===============================================================================
|                            Champions: Return to Arms                        |
|                               *****SOUL BREAK*****                          |
|                                                                             |
|                         Strategy Guide/FAQ/Walkthrough                      |
|                                  Version: 1.0                               |
|                             Made By: An Evil Mind                           |
|This Guide may only be disseminated through GameFAQs without prior permission|
===============================================================================

Table of Contents

[1] Introduction
[2] Frequently Asked Questions

[3] Enemies
   [3.1] Slugs
   [3.2] Skeletons
   [3.3] Grugs

[4] Strategy Guide
   [4.1] Before You Start
   [4.2] Damage Numbers
   [4.3] Resource Management
   [4.4] Dealing with Monsters
   [4.5] Movement
   [4.6] Using Bombs Effectively

[5] Walkthrough
   [5.1] Overview
   [5.2] Map
   [5.3] Souls left = 20
   [5.4] Souls left = 18
   [5.5] Souls left = 17
   [5.6] Souls left = 14
   [5.7] Souls left = 13
   [5.8] Souls left = 11
   [5.9] Souls left = 10
   [5.10] Souls left = 7
   [5.11] Souls left = 6
   [5.12] Souls left = 5
   [5.13] Souls left = 4
   [5.14] Souls left = 2
   [5.15] Souls left = 1

[6] Ending Crap
   [6.a] Version History
   [6.b] Rants
   [6.c] Credit & Thanks
   [6.d] Contact Information
   [6.e] Disclaimer

Note:
 I've designed this Guide so you can look at the Table of Contents
 and use CTRL + F. I've even double checked that it works too!

===============================================================================
                            [1] Introduction
===============================================================================

     Soul Break in my not so humble opinion is the hardest and longest level
in 'Champions of Norrath: Return to Arms'. Like too many of the Medal Rounds,
you have to memorize what the entire map looks like from trial and error before
you have a real chance to complete the level. You have to be cautious if want
to succeed, and that takes time. Since that takes time, one unlucky hit late in
the stage and you have to start from scratch... resulting in a very slow and
annoying game play experience. Therefore I wrote this FAQ.

    This guide works under the assumption that the character you are
attempting Soul Break with:
  A) Has enough hit points to at least take one hit from Grug, and
  B) Can kill a Slug in 3 or less hits, and
  C) Is playing on Adventurous level of difficulty.
If one of those does not apply to you, this FAQ will be of limited use. Maybe
someone else has a strategy for you, but I can't help you and/or don't want to,
so don't ask.


===============================================================================
                       [2] Frequently Asked Questions
===============================================================================

Q: Help! How do I complete the Medal Round "Soul Break" for the Plane of
Torment?
    A: You free 20 Souls... which unlike "Gnomes Escort" means all of them.

Q: Give me specifics!
    A: Is that a question? Anyway just read on...

Q: I'm impatient, and this FAQ looks long. Can you boil it down?
    A: Only use bombs to get sure kills... period.

Q: What is the most important strategy?
    A: Use 3 bombs to block corridors. Run into rooms, then out so monsters
chase you. Get to the immediate other side of the bomb barrier and wait in
safety. Blow it up when enough monsters are stuck trying unsuccessfully to pass
the barrier.

Q: What is the strangest strategy?
    A: Let Skeletons hit you... seriously. Ignite 2 bombs just when they are
within melee range and stay there until they swing, then run. The bomb will
always be point blank to the Skeleton when it goes off. You'll get hurt, but
they will get killed. Fair trade since you heal. This guide refers to this as
the "take a hit" strategy and it is very effective.

Q: Where is it safe to sit and heal while I go the fridge for a snack?
    A: Nowhere. Some people have reported cell corners as safe, (which I
disagree with because it works most, but not all the time) but nowhere is safe
enough to leave the game off pause to heal while you put down the controller.

Q: Why is Soul Break so hard?
    A: I don't know why Snowblind designed it that way. But it is hard
because you don't have/get any equipment, and you are not allowed access to
your spells or skills. And without armour you take a lot more damage. (Armour
isn't useless folks!) The only character aspects that matter here is your
Health and Strength.

Q: What not even passive skills?
    A: No. Not even passive skills like Bind Wound can be used.

Q: Does it matter if I'm I'm Good or Evil or playing a multiplayer game?
    A: In order, No and Yes! It doesn't matter if you are playing on the Good
or Evil path. It does matter if you are playing a multiplayer game. Skeletons
have almost double the hitpoints playing in a multiplayer game compared to a
solo game. Grugs are similarly beefed up. Slugs remain the same regardless of
the number of players. So Soul Break is much easier playing in a solo player
game than in a multiplayer game. (Note that online games are typically
multiplayer.)

Q: What character type is the best one to try to beat this level with?
    A: Well since the only stats that matter are Health and Strength, that
would be builds of typical Barbarians and Berserkers.

Q: You have mentioned Health and Strength as being important. How important are
the other stats for Soul Break?
    A: Not very. Skills and Intelligence are 100% useless, and Dexterity only
slightly less so. Stamina is useful only because it is a component of Health,
but not nearly as useful as Strength because you can get more Health by
levelling, but your character can't do more melee damage without more Strength.
Any character's starting Stamina can be sufficient to win Soul Break, but no
character's starting Strength is sufficient to complete this medal round.

Q: How much Strength is enough?
    A: Technically the important statistic is Damage not Strength. However a
base Strength of: 56/88/176 makes Soul Break hard/probable/easy in that order.
(These numbers are not arbitrary and have math backing them up.)

Q: But I'm solo playing a wizard! I've put no points into Strength, and I have
no intention of doing so. What do I do?
    A: I feel for you, but that is one of the drawbacks of that build. Any
low Strength/low Health character is going to suck at trying to complete Soul
Break. If you simply can't do it with the character you have, you may have to
give up on Soul Break for that difficulty level. Once you have the Shard of
Torment, you can go back to Adventurous and try to complete the medal round on
the easiest difficulty. Once Soul Break is complete you can start a new game on
your old difficulty level and import your character. You will only lose the the
progress on your current plane so do this at the start of a plane. However I
don't consider this is a "strategy" because turning down the difficulty level
isn't strategic, it is altering the game settings.

Q: But it still takes me 10 hits to kill even a Slug on this level, regardless
of character level because I have *never* put a point into Strength. Isn't
there something I can do to complete the level with this character?
    A: Just after completing a plane, make a new multiplayer game. Make a
barbarian or berserker with high Strength and import your character into the
game. Cheat to level the fighter up and/or give attribute points (there are
ways, and they won't be found in this guide). Make sure the old character with
all the quest items is player one. Use the fighter you optimized for the
purpose of completing Soul Break to do it. Save the game. Both your "real"
character and the other character will count Soul Break as complete if they are
imported into a new game and both characters will get all the benefits from
completing it. The enemies will have more hitpoints in multiplayer, but most
likely will still be easier. Doing it this way is a pain, but this does work if
you want to gain access to any particular bonus level. Alternatively you can
simply not complete Soul Break with that character... you don't *have* to do it.

Q: When should I make a serious attempt this level? (*warning* small spoiler)
    A: After you have found the Twisted Key quest item. Before then you
probably don't have enough Strength or Health to succeed, and you aren't
missing out anything special until after you have found the Twisted Key. You
must have unlocked the Plane of Storms to have the opportunity to find the
Twisted Key. Where the key is, what it is used for, etc can be found in other
guides/FAQs.

Q: Yes but what level should I be?
    A: That's hard to answer because every character build is different. I
think the previous answer is more valid. However your character should be
somewhere in the 20's, and definitely level 30 or lower.

Q: Why level 30 or lower? (*warning* small spoiler)
    A: You did read the part where I said the part about the Twisted Key was
more valid right? But to answer your question, think about why you are playing
Soul Break in the first place... it is to get access to Hell's Cells. Why do
you want access to Hell's Cells?.. for the rewards. And of course you want
those rewards as soon as possible. The longer you wait to complete Soul Break
the less useful the rewards will be to you. The same rationale applies for any
other Medal Round you have access to but are putting off doing, but it applies
doubly for Soul Break. Just trust me when I say you want to defeat Soul Break
as soon as possible after getting the Twisted Key.

Q: Why do some people have said I need to be a much higher level level than
that?
    A: They could have used character builds (like a standard wizard) that
was poorly suited for this level. Maybe they didn't have the benefit of this
guide. Maybe they are impatient and gave up easily... I don't know. (After all,
Soul Break is very frustrating, and not much fun for many people.) However if
they were playing a fighter type build, (lots of points into Strength) and
couldn't complete Soul Break by level 30, then they missed out until much later
on some nice rewards. But basically they are incompetent and that is the reason
why they gave you that advice. It's not a good idea to listen to advice from
incompetent people.

Q: I can't even play Soul Break! The game freezes at the load screen when
entering Soul Break every time. What do I do?
    A: You have too much in your inventory, and the game can't figure out
what to do with it... so sell some. Or (more likely) you have two weapons
equipped. Unequip at least one of your weapons and it should load. This is a
known bug.

Q: How do you know what the names of the monsters are?
    A: For the Slugs... well they look like Slugs to me, so I refer to them
as such. The other monsters have names listed in Duff's Junkyard Fights.

Q: Did somebody actually ask you all these questions or did you come up with
them yourself?
    A: That's the stupidest question I've ever asked!

===============================================================================
                                [3] Enemies
===============================================================================
The enemies you can encounter on Soul Break (and no others) are as follows:

|--------------------------------------|
| [3.1] Slugs
|--------------------------------------|
Official Name:  unknown
(aka Worms, gnawers, anklebiters, leaches, stupid thing that killed me)
 - ~41 - 45 hit points (regardless of # of players)
 - infinite number
 - 1 bomb for sure kill (but don't)

Slugs are the small beige monsters that chase you around. They are the weakest
but argueably the most dangerous monsters on the level. They are small and
therefore hard to both see and hit. Plus they can respawn anywhere... including
right next to you while you are fighting another monster. This is the only
monster in the entire game that respawns while you are still on the level.

Slugs move at ~4 different speeds, and come in ~4 different sizes. The speed  a
Slug moves, its size and its hitpoints are all completely unrelated. So don't
think that because it is fast/slow, or small/big you know how many hitpoints it
has... that's all random. They can be killed by a single bomb blast, but don't
try because it is always a waste. You need to melee all Slugs or run away from
them until they give up chasing you.

|--------------------------------------|
| [3.2] Skeletons
|--------------------------------------|
Official Name:  Undead Gladiators
 - ~250 - 300 hit points (~450 in multiplayer)
 - ~45 Skeletons^ of various types total
 - 2 bombs for sure kill

Skeletons are pretty standard and are like all the other Skeletons you have
seen in the game except now they are dangerous because you don't have any
armor. There are two basic types of Skeletons, ones that try and melee with
you, and ones that try to shoot you. The melee Skeletons are referred to in
this guide simply as Skeletons. The ones with bows are referred to as Archers.
All Skeletons appear with a specific weapon in a specific location. A blast of
2 bombs is enough to kill a Skeleton and/or Archer.

Skeletons are slow to move, slow to attack and can have axes, swords, or
polearms. Basically they are all the same regardless of the weapon they use.
Three or four hits will probably kill you. The only exception is that some
Skeletons may have a polearm enchanted with Lightning or Cold. The Skeletons
with an enchanted weapon really aren't any more dangerous than one with a
normal weapon if the walkthrough is followed.

Archers come in two types, ones with a normal bow and ones with Cold bow
(referred to as Cold Archers in this guide). Archers are the least dangerous of
all the enemies in Soul Break. They have the slowest attack and on average do
the least damage. You should be able to take 5 or 6 hits from an Archer. They
stay stationary if they have line of sight on your character but will move
closer if a wall is in the way or they are just off screen. Unlike other
enemies, Archers do not try to return the area they spawned in. Bombs block all
normal arrows, but not cold arrows.

Cold Archers on their own aren't that dangerous... but they are never alone.
They slow you down letting other monsters catch up to you and kill you. You
need to dodge their shots. But like regular Archers, they do not try to return
the area they spawned in so you can draw them away from their backup and kill
them. Cold Archers are the only enemy in Soul Break that you really need to
kill first before you can rescue a Soul they are guarding. I think the only
reason they are in the game is so you cannot run through the whole level
ignoring bombs, dodging enemies and freeing Souls. If you try that, a Cold
Archer is going to cause you to lose.

|--------------------------------------|
| [3.3] Grugs
|--------------------------------------|
Official Name:  Grug Slimefist
(aka Grug, the Ogre, Thug)
 - lots of hit points (and lots more in multiplayer)
 - 6 total on level (in rooms c,d,i,j,l)
 - 5 bombs for sure kill (up to 9 bombs in multiplayer)

Grugs are fast, and have an extremely damaging attack that is both long and
wide. High level characters can't melee with him, so your character shouldn't
even try. He does have two weaknesses you can exploit... he has a wide turning
radius while running, and is easily delayed by obstructions such as Skeletons,
bombs or walls. Running in a straight line, a Grug will catch up to you,
however he won't be able to hit you. Grugs have to stop to attack, so they will
always swing and miss.

There are two different 'skins' for Grug. (One with a large wood hammer, and
one with a two handed mace or war hammer of some kind.) It is unclear if the
different versions of Grug have different statistics, but it doesn't matter
much as it is better to avoid them than to fight them. You don't *need* to kill
any Grug's in the walkthrough, but it is a good idea to kill one, and possibly
two depending on style.

Unlike the other enemies on this level, Grugs are slow to drop, and don't
explode or make a special noise once you have killed them. Therefore it is hard
to tell when they are dead. Exercise caution determining if one is still alive
or dead. You don't want to waste bombs blowing up an already dead Grug.

It is possible to kill a Grug in single player mode with 4 bombs. All bombs
must be point blank to kill a Grug this way, and it is not recommended as it
isn't a sure thing. Use an extra bomb or two and get the sure kill.

You can get away with killing a Grug using 1 large blast in a single player
game, but that doesn't work in multiplayer games. (Lots of bombs = some bombs
that are further away = less damage per bomb.) 9 bombs (in a 3,3,3 sequence) is
an effective way to kill a Grug using "bomb barriers" that works all the time
regardless of how many extra hitpoints the Grug has due to the number of
players. It doesn't waste bombs either because most of the time you won't need
to ignite all 9.

===============================================================================
                              [4] Strategy Guide
===============================================================================
|--------------------------------------|
| [4.1] Before You Start
|--------------------------------------|

- If you are planning to increase your Strength at some point in your
character's build (say to carry more figurines at high levels, which in effect
nets more non-Strength stats than putting points into those stats direct) then
put those points into Strength early... before you get to Soul Break. If your
character wears any Strength items before getting the Shard of Torment, you
haven't been putting enough points into Strength. If putting points into
Strength this early cripples your build in the early game, decide how much of a
real drawback it is. Don't go so far as to make your character unplayable for
whatever quest you need to do. However if your character is still fun to play,
my suggestion bite the bullet and spend points on Strength even if it cripples
him, or bite the other bullet and not do Soul Break.

- Just like in "Depth Scurry" and most medal rounds there is no way to beat
"Soul Break" until you have basically memorized the level... so don't try to
beat it at first. Work on memorizing the level. Use your first life to attack a
Skeleton one-on-one. You'll lose, but this lets you know how many hits it can
do to you and how much damage you do to it.

- Use the next 4-6 lives just running around trying to see as much of the level
as possible taking note where enemies are. There is no way you will get into
every room, and I strongly doubt you will even get the entire level onto your
auto-map. This has value since you need to know where the enemies, bombs and
Souls before you have a hope of passing the level. Do not ignite bombs or try
and free Souls as there is a good chance doing that will slow you down, or
chain explode a group of bombs killing you. Either way, you won't see much of
the level which is more important at the start.


|--------------------------------------|
| [4.2] Damage Numbers
|--------------------------------------|

- First if you haven't already done so, turn on the setting to see numbers
while on the main menu screen. This can be done before loading your game.

- The breakpoints for doing MINIMUM melee damage are 15, 23, and 45 points
*while in Soul Break* (out of Soul Break you do more damage because passive
skills are on). If you "normally" do one of the above damage numbers in Soul
Break but not all the time, then that won't cut it. That means if you get
unlucky and do nothing but minimum damage, and the monster has max hps for its
type, then it will have 1 hp left and you will need to hit it once more to kill
it. Requiring that last attack is a huge difference and often results in death
for your character. The longer you take to fight, the more time you will spend
fighting Slugs.

- Less than 15 damage per attack and you are in trouble. More than 45 and you
really should have completed it by now... it is only poor tactics that is
holding you back. 23 is a nice solid damage number.

- Barehanded damage is calculated as = [(STR/4)+1] That means:
Strength     Damage
   56   =     15
   88   =     23
  176   =     45
(not including however RtA does rounding)

- Why are these numbers important? Because Slugs have a maximum of 45 hit
points. 15 is three hits, 23 is two hits and 45 is one hit. Also doing 15
damage means you can't melee with Skeletons, (20 hits!) 23 damage per attack is
possible for a Skeleton wounded with one barrel (or an Archer at full hp) and
if you can do a minimum of 45 damage, you can take out any Skeleton in 7 hits
or less. It also means that if you can't complete Soul Break when dealing 17
damage with your hands, it is doubtful you will be able to until you break 23
damage. So if you can't finish Soul Break when you are doing a certain amount
of damage, don't frustrate yourself and instead wait until you can deal the
next damage break point with a single hit.

|--------------------------------------|
| [4.3] Resource Management
|--------------------------------------|

- By last count there are 103 bombs total in Soul Break. However many of these
bombs are not worth getting due to the enemies that guard them, so in fact
there are a lot less to work with. To make sure you don't run out use this rule
of thumb: use three bombs to kill two Skeletons. Simple math should illustrate
why is important when looking at the total number of enemies.

- Do not waste bombs. You can run out. If you do run out of bombs, then you
have no hope of completing the level, and might as well restart. Using a bomb
just to kill a Slug is always a waste.

- Ignite bombs only when you are *sure* to damage enemies. I can't stress this
point enough. Do not ignite bombs and *hope* it gets them. You will waste more
bombs than you can afford to if you rely on hope. If you don't ignite a bomb
now, you always have the option of using it later when you *know* it will be
useful!

- Bombs are found against walls where they are least useful. If you don't need
a particular bomb(s), move them away from the walls into the middle of passages
or rooms you already control. Put them into pairs that won't set off other
bombs. It gives you a fall back position if a monster chases you.

- You will spend a great deal of time waiting around while you heal. Try to do
something productive in this time like better positioning bombs or advancing
bombs out of the "bomb room". If you just sit and do nothing, you have a good
chance to zone out from boredom and not notice a Slug sneak up and kill you
until it is too late.

- If a bomb explodes and there is another bomb within 2 floor squares, both
bombs will go off at once. This is almost always bad because you use up too
many bombs even if you kill enemies. Make sure there are no other bombs within
a minimum of 2 full squares of another bomb, and to be safe, go with 3 full
squares because you can accidentally push them out of position while running.
If you want 2 or more bombs to go off at once it is better to have them close
than far apart because it makes them easier to handle. If they are apart, there
is a greater chance that an enemy will not be killed outright with the blast.
One bomb will kill you outright though.

- Keep this in mind: Small blast radius is safer for you, more dangerous for
the enemies. Large blast radius is safer for enemies and more dangerous for you.

- Do not panic when there are a lot of enemies. By "panic" I mean igniting
bombs because there are so many enemies on screen and you feel you need to do
something. This will at best waste bombs, but most likely kill you. If you
ignite a bomb when you are weaving and dodging enemies in a room, 90% of the
time you will either get caught in the blast, or get cornered by enemies
because you have to avoid the blast. Wait for the sure kills... if it isn't,
the bombs will still be there after you run away for you to try again.


|--------------------------------------|
| [4.4] Dealing with Monsters
|--------------------------------------|

- Mixed groups of Archers and melee Skeletons are much harder to deal with than
groups that are all of one kind. Archers (without Cold arrows) are the least
dangerous and the only non-spawning monster you can realistically kill using
only melee. If your choice is a guaranteed hit from an Archer, or a possible
hit from another monster, take the hit from the Archer. Or to put it another
way... when running through a mixed group of enemies, worry about dodging all
other monster hits but just let arrows hit you.

- A melee Skeleton will normally walk two squares (the floor texture is made up
of squares) in the time it takes for a lit bomb to explode. This isn't always
true though because sometimes a Skeleton gets caught on an obstruction, or
turns around and walks away because it isn't in its normal area. Using the "2
squares" method is an effective, but not guaranteed strategy to defeat
Skeletons. I rarely recommend this method.

- All Skeletons and Grugs start in the same location every time. The location
that they start in is considered "theirs" and that particular monster will
chase you only while you are close to their area. They can be baited out of
those areas, but if outside their territory they try and get back. When they
try to return, they will try and go in a straight line, even if there is a wall
in the way. This has benefits and drawbacks. Namely you may end up igniting a
bomb only have the Skeleton turn around and walk away from the blast. The
'straight line' route that monsters try and take to get back to their home area
means that it is possible for a monster to be trapped in a room, where they
could be right in your way, or safely ignored for the rest of the level.

- All monsters follow you for longer and farther after you have hurt them. This
has benefits and drawbacks but make sure to keep it in mind.

- Fight Slugs in open areas free of obstructions. Your attack routine can get
you caught on walls and/or bombs long enough for the Slug to do major damage.

- Absolutely do not fight Slugs near bombs. A Slug can hit you from behind a
bomb, but you can't hit it. (I learned that the very hard way when I had one
Soul left to collect.)

-Archer Skeletons are sometimes smart enough to move if there is a wall in the
way when they are trying to shoot you, but never smart enough to move if
something else is blocking their shot. If they are stationary and are on the
screen (aka "close distance") they won't move at all. However if you go around
a corner, they will advance closer to you as long as you can still see them
and/or they are just a little ways off the screen (aka "medium distance"). Use
this against them. You can get Archers to walk away from locations where they
are hard to kill into locations where they are very easy to kill, especially if
they come alone. However no monster will chase if you if they are well off the
screen (aka "long distance").

- Archer Skeletons cannot shoot through bombs, (and neither can you if you had
a regular bow). Archers also have the least amount of armour (besides you). You
can safely push a bomb right up to an archer's nose and then blow it up. It is
the safest and most effective way of killing an archer. Like all Skeletons, you
need two bombs to kill an archer, but if you are good at melee (at least 20
points minimum per hit) then consider softening lone archers up with a single
bomb then killing them with your bare hands. Exception: Archer Skeletons with
cold bows *can* shoot through bombs. You have to dodge their shots.

- Bombs work effectively against Grugs, but not as efficiently. Skeletons
continue to walk against obstacles, while Grugs bounce repeatedly off them.
This tendency to bounce puts Grugs a little further away from blasts when they
go off. This means each bomb does slightly less damage. The bottom line is that
unlike Skeletons, you tend to need more bombs than the minimum to make a 100%
sure kill against a Grug. It isn't a waste to use bombs this way as Grugs are
dangerous enough that you always want to spend the extra bombs to get the sure
kill.

- Your goal is to rescue 20 Souls, not to kill all the enemies. You don't need
to kill all the enemies, and it's impossible to kill all the Slugs. If a
Skeleton or Grug is in a room you don't need to go into anymore, ignore him and
the don't go into that room anymore.

|--------------------------------------|
| [4.5] Movement
|--------------------------------------|

- It is easier for your character to push two bombs at once than it is for him
to push one at a time... but you can't push anything if you try three bombs at
once.

- Remember that you can outrun all enemies on this level. You can even out-walk
Skeletons. You are the same speed or faster than all the enemies save for Grug
on a straight run, and with fancy footwork you can dodge him, or he will get
caught on something and stop long enough for you to get away. All enemies will
eventually give up trying to chase you except for the rare very determined Slug.

- If you are being chased by a Slug that won't let you go, then find at least a
mid-sized room and run in a small (but not tight) circle. This will give both
enough time to heal and enough space to kill it. Don't fight Slugs if you are
under 25% of your hp. Run (even if it is a circle) so you can heal. Try and
loose multiple Slugs by running around circuits you have already removed of
enemies.

- Never go into a room that once contained a Soul. You will not find a bomb or
a passageway to somewhere else in any cell. Some people suggest using those
rooms to heal safely. Slugs still find me in the Soul's cells, so I don't think
of them as safe, therefore I don't see the point. But there is a danger to
going into these rooms. You can get trapped and a small room makes it harder to
kill a Slug that attacks you. You can get caught on the wall, and in a
situation where you are not be able to effectively counter-attack the Slug.
Additionally some people have reported a bug where they ran into the cell
immediately after opening the door and the Soul failed to leave. If that bug
happens, you can't win.


|--------------------------------------|
| [4.6] Using Bombs Effectively
|--------------------------------------|

The three reliable methods (in order of difficulty):
  A) Bomb barriers,
  B) Take a hit, and
  C) 2 squares
I've already covered "Take a hit" and "2 squares" earlier in other parts of
this guide (use Ctrl-F), so this section deals with bomb barriers.

- Most importantly enemies cannot push bombs like you can. This means you can
make barriers that you can get by and they get stopped by. You can wait safely
on one side of your barricade while the enemies are all right next to you on
the other side. This groups them together for an easy kill, while you calmly
set the fuse and walk away. It is the absolute best way to kill Skeletons, and
the safest way to avoid Grugs. Slugs can always squeeze through, but it will
slow them down. Three bombs makes an effective barrier in corridors. Four bombs
can block wider areas like the bridges. You can use more bombs you are not very
good at positioning them, but with more bombs there is a danger that you can
get stuck for a second when trying to move by them.
How to make a bomb barrier with the best positioning:

Wide           Narrow
passage        passage
|    |         | x |
|    |         |   |
|1   |         |  C|
| 23 |         | B |
|   4|         |A  |
|    |         |   |
|  x |         |   |


- Assume your character is the "x" and you want to cross to the other side of
the bomb barrier because there are monsters behind you. In the diagram above
you move bombs 1 & A depending which direction you are coming from. Always move
the furthest bomb away from you to get past. Then turn around and push it level
with 2 & B.

Wide           Narrow
passage        passage
|    |         |   |
| y  |         | m |
|    |         |m C|
|123 |         |AB |
| mm4|         |   |
|    |         | y |
|    |         |   |

- You are now at point "y" with "m" monsters on the the other side. You are
safe even from Archers. Wait around for as long as you like (don't rush!) until
all the monsters are trying to push past your bombs (which they can't do) and
ignite one of the bombs without moving them. As long as you get 2 Skeletons for
3 bombs, you will have more than enough bombs to complete the level.

- You can "advance" a barrier forward that has Skeleton(s) on the other side if
you are careful not to give enough room for them to squeeze through. I do not
recommend you do this on areas that you have not gone into yet with that life.
You can accidentally catch bombs that are up ahead when the blast goes off. It
is easier, less dangerous, faster, and uses less bombs if you run into a room,
then run out with everyone chasing you. I do recommend advancing barriers for
areas you have gone into and you know you can coax a second Skeleton out, or
for those areas too dangerous to run into first.

- Note that if you move so the bomb barrier is off screen, (you can't see the
monsters or the bombs) there is a chance that one or more monsters "hops" over
the bombs. This can mess up your plans and only happens when the monster is at
"medium distance". However monsters that do this are now trapped and often just
push against the bomb barrier from your side trying to get back where they came
from. You can push up a bomb and ignite it so that the blast chains the barrier
and then all is well (unless some of the monsters start chasing you again). In
most cases the monsters are out of position and not in your way, so you can
just avoid them.

===============================================================================
                               [5] Walkthrough
===============================================================================
|--------------------------------------|
| [5.1] Overview
|--------------------------------------|

- Follow my strategy for "Before You Start" included above. After you have seen
what the map looks like while playing (or at least a good portion), continue
following the walkthrough.

- This walkthrough assumes you are following the general strategies in guide
above. That includes healing when hurt, (duh) setting up fall-back points,
killing Slugs, generally keeping your brain in your head and adapting both the
walkthrough and your actions to fit circumstances.

- Keep note of the Souls left both in your game and in this walkthrough. If
they don't match, figure out *why* they don't match. You would feel pretty
stupid if you died only because there was one Soul left you missed and/or
forgot about it. Don't take unnecessary risks to release a Soul early if it
will be safer to do so later.

- Everthing up to this point of the guide has been strategy. Everything after
is a very specific walkthrough. So in case you care...
**BIG SPOILER WARNING FOR THIS POINT ON.**

- There is no compass, so I'm saying you start at the southern most tip of the
map. Going forward means you are going north... now we're working from the same
point of reference we can continue...


|--------------------------------------|
| [5.2] Map
|--------------------------------------|

a = first T-junction
b = bridge room
c = bomb room
d = west wing
e = small east room
f = L-shaped room
g = odd-shaped room
h = northern T-junction
i = north-eastern room
j = north-by-north-east room
k = bridge nexus
l = 2-Grug room
S = Soul trapped in cell


                   _S__
                  |    |                _S__
                  |    |               |    |
                  | l  |               |_j _|      _
                  |    |                 ||       | |__S_
                  |    |                 ||       |      |
                  |_  _|                 ||       |  i   |S
                    ||                ___||_______|    __|
                    ||               |_  h________  ___|
                    ||                 ||         ||
                   _||_           __   ||         ||
                  |    |_        |  |_| |         ||
                  |  k  |________|    g |         ||
                  |_  _________________  |       _||_
                    ||            S    | |       |   |
                    ||                 | |_      | e |S
                    ||                 |  |______| __|
                    ||                 | f        |
                    ||                 |_____     |
                   _||__                 S   |    |
                  |     |                    |_  _|
                  |     |                      ||
                  |  b  |                      ||
                __|     |_                     ||
 _S_____       |  ______ |_            __      ||
|       |      | |   S  |_|           |  |     ||
|       |______| |       ||           |_ |     ||
S|    d   _____   |       ||             ||     ||
|       |    |_  |       ||             ||__S__||
|____  _|      | |       ||             |       |
  S  ||        | |       ||        _S__|  c    |
     ||        | |       ||       |_ __________|
    _||        | |__     ||_       ||      S
   |  |        |   |     |  |__    ||
   |__|        |   |     |     |___||
              S|   |_____| ____     |
               |___  a ___|    |   |~
                   | _|        |   |
                   ||          |   |
                   ||          |   |
                   ||         S|   |S
                  _||_         |___|
                 |    |          S
                S|    |S
                 |_  _|
                   ||
                   ||
                  _||_
                 |_  _|
                  _||_
                 |_  _|
                   ||
                   ~~


|--------------------------------------|
| [5.3] Souls left = 20
|--------------------------------------|
- Free the 2 Souls. Move two bombs together into the center of the room. Move
the two other bombs 1/3 up the hallway and place them in the center. Run up the
hallway until the 2 Skeletons chase you. Running into the "first T-junction"
and doing a lap makes them walk together, which you need. Once they are chasing
you, retreat and use the 2 bombs in the hall to kill them both. If you miss,
you have two more bombs to try.

Note: You could set up a bomb barrier here, but you have to learn how to time
when to ignite the bombs without a barrier. It is important to practice the two
harder methods of killing Skeletons ("2 squares," and "take a hit") so you can
use them later when you don't have the option of a barrier. These 2 Skeletons
at the start are the perfect ones to practice on because you haven't put any
time into the level or accomplished much so it isn't a big deal if you die.
Souls released = 2

|--------------------------------------|
| [5.4] Souls left = 18
|--------------------------------------|
- Go left (west) from the "first T-junction". Move the bomb on the left of the
entrance way first up and into the start of the north passageway. (If you don't
it jumps into the wall and disappears due to a bug.) Free the Soul in this
room. Move two other bombs from this room and form a barrier a maximum of 1
floor square into up into this passageway. (Any further and you risk setting
off 4+ bombs at once not including any you push up.)
Souls released = 3

- Now you are going to do a run around the block and back to this room in a
counter-clockwise direction. Go east past the first T-junction. This room has a
Skeleton behind two bombs. Go slow enough north that he follows you. He will
stop following you before you get to the room to the north (from now on this
room is called the "bridge room").
Souls released = 3

- Run into the "bridge room". Stay on the north side of the Archer rather than
the south side where the Soul is. Don't get that Soul right now. That Soul can
stay in that room while 3 Skeletons and an Archer start chasing you. Continue
around the circuit back past your bomb barrier and get as many Skeletons next
to your barrier as possible. If you are lucky that is 3, if unlucky 1. Even if
there is only one, you have to blow it because the main point in that was to
get the Skeletons out of position.
Souls released = 3

- Build another bomb barrier where you blew up the last one, and while doing
that you will probably need to heal.
Souls released = 3

- Go east back past the "first T-junction". Since that Skeleton is out of
position, you now have access to the room he was in and a lot (9) more bombs.
Set up a barrier in the southern most section where it joins the passage you
came from. 3 bombs here doesn't completely block it off, but that is what I
recommend because the Skeletons get confused in this corner. They spend a lot
of time trying to walk around the bombs (if positioned correctly) and it is a
safe and sure kill.
Souls released = 3

- Go east some more. This room will open up into a bigger room with 2
Skeletons, an Archer and 3 Souls. Ignore the Souls for now. Get the 2 Skeletons
to follow you back out of this room, but not the Archer. While they are not in
any danger of catching you, go north and get the Skeleton that you left in the
north passage that used to be in this room. Get the 3 Skeletons grouped by
running around them and then run behind your barrier. Wait until they start to
figure out how to get by it and ignite it. If one figures it out quickly, "take
a hit" to slow him down. 3 bombs should kill these 3 Skeletons nicely. If you
do this wrong you are going to have a lot of problems correcting your mistake
so spend the effort to get it right.
Souls released = 3

|--------------------------------------|
| [5.5] Souls left = 17
|--------------------------------------|
-Go east back into the big room with the second Archer you have seen. Move a
bomb to block his arrows and kill him in your favourite way to kill a lone
Archer. Release the 3 Souls in this room. The cell on east side is going to
become a Grug trap, but more on that later.
Souls released = 6

|--------------------------------------|
| [5.6] Souls left = 14
|--------------------------------------|
- Push all bombs in this area to the north side of the room, and last two up
the north passage on the east side but just to the start of it. (There are
bombs up there you need that will chain if you take bombs up any further.) Go
up that passage until the Skeleton starts chasing you. Use the 2 bombs in the
passage to kill him using the "take a hit" method. Go north and free the Soul
that Skeleton was guarding.
Souls released = 7

- Make a barrier in the passage way to the east. This passage leads to the
"bomb room". Push your barrier a little less than halfway to the next room
because you really don't want to blow up all the bombs in the "bomb room". You
need them. If you do accidentally blow up everything in that room, you have no
realistic hope of completing the level. Run into the bomb room going
counter-clockwise back to your barrier. Do not ignite any bombs in here! There
are two Souls in here but ignore them. All you are interested in is getting the
Skeletons to chase you back to your barrier. Your first Grug will also come
too. He is a pain, but manageable, especially since he will get caught up on
the Skeletons as you do your run. Now that there are 3 Skeletons and a Grug
stuck behind your 3 bombs, very carefully light one. Watch out because Grug has
reach.
Souls released = 7

|--------------------------------------|
| [5.7] Souls left = 13
|--------------------------------------|
- Now you've killed the Skeletons and just made Grug mad by hurting him
slightly... run away! Get Grug to follow you south to the room where you
released 3 Souls. You're safe from Grug on the west side of this room, but you
don't want that. If he stops chasing you at any point, you need to get closer
until he chases you. You need him in the south portion of this room. Don't let
him go back up that passage! Eventually you can get him to go into the eastern
most cell in his effort to get back to the bomb room. At which point you can
leave him safely in his new cell and forget about him. Release the 2 Souls in
the "bomb room" and count up your haul of bombs (there should be 20!). If you
left 1 or more Skeletons in the "bomb room" unkilled you will have to be
extremely careful not to catch any other bombs in this room or they will chain,
(and even if you don't die in the blast, you might as well restart). You will
have to fight any Skeletons remaining back in the passage you entered from.
Souls released = 9

|--------------------------------------|
| [5.8] Souls left = 11
|--------------------------------------|
- Go west back to where you take the passage north to the "bridge room". Make
sure all the bombs left in this area are in pairs. Make a fall back position in
the passage north to the bridge room in case you have to come back down this
way. Push two bombs up and into the middle of the "bridge room" if you can. If
there are any Skeletons left in the "bridge room" you have lots of bombs and
lots of ways of dealing with them, so deal with them, but don't go too far west
or north just yet. Release the Soul in this room that you saw when you first
did the circuit through here.
Souls released = 10

Note: In the "bridge room" there are 2 bombs next to the bridge on the west
side. One bomb can always be used, but the other one (similar to a bomb
earlier) does have the habit of jumping off the bridge due to a bug. Snowblind
fire playtesters or whoever didn't listen to them!

- Go west. That first Archer should still be in this hall, possibly if you were
really unlucky earlier there might be a normal Skeleton too. There are more
than enough bombs in this corner and the "bridge room" to take care of any
Skeletons you dragged down the hall but failed to kill.
Souls released = 10

|--------------------------------------|
| [5.9] Souls left = 10
|--------------------------------------|
- Next head along the west passage. You may want to build a barrier here for
safety, but it is unnecessary. I call the room to the west the "west wing". It
is a dangerous room so you have been warned. You aren't going to kill (or even
damage) any enemies in the "west wing". Unlike the "bomb room" it is a dead end
and doesn't have enough bombs in it (only 6) to make it worth taking and you
don't need them anyway. There are 3 Souls in this room. They are guarded by a
few Skeletons, including an Archer and a Grug. Free the Soul on the north
first, then west, then south. It is best to free the Souls in a
counter-clockwise direction because running counter-clockwise makes Grug gets
caught up behind the Skeletons. Just don't get caught up on the bombs on the
right side as you enter. I recommend that you do not actively try to dodge the
any of the Archer's arrows. Dodging the arrows can slow you down enough for a
Skeleton and/or Grug to catch you. The enemies will not chase you very far out
of this room, unless you damage them and make them mad... so don't ignite any
bombs in the west wing. Just save the 3 Souls and get out.

Note: You may even want to do the "west wing" earlier in the walkthrough so
that if you die you haven't wasted so much time. This is the time when I do it
though.
Souls released = 13

- This next part is slow, but easy so it gives you time to heal after doing the
"west wing". Go east back to the "bomb room". Take stock of your bombs. They
will eventually be going north up the east passage. You won't need all of them,
but you need at least a dozen and likely a few more by the time you are done,
so use them, but don't start thinking you have enough to waste them. Push 5
bombs to the east side and up the passage, and another 3 bombs in reserve at
very start of the passage. Build a barrier at the north side of the balcony
area. Push the other 2 bombs further north past the barrier and keep walking
with them, you won't be igniting them any time soon, so don't ignite them just
because you see a Skeleton. Up ahead are 3 Archers and the two bombs make a
good shield as you walk towards them pushing your bombs. Eventually other
Skeletons will start to chase you back down this passage. Make sure your two
groups of bombs are far enough away they aren't going to set each other off.
Leave your bomb shield there and don't ignite it, and run back to your barrier
to kill the Skeletons. Rebuild a barrier in the same location after the walking
Skeletons are dead just in case you were unlucky and missed some.
Souls released = 13

- Now you will notice the 3 Archers may have advanced from the point you left
them. Now they are right next to the 2 bombs you were using as a shield... how
convenient. If not, just make sure the 2 bombs are in their faces and kill them.
Souls released = 13

|--------------------------------------|
| [5.10] Souls left = 7
|--------------------------------------|
- Move another barrier to the point where you killed the Archers. Head north in
to the room at the end of the long passage, but keep to the south end of that
room. If there are any Skeletons left that are willing to follow you back to
your barrier, (doubtful at this point) take steps to kill them. Keeping to the
south part of the room first, make the bombs here useful by moving and pairing
up the bombs so they aren't in danger of chaining and are away from the walls.
As you move further north in this room, Skeletons may come from the "small east
room" to the north, or from the larger "L-shaped room" to the west. If/when
they do, use the "take a hit" or riskier "2 squares" methods to kill them and
bring more bombs from the "bomb room" as needed. While you are running around
here, free the Soul in the "L-shaped room".
Souls released = 14

|--------------------------------------|
| [5.11] Souls left = 6
|--------------------------------------|
- There is one Archer around the corner in the "L-shaped room" to the west. Go
around corners and such to get him into a spot you like. Push two barrels up
into his face making sure the blast doesn't catch other bombs, but don't ignite
any right now. Run north into the "odd-shaped room" and get as many Skeletons
to chase you as possible (running in circles if need be) and get them close
enough to the 2 bombs next to the Archer to ignite them. You are guaranteed to
get the Archer if no one else (making it worth it) but it is possible to get 5+
Skeletons (including one with a Cold pike) using just 2 bombs. It isn't
necessary, but boy is it satisfying. Afterwards use pairs of bombs (from the
"bomb room") and the "take a hit" method to kill the remaining Skeletons from
the "odd-shaped room" by dragging them south into the "L-shaped room". Don't
kill Skeletons in the "odd-shaped room" as there are too many bombs, and you're
sure to catch more bombs than you want in blasts. Now that you control the
"odd-shaped room" release the Soul trapped in here.
Souls released = 15

|--------------------------------------|
| [5.12] Souls left = 5
|--------------------------------------|
- Head east back to the "small east room". Place a couple of bombs at its
entrance to the south. Enter it carefully as there are one or more Skeletons
leading out the passage to north, including one with a magic pike. You could
have got them earlier, but you might not have. Draw any Skeletons back to the
pair of bombs and kill them with the "take a hit" method. Repeat as necessary
until you can safely be in the north part of this room. Free the Soul here.
Build a bomb barrier at the start of the passageway to the north, ensuring that
the barrier is completely in the passage and no one can run around it.
Souls released = 16

- Slowly head north up the passage from the "small east room". Be careful as
this next part can be dangerous. There is both a Archer with cold bow, and a
Grug up this passage. Together they can kill you very easily because if you are
slowed, the Grug can catch you. If you don't encounter any resistance, push
your bomb barrier up but don't go too far, and don't get into a situation where
you can't run away without bombs blocking a Grug. When you have enough room for
another barrier in this passage without blowing them both up, build a second
one at the entrance. Now there is likely bug that can occur here where the Grug
and/or Skeleton hops over the barrier due to bad collision detection. That is
why you definitely need the second barrier to run behind. This bug only seems
to occur when the monsters are just barely out of sight, and here you can take
advantage of it. If the Grug does hop the barrier, then he is out of the room
ahead (aka "north-eastern room") and he is trapped between two barriers. That
is good enough for you because there is a second entrance and now you don't
have to deal with him. In this case, move south and quickly away from the now
trapped Grug.
If the Grug doesn't hop the barrier and is stuck on the other side, then it
will be more difficult due to the Cold Archer shooting at you down the passage.
You will have to get good at timing when to dodge his shots because your bombs
won't stop cold arrows. Try to get the Cold Archer from the "north-eastern
room" to go where you want him or hop the bombs by using the strategy for
dealing with Archers above. If forced to kill Grug while he is stuck on the far
side of the barrier, blow it up and run behind your second one. Repeat this
section until Grug is dead or stuck.

Note: The only thing you are trying to accomplish in the above section is to
get the Grug permanently out of the "north-eastern room".
Souls released = 16

- Head back to the "odd-shaped room". To the west is the "bridge nexus" but you
shouldn't to go that way yet. Head north over a small bridge (dealing with any
lone Skeletons you find) to the "northern T-junction". Set up a barrier in the
passage that heads east on the east side of the "northern T-junction". (Nothing
will come down from the north passage out of the "northern T-junction" unless
you go up there, so don't go up there for now.)
Souls released = 16

|--------------------------------------|
| [5.13] Souls left = 4
|--------------------------------------|
- Now you going east into the "north-eastern room". There are 2 Souls to free
in this room. You are going to do a run-in, run-out, like you did in the "west
wing". The cold Archer may still be alive, but even if he is, you still should
be able to run in, free the 2 Souls and run out without too much trouble unless
you screwed up and the Grug is still there. Depending on what is left in this
room you may want to consider finishing off any left over Skeletons. However
don't ignite any bombs in this room if you didn't kill the Grug. You really
wouldn't want your barrier to the south to get blown up by mistake. If anyone
follows you back out of this room (which is doubtful) you have a barrier to the
west near the "northern T-junction" that you can run behind... I wouldn't
bother blowing up that barrier though as once those Souls are free you don't
need to go back there again.
Souls released = 18

|--------------------------------------|
| [5.14] Souls left = 2
|--------------------------------------|
- To the north of the "northern T-junction" is the "north-by-north-east room".
It has a Soul, plus an Archer and a Grug guarding it. It is a valid option to
run into the room, free the Soul, and run out. However it is a small room and
with the time you have spent getting to this point I would rather be safe than
sorry. If you have been following this guide and not wasting bombs you should
have lots still in this area and even more way back at the start. Put one bomb
barrier in the passage north of the "northern T-junction" and the other in the
east passage. Push the barrier ahead of you and stay on the safe side of it.
Keep them lined up (rather than staggered) so nothing can pass.  Use them to
kill the Grug from the "north-by-north-east room" while staying safe. You will
probably kill the Archer in the process, but it doesn't matter. Once this Grug
is dead, run in, get the Soul and run out rather than wasting time.
Souls released = 19

- Head west to the "bridge nexus". In this three way junction of bridges (hence
"bridge nexus" you will find a Skeleton and an Archer Skeleton. You could have
approached this area from the south, but from the east is better due to the
narrower walkway. I like to lure the Archer closer and push 2 bombs into his
face and use the 2 bombs to kill both the Archer and the Skeleton. If you don't
feel comfortable doing that, kill the melee Skeleton first using the "Take a
hit" method then deal with the lone Archer.
Souls released = 19

- Now you're in the home stretch. Bring bombs from wherever you can safely get
them from to the "bridge nexus". You will need about a dozen total, (not
including the ones you haven't found yet) but only because it is very hard to
use them efficiently in this area. You won't need them all at once so don't
spend too much time collecting them unless you need to heal. The bridges to the
north are wider than other passages so you need at least 4 bombs to build a
barrier. Build one to the start of the bridge north out of the "nexus".
Souls released = 19

- Get 2 other bombs and push them ahead of you as you walk because as you go
north you are going to encounter 2 Archers, 1 Cold Archer, 2 Skeletons and
hopefully no Grugs. (You will only encounter the Grugs if you went way too
far.)Of course the bombs won't be able to block cold arrows, but there are
enough normal Archers to make it worth while. When you start seeing cold
arrows, run up until melee Skeletons start to chase you, then run back to your
2 bombs. Use the "2 squares" method to kill any Skeletons that try to melee
with you if and only if it is a sure kill, otherwise leave your paired bombs
there and run back to your barrier to kill Skeletons that follow to melee. It
is very likely that one or more Archers will advance while you run away and end
up right next to the 2 bombs you left behind. Either way, your goal here is to
thin out the room to the north a little and definitely kill the Cold Archer.
Whatever you do, do not go into the room itself or else the Grugs will start
chasing you and you don't want that right now.
Souls released = 19

- Now for the last Soul... and the hardest. It is left for last that way if you
die after you released it, it doesn't matter. Just make sure you release it
*before* you die. There is even a bomb that is right in front of the cell you
need to open, and that bomb WILL get in your way. To the north is a long
rectangular room, aka the "2-Grug room". It has a bunch of Skeletons in it
(which hopefully you already killed) and 2 (yes two!) Grugs in it. One is a
slightly different colour than the other, he might have a different stats than
the other Grugs... it doesn't matter because you don't need to kill them. Make
sure you are fully healed before you continue.
Souls released = 19

- Build a 4 bomb barrier on the bridge heading north. Start your barrier well
to the south of the entrance, and unlike most other barriers you are going to
stay on the safe side of it. So instead of staggering the bombs so you can run
past them, keep them lined up so nothing can pass. The 2 Grugs either start in
the middle of the room, or the back half of the room (hard to tell because they
move fast). Either way you don't want to see them until you make a run for the
Soul. What you need to do with barrier is advance it as a whole and slowly draw
out some of the Skeletons that are in the room above. You need to give yourself
some room to manuver up there and it too full of enemies as it starts. It can
be helpful if some melee Skeletons are still off-screen in the room because
they will get in the way of the Grugs that try and charge you. Once you've
drawn out a couple of Skeletons to your barrier, blow them up, and rebuild
another in bomb barrier in the same place, but this time put a small hole you
can run through without getting caught up with a 5th bomb ready to push in the
hole if necessary. You won't blow this second barrier up, and hopefully won't
need it, but it is good to plan ahead and be extra careful given you only have
one Soul left.
Souls released = 19

|--------------------------------------|
| [5.15] Souls left = 1
|--------------------------------------|
- Now run into the last room. I prefer to run up the right hand side, but that
probably doesn't matter. When you get anywhere close to the cell at the end,
repeatedly tap the square button to both ignite the bomb and open the cell.
Then run away. Try and get out of that room if you can. If you make it out then
the good news is you didn't die, the bad news is that you didn't free the Soul.
If you made it out run away and don't stop running until you are fully healed
before you try again. If you have to do it again, at least you know exactly
what you left to deal with. However running in then out probably won't work
again as the Grugs would have moved closer. In that case, don't try running in
again. Kill both Grugs as they are trapped on your bomb barrier, and don't take
chances, bring =all= your remaining bombs up and make absolutely sure both
Grugs die at the same time (just in case one Grug is tougher)... then rescue
the last Soul.
Souls released = 20

***You Win***
[End of Guide]
Everything after this point is boring and won't help you beat Soul Break.

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                               [6] Ending Crap
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                            [6.a] Version History
*****************************************************************************
v1.0: [April 4, 2005]  Fixed some grammar errors. Clarified some sections.

v0.9: [March 22, 2005]  Added Str-damage info. Re-wrote section [3.x] Added
info on increased multiplayer difficulty. Clarified some sections.

v0.7: [March 14, 2005]  Guide uploaded to gamefaqs.com primarily for feedback
and error correction. "Section [3] Enemies" is still in beta form and will be
fixed in a later version.

Note: I highly doubt this FAQ will be updated past April 2005.
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                              [6.b] Rants
*****************************************************************************

Note to Snowblind: This level (or one like it) could have been much more fun if
it was the first Medal round. You could have made the enemies weaker, but it
would have had the same relative level of difficulty. However it wouldn't have
been *so* important which type of character you attempted it with. I consider
this mistake so bad it is on par with the Wizard Glitch weapon enchantments.
Another bad design element... shame on you Snowblind for passing off a beta as
final product!

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                          [6.c] Credit & Thanks
*****************************************************************************
- First and foremost I have to thank Vini 1/2, aka "Vini the Knife". I could
not have done it without him... seriously... it was his PS2 and game. Plus he
deserves full credit (which is 0.5 more credit than for CS 452) for the map,
bomb count, proofreading, and otherwise doing the really boring things needed
for this guide.
- Second I want to thank Snowblind for creating CoN:RtA... but I just can't.
Some employee(s) of theirs designed Soul Break. If this game had less obvious
bugs, I would give them a heartfelt thanks for a fun game.
- Third I want to thank the collective authors of the SW:KoTOR guides on
GameFaqs.com. You did an admirable job of fact collecting. However it was your
aggregate of ridiculously poor advice on how to use those facts that truly
spurred me on to create this Guide. It made it very clear to me that in the
absence of good advice, people will believe bad advice despite all evidence and
logic. More than anything else I just didn't want to see someone give advice as
bad as yours for Soul Break.

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                         [6.d] Contact Information
*****************************************************************************

If you have any information that you think would help improve this guide, or
want permission to publish it somewhere other than GameFAQs.com, you may
contact me using the information below:

Non-humans can go to:  http://www.monkeys.com/spammers-are-leeches/

No one may send unsolicited commercial email to:
***********************************************
*   Evil Mind           qwragbt02-sneakemail  *
***********************************************

(The above address has been altered to prevent harvesting. You need to add
'com' and 'at' to the appropriate places and exchange 3rd letter with the 7th.)

Mail sent to the above address will arrive at a server in California and is
protected by California Business & Professions Code 17538.45.
Which states:
    In addition to any other action available under law, any electronic
    mail service provider whose policy on unsolicited electronic mail
    advertisements is violated as provided in this section may bring a
    civil action to recover the actual monetary loss suffered by that
    provider by reason of that violation, or liquidated damages of
    fifty dollars ($50) for each electronic mail message initiated or
    delivered in violation of this section, up to a maximum of twenty-
    five thousand dollars ($25,000) per day, whichever amount is greater.

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                           [6.e] Disclaimer
*****************************************************************************
This guide may not be placed on any web site or otherwise published without
written permission from the author. No part of this guide may be removed,
altered or appended without permission. This guide is protected by Canadian
Copyright Laws and in no way attempts to limit fair dealing. (Fair dealing is
encouraged!) All rights reserved. All trademarks and copyrights contained in
this document are owned by their respective trademark and copyright holders.

If you use something I have written and attribute it to me, I'll probably be
happy. Just please don't plagiarize. And if you ask for permission, you will
likely get it.

Most recent version of this guide is always available at www.gamefaqs.com.
GameFaqs does have permission to place this guide on their website.
Neoseeker.com also has permission because they asked.
*****************************************************************************
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            This has been a production of "An Evil_Mind"
                ~ Copyright 2005 (c) Steve Campey ~
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~ End of File ~