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DISCLAIMER
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All non-official information, strategies and ASCII artwork contained in this
guide and all future versions of this guide regarding the game Trap Gunner
and or Trap Gunner characters is copyright 1999 Massacred. Note that much of
the information contained in this guide is derived from the Trap Gunner
instruction manual. The Massacred Guide To Trap Gunner: Countdown To
Oblivion is intended to be distributed freely to the public only in its
entirety.
Trap Gunner is copyright 1998 Atlus. Trap Gunner is a trademark of Atlus.
All rights reserved.
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CONTENTS
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SECTION 0 --- CONTROLLER CONFIGURATION
SECTION 1 --- GAME PLAY
SECTION 2 --- TUTORIAL MODE
SECTION 3 --- STORY MODE
SECTION 4 --- VS. COM MODE
SECTION 5 --- VS. MAN MODE
SECTION 6 --- RECORDS MODE
SECTION 7 --- OPTIONS MODE
SECTION 8 --- TRAPS
SECTION 9 --- FIELD TRAPS AND OBSTACLES
SECTION 10 --- ITEMS
SECTION 11 --- TRAP GUNNER STORY
SECTION 12 --- CHARACTER PROFILES
SECTION 13 --- MAP DATA
SECTION 14 --- STORY MODE DATA
SECTION 15 --- STORY MODE WINNER'S STORY
SECTION 16 --- TRAP COMBOS AND TACTICS
SECTION 17 --- SECRETS
SECTION 18 --- HIGH SCORES
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SECTION 0 --- CONTROLLER CONFIGURATION
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DIRECTIONAL BUTTONS
To move the characters on the battlefield and move the cursor on menus.
CIRCLE BUTTON
Attack Button. Direct Attack / Projectile Attack.
TRIANGLE BUTTON
Cancel / Caution Mode / Disarming of an enemy's trap / Retrieve your traps.
The Triangle Button + Directional Buttons will enable you to move under
Caution Mode.
SQUARE BUTTON
Set Traps. The Square Button + Directional Buttons will enable you to move
the highlight of the effective range of a trap.
X BUTTON
Decide / Detonate a Switch Detonator.
L1 BUTTON
Scroll through your available traps. The trap selection icon will move to
the left. Move screen to the left on the Map Selection screen.
R1 BUTTON
Scroll through your available traps. (The trap selection icon will move to
the right.) Move screen to the right on the Map Selection screen.
L2 BUTTON
POV Change (3 Types)
SELECT BUTTON
Change character costumes on character selection screen.
START BUTTON
Pause the game.
To reset the game press the L1 BUTTON + L2 BUTTON + R1 BUTTON + R2 BUTTON +
SELECT BUTTON + START BUTTON at the same time. You will be taken back to the
Title screen. Reseting the game will not clear a stage, and will activate
Auto Save if you have selected this option.
You can immerse yourself in the game by plugging in a Dual Shock Analog
Controller. However, it will not work with the Analog Mode. If you are
going to use an Analog Controller, be sure to turn of the Analog Mode Switch
"OFF". (LED is off)
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SECTION 1 --- GAME PLAY
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The object of Trap Gunner is to defeat your opponent by setting up traps or
using other weapons on a 3D arena. Each player must attempt to place traps
in strategic locations on this battlefield in order to reduce the enemy's
Life Gauge to 0. Damage to the Life Gauge also results from attacks such as
kicks, punches, and projectiles. Players may also collect powerups and extra
traps that appear in the P.O.D.S. (Power Object Delivery System).
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SETTING TRAPS
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The Square Button can set the trap which is highlighted in the trap selection
box. You can scroll through your available traps by using the L1 Button or
R1 Button. When you are holding down the Square Button while you are setting
a bomb trap, the range of the explosion will be highlighted in red. Once the
trap is used, it will return to your trap inventory after a certain amount of
time.
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PLACES WHERE TRAPS CANNOT BE SET
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1. P.O.D.S. (Power Object Delivery System)
2. Stairs
3. Slopes
4. Conveyer Belts
5. An area occupied by a trap
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CAUTION MODE
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Hold down the Triangle Button to go into Caution Mode. This is also known as
the Trap Search Mode. If an enemy's trap is within the range of the Caution
Mode (the blocks highlighted in blue), a marker will appear where the enemy's
trap is located. If you want to move while in Caution Mode, keep the
Triangle Button held down and use the Directional Buttons to move around.
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DISARM AN ENEMY TRAP
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In order to disarm and enemy's trap, you must first touch the trap while in
Caution Mode. This will cancel the trap. After doing this a screen will pop
up prompting you to enter a particular button sequence. This is the
Disarming Code. If you exceed the disarm time limit (it will display 0 on
the screen) or enter the wrong Disarming Code, the trap will detonate or
activate. Also, if you are hit with a Projectile Attack or Direct Attack,
the trap will detonate or activate.
When you successfully disarm a trap, the enemy will lose the trap and your
Life Gauge will slightly increase.
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RETRIEVE A TRAP
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When you touch your own trap while in Caution Mode, you can retrieve it. You
will be prompted if you want to retrieve the trap or not. Press the Circle
Button to place the trap back in your stock. If you want to cancel the
command, press the X Button.
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ATTACKS
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1. Projectile Attacks
When the enemy is at a distance, you will attack him/her by using the
characters' projectile weapon. When the ammo counter reaches 0, the
character will need to reload their weapon. Be careful, as you are
vulnerable while you are reloading your weapon. There is no limitation on
how many times you can reload.
2. Direct Attacks
When the enemy is in close proximity to your own character, you can attack
your opponent by either kicking or punching. A hit from any character will
knock down the enemy. Meaning, if your opponent has a "Unit" in their
possession when you knock them down, you will break their "Unit". Also, if
you knock the enemy down, you can use the "Unit" weapon to inflict massive
damage to your downed opponent.
When you press the Start Button at the Title Screen, you can select from 6
different modes. Use the Directional Buttons to scroll through the list and
press the X Button or the Start Button to select it.
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SECTION 2 --- TUTORIAL MODE
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This is a Tutorial Demo which will tell you the Game Rules and Controls. If
this is your first time playing the game, please go through this Tutorial
Demo first. The following topics are discussed in the Tutorial Movies:
1: BASIC ACTIONS/CONTROL
2: TRAPS (SETTING/RECOVERY)
3: TRAPS (TYPES/EFFECTS)
4: TRAPS (REMOVAL/RETRIEVE)
5: DIRECT ATTACK/SHOOTING
6: ITEMS (TYPES/EFFECTS)
7: UNIT (EFFECTS/EVASION)
8: FIELD TRAPS (TYPES/EFFECTS)
9: TYPES OF "TRAP COMBOS"
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SECTION 3 --- STORY MODE
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This is the mode where you will discover the fate of one of the 6 characters.
You will go through each of the missions to eventually confront the leader of
GAIN. The missions do not always involve killing another opponent.
Sometimes, your objective will be to disarm all the traps and obstacles on
the stage. Note that by entering the Options Mode, you can toggle between
three difficulties settings available.
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CHARACTER SELECT
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At the Character Select screen, you can choose which of the six characters
you wish to play as. The Directional Buttons scroll through characters and
the X Button selects.
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STAGE SELECT
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If you have saved your current Trap Gunner data to a Memory Card, you can
select the stage you wish to play with each character. Note that this option
will only be available after your chosen character has started or completed
the stage you want to select. The Directional Buttons scroll through the
available stages and the X Button is used to select the desired stage.
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INFORMATION
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Before you start a stage, you will be presented with an Information Screen
that reveals details and information about each Map. The Directional Buttons
toggle between the four menus of information and the X Button selects the
desired menu. Pressing the Start Button instantly starts the stage. The
following menus are displayed on the Information Screen:
1. MISSION
This menu displays mission requirements and the Time Limit.
2. TARGET
This menu reveals details pertaining to the story and displays the Target of
the stage.
3. MAP
This menu displays the characteristics of the Map that the stage will take
place on.
4. START
This menu will start the game.
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COMPLETING A STAGE
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By meeting the requirements presented on the Information Screen within the
given Time Limit, the stage will be cleared. The Victory Screen will display
the time it took to complete to stage and a brief story. Note that after
completing a stage, the Best Time will always be displayed and can be viewed
in the Record Mode.
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FAILING A STAGE
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If you do not meet the requirements presented on the Information Screen or
you exceed the Time Limit, you have failed the mission. At the Continue
Screen, if you press the X Button or the Start Button within the given 10
seconds, you can instantly restart the previous mission. If the Continue
timer reaches 0, you will return to the title screen. Note that if the
Continue timer exhausts, the Auto Save function will activate.
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PAUSE
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The game can be paused by pressing the Start Button. At the Pause Screen,
you can access the following options:
1. CONTINUE
This will exit the Pause screen and return you to the game.
2. ICON IS (ON/OFF)
This option displays the Button Control Icon on-screen if turned ON.
3. RESTART
This option will end the game and return you to the Character Select Screen.
4. TITLE
This option will end the game and return you to the Title screen.
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SECTION 4 --- VS. COM MODE
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This is the mode where your enemy will be controlled by the computer. You
can select your favorite character, Map, and set your Life Guage. You can
also go into the Option mode and set up different rules other than the
default ones.
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CHARACTER SELECT
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On the Character Select Screen, you will select the character you will play
with and the opponent that will be controlled by the CPU. Use the Right/Left
Directional Buttons to toggle between the characters and the X Button to
Select. To change the color and/or outfit of your character, press the
Select Button. To let the CPU randomly select a character, press the Start
Button. Use the Up/Down Directional Buttons to adjust the Life Guages
displayed in the middle of the screen. The default of the Life Guage is 100%
and can be adjusted from 50% to 150%.
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MAP AND TYPE SELECT
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The Map and Type Selection Screen displays four different Maps onscreen at
one time. To access more Maps, press the R1 Button to scroll right and the
L1 Button to scroll left. To select a Map, press the X Button. After a Map
has been selected, you will then be prompted to select a Map Type. There are
three different Map Types for each Map. The different Map Types determine
the locations of the P.O.D.S. and Field Traps. To select a Map Type, use the
Right/Left Directional Buttons to toggle between the three different types
and press the X Button to select. Note that by pressing the Start Button,
the CPU you randomly select a Map and Map Type.
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MAIN GAME
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The loser of the VS. COM Mode is determined by the player whose Life Guage is
depleted of energy, or the player with the least amount of energy when the
Time Limit exceeds. After the battle is finished, a Victory Screen is
presented that displays a victory speech, the amount of time required to
defeat the opponent and the Finishing Stroke (The type of attack used to kill
the opponent). The Finishing Strokes that may be displayed are MINE, BOMB,
LIFE JUDGEMENT, GRAPPLE, SHOOTING, S.DETONATOR, The next screen will display
the total number of wins, losses and draws. You will then be returned to the
Character Selection screen. Note that the total number of wins, losses and
draws can be saved and viewed in the RECORDS Mode.
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PAUSE
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The game can be paused by pressing the Start Button. At the Pause Screen,
you can access all of the options available in Story Mode(See Section 3 ---
STORY MODE for details.)
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SECTION 5 --- VS. MAN MODE
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This is the mode where you will fight against another player. Each player
can choose their favorite character, Map, and Life Guage setting. As with
VS. COM mode, you can also go into the Option mode and set up different rules
other than the default ones.
See SECTION 4 --- VS. COM MODE for details concerning VS. MAN Mode. Note
that instead of Player 1 selecting a computer opponent, Player 2 will select
his or her own opponent and adjust the Life Guage.
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SECTION 6 --- RECORD MODE
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The Record Mode displays each of the character's battle record. The left
side of the screen displays each selected character's USE, WIN, LOSE, DRAW
and W.AVE in both VS. COM and VS. MAN modes. USE shows the number of times a
character has been used. WIN shows the total number of wins. LOSE shows the
total number of losses. DRAW shows the total number of draw games, and W.AVE
displays the win/loss ratio of that character. The right side of the screen
displays the record Clear Times for ever stage in Story Mode. The X Button
toggles between the three difficulty settings when viewing the Clear Times.
=============================================================================
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SECTION 7 --- OPTIONS MODE
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There are many options in Trap Gunner that allow you to change the rules of
the different game play modes. These options allow you to configure the game
according to your preferences.
There are five categories of options that you may change. You can scroll
through the list presented on the Option Screen using the Directional Buttons
and select them using the X Button, canceling with the Triangle Button.
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SYSTEM OPT.
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This set of options affect virtually all modes of Trap Gunner. Note that
Difficulty and Screen Mode will not affect VS. MAN Mode. Use the Up/Down
Directional Buttons to scroll through the list and use the Left/Right
Directional Buttons or X Button to change toggle the settings.
1. DIFFICULTY
This option affects STORY and VS. COM Modes. The selectable settings are
EASY, NORMAL, or HARD and determine the difficulty of the AI of the computer.
2. TRANSLUCENCY
This option makes the floors, bridges, and/or walls translucent. This option
may be necessary to see obstacles or traps hidden from view.
3. DISPLAY ICON
This option determines whether or not to display the Button Control icons.
This option is handy for beginners and may best be turned off once the
controls are mastered.
4. CAMERA ANGLE
There are three types of default camera angle to choose from: NORMAL,
QUARTER, and TOP. It is also possible to set this option on the fly during
gameplay by pressing the L2 Button.
5. SCREEN MODE
There are two types of Screen Modes: WIDE and SPLIT. SPLIT screen is
available in all modes of play and displays your screen as well as your
opponents on the screen at one time. WIDE screen displays only your
character's screen, giving you a clearer view of the action. Note that WIDE
screen is not available in VS. MAN Mode.
6. VIBRATION
If you are using a controller with a vibration function, turning this option
ON will cause the controller to vibrate during key actions during the game.
If you do not have a vibration compatible controller, turning this option ON
will have no effect.
7. SOUND
This option allows you to choose from STEREO or MONO sound.
8. EXIT
Selecting this ends the SYSTEM OPT.
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VERSUS OPT.
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This set of options apply to VS. COM and VS. MAN Modes. Note that these
options will not affect STORY Mode. Use the Up/Down Directional Buttons to
scroll through the list and use the Left/Right Directional Buttons or X
Button to change toggle the settings.
1. TIME LIMIT
This option allows you to select the time limit of the game. The times you
can choose from are 3 MIN., 5 MIN., 7 MIN., 15 MIN. or 60 MIN.
2. TRAP SELECTION
This option selects the type and quantities of traps the characters will use.
The NORMAL setting offers the default traps used by each character in the
game. The RANDOM setting randomly selects the type and quantities of traps
for each selected character at the beginning of each battle.
The EDIT setting allows you to select the types and quantities of traps for
your selected character. To use this option, first select your character.
You will then be prompted to select your traps. The Up/Down Directional
Buttons toggle between the traps, the Left/Right Directional Buttons toggle
the quantity of each trap, and the L1/R1 Buttons toggle between the three
trap selection boxes. You can choose from 4 S.DETONATORs, 8 BOMBs, 6 MINEs,
4 GASes, 7 PITFALLs, 6 F.PANELs or (NO CARRY) which indicates that that the
trap selection box will remain empty. Note that you must select a different
trap for each trap selection box with the exception of (NO CARRY).
3. PRESET TRAP
This option lets the CPU randomly set traps at the start of each level that
affects both players.
4. UNIT SHOTS
This option determines the number of Plasma Bombs contained within each unit.
The quantity of Plasma Bombs to choose from are ONE, THREE, FIVE or INFINITY.
5. TRAP SIGN
This option displays the traps set by a player in his or her own screen.
Note that by turning this option OFF, the trap appears on-screen for a brief
moment then disappears, hiding its location from your opponent.
6. LIFE GAUGE
This option determines if the Life Guages of both players display the current
health status.
7. SPARK BIT
When turned ON, Spark Bits will appear on the Maps when the remaining time
reaches 30 seconds.
8. EXIT
Selecting this ends the VERSUS OPT.
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MEMORY CARD
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If you are using a Memory Card, you can save Trap Gunner game data. Use the
Up/Down Directional Buttons to scroll through the list and use the Left/Right
Directional Buttons or X Button to change toggle the settings. To activate
the AUTO SAVE option, use the Left/Right Directional Buttons or the Circle
Button.
1. LOAD FROM MEMORY CARD...
This option loads data from the Memory Card if there is Trap Gunner data
present.
2. SAVE TO MEMORY CARD...
This option saves data to the Memory Card. Note that Trap Gunner requires
one Memory Block to save.
3. AUTO SAVE
This option will automatically save game data to a Memory Card at key points
during the game.
4. ICON
This will allow you to select from 9 Icons that will be displayed as Trap
Gunner data on your Memory Card. Note that while the Icons are animated on
this screen, they will not be animated when viewing your Memory Card data.
5. EXIT
Selecting this will end the Memory Card Options.
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B.G.M. TEST
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To sample the many songs in Trap Gunner, scroll through the list using the
Directional Buttons and select with the X Button. Note that each time you
complete the Story Mode, you will earn that character's ending music to be
displayed in this menu. The following songs are displayed:
DEPOT/BASEMENT 4:51
PORT 4:15
MUSEUM/CLOCK-TOWER 4:47
SANCTUARY 3:39
CANAL-WAY 4:06
FACTORY/AIR-PORT 6:11
LOW-TOWN/NINJA-HOUSE 4:30
UBOAT-DOCK 4:52
MISSION(1) 4:30
MISSION(2) 5:24
BOSS(1) 3:01
BOSS(2) 6:22
STORY(JOHN BISHOUS 1) 2:19
STAFF-ROLL 2:49
OPENING 1:20
PLAYER-SELECT 1:39
INFORMATION 0:16
STAGE-CLEAR 0:04
GAME-OVER 0:06
STORY(VAN RAILY) 3:01
STORY(JOHN BISHOUS 2) 2:09
STORY(TICO) 3:00
STORY(LOU RICHE) 2:10
STORY(ABDOLL RERIN) 2:32
STORY(UGETSU TENROU) 2:50
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DEFAULT
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This option lets you INITIALIZE all of the options and/or Memory Card options
in Trap Gunner to their Default settings.
1. ...SYSTEM OPTIONS
Toggling this option ON or OFF determines whether or not to return the SYTEM
OPT.s to their default settings.
2. ...VERSUS OPTIONS
Toggling this option ON or OFF determines whether or not to return the VERSUS
OPT.s to their default settings.
3. ...MEMORY CARD OPTIONS
Toggling this option ON or OFF determines whether or not to return the MEMORY
CARD options to their default settings.
4. EXIT
Selecting this will end the Memory Card Options.
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SECTION 8 --- TRAPS
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There are 6 types of Traps you can use in the game. The traps you don't
possess can be obtained later as items found in P.O.D.S.
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MINE
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EFFECT: Damage
DETONATION TYPE: This trap detonates when an opponent steps on it.
RANGE: Narrow
POWER: Medium
NOTE: You may suffer damage as a result of your own Mine if you
are within range of the explosion.
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SWITCH DETONATOR
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EFFECT: Damage + Blow up
DETONATION TYPE: After this trap is set, it can be detonated by pressing the
X Button.
RANGE: Wide
POWER: Low
NOTE: The Detonator will explode a moment after you press the X
Button. If more than one Switch Detonator is set, all
Switch Detonators will explode when pressing the X Button.
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BOMB
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EFFECT: Damage + Blow out
DETONATION TYPE: This trap will only detonate from explosive contact from a
Switch Detonator, Mine, or another Bomb.
RANGE: Wide
POWER: High
NOTE: This trap will not detonate from the result of an enemy's
explosion.
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PITFALL
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EFFECT: Opponent is unable to move and act for several seconds.
DETONATION TYPE: This Trap activates when an opponent steps on it.
RANGE: The panel that the Pitfall occupies.
POWER: N/A
NOTE: To escape from the Pitfall quicker, rapidly press the
directional buttons. Also, note that after you
successfully
escape from the Pitfall, you will be invincible for a
moment.
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FORCE PANEL
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EFFECT: This Trap propels the enemy in the desired direction.
DETONATION TYPE: This Trap activates when an opponent steps on it.
RANGE: The panel that the Force Panel occupies.
POWER: Minimal
NOTE: The Trap will propel your opponent in the direction you
were
facing when the Trap was set. To determine this direction,
hold the Square Button and face the desired direction and
release the Square Button when you wish.
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GAS
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EFFECT: Damage + unable to move/act for a moment + reduces movement
speed for several seconds.
DETONATION TYPE: This Trap automatically releases poisonous gas after
several
seconds.
RANGE: Wide
POWER: Medium
NOTE: You may suffer damage from your own Gas Trap if you are
within range of it's effect.
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SECTION 9 --- FIELD TRAPS AND OBSTACLES
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Some Maps present Field Traps that effect all players. Note that not every
Map in Trap Gunner harbors these types of Traps.
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OBSTACLE BOX
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The Obstacle Boxes may at first look serve nothing more than obstructions.
After these Boxes are destroyed by means of Projectile Attacks or explosions
they may contain Items.
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BOMB BOX
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Like the Obstacle Boxes, these obstructions can be destroyed by Projectile
Attacks or explosives. When Bomb Boxes are destroyed, they create a wide
explosion delivering massive damage to all players within it's range. Note
that these boxes will detonate all Bombs within its explosion range, and may
serve as an extra punch in a Trap.
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LASER LAUNCHER
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The Laser Launchers fire Lasers in a fixed path that travel across the entire
Map until the strike a wall or other obstacle. The Laser Launchers inflict
serious damage and can be destroyed by Projectile Attacks or explosives.
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ROCKET LAUNCHER
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The Rocket Launchers launch Rockets that slightly home in on you or your
enemy's location. The range of the Rockets is slightly low but deliver
massive damage with it's explosive impact. The Rocket Launchers can be
destroyed by Projectile Attacks or explosives.
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SPARK BIT
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Spark Bits are living forms of electricity that were created for security
purposes. Spark Bits will appear on any Map when the remaining time limit
reaches 30 seconds and will inflict medium damage on any opponent that
touches it. Spark Bits can only be destroyed by explosives, and will
regenerate after a period of time.
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CONVEYER BELT
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Conveyer Belts are moving paths that affect a player's movement speed. The
Belts move in a given direction for several seconds, then reverse the
direction of movement. Conveyer Belts make great cover when reloading your
weapon or charging a Unit. Note that you may not place traps on a Conveyer
Belt and that they may not be destroyed.
=============================================================================
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SECTION 10 --- ITEMS
=============================================================================
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There are 5 different Items found in P.O.D.S. (Power Object Delivery System)
or after certain Obstacle Boxes are destroyed. Items grant players powerups,
traps or immunities depending on the type.
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TRAP ITEMS
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When you acquire this Item, you will gain an extra random trap that will be
added to your stock.
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SPEED UP
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This Item will double your character's movement speed and weapon reload speed
for 20 seconds.
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PROTECT
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This Item renders your character invulnerable for 8 seconds. Projectile
Attacks and explosives will not harm you, however, the Unit will still
inflict full damage.
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HEALER
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The Healer increases your Life Gauge. Note that if your Life Gauge is full,
the Healer will not have an effect.
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UNIT
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The "Unit" is an experimental Plasma weapon developed by GAIN. It contains a
semi-sentient form of Plasma that can home in on its intended target. The
Plasma Launcher itself is very fragile and can be broken if the enemy knocks
you down. The number of Plasma Bombs that can be launched is limited and
takes quite a bit of time to charge it. The number of Plasma Bombs will be
displayed on the Radar Map. The following table illustrates the four ways in
which the Plasma Bomb can be avoided:
1. The Plasma Bomb travels relatively slow. It is possible to outrun the
Plasma Bomb until it disappears after a period of time. Note that while
you are running from the Plasma Bomb, you may wonder into an ambush of
your opponents' Traps.
2. In general, most Maps contain catwalks or bridges. By occupying the area
beneath the bridge you will be shielded from the Plasma Bomb's impact.
After a Plasma Bomb strikes a bridge, the bridge will be destroyed. Note
that the panel beneath a bridge has a different floor design or
decoration
indicating how to stand directly under the bridge. Also note that the
area under bridges are highlighted in blue on the Radar Map.
3. While a player charges the Unit, he or she is vulnerable to attacks. If
the player charging the Unit is shot or attacked, the charge will be
interrupted and must be recharged. Note that an interrupted charge will
not reduce the number of Plasma Bombs in your stock.
4. The Plasma Bomb will disappear after contact with an explosion. An
enemy's Mine Trap inflicts less damage than a Plasma Bomb, and if the
Mine
is triggered at the right time, you will only suffer damage from the Mine
and not the Plasma Bomb.
=============================================================================
=
SECTION 11 --- TRAP GUNNER STORY
=============================================================================
=
This is the story of six special agents... All specialists in assassination,
counter-assassination, demolitions, and espionage...
"GAIN", an evil organization suspected that these six agents would pose a
problem for their plans for global domination... "GAIN" knew that they would
never obey them...
However, "GAIN" knew that they could manipulate each of them individually...
Now, the tables have turned and "GAIN" has succeeded in pitting each of the
special agents against each other...
The fierce battle between these six special agents is about to begin...
=============================================================================
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SECTION 12 --- CHARACTER PROFILES
=============================================================================
=
This section reveals insight on each of the 6 characters in Trap Gunner.
Vital statistics, weapon and trap detail are provided here as well. Note
that much of this information was extracted from the Trap Gunner Instruction
Manual.
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VAN RAILY
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Sex: Male Vitality: Medium
Age: 23 Speed: Medium
Occupation: Freelance Spy Direct Attack: Roundhouse
Kick
Background Story:
When Van was a child he mysteriously contracted a fatal disease with no known
cure. However, his sister Rem, successfully stole a prototype drug from the
U.S. government called "Cell-147". By injecting him with this special drug,
he made a full recovery and gained immortality. However, after his surgery,
Rem mysteriously disappeared. After this, Van decided to become a special
agent in the hopes of finding his sister. His experiences have made him a
very cold individual.
Weapon: Automatic Pistol Weapon Note: Van Raily's
Power: Medium Automatic Pistol is a standard
Fire Rate: Medium projectile attack.
Magazine: 5 Shells
Traps: Switch Detonator x 1
Bomb x 4
Land Mine x 4
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-
JOHN BISHOUS
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Age: 35 Vitality: High
Sex: Male Speed: Slow
Occupation: Police Lieutenant Direct Attack: Uppercut
Background Story:
A middle-aged Police Lieutenant who will do everything in his power to solve
any case. He is a very distinguished cop but his temper has posed many
problems for him. During an investigation of the GAIN organization his
partner Dyn, mysteriously disappeared. He has heard rumors about a man who
looks like his partner Dyn, working for GAIN. Several days later, John
disguised himself as an agent of GAIN to find the truth about his friend and
partner... Once he gets going on a case he is an unstoppable force. His
sense of justice makes him the most trusted cop among his peers.
Weapon: Shot Gun Weapon Note: The Shot Gun blast
Power: High inflicts more damage depending
on
Fire Rate: Slow the distance of the opponent.
Magazine: 3 Shells
Traps: Switch Detonator x 2
Bomb x 6
Gas x 2
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-
LOU RICHE
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Age: 24 Vitality: Medium
Sex: Female Speed: Medium
Occupation: Green Beret Direct Attack: Roundhouse
Kick
Background Story:
Her parents were killed by GAIN as a child. To avenge the death of her
family, she joined the army and eventually became a member of the Green
Berets. She was then assigned to spy on the secret organization, GAIN. She
later found out that the man responsible for the death of her parents, Elg,
was an executive of GAIN. The loss of her parents has turned her into one
tough girl!
Weapon: Automatic Handgun Weapon Note: Lou Riche's
Power: Medium Automatic Handgun is a standard
Fire Rate: Fast projectile attack that quickly
Magazine: 6 Shots reloads.
Traps: Mine x 5
Gas x 1
Force Panel x 3
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-
TICO
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-
Age: 16 Vitality: Low
Sex: Female Speed: Medium
Occupation: Spy Droid Direct Attack: Kick
Background Story:
This is a Spy Droid developed by the CIA. Therefore, she doesn't have a past
or future. She was programmed with very simple emotions and by doing this
the CIA believed that she would not get any ideas on her own... Until one
day... GAIN promised to provide her with her favorite ice cream. That was
enough reward for her to follow and obey GAIN's orders. She is generally
happy and positive. However, her logic circuits are very unstable which can
sometimes cause erratic activity.
Weapon: Butt Missile Weapon Note: Tico's Missles
Power: Low possess a slight homing ability
Fire Rate: Slow and knock the opponent down on
Magazine: 4 Missiles contact.
Traps: Switch Detonator x 3
Pitfall x 4
Force Panel x 4
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-
ABDOLL RELIN
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Age: Unknown Vitality: Low
Sex: Female Speed: Medium
Occupation: Mutant created by GAIN Direct Attack: Punch
Background Story:
She is a mutant by-product of GAIN's bio-technology and the drug "Cell-147".
Her primary weapon is pretty powerful. However, her movement is very slow.
She has a very crude personality and is not well suited for missions that
require finesse and stealth.
She may look friendly but she can be quite deadly when she wants to be.
Weapon: Regenerating Rocket Punch Weapon Note: Abdoll's Rocket
Power: Low Punches possess a slight homing
Fire Rate: Slow ability and knock the opponent
Magazine: 2 Shots down on contact.
Traps: Mine x 3
Pitfall x 6
Gas x 2
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TENROU UGETSU
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Age: 24 Vitality: Medium
Sex: Male Speed: Fast
Occupation: Ninja Direct Attack: Katana Slash
Background Story:
Tenrou's village was burned down to the ground by Elg. Tenrou was next in
line to take over the leadership of the Ninja clan, but that all changed when
his village was destroyed. Now, he only has one thing on his mind...
Revenge...
His speed and agility are second to none. He can get himself out of any
dangerous situation.
Weapon: Kunai Weapon Note: While Tenrou's
Power: Low Kunai weapon is a standard rapid
Fire Rate: Fast fire projectile, his direct
Magazine: 7 Kunai attack is a fast, medium range
sword slash.
Traps: Mine x 2
Pitfall x 3
Force Panel x 2
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REM
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Age: 28 Vitality: Medium
Sex: Female Speed: Medium
Occupation: Gain executive Direct Attack: Pistol Whip
Background Story:
Although she is the youngest of the executives, she is their leader. She is
well-balanced in all aspects.
Weapon: Automatic Pistol Weapon Note: Sharing the same
Power: Medium properties as Van Raily's
weapon,
Fire Rate: Medium the Automatic Pistol is a
Magazine: 5 Shells standard projectile attack.
Traps: Switch Detonator x 1
Bomb x 4
Mine x 5
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DYN
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-
Age: 36 Vitality: High
Sex: Male Speed: Slow
Occupation: Gain Executive Direct Attack: Clothes-line
Background Story:
This guinea pig of Gain was injected with Cell-147 when he died. His
physical power has been altered dramatically because of this.
Weapon: Finger Cannons Weapon Note: The Finger Cannons
Power: High inflict more damage depending on
Fire Rate: Slow the distance of the opponent.
Magazine: 3 Shots Dyn's Direct Attack is a step-in
Clothes-line that provides a
fast
Traps: Switch Detonator x 1 and ranged attack.
Bomb x 8
Gas x 2
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-
ELG
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Age: Unknown Vitality: Medium
Sex: Male Speed: Fast
Occupation: Gain Executive Direct Attack: Katana Slash
Background Story:
He chose to get a mechanical body to obtain more power. The rumor is that
Elg was once a Ninja. His movement is swift and quick.
Weapon: Kunai Weapon Note: While Elg's Kunai
Power: Low attack is a standard, rapid fire
Fire Rate: Fast projectile, Elg's Direct Attack
Magazine: is a fast, medium-range sword
slash.
Traps: Mine x 3
Pitfall x 3
Force Panel x 3
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STILB
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Age: Unknown Vitality: Very High
Sex: Male Speed: Stationary
Occupation: Leader of Gain Direct Attack: Plasma Punch
Background Story:
He is the ultimate living being with unlimited power. Rumor has it that he
is just a man that was injected with Cell-147.
Weapon A: Plasma Shots Weapon Note: Stilb's Plasma
Power: Low Shots have a slight homing
Fire Rate: Medium ability.
Magazine: 3 Shots
Weapon B: Plasma Punch Weapon Note: The Plasma Punch
is
Power: Medium used by Stilb at close-range
Fire Rate: Direct Attack only, and considered a direct
Magazine: Direct Attack attack.
Weapon C: Plasma Bombs Weapon Note: Stilb has an
Power: High supply of Plasma Bombs, but
Fire Rate: Slow require the standard charge time
Magazine: 1 Plasma Bomb to execute.
Traps: None
=============================================================================
=
SECTION 13 --- MAP DATA
=============================================================================
=
1. DEPOT
A warehouse in the industrial section of town. This is where Gain stores its
illegal products. A narrow and simple place to move around. The key to
victory is to get to the P.O.D.S. which transfers items.
TYPE 1: 3 P.O.D.S., 2 Conveyer Belts
TYPE 2: 4 P.O.D.S., 2 Conveyer Belts
TYPE 3: 4 P.O.D.S., 2 Conveyer Belts, 2 Obstacle Boxes, 1 Bomb Box
2. PORT
A harbor area controlled by Gain. This place is used to execute traitors.
The place always stinks of death. There are many steps and slopes around the
P.O.D.S. These are the perfect places to set traps.
TYPE 1: 3 P.O.D.S.
TYPE 2: 3 P.O.D.S., 4 Obstacle Boxes
TYPE 3: 4 P.O.D.S., 4 Obstacle Boxes
3. BASEMENT
This plant provides electricity to the high class residential area. The
plant is 100% automated. No human workers are used. With many slopes and
stairs, this place is more complicated than it looks. You have to fully
understand the geography of this location to succeed.
TYPE 1: 3 P.O.D.S.
TYPE 2: 3 P.O.D.S., 2 Obstacle Boxes
TYPE 3: 3 P.O.D.S.
4. MUSEUM
This is an abandoned museum. It used to be full of people with a huge
collection of rare and exotic items. The 9th block in the center will be
isolated when the catwalk is destroyed by the Unit attack. You have been
warned.
TYPE 1: 3 P.O.D.S.
TYPE 2: 3 P.O.D.S., 1 Obstacle Box
TYPE 3: 3 P.O.D.S., 7 Obstacle Boxes
5. SANCTUARY
An Underground Shrine has been discovered in the ruins. The remains of an
ancient religion. There was an attempt to preserve these ruins, but due to a
lack of financial support, it was never completed. Now this place is used as
a hideout for Gain. Because there are few catwalks, you will need to prepare
yourself from a Unit attack.
TYPE 1: 3 P.O.D.S.
TYPE 2: 3 P.O.D.S.
TYPE 3: 3 P.O.D.S., 2 Obstacle Boxes
6. CLOCK TOWER
The Clock Tower is at the town square. It was once a peaceful place for the
locals. Now it is desolate. The situation has gotten worse in a very short
time. This place consists of three levels. This place requires a quick
movements in order to succeed.
TYPE 1: 3 P.O.D.S.
TYPE 2: 3 P.O.D.S.
TYPE 3: 3 P.O.D.S.
7. FACTORY
This is a secret factory which Gain uses to produce illegal weapons. The
products are exported to various regions using the P.O.D.S. This place is
huge and intricate. You need to come up with a clever way to set your traps.
When you are using moving floors, check which way it's moving.
TYPE 1: 3 P.O.D.S., 2 Conveyer Belts
TYPE 2: 3 P.O.D.S., 2 Conveyer Belts, 2 Rocket Launchers
TYPE 3: 3 P.O.D.S., 2 Conveyer Belts, 2 Obstacle Boxes, 2 Rocket Launchers
8. LOW TOWN
The residential area for the servants. It's established in an area where
water flows through. Therefore, all the houses are built on hills. The area
has a different design. You can't see far ahead, which makes it necessary to
know where you stand at all times. Be aware that the water causes you to
move slower.
TYPE 1: 4 P.O.D.S., Water Surface
TYPE 2: 4 P.O.D.S.
TYPE 3: 4 P.O.D.S., Water Surface
9. AIRPORT
Airport lobby. This place ceased production due to the cost. However, a big
company supported by Gain took over the project and completed its
construction. The paths are wide, but there are many places to set traps.
TYPE 1: 3 P.O.D.S.
TYPE 2: 3 P.O.D.S., 1 Rocket Launcher
TYPE 3: 3 P.O.D.S., 1 Bomb Box, 2 Laser Launchers
10. CANAL WAY
The abandoned canal was once a key to the economic growth of the town. At
one time, the canal was used as a sewer system. Most of the battle will take
place in sloped areas. This will require more power to move around. There
are few catwalks. Be prepared to avoid the Unit attack.
TYPE 1: 3 P.O.D.S.
TYPE 2: 4 P.O.D.S., Water Surface
TYPE 3: 3 P.O.D.S., 2 Obstacle Boxes, Water Surface
11. NINJA HOUSE
A secret facility in a foreign town. Elg, an executive of Gain, is using
this place to organize his personal Ninja army. The area looks plain, but
the route to reach the hub is limited. The key to success is that you find
this route.
TYPE 1: 3 P.O.D.S.
TYPE 2: 3 P.O.D.S., Stair/Slope Traps
TYPE 3: 4 P.O.D.S., Stair/Slope Traps
12. U-BOAT DOCK
In the basement of Gain's headquarters, there is a submarine dock. The
submarines are used to deploy their top spies. To avoid detection, several
different paths are used. When the catwalk is destroyed, you may be
isolated.
TYPE 1: 3 P.O.D.S.
TYPE 2: 3 P.O.D.S., 6 Obstacle Boxes
TYPE 3: 3 P.O.D.S., 1 Obstacle Box, 2 Rocket Launchers
EX1. SKY GARDEN
Sky Garden is only available after completing Story Mode with any character.
This large stage offers freedom of movement with multiple levels and many
catwalks. Note that this stage is only available in VS. COM and VS. MAN
Modes, and do not support 3 different types.
EX2. RING
Ring is only available after completing Story Mode with any character. The
Ring is a very small, enclosed area surrounded by Mines. The Mines in this
stage are always present and may not be removed in the OPTIONS Mode. Note
that this stage is only available in VS. COM and VS. MAN Modes, and do not
support 3 different types.
EX3. MAZE
Maze is only available after completing Story Mode with any character. The
Maze is an average sized stage that contains many obstacles in a set pattern.
Note that this stage is only available in VS. COM and VS. MAN Modes, and do
not support 3 different types.
EX4. GAIN
A room where nobody is allowed to enter, except for Stilb. Life support,
Corresponding systems, and other machines are here to protect the room.
There are levels you can't access once certain catwalks are destroyed. You
have to be very cautious when avoiding a Unit attack.
Gain is available in VS. COM and VS. MAN Modes only after completing Story
Mode with any character. Note that this stage does not support 3 different
types.
=============================================================================
=
SECTION 14 --- STORY MODE DATA
=============================================================================
=
The following information can be found in the story mode by selecting
MISSION, TARGET and MAP before each stage.
In this section, each of the six character's missions are listed. Note that
the mission details are the same on all difficulty settings. To obtain more
information on MAP DATA, see SECTION 13 --- MAP DATA.
COMPUTER OPPONENT STRATEGIES
When combating a computer opponent, it is important to know that the computer
will always run to P.O.D.S.s that contain items. The most effective way to
defeat the computer is to place traps near as many P.O.D.S.s as possible.
This tactic will work on every computer opponent regardless of the difficulty
setting.
Another strategy is to fire your Projectile Attack at the enemy as they
attempt to scale a slope. Often, the computer opponent will relentlessly try
over and over to climb the slope, only to be knocked back to the bottom by
your attacks. It is possible to kill the enemy by doing this repeatedly.
DISARM TRAP STRATEGIES
Several stages require that you disarm all traps within a given time. Most
stages will display all of the traps within the Radar on the right side of
the screen. This allows you to safely run to each trap and enter Caution
Mode to reduce time. Occasionally, your mission may require you to disarm
traps that do not appear in your Radar. As soon as the stage begins, enter
Caution Mode to view your immediate surroundings. If all is clear, run to
the edge of the area you just search for traps in and enter Caution Mode
again. Repeat as necessary. This technique will save a lot of time.
In some stages, there may be several Force Panels that string together and
end by slamming your character into a wall or other trap. It may be in your
best interest to spring these traps, quickly detonating all Force Panels in
the path. While you may suffer a bit of damage, it more than makes up for
the time you save.
Note that all Gas Traps detonate within the first few seconds of the stage,
so be prepared to take cover when needed.
DEFEATING STILB
When fighting Stilb, your inventory of traps will be empty. There are 2
P.O.D.S.s that harbor items, including traps, regardless of the character you
are using. Reaching these 2 P.O.D.S.s may prove difficult, due to the
unusual quantity of Field Traps. Also, Stilb has an infinite amount of
Plasma Bombs, homing Plasma Shots and a powerful Direct Attack. All of these
obstacles in the path of your victory may seem overwhelming, but there are a
few tactics that will help you succeed.
Traps and Projectile Attacks are practically ineffective on Stilb, inflicting
minimal damage, making it virtually impossible to defeat Stilb within the 10
minute time limit. The Unit located in the Obstacle Box in the north-eastern
corner of Gain can reduce Stilbs Life Guage by aproximately 1/3. Reaching
the Unit and use it successfully is very challenging, due to Stilbs homing
Plasma Shots that will knock you down on contact.
To reach the Unit, run to the path that leads underneath the bridges and
straight to the north-eastern Obstacle Box that is guarded by a Rocket
Launcer. The Rocket Launcer will not fire until you scale to the top of the
slope. After reaching the top of the slope and successfully dodging the
Rocket and/or Stilb's Plasma Shots, fire at the Obstacle Box until it is
destroyed, revealing a Unit. After taking the Unit, quickly run back down
the slope and hug mid-way down the wall on your character's left. Remaining
in this area will guard you from all af Stilb's Plasma Shots while you fire
all three Plasma Bombs as they destroy the Rocket Launcher above you. Next,
return back up the slope and stand against the southern balcony. You can now
safely empty rounds and rounds of Projectile Attacks at Stilb until his Life
Guage is depleted. Occasionaly, Stilb will fire Plasma Shots at you after
you reload your weapon, and can be dodged easily be running to the left or
right. Note that this method of killing Stilb is very time consuming, and
may require almost the entire 10 minute Time Limit.
-----------------------------------------------------------------------------
-
VAN RAILY JOHN BISHOUS
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-
STAGE 1 STAGE 1
Mission: Terminate Mission: Dispose
Target: Lou Riche Target: Abdoll Relin
Location: Warehouse Location: Depot
Time: 11:00 a.m. Time: 1:00 a.m.
P.O.D.S.: 3 P.O.D.S.: 4
Time Limit: 7 minutes Time Limit: 7 minutes
STAGE 9 STAGE 9
Mission: ----- Mission: -----
Target: Stilb Target: Stilb
Location: Gain Location: Gain
Time: 5:30 p.m. Time: 5:30 p.m.
P.O.D.S.: 2 P.O.D.S.: 2
Time Limit: 10 minutes Time Limit: 10 minutes
=============================================================================
=
SECTION 15 --- STORY MODE WINNER'S STORY
=============================================================================
=
This section covers all of the Winner's Story text displayed after each stage
is cleared. Note that Japanese to English translation is a touch-and-go
process, and that the following Winner's Story text has been revised for
grammar errors and/or spelling.
-----------------------------------------------------------------------------
-
VAN RAILY
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-
STAGE 1: VAN RAILY VS. LOU RICHE
"You should have known better. A human should never oppose Gain..."
The beautiful face of the deceased reminded him of his sister's smile...
STAGE 2: VAN RAILY VS. ABDOLL RELIN
Melting... The enemy he just killed is melting. It is changing into a lady
with a beautiful figure.
"What is this..? What are they planning to use Cell-147 for?"
STAGE 3: DISARM TRAPS
"Who the hell did this? How can anyone set this many traps in Gain's
territory?"
STAGE 4: VAN RAILY VS. TENROU UGETSU
"This must have been fate..."
The Ninja whispers as he coughs up blood. However, he never showed any sign
of pain.
"...I hope...somebody will...get him..."
Van gave the Ninja a cold look. Then there was silence.
STAGE 5: VAN RAILY VS. JOHN BISHOUS
Van didn't panic when the guy who he though was dead, grabbed his foot. Van
kicked him in the face and quickly stepped back.
"Gain...give my...friend back...to me!"
Van cocked the gun and shot him in the head.
STAGE 6: DISARM TRAPS
"...I don't like this."
Van murmurs.
"Are they testing me with this stupid set-up?"
STAGE 7: VAN RAILY VS. TICO
Just before the Android broke down, she mentioned one word. She said Rem.
His sister's name...
"Rem..."
He remembered that day... When he was very young, he had a fatal disease
which his sister saved him from. He has not seen her since...
STAGE 8: VAN RAILY VS. REM
"........."
Van looked at his sister, who collapsed on the floor. But his eyes were
cold. The same eyes one would look at an enemy with. The woman there was
nothing but an enemy to him now.
Rem said, "...The way you look at me...I love it...If you were not my
brother, I would be attracted to you... Because you are looking at me with
hatred, it is easier for me to die. I feel like I was defeated by a stronger
enemy and not by my brother..."
Rem closed her eyes and said, "...What irony...I wanted to save you from the
disease and implanted the cell... I never thought that things would end up
this way..."
"Good-bye..." Van said.
"I'll see you in Hell." Rem said.
STAGE 9: VAN RAILY VS. STILB
"...Fool...you can't get the Cell-147 if you kill me..."
"......"
"...Think hard. If you don't get the cell...your life will be..."
Van answered him by shooting him in the head.
A huge explosion engulfed the Gain headquarters as fire rises up into the
air. The blazing fire swallowed the Cell-147, as well as Rem's body. Unless
he implants the Cell-147, his life will only last several more years.
Although he knew of this, he looked calm.
"Life controlled by humans..."
Van Raily continued to work as a Free Agent. He was a perfectionist. He
never failed any of his missions. All of his clients trust him, as the dark
side of the world feared him. He is determined to work until his life
expires. He has now become the most dangerous Agent in the world.
"All I can say is..."
-----------------------------------------------------------------------------
-
JOHN BISHOUS
-----------------------------------------------------------------------------
-
STAGE 1: JOHN BISHOUS VS. ABDOLL RELIN
"What's this!?"
Abdoll's body is melting into the ground. John frowns as the horrid smell of
her remains fill the air.
"I guess I can't interrogate her."
STAGE 2: JOHN BISHOUS VS. TENROU UGETSU
"Where's Dyn!? Tell me!"
John grabs the Ninja by his chest. But the Ninja was silent.
"Crunch!"
The Ninja's blood then started to flow down from his mouth.
"Where's Dyn!?"
As John's voice echoed through the night.
STAGE 3: DISARM TRAPS
"I hate working for Gain, but at least no one was hurt."
STAGE 4: JOHN BISHOUS VS. LOU RICHE
The spy fell on her face. John, with his feet, turns her over.
"Dad...Mom..."
The spy is shedding tears.
"I'm sorry...I couldn't avenge...I'll...be there..."
John realized that she was just another victim of Gain.
STAGE 5: JOHN BISHOUS VS. TICO
"Tico likes ice cream. Tico likes ice cream. Tico likes ice..."
The broken Android kept repeating itself. Her figure reminds John of a long
lost friend of his.
"Aagh!"
His scream echoes through the air.
STAGE 6: DISARM DEFENSE
"Dyn...where are you now?"
Once he realized that Dyn, who was supposedly dead, is now an executive of
Gain, a new battle began.
STAGE 7: JOHN BISHOUS VS. VAN RAILY
"Where's Dyn!? Tell me if you want to live!"
While John is talking to the fallen agent...Van's right hand rises...two
shots ring out.
"That was close..."
STAGE 8: JOHN BISHOUS VS. DYN
"Dyn!!"
"Dyn, it's me, John. Don't you recognize me!?"
John holds his former partner to wake him up.
"Dyn, wake up! You hated evil more than anybody! You were a fine
lieutenant! Please remember your true self. You cannot die like this. You
should die as an elite lieutenant!"
However...John's voice was not heard by Dyn.
"This feels nice..." Dyn said.
"Damn! Damn you, Gain!......"
John gave a loud cry. There was only silence.
STAGE 9: JOHN BISHOUS VS. STILB
"No way...how can I lose..."
"Go to Hell!!"
John kept on pulling the trigger until Stilb was nothing more than a pile of
steaming flesh.
"Burn! Burn!"
John started to shout yet he was not satisfied. Gain is destroyed. But like
Dyn, the victims of Gain will not come back.
"Had I destroyed Gain earlier, many people wouldn't have suffered!"
He is shouting out of frustration for he is disappointed with himself.
"Damn it!"
As Gain burns to the ground, John kept on howling.
"It's been a while since I drank like this..."
An old jazz riff filled the room... The man behind the bar doesn't talk
much. He is polishing one of his glasses. To John, this was normal. This
was where John and Dyn used to hang out. Every time they finished a mission,
they would come here and celebrate their victory.
"Dyn...I finally got the stuff we've been asking for."
Two glasses were on the counter...
-----------------------------------------------------------------------------
-
TICO
-----------------------------------------------------------------------------
-
STAGE 1: TICO VS. TENROU UGETSU
"I finished! I finished!"
Tico is delighted for accomplishing the mission. When she returns to
headquarters, she can have her ice cream as a reward. However, the last
thing the Ninja said to her has been lingering in her mind.
"What does Damn it mean?"
He said that with a weird look on his face. I guess it's something really
yucky.
STAGE 2: TICO VS. LOU RICHE
"...Dad...Mom...I'm sorry..."
She was crying.
"Why are you crying? Why?"
But she doesn't answer.
"Oh, well. Never mind. I think I'll go home."
Tico left the area.
STAGE 3: DISARM TRAPS
"I did it! I did it!"
Tico is happy.
"When I go back, I'll get more ice cream!"
STAGE 4: TICO VS. JOHN BISHOUS
"Damn it!"
The loser cursed.
"You don't look good. Maybe you ate something bad."
"You're also their puppet... Just like the other..."
Tico felt something when she saw his sad face.
STAGE 5: TICO VS. VAN RAILY
"Lately, I've been feeling weird..."
Tico whispers as she stands in front of the dead body.
"I mean, I haven't enjoyed the ice cream... And I feel like someone is
calling me..."
STAGE 6: DESTROY DEFENSE SYSTEM
"What do you mean test? Do I have to kill somebody again?"
STAGE 7: TICO VS. ABDOLL RELIN
"...Poor thing..."
The mutant melted away in front of her. Tico was standing there in silence.
Then she looks up with determination.
"I'm not going to listen to Gain anymore!"
STAGE 8: TICO VS. REM
"I'm sorry I hurt you, but I don't want to do bad things anymore."
Rem was lifeless on the ground as Tico spoke to her.
"You can't make me do bad things anymore..." Tico said.
"I lost..." Rem murmured.
Rem collapsed. She is heavily wounded. Yet, she was slightly smiling. Then
she told the secret to Tico.
Tico was originally developed by the CIA. But Gain stole Tico and changed
her program...
"Gain is planning to mass-produce your type and send them to all the world
leaders to kill them."
No one would notice. It is easier to have the Tico type get into another
country.
"Mass-produced Tico types are already made at the underground factory... But
in order to get there, you have to go through the room of Stilb."
"Why are you telling me all this?" Tico asked.
"Because you beat me. Consider my information as a reward for beating me..."
"My future..." Murmurs Tico.
"...That's all I have to say. Now I need some rest..."
Rem closed her eyes.
STAGE 9: TICO VS. STILB
"How can you...beat me...you're only a puppet!"
"........."
As Stilb moans in pain, Tico just looks at him with a sad look in her eyes.
"I came to help you guys!" Tico said.
Tico discovered the clones in the underground factory. Then they all left
the headquarters. Then...Tico and the others went to the CIA, who originally
developed them. But the CIA told them that they never came up with their
kind and therefore they have no responsibility to take care of the Tico
types. Tico and the others didn't know where to go. Then a small factory
owner decided to take care of them. He took out Tico's missile launcher and
the other weapons out of her body. Afterwards, they began working at his
factory and lived together. Tico's normal, but happy life is about to
begin...
Tico is now living happily at the town factory. Tico's sisters were
programmed to be Helper Androids to help common people. Now there are Nanny
type, Maid type, Secretary type and other types of Androids. Tico's clones
are widely used in the world, helping people.
"Yeah! We're all doing good!"
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LOU RICHE
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-
STAGE 1: LOU RICHE VS. VAN RAILY
"You won. Go ahead, kill me."
The man murmured.
"I have no intention of killing you."
Lou then turned her back to him. --This man is a freelance spy, and not a
member of Gain. I'll have to contact Gain regarding this.
STAGE 2: LOU RICHE VS. TICO
Lou looked down at Tico's dismembered body.
"She looks like my Mom and Dad... Just like before..."
And now, I'm doing the same thing as that man did... Lou held on to her
locket tightly...
STAGE 3: DISARM TRAPS
"How odd... This area should be under Gain's control..."
How could anyone set so many traps? Does this mean that Gain has a powerful
new enemy? Is this the work of the Special Federal Organization? Or...
STAGE 4: LOU RICHE VS. ABDOLL RELIN
The air filled with smoke as the flesh sizzled off the body. Lou looks at
the burning corpse in awe.
"What the!? -I got it. This must be the mutant made from Cell-147..."
STAGE 5: LOU RICHE VS. TENROU UGETSU
"No!"
The Ninja was barely breathing while she stood over him.
"I was supposed to kill Elg..."
"Where is he!? Where is Elg!?"
However, the Ninja was already dead...
STAGE 6: RETRIEVE CELL-147
"I see..."
Lou is starting to realize the real intentions of the order.
"I know you're testing me... Come out and face me, Elg!"
STAGE 7: LOU RICHE VS. JOHN BISHOUS
"I never thought I would be defeated by some broad..."
John curses as his face distorts in pain.
"Go ahead and kill me, you Gain scum!"
"......"
Lou doesn't respond. She just leaves him behind.
STAGE 8: LOU RICHE VS. ELG
"Elg!"
Lou kept on firing into his lifeless corpse until she realized that she was
out of ammo.
"I guess I got what I deserved..."
This is the last of Gain's executive Elg.
Lou said, "You lived too long. Your life ended the moment you abandoned your
body for power."
"Dad...Mom...I finally avenged you."
As she remembers the day Elg slaughter her parents, Lou pulls out her locket.
She now sees when she was adopted by her uncle... The day she volunteered
herself into the army and the tough training she went through. By the age of
20, she was a Green Beret. This was her 4th year... Her determination to
avenge her parents was what got her through. Now she has done that. But---
She knew that there was more for her to do.
"My mission was to get information on Gain... I will never have anyone go
through what I've been through! Never!"
STAGE 9: LOU RICHE VS. STILB
"I can't believe...I'm Gain's boss...How can I be killed by...a female..."
"........."
Lou silently detonates the remains as she walks away.
"It's finally over. Now, I'm free..."
It's finally over... Gain headquarters was destroyed. As she turned her
back toward the fire, she felt relief for the first time.
"Mom...Dad...I'm finally free. I can go on with my life..."
She held her locket above her head.
"It was my guardian that watched over me through everything. Whenever things
looked grim, this reminded me that I can't give up until I avenged them.
However, things will be different from now on. I have to be stronger in a
sense. Anger and hatred is not going to be the force behind me anymore. I
have to be capable of handling my life on my own...
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ABDOLL RELIN
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-
STAGE 1: ABDOLL RELIN VS. TICO
The female Android is destroyed. Her shoulders are broken and her head is
completely destroyed. However, Abdoll continues her attack and wonders why
there is no blood coming out of her body.
STAGE 2: ABDOLL RELIN VS. VAN RAILY
"I never thought I would be defeated by a mutant...my days are over..."
Van leans against the wall and sighs deeply... Abdoll then stomps on his
face.
"Crack!"
Blood splatters everywhere as Van's head is crushed under the weight of
Abdoll's foot.
STAGE 3: DISARM TRAPS
The mission is accomplished, but Abdoll is not satisfied.
"I hate missions that don't end with brain fragments on my boots!"
STAGE 4: ABDOLL RELIN VS. JOHN BISHOUS
"Hee, hee, hee!"
Abdoll laughs maniacally as she stomps on the blood-soaked corpse of her
victim. His disfigured body is unrecognizable. Abdoll grins with a
satisfied look.
"Blood and guts, what a beautiful sight!"
STAGE 5: ABDOLL RELIN VS. LOU RICHE
"Abdoll! Return at once!"
She quickly throws the receiver away. The order from Gain falls upon her
deaf ears...
"Hey, Abdoll! Are you listening to me!? This is an order!"
However, Abdoll ignores them and continues mutilating Lou Riche's body.
STAGE 6: DISARM TRAPS
"Urghhhh!"
Abdoll is extremely unhappy. There is no one else to kill.
"This is boring! I wanna kill someone!"
Abdoll then disappears into the shadows, ignoring the orders of Gain.
STAGE 7: ABDOLL RELIN VS. TENROU UGETSU
There is a reddish-black smear on the wall. It looks like someone threw a
piece of raw flesh on it. No one would suspect that it was the remains of
the Ninja.
"Hee, hee, hee!"
"Capture him, don't kill him."
The order from Gain never sunk into Abdoll's mind.
STAGE 8: ABDOLL RELIN VS. DYN
"Hee, hee, hee!"
Abdoll's laugh echoes through the place. Dyn, the strongest agent in Gain,
could not stop Abdoll.
"Hee, hee, hee! You're too weak!" Abdoll laughed.
"You monster!" Dyn murmured.
Abdoll's cruelty and power were beyond everyone's expectations.
"Hee, hee, hee! If you get in my way, I will kill you all!"
STAGE 9: ABDOLL RELIN VS. STILB
"This can't be... The leader of Gain...killed by this scum!?"
"Heh!"
Abdoll delivers one last fatal blow to Stilb's head. When Abdoll injected
the Cell-147 from Stilb into herself, she lost weight.
"I'm thin now!"
But she likes it that way. It is easy for her to move around. It has made
it easier to "hunt". A lonely alley at midnight. The "catch" for the day is
coming close. Nobody can stop her "hunt".
"Hee, hee, hee!"
Again, we hear her joyful voice echoing through the dark sky with the smell
of death... Each time Abdoll hunts, she gets hungry. No matter how much she
eats, she doesn't get full. And when she gets full, she gets the urge to
hunt.
"Hee, hee, hee! When I exercise, I get hungry!"
Each time she hunts, she eats like a maniac. She's been repeating this
bizarre "ritual" until...
"What? I'm fat again?"
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TENROU UGETSU
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-
STAGE 1: TENROU UGETSU VS. JOHN BISHOUS
"I have nothing against you but...this is fate..."
Tenrou looked at the guy dying on the ground.
"How can I... I can't die like this... You dog of Gain!"
The guy is dead.
STAGE 2: TENROU UGETSU VS. TICO
"G...gg..Tico...likes ice cream..."
Tico's cute face starts to shake unnaturally.
"An Android...poor thing..."
"Self destruct mode. 3, 2..."
"What!?"
He ran from the violent explosion.
STAGE 3: DISARM TRAPS
"Elg, I will follow you to hell to get you!"
Tenrou reminded his vow to himself.
STAGE 4: TENROU UGETSU VS. VAN RAILY
"Do you know where Gain's executive Elg is?"
Tenrou asked the guy in the trenchcoat.
"h......"
The man slowly looks up to Tenrou with a grin and dies.
STAGE 5: TENROU UGETSU VS. ABDOLL RELIN
"What the.!?"
Tenrou is awed. The enemy he killed is melting.
"So, this is how Gain's Mutant ends..."
After the Mutant completely melted, he proceeded to the next battle...
STAGE 6: RETRIEVE CELL-147
"Elg...It is my destiny to kill you! Face me!"
STAGE 7: TENROU UGETSU VS. LOU RICHE
She was crying.
"Mom...Dad...I am sorry...I couldn't avenge..."
Then all was silent.
"I am sorry..."
Tenrou shut her eyes with his hand.
"I shall avenge the death of your parents!"
STAGE 8: TENROU UGETSU VS. ELG
"Father..!"
"Even if you were the head of the village, you had no right to set a fire...I
cannot forgive you even if you are my father...Rather, I have to kill you
because I am your son...!"
"You don't know anything..."
Elg moans in pain. His father, Tengen Ugetsu is suffering in pain.
"People...in the village...they all...betrayed me...I realized
then...power... Power is everything... Whoever has the power wins...!"
"......"
Tenrou turned his back against his father. He can't bare the sight of his
father in this condition.
"How can you betray your own father..." Elg said.
It was almost a divine technique. Tenrou turned around and avoided his
father's attack. For he knew it was coming. Then...
"Hyaa!"
With one stroke of his katana, he finished his father.
"My father died long ago..." Tenrou said.
"How did... How did you become so strong..?"
Those were the last words of Elg.
STAGE 9: TENROU UGETSU VS. STILB
"I should've completely wiped out your Ninja bloodline..."
"Die!"
Tenrou's katana made a slicing sound as it decapitated Stilb.
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SECTION 16 --- TRAP COMBOS AND TACTICS
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=
This section deals with the various strategies and combinations that can be
stringed together to inflict more damage on an opponent. With a little
imagination, the number of Trap combinations is limitless.
MINE + BOMB COMBO
This trap combination uses a single Mine as the trigger, surrounded on all
four sides on adjacent floor panels by Bombs. While this trap may look
simple, it is very deadly as it may kill an opponent with a full Life Gauge.
This trap may not be very practical on small stages due to the ease of
disarming it. This dilemma can easily be solved by setting a Switch
Detonator next to a Bomb.
SWITCH DETONATOR + BOMB COMBO
If you choose a character such as John Bishous or Dyn, it is possible to set
up a string of Bombs across an entire level that detonate from a single
Switch Detonator. By placing a Switch Detonator at a key place on the map
and laying a string of Bombs at two panel intervals you can snake a path that
can span most of the stage. Note that the explosions will only detonate
Bombs on the same height, so if an opponent flees up a staircase or slope,
the trap will be avoided.
FORCE PANEL + MINE COMBO
This trap works by placing a series of Force Panels that either link to one
another that ultimately converge into a Mine, or simply a single Force Panel
that sends an opponent into a Mine. Like the following combo, the more Force
Panels you use that link together into a single Mine allows you to conserve
your Mines and raises the chance that your opponent will step onto a Force
Panel. The damage can be raised by placing Bombs around the Mine.
FORCE PANEL + GAS COMBO
This trap relies primarily on proper timing and judgment. By linking several
Force Panels together, it is possible to send an opponent into detonated Gas
traps. While this trap may rarely be effective, it favors Lou Riche and can
be used in conjuction with the previous Force Panel, Mine Combo.
PITFALL + GAS COMBO
This is a time based trap, and relies on the opponent activating a Pitfall
Trap as a Gas Trap detonates. However, this trap may prove ineffective but
Abdoll Relin benefits from this combo due to the high volume of Pitfall Traps
she possesses.
FORCE PANEL + PITFALL + SWITCH DETONATOR COMBO
By placing Force Panels in strategic locations that link to one another on a
stage, you can force an opponent into a Pitfall while you detonate an
adjacent Switch Detonator. This combo is popular with characters such as
Tico and other characters who have obtained Switch Detonators like Tenrou and
Elg. The more Force Panels that you can string together into a single
Pitfall, the higher the chance that the opponent will detonate the trap.
Note that if you can obtain any Bombs from P.O.D.S.s, its possible to inflict
more damage by placing them next to the Switch Detonator and Pitfall.
FORCE PANEL + PITFALL + MINE COMBO
While this Trap combo is not a guaranteed way to damage your opponent,
characters such as Elg and Tenrou may rely on this tactic. First, set a
single Pitfall and surround it on three adjacent sides with Mines. Next,
string several Force Panels into a trail that leads to the side of the
Pitfall absent of a Mine. Once your opponent successfully falls into your
Force Panels and/or Pitfall, they will immediately try to flee, and there is
a 75% chance that he or she will walk into one of the three Mines located
next to the Pitfall. You can increase the chances of your opponent walking
into a Mine by aggressively firing at him/her, making the enemy retreat in
the direction of the Mines.
DIRECT ATTACK INTO TRAP COMBO
It is possible to perform a Direct Attack on your opponent to knock him or
her into Traps such as Mines, Pitfalls or Force Panels. Note that all
characters can perform Direct Attacks that knock enemies down.
TENROU UGETSU/ELG KUNAI COMBO
Since Tenrou and Elg possess a medium-range direct attack, it is possible to
link it together with projectile attacks. After attacking your opponent at
semi-close range with a series of projectile attacks, move in quickly to
perform a direct attack that will inflict more damage. Note that this combo
may also work with Dyn.
GAS TRAP TACTICS
Gas Traps can be used as means to force an opponent out of a favorable
position and into your traps. Also, if your opponent is within the area of a
Gas Trap and is trying to flee before it detonates, you can hold him or her
within range of the Gas by firing a series of projectile attacks. Note that
this tactic may not apply to John Bishous and Dyn.
UNIT TACTICS
Placing Pitfall Traps on panels just beyond the safety of catwalks/bridges
may catch your opponent off guard. When running from the Plasma Bomb, the
opponent will generally attempt to hide beneath the nearest catwalk/bridge
and may not have time to search for traps before proceeding.
By setting Mines directly underneath catwalks/bridges, your opponents may
retreat to a bridge for protection from a Plasma Bomb, only to detonate a
Mine.
Force Panels are also a great combination with Units. When running from the
Plasma Bomb, an opponent may step onto one of your Force Panels, sending him
or her directly into the path of the Plasma Bomb, or into a wall leaving them
vulnerable.
After deploying a Plasma Bomb, you can knock your opponent down with a Direct
Attack rendering them helpless from the Unit. However, use this tactic with
discression, keeping in mind that if you are knocked down by an attack, the
Unit will shatter negating the Plasma Bomb.
Remember, if your opponent is hiding under a catwalk/bridge that you are
standing on as the Plasma Bomb strikes, the bridge will be destoyed causing
you to fall and shatter the Unit, canceling the Plasma Bomb.
FIELD TRAP ADVANTAGES
Knowing where the Field Traps are located is very important to your survival,
but knowing how to implement these Traps to your advantage may determine your
success. (For information on Field Traps, see SECTION 9 --- FIELD TRAPS AND
OBSTACLES.)
Obstacle Boxes are just that; obstacles. While Obstacle Boxes may seem
worthless, they should be regarded as P.O.D.S.s, because they may randomly
harbor valuable Items. Try settting several Traps around these boxes such as
Mines and/or Switch Detonators in wait for your opponent.
Bomb Boxes produce powerful explosions when induced. Using these in
conjunction with your own Mines, Switch Detonators and/or Bombs can produce
deadly combinations.
Laser Launchers and Rocket Launcers inflict serious damage when absorbed by a
character. Experiment by placing Pitfalls and Force Panels within the path
of the Laser or Rocket.
Spark Bits can decide the fate of a stalemate match. While Spark Bits do not
inflict a lot of damage, a carless player may wander into one and lose by
Life Judgement.
Conveyer Belts, when used correctly, can give a player a tremendous
advantage. For example, slow characters such as Abdoll Relin and John
Bishous can quickly span an entire level when running with the flow of a
Conveyer Belt. This method allows you to make quick retreats as well as
fearsome offense. Also, by setting Mines or Switch Detonators at the ends of
a Conveyer Belt, your opponent may unintentionally wander into your trap.
SLOPES AND STEPS
When running up a slope, you are very vulnerable to your opponents Projectile
and Direct Attacks. If you are hit with either of these, you will slide back
down the slope in the direction you started. Slopes can also work to your
advantage while charging a Unit and standing on a slope. The Unit will
continue charging while you slide downwards, making it harder for your
opponents attacks to track you.
Steps provide a quick method of moving to a higher elevation. When
confronted with the choice of taking stairs or a slope to go upwards, it is
best to take the steps. When confronted with the same choice to go
downwards, you may find it quicker to take the slope.
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SECTION 17 --- SECRETS
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=
The following secrets are available after meeting the requirements indicated
for each secret.
PLAY AS ELG
To play as Elg in VS. COM and VS. MAN Modes, complete the game on any
difficulty setting with Lou Riche or Tenrou Ugetsu.
PLAY AS DYN
To play as Dyn in VS. COM and VS. MAN Modes, complete the game on any
difficulty setting with Abdoll Relin or John Bishous.
PLAY AS REM
To play as Rem in VS. COM and VS. MAN Modes, complete the game on any
difficulty setting with Tico or Van Raily.
EDIT OPTION
The Edit Option is available when the game has been completed with all 6
characters on any difficulty setting. For more information on this option,
see SECTION 7 --- OPTION MODE.
EXTRA MUSIC
By completing the game on any difficulty setting, you will earn that
character's ending music. This music can be listened to from the B.G.M.
Test.
EXTRA ICONS
By completing the game on any difficulty setting, you will earn that
character's icon that may be displayed on your Memory Card that indicates
Trap Gunner data.
EXTRA CHARACTER COSTUMES
By completing the game on any difficulty setting with Tico, Lou Riche or
Abdoll Relin, you will earn an extra costume for that character. To select
the different costumes, press the Select Button on the character selection
screen. The color of that character's name will change colors, indicating a
different costume. The bonus costumes will be displayed green.
EXTRA STAGES
By completing the game on any difficulty setting, you will earn 4 extra
stages that can be selected in VS. COM or VS. MAN Modes only. For more
information on these stages, see SECTION 13 --- MAP DATA.
The following secrets must be input at the Title screen before pressing the
Start Button.
6. SECRET SAVE ICONS:
Left, L2, L1, Up, Down, Right, Square, R2, R1, Triangle, X, Circle
=============================================================================
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SECTION 18 --- HIGH SCORES
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=
This section will keep a record of the best Record Times. Send your Record
Times to: