the Empire branch. Each of these branches has two endings, the Kingdom branch depending on the overall morale of the characters and the Empire branch depending on Bastion's relationship with two female characters. And players who have beaten the game once are given the option of switching from the Kingdom branch to the whimsical, pessimistic, non-serious Ruin branch. Combat Each ATAC has a number of attacks available to it, depending on its weapon and gemstone; many major characters also have one (or more) special attacks not available to other characters in the game. Each attack deals a different amount on damage and has a different chance of hitting the target (affected, of course, by the character's own stats). Most attacks can only be made on adjacent squares; some can hit enemies further away, the Turbulence attack in particular having a range of four squares. Attacks from the side and rear have higher success rates and leave the defender fewer options; thus, flanking is a vital strategy in Vanguard Bandits. Attacks can be classified into three types: Normal: Standard attack. Most attacks fall into this category. Knockdown: If the attack succeeds, the defender is knocked down and thus unable to respond with a counterattack. Selecting the Defend option (explained below) prevents the defending ATAC from falling over. Collision: Used only by particularly heavy attacks, Collision rams the defending ATAC full force, always toppling it unless the attack is evaded or parried. Additionally, some attacks can cause temporary negative status effects on the victim, such as reduced speed or attack power. When attacked, the defending ATAC has several options: Attack: Once the attacker has carried out their attack, the defender responds with an attack of their own. While this can cause significant damage, it also costs high FP (all AP costs are converted to FP for the purpose of counterattacking). Additionally, the counterattack will be canceled if the attacker uses a successful Knockdown or Collision attack. Cannot be used against rear attacks. Defend: The defender braces themselves and takes defensive maneuvers, thus reducing the damage received. Costs 30 FP and cannot be used against rear attacks. Avoid: The defender attempts to avoid the attack, thus preventing any damage. This is the only move that can be performed against rear attacks, and costs 20 FP. Counter: The defender preempts the enemy attack, thus doing damage while protecting oneself from harm. However, if it