A walkthrough for DEATH PROCLAIMED written by: Jake Springhorn

SHIFT TO STABY STABY

CANCEL TO OPEN LAZY CMS

MONSTER-FIGHTING TIPS FOR IDIOTS:

In this game, the ABS is a bit strange. If you wish to damage your
enemies, you must collide INTO THEM WHILE SWINGING YOUR WEAPON.
Sometimes they will turn the tables and damage you as you damage
them, so be very aware when fighting a monster. With a lot of practice,
you will get through DEATH PROCLAIMED just fine.

MONSTER DESCRIPTIONS:

RED EYES
---
Power: Weak
Speed: Slow/Fast

Red Eyes are shadowy humanoids with...red eyes. They are able
to teleport to your position or charge at you. Usually they will
not let you leave an area alive, so kill them while you can.

SPECTER
---
Power: Weak
Speed: Slow/Fast

Specters are ghost-like monstrosities. They can teleport far away
from you and charge at you with lightning speed or they can slip
through walls to arrive at your very position. They are dangerous
when in groups, so be aware.

BUGMEN
---
Power: Medium
Speed: Slow/Fast

Bugmen shall welcome you heartily in the sewer area and beyond.
They look like large figures clothed in a brown robe. They are very
slow and lumbering, but sometimes they will suddenly charge at you
speedily. This may catch you off guard, and to top it off, they can
sometimes jump RIGHT BEHIND YOU when they are charging.

ACID SNAKE
---
Power: Medium
Speed: Slow

Acid snakes are located in the Mental Asylum. They have a snake-like
body with the legs of an insect on the bottom to keep them upright.
Sometimes when they are close, they will spray a huge cloud of acid
your way. Try to avoid this painful attack.

HELL KNIGHT
---
Power: Medium/Strong
Speed: Slow

Hell Knights are skeletons clothed in fancy apparel. They wield
pistols that execute EXTREME damage. Sometimes they will kill you
with just one shot, so be very careful when they whip their handguns
out.

MORBID CLAPPER
---
Power: Medium
Speed: Medium/Fast

Morbid Clappers are strange horse-like creatures that seem to be
floating in midair. At first they will ignore your presence, but
they may happen to suddenly start attempting to kill you. You will
know this when they make a loud hissing noise and are faster. They
can even be faster than you, so taking them out is probably a good
idea.

CERBERUS
---
Power: Medium
Speed: Slow/Fast

Cerberuses are dog creatures with three heads. There are two kinds
you will encounter, but you will only encounter one kind as a normal
monster. When you attack them or if you are in their range of sight,
they will stop in their tracks and pounce at you if you get close.
Sometimes they won't, so attacking them while they are in this
phase is GOOD.

THE DEVIL
---
Power: Strong
Speed: Slow

You will encounter the Devil only a couple of times. It is best to
avoid him completely, as you cannot really harm him at all. One part,
however, does require that you swing at him.

WALKTHROUGH
---

Area: FOREST
---

Watch the intro (secret: press shift 5 times and the space bar 5
times during the VERY BEGINNING of the intro) and save on the save
point just above you.

Go west and watch a brief cutscene in where Alice uses a strange
orb. This orb is called the LUCENT ORB and will help you in tough
situations by eliminating all the enemies in your current area (even
bosses!). Go west.

Get the LUCENT ORB. You will encounter a RED EYES. Ignore it and go
west, as you do not have a weapon.

There are TWO RED EYES here. Go northwest.

Here you'll see a boy to the west going south. Follow him and talk
to him. He will give you a KNIFE. Equip it after watching the
cutscene and go to the path just up north.

You will encounter a SPECTER here. Ignore it and go north.

Here you will find your first HEALING CRYSTAL. This is very useful,
as it heals your HP entirely. If you already used your LUCENT ORB,
then get the one that appears beside a tree to your right. Follow
the path north.

There are THREE SPECTERS here. Follow the trail to the east and go
northeast.

You come upon a village in CLARITY OAKS. After seeing the flashback,
go to the second house on the left for a FIRST AID KIT. Only use it
if your HP is low. It will give you 50 HP. Go out.

There is no incentive to go into any of the other houses, so go
to the house in which that brown-haired woman came out of in the
flashback (third house on the left).

Inspect the bed to the left or right. Alice will push it away and
you'll see a strange symbol on the ground. Go on top of it and press
the action key to teleport.

Area: THE UNDERGROUND BUILDING
---

You'll come upon a very unsettling area with strange tiles put all
over the floor in an abstract manner. Use the save point and go out
the door above you.

You'll encounter a RED EYES and TWO SPECTERS. This entire area loops,
so you may be confused on where to go. Just follow my lead and you'll
be fine. First, go north where the RED EYES is lumbering around. Head
to the door to the left if you want a FIRST AID KIT and go to the door
to the right. Both of these doors are on a white brick wall.

Retrieve three books from the bookshelf. They should be titled: 
TWO PLUS ONE, THREE PLUS FIVE, AND EIGHT MINUS TWO. Remember these
and go out. Directly from here, go right and then downwards. You'll
see a door on a dark brick wall. Go inside of this door.

You shall use your books here. You must put the books in the shelf
until a variable is added to EXACTLY TEN.

Books: TWO PLUS ONE = +3, THREE PLUS FIVE = +8, EIGHT MINUS TWO = -6

Basically, put book two into the shelf twice and then put in book
three. Go into the opening to the north to receive a SKINNY KEY. Go
out.

Go right and then down and then right again to find a door on a 
lightly-colored wall. Go inside.

Use the key on the door above and go inside.

You'll come across a stairwell. Go to the second floor and enter
the doorway ONLY IF YOU WANT A LONG TREK TO THE AXE WEAPON.

(If you do go into the second floor door, go north. There are THREE
RED EYES here and you'll have to make your way across a VERY LONG
SPIRAL. Use the LUCENT ORB if you have one. If you don't, good luck.
Once you reach the end, go into the door and claim your AXE. Go out
and all the way back. You might want to use this time to practice with
the axe manueverings and such.)

Go to the first floor.

If you are in need of a FIRST AID KIT, go to the basement and go
south-east. If not, go into the first floor doorway.

You'll find TWO RED EYES AND A SPECTER ready to rumble. If you happen
to find yourself in a lot of pain after dealing with them, go to
the room to the FAR NORTHEAST to get a FIRST AID KIT. Don't forget
the falling heads. ;)

Go out of that room and go to the door to the far west.

Follow the one-way path and go into the door.

Go to the door above, hearing someone screaming along the way.

+++BOSS: BURNING RED EYES+++

The BURNING RED EYES is a bit different from the other RED EYES. First
of all, it's on fire. Second of all, it is more powerful and is
able to CHARGE AT YOU. You will know this when it stops suddenly. Take
care of it like you take care of other RED EYES.

After killing the monster, you'll have a cutscene with a mysterious
girl named MARY who seems to have panophobia. After the conversation,
enter the door that appears above you.

Go to the third door on your right for a SAVE POINT AND HEALING
CRYSTAL AND A LUCENT ORB (if you had already used yours).

Now go out and go into the first door.

This huge room also loops. As always, follow my lead. There's a RED EYES
and two SPECTERS occupying this area. Once you enter this huge room, go up,
right, up, and keep going up until you see a door that is snugly placed
against a corner to the right.

Inspect the beds to find a RUBY. Go out.

From here, go left until you can't go left any longer. Go into the door above.

There is a shelf here with a SAPPHIRE conveniently placed on it. Take it and
you'll notice that a gate has shut you in. Put the RUBY or SAPPHIRE on the shelf
and remember to come back to this room. We'll identify it as the SHELF ROOM. Go
out once the gate is open again.

From here go to the 2nd door to your right (the one at the end of a short hall).

There's a torch up ahead that is empty. Put in the SAPPHIRE or RUBY and the gate
will open. Go into the door.

There are two more torches here with signs next to them. The left says "Red" and the
right says "Blue". Obviously, the left torch wishes for a RUBY while the one on the
right wishes for a SAPPHIRE. Take out the BERYL and EMERALD from the two torches and
leave.

Get the SAPPHIRE/RUBY from the torch and replace it with the BERYL/EMERALD. Take the
RUBY/SAPPHIRE and put it in the correct torch in the room ahead of you. Now you must
make your way to the SHELF ROOM again and replace the RUBY/SAPPHIRE with the BERYL/
EMERALD. Take the RUBY/SAPPHIRE to the room with two torches and place the RUBY/
SAPPHIRE in its respectible torch. A cultist circle will appear out of nowhere. Go
in the middle of it to teleport back to the beginning.

You'll be in the first place you came from in the Underground Building (the looping
one). But it couldn't have done that without a reason! From here, go straight into
the door above you (but you might want to save).

Go into the entrance.

+++BOSS: FLAMING MARY+++

Mary apparently wants you to kill her - that might be a good idea, for she is charred,
ablaze, and absolutely homicidal. In this small room is also a bunch of moving flames
which will smack you around, so beware. Hopefully, you have a LUCENT ORB at this
point. If so, use it, if not, you must want some kind of challenge. All in all, this
battle isn't too much of a pain. Once she dies, the screen will flash white and you
will be teleported back to Pamela's house. After the monologue, go out and head north.

Go north. Save point.

Area: UNDERGROUND SEWERWAY
---

Nasty. Head north. Use the FIRST AID KIT if you must.

Go north. You'll end up walking on a very unstable bridge, causing it to
collapse. Luckily, Alice has the brains to jump away in time. Interact with the
newly formed hole for Alice to jump across. Go north. A gate will close you in. Go
into the door ahead.

Go up and you'll be introduced to an army of BUGMEN, but fear not, for they will not
attack you. Go north and eventually you'll hear loud footsteps and some unsettling
music. A BUGMAN has appeared southwards. If you wish to fight it, go ahead. Head
north.

Go north. From here, there's a SKULL SANCTUARY to your right which will heal you
as time passes. Go left, down, and go into the 1st door you see. In here you'll
find a CANTEEN. Take it and leave the room.

Very nearby there is a torch with oily liquid in it. Fill your CANTEEN with the
liquid and go back to where you came from.

While you head down the horizontal pathway, go into the 2nd door you come across.

There is a large pot with a lid that is tough to lift off. Use the CANTEEN with
the oily liquid to get the lid off. In here is a note that you can read by
pressing "2". It says that the numbers "two three and seven" are important, so
remember that. Go out.

Go east, north, west, down into the opening below.

Go all the way south and hear some rubble crashing from above. Go back up and you'll
find a glistening key waiting for you.  Pick up this GOLDEN KEY. Head out.

Go way northwest. You'll notice TWO BUGMEN don't enjoy your presence and theiving of
the key.

This puzzle is a bit confusing, but nonetheless not impossible. Mess around with the
three switches until you make a path to the dug up hole far north. Take the SILVER
KEY and the gates will close in on you, but never fear. You can use the SILVER KEY
on the sections of the gates that were opened just before. Otherwise, you can keep
pressing Z or ENTER on every part of the gate until you get it opened. If you witness
a white flash and you are teleported back, that apparently means you did not go the
right way, so look for more of these hidden gate doors to open. Once you reach the
bottom, go out.

Go right, down, take the horizontal path and go in the first door you come across.

Use the TWO KEYS on the small chest-box thing and there will be nothing inside, but
thankfully you are teleported to a new place. In this small room is a bookshelf with
the ETERNAL KEY. Do not take it. Go in the door above you. Go north. Go - just follow
the trail to the stairway! Keep going down the seemingly endless staircase until you
are unexpectedly teleported to yet another area.

There are TWO BUGMEN roaming this area, but ignore them. Keep following the trail south
until you come across a metal door. Next to the door is a number code box that requires
a three digit number. Remember two, three, and seven? Put that in. It didn't work? Oh,
poo, looks like it's in a different order. Once you get the right one, which is 723, go
in the door.

+++BOSS: ELEVATOR GHOST+++

This sage-looking fellow doesn't look too threatening, but don't underestimate him.
You are in an elevator, so your fighting space isn't too big. The ELEVATOR GHOST has
three attacks. The first "attack" is teleporting to a safe spot away from your view.
This requires your patience. The second attack is appearing above the ground where
you cannot hit him. The Ghost will teleport in random areas and will execute a sharp
wind attack that slides vertically. Make sure that you are away from the line of sight
that he is facing to avoid the attack. His final attack is the one in which you can
actually lay the smackdown on him. He will teleport on the floor and attack you from
there. Rarely, while he's walking, he will execute one of those sharp wind attacks so
be careful. Once you kill him, go into the magical door above.

Follow the path until you reach the end. Oh, and watch out for that rock.

You'll come outside once again, only there's a huge building in front of you. Save.
There's a CROWBAR hidden well on the rocky pathway someplace, so find it and retrieve
it. It is slightly faster than the AXE and hurts a lot more. Go into the building.

Area: INSANE ASYLUM
---

The sign says "Mental Hospital" but I am calling it the "Insane Asylum". Right when
you walk in there will be a fast RED EYES and an ACID SNAKE coming for you.

Quickly head into the door far up north. You'll notice it's a little too dark.

Check out the note on the wall. It points out that the levers for activating the
lights are located on the first, third, and sixth floors. Go north.

Go north. An ACID SNAKE will appear. You'll notice there are alot of doorways here, 
but some are blocked by a gate. Go into these doors:
1st: Climb up onto the ledge on the wall. Go up. There's a lever here.
9th: There's a FIRST AID KIT here.
The other doors are either blocked or have nothing of importance.

Now go north.

You'll find yourself in a stairwell. Go to the third floor.

From here, go to the upper section of the huge room. There are five doors here.
The fourth door leads to a SKULL SANCTUARY (first you need to climb the ledge).
But your destination is the middle door. Go inside.

Go up. After the cutscene, follow the single trail to the door ahead.

Push the cupboard aside and get the note. Go out.

Read the other note and go back out the other way.

The note spoke of a shovel. Go all the way south of the huge room so that you
see two doors. The first door is where you must go. Inspect the bed to find your
SHOVEL. It isn't a weapon. Go out.

The second door will be unlocked by the key you are about to find. Let's call it
the THIRD FLOOR DOOR. Go out to the stairwell.

Go to the second floor.

There are TWO ACID SNAKES. Go to the doorway all the way to the right. Ignore
the two doors way south.

There's a mound here. Dig it up with your shovel and retrieve the key. Go all the
way back to the THIRD FLOOR DOOR and unlock it.

There's a lever in here. One more to go. Get out of there.

Go back to the stairwell and get to the 6th floor.

Follow the trail. There's a hallway blocked by a wall, but really, it's not. Walk
into the wall to make some kind of opening to the area ahead. Keep going. There
is a door up north and a door south. Take the south door.

Get the key from ARNOLD THE PSYCHO and go up to the north door. Unlock it and go
in.

Jump in the hole.

Jump in the hole.

Jump in the hole.

Jump in the hole. Get the FIRST AID KIT if necessary.

Jump in the hole.

Jump in the hole.

wtf

Haven't you been in this room? Get the ETERNAL KEY off the bookshelf and go into
the translucent door.

Go north and follow the trail till you get to the stairs.

You'll encounter a very long trail south strewn with various things that you can
break with a swipe of a weapon. You might want to equip the KNIFE because it will
break the objects faster. Also, with a swing of a weapon, you'll be shot forward
at a faster speed. Eventually you'll encounter a group of smiley faces that will
chase you until you reach the bottom. Break through the objects AS FAST AS POSSIBLE,
keeping a good eye out for quicker paths you are able to take. Touching the smiley
faces will result in a gory death. Once you reach the bottom, everything will be
normal again. Go south.

Activate the last lever. Go out.

Go north.

You'll end up in the huge 6th floor room again. Go to the stairwell and go ALL THE
WAY to the first floor. Now that you have the ETERNAL KEY, you'll see a gate to your
left. You can unlock it, but first you might want to save (outside). Go into the gate.

Go north.

+++BOSS: CRAZY ARNOLD+++

It looks like Arnold has fallen and has been mutated, JUST LIKE MARY! Arnold
also now weilds twin chainsaws! Equip the CROWBAR if you haven't. You'll be fighting
Arnold in three rooms, including the one you are in right now. Arnold has two
deadly attacks, first off, he'll have his chainsaws out and he'll be rushing to
you. If you are within the same coordinates as him, he'll slide at you with his
chainsaws erect. This can cause serious damage. His second attack consists of wildly
spinning about the area with his chainsaws erect at his sides. This is also very
painful. Just time your attacks right and slash at him with your crowbar. When you
hit him, wait for him to start moving again and immediately strike him again. This
is the quick and easy way to kill him. When you deal with him in all three rooms
there will be a door. Go inside.

You'll appear outside the now-disappeared asylum. Go north.

Save. Go into the building.

Area: LUNATOME APARTMENT COMPLEX
---

Once you are in, a HELL KNIGHT will be walking towards you from the far north. Kill
him if you wish and go far north. Go into the first door.

Get a BOOK KEY from a pile of books just ahead of you. Go out.

Go far southeast.

There's a book to the east which twinkles. Inspect it. Use the BOOK KEY to unlock
the lock bound across it. There's a SILVER BLOCK in the book. Take it. Leave.

Go to the elevator just north of you.

There's a RED EYES in this elevator so be careful. After killing him, go to the
second floor.

There is a SPECTER and a HELL KNIGHT in this area. Five doors lie in this area
as well. Go into the first door you come across.

In here are two weird looking statues that you might want to investigate. The
first statue says that it wishes for Silver rather than Gold so give it the
SILVER BLOCK while taking the GOLDEN BLOCK. The other statue says the complete
opposite so give it the GOLDEN BLOCK. A KATANA and a ROOM 301 KEY will drop from
the ceiling. Take them and leave.

Go into the fifth door you come across (which is the last one).

There are four boy statues here. Each statue sits on a special area on the floor
which is signalled by small carpeting. What you do here is basically switch the
statues' position around only one time clockwise and you have it.

Go out and into the elevator.

Go to the third floor.

Go down until you encounter Reed. After the cutscene, use the ROOM 301 KEY on the
first door you see. In this room are two FIRST AID KITS so if you have to heal up,
this is a good opportunity. Go to ROOM 305. You should be able to direct yourself
to it.

In here is a TYPEWRITER. Go out, into the elevator, and back to the second floor.

Go to ROOM 203 and place the TYPEWRITER next to the sink on the left side. Read
the TYPEWRITER and then get the ROOM 306 KEY out of the refrigerator. Go out and
back to the elevator. Go to floor three.

Use the ROOM 306 KEY in its rightful door and go in.

This puzzle takes patience, but if you don't have patience, then read on.
Here is the order which you should push the rock: Down 3x, Right 3x, Down 2x, 
Right 2x, Up, Right, Up, Right 2x, Down 2x, Left. Activate the switch and
get into the elevator.

Get out of the elevator (but save first).

+++BOSS: HANGERS+++

The HANGER boss will test your patience as well. They appear to be masses of
flesh stuck to some kind of metal contraption. They slide down from the
ceiling on ropes and are stationary, however, if you touch them you will
be damaged. Only one of the HANGERS is the real one. You'll know this when
blood comes out of the real HANGER when you attack it. All the fake ones
flash white. This battle is a bit tricky because of hit detection, but
once you hit the right one, strike at it as many consecutive times as possible
to kill it before it goes up again. When the HANGERS rise to the ceiling, the
order changes and you have to guess which one is the real HANGER once again
when they slide down. It is best to position yourself between TWO HANGERS.

After you kill the REAL HANGER, go to the door all the way to the right.

Get the KEY TO FIRST FLOOR STORAGE. Go in the elevator and to the first floor.

Remember the two doors way north? Go into the second one, using the KEY in the
process.

Press the switch and go back into the elevator.

Area: ALTERNATE LUNATOME APARTMENT COMPLEX
---

Save and head south.

Go south until the door disappears and the sawblades appear behind you. Obviously,
something bad is going to happen. Keep going south and you'll see a huge potted
plant in the middle of the corridor. The sawblades will make a clanging noise
and will whiz down the corridor in lightning speed, so make sure you get behind
this plant. If you don't make it, you'll be treated to a gruesome decapitation.
Once the sawblades return into the wall, go south.

Go south, east, north. You'll see Reed shooting at nothing. He will run into
the room all the way to the right, but don't bother with him. Go into the staircase
to your left.

Go south. Go to the door to the left side of the area (the upper one).

There is a lone radio in this room. If you interact with it, you will notice it
makes white noise five times. Remember this. Leave.

Go into the elevator.

Take note of the electronic sign on the elevator's wall. There are the five
numbers: 13781. Remember this as well. Go to floor two.

There are THREE RED EYES here, so be very careful. You'll notice that the
place has somewhat warped - there is a new pathway to the south, but don't
go there just yet. Go to ROOM 202. There are two chests here that are opened
by two special codes: "WHITE NOISE X100" and "ELEVATORS MAY CARRY MORE TO THE EYE."
For the White Noise box, put in 500, and for the other one, put the number of
the elevator: 13781. You'll receive and OVAL JEWEL and a ROUND JEWEL after opening
the chests. Leave.

Now you may go southwards. There is a FIRST AID KIT in this area. There is a
depression on a wall in between two picture frames. Insert the ROUND JEWEL into
the depression and go north. You'll find yourself in a completely different
place. Get the CUBE JEWEL up north and return to the south. Take the ROUND JEWEL
out of the depression and go back to the elevator.

Go to the third floor.

There are THREE HELL KNIGHTS in this huge area. Use the CUBE JEWEL on the locked
gate. It is now unlocked, so take back the CUBE JEWEL. Go south. You'll see two
doors on the wall. Keep going left. Right when you see the gap in the middle of
the floor, go to the door up north.

Go up the long pathway and interact with the rope. Pull it down, and a key should
drop from the ceiling. Get the KEY TO THE FOURTH FLOOR. Go back to the elevator.

Get the floor four and use this KEY on the gate blocking the way. Use the THREE
JEWELS in their rightfully shaped slots and a rope will come out of the ceiling.
Go up the rope.

Save. There is also a SKULL SANCTUARY in here. Go in the door.

+++BOSS: POSSESSED REED+++

After the tragic cutscene, the battle will engage. REED has a KNIFE and a HANDGUN.
He can either equip one of these two or attack you bare fisted. With this KNIFE
he is able to charge at you while spinning around, his KNIFE erect. His HANDGUN
also deals some pretty big damage, so make sure you are careful when you attack
him while he has it out. Deal with him like any other boss: Beat him until he
dies. Once that is completed, watch the cutscene. After that, watch ANOTHER
cutscene.

Area: CHAPEL
---

When you come across an unsettling, red, foggy atmosphere, you'll know that this
isn't a good place to hang around, but what other choice do you have? Go inside
the chapel.

There is a FIRST AID KIT. Go way east and into the door.

Save point. Inspect the short bookshelf. After reading the weird passage, the bookshelf
disappears. Go into the door.

Go to the door northeast.

Get the "H" CARD and leave.

Go into the door to the west.

TWO BUGMEN. Follow the trail and to the door.

THREE FRIGGIN' BUGMEN. Dodge them the best you can and follow the trail.

Go north.

Go to the door to the very right.

Follow the zig-zag trail. You'll come across a door that leads to a HEALING CRYSTAL
and a SAVE POINT. Follow the trail until you reach the door at the end.

Go into the door all the way to the left.

This puzzle is a matter of guessing. The four switches switch around the arrows on
the table in a random manner. Once they are all faced down, there will be a flash.
Go out and retreive the PLASTIC KEY. Use it on the door to your right.

Go north.

Go north. There is a basket here. Push it away and go down the ladder.

TWO RED EYES, and fast ones too. Kill them and go way west to claim a CLASSROOM KEY
in a pouch. Go out.

Take the right path and use the CLASSROOM KEY.

Get the "E" CARD. And go out. Go all the way back to where the zig-zag hallway was.
There will be a new door to the right.

Push the boy statue in this order (it doesn't matter if you push it against the wall):
Right 6x, Down, Right 3x, Up 3x, Left 2x. Go into the door up north.

Up the corridor.

Take the "L" CARD and go up the ladder.

TWO SPECTERS AND TWO RED EYES! Go way east.

Save! Go down this ladder. Right when you descend, you are timed. If the timer goes
out, rocks will fall and you will be killed. To make it worse, snake-like creatures
will appear out of the walls to suck on your blood, so be careful when descending
the ladder. That is why I conveniently put a save point there. :) When you finish
your descent, go east.

There's the last card, the SECOND "L" CARD. Go out and back up the ladder. Don't worry,
there are no more snakes.

Watch the cutscene and go south.

Keep going south.

This area is large and has a large amount of save points scattered around. There is
also a FIRST AID KIT. Go south. Watch the cutscene.

+++BOSS: DOPPELGANGER+++

You'll find yourself in a large O-shaped room fighting a clone of yourself. This
clone has all the weapons ranging from the knife to the chainsaw. She can equip
these as she sees fit. Especially be careful if she has a chainsaw. When you hit
her, she can also BLOCK YOUR ATTACKS. But this is also a great opportunity to hit
her. Once she blocks, wait for about a quick second and then strike again until she
is hit. This doppelganger dies for about three times before the battle ends.

Go north.

Area: THE UNDERBELLY
---

You are in what seems like Hell itself. Go north.

TWO MORBID CLAPPERS in this area. Go to the door just to the right of you for
a FIRST AID KIT. Go to the door all the way to the left.

There are six doors. They switch around every time you enter this area. The correct
door is the wooden one with a diamond hole in the middle.

Go north. There is a FIRST AID KIT to the left if you want it.

THE DEVIL is in this area. Your path here consists of a single, vertical tiling, so
in order to avoid THE DEVIL, you have to slash at him. He will teleport right behind you
so keep walking north.

+++BOSS: TRES CERBERUS+++

These are simply three CERBERUSES. They will walk around, making it seem like they
are ignoring you, but once you are in their range of sight, they will stop walking
and face you. Once you are in their range of sight again, they will suddenly charge
at you without warning, so be very aware when going to strike them. After disposing
of all three, go into the door up north.

Go north until you find a SKULL SANCTUARY. Go north some more until you come across
a small house. Save and go in.

It seems you are revisiting the UNDERGROUND BUILDING, only it seems to be more
peaceful. Go up.

There are a TON OF MONSTERS in this area, but don't worry, they won't attack you -
in fact, they are afraid of you, moving away when you get close. All the metallic
doors are locked. There is only one opening that has no door. Go into this opening.

Step onto the middle of the circle and you'll teleport into another familiar
area of the UNDERGROUND BUILDING.

There are also a lot of monsters here, but they will also step away from you in
fright. Do you remember the door which had the narrow hallway and led you to where
you put the RUBY and SAPPHIRE? Go here.

Step onto the middle of the circle.

You'll appear at a long hallway. Pamela tells you to follow her, so do so. Go north.

Follow the trail.

Follow the trail.

Follow the trail.

Go into the middle of this room for the wall to suddenly move upwards. Go north
and step on the platform in the middle of the carpeting for the four statues to
move aside. Go north. Watch the cutscene and Clark will teleport you.

Save here. Now, listen to me carefully. Go into the ladder.

TWO MORBID CLAPPERS. Go into the ladder southeast.

RED EYES. Go into the ladder to the right.

There is a MORBID CLAPPER and a RED EYES in this area. This room loops, so go to the
hallway to the right and go down. Get the MAZE KEY and use it on the door beside
the ladder.

Find your way out of the maze until you reach a metallic door. Go in.

There are TWO FIRST AID KITS. Go into the door. Ignore the key, for it is useless.

This looks like a dining room. Interact with the wall above the vertical row with
no seats (make sure this wall faces the three tables) and go into the hidden wall.

There is A SPECTER, A RED EYES, A BUGMAN, AND THE DEVIL in this room. Go into the ladder
above.

Save and interact with the door.

Walk around this area until the screen goes black.

+++BOSS: CLARK+++

Clark has a wide range of attacks. He can spin around the area at lightning fast speed,
he can rest on the platform above, sending fire along the area to damage you, he can make
clones of himself, leaving you to guess which one is the real CLARK, or he will appear
on the platform you are seated on. It's as simple as that. After you defeat CLARK, the
screen will fade black. From here on, the game will decide which ending you got
depending on these things: How many of the notes from the characters of the game you
have acquired; how many times you've been hit by the enemy; how much health you have;
and how many times you hit the CLARK APPARITION before the DOPPELGANGER battle.

Enjoy your well-deserved ending and thank you for playing and completing DEATH PROCLAIMED.
