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    FAQ/Walkthrough by Kain

    Version: 1.4 | Updated: 03/21/05 | Search Guide | Bookmark Guide

    General Help Guide and Walkthrough for Kagero (Deception 2)
    by Zhou Tai An - kain@pacific.net.sg - Version 1.4 (Added more useful info.)
    This FAQ and all it's contents copyright Zhou Tai An. Wanna use it for 
    anything? Give me a quick mail and I'll be sure to authorize usage for 
    worthy causes. 
    Hmmm. Second FAQ for an English game. Looks like I'm setting a precedent for
    myself here. ^_^ (The market's been getting more US-friendly these days it 
    Just as a side note, Kagero means "Shadow Dungeon". (caught a glimpse of the
    Japanese version in a shop window, read the kanji)
    And now the final note - as of Version 1.3, I really am not going to have the
    time to update this guide anymore. About 7 other games are taking up my
    attention. ^_^ So that means no walkthrough etc. I will, however, still be
    collecting and editing\updating any information sent to me by other gamers,
    so stay tuned. 
    General Tips :
    1. Be aware of everything. The layout of the rooms, the charge times of
    your traps, the enemies' movement patterns, how Millenia moves - as much and
    as many of the aspects of the game that you can. I'll be going into more 
    detail for most of these later anyway.
    2. Familiarize yourself with the terrain of the area you're fighting in. In
    the initial stages of the game that will be the mansion, later, the castle
    and the shrine. Know also that letting your enemy enter the altar room when
    you're not occupying it will spell instant death for you as they will set
    off the bomb in the altar. In the shrine dungeon, as Yocal warns you, don't 
    let anyone enter the TDM sanctuary or the story will take a turn for the 
    3. You're faster than the enemy. Know this and use it well. With the 
    exception of quick classes like Thieves, Shadows and Ninja, no one in the
    game equals Millenia's walking speed.
    4. Don't get hit by your own traps. This may sound stupid but is not - 
    blindly setting off traps wil get you nowhere, especially when you may be an
    inadvertent target. In rare cases, it's worth it using a large bomb when your
    quarry is near; you'll get hurt but you ensure they do too. On the same note;
    know where the castle traps are and don't wander into them either.
    Traps :
    This is the only means of damaging the enemies in the game (besides the other
    random effect traps scattered throughout the various dungeons) so a thorough
    knowledge of their placement and usage is essential. Here are some tips :
    1. Traps are divided into different categories - 
    Falling Objects (Vases, Rocks, the Basin) : Rocks are your main high-damage 
    weapon of choice, whereas Vases tend to be enemy-irritants or traps that you
    use to set up bigger combos. Some notable traps of these varieties include
    the Spike Rock (good damage, same charge time as Mega Rock) and the Lava Vase
    (does decent damage for a short charge time). I personally never use the
    higher level Rocks (Flare, for example) because they require far too much 
    Ark to obtain. The Oil Vase is worthy of notice as detonating an explosive
    Bomb or using a Fire Arrow will set it's victim on fire, dealing additional
    Note : Rocks will also roll down stairs or other smooth surfaces, though they
    disappear when they come to a stop.
    Gases (Slow, Berserk, Evil) : The main advantage of using Gases is probably
    their large area of effect when compared to the other single-space traps. 
    Personally, I don't rely on them too much (I'm a direct damage player, not
    a harasser) but Heat Breath is my Gas of choice - does great damage and once
    activated successfully prevents its victim from moving out of the area of 
    effect. Berserk is also moderately useful as it does cause poisoning. 
    Bombs (Flash, Small, Blast) : Good damage, and the more powerful ones such
    as Hellfire really pack a wallop. Choices? Blast Bomb, undoubtedly - 
    excellent combo potential and damage with wide blast radius and good charge 
    time. Small Bomb has the shortest charge time of any trap in the game, which 
    makes it the ideal choice for finishing off a wounded foe.
    Floors (Spring, Magnet, Vacuum) : Haven't really experimented with these
    much, but in my limited experience Spring is good for throwing enemies into
    the path of other castle traps so you can set up a quick triple combo - you
    did remember to have an Arrow lined up at the other side of the wall didn't
    Walls (Attack, Press) : As with Floors, don't use them often - their short
    (2 squares average) distance makes Arrows a much better choice IMHO.
    Arrows (Slit, Flame, Triple) : Great multi-purpose harrowers - against the
    more powerful foes Fireball and Laser Arrow will have to be used though, 
    because normal Chain Needles and Arrow Slits will bounce right off. Chain
    Needle is a great mage-killer and Fireball travels up and down stairs - both
    are excellent additions to your trap arsenal.
    2. Set your traps up in patterns to seal of as much of the room as possible
    and for combo potential. A good practice is to place area effect traps at
    whatever doorways the room has and an Arrow type trap in the middle - this
    combination ensures that your enemy has a hard time getting to you. If 
    enemies are chasing you, however, then shift your pattern to placing as 
    many traps as possible in their path, comboing if possible. Another effective
    strategy is putting powerful traps like Iron Balls in areas which you KNOW
    the enemy will travel through - doors, narrow corridors, bridges etc.
    Generally speaking :
    Doors - Rocks, Gases, Arrows (effective for those pesky enemies who won't
    run into the room to fight you - just place a Chain Needle at the other side
    and watch them become walking pincushions.)
    Open Areas - Area-effect weapons, Arrows to cordon off sections.
    Corridors, narrow stairs - Arrows. 
    Stairs - Area effect weapons. Be careful about setting Arrow weapons near
    any stairs since the railing will usually deflect the shots.
    Water - Spark Rods and the like. Don't be in the water when you set the
    trap off. ^_^
    3. It's also possible to head off enemies in a single room and not make them
    chase you - of course, you'll always want them chasing you so you can watch
    them die horrible, messy deaths and you and your traps' hands, but sometimes
    (as when you're defending a key area) it's not possible. In that case, instead
    of blocking exits, section off key areas in a given room with traps chosen
    carefully by enemy. For example, if fighting a Chemist and Fighter, you'll
    want an area-effect weapon to catch the rushing Fighter and a well-placed
    Arrow one to get the slow-moving Chemist. Learn to adapt to different patterns
    and room structures.
    4. Enemies will usually chase you. Make use of this fact. Place traps in front
    of them and watch them dash unsuspectingly into their doom! Against magic-users
    this is not as effective - simply place an Arrow weapon right in their paths.
    5. Research only the traps that you need. In the beginning of the game, my
    recommendation is to go straight for Spike Rock (damage), Chain Needle 
    (sectioning off multi-hit, mage killer), Heat Breath (all-purpose) and 
    Blast Bomb (general badass weapon) then develop for the rest later. Pick
    the traps that suit your playing style and ignore the rest. This is important
    as good traps will ensure that you take no damage - thereby allowing you
    to get the No Damage Bonus and a hefty amount of Ark.
    6. Look. No, I mean it. It's a very risky proposition indeed to try setting 
    off traps when you have no clear line of sight to the enemy - no matter
    how sure you are that your trap will score, look first. Use the L1 button
    for a high view of things and the R1 for a quick about-face turn. If you're
    being attacked from all sides and can't do either, you can resort to using
    the trap view subscreen to see where your enemies are. This is sometimes a 
    better proposition as doing so will allow you to determine their EXACT 
    position (on the squares) saving you considerable guesswork.
    7. Some enemies will not chase you (see point 4 above) - the magic-using 
    ones. In that case, place an area-effect trap next to them and run in circles
    so that they stay in the same position; when the trap has finishing charging
    let'em have it.
    As with fighting game combos, there's really only one rule to remember :
    combo often, combo well. In this game well means :
    1. Doing lots of damage.
    2. Using as many traps as possible.
    3. Linking them smoothly. 
    The last point is worth a little elaboration on; you have to make sure each
    trap hits either exactly as another does or at the very longest 2 to 3 seconds
    later - if not the combo breaks.
    Now let's talk about money, or rather Ark in this game. The more damage you
    deal, the more Ark you get (no damage, like from traps such as Slow Gas, 
    means no cash) Certain special effects will also net you more dough, listed
    below :
    1. 2-Hit Bonus, 3-Hit Bonus, 4-Hi...you get the idea.
    2. Initial Trap (about 100 Ark) Comes from the first use of a trap on an
    3. Bingo! Killing blow. Not sure of the exact effect but I suspect it adds
    a bit more to your Ark by a percentage value.
    4. Bullseye. Only for Ceiling traps. Again, not sure what it does but is
    triggered by having your trap hit the enemy directly in the middle of the
    target square; if it's even a little off to the side it doesn't count.
    5. Long Range Hit. Caused by arrows and such from across the room (5 or
    more tiles away or so) Seems to add a little bit to Ark earned.
    6. Double Hit. Catch two people in the same trap. Adds about 20% to total
    7. Counter Hit. Either 1. You hit the attacker after he hits you, or 2) you
    hit he as he he\she's ABOUT to hit you.
    8. Aerial Hit. Self-explanatory. Seems to give you more Ark too.
    It's actually possible to have bigger than 3-Hit combos along you can only
    set off 3 traps; see the Good Combos section below for more hints.
    As final note, traps don't count Ark past the 10th hit, and the maximum
    amount of Ark gained in a level is 65536. (Not that you could get that much
    Good Combos :
    Here are various painful and effective ways of doing in your opponent that
    either I or fellow Kagero players have managed to come up with - enjoy and
    feel free to send in your own personal method of damage-dealing.
    1. Spike Rock-Fireball-Blast Bomb. Alternatively, substitute a Heat Gas for
    enemies who are immune to Rocks. This combo should shatter any defenses your
    foe has and deal pretty hefty damage (about 70-100 points) to him\her 
    besides. You'll need to place the Fireball so it hits the door in order for 
    this to work.
    2. Power magnet at door drags enemy into corner, Spike Rock slams, and Blast 
    Bomb obliterates. 
    Fire arrows to stun the enemy at the doorway and then blast them back with a 
    floor trap like a Bomb or a Back slam. You can substitute more powerful
    versions of any of these traps (Flare Rock, for instance) for added damage.
    3. In the Altar room (Second Castle), set a Land Mine by the door (down 
    stairs) set a Lave Vase on the second block straight from the Mine, set 
    a Spike Wall on the wall opposite to the door. Get up the stairs and watch 
    the enemy as he comes in, activate the Mine (this lands him two block ahead 
    of him), activate the Lava Vase, now SET UP a Rising Floor as soon as you can
    by the Spike Wall, wait until the enemy runs into the wall with the Vase on 
    his head, activate the Rising Floor, SET UP an Oil Vase as soon as you can on
    the 4th block away from the wall, wait for the enemy to land, activate the 
    Spike Wall when he's GETTING UP (this will buy some time for the Oil Vase to 
    charge up), drop the Oil Vase on him, SET UP a Fire Arrow as soon as you can 
    in place on the Spike Wall, activate the Fire Arrow. There you have it, a 
    7-hit combo. 
    Another good point raised by the sender of this mail was that all Vases
    cause the enemy to start running around stupidly, making him\her - you 
    guessed it - a perfect target for more traps. On the same note, other traps
    with similar properties (Berserk Gas, Magnets etc) can be also be used to 
    sucker enemies and set up combo opportunities.
    this from Ron Newcomb :
    I think I found an infinite combo (or at least an infinite string): on
    semi-narrrow (about 4-5 blocks wide) corridors, put a Attack/Spike
    Wall on one side, a Spring Floor on the other side (that shoots them
    toward the wall, of course), and Confuse Gas in the middle. Wait until
    the opponent is about to recover from one trap before springing the
    next upon them, to give the traps enough time to recharge & reset. (I
    think that was the 3 traps I used in unison.)  Cold Claw is another
    one I use for extending combos since it holds the enemy for so long.
    A tactic I use to quickly kill off people is rig up a three-hit trap
    combo at the door. As soon as they step into the room, 1-2-3 it's
    usually all over. Especially when using high-damage traps such as the
    Lava Rock in conjuction with environment traps. Killed Ramda as soon
    as he stepped into the room, for example. My total time for the game,
    first time played, was listed at just under 10 hours.
    also from Mr Newcomb :
    Last one I used was Volt Magnet on the wall, Cold Claw right
    underneath it, and Confuse Gas in front of it all. Since the magnetic
    pull causes the character to face away from the wall, the Confuse Gas
    causes them to walk straight forward, staying within Volt Wall's
    narrow attack area.
    from Teswks@aol.com (yeah, I got bored with re-editing and compiling these
    hints and decided to use the original format - working on three FAQs at the 
    same time can do that to you. ^_^
    	as for another combo, try setting a rising floor under a fan, and
    a land mine two spaces infront of the rising floor.  Set off the land mine
    when the invader approaches, he'll land on the rising floor which you
    activate, the fan will hit him at lease 7 or 8 times (I forgot how much).
    Note you can probably use any wall attack with will add to the damage.  Try it
    from Jay Yen :
    Dunno whether you can get anything higher than this, but it can be done.
    Magnet setup such way that spring floor will shoot enemy straight into
    it.  and the magnet also pointed to any preset trap, like saw.
    1.confuse gas then, 2.spring floor right the way,
    3. magnet (change spring floor to cold claw, set right next to magnet)
    4. confuse gas, 5 cold claw (change magnet to press wall right way)
    (change confuse gas to lava vase, 2 block a way from press wall)
    6. press wall, 7. lava vase, and finally 8, initial floor trap (saw)
    (when people got hit by lava vase, they will go straight, and move
    into initial trap).  A total of 8 hit, and include
    aerial hit (1), Bullseye(7), and possible Bingo (8).
    The initial floor trap may hit 2 times, instead of 1.
    Also, if you lure your enemy to attack you in front of spring floor trap.
    you may get counter hit bonus as well.
    from Bej :
    In the third castle there is a combo which can give up to 3400 ark for
    the final
    hit!  this is in the room with 2 acid pools and a volt wall.  You'll
    need the "evil
    kick" trap, which is obtained by getting the fourth ending.  Set a volt
    magnet on
    the stairs opposite the volt wall, set a thrust floor one space infront
    of the magnet.
    Set a gas trap on the stairs, if you want.  I usually use evil gas to
    lower defense.
    The key is setting the traps off in the correct order.  First gas, then
    thrust floor.  When
    the enemy lands, quickly reset the thrust floor on the square next to
    the magnet, so
    the enemy gets sucked on to it.  Now activate the magnet as the enemy is
    getting up.
    At this point you can set a boulder on the other side of the room, if
    you want.  When
    the magnet runs out, quickly replace it with the evil kick.  Now use the
    second thrust
    floor.  By the time the enemy lands, the evil kick should be powered up,
    so send that
    sucker flying.  He will hit the volt wall on the opposite side of the
    room.  Most enemies
    will be dead by now, but drop the boulder if he is not.
    I have gotten over 16000 ark for one stage by repeatedly using this
    trap.  Hope this
    is useful to you!
    Not a combo, but this info for Teskws@aol.com could be useful :
    Just thought I'd mention a few things I found out.  It's not much and it might
    not help you at all, but here we go.  Weapon :  The buzz saw weapon pushes a
    victim clear across the other side of the room (Just like the evil kick).  The
    bezek gas is great since It causes the enemy to run to you reguardless of
    what's in his way or if he can't reach you.  The oil vase even when miss timed
    will cause all invader to slip on fall.  Use the blast bomb on them and they
    will be on fire.  
    >From Wagner Fukuhara :
    About combos:   In first scenario (mansion) in the torture room, have
    you use Press Wall to push enemie on the eletric chair?  Set press wall
    on end of stair targeted to chair. (note:  works with PRESS WALL.
    otherwise enemy only flies above chair)
      A combo I like to use requires lots of ARK and only is possible
    with... ending 4, I think.  Using Evil Kick and Flare Rock( can be Spike
    Rock or Iron Ball too).  In straight stair or corridor, put Evil Kick in
    the extreme wall.  Then a Flare Rock just in front it. When a enemy, or
    a file of them are there, first drop flare rock on floor. Before it
    vanish,  activate Evil Kick and Flare Rock will be expelled at
    incredible speed, hitting everybody in straight line, look like
    something between football and snooker.  Its so fast that NOBODY can
    evade, don't stay in the way... Only works well with rocks that doesn't
    disappear with first blow.
    Good stuff from Ron Huber :
    When using vases and walls to build combos, remember that push and
    spike walls will leave the enemy facing the same direction he was
    when hit, the attack wall turns the enemy 180 degrees.
    For a good, simple 10 hit combo worth a lot, equip 3 types of vases
    (I usually use regular, oil, and the special one you receive at one 
    ending), a push, spike, and attack wall. For the floor try a bear 
    trap, heavy claw, and heaven's floor (or evil upper and magic bubble
    if you've received them).
    Basically, it just takes practice to time the combo, but it must be
    done where stairs end 2 spaces from a wall.
    Start with vase, push wall, and evil upper/heaven's floor 
    1-regular vase on enemy descending stairs towards wall.
    2-evil upper/heaven's floor just before wall (make sure evil upper is
    faced to the wall as well), giving your 2nd and 3rd hits
    4-set oil vase at 1st part of stairs, then use push wall to push enemy
    back to stairs before recovering from evil upper
    5-drop oil vase on enemy, he will start walking back towards wall
    6-set spike wall in same place as push wall, catch enemy with bear
    7-set lava vase or that mask thing on stairs again, hit enemy with 
    spike wall
    8-drop vase on enemy (wait a bit longer than push wall to drop it),
    set heavy claw or magic bubble and attack wall (or laser arrow/buzzsaw
    or whatever)
    9-catch enemy with last floor trap
    10-kill or fling enemy with last wall trap.
    For a souped up version of this, use the room in the king's palace 
    that has the huge staircase with the huge rock above it. Instead
    of evil upper, use another type of claw (so as not to go over 10 hits)
     the evil helmet-vase (it holds enemies for 15 seconds), as well as a
    catastrophe bomb (to knock the boulder loose).
    Basically the combo is the same, except that at the end after the
    spike wall drop the evil helmet on the enemy. He will walk towards the
    wall for a long time, giving you time to set the attack wall and 
    catastrophy bomb. Set off the catastrophy bomb so that the boulder
    comes rolling down just as the attack wall sends the enemy flying.
     The aerial hit (as well as kill) should give you 65536 arks.
    Using these types of combos you should be able to purchase every
    single trap in the game by the 10th-12th stages.
    Enemies :
    1. Know your enemies. 
    Fighters and Knights will rush at you to strike with their weapons. Sucker
    these guys into Bombs, though anything works. Some Fighters have wicked
    flying kicks which they can use to get you from behind, so watch out -
    certain Fighters also shrug off Arrows and weak Bombs.
    Heavy-hitters like Crushers and Sentinels generally shrug off Arrows and
    light weapons easily enough, so Bombs are good. (Sentinels actually fling 
    entire Spike Rocks away!) However, they are stupid enough to rush blindly 
    into almost anything - use that to your advantage. Shoguns also fall into
    this category, but NEVER let them get their bearings or a straight line of
    sight on you - they will unleash a deadly rushing slash that can cover more
    than half the screen, in addition to being immune to many traps.
    Psychos and Thieves will leap to strike you, so take that into consideration
    when planning your strategy. Thieves, along with Ninja, often disappear, so
    be careful...I find that luring them into Arrows as well as using slowing
    devices (Magnet, Slow Gas, Bear Trap) work well. Shadows are major pains -
    they don't even show up on your map! They will, however, appear close to any
    other characters, so take down their allies and than catch them with a Bomb
    when they rise from the floor.
    Hunters will alternate thrown weapons with sword swipes. Don't get too close;
    these ladies can be fast when needed. Arrows and other long-distance weapons
    should be effective enough.
    Archers are basically mages with a faster weapon and more life but lack
    the nasty attacks and regeneration capabilites of true magic-users. Arrows
    and other normal traps should prove more than adequate weaponry against them.
    Voodoos (and all the other magic-using classes) will fling spells at you from
    afar - also, they can heal simply by walking around and also possess the 
    ability to heal their allies. For this reason, killing mage-type enemies at one shot is far preferable to dragging the fight
    out - if you leave to dispose of other foes, they will return with full life
    at a later date. Worse still, they've bring their friends. Because of their
    slow movement speed I like fast Arrows when dealing with these guys. Of all
    the mage classes, the Pyromaniac and Magician attacks are the most difficult
    to evade - get as far as you can from both of them when dealing damage, 
    because the triple fireball of the former is hell to duck and the latter's
    lighting, impossible.
    Chemists and Bombers are easy enough - even their long-range weapons are
    slow and give you plenty of reaction time. Sucker them into whatever you
    think is good.
    Clones suck - one blast from them and you go flying, usually not getting up 
    in time to avoid the next. Careful with these fellows - I advise Bombs and 
    choice Gases. Stay far away, and be especially wary of the final teleport to
    your side they use as a last resort.
    Drones are DAMN HARD. Besides being resitant to just about everything (and
    having a high defense as well) Gahoda has a homing fire blast (avoidable;
    see point 4 below) but Gordis has an eyebeam which can't miss. Stay far 
    away and use their limited movement speed to lure them into room after 
    Spike-Rock filled room.
    TDM characters, despite how powerful they're supposed to be, are actually
    rather weak - the only thing you really have to watch out for is their 
    quick and constant regeneration. Otherwise, just nail them with whatever
    presents itself - it's that easy. In fact, they will stop regenerating 
    altogether once they have recovered approximately 3 times their life bar in
    health. You've probably killed them by then of course...
    I'll go into the specialist character classes (Keith's Slasher etc) in the
    walkthrough itself.
    2. Certain enemies have built-in invulnerabilites to various traps - the Bomber
    is immune to Gas and Bombs, certain Knights will shrug off Arrows and weak
    Bombs easily, Crushers take pitiful damage from Arrows, and Drones are 
    resistant to practically everything. By the same token, certain traps are 
    deadly to certain enemies - all mages take major damage from Arrows and 
    Rocks, for example. Keep all this in mind when selecting traps for the next 
    However, it's also true that many enemies seem to lose these invulnerabilities
    once hit with a powerful trap\s that they susceptible to : for example, I once
    threw a Spike Rock followed in quick succession by a Fireball than Blast 
    Bomb at Keith - after taking the first two the last one hit without any
    3. When an enemy appears that wasn't in the Enemy Data during the intermission
    screen, you can always re-select that option in the Triangle Button submenu
    to get the skinny on them.
    4. To avoid distance attacks such as arrows, magical blasts etc, run. Not
    straight backwards, but in a sideways direction the moment you see the
    attacker readying his\her shot. You can even evade the homing fire of Drones
    this way (not their eyebeam though) as long as you're far away enough.
    5. Note that all enemies will begin to stagger and move extremely slowly once
    their life has been reduced to a low enough level. Take this opportunity to 
    finish them off from a distance with a well-placed, quick-charged trap. Why
    distance? Because even a weakened foe still attacks with the same speed 
    he\she possessed when at full health - in the case of the Shogun's speed chop
    or the Psycho's leap this can be deadly. (And don't forget that mage 
    characters can restore life...)
    That's basically it for the tips and intro section. Now for the walkthrough.
    (Under HEAVY construction.)
    Note : I don't know for certain how particular actions, yes\no answers and
    such will affect the storyline - for the most part I'm just guessing, but I'll
    tell you when I'm sure. I'm hoping some kind readers out there will play the
    game long enough to fill me in on the details anyway. ^_^
    Chapter 1 :
    Listen to Yocal's explanations of trap-setting if you want; it's not 
    important. I don't know how answering her question affects the game, but
    regardless of whether you answer yes or no you CAN kill her - a quick 
    Rock-Bomb-Arrow combo should do the trick and she'll be hale and hearty when
    you next meet her anyway. (Must be that TDM regeneration again...)
    This is an easy mission. Go find Daar and drop a rock on his head - he won't
    move. If you want you can let him go.
    Chapter 2 :
    Slash comes to the mansion - with Daar if he's alive or with Livia if he's
    not. Kill them all. Easy pickings. (You should take the opportunities 
    presented to you in the first few easy scenarios to score as many No Damage
    Bonuses as possible, thereby racking up the Ark needed to survive in later
    Chapter 3 :
    Gastone and Hawk venture intrepidly into the haunted mansion - to die at your
    hand of course. Yet another easy mission. Careful of Gastone's high life.
    Chapter 4 : 
    Answering "...ummm" to the Knight's question will let you get off scot-free
    without having to set off a single trap. No bonus if you choose this option
    of course. Want the first ending - kill them.
    Chapter 5 :
    The group of soldiers that enter the mansion are easy enough, all things 
    considered - do be careful of Hunna's fast attacks though. She will also
    leave after having sustained serious damage, so watch out if you're going for
    Perfect Genocide or the first ending. 
    Chapter 6 :
    Deadmoon (or rather his double) will summon his henchmen ninja, Hagane, to
    his side the moment he sees you, so be careful and run before engaging them
    in combat. Hornstein is easy enough (he will run away from you in fact) so
    your main concern is the double's energy bolts.
    Chapter 7 :
    For this and quite a few later missions, letting an enemy get to the altar
    without you being in the same room will kill all of you as the unsuspecting
    thief sets off the hidden bomb there. Be wary of this and head off any 
    enemies who get too close to the room for comfort. No, you can NOT stop this
    from occuring even if you're in the altar room itself. (I tried.)
    As for the mission itself, nothing special other than the fact Legard cannot
    be hurt by Gas or Bombs due to his suit.
    Chapter 13 : Small Sacrifice
    As far as I know this is one of the (if not the) deciding chapter in the 
    game. Depending on whether you killed Emelia's brother\father in the 
    previous mission determines your path, the 1) human or 2) Timenoid path. 
    I still don't know to what extent (if at all) your previous answers/questions
    affect this.
    The enemies are your standard fare - look sharp and be liberal with trap use.
    Chapter 20 : Timenoid Shadows/Master's Strings
    As far as I know this chapter remains essentially the same whether or not 
    you allow news of the grail to be leaked to Keith. Lure Gadoha and then
    Gordis to death using Rocks and other high-powered traps such as Fireball etc
     - as the Enemy Data screen says, they can't be hurt by normal attacks. In the
    event that you kill Vogues first, Gordis still appears.
    Chapter 23 : Torn Thoughts 
    Ramda will use a final teleport to do you some damage, so get ready to move 
    once you see his life go down. (Alternatively, finish him off with a large
    attack so he doesn't get to use it.) Sigma is easy enough, but be careful of
    the Shadow who will also appear to attack you.
    Chapter 25 : Anguish
    This is the final chapter in the second ending game. Kill Yocal (who will
    let you attack first) to finish it up. Besides that, the enemies are identical
    to the first ending game's Chapter 24.
    Chapter 26 : Eve of Destruction
    If you've got this far, you don't need me helping you - about the only piece
    of concrete advice I have is to take down Loongear ASAP; he heals more rapidly
    and better than any other healer in the game. Also, DO NOT CLOSE ON DUSK -
    he will FRY you with multiple blasts of purple lighting if you let him. Near
    to the end of the stage, any other characters and he will close on you from
    two sides. Don't let them or you'll be sorry.
    The King is surprisingly easy; although he shrugs of Rocks without any 
    difficulty, most other attacks will hurt him. Be careful of his regeneration
    rate and powerful attacks (the orb in particular) and you should be more than
    Endings (SPOILERS AHEAD)
    Thanks to some of my readers, I've gotten information on the other endings 
    as well. There seem to be only 4 - if you've discovered any more please
    mail me.
    Ending 1 : You're supposed to get this one after you kill everyone in the 
    game (i.e, all those people who try to escape - you need a full 100 Soul
    Count) Millienia will then be transformed into a Timenoid by a demon.
    Ending 2 : You let the grail be discovered and kill the King first, then
    Yocal. Millienia leaves sadly to search for the true meaning of war and
    Ending 3 : Let Keith's men find the grail and then answer yes when Keith
    beats you later and asks you to go with him. Millenia will leave with her
    brother to find somewhere they can live with their sins.
    In response to readers' difficulty in getting this ending, here's some
    assistance :
    *I found that if you let Julia go tell Keith that Millenia is alive and then 
    in the first mission in the ruins you just kill the knight after his heart 
    warming speach, but let the ninja and the priest go you can get this ending.
    Of course you have to let the Red Bloods get the grail, but hey it's all in 
    the name of fun!*		
    Ending 4 : You complete all your missions successfully but don't kill everyone
    (let off anyone you can, in other words) The King will consider Millienia too
    dangerous to be left alive and will try to exterminate you - failing, of 
    course. With the King's demise the rule of the TDM is broken and chaos 
    ensues thoroughout the land.
    Each ending also gets you a new trap to use. If you get all 4, you can select
    a yellow one-eyed ball of a monster called a Suezo (for those of you who've 
    played Monster Rancher, yes, this is the same guy) that does a whopping 150
    Credits :
    Tija Lung for ending info, Loi Nyugen for some combos, bengster for 
    miscellaneous assistance, Tom Biuso for more combos, Bondan Wibisono for 
    ending confirmations, Ron Newcomb from nice mails and even more info, Robbie
    De Arras from ending 3 info, and Teswks@aol.com for demolishing the
    two-player myth. Also, Daryl for Astarte info, Bej, Jay Yen and others for
    combos. Thanks, guys!
    Codes and Suchlike :
    Sound Test:
    At the "Press Start" title screen, press R1(4), R2(6). If you entered the 
    code correctly, you will hear a scream. Then, a "Sound Test" option will 
    appear in the "Mode Select" screen.
    The two player-mode has been confirmed as an error by Tecmo. ^_^
    Entering your name as Astarte will get you an extra 2800 starting Ark.

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