Tecmo's Deception - Invitation To Darkness spoiler-free walkthrough (PSX)
August 13, 2007 v1.0
dammit9x at hotmail dot com
Copyright 2007
This document may be not be reproduced under any circumstances except for
personal, private use. It may not be placed on any web site or otherwise
distributed publicly without advance written permission. Use of this guide on
any unauthorized web site or as a part of any public display is strictly
prohibited and a violation of copyright.
--------------------------------------------------------------------------------
TABLE OF CONTENTS
1) WALKTHROUGH
2) CHARACTER LEVELS
3) TRAPS
3.1) CAPTURE TRAPS
3.2) DESTROY TRAPS
3.3) CONFUSED TRAPS
3.4) TRAP DEVELOPMENT
4) MONSTERS
4.1) DAMAGE MONSTERS
4.2) CONFUSE MONSTERS
4.3) MONSTER DEVELOPMENT
5) ITEMS
5.1) USABLE ITEMS
5.2) TREASURE ITEMS
5.3) KEY ITEMS
6) BONUSES
6.1) AVAILABLE BONUSES
6.2) KILL OR CAPTURE?
7) MASKS
8) BODY COLLECTING
9) ENDINGS
--------------------------------------------------------------------------------
1) WALKTHROUGH
The objective of each chapter is typically to eliminate the invaders, who
appear in one or more battles. As such, the walkthrough is mainly a list of each
battle and the invaders in each battle. The procedure for defeating invaders is
always the same, and usually no discussion is necessary for individual battles.
When other objectives must be completed, they are described in the notes section
afterward.
This walkthrough is free of spoilers; thus names that might be spoilers are
replaced with ???
Some invaders display stereotyped behaviors that are noted beside the
invader's name and described below:
Instant escape
When these invaders see you, they disappear immediately. It is possible (but
difficult and unnecessary) to kill or capture them with traps and monsters while
remaining out of sight.
Front door escape
When these invaders see you, they head to the front doors and leave the
castle. These invaders move counterclockwise along the wall of the entrance
room, making it somewhat easy to catch them with traps.
Cannot get capture credit
If you capture them, you won't get capture credit. However, you can kill them
and get kill credit. Thus it is possible to get the genocide bonus but not the
capture bonuses.
****************************************
Chapter 1: THE MASTER
1 invader: Ardebaran Builder
2 invaders: Indorigo Soldier
Doneal Merchant
Key item: Skull Key
Contract
Body collecting: no
Notes:
Talk to the soldier and go through the doors.
Follow the soldier to the dining room. This is optional and causes Ardebaran
to disappear and Doneal to appear. Doneal is the only invader in the game who is
not hostile and doesn't try to escape.
Go to the den and activate the traps in the order shown on the door. Go to the
prison and get the Skull Key. Unlock the door in the entrance hall and go
upstairs. Go to the living room and battle Ardebaran. For this battle the traps
are unlimited.
Go to the Demon Gate (strategy room) and get briefed. For the next battle you
can reuse the leftover traps in the living room or lay new ones. From now on you
may lay traps in Power Rooms also. (For this chapter only, you get free access
to Volt Cages.)
Go south back toward the elevator to trigger the Indorigo battle. You may also
battle Doneal downstairs (if he is there).
After Indorigo is defeated, going back to the Demon Gate ends the chapter.
****************************************
Chapter 2: THE TRIAL
2 invaders: Jin Soldier
Scuba Archer
1 invader: Dairos Soldier
2 invaders: Dan Pirate
Madamia Pirate
1 invader: Saizo Ninja
1 invader: Henry Merchant
Key item: SavePoint
Body collecting: yes
Notes:
The east door in the entrance room gets unlocked before the third battle.
Notes:
Go to the entrance and talk. You may take Fiana to various rooms. The battle
is triggered by taking her to the upstairs power room. After the battle go back
to the upstairs power room.
****************************************
Chapter 8: THE RESURRECTION
1 invader: Wizbone Wizard
Body collecting: yes
Notes:
The dialog choice at the beginning doesn't matter. You must build a bedroom
somewhere downstairs to proceed. From now on you can build bedrooms.
If you finish the battle within 2:00 of when it begins, go to the downstairs
power room to finish the chapter. This puts you on track for the "good" endings.
If you take longer than 2:00, the battle starts over. When it's finished, go
to the demon gate. Choosing the first dialog option gets you the She-Death
monster. Either way you are on track for the "bad" endings.
****************************************
Chapter 9: A FRIEND
1 invader: Erious Swordsman cannot get capture credit
Body collecting: yes
Notes:
The invader doesn't move from his initial position until he sees you.
****************************************
Chapter 10: FINAL SHOWDOWN
3 invaders: Iria Psychic
Jessica Psychic
Sarah Psychic front door escape
Notes:
After the battle, check the ceiling of the downstairs hall. Set any trap on
the second floor, on the tile directly above the item. Trigger the trap and get
the item on the first floor.
****************************************
Chapter 17: THE OPPRESSED
1 invader: Gaza Ninja
Key item: Hourglass
Body collecting: yes
Notes:
You may pick up the items dropped in the entrance room at your liesure.
Unlike moneybags, they won't disappear.
Notes:
Enter the small upstairs room and then the teleport. You have 2:00 from the
time you enter the portal to complete the mission.
If you run out of time, reenter the portal and resume the battle, with another
2:00 limit. Repeat as necessary. You may need to visit the strategy crystal in
the north part of the castle.
Go to the demon gate after the battle.
****************************************
Chapter 25: TWILIGHT OF THE GODS
1 invader: ??? ??? instant escape
1 invader: ??? ???
1 invader: ??? ???
Body collecting: no
Notes:
The second battle ends after you do any damage to the invader.
Go to the Demon Gate after the last battle.
****************************************
Chapter 26: THE FINALKEY
1 invader: ??? ???
Body collecting: yes
Notes:
Go to the hallway and then the door on the right to begin. This battle only
occurs if you choose the "resurrect" dialog option, and affects the end of the
game.
You may visit the strategy crystal as in chapter 23, but this time there is
no time limit.
Notes:
The first battle only occurs if you choose "lock in" at the dialog option. You
only fight one of the invaders, who can only be defeated by the Banish trap.
The second battle only occurs if you choose "resurrect" in this chapter and
chose "lock up" in chapter 26.
--------------------------------------------------------------------------------
2) CHARACTER LEVELS
When the character accumulates enough experience from defeating invaders, his
level rises and the stats Skill, Def., vsMgc, and Heal each go up 1-3 points
randomly. (The most important of these is Skill.) For levels 2-10, new abilities
are learned as well.
The amount of experience required for the level-up is deducted from the total;
thus the actual required experience is greater than it appears. Defeating
invaders with capture or kill traps is the only way for the character to get
experience; when an invader is killed by a monster, all of the experience goes
to the monster.
3) TRAPS
Defeating invaders is the principal objective of the game, and traps are the
primary method of defeating invaders. Traps may be laid in the strategy session
before every battle, at the crystal in the demon gate, or at power rooms.
A latent trap is indicated in the 3D environment by a red arrow pointing
toward the ceiling, floor, or wall, depending on where the trap comes from.
When an invader approaches the trap, the arrow spins and a beep sounds. The
closer the invader is, the faster the spinning and beeping. To activate a trap,
point the view of the character to the arrow, with no doors or walls in the way,
and press circle. (The exception is the Banish trap.) If an invader is in range,
he will either be caught or escape, depending on the trap's Success%, the
invader's defense, and the character's Skill rating. Only one trap or monster
animation may be in progress at a time.
Traps may have three effects on invaders: Confused traps cause the target to
wander dazed for a number of seconds. Destroy traps cause damage to invaders,
and also daze them. Capture traps hold invaders for a certain amount of time.
Approaching the victim during this time initiates the capture sequence: if the
green bar is depleted before the victim breaks free from the trap, he will be
captured and his fate will be up to you. The time required to capture is reduced
by damaging the invader before attempting the capture. The character is immobile
and defenseless during capture attempts; however, the sequence can be broken off
by pressing triangle.
For the purposes of defending against them, there are two types of traps: Atc.
and Mgc. The stats under the invader's Trait column pertain to Atc. and those
under Magic are for Mgc. traps. The four defense stats, Agil, Def., Evade% and
Wisdom range from 1 to 10 and presumably reduce the capture time, damage, chance
of getting caught, and confusion time of traps and monsters.
Rk (Rank) overall effectiveness of the trap
Sz (Size) space required to lay the trap, where the area is 2 x Sz for wall
traps, or Sz x Sz for others
MP cost in MP to lay a trap; this is not refunded for canceled traps
S% (Success%) determines the chance that the trap will catch the invader and
not be dodged; this is not an actual percentage
HS (Hold sec.) number of seconds a capture trap holds an invader; this time is
reduced for stronger invaders
Pw (Power) determines the damage that a destroy trap deals to the invader
CS (Conf.sec.) number of seconds a confused trap dazes an invader
Du (Duration) number of times the trap can be engaged; when the duration
reaches 0 or the trap succeeds, the trap disappears
3.1) CAPTURE TRAPS
Rk Name Sz MP S% HS Du In-game description
Atc. Floor
C Bear trap 3 200 2 3 2 Will pinch the legs of its victim.
B Vacuum 3 350 4 5 2 Sucks victims into the floor.
A Ice Trap 5 550 6 7 2 Yeilds an icy pinch to the legs of victims.
Atc. Ceiling
C CopperCge 3 250 2 6 1 Falls from ceiling to trap all victims.
B Jail Cell 5 450 3 12 1 The weak can't escape from this cage.
A Volt cage 5 650 5 18 1 Zaps any victim that dares to escape.
Mgc. Ceiling
C Crane 3 200 2 4 1 It's hooks grasp and lift victims.
B FastCrane 3 350 4 6 1 This crane spins a victim at high speed.
A Ice Crane 5 500 6 8 1 This crane freezes its victim solid.
Mgc. Wall
C Magnet 3 250 3 5 2 Victims are pulled to the Underworld.
B Hand 5 450 5 8 2 A hand from beyond this world will grasp prey.
A Volt Hand 5 700 7 12 2 Shocks its victim with electricity.
Mgc. Floor
- Banisher 7 1500 10 21 1 Magic users are sent to another world.
The Banish trap is unusual in that it triggers automatically when an invader
comes within range. It works only on these invaders: Wizard, Gem Guard, Cleric,
Witch, Sorcerer and Trainer. Banish is acquired at the end of chapter 26.
3.2) DESTROY TRAPS
Rk Name Sz MP S% Pw Du In-game description
Atc. Wall
C Spike 3 100 7 15 2 Comes out of a wall to spear its victim.
B PoisonRod 3 150 8 25 3 Poison tips transmit a venemous blow.
A FireSpike 5 300 10 40 3 Uses fiery blades to skewer its victim.
Mgc. Floor
C Pit 3 200 6 20 1 Floor opens to drop a victim deep below.
B FloorLift 5 300 7 35 1 Floor rises up to crush victim on ceiling.
A PoisonPit 5 500 9 50 1 Drops prey into some slow acting poison.
Atc. Ceiling
C TonWeight 3 200 4 25 1 Crush a victim with this heavy iron block.
B MetalBall 5 300 5 40 1 This ball bounces up and down forcefully.
A Fire Bomb 5 500 7 60 1 Flames leap from floor to engulf victim.
Mgc. Ceiling/Floor
C Stomp 5 250 4 30 1 Giant foot stomps the victim into the ground.
B PoisonToe 5 400 5 50 1 Poisons the victim as it stomps on him.
A Fire Foot 5 550 6 80 1 Burns the victim with its blazing step.
3.3) CONFUSED TRAPS
Rk Name Sz MP S% CS Du In-game description
Atc. Ceiling/Floor
C Bucket 3 50 7 10 1 This falls to make one temporarily dizzy.
B Gold Tub 3 100 7 16 1 Falls on victim to confuse him.
A FloorSpin 5 250 8 32 1 This floor spins to disorient the victim.
Mgc. Ceiling
C DazingFog 3 50 7 10 1 Victim is dazed by this magic fog.
B InsaneGas 5 100 7 16 1 Victim goes insane when he smells this gas.
A Mind Kill 5 250 8 32 1 Flash of Demon light makes one insane.
3.4) TRAP DEVELOPMENT
After chapter 13 you may upgrade your traps in the Develop menu. After
upgrading you may still use the weaker ranks. Each upgrade costs a certain
amount of gold, shown below. It is possible to perform all the upgrades at once
if you have the money.
Jail Cell 4000 FloorLift 2000 InsaneGas 1500
Volt Cage 5000 PoisonPit 4500 Mind Kill 2500
FastCrane 3500 MetalBall 3500
IceCrane 5500 Fire Bomb 5000
Hand 4000 PoisonToe 3500
Volt Hand 6500 Fire Foot 5500
--------------------------------------------------------------------------------
4) MONSTERS
Monsters serve as a convenient, powerful, and reliable but costly supplement
to traps in your arsenal against invaders. Monsters are constructed from the
bodies of captured prisoners and require a number of block orbs to be summoned.
Available monsters are listed in and called from the monster menu in the
subscreen.
Once called, they attack nearby enemies, either dealing damage or confusing
them. (Unlike destroy traps, damage monsters do not daze their targets.) Monster
attacks may be either Battle (single target) or Area (all nearby targets). As
with traps, monsters are classed as either Atc. or Mgc.
Only one trap or monster may be active at once. Furthermore, monsters require
a certain amount of space around the character to be summoned. The largest
monster, the dragon, is so large that it can effectively be summoned only in the
entrance room. Monsters will fail to acquire their targets when space is cramped
or the invaders are too far away.
Monsters gain experience whenever they perform a successful attack, and will
rank-up when enough is accumulated. If the monster kills an invader, the monster
gets the experience instead of the character. This should be avoided, as the
supply of invaders is limited, and defeating them is the only way for the
character to gain experience points. Also beware that if the monster outranks
the killed invader, very little experience will be gained.
Rank overall effectiveness of the monster
Orbs number of power orbs required to summon the monster
Power determines the damage that a monster deals to the invader
Conf.sec. number of seconds a monster dazes an invader
Spd. determines the chance that the monster will hit the invader and not
be dodged
Exp. experience points required to reach the given rank; as with the
main character, a monster's exp. drops to 0 when leveling-up
4.1) DAMAGE MONSTERS
Rank Name Orbs Power Spd. Exp. In-game description
Atc. Battle
C Zombie 2 20 20 0 Will bite and chew a human's flesh.
B Ghoul 3 35 20 15 Mighty zombie eats human flesh.
A Dead King 4 50 40 90 Zombie King has a truly cursed power.
Atc. Battle
C Werewolf 3 35 60 0 Shreds its prey with his fangs.
B Gaze Wolf 4 55 70 20 King of werewolves.
A Herker 5 70 90 120 Gores prey with his fiery tusks.
Mgc. Battle
C Lami 3 40 40 0 Takes power with his magic tail.
B QueenLami 4 60 55 25 She Steals a victim's life.
A NagaQueen 5 80 70 130 Sucks the life from her prey.
Mgc. Battle
C She-Death 4 45 90 0 Fiana has returned as a Zombie.
B She-Devil 5 65 95 25 Zombie of Fiana chops her victims.
A Demoness 6 85 100 150 The final mutation of Fiana.
Atc. Battle
C Golem 3 60 10 0 Tremendous strength, but slow.
B Big Golem 4 80 15 18 Possesses a destructive force.
A GigaGolem 5 100 20 100 He crushes anyone in his path.
Mgc. Area
C Graviton 3 50 30 0 Alters gravity to crush prey.
B Megatron 4 65 40 25 He kills with raw power.
A Deathtron 5 80 50 140 Brings ruin to all he encounters.
Atc. Area
C RedDragon 5 80 10 0 Blows fire to destroy victims.
B ArcDragon 6 110 20 40 King of all the dragons.
A GemDragon 7 140 40 200 The most powerful monster.
Mgc. Battle
C Phantom 2 20 25 0 Confuses prey with lantern.
B DkPhantom 3 25 35 15 A Ghost from the Underworld.
A SoulEater 3 30 60 90 He feeds on human's souls.
Mgc. Area
C Foul 3 20 50 0 Bad breath sickens victims.
B Shadower 3 30 65 25 His breath makes prey insane.
A Chaos 4 40 100 130 Blows the devastating Chaos wind.
4.3) MONSTER DEVELOPMENT
After chapter 6 you may begin imprisoning invaders and the develop menu
becomes available. To imprison an invader, defeat him with a capture trap,
choose the third option to keep the body, then drop it off at the upstairs or
downstairs prison. Up to three bodies can be toted at once, indicated by coffin
symbols, and the mission cannot end until all bodies are deposited.
Each monster has the following body requirements:
She-Death This monster is not made through the development menu. To get
She-Death, take longer than 2:00 in the chapter 8 battle, then
choose the first dialog option at the end of the chapter.
--------------------------------------------------------------------------------
5) ITEMS
Items do not play a large role in this game. Useful items are sometimes
dropped by defeated invaders, and some basic items can be bought from merchants,
but the only item which you will want to buy in large quantities is the block
orb. To trade with a merchant, get close and press the X button. You may have to
avoid his attacks while doing this.
5.1) USABLE ITEMS
The following items are used from the item menu, except for Block Orbs, which
are used by summoning monsters. The function of most of them is given by the
in-game description.
Item name Sell price In-game description Note
Herb 70 Recovers 20 HP
Nectar 420 Recovers 50 HP
Restore 700 Recovers all HP
MP Gain 210 Gain 500 MP
Amulet 2800 Gain 5000 MP
Antidote 210 Removes poison
Sanity 280 Cures Insanity
Cure 630 Cures all ailments
DarkStone 3500 Recover HP full heal; reusable; may break
Skill Gem 1400 Skill raised +5 permanent +5 Skill
Mantle 1960 Magic guard up permanent +5 vsMgc
Armor Gem 2100 Defense raised +5 permanent +5 Def.
Speed Gem 1050 Agility raised
Shoes 1750 Agility increased
Block Orb ----- Monster releaser can't be sold; buy price is 300
5.2) TREASURE ITEMS
The following items are not used for anything other than selling. The letter,
however, can be read.
Item name Sell price In-game description
Old Book 5600 Mystical tome
Tiara 6300 Priceless treasure
Talisman 7700 An evil deterrent
Earring 8400 Of evil legend
Chalice 10500 From the ruins
Mirror 10500 Royal relic
Letter 16800 Fiana's letter
5.3) KEY ITEMS
The following items can neither be used or sold. They are required to advance
the story and will stay in your inventory until the end of the game.
Item name Sell price In-game description Note
Skull Key ----- Opens the Skull Way
Contract ----- Castle Deed
SavePoint ----- Creates a Save Point actual purpose unknown
EvilJewel ----- Diabolic object
EvilCrown ----- Of Dark royalty
Mask ----- Control a monster
EvilSword ----- Ominous weapon
Necklace ----- Mystic jewels
Hourglass ----- Effect unknown
DevilCane ----- An unholy item
--------------------------------------------------------------------------------
6) BONUSES
6.1) AVAILABLE BONUSES
At the end of every chapter and body collecting session there is a bonus of MP
based on your performance. The bonuses are detailed below:
END OF INVADERS
GENOCIDE BONUS 400 x # of invaders, if all killed
CAPTURE BONUS 600 x # of invaders, if all captured
DYING CAPTURE BONUS 1000 x # of invaders, if all captured at low health (*1)
NO BONUS 0, if no invaders defeated or other combination
RESULTS OF PLAYER
Clear Time:
CLEAR TIME BONUS 720 x # of invaders - 2 x minutes elapsed (*2)
Trap Success rate:
NO BONUS 0, if no traps used successfully
PERCENT BONUS 1500 x trap success rate, if < 100% (*3)
PERFECT BONUS 3000, if 100%
Damage Point:
DAMAGE Point BONUS 1000 - 10 x damage taken, if hurt (*4)
NO DAMAGE BONUS 2500, if unhurt
Unused traps:
Trap repayment Half value of unused traps (*5)
*1 If some invaders are captured when they are very weak, but others are
captured strong, you still get the regular capture bonus. Consider the dying
capture bonus an upgraded capture bonus. Typically it is hard to get with more
than one invader.
*2 In order to get a time bonus, you must average less than 6 hours per
invader.
*3 A trap is counted as a failure if the invader escapes the trap, or if it
misses completely. The failure is still counted even if a subsequent attempt
with the same trap succeeds. However, a capture trap that grabs the invader but
fails to capture counts as a success.
*4 Damage taken is still counted against this bonus even if it is healed before
completing the battle.
*5 If an invader is killed by a destroy trap and the death ends the mission,
that trap is counted as unused, because the animation was incomplete when the
mission ended.
6.2) KILL OR CAPTURE?
In every battle you must decide how to dispatch the invaders: either kill them
with destroy traps and monsters, or capture them with capture traps. By killing
all or capturing all the invaders in a mission you recieve the genocide or
capture bonus, respectively.
The capture bonus is 1.5 times greater, but it is harder to achieve because
capture traps have lower success rates and capturing leaves you vulnerable to
other nearby invaders. Capturing gives you a choice between MP, gold, or (beyond
chapter 6) taking the victim prisoner. Most invaders leave about twice as much
MP as gold; however, it should never be necessary to choose the MP over gold,
because a competently played level should yield far more in MP bonuses than was
spent laying traps. Thus there should be no real risk of runnning out of MP,
leaving you free to focus on financing expensive monsters, should you choose.
A dead invader only leaves gold, in the form of a moneybag. Moneybags must be
picked up within 1 game hour; if killing the last invader ends the battle, you
will have to seek out the bag at the beginning of the next chapter or body
collecting session to get your money.
If there are more than one or two invaders, it's better to go for the
genocide bonus unless you want to keep the bodies. This is because trying to
capture results in more failed traps, more time taken, and more damage taken,
thus reducing the benefit of the capture bonus.
The following summarizes the benefits of each choice:
Kill all
+ genocide bonus (400 each)
+ faster and easier
- cannot keep bodies
- inconvenient to get the last invader's gold
Capture all
+ capture bonus (600 or 1000 each)
+ can keep bodies
- failure-prone traps and greater risk of damage
- more time-consuming
Kill some, capture some
+ can keep bodies
+ use the most convenient method for each invader
- no bonus
--------------------------------------------------------------------------------
7) MASKS
After chapter 1, masks are available to use from the menu. When activated for
a nominal MP fee, masks may attract or repel invaders for a few seconds. This
can be done to lure invaders into nearby traps, to chase them into traps farther
away, to clear out invaders that are blocking the path, to separate invaders to
deal with them singly, or to herd them together to hit them with area-effect
monsters.
In order for a mask to work, the invader must be close enough to hear it, and
must be either alert or wandering dazed. Masks won't work if the invader is
reeling from a hit (not moving) or in the process of dealing with a trap or
monster. Invaders may break attack animation to react if the mask is used early
enough. Even under the correct circumstances, masks often don't work. Simply
retry until the effect is achieved.
The table below shows the effect of all the masks on all of the standard
invaders. A + or - signifies attraction or repulsion, and a . means that there
is no effect. A ? means that I have observed both attraction and repulsion in
different specimens of the same type. (I have assumed that the effect of the
mask depends only on the invader type.)
A + in the Default column indicates that invaders of this type tend to run
toward the character without any encouragement. These are general cases; some
invaders encountered during the chapters display different default behavior from
their generic counterparts.
Mask Help Cry NiceLaugh MeanLaugh Death Cry Howl Default
MP cost 30 30 50 30 50
8) BODY COLLECTING
After chapter 2, and after most chapters thereafter, you have the option of
body collecting. This is an opportunity to battle more invaders in order to gain
experience, dropped items, and bodies to develop into monsters. When body
collecting, you may attempt to lure up to six invaders. Up to four may arrive.
(No more than four invaders may ever be present at once.)
Some invaders are less likely to be lured than others, with the rarer types
being harder to lure. If you are having trouble getting a particular invader to
show up, try luring more than one of them, or change the order of invaders in
the list.
In order for an invader to be available to lure, at least one specimen of that
type must have been defeated before. This means that some invaders are not
available until late in the game, and a couple (Messenger, Alien) would never be
available. However, luring certain combinations of two invaders incites a third
to arrive:
Since the maximum number of invaders is four, you must lure the two component
invaders and no more than one other for the new invader to arrive. The order in
which they are lured is insignificant, but if two valid combinations are present
among three invaders, you may not get the new invader that you wanted. All pairs
of invaders were tested, so this is all of them.
--------------------------------------------------------------------------------
9) ENDINGS
There are six endings. The one you see depends on the outcomes of three
branching points in the story, one in chapter 8 and two just before the end.
Although 2 x 2 x 2 = 8, there are only six endings because two are reused.
The following table presents, without spoilers, the outcome of each path and
shows the duplicates. The names of the endings were made up by myself.
This document is my own work. If you've played the game and used the FAQ, feel
free to drop me a line and tell me what you think.
Any questions, comments, corrections or complaints should be addressed to
the address below, with clear indication in the subject line that the email is
concerning this FAQ.