------------------
Hollow-Point Rounds    |  2  |    100 | Effective vs soft or organic enemies
Hollow-Point Rounds +  |  6  |    150 | More effective version
Hollow-Point Rounds ++ |  8  |    200 | More advanced version
Hollow-Point Rounds EX | 12  |    250 | Ultimate Hollow-Point Round
Metal-Coated Rounds    |  2  |    100 | Effective vs armor or machinery
Metal-Coated Rounds +  |  6  |    150 | More effective version
Metal-Coated Rounds ++ |  8  |    200 | More advanced version
Metal-Coated Rounds EX | 12  |    250 | Ultimate Metal-Coated Round
Incendiary Rounds      |  6  |    150 | Effective vs foes weak to fire
Incendiary Rounds +    | 12  |    200 | More advanced version
Sub-Zero Rounds        |  6  |    150 | Effective vs foes weak to ice
Sub-Zero Rounds +      | 12  |    200 | More advanced version
Electrified Rounds     |  6  |    150 | Effective vs foes weak to electricity
Electrified Rounds +   | 12  |    200 | More advanced version
Toxic Rounds           |  6  |    150 | Effective vs foes weak to poison
Toxic Rounds +         | 12  |    200 | More advanced version
HP Incendiary Rounds   |  8  |    200 | Combines HP and Incendiary Rounds
HP Incendiary Rounds + | 12  |    300 | Ultimate HP Incendiary Round
HP Sub-Zero Rounds     |  8  |    200 | Combines HP and Sub-Zero Rounds
HP Sub-Zero Rounds +   | 12  |    300 | Ultimate HP Sub-Zero Round
HP Electrified Rounds  |  8  |    200 | Combines HP and Electrified Rounds
HP Electrified Rounds +| 12  |    300 | Ultimate HP Electrified Round
HP Toxic Rounds        |  8  |    200 | Combines HP and Toxic Rounds
HP Toxic Rounds +      | 12  |    300 | Ultimate HP Toxic Round
MC Incendiary Rounds   |  8  |    200 | Combines MC and Incendiary Rounds
MC Incendiary Rounds + | 12  |    300 | Ultimate MC Incendiary Round
MC Sub-Zero Rounds     |  8  |    200 | Combines MC and Sub-Zero Rounds
MC Sub-Zero Rounds +   | 12  |    300 | Ultimate MC Sub-Zero Round
MC Electrified Rounds  |  8  |    200 | Combines MC and Electrified Rounds
MC Electrified Rounds +| 12  |    300 | Ultimate MC Electrified Round
MC Toxic Rounds        |  8  |    200 | Combines MC and Toxic Rounds
MC Toxic Rounds +      | 12  |    300 | Ultimate MC Toxic Round
Oil Rounds             |  6  |    150 | Cover target in oil on contact
_______________________|_____|________|________________________________________


CA = Charge Acceleration
-----------------------.-----.--------.----------------------------------------
CUSTOM PARTS           | CHP | PRICE  | DESCRIPTION
-----------------------+-----+--------+----------------------------------------
Top Sight              |  P  |    500 | Features a top expansion port
Combat Sight           |  6  |   3000 | Features a side expansion port
Sub-Sight              |  6  |    550 | Can be added to other sights
Compact Scope a        |  P  |   3000 | Built to charge speed
Compact Scope b [*]    |  P  |   3000 | Built to charge speed
High-Mount Sight       |  6  |   6300 | Towering sight, cuts down charge time
High-Mount Pro         |  8  |   8300 | Keeps charge speed bonus, adds a port
Telephoto Lens         |  8  |  11000 | Add to other sights to increase CS
Mini-Lens              |  8  |   2500 | Miniaturized telephoto lens
Long Lens              |  8  |   2500 | Improved telephoto lens
High-Mount Elite       | 12  |  14000 | Offers still more expansion ports
Special Scope          | 12  |  20000 | Hard to affix, but raises charge speed
Long Scope             |  6  |  25000 | High charge speed, heavy weight
Top-Rail Scope         |  8  |  25000 | High charge speed, with expansion ports
Long Scope Pro         |  8  |  26000 | High charge speed and side port
Lens Adapter           |  8  |   1000 | Designed to extend other parts
Prototype Mount        |  6  |    500 | A mount to affix targeting parts
Scope Mount            |  8  |   1000 | A mount for other sighting parts
Long Scope Mount       |  8  |   1000 | A mount for other sighting parts
-----------------------+-----+--------+----------------------------------------
HG Expander Barrel     |  P  |    500 | Handgun barrel with expansion port
HG Multi-Barrel        |  6  |   3000 | HG barrel with many expansion ports
HG High Barrel         |  P  |   1500 | HG barrel: boosts charge acceleration
HG Long Barrel         |  6  |   5000 | HG barrel with left expansion port
HG Expander Barrel Pro |  8  |   6000 | HG barrel with port below barrel
HG S-Rail Barrel       | 12  |  15000 | HG barrel with three ports
HG L-Rail Barrel       | 12  |  15000 | HG barrel with best CA and 3 ports
MG Expander Barrel     |  P  |    500 | MG barrel with left expansion port
MG Multi-Barrel        |  6  |   3000 | MG barrel with many expansion ports
MG High Barrel         |  P  |   1700 | MG barrel: boosts charge acceleration
MG Long Barrel         |  6  |   5000 | MG barrel with left expansion port
MG Double Barrel       |  8  |   6100 | MG barrel with port below barrel
MG S-Rail Barrel       | 12  |  18000 | MG barrel with many expansion ports
MG L-Rail Barrel       | 12  |  18000 | MG barrel with best CA and 4 ports
Sub-Barrel             |  P  |    500 | Can be added to other barrels
Multi Sub-Barrel       |  6  |   3000 | Add to other barrels, many ports
Short Sub-Barrel       |  6  |   2000 | Barrel extension for any barrel part
Terminal Sub-Barrel    | 12  |   2000 | Attach to another sub-barrel
Flash Sub-Barrel       |  6  |   5000 | Extension with an expansion port
Expander T Sub-Barrel  |  8  |   8500 | Attaches below a primary barrel
Expander + Sub-Barrel  |  8  |   9500 | Adds an expansion port to T Sub-Barrel
Expander Sub-Barrel    |  8  |  10000 | Expansion port for another sub-barrel
Long Expander Barrel   |  8  |  15000 | Sub-barrel raises CA significantly
Rail Sub-Barrel        | 12  |  13000 | Adds a mount for additional sight
Expander Twin S-Barrel | 12  |  20000 | Dual sub-barrel with expansion port
Double Sub-Barrel      | 12  |  20000 | Dual sub-barrel with ports at left
Expander Super Barrel  | 12  |  30000 | Heavy and hard to affix, but best CA
Scattershot Sub-Barrel |  8  |   5000 | Raises CA but decreases bullet focus.
-----------------------+-----+--------+----------------------------------------
Expander Grip (A)      |  6  |   3000 | Grip with sub-barrel expansion port
L-Grip                 |  6  |   1500 | Allows grip to be rotated 90&
Handguard              |  P  |    800 | Improves rapid fire rate, bullet focus
Foregrip               |  P  |   3000 | Basic foregrip
Expandable Handguard   |  6  |   5000 | Adds handguard expansion port
Adapter Handguard      |  8  |   9000 | Adds sub-barrel expansion port
Adapter Foregrip       |  8  |  11500 | Adds two sub-barrel expansion ports
Expander Grip (B)      | 12  |  13500 | Multiple expansion ports
Barrel Adapter         |  6  |   1000 | Augment to add barrel extensions
L-Barrel Adapter       |  6  |   1500 | Allows sub-barrel to rotate 90%
-----------------------+-----+--------+----------------------------------------
HG Magazine +2         |  P  |    500 | Handgun magazine: adds 2 bullets
HG Magazine +3         |  6  |   2000 | Handgun magazine: with expansion port
HG Magazine +4         |  6  |   5500 | Handgun magazine: adds 4 bullets
HG Magazine +5         |  8  |   3000 | Handgun magazine:with expansion port
HG Magazine +6         |  8  |   7700 | Handgun magazine:adds 6 bullets
HG Drum Magazine       |  8  |  24000 | Handgun magazine:adds 10 bullets
MG Magazine +3         |  P  |    500 | Machinegun magazine: adds 3 bullets
MG Magazine +5         |  6  |   2000 | Machinegun magazine: expansion port
MG Magazine +6         |  6  |   5700 | Machinegun magazine:adds 6 bullets
MG Magazine +8         |  8  |   3000 | Machinegun magazine: expansion port
MG Magazine +9         |  8  |   7800 | Machinegun magazine: adds 9 bullets
MG Drum Magazine       |  8  |  24000 | Machinegun magazine: adds 15 bullets
_______________________|_____|________|________________________________________


-----------------------.-----.--------.----------------------------------------
ACCESSORIES            | CHP | PRICE  | DESCRIPTION
-----------------------+-----+--------+----------------------------------------
Barrier Padding        |  6  |   5000 | Cuts physical damage by 10%
Protective Padding     |  8  |  10000 | Cuts physical damage by 20%
Hi-Polymer Padding     |  12 |  15000 | Cuts physical damage by 30%
Heat Padding           |  6  |   5000 | Cuts physical damage by 5% and fire
                       |     |        | elemental damage by 30%
Heat Shield            |  8  |  10000 | Cuts physical damage by 10% and fire
                       |     |        | elemental damage by 50%
Heat Protector         |  12 |  15000 | Cuts physical damage by 15% and fire
                       |     |        | elemental damage by 70%
Cold Padding           |  6  |   5000 | Cuts physical damage by 5% and ice
                       |     |        | elemental damage by 30%.
Cold Shield            |  6  |  10000 | Cuts physical damage by 10% and ice
                       |     |        | elemental damage by 50%.
Cold Protector         |  12 |  15000 | Cuts physical damage by 15% and ice
                       |     |        | elemental damage by 70%.
Bolt Padding           |  6  |   5000 | Cuts physical damage by 5% and
                       |     |        | electricity damage by 30%.
Bolt Shield            |  8  |  10000 | Cuts physical damage by 10% and
                       |     |        | electricity damage by 50%.
Bolt Protector         |  12 |  15000 | Cuts physical damage by 15% and
                       |     |        | electricity damage by 70%.
Toxicity Padding       |  6  |   5000 | Cuts physical damage by 5% and poison
                       |     |        | elemental damage by 30%.
Toxicity Shield        |  8  |  10000 | Cuts physical damage by 10% and poison
                       |     |        | elemental damage by 50%.
Toxicity Protector     |  12 |  15000 | Cuts physical damage by 15% and poison
                       |     |        | elemental damage by 70%.
Flame-Resistant Vest   |  6  |   7000 | Lowers the risk of immolation.
Flameproof Suit        |  12 |  14000 | Prevents immolation almost completely.
Ice-Resistant Vest     |  6  |   7000 | Lowers the risk of freezing
Iceproof Suit          |  12 |  14000 | Prevents freezing almost completely
Shock-Resistant Vest   |  6  |   7000 | Lowers the risk of electrocution
Shockproof Suit        |  12 |  14000 | Prevents electrocution almost
                       |     |        | completely
Germ-Resistant Vest    |  6  |   7000 | Lowers the risk of poisoning.
Germproof Suit         |  12 |  14000 | Prevents poison almost completely.
_______________________|_____|________|________________________________________



===============================================================================
2. CRANKTOWN.............................................................. S02
===============================================================================

First visited in Chapter 5 with the Core Lift Pass 2. Cranktown is situated on
Level 7.

-------------------------------------------------------------------------------
CRANKTOWN SHOP
-----------------------.-----.--------.--------------------------------------
TOOLS                  | CHP | PRICE  | DESCRIPTION
-----------------------+-----+--------+---------------------------------------
First Aid              |  5  |   1000 | Heal 1000 points scratch damage
Cure Kit               |  5  |   1000 | Cures all status ailments for one
Escape Hex             |  5  |   1500 | Use to warp back to world map
Clairvoyance           |  5  |    250 | View information on target enemy
Rookie Grenade         |  5  |     50 | Deals blast damage to nearby targets
_______________________|_____|________|________________________________________


-----------------------.-----.--------.----------------------------------------
CUSTOM PARTS           | CHP | PRICE  | DESCRIPTION
-----------------------+-----+--------+----------------------------------------
Rookie Sight           |  5  |   1000 | Beginner's sight.
HG Rookie Barrel       |  5  |   1000 | Beginner's Handgun barrel
MG Rookie Barrel       |  5  |   1000 | Beginner's Machinegun barrel
Rookie Grip            |  5  |   1000 | Beginner's custom grip
HG Rookie Magazine     |  5  |   1000 | Beginner's Handgun magazine
MG Rookie Magazine     |  5  |   1000 | Beginner's Machinegun magazine
_______________________|_____|________|________________________________________

-----------------------.-----.--------.----------------------------------------
OTHER                  | CHP | PRICE  | DESCRIPTION
-----------------------+-----+--------+----------------------------------------
Custom Kit Set         |  5  |    500 | Combine with other items at the Tinker
_______________________|_____|________|________________________________________


-------------------------------------------------------------------------------
CRANKTOWN TINKERER
-----------------------.-----.--------.----------------------------------------
TOOLS: GRENADES        | CHP | PRICE  | DESCRIPTION
-----------------------+-----+--------+----------------------------------------
Molotov Cocktail       |  5  |    100 | Thrown weapon. Sets targets ablaze
Hand Grenade           |  5  |    100 | Thrown weapon. Deals explosive damage
Freezer Grenade        |  5  |    150 | Hand grenade that freezes
Electro Grenade        |  5  |    150 | Hand grenade electrocutes
Toxic Grenade          |  5  |    150 | Hand grenade that poisons
Oil Grenade            |  5  |    150 | Spreads oil across the blast radius
_______________________|_____|________|________________________________________


-----------------------.-----.--------.----------------------------------------
TOOLS: AMMUNITION      | CHP | PRICE  | DESCRIPTION
-----------------------+-----+--------+----------------------------------------
Hollow-Point Rounds +  |  5  |    150 | More effective version
Metal-Coated Rounds +  |  5  |    150 | More effective version
Incendiary Rounds      |  5  |    150 | More advanced version
Sub-Zero Rounds        |  5  |    150 | Effective vs foes weak to ice
Electrified Rounds     |  5  |    150 | Effective vs foes weak to electricity
Toxic Rounds           |  5  |    150 | Effective vs foes weak to poison
Oil Rounds             |  5  |    150 | Cover target in oil on contact
_______________________|_____|________|________________________________________


CA = Charge Acceleration
-----------------------.-----.--------.----------------------------------------
CUSTOM PARTS           | CHP | PRICE  | DESCRIPTION
-----------------------+-----+--------+----------------------------------------
Top Sight              |  5  |    500 | Features a top expansion port
Combat Sight           |  5  |   3000 | Features a side expansion port
Sub-Sight              |  5  |    550 | Can be added to other sights
High-Mount Sight       |  5  |   6300 | Towering sight, cuts down charge time
Long Scope             |  5  |  25000 | High charge speed, heavy weight
Prototype Mount        |  5  |    500 | A mount to affix targeting parts
-----------------------+-----+--------+----------------------------------------
HG Expander Barrel     |  5  |    500 | Handgun barrel with expansion port
HG Multi-Barrel        |  5  |   3000 | HG barrel with many expansion ports
HG Long Barrel         |  5  |   5000 | HG barrel with left expansion port
MG Expander Barrel     |  5  |    500 | MG barrel with left expansion port
MG Multi-Barrel        |  5  |   3000 | MG barrel with many expansion ports
MG Long Barrel         |  5  |   5000 | MG barrel with left expansion port
Sub-Barrel             |  5  |    500 | Can be added to other barrels
Multi Sub-Barrel       |  5  |   3000 | Add to other barrels, many ports
Short Sub-Barrel       |  5  |   2000 | Barrel extension for any barrel part
Flash Sub-Barrel       |  5  |   5000 | Extension with an expansion port
-----------------------+-----+--------+----------------------------------------
Expander Grip          |  5  |   3000 | Grip with sub-barrel expansion port
L-Grip                 |  5  |   1500 | Allows grip to be rotated 90&
Expandable Handguard   |  5  |   5000 | Adds handguard expansion port
Barrel Adapter         |  5  |   1000 | Augment to add barrel extensions
L-Barrel Adapter       |  5  |   1500 | Allows sub-barrel to rotate 90%
-----------------------+-----+--------+----------------------------------------
HG Magazine +2         |  5  |    500 | Handgun magazine: adds 2 bullets
HG Magazine +3         |  5  |   2000 | Handgun magazine: with expansion port
HG Magazine +4         |  5  |   5500 | Handgun magazine: adds 4 bullets
MG Magazine +3         |  5  |    500 | Machinegun magazine: adds 3 bullets
MG Magazine +5         |  5  |   2000 | Machinegun magazine: expansion port
MG Magazine +6         |  5  |   5700 | Machinegun magazine:adds 6 bullets
_______________________|_____|________|________________________________________


-----------------------.-----.--------.----------------------------------------
ACCESSORIES            | CHP | PRICE  | DESCRIPTION
-----------------------+-----+--------+----------------------------------------
Barrier Padding        |  5  |   5000 | Cuts physical damage by 10%
Heat Padding           |  5  |   5000 | Cuts physical damage by 5% and fire
                       |     |        | elemental damage by 30%
Cold Padding           |  5  |   5000 | Cuts physical damage by 5% and ice
                       |     |        | elemental damage by 30%.
Bolt Padding           |  5  |   5000 | Cuts physical damage by 5% and
                       |     |        | electricity damage by 30%.
Toxicity Padding       |  5  |   5000 | Cuts physical damage by 5% and poison
                       |     |        | elemental damage by 30%.
Flame-Resistant Vest   |  5  |   7000 | Lowers the risk of immolation.
Ice-Resistant Vest     |  5  |   7000 | Lowers the risk of freezing
Shock-Resistant Vest   |  5  |   7000 | Lowers the risk of electrocution
Germ-Resistant Vest    |  5  |   7000 | Lowers the risk of poisoning.
_______________________|_____|________|________________________________________



===============================================================================
3. ALBONA................................................................. S03
===============================================================================

First visited in Chapter 7 with the Core Lift 3 Pass.  Albona is on Level 10.

-------------------------------------------------------------------------------
ALBONA SHOP
-----------------------.-----.--------.--------------------------------------
TOOLS                  | CHP | PRICE  | DESCRIPTION
-----------------------+-----+--------+---------------------------------------
First Aid              |  7  |   1000 | Heal 1000 points scratch damage
Multi-Aid              |  7  |   2000 | Heals 500 points scratch damage for
                       |     |        | everyone within a set radius
Cure Kit               |  7  |   1000 | Cures all status ailments for one
Cure Kit-R             |  7  |   2000 | Cures all status ailments for all
Escape Hex             |  7  |   1500 | Use to warp back to world map
Clairvoyance           |  7  |    250 | View information on target enemy
Rookie Grenade         |  7  |     50 | Deals blast damage to nearby targets
-----------------------.-----.--------.----------------------------------------
CUSTOM PARTS           | CHP | PRICE  | DESCRIPTION
-----------------------+-----+--------+----------------------------------------
Rookie Sight           |  7  |   1000 | Beginner's sight.
HG Rookie Barrel       |  7  |   1000 | Beginner's Handgun barrel
MG Rookie Barrel       |  7  |   1000 | Beginner's Machinegun barrel
Rookie Grip            |  7  |   1000 | Beginner's custom grip
HG Rookie Magazine     |  7  |   1000 | Beginner's Handgun magazine
MG Rookie Magazine     |  7  |   1000 | Beginner's Machinegun magazine
-----------------------+-----+--------+----------------------------------------
WEAPON                 | CHP | PRICE  | DESCRIPTION
-----------------------+-----+--------+----------------------------------------
LP-09 (Handgun)        |  7  | 200000 | Excels in charge speed
-----------------------.-----.--------.----------------------------------------
ACCESSORIES            | CHP | PRICE  | DESCRIPTION
-----------------------+-----+--------+----------------------------------------
None                   |  -  |   -    |  -
-----------------------.-----.--------.----------------------------------------
OTHER                  | CHP | PRICE  | DESCRIPTION
-----------------------+-----+--------+----------------------------------------
Custom Kit Set         |  7  |    500 | Combine with other items at the Tinker
_______________________|_____|________|________________________________________


-------------------------------------------------------------------------------
ALBONA TINKERER
-----------------------.-----.--------.----------------------------------------
TOOLS: GRENADES        | CHP | PRICE  | DESCRIPTION
-----------------------+-----+--------+----------------------------------------
Molotov Cocktail +     |  7  |    200 | Thrown weapon. Flammable.
Hand Grenade +         |  7  |    200 | Advanced form of hand grenade
Freezer Grenade +      |  7  |    250 | Advanced form of freezer grenade
Electro Grenade +      |  7  |    250 | Advanced form of Electro grenade
Toxic Grenade +        |  7  |    250 | Advanced form of Toxic grenade
_______________________|_____|________|________________________________________

-----------------------.-----.--------.----------------------------------------
TOOLS: AMMUNITION      | CHP | PRICE  | DESCRIPTION
-----------------------+-----+--------+----------------------------------------
Hollow-Point Rounds ++ |  7  |    200 | More advanced version
Metal-Coated Rounds ++ |  7  |    200 | More advanced version
HP Incendiary Rounds   |  7  |    200 | Combines HP and Incendiary Rounds
HP Sub-Zero Rounds     |  7  |    200 | Combines HP and Sub-Zero Rounds
HP Electrified Rounds  |  7  |    200 | Combines HP and Electrified Rounds
HP Toxic Rounds        |  7  |    200 | Combines HP and Toxic Rounds
MC Incendiary Rounds   |  7  |    200 | Combines MC and Incendiary Rounds
MC Sub-Zero Rounds     |  7  |    200 | Combines MC and Sub-Zero Rounds
MC Electrified Rounds  |  7  |    200 | Combines MC and Electrified Rounds
MC Toxic Rounds        |  7  |    200 | Combines MC and Toxic Rounds
_______________________|_____|________|________________________________________


-----------------------.-----.--------.----------------------------------------
CUSTOM PARTS           | CHP | PRICE  | DESCRIPTION
-----------------------+-----+--------+----------------------------------------
Top Sight              |  7  |    500 | Features a top expansion port
Combat Sight           |  7  |   3000 | Features a side expansion port
Sub-Sight              |  7  |    550 | Can be added to other sights
High-Mount Pro         |  7  |   8300 | Keeps charge speed bonus, adds a port
Telephoto Lens         |  7  |  11000 | Add to other sights to increase CS
Mini-Lens              |  7  |   2500 | Miniaturized telephoto lens
Long Lens              |  7  |   2500 | Improved telephoto lens
Top-Rail Scope         |  7  |  25000 | High charge speed, with expansion ports
Long Scope Pro         |  7  |  26000 | High charge speed and side port
Lens Adapter           |  7  |   1000 | Designed to extend other parts
Prototype Mount        |  7  |    500 | A mount to affix targeting parts
Scope Mount            |  7  |   1000 | A mount for other sighting parts
Long Scope Mount       |  7  |   1000 | A mount for other sighting parts
-----------------------+-----+--------+----------------------------------------
HG Expander Barrel     |  7  |    500 | Handgun barrel with expansion port
HG Multi-Barrel        |  7  |   3000 | HG barrel with many expansion ports
HG Expander Barrel Pro |  7  |   6000 | HG barrel with port below barrel
MG Expander Barrel     |  7  |    500 | MG barrel with left expansion port
MG Double Barrel       |  7  |   6100 | MG barrel with port below barrel
Sub-Barrel             |  7  |    500 | Can be added to other barrels
Expander T Sub-Barrel  |  7  |   8500 | Attaches below a primary barrel
Expander + Sub-Barrel  |  7  |   9500 | Adds an expansion port to T Sub-Barrel
Expander Sub-Barrel    |  7  |  10000 | Expansion port for another sub-barrel
Long Expander Barrel   |  7  |  15000 | Sub-barrel raises CA significantly
Scattershot Sub-Barrel |  7  |   5000 | Raises CA but decreases bullet focus.
-----------------------+-----+--------+----------------------------------------
Expander Grip          |  7  |   3000 | Grip with sub-barrel expansion port
L-Grip                 |  7  |   1500 |  Allows grip to be rotated 90&
Adapter Handguard      |  7  |   9000 | Adds sub-barrel expansion port
Adapter Foregrip       |  7  |  11500 | Adds two sub-barrel expansion ports
Barrel Adapter         |  7  |   1000 | Augment to add barrel extensions
L-Barrel Adapter       |  7  |   1500 | Allows sub-barrel to rotate 90%
-----------------------+-----+--------+----------------------------------------
HG Magazine +2         |  7  |    500 | Handgun magazine: adds 2 bullets
HG Magazine +5         |  7  |   3000 | Handgun magazine:with expansion port
HG Drum Magazine       |  7  |  24000 | Handgun magazine:adds 10 bullets
MG Magazine +3         |  7  |    500 | Machinegun magazine: adds 3 bullets
MG Magazine +8         |  7  |   3000 | Machinegun magazine: expansion port
MG Magazine +9         |  7  |   7800 | Machinegun magazine: adds 9 bullets
MG Drum Magazine       |  7  |  24000 | Machinegun magazine: adds 15 bullets
_______________________|_____|________|________________________________________


-----------------------.-----.--------.----------------------------------------
ACCESSORIES            | CHP | PRICE  | DESCRIPTION
-----------------------+-----+--------+----------------------------------------
Protective Padding     |  7  |  10000 | Cuts physical damage by 20%
Heat Shield            |  7  |  10000 | Cuts physical damage by 10% and fire
                       |     |        | elemental damage by 50%
Cold Shield            |  7  |  10000 | Cuts physical damage by 10% and ice
                       |     |        | elemental damage by 50%.
Bolt Shield            |  7  |  10000 | Cuts physical damage by 10% and
                       |     |        | electricity damage by 50%.
Toxicity Shield        |  7  |  10000 | Cuts physical damage by 10% and poison
                       |     |        | elemental damage by 50%.
_______________________|_____|________|________________________________________



===============================================================================
4. TRAVELLING MERCHANT SHOP
===============================================================================

Although the Travelling Merchant doesn't move location at first, she is hard to
find in the later chapters. If she's not at the Tower of the Righteous then
fight a battle or three, and check back there and she should appear.

She is useful from chapter 6 onwards because she sells synthesis items. You can
buy Scrap Iron and Glass Shards in bulk and make Compact Scope b at the
Tinkerer in Ebel City. These cost 3000 Rubies to make and with the additional
cost of the components that's a total of 3350 Rubies. Sell the Compact Scopes
at the shop for 4100 Rubies and that's a profit of 750 Rubies for each one.


i. FORSAKEN (Level 6) Available from Chapter 1.
-----------------------.-----.--------.--------------------------------------
TOOLS                  | CHP | PRICE  | DESCRIPTION
-----------------------+-----+--------+---------------------------------------
First Aid              |  1  |   1000 | Heal 1000 points scratch damage
Cure Kit               |  1  |   1000 | Cures all status ailments for one
Escape Hex             |  1  |   1500 | Use to warp back to world map
Clairvoyance           |  1  |    250 | View information on target enemy
_______________________|_____|________|________________________________________


ii. WATERLESS BRIDGE (Level 8) Available from Chapter 6.
-----------------------.-----.--------.--------------------------------------
TOOLS                  | CHP | PRICE  | DESCRIPTION
-----------------------+-----+--------+---------------------------------------
First Aid              |  6  |   1000 | Heal 1000 points scratch damage
Multi-Aid              |  6  |   2000 | Heals 500 points scratch damage for
                       |     |        | everyone within a set radius
Cure Kit               |  6  |   1000 | Cures all status ailments for one
Cure Kit-R             |  6  |   2000 | Cures all status ailments for all
Escape Hex             |  6  |   1500 | Use to warp back to world map
Clairvoyance           |  6  |    250 | View information on target enemy
Rookie Grenade         |  6  |     50 | Deals blast damage to nearby targets
_______________________|_____|________|________________________________________

-----------------------.-----.--------.--------------------------------------
OTHER                  | CHP | PRICE  | DESCRIPTION
-----------------------+-----+--------+---------------------------------------
Scrap Iron             |  6  |    200 | Used in item synthesis
Fabric Scrap           |  6  |    100 | Used in item synthesis
Glass Shard            |  6  |    150 | Used in item synthesis
Powder Gel             |  6  |    250 | Used in item synthesis
Gasoline               |  6  |    150 | Used in item synthesis
_______________________|_____|________|________________________________________


iii. TOWER OF THE RIGHTEOUS (Level 11) Available from chapter 11.
-----------------------.-----.--------.--------------------------------------
TOOLS                  | CHP | PRICE  | DESCRIPTION
-----------------------+-----+--------+---------------------------------------
First Aid              |  11 |   1000 | Heal 1000 points scratch damage
Multi-Aid              |  11 |   2000 | Heals 500 points scratch damage for
                       |     |        | everyone within a set radius
Cure Kit               |  11 |   1000 | Cures all status ailments for one
Cure Kit-R             |  11 |   2000 | Cures all status ailments for all
Escape Hex             |  11 |   1500 | Use to warp back to world map
Clairvoyance           |  11 |    250 | View information on target enemy
Rookie Grenade         |  11 |     50 | Deals blast damage to nearby targets
_______________________|_____|________|________________________________________

-----------------------.-----.--------.--------------------------------------
OTHER                  | CHP | PRICE  | DESCRIPTION
-----------------------+-----+--------+---------------------------------------
Scrap Iron             |  11 |    200 | Used in item synthesis
Fabric Scrap           |  11 |    100 | Used in item synthesis
Glass Shard            |  11 |    150 | Used in item synthesis
Powder Gel             |  11 |    250 | Used in item synthesis
Gasoline               |  11 |    150 | Used in item synthesis
_______________________|_____|________|________________________________________



===============================================================================
05. C L O T H I N G   G U I D E ......................................... *G05
===============================================================================

1. Introduction
2. Leanne's Clothing
3. Vashyron's Clothing
4. Zephyr's Clothing
5. Special Clothes


---------------
1. INTRODUCTION
---------------
All clothing is purely decorative, but it shows up in nearly all scenes. There
are three "sets" of clothing for each characters: formal (A) casual (B) and set
costumes (C). You can mix and match most of the clothing as you wish, and the
casual (B) set is first sold at the end of chapter 3 (after completing the
story mission.) The (C) costumes are a special case and only obtainable by
defeating the bosses of Neverland and by using some codes on Leanne's wardrobe.

All clothing (except for one story based item) is retained in a New Game +, and
there is an additional option if you're playing New Game +. Take a look at the
mirror in the lower left corner of Leanne's room at Sweet Home base and you can
press X to turn on the clothing option. This will display whatever clothing she
is dressed in when those scenes occur where she is shown in her default piggy
T-shirt.

If the requirement is Boutique Lily then all you need to do is start the
chapter and there will be new clothes at the boutique. For some clothes you
must complete the relevant mission for Miranda (who is always found standing to
the left just inside the shop). If you don't, then the shop closes and there is
a high charge to open it again. Yet more items can be found when you place
Energy Hexes on the various levels, and there are a few other special costumes
with unique requirements, such as buying the ARES voucher at the Arena.

You can only change clothes at Boutique Lily, Sweet Home (the wardrobe is to
the left of the main room), and inside the Hotel at Cranktown.

By the way, if you press START while looking at the Boutique's inventory you
will be given the option to change the order: by type or by name.

--------------------
2. LEANNE'S CLOTHING
--------------------

L E A N N E  -  A
-----------------------.-----.--------.----------------------------------------
COATS                  | CHP | PRICE  | REQUIREMENTS
-----------------------+-----+--------+----------------------------------------
(Vis) Skyline          |  -  |   -    | Default coat for Leanne
(Lily) Hannah-Anne     |  1  |   7200 | Boutique Lily
(Lily) Lyrical         |  1  |   7400 | Boutique Lily
(Vis) Orange           |  1  |   7800 | Boutique Lily
(Raz) Holiday          |  1  |   7800 | Boutique Lily
(Gilles) Sky           |  7  |   8500 | Boutique Lily
(Vis) Leaf             |  7  |   8500 | Boutique Lily
(Soleil) Vista         |  7  |   9100 | Boutique Lily
(Classique) Nero       |  7  |  12000 | Boutique Lily
(Classique) Berry      |  7  |  12000 | Boutique Lily
(Soleil) Savannah      |  9  |  14000 | Complete "Lady in the Red"
(Raz) Coracao          |  11 |  14000 | Complete "A Dyeing Request"
(Classique) Cocoa      |  11 |  15500 | Complete "A Dyeing Request"
(Vis) Party            |  13 |  18100 | Complete "The Forefront of Fashion"
(PARAGON) Quartz Hunter|  15 |  58000 | Complete "Winter Fashion Materials"
-----------------------.-----.--------.----------------------------------------
RIBBONS                | CHP | PRICE  | REQUIREMENTS
-----------------------+-----+--------+----------------------------------------
Leanne's Ribbon        |  -  |   -    | Default ribbon for Leanne
(Lily) Froggy          |  1  |    800 | Boutique Lily
(Lily) Ducky           |  -  |   -    | Find: Level 10
(Soleil) Beads         |  -  |   -    | Find: Level 2
(Raz) Emerald          |  -  |   -    | Find: Level 5
(Vis) Orient I         |  -  |   -    | Find: Level 6
(Vis) Orient II        |  -  |   -    | Find: Level 9
(Raz) Clay             |  -  |   -    | Find: Level 11
(Soleil) Apple         |  -  |   -    | Find: Level 1
(Raz) Tapestry         |  -  |   -    | Find: Level 12
(PARAGON) Quartz Hunter|  -  |   -    | Find: Neverland: Primary West Park
-----------------------.-----.--------.----------------------------------------
BOOTS                  | CHP | PRICE  | REQUIREMENTS
-----------------------+-----+--------+----------------------------------------
(Vis) Main             |  -  |   -    | Default boots for Leanne
(ARES) Steel           |  1  |   7500 | Boutique Lily
(Gilles) Run           |  -  |   -    | Find: Level 6
(Vis) Face             |  -  |   -    | Find: Level 11
(ARES) Valkyrie        |  -  |   -    | Find: Level 7
(ARES) Scholars        |  -  |   -    | Find: Level 9
(Soleil) Zebra         |  -  |   -    | Find: Level 3
(Soleil) Golem II      |  -  |   -    | Find: Level 1
(Raz) Veronique        |  -  |   -    | Find: Level 12
(PARAGON) Quartz Hunter|  -  |   -    | Find: Neverland Primary Central Park
-----------------------.-----.--------.----------------------------------------
GLOVES                 | CHP | PRICE  | REQUIREMENTS
-----------------------+-----+--------+----------------------------------------
(ARES) Light           |  1  |   3000 | Boutique Lily
(SYS) Viola            |  -  |   -    | Find: Level 4
(LaFleur) Tree         |  -  |   -    | Find: Level 7
(Soleil) Golem I       |  -  |   -    | Find: Level 6
(ARES) Guardia         |  -  |   -    | Find: Level 8
(Vis) Leanne           |  -  |   -    | Find: Level 2
(Soleil) Touch         |  -  |   -    | Find: Level 10
(LaFleur) Snow         |  -  |   -    | Find: Level 1
(PARAGON) Quartz Hunter|  -  |   -    | Find: Neverland Primary East Park
_______________________|_____|________|________________________________________


L E A N N E  -  B
-----------------------.-----.--------.----------------------------------------
SHIRT                  | CHP | PRICE  | REQUIREMENTS
-----------------------+-----+--------+----------------------------------------
(Vis) Leanne's Shirt   |  -  |   -    | Default shirt for Leanne
(Vis) Saffron          |  3  |   2800 | Complete chapter 3 story mission
(Vis) Onyx             |  3  |   2800 | Complete chapter 3 story mission
(Vis) Bordeaux         |  3  |   2800 | Complete chapter 3 story mission
(Soleil) Border        |  7  |   2800 | Boutique Lily
(Soleil) Stardust      |  7  |   2800 | Boutique Lily
(Lily) Blossom         |  7  |   2800 | Boutique Lily
(Soleil) Love          |  7  |   3000 | Boutique Lily
(Victory) Lassie Doo   |  7  |   3000 | Boutique Lily
(Classique) Giappone   |  7  |   3000 | Boutique Lily
(SYS) Aerial III       |  7  |   3000 | Boutique Lily
(SYS) Marine III       |  7  |   3000 | Boutique Lily
(Vis) Veil             |  7  |   3000 | Boutique Lily
(Raz) Rainy            |  7  |   3000 | Boutique Lily
ND3-RBL                |  7  |   3000 | Boutique Lily
YUTOONZT-F             |  7  |   3000 | Boutique Lily
feebeeT-01             |  7  |   3000 | Boutique Lily
TokyoAlice04           |  7  |   3000 | Boutique Lily
TokyoAlice05           |  7  |   3000 | Boutique Lily
TokyoAlice06           |  7  |   3000 | Boutique Lily
(SEGA) Triangle        |  7  |   3000 | Boutique Lily
(SEGA) Run & Run       |  7  |   3000 | Boutique Lily
(SEGA) Leanne          |  7  |   3000 | Boutique Lily
(Victory) Fate         |  7  |   3000 | Boutique Lily
(Victory) Resonance    |  7  |   3000 | Boutique Lily
(Victory) Truth        |  7  |   3000 | Boutique Lily
(Lily) Witch           |  9  |   4200 | Boutique Lily
(Lily) Treasure        |  9  |   5100 | Boutique Lily
(Gilles) Flower        |  9  |   5100 | Boutique Lily
(Victory) Pater        |  10 |   -    | Complete ""Pater's Message" mission
(PARAGON) Boy          |  11 |   6500 | Complete "A Dyeing Request"
(PARAGON) Girl         |  11 |   6500 | Complete "A Dyeing Request"
(PARAGON) Equalizer    |  11 |   6500 | Complete "A Dyeing Request"
(LaFleur) Lame'        |  13 |   7400 | Complete "The Forefront of Fashion"
(Vis) Skin You're In   |  13 |   8500 | Complete "The Forefront of Fashion"
(Victory) Buddies      |  13 |   9200 | Complete "The Forefront of Fashion"
(Lily) Wanted          |  13 |   9200 | Complete "The Forefront of Fashion"
(PARAGON) Naked        |  -  |   -    | Reward for covering all hexes on map
                       |     |        | (Find in mailbox outside Sweet Home)
-----------------------+-----+--------+----------------------------------------
Club Famitsu Tee       |  -  |   -    | Enter code in Leanne's closet
Gamaga Skirt           |  -  |   -    | Enter code in Leanne's closet
8-BIT GIRL             |  -  |   -    | Enter code in Leanne's closet
Hirakou                |  -  |   -    | Enter code in Leanne's closet
Krrrryggh              |  -  |   -    | Enter code in Leanne's closet
(ARES) Camouflage      |  -  |   -    | Redeem the voucher from the Arena
-----------------------.-----.--------.----------------------------------------
SKIRT                  | CHP | PRICE  | REQUIREMENTS
-----------------------+-----+--------+----------------------------------------
(Vis) Mine             |  -  |   -    | Default B Skirt for Leanne
(Vis) Rosso            |  -  |   -    | Find: Level 11
(Lily) Franc           |  -  |   -    | Find: Level 12
(Soleil) Ink           |  -  |   -    | Find: Level 12
(Lily) Coral           |  7  |   9800 | Boutique Lily
(Lily) Soft            |  15 |  49800 | Complete "Winter Fashion Materials
(Vis) Jade             |  7  |   9800 | Boutique Lily
(Soleil) Conch         |  15 | 148000 | Complete "Winter Fashion Materials
(Gilles) Girl          |  7  | 198000 | Boutique Lily
(PARAGON) Naked II     |  -  |   -    | Reward for covering all hexes on map
                       |     |        | (Find in mailbox outside Sweet Home)
-----------------------.-----.--------.----------------------------------------
BOOTS                  | CHP | PRICE  | REQUIREMENTS
-----------------------+-----+--------+----------------------------------------
(Vis) Newt             |  -  |   -    | Default B Boots for Leanne
(Gilles) BMG           |  -  |   -    | Find: Level 10
(Soleil) Shine         |  -  |   -    | Find: Level 8
(Raz) Smoothie         |  -  |   -    | Find: Level 7
(Vis) Pop              |  7  |   5600 | Boutique Lily
-----------------------.-----.--------.----------------------------------------
GLOVES                 | CHP | PRICE  | REQUIREMENTS
-----------------------+-----+--------+----------------------------------------
(Raz) Sylphid          |  -  |   -    | Find: Level 7
(Vis) Blanc            |  -  |   -    | Find: Level 9
(Soleil) Wink          |  -  |   -    | Find: Level 11
(Soleil) Heart         |  7  |   2800 | Boutique Lily
_______________________|_____|________|________________________________________



L E A N N E - A / B
-----------------------.-----.--------.----------------------------------------
HAIRBANDS              | CHP | PRICE  | REQUIREMENTS
-----------------------+-----+--------+----------------------------------------
(Vis) Jewel            |  -  |   -    | Default A Hairband for Leanne
(Vis) Pomme            |  -  |   -    | Find: Level 6
(Lily) Fleur           |  -  |   -    | Find: Level 3
(Soleil) Erlo          |  -  |   -    | Find: Level 12
(Vis) Platy            |  -  |   -    | Find: Level 5
Cat-Kit: Black         |  -  |   -    | Find: Level 2
Cat-Kit: Tricolor      |  -  |   -    | Find: Level 9
Cat-Kit: Leopard       |  -  |   -    | Find: Level 10
Cat-Kit: White         |  -  |   -    | Find: Level 1
Cat-Kit: Tiger         |  -  |   -    | Find: Level 7
Hairband: Bee Eff Eff  |  -  |   -    | Find: under Leanne's bed after chap 3
Maid Cap:Innocent      |  -  |   -    | Find: Level 5
Maid Cap Intoxicating  |  -  |   -    | Find: Level 1
Maid Cap Immaculate    |  7  |   4500 | Boutique Lily
(PARAGON) Quartz Hunter|  -  |   -    | Find: Neverland Secondary Gate: Rm 3
-----------------------.-----.--------.----------------------------------------
HOLSTERS               | CHP | PRICE  | REQUIREMENTS
-----------------------+-----+--------+----------------------------------------
(ARES) Classico        |  -  |   -    | Default A Holster for Leanne
(ARES) Wing            |  1  |   3700 | Boutique Lily
(Raz) Core             |  -  |   -    | Find: Level 4
(Soleil) Blood         |  -  |   -    | Find: Level 7
(ARES) Flight          |  -  |   -    | Find: Level 10
-----------------------.-----.--------.----------------------------------------
HAIRDYES               | CHP | PRICE  | REQUIREMENTS
-----------------------+-----+--------+----------------------------------------
Spray-In: Black        |  -  |   -    | Find: Level 1
Spray-In: Olive        |  -  |   -    | Find: Level 10
Spray-In Rose          |  -  |   -    | Find: Level 12
Spray-In Silver        |  -  |   -    | Find: Level 11
-----------------------.-----.--------.----------------------------------------
COLORED LENSES         | CHP | PRICE  | REQUIREMENTS
-----------------------+-----+--------+----------------------------------------
Color Lens (R) Amber   |  -  |   -    | Find: Level 4
Color Lens (L) Amber   |  -  |   -    | Find: Level 4
Color Lens (R) Green   |  -  |   -    | Find: Level 8
Color Lens (L) Green   |  -  |   -    | Find: Level 8
Color Lens (R) Gold    |  -  |   -    | Find: Level 6
Color Lens (L) Gold    |  -  |   -    | Find: Level 6
Color Lens (R) Purple  |  -  |   -    | Find: Level 2
Color Lens (L) Purple  |  -  |   -    | Find: Level 2
-----------------------.-----.--------.----------------------------------------
GLASSES                | CHP | PRICE  | REQUIREMENTS
-----------------------+-----+--------+----------------------------------------
(Vis) Ciel             |  1  |   2600 | Boutique Lily
(Vis) Limpide          |  1  |   2100 | Boutique Lily
(Lily) Rose            |  7  |   4100 | Boutique Lily
(Vis) Soleil           |  -  |   -    | Find: Level 3
(Raz) Aqua             |  -  |   -    | Find: Level 12
(Vis) Soleil           |  -  |   -    | Find: Level 3
(Raz) Vent             |  -  |   -    | Find: Level 6
(Lily) Songe           |  -  |   -    | Find: Level 3
(Soleil) Naranja       |  -  |   -    | Find: Level 1
(Soleil) Vino          |  -  |   -    | Find: Level 10
(PARAGON) Quartz Hunter|  -  |   -    | Find: Neverland Secondary Gate: Rm 3
_______________________|_____|________|________________________________________


L E A N N E  -  C
-----------------------.-----.--------.----------------------------------------
COSTUME                | CHP | PRICE  | REQUIREMENTS
-----------------------+-----+--------+----------------------------------------
Reindeer               |  16 |   -    | Defeat Pater: Secondary Gate, Neverland
Panda                  |  16 |   -    | Defeat Rebecca: Neverland
Piggy                  |  16 |   -    | Defeat Sullivan: Neverland
Politan Suit           |  16 |   -    | Obtain Reindeer Set from Neverland and
                       |     |        | enter code in Leanne's closet
_______________________|_____|________|________________________________________



----------------------
3. VASHYRON'S CLOTHING
----------------------

V A S H Y R O N  -  A
-----------------------.-----.--------.----------------------------------------
JACKET                 | CHP | PRICE  | REQUIREMENTS
-----------------------+-----+--------+----------------------------------------
(Night) Base           |  -  |   -    | Default A Jacket for Vashyron
(Ran-Jin) Standard     |  1  |   6800 | Boutique Lily
(Night) Rider          |  1  |   7000 | Boutique Lily
(Night) Chained        |  3  |   8500 | Boutique Lily
(Ran-Jin) Camel        |  5  |   9100 | Complete "More Merchandise!" mission
(Lily) Candy           |  7  |  11000 | Boutique Lily
(Night) Croc           |  6  |  13000 | Complete "Fashion is Art!" mission
(Classique) Mont Blanc |  7  |  18000 | Boutique Lily
(Classique) Gateau     |  15 |  24000 | Complete "Winter Fashion Materials"
(Ran-Jin) Gift         |  15 |  26000 | Complete "Winter Fashion Materials"
PARAGON) Sexual Hunter |  15 |  58000 | Complete "Winter Fashion Materials"
-----------------------.-----.--------.----------------------------------------
SHIRT                  | CHP | PRICE  | REQUIREMENTS
-----------------------+-----+--------+----------------------------------------
(Night) Powder         |  -  |   -    | Default A Shirt for Vashyron
(Night) Envy           |  1  |   3200 | Boutique Lily
(Night) Target         |  1  |   4300 | Boutique Lily
(Lily) Perfume         |  1  |   5100 | Boutique Lily
(Lily) Poison          |  1  |   5900 | Boutique Lily
(Ran-Jin) Rico         |  1  |   6700 | Boutique Lily
(Night) Ivy            |  5  |   7200 | Complete "More Merchandise!" mission
(Barbarella) Nude      |  5  |   8800 | Complete "More Merchandise!" mission
(Night) Ouroboros      |  6  |   9300 | Complete "Fashion is Art!" mission
(Ran-Jun) Blend        |  15 |  13000 | Complete "Winter Fashion Materials"
(PARAGON) Sexual Hunter|  15 |  21000 | Complete "Winter Fashion Materials"
-----------------------.-----.--------.----------------------------------------
PANTS                  | CHP | PRICE  | REQUIREMENTS
-----------------------+-----+--------+----------------------------------------
(Night) Leg            |  -  |   -    | Default Pants for Vashyron
(Ran-Jin) Cool         |  1  |   7000 | Boutique Lily
(Gilles) Roots: White  |  1  |   7900 | Boutique Lily
(ARES) String          |  7  |   8600 | Boutique Lily
(Night) Karma          |  6  |   9800 | Complete "Fashion is Art!" mission
(Gilles) Roots: Black  |  7  |   9800 | Boutique Lily
(SYS) Clear            |  9  |  10000 | Complete "Lady in the Red"
(Ran-Jun) Drunk        |  15 |  11000 | Complete "Winter Fashion Materials"
(Barbarella) Panty     |  13 |  17000 | Complete "The Forefront of Fashion"
(PARAGON) Sexual Hunter|  15 |  61000 | Complete "Winter Fashion Materials"
-----------------------.-----.--------.----------------------------------------
BOOTS                  | CHP | PRICE  | REQUIREMENTS
-----------------------+-----+--------+----------------------------------------
(Night) Land           |  -  |   -    | Default Boots for Vashyron
(Gilles) Stone         |  1  |   5900 | Boutique Lily
(Ran-Jin) John Bull    |  1  |   6200 | Boutique Lily
(Ran-Jin) Uncle Sam    |  1  |   6200 | Boutique Lily
(Gilles) Grass         |  1  |   7800 | Boutique Lily
(Night) Diablo         |  6  |   9600 | Complete "Fashion is Art!" mission
(ARES) Water II        |  8  |   9600 | Complete "Cleaned Out by Creativity"
(Victory) Ring         |  8  |  12000 | Complete "Cleaned Out by Creativity"
(Night) Falling        |  15 |  15000 | Complete "Winter Fashion Materials"
(PARAGON) Sexual Hunter|  15 |  48000 | Complete "Winter Fashion Materials"
_______________________|_____|________|________________________________________


V A S H Y R O N  -  B
-----------------------.-----.--------.----------------------------------------
SHIRT                  | CHP | PRICE  | REQUIREMENTS
-----------------------+-----+--------+----------------------------------------
(Night) Tiger          |  -  |   -    | Default Shirt for Vashyron
(Lily) Charm           |  3  |   3000 | Complete chapter 3 story mission
(Lily) Fellow          |  3  |   3000 | Complete chapter 3 story mission
(Lily) Nuance          |  3  |   3000 | Complete chapter 3 story mission
(Classique) Giappone   |  5  |   3000 | Complete "The Broken Sewing Machine"
(ARES) Gun             |  5  |   3000 | Complete "The Broken Sewing Machine"
(SYS) Aerial II        |  7  |   3000 | Boutique Lily
(SYS) Marine II        |  7  |   3000 | Boutique Lily
(Night) Mono           |  7  |   3000 | Boutique Lily
(Night) Escort         |  7  |   3000 | Boutique Lily
ND3-VCH                |  5  |   3000 | Complete "The Broken Sewing Machine"
YUTOONZ-Shirt          |  5  |   3000 | Complete "The Broken Sewing Machine"
feebee-T-03            |  5  |   3000 | Complete "The Broken Sewing Machine"
TokyoAlice02           |  5  |   3000 | Complete "The Broken Sewing Machine"
TokyoAlice03           |  5  |   3000 | Complete "The Broken Sewing Machine"
(SEGA) Triangle        |  5  |   3000 | Complete "The Broken Sewing Machine"
(SEGA) Run & Run       |  5  |   3000 | Complete "The Broken Sewing Machine"
(SEGA) Vashyron        |  5  |   3000 | Complete "The Broken Sewing Machine"
(Victory) Fate         |  5  |   3000 | Complete "The Broken Sewing Machine"
(Victory) Angels       |  5  |   3000 | Complete "The Broken Sewing Machine"
(Victory) Riddle       |  5  |   3000 | Complete "The Broken Sewing Machine"
(LaFleur) Cork         |  5  |   3500 | Complete "More Merchandise!" mission
(Gilles) Green         |  5  |   3500 | Complete "More Merchandise!" mission
(Night) Fairy          |  6  |   4200 | Complete "Fashion is Art!" mission
(Ran-Jin) Hex          |  8  |   5300 | Complete "Cleaned Out by Creativity"
(Lily) Death           |  8  |   5300 | Complete "Cleaned Out by Creativity"
(Ran-Jin) Lock         |  8  |   5300 | Complete "Cleaned Out by Creativity"
(PARAGON) Boy          |  9  |   7200 | Complete "Lady in the Red"
(PARAGON) Girl         |  9  |   7200 | Complete "Lady in the Red"
(PARAGON) Equalizer    |  9  |   7200 | Complete "Lady in the Red"
(Night) Heavy          |  13 |   8000 | Complete "The Forefront of Fashion"
(LaFleur) Lame'        |  13 |   8000 | Complete "The Forefront of Fashion"
(Victory) Beefy        |  13 |  12000 | Complete "The Forefront of Fashion"
(Lily) Wanted          |  13 |  12000 | Complete "The Forefront of Fashion"
(Gilles) Freedom       |  15 |  14000 | Complete "Winter Fashion Materials"
(Ran-Jin) Skin-on-Skin |  15 |  18500 | Complete "Winter Fashion Materials"
(PARAGON) Naked        |  -  |   -    | Reward for clearing all hexes
-----------------------+-----+--------+----------------------------------------
Club Famitsu Tee       |  -  |   -    | Use code at Leanne's closet
Gamaga Shirt           |  -  |   -    | Use code at Leanne's closet
8-BIT GIRL             |  -  |   -    | Use code at Leanne's closet
Hirakou                |  -  |   -    | Use code at Leanne's closet
(ARES) Camouflage      |  -  |   -    | Redeem ARES Voucher (from Arena)
-----------------------.-----.--------.----------------------------------------
PANTS                  | CHP | PRICE  | REQUIREMENTS
-----------------------+-----+--------+----------------------------------------
(Night) Sheets         |  -  |   -    | Default B Pants for Vashyron
(Gilles) Hunter        |  7  |   6700 | Boutique Lily
(Gilles) Tender        |  7  |   6700 | Boutique Lily
(Ran-Jin) Cotton       |  7  |   6700 | Boutique Lily
(Night) Barrel         |  7  |   6700 | Boutique Lily
(PARAGON) Naked II     |  -  |   -    | Reward for clearing all hexes
-----------------------.-----.--------.----------------------------------------
BOOTS                  | CHP | PRICE  | REQUIREMENTS
-----------------------+-----+--------+----------------------------------------
(Night) Grand          |  -  |   -    | Default B Boots for Vashyron
(Gilles) Chou          |  7  |   4600 | Boutique Lily
(Gilles) Nuts          |  7  |   5800 | Boutique Lily
(Ran-Jin) Campus       |  -  |   -    | Find: Level 9
(Lily) Bloom           |  -  |   -    | Find: Level 10
-----------------------.-----.--------.----------------------------------------
GLOVES                 | CHP | PRICE  | REQUIREMENTS
-----------------------+-----+--------+----------------------------------------
(Ran-Jin) Everafter    |  7  |   3100 | Boutique Lily
(SYS) Masterpiece      |  -  |   -    | Find: Level 8
(ARES) Cream           |  -  |   -    | Find: Level 10
(Night) Driver         |  -  |   -    | Find: Level 7
_______________________|_____|________|________________________________________


V A S H Y R O N  - A / B
-----------------------.-----.--------.----------------------------------------
HOLSTERS               | CHP | PRICE  | REQUIREMENTS
-----------------------+-----+--------+----------------------------------------
(Night) Column         |  -  |   -    | Default A Holster for Vashyron
(SYS) Treasure         |  1  |   4600 | Boutique Lily
(ARES) Wizard          |  -  |   -    | Find: Level 4
(Ran-Jin) Shuteye      |  -  |   -    | Find: Level 11
(ARES) Fruit           |  -  |   -    | Find: Level 9
-----------------------.-----.--------.----------------------------------------
HAIRDYES               | CHP | PRICE  | REQUIREMENTS
-----------------------+-----+--------+----------------------------------------
Spray-In: Black        |  1  |   2500 | Boutique Lily
Spray-In: Olive        |  -  |   -    | Find: Level 6
Spray-In: Rose         |  -  |   -    | Find: Level 2
Spray-In Silver        |  -  |   -    | Find: Level 10
-----------------------.-----.--------.----------------------------------------
COLORED LENSES         | CHP | PRICE  | REQUIREMENTS
-----------------------+-----+--------+----------------------------------------
Color Lens (R): Amber  |  3  |   3800 | Boutique Lily
Color Lens (L): Amber  |  3  |   3800 | Boutique Lily
Color Lens (R): Green  |  -  |   -    | Find: Level 5
Color Lens (L): Green  |  -  |   -    | Find: Level 5
Color Lens (R): Gold   |  -  |   -    | Find: Level 1
Color Lens (L): Gold   |  -  |   -    | Find: Level 1
Color Lens (R): Purple |  -  |   -    | Find: Level 12
Color Lens (L): Purple |  -  |   -    | Find: Level 12
-----------------------.-----.--------.----------------------------------------
GLASSES                | CHP | PRICE  | REQUIREMENTS
-----------------------+-----+--------+----------------------------------------
(Classique) Glass      |  1  |   3500 | Boutique Lily
(Ran-Jin) Boss         |  -  |   -    | Find: Level 9
(Lily) Marshmallow     |  -  |   -    | Find: Level 7
(Night) Jude           |  -  |   -    | Find: Level 11
(PARAGON) Sexual Hunter|  -  |   -    | Find: Neverland Tertiary West Park
(ARES) Scholars        |  -  |   -    | Find: Level
(Night) Two-Tone       |  -  |   -    | Find: Level 12
(Ran-Jin) Wood         |  -  |   -    | Find: Level 5
(Night) Marble         |  -  |   -    | Find: Level 8
(Ran-Jin) Boss mk.II   |  -  |   -    | Find: Level 9
_______________________|_____|________|________________________________________


V A S H Y R O N  -  C
-----------------------.-----.--------.----------------------------------------
COSTUME                | CHP | PRICE  | REQUIREMENTS
-----------------------+-----+--------+----------------------------------------
Reindeer               |  16 |   -    | Defeat Pater: Secondary Gate, Neverland
Panda                  |  16 |   -    | Defeat Rebecca: Neverland
Piggy                  |  16 |   -    | Defeat Sullivan: Neverland
Politan Suit           |  16 |   -    | Obtain Reindeer Set from Neverland and
                       |     |        | enter code in Leanne's closet
_______________________|_____|________|________________________________________



--------------------
4. ZEPHYR'S CLOTHING
--------------------

Z E P H Y R  -  A
-----------------------.-----.--------.----------------------------------------
JACKETS                | CHP | PRICE  | REQUIREMENTS
-----------------------+-----+--------+----------------------------------------
(Luvino) Rondo         |  -  |   -    | Default A Jacket for Zephyr
(Luvino) Ivory         |  -  |   -    | Default A Jacket for Zephyr
(Classique) Cartier    |  1  |   6700 | Boutique Lily
(Classique) Bosco      |  1  |   7200 | Boutique Lily
(LaFleur) Roseo        |  3  |   8600 | Boutique Lily
(Luvino) Chocolat      |  4  |   9800 | Complete "The Broken Sewing Machine"
(Luvino) Ocean         |  7  |   9100 | Boutique Lily
(Luvino) Violet        |  11 |   9500 | Complete "A Dyeing Request"
(Luvino) Black         |  11 |  13000 | Complete "A Dyeing Request"
(Luvino) Limone        |  11 |  18000 | Complete "A Dyeing Request"
(PARAGON) Ruby Hunter  |  15 |  34000 | Complete "Winter Fashion Materials"
-----------------------.-----.--------.----------------------------------------
SHIRTS                 | CHP | PRICE  | REQUIREMENTS
-----------------------+-----+--------+----------------------------------------
(SYS) Normal           |  -  |   -    | Default A Shirt for Zephyr
(Lily) Red on White    |  -  |   -    | Default A Shirt for Zephyr
(Lily) Floral          |  1  |   2400 | Boutique Lily
(SYS) Black            |  1  |   3900 | Boutique Lily
(Lily) Sky Blue        |  1  |   4500 | Boutique Lily
(Lily) Shining Dots    |  1  |   5300 | Boutique Lily
(Lily) Sparkling Dots  |  1  |   5800 | Boutique Lily
(SYS) White            |  4  |   6400 | Complete "The Broken Sewing Machine"
(SYS) Ash              |  4  |   6400 | Complete "The Broken Sewing Machine"
(Lily) Sunbeam         |  11 |   7800 | Complete "A Dyeing Request"
(PARAGON) Ruby Hunter  |  15 |  16800 | Complete "Winter Fashion Materials"
-----------------------.-----.--------.----------------------------------------
PANTS                  | CHP | PRICE  | REQUIREMENTS
-----------------------+-----+--------+----------------------------------------
(Luvino) Many          |  -  |   -    | Default A Pants for Zephyr
(ARES) Moss            |  -  |   -    | Default A Pants for Zephyr
(ARES) Black           |  1  |   7100 | Boutique Lily
(Luvino) Matte Leather |  1  |   8900 | Boutique Lily
(Gilles) Pearl         |  4  |   9300 | Complete "The Broken Sewing Machine"
(Luvino) Velour        |  7  |   9950 | Boutique Lily
(SYS) Mesh             |  8  |  12000 | Complete "Cleaned Out by Creativity"
Jean Paulet's Sylph    |  15 |  14000 | Complete "Winter Fashion Materials"
The Ninja              |  9  |  21000 | Complete "Lady in the Red"
(PARAGON) Ruby Hunter  |  15 |  35000 | Complete "Winter Fashion Materials"
-----------------------.-----.--------.----------------------------------------
BOOTS                  | CHP | PRICE  | REQUIREMENTS
-----------------------+-----+--------+----------------------------------------
(Luvino) One           |  -  |   -    " Default A Boots for Zephyr
(Luvino) Silver        |  -  |   -    " Default A Boots for Zephyr
(Luvino) Eel           |  1  |   7300 | Boutique Lily
(Gilles) Natural       |  1  |   8100 | Boutique Lily
(ARES) Metal           |  1  |   9300 | Boutique Lily
(ARES) Fullmetal       |  4  |  16000 | Complete "The Broken Sewing Machine"
The Tabi               |  9  |  23000 | Complete "Lady in the Red"
(PARAGON) Ruby Hunter  |  15 |  32000 | Complete "Winter Fashion Materials"
Jean Paulet's Gnome    |  15 |  28000 | Complete "Winter Fashion Materials"
Jean Paulet's Undine   |  15 |  28000 | Complete "Winter Fashion Materials"
(PARAGON) Ruby Hunter  |  15 |  35000 | Complete "Winter Fashion Materials"
_______________________|_____|________|________________________________________


Z E P H Y R  -  B
-----------------------.-----.--------.----------------------------------------
SHIRT                  | CHP | PRICE  | REQUIREMENTS
-----------------------+-----+--------+----------------------------------------
(SYS) Basic            |  3  |   2800 | Complete chapter 3 story mission
(SYS) Gear             |  3  |   2800 | Complete chapter 3 story mission
(SYS) Neutral          |  3  |   2800 | Complete chapter 3 story mission
ND3-ZPH                |  3  |   3000 | Complete chapter 3 story mission
YUTOONZT-M             |  3  |   3000 | Complete chapter 3 story mission
feebeeT-02             |  3  |   3000 | Complete chapter 3 story mission
TokyoAlice01           |  3  |   3000 | Complete chapter 3 story mission
(SEGA) Triangle        |  3  |   3000 | Complete chapter 3 story mission
(SEGA) Run & Run       |  3  |   3000 | Complete chapter 3 story mission
(SEGA) Zephyr          |  3  |   3000 | Complete chapter 3 story mission
(Victory) Fate         |  3  |   3000 | Complete chapter 3 story mission
(Victory) Basel        |  3  |   3000 | Complete chapter 3 story mission
(Victory) Memory       |  3  |   3000 | Complete chapter 3 story mission
(Gilles) Lunch         |  4  |   3000 | Complete "The Broken Sewing Machine"
(Luvino) Fit           |  5  |   3000 | Complete "The Broken Sewing Machine"
(Lily) Madonna         |  5  |   3000 | Complete "The Broken Sewing Machine"
(Gilles) Player        |  5  |   3000 | Complete "The Broken Sewing Machine"
(LaFleur) Four         |  5  |   3000 | Complete "More Merchandise!" mission
(Lily) Formal          |  5  |   3000 | Complete "More Merchandise!" mission
(Ran-Jin) Hex          |  5  |   3000 | Complete "More Merchandise!" mission
(Lily) Pumpkin         |  8  |   4200 | Complete "Cleaned Out by Creativity"
(Gilles) Dental        |  8  |   4200 | Complete "Cleaned Out by Creativity"
(PARAGON) Boy          |  8  |   6800 | Complete "Cleaned Out by Creativity"
(PARAGON) Girl         |  8  |   6800 | Complete "Cleaned Out by Creativity"
(PARAGON) Equalizer    |  8  |   6800 | Complete "Cleaned Out by Creativity"
(Victory) Love Me      |  9  |   7500 | Complete "Lady in the Red"
(LaFleur) Lame         |  13 |   7800 | Complete "The Forefront of Fashion"
(Luvino) Skin          |  13 |  12500 | Complete "The Forefront of Fashion"
(Lily) Wanted          |  13 |  14000 | Complete "The Forefront of Fashion"
(Lily) Sweet           |  13 |   8900 | Complete "The Forefront of Fashion"
Jean Paulet's Passion  |  15 |  17000 | Complete "Winter Fashion Materials"
(PARAGON) Naked        |  -  |   -    | Reward for clearing all hexes
-----------------------+-----+--------+----------------------------------------
Club Famitsu Tee       |  -  |   -    | Use code at Leanne's closet
Gamaga Shirt           |  -  |   -    | Use code at Leanne's closet
8-BIT GIRL             |  -  |   -    | Use code at Leanne's closet
Hirakou                |  -  |   -    | Use code at Leanne's closet
(ARES) Camouflage      |  -  |   -    | Redeem ARES Voucher (from Arena)
-----------------------.-----.--------.----------------------------------------
PANTS                  | CHP | PRICE  | REQUIREMENTS
-----------------------+-----+--------+----------------------------------------
(Luvino) Crash         |  -  |   -    | Default B Pants for Zephyr
(Gilles) Indigo        |  3  |   5600 | Complete chapter 3 story mission
(Gilles) Black         |  3  |   6800 | Complete chapter 3 story mission
(Gilles) White         |  8  |   8900 | Complete "Cleaned Out by Creativity"
(Gilles) Snake         |  15 |   9800 | Complete "Winter Fashion Materials"
(PARAGON) Naked II     |  -  |   -    | Reward for clearing all hexes
-----------------------.-----.--------.----------------------------------------
BOOTS                  | CHP | PRICE  | REQUIREMENTS
-----------------------+-----+--------+----------------------------------------
(Gilles) Every         |  -  |    -   | Default B Boots for Zephyr
(Gilles) Rainbow       |  3  |   4800 | Complete chapter 3 story mission
(Gilles) Denim         |  7  |   5600 | Boutique Lily
(Lily) Bitter          |  8  |   6400 | Complete "Cleaned Out by Creativity"
Lily) Sweet            |  13 |   8900 | Complete "The Forefront of Fashion"
-----------------------.-----.--------.----------------------------------------
GLOVES                 | CHP | PRICE  | REQUIREMENTS
-----------------------+-----+--------+----------------------------------------
(SYS) Piano            |  3  |   3800 | Complete chapter 3 story mission
(ARES) Sureshot        |  -  |   -    | Find: Level 9
Jean Paulet's Godhand  |  -  |   -    | Find: Level 8
The Gauntlets          |  -  |   -    | Find: Level 12
_______________________|_____|________|________________________________________


Z E P H Y R  -  A / B
-----------------------.-----.--------.----------------------------------------
HOLSTERS               | CHP | PRICE  | REQUIREMENTS
-----------------------+-----+--------+----------------------------------------
(ARES) Must            |  -  |   -    | Default Holster for Zephyr
(ARES) Hail the Chief  |  -  |   -    | Default Holster for Zephyr
(ARES) Standard Issue  |  1  |   4500 | Boutique Lily
(Luvino) Dark          |  -  |   -    | Find: Level 1
(ARES) Scissorbelt     |  -  |   -    | Find: Level 10
-----------------------.-----.--------.----------------------------------------
HAIRDYES               | CHP | PRICE  | REQUIREMENTS
-----------------------+-----+--------+----------------------------------------
Spray-In: Black        |  3  |   2500 | Boutique Lily
Spray-In: Olive        |  -  |   -    | Find: Level
Spray-In: Rose         |  -  |   -    | Find: Level
Spray-In Silver        |  -  |   -    | Find: Level
-----------------------.-----.--------.----------------------------------------
COLORED LENSES         | CHP | PRICE  | REQUIREMENTS
-----------------------+-----+--------+----------------------------------------
Color Lens (R): Amber  |  3  |   3800 | Boutique Lily
Color Lens (L): Amber  |  3  |   3800 | Boutique Lily
Color Lens (R): Green  |  -  |   -    | Find: Level
Color Lens (L): Green  |  -  |   -    | Find: Level
Color Lens (R): Gold   |  -  |   -    | Find: Level
Color Lens (L): Gold   |  -  |   -    | Find: Level
Color Lens (R): Purple |  -  |   -    | Find: Level
Color Lens (L): Purple |  -  |   -    | Find: Level
-----------------------.-----.--------.----------------------------------------
GLASSES                | CHP | PRICE  | REQUIREMENTS
-----------------------+-----+--------+----------------------------------------
(Luvino) Boss          |  1  |   5800 | Boutique Lily
(Lily) Ange            |  -  |   -    | Find: Level 5
(LaFleur) Luvino       |  -  |   -    | Find: Level 1
(ARES) Air             |  -  |   -    | Find: Level 11
(PARAGON) Ruby Hunter  |  -  |   -    | Find: Neverland Primary West Park
(Luvino) Clear         |  -  |   -    | Default Glasses for Zephyr
(Luvino) Silver        |  -  |   -    | Find: Level 4
(Lily) Pinky           |  -  |   -    | Find: Level 8
(LaFleur) Chic         |  -  |   -    | Find: Level 12
(Luvino) Cherry        |  -  |   -    | Find: Level 11
_______________________|_____|________|________________________________________


Z E P H Y R  -  C
-----------------------.-----.--------.----------------------------------------
COSTUME                | CHP | PRICE  | REQUIREMENTS
-----------------------+-----+--------+----------------------------------------
Reindeer               |  16 |   -    | Defeat Pater: Secondary Gate, Neverland
Panda                  |  16 |   -    | Defeat Rebecca: Neverland
Piggy                  |  16 |   -    | Defeat Sullivan: Neverland
Politan Suit           |  16 |   -    | Obtain Reindeer Set from Neverland and
                       |     |        | enter code in Leanne's closet
_______________________|_____|________|________________________________________



------------------
5. SPECIAL CLOTHES
------------------
1. Search Under Bed
At any point after completing the story mission in Chapter 3, search under
Leanne's bed to find the Bee Eff Eff Hairband. Note that this is a random event
so if you don't find it the first time just try again at some later point.


2. Input Codes
First available during, and at any time after, Chapter 7. Go to Leanne's
clothes cupboard in the top left corner of her room (using Leanne: press L1 or
R1 to change characters) and press X to "Examine" it. Leanne will start to talk
saying: "Hmm, I think that outfit is in here...". With that message on screen
begin pressing the button sequence for an outfit. When you've completed the
sequence press X again, and she'll find the collection. Each set of clothes has
one piece for all three, apart from the one special shirt for Leanne only.

8-BIT GIRL x3 (B Shirt)
Up, Up, Down, Down, Left, Right, Left, Right, Triangle, Square

Club Famitsu Tee x3 (B Shirt)
Triangle, Triangle, Up, Up, Square, Square, Left, Left, L1, R1

Gemaga Shirt x3 (B Shirt)
R2, L2, L1, R1, Triangle, Triangle, Triangle, Square, Square, Up

Hirakou x3 (B Shirt)
Square, Triangle, L1, L1, R1, R1, L3, L3, Up, Down

Krrrryggh x1 (L) (B Shirt)
R2, R1, R3, L3, L1, L2, Right, Left, Square, Triangle

Politan Suit (Medium) x1 (Z), (Small) x1 (L), (Large) x1 (V) (C Costume)
(First of all you must obtain the Reindeer Suit from Neverland by defeating the
boss of the Secondary Gate.)
R3, R3, R3, Right, Left, Triangle, Square, L2, R2, L1


3. Clear all Hexes on the World Map
After completing the world map (and that means you must have obtained both
Black Energy hexes and placed those as well), return to Sweet Home and examine
the mailbox. You'll receive the NAKED clothing for everyone. (You can do this
in your first game if you leave the Basilica when you've obtained both black
hexes from two boss fights.)


4. Arena Clothing
Buy the ARES Voucher for each character (costs 400 Gold, 100 Silver and 25
Copper Coins) at the Arena Exchange. Take these to the Boutique Lily on Razzle
Street, Ebel City and you'll receive the Camouflage clothing.


5. C  Costumes
To obtain these costumes you must access Neverland (using the two Black Hexes
from bosses inside the Basilica in Chapter 16). Defeat the boss at the
Secondary Gate, Neverland for the Reindeer set, and then the final two bosses
inside the Gate of Heaven for the Panda and Piggy sets.


6. Paragon:  Red, Blue and Yellow clothing
Quartz Hunter (Leanne)
Coat - Complete Winter Fashion Materials quest and buy
Ribbon - Neverland Primary West Park
Boots - Neverland primary Central Park
Gloves - Neverland Primary East Park
Hairband - Neverland Secondary Gate
Glasses - Neverland Secondary Gate

Sexual Hunter (Vashyron)
Jacket -  Complete Winter Fashion Materials quest and buy
Shirt -  Complete Winter Fashion Materials quest and buy
Pants -  Complete Winter Fashion Materials quest and buy
Boots -  Complete Winter Fashion Materials quest and buy
Glasses - Neverland Tertiary West Park

Ruby Hunter (Zephyron)
Jacket -  Complete Winter Fashion Materials quest and buy
Shirt -  Complete Winter Fashion Materials quest and buy
Pants -  Complete Winter Fashion Materials quest and buy
Boots -  Complete Winter Fashion Materials quest and buy
Glasses - Find: Neverland Primary West Park



===============================================================================
06. G U N  C U S T O M I S A T I O N  G U I D E ........................ *G06
===============================================================================

1. Introduction
2. How To Add Parts To Guns
3. All The Parts
4. Sample Customisation Grids


---------------
1. INTRODUCTION
---------------
To get the most out of the guns in RoF it is essential to customise them, and
that entails adding various custom made parts to each gun. Each part adds to
the various stats of the gun, and to the weight, and the aim is to fit as many
parts as possible to fill up the 9x9 squared grid where the gun is viewed. Some
parts only use one square of the grid, many use two, and some use up a lot
more! Also, the smaller the gun, the more parts can be added to the grid. It's
a gradual process though, because at the start of the game not many parts are
available, and the very best parts (and very best guns) don't come along until
much later.

The weight of the parts won't matter in the later stages of the game when the
team all have high enough levels to carry two fully customised guns, but it
will make a difference in the earlier chapters, especially if you want to dual
wield guns.

There are comments in a number of chapters throughout the walkthrough
explaining what can be accomplished at various stages of the game, but this
guide gives more details of the parts, and what they look like on the
customised grid.


---------------------------
2. HOW TO ADD PARTS TO GUNS
---------------------------
Weapons and custom parts have a variety of expansion ports marked by a symbol.
Match two symbols of the same type to affix a part to a weapon. That's the
explanation in the game's help menu. Here's how it works, starting on the
"Customize" menu screen

1. Select a gun by moving the cursor on the left side of the screen using the
   directional buttons or the left stick.
2. Press X to see the gun displayed on the grid at the right side of the
   screen and move the cursor to highlight the gun parts.
3. If you don't yet have any parts fixed to the gun, you will see a list of all
   parts (in white lettering) on the left and can change the order according to
   type or name, by pressing the start key.
4. Select any part, press X, and use the right stick to move the gun up, down,
   left or right on the grid. This allows you to add parts above, below, to the
   right or left of the gun according to your choice.
5. With a part selected, use the L1 or R1 buttons to rotate it, and the left
   stick to move it up and down the grid. This enables you to add parts in any
   direction.
6. To start with it's best to have the gun one square in from the right, and
   three or four squares down from the top. That gives you space to add a mount
   to the right of the gun to add an additional scope, and enough room to add
   lots of scopes above the gun.
7. If the gun is placed low down on the grid many more scopes can be added
   above it. If it is placed high up on the grid, many more barrels and grips
   can be added, and longer and larger magazines.


----------------
3. ALL THE PARTS
----------------
A run-through of all the parts.


--- SCOPES ---
Scopes add to the charge speed (CS) of a gun: that's the rate by which you can
complete the circular gauge before firing at an enemy. The higher the speed the
faster you can take the first shot.

Scopes are the easiest parts to add to a gun, partly because you gain access to
good ones fairly early on in the game, and partly because the components for
most of them are readily available. Scopes can be piled on top of each other,
added to mounts to the right side of a gun, or to an extension on a barrel at
the left of a gun. Most of them require an upright [|] connection, but the Lens
type scopes are attached to a sideways [H]. (And the Special Scope requires
both the upright and sideways ports to attach it.)


* [|] Type Scopes
The top sight and combat sight look much the same as the high-mount sights, but
have very much poorer CS and higher weight. Compact Scopes are easy to make,
have good stats, and only take up one square on the grid, so they are easy to
fit.
------------------------------------------------------------------------------
Rookie Sight      CS+6  W+6  - basic sight
Dot Sight         CS+5  W+2  - basic sight
Top Sight         CS+4  W+5  - a top expansion port
Combat Sight      CS+5  W+6  - a top and side expansion port
Compact Scope a   CS+11 W+5  - single sight
Compact Scope b   CS+11 W+5  - single sight
High-Mount Sight  CS+15 W+3  - no ports, but a very good sight
High-Mount Pro    CS+15 W+3  - charge speed bonus, adds a port
High-Mount Elite  CS+17 W+4  - more expansion ports
------------------------------------------------------------------------------


* [H] Type Scopes
The Telephoto lens looks the same as a the Sub-Sight but has much higher CS and
much lower weight.
------------------------------------------------------------------------------
Sub-Sight         CS+3  W+5  - add to other sights
Telephoto Lens    CS+11 W+4  - add to other sights to increase CS
Mini-Lens         CS+8  W+3  - miniaturized telephoto lens
Long Lens         CS+14 W+5  - improved telephoto lens
------------------------------------------------------------------------------


* Multiple Connections Scopes
All these scopes require three connections to fit them to a gun. The Long
Scope Elite is the best scope in the game, but only available from the Arena
(and as a reward from one mission in the final chapter).
------------------------------------------------------------------------------
Special Scope     CS+38 W+10 - hard to affix, but raises charge speed
Long Scope        CS+75 W+18 - high charge speed, heavy weight
Top-Rail Scope    CS+75 W+19 - high charge speed, with 2 expansion ports
Long Scope Pro    CS+75 W+19 - high charge speed and side port
Long Scope Elite  CS+75 W+20 - high charge speed, side port and 3 expansion
                               ports
------------------------------------------------------------------------------


--- PRIMARY BARRELS ---
There are many different kinds of barrels and some are specific to the Handgun
or the Machinegun. Barrels add to the charge acceleration (CA): that's the
amount by which a gun will continue to charge, and faster the acceleration
the better chance you have to trigger the more powerful skills for that gun
(depending on the levels the the character has reached for that weapon.)  When
gun levels are very high this is even more important, as you need to be able to
fully charge the gun to trigger skills such as Full Scratch Rate, or Knockback.

ONLY the specific Handgun or Machinegun parts can be used to begin the process
of adding additional barrels to the gun. But after that, any type of barrel can
be used because it is attached to the primary barrel, (or to another
sub-barrel) and doesn't require a port to attach it directly to the gun.


* Handgun Primary Barrels
Barrels that attach directly to the gun show a circle [o] at the right of the
attachment, and the gun shows a circle at the left. The barrels with three
ports have one to add another barrel [X}, one to add a scope {|} and one to add
a sub-barrel [T]. Out of the more complex barrels the Multi-Barrel has the
worst stats with very low CA, but it's available much sooner than the better
barrels. All of these barrels can be used with any Handgun.
------------------------------------------------------------------------------
HG Rookie Barrel        CA+2% W+7  - basic barrel
HG Expander Barrel      CA+3% W+6  - expansion port
HG High Barrel          CA+7% W+5  - boosts charge acceleration (no ports)
HG Long Barrel          CA+8% W+6  - left expansion port
HG Expander Barrel Pro  CA+8% W+5  - port below barrel
HG Multi-Barrel         CA+3% W+6  - three expansion ports
HG S-Rail Barrel        CA+8% W+5  - three ports
HG L-Rail Barrel        CA+9% W+6  - best CA and 3 ports
------------------------------------------------------------------------------


* Machinegun Primary Barrels
Barrels that attach directly to the gun show a [>] triangular slot to the right
of the part. The barrels with three ports have one to add another barrel [X},
one to add a scope {|} and one to add a sub-barrel [T]. Of the more complex
barrels the Multi-Barrel has the worst stats with very low CA. All of these
barrels can be used with any Machinegun.
------------------------------------------------------------------------------
MG Rookie Barrel        CA+2% W+7  - basic barrel
MG Expander Barrel      CA+3% W+6  - with left expansion port
MG High Barrel          CA+7% W+5  - boosts charge acceleration (no ports)
MG Long Barrel          CA+8% W+6  - left expansion port
MG Double Barrel        CA+9% W+8  - port below barrel
MG Multi-Barrel         CA+4% W+6  - three expansion ports
MG S-Rail Barrel        CA+9% W+8  - three expansion ports
MG L-Rail Barrel        CA+10% W+9 - best CA and 4 ports
------------------------------------------------------------------------------


--- SUB-BARRELS ---
All these sub-barrels can be attached to other barrels using various
extensions. There are really two types of sub-barrels: those which allow more
barrels to be added to them and which are attached to a grip using a [T]
connection, and those which are added onto the end of a barrel using an [X]
connection.


* [X] Type Sub-Barrels
All these barrels are attached to an [X] port.
------------------------------------------------------------------------------
Sub-Barrel              CA+2% W+4  - add to another barrel
Short Sub-Barrel        CA+2% W+2  - short extension for any barrel part
Flash Sub-Barrel        CA+3% W+4  - extension with an expansion port
Rail Sub-Barrel         CA+3% W+4  - adds a mount for additional sight
Expander Sub-Barrel     CA+3% W+4  - expansion port for another sub-barrel
Double Sub-Barrel       CA+5% W+5  - dual sub-barrel with ports at left
Scattershot Sub-Barrel  CA+12% BF-30 W+15 - large sub-barrel that raises CA but
                                            decreases bullet focus.
------------------------------------------------------------------------------


* [T] Type Sub-Barrels
In order to attach these sub-barrels at least one [T] connection is needed (or
many more), and that's found on a grip and on other sub-barrels.
------------------------------------------------------------------------------
Multi Sub-Barrel        CA+2% W+2  - add to other barrels, many ports
Terminal Sub-Barrel     CA+1% W+3  - attach to another sub-barrel
Expander T Sub-Barrel   CA+4% W+3  - attaches below a primary barrel
Expander + Sub-Barrel   CA+3% W+4  - adds a bottom expansion port to T
                                     Sub-Barrel
Long Expander Barrel    CA+5% W+5  - long sub-barrel raises CA significantly
Expander Twin S-Barrel  CA+5% W+8  - dual sub-barrel with expansion port
Expander Super Barrel   CA+10% W+10 - heavy and hard to affix, but the best CA
------------------------------------------------------------------------------


--- GRIPS ---
Grips boost Rapid Fire (RF) and Bullet Focus (BF) and are attached beneath the
barrel of the gun, forwards from the trigger. The basic grips don't allow for
anything to be added to them. The best and most useful grip isn't available
until chapter 12, and that's the second type of Expander Grip (B).


* Plain Grips
------------------------------------------------------------------------------
Handguard               RF+2 BF+1 W+4 - simple handguard
Foregrip                RF+6 BF+3 W+3 - basic foregrip
------------------------------------------------------------------------------


* [Square] Type Grips
These two grips have another square extension allowing another grip to be
added, but nothing else.
------------------------------------------------------------------------------
L-Grip                  RF+1 BF+1 W+5 - allows grip to be rotated 90&
Expandable Handguard    RF+3 BF+2 W+2 - adds a handguard expansion port
------------------------------------------------------------------------------


* [T] Type Grips
All these grips have a sub-barrel extension. The best grip is the second
Expander Grip which allows another grip to be added to it, enabling additional
barrels to be affixed.
------------------------------------------------------------------------------
Expander Grip (A)       RF+2 BF+1 W+4 - grip with sub-barrel expansion port
Adapter Handguard       RF+4 BF+3 W+2 - adds sub-barrel expansion port
Adapter Foregrip        RF+4 BF+3 W+4 - adds two sub-barrel expansion ports
Expander Grip (B)       RF+7 BF+4 W+4 - one sub-barrel expansion port and a
                                        square port
------------------------------------------------------------------------------


--- MAGAZINES ---
Magazines are attached to a straight line port [-] under the handle or magazine
chamber of the gun. They simply add bullets to the gun, and, like the barrels,
are specific to the gun type. However, some of them allow for additional parts
to be added.


* Handgun Magazines
------------------------------------------------------------------------------
HG Rookie Magazine     MS+2 W+5  - basic and heavy
HG Magazine +2         MS+2 W+2  - adds 2 bullets
HG Magazine +4         MS+4 W+3  - adds 4 bullets
HG Magazine +6         MS+6 W+4  - adds 6 bullets
HG Drum Magazine       MS+10 BF-5 W+10 - adds 10 bullets, decreases BF
                                         (needs two connections)
------------------------------------------------------------------------------


* Handgun Magazines with expansion ports
------------------------------------------------------------------------------
HG Magazine +3         MS+3 W+4  - expansion port for grip
HG Magazine +5         MS+5 W+5  - two expansion ports (one for a grip and
                                   one for a scope mount)
------------------------------------------------------------------------------


* Machinegun Magazines
------------------------------------------------------------------------------
MG Rookie Magazine     MS+2 W+5  - basic and heavy
MG Magazine +3         MS+3 W+2  - adds 3 bullets
MG Magazine +6         MS+6 W+4  - adds 6 bullets
MG Magazine +9         MS+9 W+6  - adds 9 bullets
MG Magazine +12        MS+12 W+8 - adds 12 bullets
MG Drum Magazine       MS+15 BF-5 W+15  - adds 15 bullets, decreases BF
------------------------------------------------------------------------------


* Machinegun Magazines with expansion ports
------------------------------------------------------------------------------
MG Magazine +5         MS+5 W+5 - expansion port for grip
MG Magazine +8         MS+8 W+7 - two expansion ports (one for a grip and one
                                  for a scope mount)
------------------------------------------------------------------------------


--- MOUNTS ---
These are attached to a [||] port at the hammer or rear of the gun and allow
for more scopes and sights, or longer scopes, to be added.

------------------------------------------------------------------------------
Prototype Mount        BF+1 W+2 - has one port
Scope Mount            BF+1 W+2 - one port and an extension for another mount
Long Scope Mount       BF+2 W+3 - one port and an extension for another mount
------------------------------------------------------------------------------


-----------------------------
4. SAMPLE CUSTOMISATION GRIDS
-----------------------------
These examples are all from my own game, but there is an excellent spread of
pictures of many more customised guns at the Japanese Wiki for the game (the
original name is End of Eternity):

http://eoe.wikiwiki.jp/?%A5%AB%A5%B9%A5%BF%A5%DE%A5%A4%A5%BA%CE%E3


--- Chapter 1 ---
There are very few parts available at this point in the game, but this is
achieved by adding all the best parts to the Machinegun.

Rook = Rookie
-------------------------------------------------------
|     |     |     |     |Rook |     |Dot  |     |     |
|     |     |     |     |Sight|     |Sight|     |     |
|-----------------------|-----|-----|-----|-----------|
|     |     |     |     |     |     |     |     |     |
|     |     |     |     |Top  |     |Top  |     |     |
|-----------------------|Sight|-----|Sight|-----------|
|     |     |     |     |     |     |     |     |     |
|     |     |     |     |     |     |     |     |     |
|-----------------------------------------------------|
|     |     |  MG High  |                       |     |
|     |     |  Barrel   |     SMG-05            |     |
|-----------------------|     MACHINEGUN        |-----|
|     |     |     |     |                       |     |
|     |     |     |     |                       |     |
|------------------------------------           |-----|
|     |     |     |     | Rook|     |           |     |
|     |     |     |     | Grip| MG  |           |     |
|-----------------------------| Rook|============-----|
|     |     |     |     |     | Mag |     |     |     |
|     |     |     |     |     |     |     |     |     |
|-----------------------------------------------------|
|     |     |     |     |     |     |     |     |     |
|     |     |     |     |     |     |     |     |     |
|-----------------------------------------------------|
|     |     |     |     |     |     |     |     |     |
|     |     |     |     |     |     |     |     |     |
-------------------------------------------------------
CS - 27, CA - 8%, RF - 79, BF - 76, MS - 14, WGT - 292


--- Chapter 7 ---
This example uses the same machinegun, but adds the better parts that can be
made at Ebel City after the visit to Cranktown in Chapter 5 and some that are
earned as rewards. With a Rare Metal Shard to make the Long Scope, the CS could
be even higher.

-------------------------------------------------------
|-----|-----|-----|     |-----|     |-----|     |-----|
|-----|-----|-----|High |-----|High |-----|High |-----|
|-----------------|Mount|-----|Mount|-----|Mount|-----|
|-----|-----|-----|Sight|-----|Sight|-----|Sight|-----|
|-----|-----|-----|     |-----|     |-----|     |-----|
|-----------------|-----|-----|-----|-----|-----|-----|
|-----| Sub-Sight |     |-----|     |-----|     |-----|
|-----|           |High-|-----|Top  |-----|Top  |-----|
|-----------------|Mount|-----|Sight|-----|Sight|-----|
|-----|-----|-----|Elite|-----|     |-----|     |-----|
|-----|-----|-----|     |-----|     |-----|     |-----|
|-----------------------------------------------------|
|Short| Flash Sub-|           |                       |
|Sub-B| Barrel    | MG Multi- |                       |
|-----------------| Barrel    |     SMG-05            |
|Short| Flash Sub-|           |     MACHINEGUN        |
|Sub-B| Barrel    |           |                       |
------------------------------------------|           |
|Short| Flash Sub-| Multi Sub-|     |     |           |
|Sub-B| Barrel    | Barrel    |Adapt| MG  |           |
------------------------------|Fore | Mag |===========|
|Short| Expander  | Multi Sub-|Grip | +6  |-----|-----|
|Sub-B| Sub-Barrel| Barrel    |     |     |-----|-----|
------------------------------------------------------|
|-----|-----|-----|-----|-----|-----|-----|-----|-----|
|-----|-----|-----|-----|-----|-----|-----|-----|-----|
-------------------------------------------------------
CS - 81, CA - 29%, RF - 82, BF - 78, MS - 18, WGT - 334


--- Chapter 14 ----
This is an example of what you could fairly easily achieve after completing
the Guild missions for this chapter. (There's a Sub-Barrel in place of a Flash
Sub-Barrel which shows that it does the same job, even though it has 1% less
CA.)

-------------------------------------------------------
|-----|-----| Compact   |-----| Compact   | Compact   |
|-----|-----| Scope b   |-----| Scope b   | Scope b   |
|-----------------------------------------------------|
| Telephoto |     |-----|                             |
| Lens      |High-|-----|                             |
|-----------|Mount|-----|  Top-Rail Scope             |
|-----|-----|Elite|-----|                             |
|-----|-----|     |-----|                             |
|-----------------------------------------------------|
|-----| Rail Sub- |           |                       |
|-----| Barrel    | MG S-Rail |                       |
|-----------------| Barrel    |  NP.05C               |
|Short| Flash     |           |  MACHINEGUN           |
|Sub-B| Sub-Barrel|           |                       |
|------------------------------------------           |
|Short| Sub-Barrel| Expander  |     |     |           |
|Sub-B|           | Twin      |     |     |           |
|-----------------| S-Barrel  | Exp | MG  |===========|
|Short| Expander  |           | Grip| Mag |-----|-----|
|Sub-B| Sub-Barrel|           |     | +5  |-----|-----|
|-----------------------------|-----|-----|-----------|
|Short| Long Expander Barrel  |     |     |-----|-----|
|Sub-B|                       |Adapt|Fore |-----|-----|
|-----------------------------|Fore |Grip |-----------|
|Short| Long Expander Barrel  |Grip |     |-----|-----|
|Sub-B|                       |     |     |-----|-----|
-------------------------------------------------------
CS - 153, CA - 52%, RF - 94, BF - 85, MS - 18, WGT - 380


Here's an improved version using a similar layout, sent to me by Jamic77. A
Long Scope Elite (obtained from the Arena) replaces the Top-Rail Scope,
additional scopes have been added to the right of the magazine. In fact, a
single Compact Scope instead of the two Dot Sights adds another point to CS.

-------------------------------------------------------
|-----| Compact   | Compact   | Compact   | Compact   |
|-----| Scope a   | Scope a   | Scope a   | Scope a   |
|-----------------------------------------------------|
| Telephoto |     |-----|                             |
| Lens      |High-|-----|                             |
|-----------|Mount|-----|  Long scope Elite           |
|-----|-----|Elite|-----|                             |
|-----|-----|     |-----|                             |
|-----------------------------------------------------|
|-----| Rail Sub- |           |                       |
|-----| Barrel    | MG S-Rail |                       |
|-----------------| Barrel    |  NP.05C               |
|Short| Flash     |           |  MACHINEGUN           |
|Sub-B| Sub-Barrel|           |                       |
|------------------------------------------           |
|Short| Flash     | Expander  |     |     |           |
|Sub-B| Sub-Barrel| Twin      |     |     |           |
|-----------------| S-Barrel  | Exp | MG  |===========|
|Short| Flash     |           | Grip| Mag |Dot  |Dot  |
|Sub-B| Sub-Barrel|           |     | +8  |Sight|Sight|
|-----------------------------|-----|     |-----|-----|
|Short| Flash     | Multi     |     |     |Scope|Proto|
|Sub-B| Sub-Barrel| S-Barrel  |Adapt|     |Mount|Mount
|-----------------------------|Fore |-----|-----------|
|Short| Flash     | Expand T  |Grip | Exp |-----|-----|
|Sub-B| Sub-Barrel| S-Barrel  |     | HndG|-----|-----|
-------------------------------------------------------
CS - 175, CA - 54%, RF - 91, BF - 85, MS - 21, WGT - 484


--- High CA ---
This shows how you can fit in multiple barrels to achieve very high Charge
Acceleration, and use every part of the grid, bar one!

-------------------------------------------------------
| Flash S-B | Flash S-B | HG S-Rail |                 |
|           |           | Barrel    |   B-N84 GOLDEN  |
|------------------------------------------  HANDGUN  |
| Flash S-B |           | Multi S-B |     |           |
|           |           |           |Adapt|           |
|-----------| Double    |-----------|Fore |======     |
| Flash S-B | Sub-Barrel| Expander  |Grip |-----|     |
|           |           | T S-B     |     |-----|     |
|===============================================|-----|
|Short|Short|Short|Short|Short|Short|Short|Short| HG  |
|Sub-B|Sub-B|Sub-B|Sub-B|Sub-B|Sub-B|Sub-B|Sub-B| Mag |
|-----------------------------------------------| +5  |
|     |     |           |     |     |           |     |
|     |     |           |Expan|Flash| Double    |     |
|     |     |           |Sub-B|Sub-B| Sub-Barrel|-----|
|     |     |           |     |     |           |     |
|     |     |           |     |     |           | Exp |
|Long |Long | Expander  |-----------|-----------| Grip|
|Exp  |Exp  | Super     |           |           |     |
|Barrl|Barrl| Barrel    | Expander  | Expander  |     |
|     |     |           | Twin      | Twin      |-----|
|     |     |           | S-Barrel  | S-Barrel  |Exp H|
|     |     |           |           |           |Guard|
|-----------------------------------------------|-----|
| Adapter   | Expander  | Expander  | Expander  | L - |
| Foregrip  | Grip      | Grip      | Grip      | Grip|
-------------------------------------------------------
CS - 40, CA - 98%, RF - 99, BF - 99, MS - 13, WGT - 379


--- High CS ---
This shows how you can fit in multiple scopes to achieve very high Charge
Speed, whilst still retaining decent Charge Acceleration.

-------------------------------------------------------
|-----|                 |                             |
|-----|  Long Lens      |                             |
|-----|-----------------|   Long Scope Pro            |
|-----|-----|-----|-----|                             |
|-----|-----|-----|-----|                             |
|-----|-----------------|-----------------------------|
|-----|                 |                             |
|-----|  Long Lens      |                             |
|-----|-----------------|   Long Scope Elite          |
|-----|-----|-----|-----|                             |
|-----|-----|-----|-----|                             |
|-----|-----------------|-----------------------------|
|-----|                 |                             |
|-----|  Long Lens      |                             |
|=====|-----------------|   Long Scope Elite          |
|           |-----|-----|                             |
|           |-----|-----|                             |
|           ------------------------------------------|
| Scattershot     |                 |                 |
| Sub-Barrel      | HG L-Rail Barrel| SG-B226 GOLDEN  |
|           ------------------------|------  HANDGUN  |
|           |-----|Short|           |     |           |
|           |-----|Sub-B| Expander  | Exp |           |
|     ------------------| Twin      | Grip|======     |
|     |Short| Flash     | Sub-Barrel|     |-----|     |
|     |Sub-B| Sub-Barrel|           |     |-----|     |
-------------------------------------------------------
CS - 307, CA - 43%, RF - 63, BF - 64, MS - 9, WGT - 356


--- Balanced Stats ---
This is an example of fairly high stats across the board.

-------------------------------------------------------
|-----| Compact   | Compact   | Compact   | Compact   |
|-----| Scope b   | Scope b   | Scope a   | Scope a   |
------------------------------------------------------|
| Rail      |  MG L-Rail      |                       |
| Sub-Barrel|  Barrel         |                       |
|------------------           |  NP.05 GOLDEN         |
|Short| Flash     |           |  MACHINEGUN           |
|Sub-B| Sub-Barrel|           |                       |
|-----------------------------|------------           |
|Short| Flash     | Expander  |     |     |           |
|Sub-B| Sub-Barrel| Twin      | Exp |     |           |
|-----------------| S-Barrel  | Grip| MG  |===========|
|Short| Flash     |           |     | Mag | Compact   |
|Sub-B| Sub-Barrel|           |     | +8  | Scope a   |
|-----------------|-----------|-----|     |-----------|
|Short| Flash     | Expander  |     |     | Long Scope|
|Sub-B| Sub-Barrel| Twin      | Exp |     | Mount     |
|-----------------| S-Barrel  | Grip|-----|-----------|
|Short| Expander  |           |     |Exp  |-----|-----|
|Sub-B| Sub-Barrel|           |     |HandG|-----|-----|
|-----------------------------|-----|-----|-----------|
|Short| Long Expander Barrel  |     |     |-----|-----|
|Sub-B|                       |Adapt|Fore |-----|-----|
|-----------------------------|Fore |Grip |-----------|
|Short| Long Expander Barrel  |Grip |     |-----|-----|
|Sub-B|                       |     |     |-----|-----|
-------------------------------------------------------
CS - 95, CA - 72%, RF - 99, BF - 95, MS - 23, WGT - 390



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

VIII. LISTS ........................................................... *LIST

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

      01. Weapon Skills ............................................... L01
      02. Guns (Starting Stats and Locations) ......................... L02
      03. Grenades .................................................... L03
      04. Special Rounds - Ammunition ................................. L04
      05. First Aid ................................................... L05
      06. Accessories ................................................. L06
      07. Synthesis Components ........................................ L07
      08. Scrap Items ................................................. L08
      09. Other Items ................................................. L09
      10. Daniel's Dolls .............................................. L10
      11. Hunter Rank Rewards ......................................... L11
      12. Mission Items: Valuables .................................... L12
      13. Special Challenge Battles (Optional) ........................ L13
      14. Bezel Shard Locations ....................................... L14
      15. Custom Parts ................................................ L15
      16. Bestiary .................................................... L16
      17. Secrets ..................................................... L17


===============================================================================
01. W E A P O N  S K I L L S  ............................................ *L01
===============================================================================


--- Abbreviations ---
HG LV   = Handgun level
MG LV   = Machingun level
TH LV   = Thrown Weapons level
EXP     = Experience points needed to reach that level
C/C     = Charge Count
G/BREAK = Gauge Break
A/POWER = Attack Power
K/BACK  = Knockback


--- Descriptions ---
HANDGUNS: specialise in gauge-breaking and direct damage.
Damage Up          = Adds a set chance that the attack deals # times as much
                     damage.
Penetration Rate   = Adds a set chance that damage to a body part will also hit
                     the main body.
Knockdown Rate     = Adds a set chance of multiplying the knockdown rate by
                     # times.

MACHINEGUNS: specialise in attack power and scratch damage.
Full Scratch Rate  = Adds a set chance of filling the target's HP Gauge with
                     Scratch Damage.
Stun Rate          = Adds a set chance of stunning the enemy.
Knockdown Rate Up  = Adds a set chance of multiplying the knockdown rate by
                     # times.

THROWN WEAPONS: specialise in knockback power
Charge Cancel Rate = Adds a set chance of cancelling the target's charge.
Hyper Damage Rate  = Adds a set chance of damaging the main body and all
                     body parts.
Ailment Rate       = Adds a set chance of making the attack more likely to
                     cause a status ailment by # times.


V A S H Y R O N
-------------------------------------------------------------------------------
HANDGUN
------.---------.---------------------------------------------.-----.----------
HG LV | EXP     | SKILL                                       | C/C | G/BREAK
------+---------+---------------------------------------------+-----+---------
 001  |       0 | ........................................... |  -  |    x1.0
 004  |    1200 | Damage Up x2. Chance 33%                    |   4 |    x5.5
 008  |    5600 | Penetration Rate 5%                         |   8 |   x11.5
 012  |   16000 | Knockdown Rate up x2. Chance 33%            |  12 |   x17.5
 016  |   29000 | Damage Up x3. Chance 33%                    |  16 |   x23.5
 020  |   56000 | Penetration Rate 10%                        |  20 |   x29.5
 024  |  200000 | Knockdown Rate up x3. Chance 33%            |  24 |   x35.0
 028  |  500000 | Damage Up x4. Chance 33%                    |  28 |   x41.5
 032  |  500000 | Penetration Rate 15%                        |  32 |   x47.5
 036  |  500000 | Knockdown Rate up x4. Chance 33%            |  36 |   x53.0
 040  |  500000 | Damage Up x5. Chance 33%                    |  40 |   x59.5
 044  |  500000 | Penetration Rate 20%                        |  44 |   x65.5
 048  |  500000 | Knockdown Rate up x5. Chance 33%            |  48 |   x71.5
 052  |  750000 | Damage Up x6. Chance 33%                    |  52 |   x77.5
 056  |  500000 | Penetration Rate 25%                        |  56 |   x83.5
 060  |  500000 | Knockdown Rate up x6. Chance 33%            |  60 |   x89.5
 064  |  750000 | Damage Up x7. Chance 33%                    |  64 |   x95.5
 068  |  750000 | Penetration Rate 30%                        |  68 |  x101.5
 072  |  750000 | Knockdown Rate up x7. Chance 33%            |  72 |  x107.5
 076  | 1000000 | Damage Up x8. Chance 33%                    |  76 |  x113.5
 080  | 1000000 | Penetration Rate 50%                        |  80 |  x119.5
 084  | 1000000 | Knockdown Rate up x8. Chance 33%            |  84 |  x125.5
 092  | 1000000 | Damage Up x10. Chance 33%                   |  92 |  x137.5
 096  | 1000000 | Penetration Rate 100%                       |  96 |  x143.5
 100  | 1000000 | Knockdown Rate up x infinity? Chance 33%    | 100 |  x149.5
______|_________|_____________________________________________|_____|__________


-------------------------------------------------------------------------------
MACHINEGUN
------.---------.---------------------------------------------.-----.----------
MG LV | EXP     | SKILL                                       | C/C | A/POWER
------+---------+---------------------------------------------+-----+---------
 001  |       0 | ........................................... |  -  |    x1.0
 004  |    1200 | Full Scratch Rate 5%                        |   4 |    x4.3
 008  |    5600 | Stun Rate 5%                                |   8 |    x8.7
 012  |   16000 | Knockdown Rate up x2. Chance 33%            |  12 |   x13.1
 016  |   29000 | Full Scratch Rate 10%                       |  16 |   x17.5
 020  |   56000 | Stun Rate 10%                               |  20 |   x21.9
 024  |  200000 | Knockdown Rate up x3. Chance 33%            |  24 |   x26.3
 028  |  500000 | Full Scratch Rate 15%                       |  28 |   x30.7
 032  |  500000 | Stun Rate 15%                               |  32 |   x35.1
 036  |  500000 | Knockdown Rate up x4. Chance 33%            |  36 |   x39.5
 040  |  500000 | Full Scratch Rate 20%                       |  40 |   x43.9
 044  |  500000 | Stun Rate 20%                               |  44 |   x48.3
 048  |  500000 | Knockdown Rate up x5. Chance 33%            |  48 |   x52.7
 052  |  750000 | Full Scratch Rate 25%                       |  52 |   x57.1
 056  |  500000 | Stun Rate 25%                               |  56 |   x61.5
 060  |  500000 | Knockdown Rate up x6. Chance 33%            |  60 |   x65.9
 064  |  750000 | Full Scratch Rate 30%                       |  64 |   x70.3
 068  |  750000 | Stun Rate 30%                               |  68 |   x74.7
 072  |  750000 | Knockdown Rate up x7. Chance 33%            |  72 |   x79.1
 076  | 1000000 | Full Scratch Rate 50%                       |  76 |   x83.5
 080  | 1000000 | Stun Rate 50%                               |  80 |   x87.9
 084  | 1000000 | Knockdown Rate up x8. Chance 33%            |  84 |   x92.3
 092  | 1000000 | Full Scratch Rate 100%                      |  92 |  x105.5
 096  | 1000000 | Stun Rate 100%                              |  96 |  x106.5
 100  | 1000000 | Knockdown Rate up x infinity? Chance 33%    | 100 |  x109.9
______|_________|_____________________________________________|_____|__________


-------------------------------------------------------------------------------
THROWN WEAPONS
------.---------.---------------------------------------------.-----.----------
TH LV | EXP     | SKILL                                       | C/C | K/BACK
------+---------+---------------------------------------------+-----+---------
 001  |       0 | ........................................... |  -  |    x1.0
 004  |    1200 | Charge Cancel Rate 5%                       |   4 |    x2.5
 008  |    5600 | Hyper Damage Rate 5%                        |   8 |    x4.5
 012  |   16000 | Ailment Rate x2. Chance 33%                 |  12 |    x6.5
 016  |   29000 | Charge Cancel Rate 10%                      |  16 |    x8.5
 020  |   56000 | Hyper Damage Rate 10%                       |  20 |   x10.5
 024  |  200000 | Ailment Rate x3. Chance 33%                 |  24 |   x12.5
 028  |  500000 | Charge Cancel Rate 15%                      |  28 |   x14.5
 032  |  500000 | Hyper Damage Rate 15%                       |  32 |   x16.5
 036  |  500000 | Ailment Rate x4. Chance 33%                 |  36 |   x18.5
 040  |  500000 | Charge Cancel Rate 20%                      |  40 |   x20.5
 044  |  500000 | Hyper Damage Rate 20%                       |  44 |   x22.5
 048  |  500000 | Ailment Rate x5. Chance 33%                 |  48 |   x24.5
 052  |  750000 | Charge Cancel Rate 25%                      |  52 |   x26.5
 056  |  500000 | Hyper Damage Rate 25%                       |  56 |   x28.5
 060  |  500000 | Ailment Rate x6. Chance 33%                 |  60 |   x30.5
 064  |  750000 | Charge Cancel Rate 30%                      |  64 |   x32.5
 068  |  750000 | Hyper Damage Rate 30%                       |  68 |   x34.5
 072  |  750000 | Ailment Rate x7. Chance 33%                 |  72 |   x36.5
 076  | 1000000 | Charge Cancel Rate 50%                      |  76 |   x38.5
 080  | 1000000 | Hyper Damage Rate 50%                       |  80 |   x40.5
 084  | 1000000 | Ailment Rate x8. Chance 33%                 |  84 |   x42.5
 092  | 1000000 | Charge Cancel Rate 100%                     |  92 |   x46.5
 096  | 1000000 | Hyper Damage Rate 100%                      |  96 |   x48.5
 100  | 1000000 | Ailment Rate x infinity? Chance 33%         | 100 |   x50.5
______|_________|_____________________________________________|_____|__________



Z E P H Y R
-------------------------------------------------------------------------------
HANDGUN
------.---------.---------------------------------------------.-----.----------
HG LV | EXP     | SKILL                                       | C/C | G/BREAK
------+---------+---------------------------------------------+-----+---------
 001  |       0 | ........................................... |  -  |    x1.0
 004  |    1200 | Knockdown Rate up x2. Chance 33%            |   4 |    x5.5
 008  |    5600 | Damage Up x2. Chance 33%                    |   8 |   x11.5
 012  |   16000 | Penetration Rate 5%                         |  12 |   x17.5
 016  |   29000 | Knockdown Rate up x3. Chance 33%            |  16 |   x23.5
 020  |   56000 | Damage Up x3. Chance 33%                    |  20 |   x29.5
 024  |  200000 | Penetration Rate 10%                        |  24 |   x35.0
 028  |  500000 | Knockdown Rate up x4. Chance 33%            |  28 |   x41.5
 032  |  500000 | Damage Up x4. Chance 33%                    |  32 |   x47.5
 036  |  500000 | Penetration Rate 15%                        |  36 |   x53.0
 040  |  500000 | Knockdown Rate up x5. Chance 33%            |  40 |   x59.5
 044  |  500000 | Damage Up x5. Chance 33%                    |  44 |   x65.5
 048  |  500000 | Penetration Rate 20%                        |  48 |   x71.5
 052  |  750000 | Knockdown Rate up x6. Chance 33%            |  52 |   x77.5
 056  |  500000 | Damage Up x6. Chance 33%                    |  56 |   x83.5
 060  |  500000 | Penetration Rate 25%                        |  60 |   x89.5
 064  |  750000 | Knockdown Rate up x7. Chance 33%            |  64 |   x95.5
 068  |  750000 | Damage Up x7. Chance 33%                    |  68 |  x101.5
 072  |  750000 | Penetration Rate 30%                        |  72 |  x107.5
 076  | 1000000 | Knockdown Rate up x8. Chance 33%            |  76 |  x113.5
 080  | 1000000 | Damage Up x8. Chance 33%                    |  80 |  x119.5
 084  | 1000000 | Penetration Rate 50%                        |  84 |  x125.5
 092  | 1000000 | Knockdown Rate up x infinity? Chance 33%    |  92 |  x137.5
 096  | 1000000 | Damage Up x10. Chance 33%                   |  96 |  x143.5
 100  | 1000000 | Penetration Rate 100%                       | 100 |  x149.5
______|_________|_____________________________________________|_____|__________


-------------------------------------------------------------------------------
MACHINEGUN
------.---------.---------------------------------------------.-----.----------
MG LV | EXP     | SKILL                                       | C/C | A/POWER
------+---------+---------------------------------------------+-----+---------
 001  |       0 | ........................................... |  -  |    x1.0
 004  |    1200 | Knockdown Rate up x2. Chance 33%            |   4 |    x4.3
 008  |    5600 | Full Scratch Rate 5%                        |   8 |    x8.7
 012  |   16000 | Stun Rate 5%                                |  12 |   x13.1
 016  |   29000 | Knockdown Rate up x3. Chance 33%            |  16 |   x17.5
 020  |   56000 | Full Scratch Rate 10%                       |  20 |   x21.9
 024  |  200000 | Stun Rate 10%                               |  24 |   x26.3
 028  |  500000 | Knockdown Rate up x4. Chance 33%            |  28 |   x30.7
 032  |  500000 | Full Scratch Rate 15%                       |  32 |   x35.1
 036  |  500000 | Stun Rate 15%                               |  36 |   x39.5
 040  |  500000 | Knockdown Rate up x5. Chance 33%            |  40 |   x43.9
 044  |  500000 | Full Scratch Rate 20%                       |  44 |   x48.3
 048  |  500000 | Stun Rate 20%                               |  48 |   x52.7
 052  |  750000 | Knockdown Rate up x6. Chance 33%            |  52 |   x57.1
 056  |  500000 | Full Scratch Rate 25%                       |  56 |   x61.5
 060  |  500000 | Stun Rate 25%                               |  60 |   x65.9
 064  |  750000 | Knockdown Rate up x7. Chance 33%            |  64 |   x70.3
 068  |  750000 | Full Scratch Rate 30%                       |  68 |   x74.7
 072  |  750000 | Stun Rate 30%                               |  72 |   x79.1
 076  | 1000000 | Knockdown Rate up x8. Chance 33%            |  76 |   x83.5
 080  | 1000000 | Full Scratch Rate 50%                       |  80 |   x87.9
 084  | 1000000 | Stun Rate 50%                               |  84 |   x92.3
 092  | 1000000 | Knockdown Rate up x infinity? Chance 33%    |  92 |  x101.1
 096  | 1000000 | Full Scratch Rate 100%                      |  96 |  x105.5
 100  | 1000000 | Stun Rate 100%                              | 100 |  x109.9
______|_________|_____________________________________________|_____|__________


-------------------------------------------------------------------------------
THROWN WEAPONS
------.---------.---------------------------------------------.-----.----------
TH LV | EXP     | SKILL                                       | C/C | K/BACK
------+---------+---------------------------------------------+-----+---------
 001  |       0 | ........................................... |  -  |    x1.0
 004  |    1200 | Ailment Rate x2. Chance 33%                 |   4 |    x2.5
 008  |    5600 | Charge Cancel Rate 5%                       |   8 |    x4.5
 012  |   16000 | Hyper Damage Rate 5%                        |  12 |    x6.5
 016  |   29000 | Ailment Rate x3. Chance 33%                 |  16 |    x8.5
 020  |   56000 | Charge Cancel Rate 10%                      |  20 |   x10.5
 024  |  200000 | Hyper Damage Rate 10%                       |  24 |   x12.5
 028  |  500000 | Ailment Rate x4. Chance 33%                 |  28 |   x14.5
 032  |  500000 | Charge Cancel Rate 15%                      |  32 |   x16.5
 036  |  500000 | Hyper Damage Rate 15%                       |  36 |   x18.5
 040  |  500000 | Ailment Rate x5. Chance 33%                 |  40 |   x20.5
 044  |  500000 | Charge Cancel Rate 20%                      |  44 |   x22.5
 048  |  500000 | Hyper Damage Rate 20%                       |  48 |   x24.5
 052  |  750000 | Ailment Rate x6. Chance 33%                 |  52 |   x26.5
 056  |  500000 | Charge Cancel Rate 25%                      |  56 |   x28.5
 060  |  500000 | Hyper Damage Rate 25%                       |  60 |   x30.5
 064  |  750000 | Ailment Rate x7. Chance 33%                 |  64 |   x32.5
 068  |  750000 | Charge Cancel Rate 30%                      |  68 |   x34.5
 072  |  750000 | Hyper Damage Rate 30%                       |  72 |   x36.5
 076  | 1000000 | Ailment Rate x8. Chance 33%                 |  76 |   x38.5
 080  | 1000000 | Charge Cancel Rate 50%                      |  80 |   x40.5
 084  | 1000000 | Hyper Damage Rate 50%                       |  84 |   x42.5
 092  | 1000000 | Ailment Rate x infinity? Chance 33%         |  92 |   x46.5
 096  | 1000000 | Charge Cancel Rate 100%                     |  96 |   x48.5
 100  | 1000000 | Hyper Damage Rate 100%                      | 100 |   x50.5
______|_________|_____________________________________________|_____|__________



L E A N N E
-------------------------------------------------------------------------------
HANDGUN
------.---------.---------------------------------------------.-----.----------
HG LV | EXP     | SKILL                                       | C/C | G/BREAK
------+---------+---------------------------------------------+-----+---------
 001  |       0 | ........................................... |  -  |    x1.0
 004  |    1200 | Penetration Rate 5%                         |   4 |    x5.5
 008  |    5600 | Knockdown Rate up x2. Chance 33%            |   8 |   x11.5
 012  |   16000 | Damage Up x2. Chance 33%                    |  12 |   x17.5
 016  |   29000 | Penetration Rate 10%                        |  16 |   x23.5
 020  |   56000 | Knockdown Rate up x3. Chance 33%            |  20 |   x29.5
 024  |  200000 | Damage Up x3. Chance 33%                    |  24 |   x35.0
 028  |  500000 | Penetration Rate 15%                        |  28 |   x41.5
 032  |  500000 | Knockdown Rate up x4. Chance 33%            |  32 |   x47.5
 036  |  500000 | Damage Up x4. Chance 33%                    |  36 |   x53.0
 040  |  500000 | Penetration Rate 20%                        |  40 |   x59.5
 044  |  500000 | Knockdown Rate up x5. Chance 33%            |  44 |   x65.5
 048  |  500000 | Damage Up x5. Chance 33%                    |  48 |   x71.5
 052  |  750000 | Penetration Rate 25%                        |  52 |   x77.5
 056  |  500000 | Knockdown Rate up x6. Chance 33%            |  56 |   x83.5
 060  |  500000 | Damage Up x6. Chance 33%                    |  60 |   x89.5
 064  |  750000 | Penetration Rate 30%                        |  64 |   x95.5
 068  |  750000 | Knockdown Rate up x7. Chance 33%            |  68 |  x101.5
 072  |  750000 | Damage Up x7. Chance 33%                    |  72 |  x107.5
 076  | 1000000 | Penetration Rate 50%                        |  76 |  x113.5
 080  | 1000000 | Knockdown Rate up x8. Chance 33%            |  80 |  x119.5
 084  | 1000000 | Damage Up x8. Chance 33%                    |  84 |  x125.5
 092  | 1000000 | Penetration Rate 100%                       |  92 |  x137.5
 096  | 1000000 | Knockdown Rate up x infinity? Chance 33%    |  96 |  x143.5
 100  | 1000000 | Damage Up x10. Chance 33%                   | 100 |  x149.5
______|_________|_____________________________________________|_____|__________



-------------------------------------------------------------------------------
MACHINEGUN
------.---------.---------------------------------------------.-----.----------
MG LV | EXP     | SKILL                                       | C/C | A/POWER
------+---------+---------------------------------------------+-----+---------
 001  |       0 | ........................................... |  -  |    x1.0
 004  |    1200 | Stun Rate 5%                                |   4 |    x5.5
 008  |    5600 | Knockdown Rate up x2. Chance 33%            |   8 |   x11.5
 012  |   16000 | Full Scratch Rate 5%                        |  12 |   x17.5
 016  |   29000 | Stun Rate 10%                               |  16 |   x23.5
 020  |   56000 | Knockdown Rate up x3. Chance 33%            |  20 |   x29.5
 024  |  200000 | Full Scratch Rate 10&                       |  24 |   x35.0
 028  |  500000 | Stun Rate 15%                               |  28 |   x41.5
 032  |  500000 | Knockdown Rate up x4. Chance 33%            |  32 |   x47.5
 036  |  500000 | Full Scratch Rate 15%                       |  36 |   x53.0
 040  |  500000 | Stun Rate 20%                               |  40 |   x59.5
 044  |  500000 | Knockdown Rate up x5. Chance 33%            |  44 |   x65.5
 048  |  500000 | Full Scratch Rate 20%                       |  48 |   x71.5
 052  |  750000 | Stun Rate 25%                               |  52 |   x77.5
 056  |  500000 | Knockdown Rate up x6. Chance 33%            |  56 |   x83.5
 060  |  500000 | Full Scratch Rate 25%                       |  60 |   x89.5
 064  |  750000 | Stun Rate 30%                               |  64 |   x95.5
 068  |  750000 | Knockdown Rate up x7. Chance 33%            |  68 |  x101.5
 072  |  750000 | Full Scratch Rate 30%                       |  72 |  x107.5
 076  | 1000000 | Stun Rate 50%                               |  76 |  x113.5
 080  | 1000000 | Knockdown Rate up x8. Chance 33%            |  80 |  x119.5
 084  | 1000000 | Full Scratch Rate 50%                       |  84 |  x125.5
 092  | 1000000 | Stun Rate 100%                              |  92 |  x137.5
 096  | 1000000 | Knockdown Rate up x infinity? Chance 33%    |  96 |  x143.5
 100  | 1000000 | Full Scratch Rate 100%                      | 100 |  x149.5
______|_________|_____________________________________________|_____|__________



-------------------------------------------------------------------------------
THROWN WEAPONS
------.---------.---------------------------------------------.-----.----------
TH LV | EXP     | SKILL                                       | C/C | K/BACK
------+---------+---------------------------------------------+-----+---------
 001  |       0 | ........................................... |  -  |    x1.0
 004  |    1200 | Hyper Damage Rate 5%                        |   4 |    x2.5
 008  |    5600 | Ailment Rate x2. Chance 33%                 |   8 |    x4.5
 012  |   16000 | Charge Cancel Rate 5%                       |  12 |    x6.5
 016  |   29000 | Hyper Damage Rate 10%                       |  16 |    x8.5
 020  |   56000 | Ailment Rate x3. Chance 33%                 |  20 |   x10.5
 024  |  200000 | Charge Cancel Rate 10&                      |  24 |   x12.5
 028  |  500000 | Hyper Damage Rate 15%                       |  28 |   x14.5
 032  |  500000 | Ailment Rate x4. Chance 33%                 |  32 |   x16.5
 036  |  500000 | Charge Cancel Rate 15%                      |  36 |   x18.0
 040  |  500000 | Hyper Damage Rate 20%                       |  40 |   x20.5
 044  |  500000 | Ailment Rate x5. Chance 33%                 |  44 |   x22.5
 048  |  500000 | Charge Cancel Rate 20%                      |  48 |   x24.5
 052  |  750000 | Hyper Damage Rate 25%                       |  52 |   x26.5
 056  |  500000 | Ailment Rate x6. Chance 33%                 |  56 |   x28.5
 060  |  500000 | Charge Cancel Rate 25%                      |  60 |   x30.5
 064  |  750000 | Hyper Damage Rate 30%                       |  64 |   x32.5
 068  |  750000 | Ailment Rate x7. Chance 33%                 |  68 |   x34.5
 072  |  750000 | Charge Cancel Rate 30%                      |  72 |   x36.5
 076  | 1000000 | Hyper Damage Rate 50%                       |  76 |   x38.5
 080  | 1000000 | Ailment Rate x8. Chance 33%                 |  80 |   x40.5
 084  | 1000000 | Charge Cancel Rate 50%                      |  84 |   x42.5
 092  | 1000000 | Hyper Damage Rate 100%                      |  92 |   x46.5
 096  | 1000000 | Ailment Rate x infinity? Chance 33%         |  96 |   x48.5
 100  | 1000000 | Charge Cancel Rate 100%                     | 100 |   x50.5
______|_________|_____________________________________________|_____|__________



===============================================================================
02. G U N S .............................................................. *L02
===============================================================================

There are 14 guns in the game: 9 Handguns and 5 Machineguns, including the
default weapons.

AP = Attack Power.........Affects the amount of damage inflicted on target
GB = Gauge Break..........Affects the chance of breaking the target's HP gauge
KB = Knockback............Affects the chance of knocking an enemy down or back
CS = Charge Speed.........The speed at which a weapon charges before an attack
CA = Charge Acceleration..The speed at which a weapon charges again after the
                          first charge
RF = Rapid Fire...........The rate of fire when in a critical state
BF = Bullet Focus.........How much bullets focus on the centre of the target
MS = Magazine Size........Determines the number of bullets that can be fired at
                          one time (Hero Action attacks are not effected)
WGT = Weight..............The weight of a weapon


 H A N D G U N S
.----------------.----.----.----.----.-----.----.----.----.-----.-------------.
| NAME           | AP | GB | KB | CS | CA  | RF | BF | MS | WGT | LOCATION    |
|----------------+----+----+----+----+-----+----+----+----+-----+-------------|
| 1191.45 Auto   |  5 | 20 |  5 | 15 |  8% | 52 | 88 |  8 | 255 | Default     |
|----------------+----+----+----+----+-----+----+----+----+-----+-------------|
| B-N84          |  4 | 10 |  4 | 10 |  1% | 56 | 88 |  8 | 245 | Default     |
|----------------+----+----+----+----+-----+----+----+----+-----+-------------|
| SG-B226        |  4 | 12 |  4 | 15 |  2% | 52 | 89 |  9 | 240 | Ebel City   |
|----------------+----+----+----+----+-----+----+----+----+-----+-------------|
| LP-09          |  4 | 13 |  4 | 30 |  3% | 48 | 89 |  8 | 235 | Albona      |
|----------------+----+----+----+----+-----+----+----+----+-----+-------------|
| MI50A          |  6 | 18 |  5 | 25 |  4% | 40 | 84 |  6 | 250 | Arena       |
|----------------+----+----+----+----+-----+----+----+----+-----+-------------|
| Z-40           |  5 | 15 |  4 | 20 |  5% | 54 | 88 |  7 | 230 | Mission     |
|----------------+----+----+----+----+-----+----+----+----+-----+-------------|
| SG-B226 Golden | 11 | 30 |  4 | 40 | 10% | 56 | 90 |  9 | 240 | Neverland   |
|----------------+----+----+----+----+-----+----+----+----+-----+-------------|
| 1191.45 Golden | 13 | 30 |  5 | 40 | 10% | 54 | 87 |  7 | 255 | Neverland   |
|----------------+----+----+----+----+-----+----+----+----+-----+-------------|
| B-N84 Golden   | 10 | 30 |  4 | 40 | 10% | 58 | 89 |  8 | 245 | Neverland   |
|________________|____|____|____|____|_____|____|____|____|_____|_____________|


 M A C H I N E G U N S
.----------------.----.----.----.----.-----.----.----.----.-----.-------------.
| NAME           | AP | GB | KB | CS | CA  | RF | BF | MS | WGT | LOCATION    |
|----------------+----+----+----+----+-----+----+----+----+-----+-------------|
| SMG-05         |  6 |  0 |  3 |  8 |  1% | 77 | 75 | 12 | 260 | Default     |
|----------------+----+----+----+----+-----+----+----+----+-----+-------------|
| PDW-XN.V2      |  7 |  0 |  3 | 20 |  4% | 76 | 74 | 14 | 265 | Dakota Vein |
|----------------+----+----+----+----+-----+----+----+----+-----+-------------|
| PDW-XN.V3      |  8 |  0 |  3 | 19 |  5% | 75 | 74 | 15 | 275 | Aetersyl    |
|----------------+----+----+----+----+-----+----+----+----+-----+-------------|
| NP.05C         |  7 |  0 |  3 | 17 |  7% | 76 | 75 | 13 | 270 | Ebel City   |
|----------------+----+----+----+----+-----+----+----+----+-----+-------------|
| NP.05 Golden   | 15 |  0 |  3 | 40 | 10% | 78 | 77 | 15 | 265 | Neverland   |
|________________|____|____|____|____|_____|____|____|____|_____|_____________|


GUN LOCATIONS
-------------------------------------------------------------------------------
Arena
MI50A  (Handgun)
Exchange Coins for this weapon. You require: 500 Copper, 200 Silver, and 50
Gold Coins, so the soonest you could buy this is when the Gold Coin ranks open
up in Chapter 10, but realistically you are unlikely to amass enough Gold Coins
until Chapter 15 or 16.
-------------------------------------------------------------------------------
Chapter 1
SG-B226 (Handgun)
Buy this in the Ebel City Shop for 100,000 Rubies, at least, buy it when you've
raised enough money.
-------------------------------------------------------------------------------
Chapter 5
PDW-XN.V2 (Machinegun)
Found in the final hex of the Dakota Vein. (You'll have to fight for it!)
-------------------------------------------------------------------------------
Chapter 7
LP-09 (Handgun)
This gun is for sale at Albona and costs 200,000 Rubies.
-------------------------------------------------------------------------------
Chapter 12
NP.05C (Machinegun)
Purchase this gun in Ebel City for 300,000 Rubies.
-------------------------------------------------------------------------------
Chapter 14
PDW-XN.V3 (Machinegun)
Found in Aetersyl.
-------------------------------------------------------------------------------
Chapter 15
Z-40 (Handgun)
"This Gun's for You!" mission rewards you with a free gun!.
-------------------------------------------------------------------------------
Chapter 16
B-N84 Golden (Handgun)
Found in the Primary Gate, Neverland
-------------------------------------------------------------------------------
Chapter 16
1191.45 Golden (Handgun)
Found in the Secondary Central Park, Neverland
-------------------------------------------------------------------------------
Chapter 16
NP.05 Golden (Machinegun)
Found in the Secondary East Park, Neverland
-------------------------------------------------------------------------------
Chapter 16
SG-B226 Golden (Handgun)
Found in the Tertiary East Park, Neverland
-------------------------------------------------------------------------------



===============================================================================
03.  G R E N A D E S ..................................................... *L03
===============================================================================

All grenades must be equipped to a Grenade Box to use. Most can be made at the
Tinkerer, although some are found as enemy drops (Dog Droppings), and many are
found by uncovering hexes on the world map. The cost is in Rubies together with
the specified components.

-------------
ABBREVIATIONS
-------------
P/F/I/E/T  = Physical/Fire/Ice/Electrical/Toxic (Elemental Damage)

ED = Elemental Damage ....Might produce a status effect of some kind.
GB = Gauge Break..........Affects the chance of breaking the target's HP gauge
KB = Knockback............Affects the chance of knocking an enemy down or back
CS = Charge Speed.........The speed at which a grenade charges before an attack
CA = Charge Acceleration..The speed at which a grenade charges again after the
                          first charge

CC = Copper Coins
SC = Silver Coins

--------------------+----------------------------------------------------------
GRENADES            | ED       GB   KB   CS  CA  | COST | COMPONENTS
--------------------+----------------------------+------+----------------------
Molotov Cocktail    | F:65     100   -   20   0% |  100 | Fabric Scrap x1
                    |                            |      | Glass Shard x1
                    |                            |      | Gasoline x1
--------------------+----------------------------+------+----------------------
Molotov Cocktail +  | F:130    500   -   40   5% |  200 | Fabric Scrap x1
                    |                            |      | Glass Shard x1
                    |                            |      | Gasoline x2
--------------------+----------------------------+------+----------------------
Molotov Cocktail ++ | F:260   1000   -   60  10% |  300 | Fabric Scrap x1
                    |                            |      | Glass Shard x1
                    |                            |      | Gasoline x1
                    |                            |      | Crystalline Fire x1
--------------------+----------------------------+------+----------------------
Molotov Cocktail EX | F:800   2000   -  100  20% |  400 | Fabric Scrap x1
                    |                            |      | Glass Shard x1
                    |                            |      | Black Blood x1
--------------------+----------------------------+------+----------------------
Rookie Grenade      | P:5      10    1   10   0% |   50 | N/A
                    |                            |      | Buy from shop
                    |                            |      |
--------------------+----------------------------+------+----------------------
Hand Grenade        | P:100     50  10   20   0% |  100 | Scrap Iron x1
                    |                            |      | Powder Gel x1
                    |                            |      | Rookie Grenade x1
--------------------+----------------------------+------+----------------------
Hand Grenade +      | P:200    500  10   40   5% |  200 | Scrap Lead x1
                    |                            |      | Powder Gel+ x1
                    |                            |      | Rookie Grenade x1
--------------------+----------------------------+------+----------------------
Hand Grenade ++     | P:400   1000  10   60  10% |  300 | Scrap Bronze x1
                    |                            |      | Powder Gel++ x1
                    |                            |      | Rookie Grenade x1
--------------------+----------------------------+------+----------------------
Hand Grenade EX     | P:1000  2000  10  100  20% |  400 | Scrap Zinc x1
                    |                            |      | Powder Gel EX x1
                    |                            |      | Rookie Grenade x1
--------------------+----------------------------+------+---------------------
Freezer Grenade     | I:100    100  10   20   0% |  150 | Scrap Iron x1
                    |                            |      | Powder Gel+ x1
                    |                            |      | Ice Fragment x1
                    |                            |      | Rookie Grenade x1
--------------------+----------------------------+------+---------------------
Freezer Grenade +   | I:200    500  10   40   5% |  250 | Scrap Lead x1
                    |                            |      | Powder Gel+ x1
                    |                            |      | Ice Fragment x1
                    |                            |      | Rookie Grenade x1
--------------------+----------------------------+------+---------------------
Freezer Grenade ++  | I:400   1000  10   60  10% |  350 | Scrap Bronze x1
                    |                            |      | Powder Gel++ x1
                    |                            |      | Ice Fragment x1
                    |                            |      | Rookie Grenade x1
--------------------+----------------------------+------+---------------------
Freezer Grenade EX  | I:1000  2000  10  100  20% |  450 | Scrap Zinc x1
                    |                            |      | Powder Gel EX x1
                    |                            |      | Ice Fragment x1
                    |                            |      | Rookie Grenade x1
--------------------+----------------------------+------+---------------------
Electro Grenade     | E:100    100  10   20   0% |  150 | Scrap Iron x1
                    |                            |      | Powder Gel x1
                    |                            |      | Spark Flint x1
                    |                            |      | Rookie Grenade x1
--------------------+----------------------------+------+---------------------
Electro Grenade +   | E:200    500  10   40   5% |  250 | Scrap Lead x1
                    |                            |      | Powder Gel+ x1
                    |                            |      | Spark Flint x1
                    |                            |      | Rookie Grenade x1
--------------------+----------------------------+------+---------------------
Electro Grenade ++  | E:400   1000  10   60  10% |  350 | Scrap Bronze x1
                    |                            |      | Powder Gel++ x1
                    |                            |      | Spark Flint x1
                    |                            |      | Rookie Grenade x1
--------------------+----------------------------+------+---------------------
Electro Grenade EX  | E:1000  2000  10  100  20% |  450 | Scrap Zinc x1
                    |                            |      | Powder Gel EX x1
                    |                            |      | Spark Flint x1
                    |                            |      | Rookie Grenade x1
--------------------+----------------------------+------+---------------------
Toxic Grenade       | T:100    100  10   20   0% |  150 | Scrap Iron x1
                    |                            |      | Powder Gel x1
                    |                            |      | Toxic Culture x1
                    |                            |      | Rookie Grenade x1
--------------------+----------------------------+------+---------------------
Toxic Grenade +     | T:200    500  10   40   5% |  250 | Scrap Lead x1
                    |                            |      | Powder Gel+ x1
                    |                            |      | Toxic Culture x1
                    |                            |      | Rookie Grenade x1
--------------------+----------------------------+------+---------------------
Toxic Grenade ++    | T:400   1000  10   60  10% |  350 | Scrap Bronze x1
                    |                            |      | Powder Gel++ x1
                    |                            |      | Toxic Culture x1
                    |                            |      | Rookie Grenade x1
--------------------+----------------------------+------+---------------------
Toxic Grenade EX    | T:1000  2000  10  100  20% |  450 | Scrap Zinc x1
                    |                            |      | Powder Gel EX x1
                    |                            |      | Toxic Culture x1
                    |                            |      | Rookie Grenade x1
--------------------+----------------------------+------+---------------------
Oil Grenade         | P:100    100  10   20   0% |  150 | Scrap Iron x1
                    |                            |      | Powder Gel x1
                    |                            |      | Gasoline x1
                    |                            |      | Rookie Grenade x1
--------------------+----------------------------+------+---------------------
Dog Droppings       | P: 1      10   1   15   0% | N/A  | N/A (Dropped from
                    |                            |      | Dog enemies)
--------------------+----------------------------+------+---------------------
Smash Grenade x5    | E:10    4000  20   30  10% | x50CC| Arena Coin Exchange
                    |                            | x5SC | Purchase with coins
____________________|____________________________|______|______________________



===============================================================================
04.  S P E C I A L  R O U N D S  -  A M M U N I T I O N  ..................*L04
===============================================================================

All ammunition must be equipped to a Magazine Case to use. Most can be made at
the Tinkerer, although some is bought at the Arena Coin Exchange or found by
uncovering hexes on the world map. The cost is in Rubies together with the
specified components.

-------------
ABBREVIATIONS
-------------
P/F/I/E/T  = Physical/Fire/Ice/Electrical/Toxic (Elemental Damage)

ED = Elemental Damage ....Might produce a status effect of some kind.
KB = Knockback............Affects the chance of knocking an enemy down or back

CC = Copper Coins
SC = Silver Coins

-----------------------.----------.------.-------------------------------------
SPECIAL ROUNDS         | ED    KB | COST | COMPONENTS
-----------------------+----------+------+-------------------------------------
Hollow-Point Rounds    | P:06   5 |  100 | Scrap Iron x1
                       |          |      | Powder Gel x1
-----------------------+----------+------+-------------------------------------
Hollow-Point Rounds +  | P:08   5 |  150 | Scrap Lead x1
                       |          |      | Powder Gel + x1
-----------------------+----------+------+-------------------------------------
Hollow-Point Rounds ++ | P:10   6 |  200 | Scrap Bronze x1
                       |          |      | Powder Gel ++ x1
-----------------------+----------+------+-------------------------------------
Hollow-Point Rounds EX | P:12   6 |  250 | Scrap Zinc x1
                       |          |      | Powder Gel EX x1
-----------------------+----------+------+-------------------------------------
Metal-Coated Rounds    | P:06   5 |  100 | Scrap Iron x1
                       |          |      | Powder Gel x1
-----------------------+----------+------+-------------------------------------
Metal-Coated Rounds +  | P:08   5 |  150 | Scrap Lead x1
                       |          |      | Powder Gel + x1
-----------------------+----------+------+-------------------------------------
Metal-Coated Rounds ++ | P:10   6 |  200 | Scrap Bronze x1
                       |          |      | Powder Gel ++ x1
-----------------------+----------+------+-------------------------------------
Metal-Coated Rounds EX | P:12   6 |  250 | Scrap Zinc x1
                       |          |      | Powder Gel EX x1
-----------------------+----------+------+-------------------------------------
Incendiary Rounds      | F:06   5 |  150 | Scrap Iron x1
                       |          |      | Powder Gel + x1
                       |          |      | Crystalline Fire x1
-----------------------+----------+------+-------------------------------------
Incendiary Rounds +    | F:07   5 |  200 | Scrap Bronze x1
                       |          |      | Powder Gel ++ x1
                       |          |      | Crystalline Fire x1
-----------------------+----------+------+-------------------------------------
Sub-Zero Rounds        | I:06   5 |  150 | Scrap Iron x1
                       |          |      | Powder Gel + x1
                       |          |      | Ice Fragment x1
-----------------------+----------+------+-------------------------------------
Sub-Zero Rounds +      | I:07   5 |  200 | Scrap Bronze x1
                       |          |      | Powder Gel ++ x1
                       |          |      | Ice Fragment x1
-----------------------+----------+------+-------------------------------------
Electrified Rounds     | E:06   5 |  150 | Scrap Iron x1
                       |          |      | Powder Gel + x1
                       |          |      | Spark Flint x1
-----------------------+----------+------+-------------------------------------
Electrified Rounds +   | E:07   5 |  200 | Scrap Bronze x1
                       |          |      | Powder Gel ++ x1
                       |          |      | Spark Flint x1
-----------------------+----------+------+-------------------------------------
Toxic Rounds           | T:06   5 |  150 | Scrap Iron x1
                       |          |      | Powder Gel + x1
                       |          |      | Toxic Culture x1
-----------------------+----------+------+-------------------------------------
Toxic Rounds +         | T:07   5 |  200 | Scrap Bronze x1
                       |          |      | Powder Gel ++ x1
                       |          |      | Toxic Culture x1
-----------------------+----------+------+-------------------------------------
HP Incendiary Rounds   | F:07   5 |  200 | Scrap Lead x1
                       |          |      | Powder Gel + x1
                       |          |      | Crystalline Fire x1
-----------------------+----------+------+-------------------------------------
HP Incendiary Rounds + | F:09   6 |  300 | Scrap Zinc x1
                       |          |      | Powder Gel EX x1
                       |          |      | Crystalline Fire x1
-----------------------+----------+------+-------------------------------------
HP Sub-Zero Rounds     | I:07   5 |  200 | Scrap Lead x1
                       |          |      | Powder Gel + x1
                       |          |      | Ice Fragment x1
-----------------------+----------+------+-------------------------------------
HP Sub-Zero Rounds +   | I:09   6 |  300 | Scrap Zinc x1
                       |          |      | Powder Gel EX x1
                       |          |      | Ice Fragment x1
-----------------------+----------+------+-------------------------------------
HP Electrified Rounds  | E:07   5 |  200 | Scrap Lead x1
                       |          |      | Powder Gel + x1
                       |          |      | Spark Flint x1
-----------------------+----------+------+-------------------------------------
HP Electrified Rounds +| E:09   6 |  300 | Scrap Zinc x1
                       |          |      | Powder Gel EX x1
                       |          |      | Spark Flint x1
-----------------------+----------+------+-------------------------------------
HP Toxic Rounds        | T:07   5 |  200 | Scrap Lead x1
                       |          |      | Powder Gel + x1
                       |          |      | Toxic Culture x1
-----------------------+----------+------+-------------------------------------
HP Toxic Rounds +      | T:09   6 |  300 | Scrap Zinc x1
                       |          |      | Powder Gel EX x1
                       |          |      | Toxic Culture x1
-----------------------+----------+------+-------------------------------------
MC Incendiary Rounds   | F:07   5 |  200 | Scrap Lead x1
                       |          |      | Powder Gel + x1
                       |          |      | Crystalline Fire x1
-----------------------+----------+------+-------------------------------------
MC Incendiary Rounds + | F:09   6 |  300 | Scrap Zinc x1
                       |          |      | Powder Gel EX x1
                       |          |      | Crystalline Fire x1
-----------------------+----------+------+-------------------------------------
MC Sub-Zero Rounds     | I:07   5 |  200 | Scrap Lead x1
                       |          |      | Powder Gel + x1
                       |          |      | Ice Fragment x1
-----------------------+----------+------+-------------------------------------
MC Sub-Zero Rounds +   | I:09   6 |  300 | Scrap Zinc x1
                       |          |      | Powder Gel EX x1
                       |          |      | Ice Fragment x1
-----------------------+----------+------+-------------------------------------
MC Electrified Rounds  | E:07   5 |  200 | Scrap Lead x1
                       |          |      | Powder Gel + x1
                       |          |      | Spark Flint x1
-----------------------+----------+------+-------------------------------------
MC Electrified Rounds +| E:09   6 |  300 | Scrap Zinc x1
                       |          |      | Powder Gel EX x1
                       |          |      | Spark Flint x1
-----------------------+----------+------+-------------------------------------
MC Toxic Rounds        | T:07   5 |  200 | Scrap Lead x1
                       |          |      | Powder Gel + x1
                       |          |      | Toxic Culture x1
-----------------------+----------+------+-------------------------------------
MC Toxic Rounds +      | T:09   6 |  300 | Scrap Zinc x1
                       |          |      | Powder Gel EX x1
                       |          |      | Toxic Culture x1
-----------------------+----------+------+-------------------------------------
Oil Rounds             | P:06   5 |  150 | Scrap Iron x1
                       |          |      | Powder Gel x1
                       |          |      | Gasoline x1
-----------------------+----------+------+-------------------------------------
Percussive Round       | P:03  10 |x50CC | Arena Coin Exchange (for x5)
                       |          |x5SC  |
-----------------------+----------+------+-------------------------------------
Armor-Piercing Round   | P:07   4 |x50CC | Arena Coin Exchange (for x5)
                       |          |x5SC  |
_______________________|__________|______|_____________________________________



===============================================================================
05.  F I R S T  A I D  ................................................... *L05
===============================================================================

All First Aid items are used from the First Aid Kit and it must be equipped to
someone. You can only use these items in danger zones: during a battle, or
inside a dungeon room. The exception is the Perfect Aid which can be used
directly from the main menu at any time to heal HP.

Cost is in Rubies unless it's at the Arena, where the price is in Copper Coins.
-------------------------------------------------------------------------------
Name            | Description                  | Shop                   | Cost
----------------+------------------------------+------------------------+------
Anti-All        | Cuts all damage in half      | Arena Coin Exchange    |  N/A
Anti-Bolt       | Cuts electric damage in half | Arena CE, Ebel (12+)   | 1500
Anti-Damage     | Cuts physical damage in half | Arena CE, Ebel (12+)   | 1500
Anti-Heat       | Cuts fire damage in half     | Arena CE, Ebel (12+)   | 1500
Anti-Ice        | Cuts ice damage in half      | Arena CE, Ebel (12+)   | 1500
Anti-Toxin      | Cuts poison damage in half   | Arena CE, Ebel (12+)   | 1500
Clairvoyance    | See info on target           | All shops, Travel Mer. |  250
Cure Kit        | Cures all status ailments - 1| All shops, Travel Mer. | 1000
Cure Kit-R      | Cures all status ailments-all| Travel Mer., Albona,   | 2000
                |                              | Ebel City (12+)        |
Escape Hex      | Use to warp back to world map| All shops, Travel Mer. | 1600
First Aid       | Heal 1000 pts scratch damage | All shops, Travel Mer. | 1000
First Aid EX    | Heals all scratch damage     | Mission/world map only | N/A
First Aid S     | Heals 4000 pts scratch damage| Ebel City (12+)        | 2000
Multi-Aid       | Heals 500 pts scratch damage | Travel Mer., Albona,   | 2000
                | for everyone within radius   | Ebel City (12+)        |
Multi-Aid R-EX  | Heals all scratch damage for | Mission/world map only | N/A
                | everyone within radius       |                        |
Multi-Aid R-S   | Heals 2000 pts scratch damage| Ebel City (12+)        | 3000
                | for everyone within radius   |                        |
Perfect Aid     | Restores all HP for one      | Mission/world map only | N/A
Soft Serve      | Heals minor scratch damage   | Arena ice cream seller |  100
Sonic Chug      | Doubles movement speed       | Arena Coin Exchange    | 10CC
________________|______________________________|________________________|______



===============================================================================
06.  A C C E S S O R I E S ............................................... *L06
===============================================================================

Accessories all possess a weight factor (apart from the Auto-Trigger) and,
provided they don't exceed the amount a character can bear, each person can
equip two at once. Effects will stack, but with a slight decrease from adding
the stats together. For example: equip a Heat Protector that cuts physical
damage by 15% and fire damage by 70% and a Heat Shield that cuts physical
damage by 10% and fire damage by 50% and the overall effect is: 23% for
physical resistance and 85% for fire resistance. Two Heat Shields give a total
of 19% physical resistance and 75% fire resistance.

If there is a point where a character operates on their own, all accessories
will be removed from the other two and need to be re-equipped when they return.

-------------------------------------------------------------------------------
Auto-Trigger
Automatically attacks if the Action Gauge reaches zero while charging, as long
as there is a least one complete charge.
Weight  : 0
Buy/Sell: 3000/1500
Tinker  : No
Obtain  : Buy: Ebel City Shop

-------------------------------------------------------------------------------
Barrier Padding
This liner sticks of clothes' interior, cutting physical damage by 10%
Weight  : 5
Buy/Sell: -/5000
Tinker  : Plastic Fiber x3/Scrap Iron x5
Obtain  : Ebel City Tinker (Chapter 6+), Cranktown Tinker
Mission : Lost in Darkness (Chapter 2)

-------------------------------------------------------------------------------
Bolt Padding
Cuts physical damage by 5% and electricity damage by 30%.
Weight  : 0
Buy/Sell: -/5000
Tinker  : Plastic Fiber x3/Rubber Clip x1
Obtain  : Ebel City Tinker (Chapter 6+), Cranktown Tinker
Mission : The Broken Sewing Machine (Chapter 4)

-------------------------------------------------------------------------------
Bolt Protector
Cuts physical damage by 15% and electricity damage by 70%.
Weight  : 15
Buy/Sell: -/15000
Tinker  : Plastic Fiber x3/Spark Flint x3/Rubber Clip x2/Crystal Core x1/
          Rare Metal Shard x1
Obtain  : Ebel City Tinker (Chapter 12+)

-------------------------------------------------------------------------------
Bolt Shield
Cuts physical damage by 10% and electricity damage by 50%.
Weight  : 10
Buy/Sell: -/10000
Tinker  : Plastic Fiber x3/Spark Flint x2/Rubber Clip x1
Obtain  : Ebel City Tinker (Chapter 8+) Albona Tinker


-------------------------------------------------------------------------------
Bomber Ring
Prevents thrown weapons from harming allies.
Weight  : 10
Buy/Sell: -/10000
Tinker  : No
Obtain  : Arena Coin Exchange (200 Copper, 20 Silver Coins)

-------------------------------------------------------------------------------
Cold Padding
Cuts physical damage by 5% and ice elemental damage by 30%.
Weight  : 5
Buy/Sell: -/5000
Tinker  : Plastic Fiber x3/Lumber x1
Obtain  : Ebel City Tinker (Chapter 6+), Cranktown Tinker
Mission : Fashion is Art (Chapter 6)

-------------------------------------------------------------------------------
Cold Protector
Cuts physical damage by 15% and ice elemental damage by 70%.
Weight  : 5
Buy/Sell: -/10000
Tinker  : Plastic Fiber x3/Ice Fragment x3/Lumber x2/Crystal Core x1/
          Rare Metal Shard x1
Obtain  : Ebel City Tinker (Chapter 12+)

-------------------------------------------------------------------------------
Cold Shield
Cuts physical damage by 10% and ice elemental damage by 50%.
Weight  : 10
Buy/Sell: -/10000
Tinker  : Plastic Fiber x2/Ice Fragment x2/Lumber x1
Obtain  : Ebel City Tinker (Chapter 6+) Albona

-------------------------------------------------------------------------------
Eagle Eye
Opens user's third eye for an instant, allowing them occasionally to deliver a
blow worth all of an enemy's main body's HP
Weight  : 20
Buy/Sell: -/50000
Tinker  : No
Obtain  : Neverland Secondary West Park

-------------------------------------------------------------------------------
Elemental Protector
Cuts all elemental damage by 20%
Weight  : 20
Buy/Sell: -/20000
Tinker  : No
Obtain  : Arena Coin Exchange (500 Copper, 80 Silver Coins, 10 Gold Coins)
Mission : Cleaned out by Creativity (Chapter 8)

-------------------------------------------------------------------------------
EXP Trainer
Increases experience (by 20%) but lowers item drop rate
Weight  : 10
Buy/Sell: -/10000
Tinker  : No
Obtain  : Arena Coin Exchange (200 Copper, 20 Silver Coins)
          From Daniel for the Witchy Mama doll.

-------------------------------------------------------------------------------
Flameproof Suit
Prevents immolation almost completely.
Weight  : 15
Buy/Sell: -/14000
Tinker  : Plastic Fiber x3/Crystalline Fire x2/Hide x2/Crystal Core x1/
          Rare Metal Shard x1
Obtain  : Ebel City Tinker (Chapter 12+)
          Prize for Hunter Rank 600+

-------------------------------------------------------------------------------
Flame-Resistant Vest
Lowers the risk of immolation.
Weight  : 5
Buy/Sell: -/7000
Tinker  : Plastic Fiber x3/Hide x1
Obtain  : Ebel City Tinker (Chapter 6+) and Cranktown.
          From Daniel for the Doll.

-------------------------------------------------------------------------------
Galaxy Knuckle
Raises your ability to knockback enemies
Weight  : 0
Buy/Sell: -/5000
Tinker  : No
Obtain  : Arena Coin Exchange (100 Copper, 10 Silver Coins)

-------------------------------------------------------------------------------
Germproof Suit
Prevents poison almost completely.
Weight  : 15
Buy/Sell: -/14000
Tinker  : Plastic Fiber x3/Toxic Culture x2/Sterile Plating x2/Crystal Core x1/
          Rare Metal Shard x1
Obtain  : Ebel City Tinker (Chapter 12+)
          From Daniel for Cursed Doll
          Find in Gran Idee Mines

-------------------------------------------------------------------------------
Germ-Resistant Vest
Lowers the risk of poisoning.
Weight  : 5
Buy/Sell: -/7000
Tinker  : Plastic Fiber x3/Sterile Plating x1
Obtain  : Ebel City Tinker (Chapter 6+) and Cranktown

-------------------------------------------------------------------------------
Greed Piercing
Allows you to collect dropped items from further away
Weight  : 5
Buy/Sell: -/7500
Tinker  : No
Obtain  : Arena Coin Exchange (150 Copper, 15 Silver Coins)
Mission : -

-------------------------------------------------------------------------------
Hawk Eye
Opens user's Third Eye for an instant, allowing them occasionally deliver a
blow worth all of an enemy's body part's HP
Weight  : 20
Buy/Sell: -/20000
Tinker  : No
Obtain  : Arena Coin Exchange (400 Copper, 40 Silver, 2 Gold Coins)
Mission : Lady in the Red (Chapter 9)

-------------------------------------------------------------------------------
Heat Padding
Cuts physical damage by 5% and fire elemental damage by 30%
Weight  : 5
Buy/Sell: -/5000
Tinker  : Plastic Fiber x3/Hide x1
Obtain  : Ebel City Tinker (Chapter 6+) and Cranktown

-------------------------------------------------------------------------------
Heat Protector
Cuts physical damage by 15% and fire elemental damage by 70%
Weight  : 15
Buy/Sell: -/15000
Tinker  : Plastic Fiber x3/Crystalline Fire x3/Hide x2/Crystal Core x1/
          Rare Metal Shard x1
Obtain  : Ebel City Tinker (Chapter 12+)
Mission : A Dyeing Request (Chapter 11)

-------------------------------------------------------------------------------
Heat Shield
Cuts physical damage by 10% and fire elemental damage by 50%
Weight  : 10
Buy/Sell: -/10000
Tinker  : Plastic Fiber x3/Crystalline Fire x2/Hide x1
Obtain  : Ebel City Tinker (Chapter 8+) and Albona

-------------------------------------------------------------------------------
Hi-Pod
"Just having this nearby gets you pumped! You'll be too amped up to ask why."
Weight  : 10
Buy/Sell: -/1000
Tinker  : No
Obtain  : Neverland Primary East Park

-------------------------------------------------------------------------------
Hi-Polymer Padding
Cuts physical damage by 30%
Weight  : 15
Buy/Sell: -/15000
Tinker  : Plastic Fiber x3/Crystal Core x2, Rare Metal Shard x2
Obtain  : Ebel City Tinker (Chapter 12+)
          From Daniel for Bridal Doll

-------------------------------------------------------------------------------
Iceproof Suit
Prevents freezing almost completely.
Weight  : 15
Buy/Sell: -/14000
Tinker  : Plastic Fiber x3/Ice Fragment x3/Lumber x2/Crystal Core x1/
          Rare Metal Shard x1
Obtain  : Ebel City Tinker (Chapter 12+)
          Find at Freud Remnants Site East

-------------------------------------------------------------------------------
Ice-Resistant Vest
Lowers the risk of freezing
Weight  : 5
Buy/Sell: -/7000
Tinker  : Plastic Fiber x3/Lumber x1
Obtain  : Ebel City Tinker (Chapter 6+) and Cranktown
Mission : Igniting Creativity (Chapter 5)

-------------------------------------------------------------------------------
Lucky Charm
Increases item drop rate but lowers experience you can gain
Weight  : 10
Buy/Sell: -/10000
Tinker  : No
Obtain  : Arena Coin Exchange (200 Copper, 20 Silver)

-------------------------------------------------------------------------------
Meteor Zipper
Raises Smackdown damage (by 20%) but lowers the chance of a Bonus Shot
Weight  : 10
Buy/Sell: -/7500
Tinker  : No
Obtain  : Arena Coin Exchange (150 Copper, 15 Silver)

-------------------------------------------------------------------------------
Mighty Suit
Cuts risk of all status ailments by 50%
Weight  : 20
Buy/Sell: -/15000
Tinker  : No
Obtain  : Arena Coin Exchange (400 Copper, 70 Silver, 5 Gold)
Mission : Authentic Cuisine (Chapter 9)

-------------------------------------------------------------------------------
Never Suit
Cuts physical damage by 50%.
Weight  : 25
Buy/Sell: -/40000
Tinker  : No
Obtain  : Find in Neverland Gate to Heaven: first room.

-------------------------------------------------------------------------------
Protective Padding
Cuts physical damage by 20%.
Weight  : 10
Buy/Sell: -/10000
Tinker  : Plastic Fiber x3/Scrap Iron x5/Scrap Lead x5
Obtain  : Ebel City Tinker (Chapter 8+) and Albona

-------------------------------------------------------------------------------
Shockproof Suit
Prevents electrocution almost completely.
Weight  : 15
Buy/Sell: -/14000
Tinker  : Plastic Fiber x3/Spark Flint x3/Rubber Clip x2/Crystal Core x1/
          Rare Metal Shard x1
Obtain  : Ebel City Tinker (Chapter 12+)
Mission : The Forefront of Fashion (Chapter 13)

-------------------------------------------------------------------------------
Shock-Resistant Vest
Lowers the risk of electrocution.
Weight  : 5
Buy/Sell: -/7000
Tinker  : Plastic Fiber x3/Rubber Clip x1
Obtain  : Ebel City Tinker (Chapter 6+) and Cranktown

-------------------------------------------------------------------------------
Shooting Star
Raises the chance of a Bonus Shot, but lowers Smackdown damage
Weight  : 10
Buy/Sell: -/75000
Tinker  : No
Obtain  : Arena Coin Exchange (150 Copper, 15 Silver)
Mission : More Merchandise (Chapter 5)

-------------------------------------------------------------------------------
Strongman's Bangle
Keeps weak foes at bay, lowering encounter rate
Weight  : 5
Buy/Sell: -/2500
Tinker  : No
Obtain  : Arena Coin Exchange (100 Copper)

-------------------------------------------------------------------------------
Toxicity Padding
Cuts physical damage by 5% and poison elemental damage by 30%.
Weight  : 5
Buy/Sell: -/5000
Tinker  : Plastic Fiber x3/Sterile Plating x1
Obtain  : Ebel City Tinker (Chapter 6+) and Cranktown

-------------------------------------------------------------------------------
Toxicity Protector
Cuts physical damage by 15% and poison elemental damage by 70%.
Weight  : 15
Buy/Sell: -/15000
Tinker  : Plastic Fiber x3/Toxic Culture x3/Sterile Plating x2/Crystal Core x1/
          Rare Metal Shard x1
Obtain  : Ebel City Tinker (Chapter 12+)

-------------------------------------------------------------------------------
Toxicity Shield
Cuts physical damage by 10% and poison elemental damage by 50%.
Weight  : 10
Buy/Sell: -/10000
Tinker  : Plastic Fiber x3/Toxic Culture x2/Sterile Plating x1
Obtain  : Ebel City Tinker (Chapter 8+) and Albona
Mission : The Town of Hope (Chapter 7)



===============================================================================
07. S Y N T H E S I S  C O M P O N E N T S ................................*L07
===============================================================================

These are all items that you can find and buy, or that result from scrapping
(disassembling) and that are key components in making other items.

(A) = Enemies found in the Arena
---------------------.-----.------.--------------------------------------------
Item                 | Buy | Sell | Dropped/Shop
---------------------+-----+------+--------------------------------------------
Black Blood          |  -  |  200 | Silverhawk, Blob Catcher, Blob Chassis
---------------------+-----+------+--------------------------------------------
Bronze Blob          |  -  | 2500 | Bronze Ooze, Copper Jewel (A)
---------------------+-----+------+--------------------------------------------
Crystal Core         |  -  | 2500 | Cannon Colossus, Mad Golem, Piledriver
                     |     |      | Giant, Mad Goliath, Goliath IV Lancer
                     |     |      | Argos (A), Zero Breaker (A),
                     |     |      | Infinity Breaker (A)
---------------------+-----+------+--------------------------------------------
Crystalline Fire     |  -  |  250 | Disassemble items only.
---------------------+-----+------+--------------------------------------------
Custom Kit Set       | 500 |  250 | Buy at Ebel City, Cranktown, Albona
---------------------+-----+------+--------------------------------------------
Fabric Scrap         | 100 |   50 | Travelling Merchant. Gremlin, Rogue Gunman
                     |     |      | MG, Fat Gangster.
                     |     |      | Arena: Brownie, all hounds, gunners, and
                     |     |      | soldiers.
---------------------+-----+------+--------------------------------------------
Gasoline             | 150 |   75 | Travelling Merchant. Oily Gremlin
                     |     |      | Oil Brownie (A)
---------------------+-----+------+--------------------------------------------
Glass Shard          | 150 |   75 | Travelling Merchant. Rogue Gunman, Rogue
                     |     |      | Gunman MG, Drum Carrier
                     |     |      | Arena: Cheap Gunner,Cheap Gunner Machinegun
                     |     |      | Green Gear, Yellow Gear, Red Gear, Black
                     |     |      | Gear, Blue Gremlin, Snow Brownie,
                     |     |      | Light Gunner MG, Middle Gunner Magnum,
                     |     |      | Middle Gunner Machinegun
---------------------+-----+------+--------------------------------------------
Gold Blob            |  -  | 5000 | Gold Flan, Gold Jewel (A)
---------------------+-----+------+--------------------------------------------
Hide                 |  -  |  500 | Heat Yeti, Mad Yeti, Bolt Yeti
                     |     |      | Arena: Ifreet, Enkidu, Verde, Giallo
---------------------+-----+------+--------------------------------------------
Ice Fragment         |  -  |  250 | Disassemble items only.
---------------------+-----+------+--------------------------------------------
Lumber               |  -  |  250 | Disassemble items only.
---------------------+-----+------+--------------------------------------------
Plastic Fiber        |  -  |  150 | Mr. Chainsaw, Mr Gunhead, Ms. Vulcan
                     |     |      | (Most dolls and fairies)
                     |     |      | Arena: Coppelia and Marionette enemies
---------------------+-----+------+--------------------------------------------
Powder Gel           | 250 |  125 | Ebel City Shop, Travelling Merchant
---------------------+-----+------+--------------------------------------------
Powder Gel+          |  -  |  250 | Disassemble items only.
---------------------+-----+------+--------------------------------------------
Powder Gel++         |  -  |  375 | Disassemble items only.
---------------------+-----+------+--------------------------------------------
Powder Gel EX        |  -  |  500 | Disassemble items only.
---------------------+-----+------+--------------------------------------------
Rare Metal Shard     |  -  |  750 | Treasure Mimic, Jackpot Dweller, Golden
                     |     |      | Mimic
---------------------+-----+------+--------------------------------------------
Rubber Chip          |  -  |  250 | Cargo Catcher, Dragonfly, Bahamut
                     |     |      | AZ310 Volte (A), AZ302 Noble (A)
---------------------+-----+------+--------------------------------------------
Scrap Brass          |  -  |  500 | Cargo Catcher, Dragonfly, Manhole Stopper
                     |     |      | Tornado Panzer (A), AZ310 Volte (A),
                     |     |      | AZ302 Noble (A), Infinity Breaker (A)
                     |     |      | ST210-G Cannon (A), ST344-CO1 Cannon (A)
---------------------+-----+------+--------------------------------------------
Scrap Bronze         |  -  |  300 | Papa Gremlin, Hot Dog, Junk Mimic
                     |     |      | Mighty Arm Sr. (A)
---------------------+-----+------+--------------------------------------------
Scrap Iron           | 200 |  100 | Find: Ebel City, Shop: Travelling Merchant.
                     |     |      | Dweller, Pistol Dweller
                     |     |      | Drum Hobbit (A), Drum Pixie (A)
---------------------+-----+------+--------------------------------------------
Scrap Lead           |  -  |  200 | Tesla Tortoise, Mr Bomberface, Mr Torchy,
                     |     |      | Battle Plough, Blood Doll Bomber, Blood
                     |     |      | Doll Flame, Cannon Colossus, Chilly Dog,
                     |     |      | Frag Dwellest, Prop Dweller, Sledgehammer.
                     |     |      | Wrecking Baller.
                     |     |      | Arena: Coppelia Flamer, Blitz Tortoise,
                     |     |      | Drum Troll, Jumbo Pixie, Fenrir,
---------------------+-----+------+--------------------------------------------
Scrap Zinc           |  -  |  400 | Dolled-Up Dwellest, Cargo Catcher, Bazooka
                     |     |      | Dwellest, Tri-Stamp, Jalopy Golem, Mobile
                     |     |      | Storm Cannon, Thor's Hammer
                     |     |      | Arena: Mighty Arm Jr., Jumbo Troll,
                     |     |      | Mine Tank, 3 Panzers, Skoll, Fafnir,
                     |     |      | ST210-G Cannon, ST344-CO1 Cannon,
                     |     |      | AZ310 Volte, Argos, Zero Breaker, Infinity
                     |     |      | Breaker.
---------------------+-----+------+--------------------------------------------
Scrapped Hammer SH1  |  -  |  950 | Sledgehammer
---------------------+-----+------+--------------------------------------------
Scrapped Hammer SH2  |  -  | 1400 | Screw-Top, Mighty Arm Sr. (A), Ullikummi(A)
---------------------+-----+------+--------------------------------------------
Scrapped Hammer SH3  |  -  | 1850 | Tri-Stamp, Mighty Arm Jr. (A)
---------------------+-----+------+--------------------------------------------
Scrapped Hammer SH4  |  -  | 2300 | Godhammer
---------------------+-----+------+--------------------------------------------
Silver Blob          |  -  | 3500 | Silver Jelly, Silver Jewel (A)
---------------------+-----+------+--------------------------------------------
Spark Flint          |  -  |  250 | Disassemble items only.
---------------------+-----+------+--------------------------------------------
Sterile Plating      |  -  |  350 | Tar Man, Tar Armor, Vibrant Tar Man,
                     |     |      | Never Tar Man
---------------------+-----+------+--------------------------------------------
Toxic Culture        |  -  |  250 | Disassemble items only.
_____________________|_____|______|____________________________________________



===============================================================================
08. S C R A P  I T E M S ................................................. *L08
===============================================================================

These are items that can be scrapped by the Scrapper! Any grenades, ammunition
custom gun parts or accessories can also be scrapped. See those lists for
information about their components. The cost is the fee (in Rubies) charged by
the scrapper to disassemble the item. Many of these items are essential
components for assembling gun parts and should not be scrapped. (Unless you
have many of them, in which case, in which case it's fine to use them for
scrap.)

(A) = Enemies found in the Arena.
---------------------.-----.-----------------------.---------------------------
ITEM                 | FEE | COMPONENTS            | DROPPED BY...
---------------------+-----+-----------------------+---------------------------
Busted Oil Drum      | 100 | Scrap Iron x2         | Drum Carrier
                     |     | Gasoline x3           | Green Gear (A)
---------------------+-----+-----------------------+--------------------------
Dud Round            | 150 | Scrap Iron x3         | Find when recover a missed
                     |     | Scrap Lead x2         | round in combat
                     |     | Scrap Bronze x1       |
                     |     | Powder Gel x10        |
                     |     | Powder Gel+ x5        |
                     |     | Gasoline x3           |
---------------------+-----+-----------------------+---------------------------
Dusty Mass           | 150 | Plastic Fiber x10     | Caligula
                     |     | Gasoline x10          | Return of Caligula
                     |     |                       | Mega Coppelia (A)
---------------------+-----+-----------------------+---------------------------
Ebon Crystal         |  50 | Crystalline Fire x3   | All Blood Dolls
                     |     |                       | Experiment 21
                     |     |                       | Marionette Chainsaw (A)
---------------------+-----+-----------------------+---------------------------
Fetid Crystal        | 200 | Toxic Culture x10     | Mad Yeti
                     |     |                       | Verde (A)
---------------------+-----+-----------------------+---------------------------
Filthy Pouch 1       | 100 | Molotov Cocktail x5   | Dwellest
                     |     | Glass Shard x5        |
                     |     | Fabric Scrap x5       |
                     |     | Lumber x1             |
                     |     | Rubber Chip x1        |
---------------------+-----+-----------------------+---------------------------
Filthy Pouch 2       | 150 | Hand Grenade x3       | Frag Dwellest
                     |     | Scrap Iron x1         | Jumbo Pixie (A)
                     |     | Fabric Scrap x5       |
                     |     | Lumber x2             |
                     |     | Rubber Chip x2        |
---------------------+-----+-----------------------+---------------------------
Filthy Pouch 3       | 200 | Hand Grenade x5       | Bazooka Dwellest
                     |     | Scrap Iron x2         | Jumbo Troll (A)
                     |     | Fabric Scrap x5       |
                     |     | Lumber x3             |
                     |     | Rubber Chip x3        |
---------------------+-----+-----------------------+---------------------------
Filthy Pouch 4       | 250 | Hand Grenade + x3     | Safety Dwellest
                     |     | Scrap Lead x1         |
                     |     | Fabric Scrap x5       |
                     |     | Lumber x4             |
                     |     | Rubber Chip x4        |
---------------------+-----+-----------------------+---------------------------
Filthy Pouch 5       | 300 | Hand Grenade + x5     | Find: Malcolm St. Albona
                     |     | Scrap Lead x2         |
                     |     | Fabric Scrap x5       |
                     |     | Lumber x5             |
                     |     | Rubber Chip x5        |
---------------------+-----+-----------------------+---------------------------
Fused Blob           | 2424| Bronze Blob x4        | Tinker this and then sell
                     |     | Silver Blob x4        | it for 100000 Rubies!
                     |     | Gold Blob x4          |
---------------------+-----+-----------------------+---------------------------
Junk Oil             | 100 | Gasoline x50          | Tar Man, Tar Armor,
                     |     |                       | Never Tar Man
                     |     |                       | Find: Core Lift 3
---------------------+-----+-----------------------+---------------------------
Junk Package E1      | 200 | Hand Grenade x2       | Walker
                     |     | Powder Gel + x10      | Humbaba (A)
                     |     | Fabric Scrap x5       |
                     |     | Glass Shard x10       |
                     |     | Plastic Fiber x2      |
                     |     | Hide x2               |
---------------------+-----+-----------------------+---------------------------
Junk Package E2      | 250 | Hand Grenade x4       | Rocketfoot, Cargo Walker
                     |     | Powder Gel + x15      | Humbaba II (A)
                     |     | Fabric Scrap x5       |
                     |     | Glass Shard x12       |
                     |     | Plastic Fiber x5      |
                     |     | Hide x5               |
---------------------+-----+-----------------------+---------------------------
Junk Package E3      | 300 | Hand Grenade + x2     | Demolition Walker
                     |     | Powder Gel ++ x10     |
                     |     | Fabric Scrap x5       |
                     |     | Glass Shard x14       |
                     |     | Plastic Fiber x5      |
                     |     | Hide x5               |
---------------------+-----+-----------------------+---------------------------
Junk Package E4      | 350 | Hand Grenade + x5     | Never Walker
                     |     | Powder Gel EX x10     |
                     |     | Fabric Scrap x5       |
                     |     | Glass Shard x16       |
                     |     | Plastic Fiber x10     |
                     |     | Hide x10              |
---------------------+-----+-----------------------+---------------------------
Scrapped Arm TK      | 100 | Scrap Bronze x5       | Battle Plough,
                     |     |                       | Highway Hunter
                     |     |                       | Shell Tank (A)
                     |     |                       | Hurricane Panzer (A)
---------------------+-----+-----------------------+---------------------------
Scrapped Arm TK2     | 100 | Scrap Bronze x5       | Missile Plough
                     |     |                       | Mine Tank (A)
                     |     |                       | Sturm Panzer (A)
---------------------+-----+-----------------------+---------------------------
Scrapped Bazooka E   | 100 | Scrap Lead x3         | Rocketfoot
                     |     | Powder Gel + x10      | Humbaba II (A)
---------------------+-----+-----------------------+---------------------------
Scrapped Bazooka EX  | 200 | Scrap Zinc x2         | Demolition Walker
                     |     | Powder Gel ++ x6      | Bolt Yeti (leader assault)
---------------------+-----+-----------------------+---------------------------
Scrapped Blowgun BD  | 100 | Powder Gel ++ x10     | Dolled-Up Dwellest
                     |     | Scrap Bronze x2       | Bazooka Dwellest
                     |     |                       | Jumbo Troll (A)
---------------------+-----+-----------------------+---------------------------
Scrapped Blowgun DD  | 100 | Powder Gel EX x10     | Dragon Dwellest
                     |     | Scrap Brass x1        |
---------------------+-----+-----------------------+---------------------------
Scrapped Blowgun SD  | 150 | Powder Gel ++ x10     | Safety Dwellest
                     |     | Scrap Bronze x3       |
                     |     | Toxic Culture x1      |
---------------------+-----+-----------------------+---------------------------
Scrapped Cannon MS   | 170 | Scrap Zinc x2         | Fullmetal Gear
                     |     | Powder Gel ++ x10     |
---------------------+-----+-----------------------+---------------------------
Scrapped Eater TAR1  | 100 | Scrap Iron x2         | Tar Man
                     |     | Powder Gel x10        |
                     |     | Gasoline x10          |
---------------------+-----+-----------------------+---------------------------
Scrapped Eater TAR2  | 100 | Armanium x3           | Tar Armor
                     |     | Gasoline x10          |
---------------------+-----+-----------------------+---------------------------
Scrapped Eater TAR3  | 100 | Scrap Brass x1        | Never Tar Man
                     |     | Gasoline x10          |
---------------------+-----+-----------------------+---------------------------
Scrapped Firearm E   | 100 | Scrap Lead x2         | Walker
                     |     | Powder Gel + x10      | Humbaba (A)
---------------------+-----+-----------------------+---------------------------
Scrapped Firearm EX  | 200 | Scrap Zinc x3         | Demolition Walker
                     |     | Powder Gel ++ x8      |
---------------------+-----+-----------------------+---------------------------
Scrapped Gatling HP  | 300 | Scrap Zinc x1         | Cargo Catcher
                     |     | Powder Gel EX x5      | Dragonfly
                     |     | M-Coated Rounds ++ x10| UFO Catcher
                     |     |                       | AZ302 Noble (A)
---------------------+-----+-----------------------+---------------------------
Scrapped Gatling MS  | 160 | Scrap Bronze x3       | Sprocket Juggernaut
                     |     | Powder Gel ++ x8      | Black Gear (A)
---------------------+-----+-----------------------+---------------------------
Scrapped Gun AF      | 100 | H-Point Rounds ++ x50 | Assault Wolf
                     |     |                       | Skoll (A)
---------------------+-----+-----------------------+---------------------------
Scrapped Gun B/a     | 200 | Plastic Fiber x3      | Caligula
                     |     | Scrap Lead x1         | Mega Coppelia (A)
                     |     | Gasoline x3           |
                     |     | H-Point Rounds + x20  |
---------------------+-----+-----------------------+---------------------------
Scrapped Gun B/b     | 200 | Plastic Fiber x3      | Caligula
                     |     | Scrap Lead x1         | Mega Coppelia (A)
                     |     | Gasoline x3           |
                     |     | M-Coated Rounds + x20 |
---------------------+-----+-----------------------+---------------------------
Scrapped Gun B/y     | 200 | Plastic Fiber x3      | Caligula
                     |     | Scrap Lead x1         | Mega Coppelia (A)
                     |     | Gasoline x3           |
                     |     | H-Point Rounds + x10  |
                     |     | M-Coated Rounds + x10 |
---------------------+-----+-----------------------+---------------------------
Scrapped Gun KBa     | 200 | Plastic Fiber x3      | Return of Caligula
                     |     | Scrap Lead x1         |
                     |     | Gasoline x3           |
                     |     | H-Point Rounds + x25  |
---------------------+-----+-----------------------+---------------------------
Scrapped Gun KBb     | 200 | Plastic Fiber x3      | Return of Caligula
                     |     | Scrap Lead x1         |
                     |     | Gasoline x3           |
                     |     | M-Coated Rounds + x25 |
---------------------+-----+-----------------------+---------------------------
Scrapped Gun MQ      | 100 | Scrap Iron x2         | Mr, Gunhead, Ms. Vulcan
                     |     | Powder Gel x6         | Mr. Bomberface, Mr Zooka
                     |     |                       | Coppelia Gunhead (A)
                     |     |                       | Marionette Bazooka (A)
---------------------+-----+-----------------------+---------------------------
Scrapped Gun MQ2     | 200 | Scrap Brass x1        | Never Fairy, Bazooka Fairy
                     |     | Powder Gel EX x4      | Explosive Fairy
---------------------+-----+-----------------------+---------------------------
Scrapped Laser RT    | 150 | Scrap Iron x3         | Tesla Tortoise
                     |     | Spark Flint x15       | Thor's Hammer
                     |     |                       | Jupiter Weapon
                     |     |                       | Blitz Tortoise (A)
---------------------+-----+-----------------------+---------------------------
Scrapped Machinegun MS 100 | Scrap Iron x3         | Machinegun Gear
                     |     | Powder Gel x8         | Yellow Gear (A)
---------------------+-----+-----------------------+---------------------------
Scrapped Microchip   | 150 | Scrap Iron x5         | Tesla Tortoise
                     |     | Scrap Bronze x5       | Thor's Hammer
                     |     | Spark Flint x10       | Jupiter Weapon
                     |     |                       | Blitz Tortoise (A)
---------------------+-----+-----------------------+---------------------------
Scrapped Missile HP  | 250 | Scrap Zinc x1         | Bahamut, UFO Catcher
                     |     | Powder Gel EX x10     | AZ310 Volte (A)
---------------------+-----+-----------------------+---------------------------
Scrapped Missile MS1 | 150 | Scrap Bronze x2       | Missile Gear
                     |     | Powder Gel + x6       | Red Gear (A)
---------------------+-----+-----------------------+---------------------------
Scrapped Missile MS2 | 250 | Scrap Brass x1        | Blob Carrier
                     |     | Powder Gel EX x6      |
---------------------+-----+-----------------------+---------------------------
Scrapped Missile TK  | 200 | Scrap Bronze x3       | Battle Plough
                     |     | Powder Gel ++ x10     | Highway Hunter
                     |     |                       | Hurricane Panzer (A)
---------------------+-----+-----------------------+---------------------------
Scrapped Missile TK2 | 250 | Scrap Bronze x3       | Missile Plough, ATM Tank
                     |     | Powder Gel ++ x15     | Blob Chassis
                     |     |                       | Mine Tank (A)
---------------------+-----+-----------------------+---------------------------
Scrapped Sword B     | 200 | Plastic Fiber x3      | Caligula
                     |     | Scrap Lead x3         | Mega Coppelia (A)
                     |     | Gasoline x3           |
---------------------+-----+-----------------------+---------------------------
Scrapped Vulcan GG   | 300 | Scrap Bronze x1       | Jalopy Golem
                     |     | Scrap Zinc x1         | Junker Behemoth
                     |     | Powder Gel EX x10     | Fafnir (A)
                     |     | H-Point Rounds ++ x20 |
---------------------+-----+-----------------------+---------------------------
Scrapped Vulcan TK   | 200 | Scrap Bronze x3       | Highway Hunter
                     |     | Powder Gel ++ 5       | Shell Tank (A)
                     |     | M-Coated Rounds ++ x10| Hurricane Panzer (A)
---------------------+-----+-----------------------+---------------------------
Scrapped Weapon E    | 350 | Scrap Brass x1        | Never Walker
                     |     | Powder Gel EX x4      |
---------------------+-----+-----------------------+---------------------------
Scrapped Weapon HP   | 400 | Scrap Brass x1        | Silverhawk
                     |     | Powder Gel EX x10     | Blob Carrier
---------------------+-----+-----------------------+---------------------------
Scrapped Weapon MQ   | 100 | Scrap Iron x3         | Mr. Chainsaw, Mr, Torchy
                     |     | Gasoline x3           | Blood Doll Chainsaw
                     |     |                       | Coppelia Gunhead (A)
                     |     |                       | Coppelia Chainsaw (A)
                     |     |                       | Coppelia Flamer (A)
---------------------+-----+-----------------------+---------------------------
Scrapped Weapon MQ2  | 200 | Scrap Brass x1        | Sanguine Fairy,
                     |     | Gasoline x10          | Flame Fairy,
                     |     |                       | Arsenal Fairy
---------------------+-----+-----------------------+---------------------------
Scrapped Weapon SW   | 350 | Scrap Brass x1        | Storm Turret Cannon,
                     |     | Powder Gel EX x10     | Storm Turret Vulcan
                     |     |                       | Storm Turret
                     |     |                       | ST210-G Cannon (A)
                     |     |                       | ST344-CO1 Cannon (A)
---------------------+-----+-----------------------+---------------------------
Scrapped Weapon SW2  | 500 | Scrap Brass x1        | Sentinel Cannon
                     |     | Powder Gel EX x10     | Sentinel Mega Cannon
                     |     |                       | SCA Never Crawler
---------------------+-----+-----------------------+---------------------------
Scrapped Weapon TK   | 300 | Scrap Zinc x3         | Vertical Launcher
                     |     | Powder Gel EX x10     | Blob Chassis
                     |     |                       | Tetra Tank (A)
                     |     |                       | Tornado Panzer (A)
---------------------+-----+-----------------------+---------------------------
Snow Crystal         | 200 | Ice Fragment x10      | Yeti
                     |     |                       | Bigfoot (A)
                     |     |                       | Bianco (A)
---------------------+-----+-----------------------+---------------------------
Spark Crystal        | 200 | Spark Flint x10       | Bolt Yeti
                     |     |                       | Giallo (A)
                     |     |                       | Enkidu (A)
---------------------+-----+-----------------------+---------------------------
Storage Container    | 150 | Hand Grenade ++ x2    | Cargo Catcher, Dragonfly
                     |     | Molotov Cocktail ++ x2| Bahamut
                     |     | Freezer Grenade ++ x2 | AZ310 Volte (A)
                     |     | Electro Grenade ++ x2 | AZ302 Noble (A)
                     |     | Toxic Grenade ++ x2   |
                     |     | Lumber x5             |
_____________________|_____|_______________________|___________________________



===============================================================================
09. O T H E R   I T E M S ................................................ *L08
===============================================================================

These are items that might be needed to fulfil a mission (or obtain one of
Daniel's dolls) but otherwise have no use except to sell them. They are listed
under the "Other" category in the inventory.

(A) = Enemies found in the Arena
---------------------.-------.----------------.--------------------------------
Item                 | Sell  | Use            | Source
---------------------+-------+----------------+--------------------------------
Meat                 |   500 | None           | Drop: Gremlin, Oily Gremlin,
                     |       |                | Dweller, Pistol Dweller, Stray
                     |       |