RED EARTH/WARZARD FAQ
By PNixFromTheAsh (C) 2007
1. Introduction
2. Version explanation, upcoming changes, if any, legal stuff
3. Red Earth Story
4. The Game Screen
5. Experience & Gems Explanation
6. Orbs & their use
7. Explanation of fighting commands
8. Basic commands
9. All about VS. Mode, and its effect on your progress
10. Character brief stories, fighting moves, Elementals, & Mystic Breaks
11. Bosses & their 'special talents'
12. Passwords, ranks, & their use
13. Tips, tricks, and other helpful crap
14. The Bonus Games
15. The endings and how to get good ones/bad ones
16. Review and overall rating of the game
17. Ending and thanks

1. ~INTRODUCTION~
Welcome to the most lengthy and slaved-over game FAQ I've done in my life (and
the first that I've done for GameFAQS; mostly I've just posted them on MySpace
until now), and it's for a game that is a truly forgotten classic:  Red Earth,
known as Warzard in Japan.  Getting lost in this game was very easy for me, as
I'm a fighting game fan in general, and this game is unique and very fun.
The game enjoyed a good success in Japan, but didn't do too well in the US and
Europe.  The CPSIII hardware was brand-new at the time; truly, this was the 1st
game to use it.  I guess people in the US were too obsessed with Street Fighter
to bother with this game, and from what I've read online, arcade owners didn't
much like these games because of the fragility of the system.

2. ~VERSION EXPLANATION, UPCOMING CHANGES, IF ANY, LEGAL STUFF~
This FAQ is the result of a very lengthy process that began on July 11, 2007,
and ended, finally, on August 19, 2007.  A few people helped out, and they
shall be credited at the end of the FAQ.  Any missing moves or errors, please
feel free to email me at [email protected].  However, do NOT spam me, flame
me, etc., everyone should be smart enough to know the rules concerning that.
This FAQ is the published work of myself, PNixFromTheAsh (Todd Keranen) or my
other Internet pseudonyms--ToxiMoron & Count Shadowblader.
It is for personal download use and shall only be posted on GameFAQS.  It is
true that I have this FAQ posted on my MySpace blog, but if GameFAQS accepts
this submission, that shall be taken down.  Capcom and all its characters, of
course, are Copyrighted by Capcom.

3. ~RED EARTH STORY~
The year ('of our lord' ROFL), 13XX has arrived (1999 in Japan), and Earth has
been transformed into an odd and practically destroyed planet thanks to an evil
wizard, Scion (no relation to Tomb Raider, and his name is Valdoll in Japan),
and it's your job to stop him and the strange, sometimes downright funny, but
VERY dangerous creatures he has sent to varying regions around the planet, and
save humanity.  Scion is trying to build the 'perfect race,' and has sent these
creatures around to burn, smash, destroy, etc.  The countries in this alternate
earth have strange names, but are somewhat similar to countries in reality
(examples being Sangypt = Egypt, Iclarn = Iceland, etc.)
Between each boss fight, you'll see the camera zoom in on a map with each
country that has been taken over by a boss that you must defeat.  While the map
itself is rather large, there are only 8 areas that you have to go to.  There
are 2 extra continents in this land, Auster and Indeal Land, and I guess they
form the castle in the sky called Darnimor at the end, where you face Blade and
Scion.
Each character visits the bosses in a different order, but the third stop, no
matter which character you're using, is always to Sangypt to fight Ravange
(Secmeto in Japan), and the last three bosses are always Gi Gi, Blade, & Scion.

4. ~THE GAME SCREEN~
Upon starting, you'll be given the four characters to choose from.  Pressing HP
gives you the default character costume, while pressing HK gives you the
alternate costume.  Call me over-imaginative or just full of crap, but it kind
of seems like the 'alternate costume characters' are a bit weaker. (???)
The game will ask if you have a password, and of course, if you're just
starting the game, you won't have one (you can, of course, scour the Internet
and find all sorts of YouTube videos and such showing passwords, but it's not
advised, as leveling up yourself is more satisfying, and you'll miss important
move commands and earnings if you do that), so choose 'no,' for god's sake.
On the left of the screen, you'll see your life meter, represented by a sword
blade in two halves.  As this depletes, it turns red, and as you enter the
danger zone, it starts flashing purple.  Close to this, is the name of your
character, their name and rank, and the Orbs they've collected.  There is also
a picture of the chosen character.  I think they used the character's driver's
license pictures for these; they're all kind of droll.
In the center at the top is a timer that counts down from 199 (why not 200?),
any time remaining will be added to your EXP and Recovery at the end of the
battle.  If time runs out, unlike other fighting games, your game is over
(though you can continue), ending the fighting game tradition of 'whoever-has-
the-most-health-left-wins' thing.  Personally, I've only seen this once; it's
pretty hard to run out of time on Red Earth.
At the bottom of the screen is a small picture of the enemy you're fighting,
its name, and its health meter.  How large the enemy's health meter is depends
on the Rank and Level you've gained.  When you reach level 29, the enemy will
have two complete health bars, oh joy! If you die and have to continue, don't
worry.  The boss will still have a depleted health bar, although that boss has
gained about an inch and a half or so of health back.  How cheap.
When you defeat an enemy, you will be presented with two different bonus
rewards.  The first adds to your experience points and depends on how well you
did in the fight.  You get points depending on how many Orbs you have left,
1000 per Orb. This is a kind of trick; you may think that having three Orbs at
the end will give you the most EXP points, but actually, finishing off an
enemy with an Elemental Attack gives you 20,000 EXP, so this and two Orbs are
good, doing the same thing and having an Orb instantly add to your inventory
from laying on the ground so you have 3 after performing an Elemental attack is
better, while finishing off an enemy with a Mystic Break, which gives you
30,000 points, and 3 Orbs remaining, is the best.  Confused yet?
Also, how much time remaining, how much life you have left, and how you
finished off the enemy all add to your EXP.  Finishing an enemy with a normal
attack, of course, gives the least amount of points:  a meager 3000.
Getting a perfect on an enemy is not outside the realm of possibility, though
it's hard to do through the entire fight, especially when the enemy is up to
two complete health bars.  I've done it a few times, but it was mostly luck or
continuing on a boss that had very little health left.  The points awarded for
a perfect?  50,000.
The second group of points will decide how much is added to your life bar.  The
amount of Orbs remaining, time remaining, the amount of combos you used and how
often, and how you finished off the enemy all add to your Recovery.  122 = very
good; 33 = not so good.  I should have just had Leo jump off of a cliff in that
case. :^(

5. ~EXPERIENCE AND GEMS EXPLANATION~
In Red Earth, there is not a score, per se, but experience that you gain, and
each character can progress through various ranks along the way, as well as
earn fire, poison, ice, etc., resistances, defense and attacking power gains,
and also learn new fighting moves.  Your maximum level is 32 (5th power stuff
for all you math whizzes out there), the first few levels are pretty easy to
get; the last few are very much a pain in the butt to acquire; you usually have
to play through a complete game just to gain one level later on.  Of course,
you can start a game and take on the beginning enemies over and over again if
you want, there's just something about this game that makes me, personally,
want to go clear through to the end each time.
Throughout the game, you'll notice treasure chests of varying types pop out,
mostly when you've gotten in a good hit on an enemy.  Punch, kick, use your
weapon, or duck on these, and three items will randomly pop out.  Orbs
(explained later), food (Life Up, naturally), and EXP gems.  Collect as many of
the EXP gems as you can; you can't level up fast without 'em!

6. ~ORBS AND THEIR USE~
The Orbs that pop out are used for your Elemental Attacks and Mystic Breaks.
There are five types of these, and the attacking powers of them vary.  They are
always found in treasure chests.  You can only carry three at once, and a good
strategy is, if you pop open a treasure chest and one appears and you're maxed
out on them, immediately perform an Elemental Attack or Mystic Break (these
will be explained later).  Try to do this before the Orb lands on you.
Alternatively, any Orbs gained while you have three are added to EXP points, as
does food, strangely enough, if your health is maxed out.  All things that fly
out of treasure chests will be picked up once you come in contact with them,
BTW.  Even if you're on fire, infected with noxious gas, being impaled by
claws, etc.  The only time your body cannot pick up an Orb or Gem is when it is
a dead body, or if you've gotten a really serious smash from an enemy.
Each boss has an elemental weakness.  You can change the element of the Orb you
are carrying (the Orb ready for use is the one on the right), by pressing the
1P Start button, or the 2P Start button, if there's a VS. Game being played.
You can change the element depending on the circumstances.  Fire-breathing
Hauzer, for example, is vulnerable to the Ice Orb, while water-dwelling Hydron
is vulnerable to the Fire Orb...I'll just list the enemy's weakness next to
their profiles.
When you use the right Orb against the right enemy, the screen will flash a
couple of times (in the Hauzer scenario, for example, the screen will flash
blue).  Here's a brief rundown of the different Orbs and their powers:
ICE ORB: Light blue in color, with a snowflake inside.  Gets the Ice Sword for
Leo (see the All About VS. Mode and Leo's chapter for more information on
this).  This sends, in two different sets, large chunks of ice at your enemy.
Remember to use these wisely, because your enemies can block Elemental Attacks
(though they still recieve slight damage while blocking, known to fighting game
fans the world over as 'chip damage), worse, they can start their own attacks
while you're starting an Elemental.  You can't move while this attack is
starting, and if an enemy attack hits you (Hauzer's BBQ is a good example),
before the elemental attack has hit them, you've wasted an Orb.
BLACK ORB:  Black, with a small flame flickering inside.  This little number
will cause a rain of meteors to fall from the sky, beating the crap out of your
opponent.  Remember, if a SUCCESSFUL hit happens with an Elemental Attack, lots
of EXP gems will appear, so be on the lookout for those after the chaos is
over.
GREEN ORB: Sends several small wind funnels at your opponent.  Pretty good
damage if it hits.
PURPLE ORB: The worst of the Orbs.  A cloud of poison gas covers the ground,
but you have to be pretty close for it to work, and even then, it doesn't deal
very much damage.  Sadly, Kenji is stuck with these a lot of the time, and must
constantly switch his Orbs around.
ORANGE ORB: Sends several lightning bolts around the screen, seriously damaging
a not-guarding opponent.  Nice attack, and it gets the Lightning Sword for Leo.
RED ORB: Sends a gust of fire along the ground, limited range.  Kind of like
the purple Orb, but doesn't suck nearly as much, and Hydron is vulnerable to
it.  It also gets the Flame Sword for Leo.

7. ~EXPLANATION OF VARIOUS FIGHTING COMMANDS~
OK, I've got a unique method for writing these out, so pay attention.  I'm not
much good with that \|>> computer 'art,' so here's my own explanations.  They
are not hard to decipher if you've played Street Fighter II or any other
fighting game before.  In fact, this game has the same buttons that Street
Fighter II does:
LP: Light Punch
MP: Medium Punch
HP: Heavy Punch
LK: Light Kick
MK: Medium Kick
HK: Heavy Kick
I know about fierce, roundhouse, etc., I just don't care--I've named these
buttons this way since I first started playing fighting games, and I shall
stick with it.
Up, Down, Left, and Right I shouldn't have to explain, unless a miracle infant
has been born with the ability to read this FAQ.
FM:  "Fireball Move."  Just like Ryu and Ken's Hadouken fireball move, comes
with a punch or kick button after it.  Technical description: (while facing the
enemy), Down, Down/Forward, Forward.
FMB: Same as above, only backwards, just like Ryu's hurricane kick.
DPM: "Dragon Punch Move," just like Ryu and Ken's Shroyuken, or Dragon Punch.
Technical description: Forward, Down, Down/Forward.
DPMB: "Dragon Punch Move Backwards" a backward version of the Dragon Punch move
with the joystick, a`la Felicia's (Darkstalkers Catwoman), Delta Kick.
360: A 360 degree move on the joystick, just like Zangief's Pile Driver.  I
hate doing these.  Couldn't Capcom have made this easier?
HCB: Basically, a half-circle backward (away from the enemy), with the joy-
stick.  This would be Forward, Down/Forward, Down, Down/Back, Back.
HCF: The same thing, only forwards this time.  There's a total of one of these
in the entire game.  (???)
RIGHT_RIGHT or LEFT_LEFT: Push one of these directions quickly, twice in a row.
PPP: Press all 3 punch buttons at once.  Usually begins with a FMB, to start an
Elemental Attack.

8. ~BASIC COMMANDS~
All fighting games have a few extra moves that characters can do, and Red Earth
is no exception.  The one thing that sucks about this game is there is no auto
stand up after being knocked to the ground (which happens quite often), though
there is a safety roll.  Press right or left in the desired direction to
escape/get close to an enemy after a knock-down.
*Press away while standing or crouching, depending on what attack the enemy is
using, to block, naturally.  You still recieve slight damage while blocking,
but so does the enemy, so it all evens out.  Note that there are some attacks
that you can only partially block, unless you're using the Ultimate Block (see
below).
*Ultimate Block: press HP and HK together, and your character will go into the
Ultimate Blocking stance.  This is good for a huge projectile that you can see
coming (Hauzer's BBQ and Lavia's Hellbird attacks are good examples).  You'll
get no damage during this block, and it lasts for the entirety of the enemy's
attack that it's doing.  However, if you use Ultimate Block and nothing's
happening, it'll stop after a few seconds.
*Like Street Fighter II, Red Earth has a few types of throws, and the styles
vary depending on the character.  Press HP or MP (and with Mai-Ling, HK, also),
and < or > while very close to an enemy.
*If you perform an attack that knocks an enemy to the ground (Mai Ling is
fantastic, because her crouching HK, if it connects, almost always knocks an
enemy down, so does Kenji's standing MK), the minute your character gets into
their normal fighting stance, press Up + HK, and your character will perform
an additional blow.  I like to call this a "Knock-Down Move," and I'll refer to
it that way for the rest of this FAQ.  If it connects in time, it will almost
always result in an EXP gem.  This is an extremely good finish to a combo that
has knocked an enemy down.
*Press LEFT_LEFT or RIGHT_RIGHT to dash.  Very good for getting out of tight
spots or to head toward an enemy with a can of whupass.  Note that some
characters are faster at doing this than others.  In fact, if he's going fast
enough, Kenji can dash right through an enemy and slide.
*Press Down and then Up do do a Super Jump.  Very useful, and must be learned
to survive in this game.  Only Leo can't jump a huge distance (well, look at
his size!).
*Each character has the same method to perform an Elemental attack, though the
method used to perform Mystic Breaks vary according to the character.  The
difference between an Elemental Attack and Mystic break is this: the Elemental
Attack is the same for each character, while a Mystic Break is an individual
fighting move that costs an Orb.  Some characters have two of these, if they're
leveled up enough.  Again, whichever Orb you use is the type of elemental
damage that will occur, with whatever attack you're using.  To perform an
Elemental Attack:  FMB + PPP.  Mystic Break:  FM, FM, with a P or K after it,
depending on the character.

9. ~ALL ABOUT VS. MODE, AND ITS EFFECT ON YOUR PROGRESS~
As you play in this mode, you gain VS. Points.  They stay with your password
(I'll explain the password system later), so you never lose them.  If you're
playing by yourself, the best way to get lots of VS. Points in a short amount
of time is to use a Level 1 character to beat the crap out of another character
that's been maxed out to level 32.  A lot of moves, and swords and a shield for
Leo (see Leo's story/movelist for more info on his swords & shields), depend on
having a certain amount of VS. Points.  Just lower both the handicaps, and then
beat up that level 32 character.
The maximum amount of VS. Points you can get is 9990.  You don't need to get
that much; I was just curious about what the max amount was, being the
completeist gamer that I am.  The most you'll need is 5000.  Here are the items
(note that Leo can only carry two Elemental swords along with the Battle Axe &
Legendary sword, which kind of sucks, but oh, well!):
ELEMENTAL SWORDS:  Leo must have 1000 VS. Points or above, be at a level of 16
or above, and be facing Ravange.  He must defeat Ravange with 80 or above
remaining on the clock.  He must also finish Ravange with the Elemental that
you want the sword to be.  Note that there is no Elemental blade for Wind, the
Meteor attack, or the poison gas.  The sword will be inside the statue after
Ravange's stage in the Bonus Game (see the Bonus Game chapter for more info).
BATTLE AXE:  Leo must be at a level of 28 or above, and again, facing Ravange.
He must defeat Ravange with at least 100 remaining on the clock, have 1500 VS.
Points or above, and Leo must have 16 health remaining.  I don't know how they
came up with this figure, just try to keep Leo's health pretty low at the end.
Again, break apart the statue in the Bonus Game and the Axe will be there.
LEGENDARY SHIELD:  Leo must be at level 30 or above and have 3000 VS. Points or
more.  It just shows up on Leo; there is no special screen announcing it, and
you don't have to fight Ravange/break the statue to get it.
LEGENDARY SWORD: Leo must have 5000 VS. Points and be at level 32.  Due to a
game glitch, this will first show up as the Ice Sword, but will turn into the
Legendary Sword in the next screen (see Leo's movelist on how to switch sword
blades).
TESSA'S SUN STAFF:
Yes, there's a prize for Tessa, weapon-wise, with VS. Points, too.  She must be
at level 30, have 3000 VS. points or more, and again, facing Ravange.  She must
defeat him with 100 or more remaining on the clock.  Again, she'll find the Sun
Staff sticking out of the statue upon its demise.

10. ~CHARACTER BRIEF STORIES & FIGHTING MOVES~
There are several different moves for each character, just like in any other
fighting game.  The 'Knock-Down Move' is the move I mentioned above, and I also
listed the different grabs/throws, as they are very different depending on the
character.  Now, get ready as we investigate these interesting characters:
LEO: The king of Savalia.  His people were being bugged by an unknown force, so
he sets off to figure out what is going on, only to be cursed with the head of
a lion.  Seeking help from the 3 Wise Men, Valo, Vestu and Vigo, he comes back
to Savalia one day, only to find that a beast named Hauzer has gone on a
feeding and destroying frenzy...Leo is a playable character in Capcom Fighting
Evolution, and can be seen in one of the backgrounds of Super Gem Fighter Mini
Mix, polishing his sword.
Leo earns more weapons and shields in the game than he does new moves, but that
is all he needs.  See later in the FAQ for Leo's earned swords & shields.  Now,
for his movelist:
CHRONOS RUSH: FM + P. Leo charges toward the enemy, slamming his head into it &
slashing brutally with his sword in an upper finish.  Hurts if it connects, but
with any of these Leo charging moves, he's wide open to get hit if you're not
careful.  Cuts the enemy in half if used as a finishing move.
MARS SLASH: DPM + P.  Leo growls, raises his sword in an arc, and then slams it
down hard onto the unfortunate enemy.  You must be fairly close.  This will
also chop an enemy in half if used as a finishing move.
ACHILLES RUSH: FM + K.  You earn this move at level 8.  Leo gets sick of the
crap, rears back, and rushes at the opponent again, this time delivering a low
sword blow as a finish.  This will decapitate or chop an enemy in half in a
slightly different manner when used as a finish.
GAIA DRIVER: 360 on the joystick + P.  Leo earns this move at level 31.  Very
much like Zangief's Spinning Pile Driver, only more brutal, as when Leo
finishes it, he rams 'em good, resulting in a splash of blood/green goo.
GIGAS DRIVER: Whether or not this move exists is beyond me.  I've seen a few
websites that say it does, but I've never seen a level up screen announcing it,
and I've got Leo maxed out fully.  Anyway, it's supposed to be 720 on the joy-
stick + P.  Email me, please, if anyone has any info on this move.
LEO'S 'KNOCK DOWN MOVE': Up + HK (this is the same command for all characters,
so I won't write the command again, for space's sake). Leo jumps up in a rage,
and spins his sword like a drill into the prone opponent.  Pretty 'sharp.' :^P
GRABS: HP: Leo grabs the enemy and throws them.  MP: Leo grabs the hapless
enemy in a bear hug and squeezes the poop out o' them.  No character except for
Mai-Ling has a HK grab.
HERCULES RUSH: FM, FM + P.  Costs one Orb to do this.  Leo, with the backdrop
of the Mystic screen behind him, charges forward like a lunatic and punishes
the enemy with a large amount of headbutts, ending with a fantastic sword
slash.
ELEMENTAL ATTACK: FMB + PPP.  Costs one Orb, all characters can do this, so I
won't list it again, for it's the same with all characters.  Again, before
trying this, make sure the enemy isn't gearing up for an attack, because you're
highly vulnerable while the Elemental is starting up (a good time to start one
is after a throw or a knock-down, when the enemy is getting up off of the
ground).  Leo raises his sword when he starts his, but trust me, he AIN'T
blocking!
SWITCH ELEMENTAL SWORD BLADE:  FMB + K.  If Leo has met the conditions that I
described in the VS. Mode chapter, he can gain two Elemental Sword blades,
giving him an 'edge' on whatever foe he's facing.  The Ice Blade, for example,
is good for Hauzer & Kongou, while the Flame Blade is good for Hydron.  Person-
ally, I prefer getting the Lightning and Ice Blades, as there are more enemies
that are vulnerable to those two Elements.  Of course, you can have two
different passwords with two different Leos and two different sets of Elemental
Blades. **Head spins after typing that**
In finishing, Leo's crouching MK is a good 'keep away' move, as he thrusts his
sword directly in front of him.  After jumping, pushing down with the MK will
make him stab directly downward, also.  The crouching MK is good for those
pesky foes that like to get close all the time; so is the Gaia Driver, when the
360 motion will work.

~TESSA~ (Tabasa in Japan)
A magician from Icelarn, she notices one day that there's a lot of unusual
storms happening, realizes that it's the sign of approaching danger, looks at a
silhouette of Scion in her pendant, and goes to investigate.  Tessa's storyline
is pretty amusing, as she takes a rather scholarly approach to the fighting,
rather than just savagely kicking butt like the rest of the characters.  For
her normal attacks, she gets help from her two cats, a white pigeon, and a
frog.  The first creature she meets is Hydron, and she remarks, "Hmmm, a huge
marine creature.  I must defeat you," kind of matter-of-factly.  She's just
funny.  She is a playable character in SNK VS. Capcom Chaos and Super Gem
Fighter Mini Mix.  'Tabasa' in Japanese roughly translates to 'Tabitha' in
English.  Remember Samantha's daughter in 'Bewitched?'  Somebody had a sense of
humor at Capcom Japan.
STANDING HP: Usually, I wouldn't write about a 'normal' fighting move, but
Tessa's is quite special.  She fires ice in the shape of a blade in an upward
diagonal, freezing the enemy if they aren't blocking.  Quite good for airborne
enemies (especially the pesky Lavia).  When crouching, this blade of ice comes
out of the ground, and will stall some projectiles, and will also freeze the
enemy.  Her standing MP will fire the ice blade directly in front of her, so
that's a good one, as well.
CHAKURA WAVE: FM + P.  A dragon's head morphs from Tessa's hands with the help
of the frog, and fires a projectile at the enemy.  It can cancel out some enemy
projectiles, such as Hydron's Icy Tornado.  Kind of slow to start up, she's no
Ryu or Ken.  Don't worry.  She gets hella powerful later.
REVERIE SWORD: DPM + P.  You must be rather close for this to work, but it's
devastating, and it's Tessa's 'chop in half' move.  Tessa launches herself up
into the air, juggling a large dagger that chops the enemy again, and again,
and again **Cue music from 'Psycho!'**
AIR CHAKURA WAVE:  Tessa earns this move at level 3.  Same as the regular one,
except she can now do it while jumping.
GLACE CANNON: FM + K.  Tessa earns this move at level 6.  Tessa waves her wand,
a cannon appears, and a small animal made of ice drops from its barrel and runs
toward the enemy.  The cannon itself will do damage to an enemy if they are
close when it appears, and the little ice animal running along the ground will
freeze the unfortunate enemy, causing it to trip, fall on its butt, and cause
further damage, of course.  A little slow to get the move out, so make sure she
is relatively safe before trying it.
FIAMMA CANNON: DPMB + K.  Tessa earns this move at level 10.  Tessa launches
another cannon, this one launching a weird fire bug straight ahead.  Good fiery
damage if it hits; though it is often blocked.
ELECTRON CANNON: DPM + K.  Tessa earns this move at level 14.  This time, the
cannon launches an electrical charged-animal at the opponent.  Somewhat better
than the aforementioned cannon moves.
HYPER CANNON:  FM, FM + K.  Tessa earns this move at level 19.  It is also a
Mystic Break attack, so it costs one Orb.  The cannon plunks down and fires a
huge black cannonball at the enemy, resulting in a severe loss of health.
SUPER CHAKURA WAVE: Tessa earns this move at level 19, also, as long as she has
plenty of VS. Points, as mentioned in the VS. Points chapter above.  Simply an
enhanced version of the Chakura Wave, the command is the same, but the 'wave'
is larger, and hits twice.
SUPER BRAVE PIGEON: Tessa earns this move at level 22, with the VS. Points
conditions listed above.  Tessa flies her pigeon (HK), for a longer distance,
the bird is also larger, and does more damage.
GHOST JAMMER:  HCB + P.  Tessa earns this move at level 25.  Tessa fires a
ghost that becomes four ghosts if it makes contact (frequently, it's blocked
because it's slow to come out), that surround the enemy completely.  For about
10-15 seconds, the ghosts will do Tessa's work for her, attacking periodically.
They tend to damage the enemy the most when it tries to attack.  Try not to get
hit by the enemy, or the ghosts tend to disappear faster if that happens.
SUPER REVERIE SWORD: Tessa earns this move at level 28, and with the VS. Points
conditions listed above.  You'll wonder how you lived without it.  A hugely
enhanced version of the regular move, more distance, more damage, just a larger
sword in general.  Awesome.
DEATH PHENOMENON:  HCB + K.  Tessa earns this move at level 32.  She has to be
very close for this to work.  Tessa spins around, and some faries or angels
circle around her head and head over to the enemy, where they become a bunch
of cat heads that circle around the enemy's head.  A small timer counts down
next to them, and when the timer stops, the cat heads explode, resulting in a
big loss o' life for the enemy.  Nice, but you have to be ridiculously close,
and Tessa's too tall for this to work on Ravange! (Unless you can catch Ravange
in the air with it, and lots o' luck with that).
TRICICLE EDGE: FM, FM + P.  Tessa's Mystic Break attack, costs one Orb, of
course.  Tessa fires an enourmous amount of ice, in three directions, at her
foe.  Nice damage on this attack, but not enough to waste an Orb with, IMO.
Better to save the Orbs for the Hyper Cannon or the Elemental Attacks.
TESSA'S 'KNOCK-DOWN MOVE': Tessa moves a magical gear shift, and a golden
diving bell surrounded by angels on a chain drops down from the sky, and some
blades pop out of the bell, munching the enemy for an EXP gem.  Cruel/cool.
GRABS: Tessa's VERY good with her grabbing priority, even better than Leo, for
some reason.  She can even grab enemies out of the air.  HP: She moves that
evil gear-shift again, a conveyor-belt of sorts lined with blades appears, the
enemy is vaulted up into the sky, and comes down to the ground with a huge slam
as the conveyor belt turns into a pentagram.  Nice graphics on this throw.  MP:
Exactly the same, as far as I can tell.

MAI LING (Tao, Japan)
A cute young martial artist from Gora, she wins a martial arts tournament,
skips home happily with a trophy and her belongings tied with a cloth to a
stick, only to find that her home town is burning to the ground.  Her dialogue
throughout the game is funny, just because of her humorous reactions to the
enemies (I.E. to Hauzer: "Ugh.  You stink! You must be one of the bad guys!").
CROUCHING HK: Another special 'normal' to write about, if it connects, it's
almost always an automatic knock-down for the enemy.  She kicks with a leg so
powerful, it's on fire, and thus, sets the enemy ablaze and knocks them down.
This is one reason why Mai Ling is an excellent choice for beginners at this
game.
EMPTY BLADE FIST: FM + P.  Mai Ling's fireball.  It's bluish/purple in color,
and is quite slow.  Just OK if it hits.
ENRYUU-KYAKU: DPM + K.  Mai Ling must be rather close.  She launches herself
straight up in the air similar to Chun-Li's Spinning Bird Kick, but once again,
Mai Ling's feet/legs are on fire, and this delivers the damage to prove it.
KOUKAKU-SHUU: DPMB + K.  You earn this move at level 3.  Mai Ling launches
herself away from the enemy in an upward diagonal angle, and projects herself
in flames at it.  This leaves her open for attack, however, as it's slow on
startup.  Very similar to Felicia's Delta Kick, in fact, the joystick command
is the same.
IDATEN: LEFT_LEFT or RIGHT_RIGHT, after jump.  You earn this move at level 10.
Mai-Ling looks like she's on a sled made of fire across the screen, much like
Hsien-Ko's air walk in Vampire Savior, only this does damage.  Be careful when
jumping after acquiring this move, because you can easily accidentally start
it, screwing up your 'fight plan.'
CHO ENRYUU-KYAKU: You earn this move at level 14.  An enhanced version of the
regular move, and is a Mystic Break form of it, causing more damage.  Costs one
Orb, of course.
KOEN: HCB + K.  You earn this move at level 19.  Mai Ling runs toward the
enemy, 'climbs' it like a ladder, and does an upside-down flaming kick similar
to Guile's Flash Kick.  Note that she's wide open to attack as she runs up to
the enemy in attempting this, but if it connects, it's worth it.
KOKUU-HA: (While Guarding) DPMB + K.  You earn this move at level 22, with the
VS. Points conditions.  Simply an escape from an enemy that's pounding on you,
this is an 'emergency' version of the Koukaku-Shuu.
KUUGEKI-SHOU: HCB + P.  You earn this move at level 25.  Mai Ling traipses up
to the enemy again, muttering something in Japanese, and winds up slamming
them good on the noggin with a blue projectile and a blood-curdling scream.
TENTSUI-GA: 360 + P.  You earn this move at level 32.  At the time of this
writing, I've been unable to make her do the move; I'm not sure what it does!
SUPER EMPTY BLADE FIST: FM, FM + P. (Mystic Break): A larger, more damaging
fireball.  Hits 2 or 3 times if it connects.
MAI LING'S 'KNOCK-DOWN MOVE': Mai Ling rapidly vaults into the air and stomps
the fallen enemy, causing various abrasions, contusions, and broken bones.
GRABS: HP: She grabs the enemy, throws them, and they slam brutally to the
ground.
MP: Same thing.
HK: She grabs the enemy, straddles them like she's, errr..riding a horse, or
something, and crushes them with her knees.  Funny to watch.

~KENJI~ (Mukuro, Japan)
The leader of the Shinobi. during a meeting of the ninjas, the Shogun Naosuke
orders them to investigate the appearance of several dark ships over their city
of Zipang.  Kenji has his doubts as to his leader's objectives, and stays
behind, only to run into the overweight Tanuma.  Kenji seems to know him, for
some reason...
Kenji has several good normals at his disposal, the only problem is, they're
horribly slow on start-up and recovery times.  Kenji's HP is a chain with a
sickle-type blade at the end of it, and it takes him awhile to release it and
retract it.  Plus, if he's standing right beside an enemy, it won't make
contact.  Lovely.  His MP is a sword, limited range, but a lot faster.  As his
HK, he fires a very limited-range fire gun of some sort, it does great damage
and is usually an automatic knock-down if it hits, but again, it's very slow.
However, his MK is very nice as it will knock down a lot of enemies if it hits,
and does good damage to enemies that don't get knocked down by it.  Kenji's
main game is being strong in general (of all the characters, he seems to take
the least damage), using Elemental attacks, and chipping away at the enemies
with the attacks he does have.  A pretty hard character to master, but once you
do, Kenji's pretty good at what he does.
TRIPLE KUNAI:  FM + P.  Kenji throws three small blades at the enemy.  Pretty
decent speed and a good range attack, if the enemy doesn't block it.  The
knives can also cancel out some pretty brutal boss projectiles, also.
NIJISITSU HURRICANE: FMB + K.  A hurricane kick just like Ryu and Ken's, only
it last's much longer, and is very, very good for getting EXP gems if it
connects.
TSUMUJI:  DPMB + P.  You earn this move at level 3.  Kenji sounds like he's
honking a duck call and blows a green spiral of some sort at the enemy.  Kind
of a limited range, but if it hits, it stuns most enemies for a short time.
Very good to use if you're preparing for an Elemental Attack.
KUMO-GAKURE: While jumping, press up.  You earn this move at level 6.  This is
just an extra jump in the midst of a jump to help Kenji avoid an enemy.
BAKO-RUYUSHO: DPM + P.  You earn this move at level 10.  Kenji tosses something
to the ground, and it turns into a pillar of flickering flames the entire
height of the screen.  The distance the pillar appears depends on what punch
button you press.  LP: Right next to Kenji, MP: A little further away, HP: All
the way across the screen.
ENMA-ZUKI: HCB + P.  You earn this move at level 14.  Kenji runs up to the
enemy, even from a good distance away, and punches them.  He's wide open for
attack; by the time you've done the HCB on the joystick, the enemy has probably
already hit/toasted you.  I didn't think much of this move at first, but the
special thing about it is, if used as a finish, Kenji will reach into the chest
of the enemy like a ninja version of Mola Ram and rip their heart out.  After
this, as his victory pose, he squeezes the heart, and blood sprays everywhere.
Awesome.  In the case of some enemies, such as Gi Gi, the heart is a machine
piece or gem and sprays green goo.
HOMURA-TSUMUJI: FMB, FMB + P.  You earn this move at level 16.  A Mystic Break
attack, so it costs one Orb.  Somewhat like the regular Tsumuji, but much, much
more powerful.  Kenji blows a spiral, all right, but this time, it's made of
flames, and covers a good width of the screen, and it stays there awhile,
nicely roasting the enemy.
KAGEROU: DPMB + K, Then P.  You earn this move at level 19.  Kenji does some
"ninja magic," several clones of him run around the screen, and if the P is
pressed at the right time, a blow is delivered to the enemy.  Again, the range
of this depends on what K and P buttons are pressed.  Not that great a move,
but it can get you out of sticky situations easily.
UTSUSEMI: DPM + K.  You earn this move at level 25.  Kenji becomes a shadow
briefly, then appears from the ceiling in a gust of green leaves, and can
surprise the enemy with an attack.  Again, good for getting away from an enemy
that won't get off your butt.
KIMO-YABURI: (While blocking) DPMB + K.  You earn this move at level 28.  All
I'm getting out of this move at the moment is the Kagerou, I'm not sure if this
is an 'emergency' version, or not.
RASETU-JIN: HCF + K.  You earn this move at level 32.  Kenji takes out his sword
and he fires several blade arcs with it along the bottom of the screen.  Pretty
damned powerful, and it will usually knock the enemy down, but it's not really
advisable to try and follow up with a Knock-Down Move, because Kenji seems to
take 30 years to re-sheath his sword.  *Rolls eyes*
JUMONJI (Mystic Break): FM, FM + P.  Kenji fires a much larger assortment of
Kunai blades at the enemy, resulting in greater damage.  If you press the HP,
they fly straight ahead.  MP, they kind of fly in a fan-shape in a diagonal
upward motion.  LP, they go upward/diagonal again, but this time, they head
towards the ground.
KENJI'S 'KNOCK-DOWN MOVE': Kenji leaps into the air and fires three blades at
the enemy, and then stomps them heavily.  Kind of slow to get started.
GRABS:  HP: Kenji circles around the back of the enemy like he's going to
strangle, slash their throat, or something, but he winds up kneeing them heavily
in the back and then throwing them.  MP: Kenji grabs his foe, bends over back-
wards, and slams 'em to the ground.

11. ~BOSSES AND THEIR 'SPECIAL TALENTS'~
I'm going to go through the bosses in the order that Leo meets them, because he
is my favorite character, and I have that particular order entirely memorized.
I'll add more detailing to the character's interactions with the bosses later on
in the FAQ.  All bosses have little jabs that they do, I'm not going to go into
that here, I'll just list their more notable attacks.  I don't know the official
names of the boss attacks, so I just made up my own names for them (actually,
since starting this FAQ, I ran across a website that has the official names, but
I like my own better, if you don't, well, too bad).

~HAUZER~ (Savalia, Evelious) Elemental weakness: Ice
Leo returns to Savalia one day to find a gigantic T-Rex with ram's horns and the
flaming ablility of a dragon.  Leo's reaction, as mine would be, is "!?" In
1996, when this game was made, the infamous computer lingo 'WTF' wasn't heard of
yet, but I'm sure that's what Leo's ACTUALLY thinking.
This giant monstrosity is also a playable character in Capcom Fighting Evolution
and is seen in Ryu's ending in Super Gem Fighter Mini Mix.  He takes most
unkindly to strangers, but isn't that hard to overcome if you're using the right
moves.  The pain about him is, no matter how much you're attacking, and no
matter how fast his energy is disappearing, it's hard to knock this creature
down, and he seems unfazed by the majority of any character's attacks.  This is
why sometimes, it's hard to see Hauzer's own attacks coming.  The Elemental Orbs
come in extremely handy here.
STROLLING HORN BUTT: Hauzer just kind of goes on a leisurely stroll across the
screen, with his head bent down, trying to gore you with his horns.  If this
connects, sometimes he'll toss you to the ground.  Pretty easy to see coming and
block/high jump.
HAUZER'S TACKLE: He kind of curls his body on the floor, slides, and headbutts
you.
HAUZER LAUNCH: Hauzer launches himself in a kind of diagonal angle up into the
air, trying to slam you.  He can also grab you in his jaws and throw you.
HAUZER PILLAR O' FLAME: He rears back, and blows a fireball that creates a
pillar of flame right in front of you.  Reminds me of Anakaris' Hole Of Hell.
Not so easy to see coming, sometimes.
TAIL SWIPE: Just like it sounds.  Hauzer turns around and smacks you with his
tail.  He can sometimes surprise you with this.
HAUZER STOMP 'N' CHOMP: If you get too close, Hauzer will grab you, jump up into
the air with you in his claws, slam you, chew on you, jump, slam you again, and
chew on you again, and toss you to the side afterwards.  Brutal, and hard to see
coming if you're trying to get in close for a grab.
HAUZER'S BBQ: This time, it's a giant beam of fire clear across the screen. It's
best to use Ultimate Block for this if you see it coming, and there is plenty of
warning, because Hauzer will launch his neck and head back in preparation for
it.
HAUZER HURL: No, he doesn't puke on you, he just grabs you with his jaws and
tosses you opposite of what side of the screen you were on before.
FLASHING RED HAUZER: Sometimes, and it always seems to happen after you land a
significant number of attacks, Hauzer will turn red and flash, and he becomes
more powerful and VERY angry during this time, and you can't throw him, either.
Also, at all times, Hauzer never really blocks attacks.  I guess he has enough
size mixed with confidence/stupidity not to bother! It usually takes a well-
placed super move or Elemental Attack to knock him down, also.

~KONGOU~ (Kingdom Of Reece, Zipang) Elemental weakness: Ice
Kongou starts out as an ordinary, albeit fat and ugly, man named Tanuma.  In
this form, he kind of reminds me of what Edmond Honda's father would look like..
anyway, he rants and raves and then turns into a giant, red, ugly monster with
gray hair, horns, and a HUGE mace-like club.  Kongou, like Hauzer, is very hard
to knock down, and doesn't really block attacks.  Mai Ling's story with him is
the most amusing, as, in his Tanuma form, he gets disgusted by her pure gall
to try and fight him, and he quips: "The crap I have to put up with!
Unbelievable!" :^)
KONGOU STOMP: It sounds like a mid-60's dance song, but it's not.  Kongou vaults
into the air, trying to stomp you.  The good news is, if he misses with this, he
lands on his butt, giving you time to beat the crap out of him for awhile as he
just sits there for a moment.  What a dumbass.
KONGOU GOES CLUBBING: Ha-ha, Kongou slams his club onto the ground, hopefully
not you, or you'll suffer, greatly.  Sometimes, he'll jump before doing this,
and he can also slide the club along the ground a bit, tripping you and causing
you to call Kongou all sorts of filthy names.
KONGOU GUT ERUPT: He spews green goo from his stomach with kind of a short
range, turning you purple and paralyzing you for awhile.  Happens most often if
you're close and wailing away on him.
KONGOU'S 'DO': He leans toward you and tries to attack you with, of all things,
his hair.  It travels across a wide width of the screen, too.  Happens most
often when you're trying to do an Elemental Attack, causing you to kick the crap
out of the arcade machine.
GHOST FIST: Kongou's fist separates from his body, and it will smash you.  It
can come from a diagonal angle or from across the screen.
KONGOU WUVS U: Kongou grabs you and squeezes you several times.  Tessa should
knee him in the stones.
MEAT SLAP: Kongou slaps you with a giant, meaty hand, caving your head in.  This
hand of his can also block projectiles.  Kind of like Zangief's Banishing Flat,
only much, much larger.
MEAT HEAD: Kongou rises up a bit and jabs you with his horns.  Happens most
often when you're trying to jump over him.
ORANGE KONGOU: Like Hauzer's red flash, Kongou will flash orange for awhile.
This happens two or three times per fight, depending on how much of that second
health gauge he has.  Most enemies have a brief 'down-time' like this when they
are invincible.  As if the odds weren't stacked in their favor enough...:^(

~RAVANGE~ (Secmeto, Japan; Kingdom Of Sahada, Sangypt) Elemental weakness: Wind,
though Lightning is advised for speed's sake.
Ravange starts out as a priestess named Clara Tantra, then uses an awesome power
that Scion gave her to turn herself and various statues around the room into a
savage monster with the heads of a lion, eagle, ram, and a dragon.  Ravange also
has a cobra for a tail.  Ravange is one of the more difficult bosses for any
character; they should have put it right before Blade or Scion, IMO.  Ravange is
always the 3rd boss for every character.  Very ferocious, this boss is just as,
if not more so, memorable than Hauzer.  Excellent graphics in this level, I've
always been fond of Egyptian art & statues.
FIREBALL DROP: The dragon head shoots a fireball projectile up in and arc and
then down.  Rather slow, easy to see coming & block, but usually happens right
when you're in the middle of a jump...
FIRE GUST: The dragon head blows a large gust of fire across a good portion of
the screen at you.  It's best to use the Ultimate Block for this.
REVENGE OF THE DRAGON: Ravange's throw; the dragon head latches onto you with
its jaws and hurls you to the other side of the room.
CLAW SWIPE: Ravange can reach with its paw across a good portion of the screen,
one of the reasons frontal attacks aren't so easy with Ravange.
SAND SWIPE: Reminiscent of Felicia's Sand Splash, this is almost exactly the
same.  Ravange will flash red/orange before most of (his? her?) more brutal
attacks, so this is a good sign that something nasty is coming.
POISON GAS CLOUD: The ram head blows a cloud of bluish-black smoke.  Not much of
a threat, but dizzies you if it hits.  Pretty short range.  Most of the time,
Ravange misses with this; I guess the ram is the 'black sheep' in Ravange's
built-in family, har-de-har.
SPHINX SLAM: Ravange flashes orange/red, leaps into the air, and walks across
the top of the screen, trying to drop fast and slam you.  If this succeeds, it
hurts, so block/dash out of the way.  Tessa's standing HP is a great counter to
this.
PRIESTESS CALL: The ram head squawks the same noise it does when it fires the
poison cloud, and several women made of sand, or something, come out of the
ground.  If they succeed in grabbing you, they pull you under the sand, and then
bring you back up as a sarcophagus in your image.  Ravange then leaps on said
sarcophagus, damaging you heavily.  If Ravange is feeling particularly nasty,
he/she can blast the Medusa's Curse (see below), at you while you're mummified.
Needless to say, when you see the sand-women coming, do that HIGH jump over
them!
MEDUSA'S CURSE: Ravange rears up on its hind legs, and fires a large magical
beam across the screen for several seconds.  If it hits you, you turn to stone
for awhile.  Ravange can also use this in the air, but that doesn't happen too
often.  Most of the characters can duck under this; Leo is wise to use the
Ultimate Block.  Ravange does this most often when he/she is close to death.
EXPLODING RAVANGE: This is Ravange's 'invinciblity period.' Happens a little
past the middle of the fight, causing you to scream obscenities at the game if
you're trying for the weapon time limits.  This is the lion head giving up the
ghost, exploding in a fiery mess.  He/she cannot be hurt during this time.  You
cannot be hurt by this, either, if you happen to be in the vicinity when it
happens.

~HYDRON~ (Nool, Japan) Elemental weakness: Fire
Looking like a cross between a squid and a snail, Hydron is a creature from the
sea that is very annoying, with his large inventory of attacks.  Carries a large
trident like King Poseiden, and has an ego almost as large.  He is also a play-
able character in Capcom Fighting Evolution.  He's a lot tougher here...
ICY TORNADO: Exactly what it sounds like.  They travel along the ground, and if
one of them comes into contact with you, you'll freeze.  If Hydron is feeling
particularly "cold," he'll send one right after the other, keeping you frozen if
one has hit you.  Mean.
HYDRON ICY TORNADO: Hydron creates a tornado out of himself, and he can travel
across a good portion of the screen with this, and it is also pretty high, so
it can cancel out jumping manuevers.
TRIDENT SOUL MAGNET: Sometimes, when Hydron jabs his trident at you, it will
keep you in place for a few seconds, sucking the life out of you and healing
Hydron a bit.
TRIDENT SWEEP: Hydron has two attacks at his disposal for people using the "just
jump over him" game.  This is one of them.  He sweeps his weapon upwards in an
arc, knocking you out of the sky.
POISON GAS: This is the other one.  He loves to set you up with this if you're
trying to jump his Tadpole Swarm...and yes, the gas stuns you for a bit, but
nothing like Ravange's poison gas.
TADPOLE SWARM: A weird, translucent tentacle-looking thing appears in front of
Hydron, and he fires several tadpoles at you.  Not very damaging and easy to see
coming, but it's annoying because the tadpoles are very slow, and he usually
uses it in combination with other attacks, such as...
TENTACLE SQUEEZE: Hydron extends his tentacles, and grabs you, and squeezes you
several times.  It's actually quite damaging, too.  Yuk.
TENTACLE THROW: Same thing, except he just throws you to the other side of the
screen instead of squeezing.
TENTACLE TRIP: He reaches through the ground, and if you don't block/jump in
time, the tentacles give you a hurtful 'back massage,' then you are promptly
slammed back down to the ground.  This and Ravange's priestess move both remind
me of Jedah's Finale: Rosso move from Vampire Savior.
LIGHTNING MAST: Much like Blanka, Hydron can create an electric force field</pre><pre id="faqspan-2">
around himself by raising his trident.  Usually happens right when you're in the
middle of a jump.
NOCHILLER'S ATTACK: Much like M. Bison's Psycho Crusher, Hydron turns red/orange
and speedily travels across the screen.  If it hits you, you are set ablaze (how
this happens from a WATER/ICE creature is beyond me), and you will suffer.
Greatly.  Note that this can only be blocked partially with a normal block; the
Ultimate Block is best.
Hydron is the only creature that doesn't seem to have an invincibility period,
but with all those attacks, he doesn't need one!

~LAVIA~ (Luan, Japan) Elemental weakness: Lightning
A large, multi-colored, winged harpy, she has a good variety of attacks at her
disposal.  She is the one responsible for burning down Mai Ling's home town of
Gora, and she doesn't like to be caught in the middle of mischief like this.
Being a harpy, the air is where Lavia spends most of her time, so this can be
one of the tougher fights for slower characters like Leo.
WING STRIKE: Lavia pulls back her wings and hits you, she can do all her attacks
in the air or during her ground stance (she never truly stands on the ground,
just hovers slightly above it).
SPINNING WING FURY: Lavia spins her wings around like helicopter blades, and it
can chop you up in the same manner.  Not good.
LAVIA MAJORA: From up above you, she screeches, knocks you down with her claws
if you're not blocking, and as you're laying there, she'll drill you to a bloody
mess with her claws.  Ultimate Block is best, use it the second you see her fly
up into the air and screech.
LAVIA MINORA: Same as above, only she just grabs you with her claws and slams
you to the ground.  Sounds brutal, but it's actually not as damaging as the
other attack.
TRICKSTER: Sometimes, when you think you've got a bead on her, she'll giggle and
turn away from you.  Not really an 'attack,' but it gets annoying, so I thought
I'd mention it.  Also, at various times throughout the fight, she'll giggle, fly
up in the air, and she'll be surrounded by sparkly things.  She's invincible
during this.
HARPY LASER: She fires a beam that can go straight across the screen or come at
a diagonal.  Zaps you good if it connects.
DUST OF GORA: She flaps her giant wings and sends clouds of that dust/ash from
the burnt buildings at you.  It doesn't seem to hurt, just seems to keep you
away, as it slows you down if you're trying to walk toward her.
FEATHER NEEDLES: She leans back with her wings pointed toward you and fires
several feathers at you.  Easy to see coming and easy to block, but sometimes,
she decides to do this over and over, and it can get sticky.
HELLBIRD: Lavia's most damaging attack.  She becomes a circle of fire (that's
your warning to preferably Ultimate Block), and projects herself either across
the screen or at a diagonal angle.  This will hit again and again, so be
careful!

~GI GI~ (The Crypt) Elemental weakness: Lightning
Oh, crap! What can be said about this guy? He's a robotic, walking cuisinart,
basically.  A stone statue that apparently, Tessa has seen before in an ancient
book.  Guardian of this Crypt without mercy, he carries four large swords, and
isn't afraid to use them.  This creature deserves respect, it isn't wise to just
attack wildly with him.  The old 'stick-and-move' concept really comes into play
here.  He has two different types of shields, one, a yellow glowing shield with
symbols on it.  He carries this one when he's blue.  His next shield is yellow
like the other one, but looks like a bubble and will reflect projectiles back
at you.  This one he carries when he's red.  Gi Gi goes through a few color
changes during the fight, I'm not sure what the significance is.  At first, I
thought he was like Gill from Street Fighter III Third Strike, two different
colors depending on which side of the screen he's on, but it appears to be
totally random; in fact, sometimes, he'll sit there and rotate several times and
change colors/shields for no reason at all, except to try and confuse you, I
guess.
TRIPLE THREAT: He slices you three times, once high, once directly in front of
you, and once kind of low.  BTW, it's best to use Ultimate Block for any of Gi
Gi's attacks.  Seriously.
WHIRLING METAL: Somehow, Gi Gi swings his blades like nunchucks.  At least,
that's what the pattern looks like in the game.  Hard to keep track of, but it's
a good time to try an Elemental Attack, as he won't stop this attack until it's
over.  He finishes it with two or three sword swipes.
DIZZY BLADES: He whirls around and around, and all four swords do the same.
After the whirling, he finishes with about three standing sword swipes.  Some
characters can crouch under this and swipe his feet out from underneath him (Mai
Ling is great at this; don't try it with Leo!).
CRYPT MAGIC: He slams all four swords into the ground, and one of three things
will happen (he's vulnerable if you're close, but don't try an attack if you're
far away, or suffer the consequences).
SPEARS: Spears pop out of the ground for a few seconds.  Block low.
TERRA PILLARS: Tall pillars pop up from the ground, three of them.  Block high
or low.
SKY PILLARS: They come from up above this time, and are shaped differently.
Block high.  Sometimes, Gi Gi will get cute and pull this Crypt Magic over and
over again, but eventually, you'll be able to tell immediately what type of
attack is coming.  It's best to block low at first, in case it's the spears.
OVERHEAD SWORD: Gi Gi just loves to jump and slice at you from up above.  Bet
you wish you had blocked high, huh?  Common mistake. ;^)
BLADED SHIELD: This is Gi Gi's defense against jumpers.  He forms a kind of
'umbrella' of blades around his head and body, cutting you to ribbons when you
thought you were going to jump overhead and attack him from above.  Ouch.  He
also likes to use this after Kenji's Ninjistu Hurricane Kick.

~BLADE~ (Darnimor) Elemental weakness: Lightning
Once the leader of Leo's bodyguard unit, he has been corrupted and turned into
an emerald by Scion.  The emerald zaps life into a suit of armor, and it carries
a huge club-like sword that Blade has named Adrayer.  Blade is the next-to-last
boss, so you can expect this guy to be tough.  He would have made a damned fine
player for the Darnimor baseball team, as good as he is at swatting things out
of the sky...
ADRAYER CRUSHER: Blade extends his sword Adrayer almost the whole width of the
screen.  Will hit again and again if you're not blocking. Mai Ling and Kenji can
duck completely under this and punish Blade.
ARMOR SLIDE: Much like M. Bison, Blade slides toward you with his body at a
slight angle, knocking you off your feet.  If you blocked and he didn't succeed
with this, he's open for a grab or attack.
ADRAYER BASEBALL GAME: Stupid name for an attack, but he can swat you out of the
sky, off of the ground...all it takes, most of the time, is one smack from
Adrayer to knock you down.
ADRAYER MEGA SWEEP: Blade swings his sword in an upward motion almost the whole
width and height of the screen, leaving behind a green force field.  If you are
hit by the sword or any of the field, it's, well...damaging.
BLADE TRANSFORMATION: When his energy has been depleted enough, his sword
flashes green, he chuckles, and he rips off his red cape.  He's invincible
during this; fact is, if you try to jump at/attack him at this time, you'll
suffer slight damage.  Now, he really starts unleashing some wicked attacks...
ADRAYER MAGIC: Blade fires a green dragonlike projectile at you.  If it hits,
you get turned to ice, a electricity-zapped mess, whatever the dragon thing
decides to do at the time, I guess.  Ultimate Block or high jump over this.
SOUL SMASH: The emerald inside Blade flashes, he chuckles again, and he fires a
mirror across the screen.  If it hits, you'll see your character inside the
mirror, stuck.  Blade then uses Adrayer to smash the mirror to bits, and a good
chunk of your life, and I'm talking about 20 percent or so, goes along with it.
Fortunately, it's easy to see coming and duck under.  Even Leo can crouch under
this nicely.
ARMOR SACRIFICE: Blade disappears...where did he go?  Oh, chunks of armor are
piercing my hero's body.  Great.  Pieces of his armor disintegrate and fly
across the screen, ripping through your character.  He doesn't do this too
often, and when he does, it's a 'sacrifice,' because he loses some health when
he does it.  So when it happens, it's usually a surprise.  You must block this
twice.
**NOTE:** To get Leo's good ending, you MUST NOT finish Blade with any move that
chops him in half.  I guess this is because they were once friends. :^(
Alternatively, Leo's 'bad' ending is cool to watch, too, so defeat Blade with a
move like that if you want to see it.

~SCION~ (Valdoll, Japan) Elemental weakness: Ice
An evil, evil, very evil wizard responsible for all this mess.  He calls himself
a 'Messiah,' 'Prophet,' etc., with the dream of getting rid of inferior humans
and creating a superior race.  Hmmm.  I can think of a few people in history
that had the same insane dreams.  Adolph Hitler and Charles Manson come to mind.
This guy is tough, and has a vast array of attacks at his disposal.  The bulk of
his attacks come from two dragons named Misery & Despair that constantly float
above him, instead of the wizard himself.  What a lazy ass.  He can jump/float
in the air, but rarely does.  And just when you think you've defeated him, it's
not over...
TELEPORT: Annoying.  When you've landed a bunch of hits on Scion, he'll teleport
to a different place on the screen.  There's still time for a Knock-Down move if
you've made him kiss the pavement, though.
ELEMENTAL DRAGON RAGE: Scion sends his dragons over to you to use lightning,
fire, and ice attacks.  Best to Ultimate Block this!
MISERY & DESPAIR RAGE: Scion commands the dragons to fly at a diagonal angle in
a spear-like shape through the sky, knocking you around.  This is similar to
Rikiou's attack in Darkstalkers.
DRAGON LAUNCH: Scion sends the dragons over to you to chew on your head and/or
feet.
THE BLADES OF SCION: Sounds like an interesting fantasy novel, but instead, it's
red blades that pop out of the ground and ceiling.  Easy to see coming and
block, because Scion raises his wand and hand to cast the spell, and a small
sword appears in front of him when he casts it.  Reminds me a lot of Hsien-Ko's
blades.
SNAKE RUSH: Scion casts a spell again, and this time, green snakes head toward
you through the floor.  It's best to jump these, because if you simply block,
the last part of the attack will cause damage.  Ultimate Block will work also,
of course.
LASER WAND: Scion's magic wand is the enemy here.  He casts a deadly laser that
goes completely across the screen; he can also fire it at a diagonal angle.
Scion just thrusting the wand toward you will hurt, also (stands to reason,
because Scion never actually throws a punch).  Again, Leo should Ultimate Block
this laser while the rest of the characters can crouch under it.

~SHIN SCION~ Elemental weakness: Wind
"WTF??" Is most likely what all your characters are thinking, as you think
you've killed off Scion, and it may have been pretty easy.  Get ready for hell,
as Shin Scion ratchets up the difficulty.  Scion turns into Shin Scion, an
extremely gross-looking version of himself with a brain with a spinal column
attached to it for an ass or a back.  He still has the two dragons for help, and
he teleports more often, and most of the time, there is no time for a Knock-Down
move, as he teleports much too quickly for you to land the hit (except in the
case of Kenji's MK, which knocks him down, and Kenji's close enough to do it).
Understandably, he's pretty difficult to defeat, unless you know the game by
heart and the secret to making Shin Scion's life a living hell, which I'll
explain later.
ENHANCED ATTACKS: Shin Scion has all the attacks listed above, except they're
all enhanced, somewhat.  There are more blades, they're colored blue, and they
do more damage.  Same with the snakes.  Instead of a magic wand, Shin Scion now
uses a VERY annoying hand to fire lasers, cast spells, and smack you around
with.  Just when you think you've got him by jumping over him and trying to land
a hit, he pokes out that hand and knocks you down.  GRRRR! The dragons are also
larger and more aggressive.  He also has a new attack that's rather embarrassing
for your characters...
SPIRIT STEAL: Shin Scion sends a ghost at you, which moves slowly across the
screen.  If it makes contact, it will dizzy you, setting you up for all the
other brutal attacks.  However, it can be blocked and jumped over quite easily.
METEOR SHOWER: Quite possibly the deadliest of all Scion's attacks.  He raises
his hands, and multi-colored meteors fall from the sky.  Very, very damaging if
he does it when you're in the middle of that high jump, because you will be hit
repeatedly until the shower is over.  When on the ground, and you see it coming,
it's best to block normally, because if an Ultimate Block gets interrupted by no
damage taking place, it will stop (the meteors come in a different pattern, so
not all of them will hit you at certain areas on the screen), and you'll get
punished by the remainder of the shower.
CURSE OF SCION: Scion sends his dragons over to grab you (once you learn to spot
this attack coming, it's best to dash away or jump over them, as this cannot
even be Ultimate Blocked), and they lift you up over his head, he raises his
hands and casts a spell on you that turns you into a miniature version of your-
self.  You can't fight, you can't block, the only things you can do are jump and
duck (and in the case of Kenji's miniature, fly), but you CAN open treasure
chests, though.  If one appears while you're in this state, just walk over to it
and duck.  It should open.  Now, for the funny descriptions of the 'minis:'
LEO: Gets turned into a lion cub walking on his hind legs and wearing a red
sports jacket.  I think the red color has something to do with Leo's good
ending...
TESSA: Gets turned into a purple penguin carrying a blue magic book.  I guess
she figured since she can't fight anyway, she may as well study.  This penguin
form also appears in Super Gem Fighter Mini Mix and SVCC if Athena defeats her.
MAI LING: Gets turned into a monkey wearing the same green outfit.
KENJI: Gets turned into a bat? Moth? (Whatever), that can actually fly.  The
worst mini, because _of_ the flying.  It's hard to escape the lightning and ice
that the dragons blow, and the 'staying in front of Scion' trick (see below)
isn't great, either, because Scion will bash Kenji's mini with his hand.
This lasts for about ten seconds, and then you get turned back into your normal
size.  I've found, that in this mini form, the best place to stand is right in
front of Scion, actually.  You can press toward him, and he can't hit you with
that hand because of your small size (except for Kenji and Leo, but Leo can
watch out for the hand and crouch it), and better yet, the dragons can't hit you
here, except for a nip or two.  Also, if he's not thinking, the second you turn
back into your original size, if you do a grab, you can inflict immediate damage
to Shin Scion.  The only things you have to worry about here are the Blades Of
Scion, the Snake Rush, or the Meteor Shower.  Usually, he won't cast these if
you're busy pushing toward him and he's backing away from you, unsure of what to
do.  Ha-ha, Scion--you suck.

12. PASSWORDS, RANKS, AND THEIR USE
As you play the game, collect all the EXP gems that you can, and you'll Level
Up, a phrase you'll get to love to hear at times, because when you earn a rank,
you'll usually learn a new move, also.  There is, unfortunately, no meter or
anything like that to show how close you are to leveling up.  There is a math
formula to it, but I'm not going to figure it out. If you think you're close to
leveling up, and you're fighting Scion, die on purpose of you think you're going
to miss a new rank or move, because the game will not show you the Level Up
screen with the information on the move command, because the game ends if you
defeat him.  In other words, try not to 'Level Up' when fighting Scion, unless
you've just earned a new rank, then it's usually safe to skip a Level Up screen.
You can save your game progress via a unique password system, also implemented
in Bubble Bobble years earlier, after a fashion.  This one is tapping buttons.
Just like SF II, there are 6 buttons.  You will be given a password after you
die, or after you kill Scion.  Write the password down for future use.  LP is
button 1, MP is button 2, and so on.  Each password is 10 digits.  46321142544
is a good example, that's Tessa's password when she's at level 32, the first
character I maxed out. *Sobs*
I'll list the ranks here, and SOME of the earnings.  Some of the prizes you get
after your character leveling up are simply becoming resistant to fire, ice,
etc., and that really doesn't make much of a difference, because you can still
get your butt handed to you rather quickly in Red Earth if you don't play right.

LEO
Level 3: Earns the Bronze Sword.  Rank: Brave Heart
Level 6: Earns the Wooden Shield. Rank: Swordman
Level 10: Earns the Steel Sword.  Rank: Victor
Level 14: Earns the Steel Shield.  Rank: Soldier
Level 16: Can earn the Elemental Swords now.
Level 17: Earns a defense power increase.  Rank: Soldier
Level 19: Earns the Diamond Sword.  Rank: Hero
Level 25: Earns the Diamond Shield.  Rank: Warrior
Level 28: Leo can now get the Battle Axe, with the conditions listed previously.
Level 31: Earns the Gaia Driver move.  Rank: Warrior
Level 32: Earns the title of Warlord.

TESSA
Level 3: Earns the Air Chakura Wave Move, title of Sorcerer
Level 4: Earns a defense power increase.  Rank : Sorcerer
Level 6: Earns the Glace Cannon Move, title of Summoner
Level 7: Earns an attack power increase.  Rank: Summoner
Level 8: Earns an attack and defense power increase.  Rank: Summoner
Level 10: Earns the Fiamma Cannon move, title of Phantasm
Level 12: Earns a defense power increase.  Rank: Phantasm
Level 14: Earns the Electron Cannon move, title of Witch
Level 15: Earns an attack power increase.  Rank: Witch
Level 16: Earns an attack and defense power increase.  Rank: Witch
Level 18: Earns a defense power increase.  Rank: Witch
Level 19: Earns the Hyper Cannon Move, Super Chakura Wave Move, title of Sage
Level 22: Earns the Super Brave Pigeon Move and a defense power increase. Rank:
         Sage
Level 25: Earns the Jamming Ghost Move, title of Archmage
Level 29: Earns an attack power increase.  Rank: Archmage
Level 30: Tessa can now get the Sun Staff, with the conditions listed.
Level 31: Earns an attack power increase.  Rank: Archmage
Level 32: Earns the Death Phenomenon move, title of Magelord

MAI LING
Level 3: Earns the Kouaku-Shuu move, title of Striker
Level 6: Earns a defense power increase, title of Buster.
Level 9: Earns an attack power increase.  Rank: Buster
Level 10: Earns the Idaten move, title of Slammer
Level 14: Earns the Cho Enryuu-Kyaku move, title of Fighter
Level 15: Earns a defense power increase.  Rank: Fighter
Level 19: Earns the Koen move, title of Tiger Claw
Level 22: Earns the Kokuu-Ha move, with the VS. Points conditions.
Level 23: Earns an attack power increase.  Rank: Tiger Claw
Level 25: Earns the Kuugeki-Shou move, title of Iron Fist
Level 28: Earns an attack power increase.  Rank: Iron Fist
Level 30: Earns an attack power increase.  Rank: Iron Fist
Level 31: Earns a defense power increase.  Rank: Iron fist
Level 32: Earns the Tetsui-Ga move, title of Ashura

KENJI
Level 3: Earns the Tsumuji move, title of Sniper
Level 5: Earns an attack power increase.  Rank: Sniper
Level 6: Earns the Kumo-Gakure move, title of Stalker
Level 8: Earns a defense power increase.  Rank: Stalker
Level 10: Earns the Baku-Ryusho move, title of Executor
Level 12: Earns a defense power increase.  Rank: Executor
Level 14: Earns the Enma-Zuki move, title of Stealth
Level 15: Earns an attack power increase.  Rank: Stealth
Level 16: Earns the Homura-Tsumuji move.  Rank: Stealth
Level 18: Earns an attack power increase.  Rank: Stealth
Level 19: Earns the Kagerou move, title of Commando
Level 24: Earns a defense power increase.  Rank: Commando
Level 25: Earns the Utsusemi move, title of Shadow
Level 27: Earns an attack power increase.  Rank: Shadow
Level 28: Earns the Kimo-Yaburi move.  Rank: Shadow
Level 30: Earns a defense power increase.  Rank: Shadow
Level 31: Earns an attack power increase.  Rank: Shadow
Level 32: Earns the Rasetu-Jin move, title of Assassin

13. TIPS, TRICKS, AND OTHER HELPFUL CRAP
OK, there are a lot of things that will help you finish this game rather
easily.  The first is to go into the service mode of your machine and lower the
difficulty, time, damage level, etc.  Leave the violence setting on normal if
you want to see hearts get ripped out and all that neat stuff.
Food is an OK help in this game, it comes out of the treasure chests like the
Orbs.  The large meats (turkey, lobster plate, large pork roast), all give back
the most health, naturally, while burgers, cake, rice balls, soup, etc., all
give minimal health back.  The chests can be hard to notice when you're first
playing the game, especially in Kongou's stage, so here's a quick run-down of
what they look like:
WHEN FIGHTING HAUZER: It looks like a regular treasure box, brown with silver
trim.
WHEN FIGHTING KONGOU: Light brown, almost yellow, and looks like a plain wooden
box.  Often hard to see because of the flames in the background.
WHEN FIGHTING RAVANGE: A yellow-gold treasure box with the All-Seeing Eye on
its lid.
WHEN FIGHTING LAVIA: A gray concrete box.
WHEN FIGHTING HYDRON: A bluish-white chest, looks a bit frozen, or something.
WHEN FIGHTING GI GI: The strangest one yet.  Shaped a bit like a pop can,
green, with a demonlike face on it.
WHEN FIGHTING BLADE: A regular treasure chest, brown with gold trim.  Same
thing in Scion's stage.
If you die, and continue, you'll notice that the opponent has gained a small
amount of health back, but not all of it (breathes a sigh of relief), so if you
know you're about to die (when your health gauge starts flashing purple), don't
hesitate to use all the Elemental Attacks you have, to try and get the enemy's
health as low as you can for the next game.  The Orbs you possess won't carry
over if you continue anyway (if you have 3), you always start a new game with
just two Orbs.
Oh, yeah, I said that I had a trick for defeating Scion rather easily?  Of
course.  No Red Earth FAQ would be complete without a trick to take down one of
the grossest and deadliest bosses of all time.
The first thing, for the most part, unless you have a character with a good
frontal attack (like Leo and Kenji), is to simply stay away from the front of
him.  All of his attacks come from the front, and as for the rare ones that
come from behind him (Blades Of Scion), you usually have plenty of warning that
they're coming.  He has to prepare his dragons before they attack, and while
he's doing that, he's basically just standing/floating there.
To sum it up, Scion has virtually no defense in back of him.  Remember the High
Jump?  The plot thickens.  Simply do that High Jump over him whenever he
appears on the screen.  By the time you've landed, his stupid dragons are
probably blowing ice/electricity everywhere, but who cares?  They're blowing it
in FRONT, while you're in BACK.  GRAB HIM.  That's it.  Simply grab him and
throw him to the floor (make sure you use a 'for-sure' grab that I'll list
below).  An attack will also work, but then, he'll turn around and probably
guard any further blows and punish you (unless it's a move guaranteed to knock
him down).  When you grab him and throw him, he always teleports instead of
getting up off the floor and attacking.  Another sign of his laziness.  My
favorite time to grab him and chuck him to the floor is while he's firing that
damned laser.  Ha-ha, got you, Scion, you idiot! Just repeat this over and
over until he's almost dead, then finish him with an Elemental Attack or
another good finishing move.
Leo's very good with this, as are Tessa and Kenji, though Tessa's a bit slow to
fall back down to the ground behind Scion, but as I mentioned before, her grab
priority will make up for that, 90% of the time.  Mai Ling tends to have some
trouble, because sometimes I'll screw up while in the middle of the jump and
accidentally start up that damned Idaten move.  And sometimes, she doesn't land
close enough to grab.  That's OK.  When she lands behind Scion and she isn't
close enough for that, just crouch and HK him, and he'll fall that way, too.
This is actually a better strategy for Mai Ling, as she can do this and then
follow up with her knock-down move.  Of course, this will only work with
Scion's first form, as Shin Scion teleports too fast for a Knock-Down move to
work 99% of the time.  Generally, Shin Scion can be defeated with simple grabs,
also.  Just don't get hit by his Meteor Shower or Blades in the midst of a
jump! The rule of thumb here is when he raises his hands, forget about jumping
and guard whatever attack is coming.  Also, if he has two health bars, keep an
eye on your time; he likes to play a 'waste the time' game by repeating Meteor
Showers and whatnot.
Note that some grabs don't work sometimes.  And this applies to all of the
enemies.  You'll toss an enemy, and they'll land on their feet, and in the case
of Scion, he'll teleport in mid-air.  That means that type of throw did very
minimal damage.  Grabs guaranteed to always work are Mai Ling's HK, Leo's HP,
both of Tessa's throws, and Kenji's MP.
It's a small thing, and should be obvious to Capcom players, but you'd be
surprised at how many people miss this one: If you're in a hurry and have seen
the stories a million times, you can press a button between screens to move the
game along.  You can do this on the map screen after the enemy's shadow falls
and the camera moves in on the new enemy's country, also.
Small trivia fact: Originally, Blade was supposed to have an English/Japanese
name difference, also.  He was to be called Blade in Japan and Jihad in the US
& Europe, but Capcom scrapped the idea, for some reason.
Now, here's some interesting stuff--English translations of the moves for Mai
Ling and Kenji that we've only seen in Japanese so far:
MAI LING:
Enryuu-Kyaku: Flame Dragon Leg
Koukaku-Shuu: Crimson Crane
Idaten: The Great Runner
Koen: Arc Flame
Kuugeki-Shou: Empty Attacking Palm
Tentsui-Ga: Heaven Fang
KENJI:
Tsumuji: Whirlwind
Kumo-Gakure: The Cloud Hides
Baku-Ryusho: Blast Dragon Ascent
Enma-Zuki: Devil Pierce
Kagerou: Dragonfly
Utsusemi: Empty Cicada
Rasetu-Jin: Man-Eating Devil Blade

14. ~THE BONUS GAMES~
There are two bonus games to take a break from the fighting, much like SF II.
The first one is after Ravange's stage.  It is a concrete statue of Scion, and
much like the car in SF II, it has two different sides to destroy.  You must
get down to the golden goddess figure (called a "Golden Casket" in Japan), that
is inside of it and destroy that, all in under 30 seconds.  With each section
of the statue you destroy, EXP gems pop out, and EXP points are added in
general for chunks of the statue.  Any time remaining and the gems you've
collected, along with a Perfect bonus if you destroy the statue, is added to
your EXP when you're finished.  If you fail to complete the task, the screen
and the narrator will say TIME HAS ENDED, and your character will sit there
and sulk.  You start out on the left side; you should always destroy that
section before High Jumping over to the right side.  Here's a breakdown of the
ways I've found best to destroy this statue with each character:
LEO:
Simply jump and use Leo's HP sword swing to get rid of the first section of the
statue's 'hair.'  After this, simply use HP blows on the bottom half of the
statue until it's destroyed.  High Jump over the statue and do the same on the
right side.  You may think Achilles or Chronos rushes might be faster, but
remember: Leo has to rear back and growl before each one of these attacks, and
that wastes valuable time.  No, simple HP sword swipes are the best here.
Don't forget to pick up all the gems (or the Elemental Sword, if he's earned
it! Push down when you're on top of the sword to acquire it), after you've
shattered the golden center statue, because this counts as part of the game,
and if you leave the gems/sword sitting there, the timer will continue to count
down.  Leo should finish this game with 10-13 seconds to add to his EXP score.
TESSA:
The answer is Tessa's kitty-cats, plain & simple.  In other words, Tessa's MK.
Since the cat's feet hit multiple times when she throws them out, they will
make short work of the statue even faster than Leo did, especially after a few
attack power increases.  Just keep an eye on the center pieces of the statue
that are still there, Tessa may have to adjust her jumps/kicks accordingly.
Remember to look out for the Sun Staff when she's reached level 30, and has
accomplished the Ravange conditions listed previously.
MAI LING:
Enryuu-Kyaku's to the hair and sides of the statue are best, when she gets to
the center part, crouching HP's to the sides are best.  Mai Ling needs to turn
around occasionally and pick up her EXP gems, but she should finish this in a
decent amount of time.  Standing HP's to the center are not advisable, because
with the forward rush that she puts on that punch, she can wind up inexplicably
trapped in the center of the statue.  Game glitch or game programmer torturing
us?  Who knows.
KENJI: Use a jumping HP (fire gun), for the 'hair,' and then Triple Kunai the
side.  The Baku-Ryusho (flame pillar), if you've earned it, done with the LP,
works very well for the hair and side section, but once that's gone, Kenji
should just rely on his blades.  Same on the other side.  Kenji's Kunais do
unbelievable damage to the statue, and he should end the game with the most
time of all the characters.  Kenji seems to like the bonus games!
2ND BONUS GAME
This game comes after Gi Gi's stage, and his Crypt has been turned into your
playfield.  There are six stone faces toward the front of the screen that need
to be destroyed, five of which contain EXP gems (if you don't succeed in
destroying all 6 faces under a time number of 10, anyway).  There are three
on the extreme right and left of the screen.  I've found it's best to start
with the right side first.  The most difficult part of this is to hit the face
on top, because it REQUIRES a High Jump.  You also have to contend with spears
popping out of the floor while you take on the right side.  Again, there's 30
seconds, and it seems to go SO damned fast this time around...
Sometimes, the spears can actually help you by bouncing you backward, getting
you lined up for that High Jump correctly.  All 3 faces contain EXP gems, and
they scatter all over the room.  If you want them, you have to avoid the
spears, as they're constantly popping out of the floor.  Once all 3 faces on
the right are destroyed, it's time to face the left side of the room.
This side is more of a pain, because the game seems to be more picky as to
where your blows land on the faces.  Plus, the spears are gone, but this time,
the faces themselves are shooting axes, spears, and maces at you.  Lovely.  If
you get lower than 10 seconds remaining, you only have to get EXP gems out of 2
of the faces on this side, the last face destroyed will end the round, with
that magic word: PERFECT.
If you're doing well and have lots of time remaining (especially in the case of
Tessa and Kenji), more than 10, to be specific, you will get gems out of the
third face, and in the center of the screen, a DANGER sign will appear.  A few
seconds after this, you'll hear a crunching sound, and a huge concrete slab
will smash to the ground.  It won't hurt you if it hits, but the idea is to try
and take it out.  The hardest part of this is the timing; a couple of seconds
after the crunching sound perform an attack.  If you succeed, you will get more
points than ever before on this game, most of the time, over 100,000.
Anyway, here's some suggestions, with each character, on how to get through
this 'torture chamber':
LEO:
Again, Leo's HP swording does the job.  The trick is to keep the poor lion away
from the spears on the right side, while trying to second-guess the weapons on
the left.  It's best to destroy the face at ground level on the left side
(after you've completed the right side), first, so weapons from it aren't
tripping you up while you're leaping for the top faces.  To get the uppermost
face properly, Leo should start his High Jump roughly in the middle of the
room.  It'll be close, but with enough practice and timing, Leo should finish
with about 4-10 seconds left.  Sadly, he doesn't really have enough speed to
get to the concrete slab.
TESSA:
Same as the other game, Tessa makes short work of the faces with her MK's.  The
cats will hit each face several times.  The biggest pain is getting her to pick
up her gems.  You'll notice, even in the fights, if Tessa dashes, sometimes
she'll leap over gems.  Annoying, but she'll do this bonus game faster than
Leo, and will have a good chance at having enough time to try and take out that
concrete slab.  Reverie Sword does well for the slab, so does the standing HP.
MAI LING:
Her Enryuu-Kyakus, combined with her high jumps and HP's for the top faces,
take them all out pretty quickly.  If she gets to the concrete slab, once
again, the Enryuu-Kyaku will neatly demolish it.
KENJI:
Again, he's the best at this bonus game.  His MP sword slashes, as they hit
again and again, will take all of the faces out in good time.  Using the
Triple Kunai on the bottom faces will get rid of them even more quickly.  The
very best method, once it's earned, is to use his Baku-Ryusho (pillar of
flame), at the base of the walls.  This will get rid of the faces faster than
anything or anyone else.  For the concrete slab, the pillar of flame also does
a good job.  He's pretty equal in timing, if not better, than Tessa, with
usually about 10-15 seconds to add to his EXP.

17. ~THE ENDINGS, AND HOW TO GET GOOD ONES/BAD ONES
Each character has two or three possible endings.  What happens after you
defeat Scion depends on the character, naturally.  I'm not going to give away
any of the endings, and the 'good/bad' thing may be just a matter of opinion,
as a couple of the supposed bad endings are quite interesting, especially
Tessa's.  *AHEM,* anyway, here's what to do with each character:
LEO
For starters, the best possible ending with Leo is to continue zero times.
That's right.  Might sound difficult, but once you get used to Leo's fighting
skills, it's not really that hard.  I can get it about 99% of the time now.
Also, you must not use a 'chop in half' finishing move on Blade to get any of
Leo's good endings.
For the second best ending, you've continued and not chopped Blade in half.
For Leo's third best ending, chop that sucker Blade in half.  It's still an
interesting ending, but Leo himself is doomed...
Supposedly, for all characters, the worst endings come if you've continued
more than 20 times.  I've never sucked this badly on purpose to confirm this,
so I don't know if it's true.
TESSA
Her endings are entirely good/bad depending on what the player thinks.  I
actually prefer her bad ending, and once you see it, you can probably guess
why, as I'm a hetero male.  To get the good ending, when the game asks you
what to do with the creature that was controlling Scion, choose "Seal It Now."
For the 'bad' ending, choose "Take it back to your lab for study."
MAI LING
The weirdest of all the conditions for good/bad endings, for the good one, you
must continue no more than four times.  For the bad one, simply exceed that.
Mai Ling is such a good fighter, someimes I want to see the bad ending and
miss it, it's rather interesting, as well.
KENJI:
Poor Kenji seems doomed no matter what you do.  There are two possible choices
as with Tessa, I suppose the good one is to _not_ trust the Ninja's report.  I
can't really decide which is the best ending here.
For the good version of the credits roll, ALL characters must continue zero
times.  There is something special at the very end of the credits for every
character, plus animation from the game that isn't seen during a regular
credit roll.  Also, during any credit roll, press up + MP to play a shooting
game with the Capcom Robot, he shoots the letters and you get a hit rate at
the end.  I've never been able to get 100% with this, so I'm not sure if there
is a reward of any kind for doing that well.

16. ~REVIEW AND RATING OF THE GAME:
I have honestly never been this obsessed with a game for a long, long time. It
is a much-neglected classic, I can tell just by scouring the Internet that
there are a few fans, but I just wish there was more information.  That's one
reason why I wrote this FAQ.  This game really deserves more credit.  And, it
desperately needs to be ported to a home console!
The only gripes I have about this game are minor; the lack of an instant get
up move after a knock down is a bummer, and Kenji's chain and sickle simply
passing through an enemy if he's standing too close is too much of a glitch
to have been ignored.  Seems that some game testers failed a bit here.  The
battle with Blade, when he has two full health bars, is unecessarily long,
they should have given that jerk a few more weaknesses.  Those are pretty much
the only complaints I've got.
Anyway, my rating for Red Earth/Warzard is: 10/10.  This is the best rating
I've given for a game in any of my FAQS yet, and this one damned well deserves
it.

17. ~ENDING AND THANKS~
Well, no FAQ would be complete without thanking some people that helped me out
or were an inspiration.  Being as how this is the longest FAQ I've ever done,
I definitely needed some help!
Thanks to Elevator Kart, Heathen Dan II, Deca, TooTall and Miss Kisa for the
encouragement and kind comments.  Your efforts do not go unnoticed.
Thanks to Rany for valuable information regarding VS. Mode points, Leo's
swords & shields, & Tessa's Sun Staff.  Very pertinent information that made
this indeed a complete FAQ.  Very much appreciated.  ;^)
Thanks to Draewon for information regarding Leo's Elemental Swords and Kenji's
level 32 move.
Thanks to Elevator Kart & Zahash for hosting this FAQ on their forum (their
forum is the only one I want to see this FAQ on, see the legal chapter)!
Thanks to Ronald Koch and Donald Austin, friends who watched me play, for
noticing some things during the game I probably would have missed.
Thanks to Sid G. for recommending this game.
Thanks to Capcom for another great fighting game.  But please, release it in
the U.S. in some fighting compilation! Hearing this game on my surround sound
TV would be a dream come true, and my Arcade Cab is wearing out...
And thanks most of all to my wife, for her patience and encouragement during
long, long nights of playing this game over, and over, and over again! <3 you.
~THE END~