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Copyright 1984 by Data East
-------------------------------------------------------------------------------
FAQ/Walkthrough for the C64 Version
By A. Kleibrink (Corbon440)
===============================================================================
===============================================================================
1. Revision History
2. Introduction
3. Menu, Controls
4. Enemies
5. Hazards and Traps
6. Score Chart
7. Step-by-Step Walkthrough
8. Bugs
9. Credits
10. Legal Disclaimer
===============================================================================
1. REVISION HISTORY
===============================================================================
-Original Version 1.0, 11/21/2002
-First Update 1.1, 02/10/2003
-Second Update 1.2, 02/26/2003
-Third Update 1.3, 04/28/2003
-Final Update 1.4, 08/23/2003
===============================================================================
2. INTRODUCTION
===============================================================================
Enter the Dragon! Well, for those who expect a fighter like Exploding Fist,
forget it. Basically, the game is some kind of Jump ´n Run with some wussy
fighting elements. Whether its name is Bruce Lee or Dancing Chow Mein Noodles,
the name was just used to create a game around the Jeet Kune Do inventor and
inarguably most famous Martial Arts actor of all time. All you see is a shiny
yellow guy with black hair, black gloves and black trousers - Those were the
graphic skillz of the C64 about 19 years ago. Your main objective is to collect
lanterns mostly hanging off the ceiling. In order to proceed, you´ll have to
collect a certain amount of them to open up new passages or rooms. Your final
goal is to reach the Wizard´s Lair and destroy him. This walkthrough may help
you on your way.
This FAQ can be best viewed in NotePad (any version).
===============================================================================
3. MENU, CONTROLS
===============================================================================
F3- Switches between regular 1P or 2P Mode
F5- Switches Opponent Mode On/Off
F7- Start game
1P Mode/Opponent Off
You start as Bruce with 5 Lives (4+1).
2P Mode/Opponent Off
Both players start as Bruce with 5 Lives.
If Player 1 dies, Player 2 takes over and starts his game.
1P Mode/Oppponent On
One Player starts as Bruce with 5 Lives,
the 2nd player takes control of the Green Yamo.
2P Mode/Opponent On
One Player starts as Bruce with 5 Lives,
the 2nd player takes control of the Green Yamo.
Once Player 1 dies, the roles change, with Player 2 playing
as Bruce and Player 1 playing as the Green Yamo.
For the in-game controls, use a conventional One-Button-Joystick.
Controls, Bruce
-------------------------------------------------------------------------------
Left: Bruce runs to the left.
Right: Bruce runs to the right.
Up: Bruce jumps up, climbs up vines.
Down: Bruce ducks (actually he´s lying on the floor), climbs down vines.
Up-Left: Bruce leaps to the left.
Up-Right: Bruce leaps to the right.
Fire: Bruce punches in the direction he´s facing.
Left+Fire: Bruce performs a Flying Kick to the left.
Right+Fire: Bruce performs a Flying Kick to the right.
Controls, Green Yamo (Opponent Mode only)
-------------------------------------------------------------------------------
Left: Yamo runs to the left.
Right: Yamo runs to the right.
Up: Yamo jumps up, climbs up vines.
Down: Yamo makes a warcry, climbs down vines.
Up-Left: Yamo leaps to the left.
Up-Right: Yamo leaps to the right.
Fire: Yamo punches in the direction he´s facing.
Left+Fire: Yamo performs a Flying Kick to the left.
Right+Fire: Yamo performs a Flying Kick to the right.
To pause the game, press Space Bar. Press Space Bar again to continue the game.
===============================================================================
4. ENEMIES
===============================================================================
Both enemies either don´t appear at all or together, with the Ninja always
appearing first.
Ninja (N)
---------
Your generic, black-clothed fighter. He only has one attack, brandishing his
Bokken stick. He cannot jump and is pretty helpless when snagged into a vine.
-Attack: 1 (Stick)
-Defense: 3
Green Yamo (GY)
---------------
Far more dangerous than the Ninja is the Green Yamo. Basically he has the same
repertoire of attacks like Bruce with the exception that he cannot duck. As
CPU,nhe always appears after the Ninja, introducing himself with some kind of
strange "warcry". He can jump and climb vines up and down to follow Bruce but
he rarely uses it. All in all his AI is quite low. He´s a bit more aggressive
in Replay Mode, though. He can be controlled by another human player in
Opponent Mode.
-Attack: 1 (Chop), 2 (Flying Kick)
-Defense: 5
Differences between CPU and Human-controlled Green Yamo:
Speed:
Human can run as fast as Bruce.
CPU is slower than Bruce (same speed as Ninja).
Flying Kick:
Human can only perform a Flying Kick while running.
CPU can perform a Flying Kick while standing still (Replay Mode only).
===============================================================================
5. HAZARDS AND TRAPS
===============================================================================
A couple of deadly obstacles await you on your way to the Wizard´s chamber.
-Electrical Charges, EC's:
Passing through gaps between ledges by a distinct pattern, these are the first
deadly traps you´ll encounter. They may differ in look and appearance but they
always work in the same way.
-Spikes:
Immobile, usually clustered together in groups, often placed near moving vines.
-Tsung-Lins (bushes), TL's:
Exploding "bushes" of fire, located on the floor, they act like land mines,
with a 1 sec. delay between touching them and the explosion. Use them to your
advantage when fighting the Ninja or the Green Yamo.
-Pan-Lights, PL's:
Annoying. Slow- to fast-moving lights streaming across the floor. Watch their
pattern and speed to jump over them.
===============================================================================
6. SCORE CHART
===============================================================================
Landing on Ninja/Green Yamo: 50 Points
Punching Ninja/Green Yamo: 100 Points
Kicking Ninja/Green Yamo: 75 Points
Killing Ninja: 200 Points*
Killing Green Yamo: 450 Points*
Destroying Wizard: 3000 Points
Picking up a lantern: 125 Points
Entering a new room: 2000 Points
Extra Live awarded at: 40000 Points
*Does not apply if the enemy is killed by a trap, EC for example.
===============================================================================
7. STEP-BY-STEP WALKTHROUGH
===============================================================================
Room 1: 6 Lanterns, N/GY
-------------------------------------------------------------------------------
You start in the bottom-left corner, right next under a bull statue sitting on
a podest. While looking at the beautiful block-graphic-style background you can
make yourself familiar with the controls (doesn´t really take much time). While
you´re still alone, grap the 4 lanterns located at the "basement" by jumping at
them (either jump works). Once you got them, jump at the blue vine in the
middle of the room and climb up to the top. Meanwhile, the Ninja should´ve made
an appearance in the upper-right corner, indicated by a short jingle. You can
ignore him for now. As you reach the top, he runs towards you but, thanks to
the gap, falls down. Follow and kill him. Soon the Green Yamo appears, making
his trademark warcry introduction and then starts chasing you. Basically it´s
up to you if you decide to fight these guys or just concentrate on getting the
lanterns. Anyway, pick up the remaining 2 lanterns and head to the right into
the next room.
Room 2: 6 Lanterns, N/GY
-------------------------------------------------------------------------------
If you followed the way as described above, you are now in the middle-left part
of this room. Pick up the lanterns in front of you and drop down. You might´ve
notived some sort of trapdoor at the bottom, in the middle of the room. Quickly
collect the 2 lanterns here and run to the right, picking up the remaining 2
lanterns at the bottom floor. Right now you´re most probably involved into some
fighting. Kill him/them or run which means that you jump at the vine in the
middle of the room and climb up. Two choices here: Once you are able to stand,
you might want to jump to the right to grap the remaining lantern here. Chances
are good that, if you mess up the jump, you might fall down again, because your
head hits some part of the ceiling and you´ll most probably land right in the
middle of a N/GY brawl. Instead, climb up to the top and drop down to the
right. Collect the lantern here, then do a running jump to the left towards the
vine and climb up again. This time jump over the gap and leave the room to the
upper right.
Room 3: 10 Lanterns, N/GY
-------------------------------------------------------------------------------
Another suspicious looking bull statue. Hm...
Drop down to the right and jump over the gap to the left, collecting both
lanterns in the process. Jump back, climb across the vine and get the 2
anterns by just jumping up while standing below them. Make a leap to the right
to collect the next lantern (fairly easy). You´ll drop down and have to deal
with your arch enemies :P Kill them both so they won´t disturb you in collect-
ing the remaining 5 lanterns. Once done, climb back to the top and backtrack
to Room 2.
Room 2 revisited: 0 Lanterns left, N/GY
-------------------------------------------------------------------------------
Once you enter the room, the trapdoor at the bottom opens (only if you´ve
ollected ALL lanterns so far), revealing a new exit. Drop down, and down,
and down. Yay and stuff.
Room 4: 8 (10) Lanterns, N/GY, 3 (2) EC's
-------------------------------------------------------------------------------
New style, new layout, new hazards, namely a couple of electrical charges.
Since no one´s still around except you, hurry up and grab the 2 lanterns which
are optional, but net you some points. Once N/GY appear on the left, you might
want to kick them into the EC to the left (no points for the kill, mind you!)
The 3rd lantern above the gap/EC requires good timing but in order to proceed,
you need it. Watch the pattern, then jump towards the lantern. Hopefully N/GY
do not interfere. Once you´ve made it down in one piece, run to the right and
jump over the next EC-infested gap to collect the lantern here. Time your drop
down and...drop down. Don´t jump too early to get the lanterns here. Collecting
the lantern to the left will trigger 2 things: The barrier blocking your way to
the left will disappear, as will the lower EC. While watching your foes drop-
ping to their death (hopefully), collect the (optional) lantern to your right
and then proceed to the left, collecting the remaining lantern with a swift
running jump, opening the left barrier and soaring into the next room.
Room 5: 2 Lanterns (blinking), N/GY, 3 EC's, Spikes
-------------------------------------------------------------------------------
You´ll drop down immediately. Run to the left and get snagged into the moving
vine. Place yourself into the middle of the vine so that you won´t touch one of
the spikes. The vine will change its speed and floating direction if you wait a
while. The next part is optional but for the sake of completeness (and this
FAQ) you´ll follow it. Climb off the vine to the RIGHT and time it so that you
don´t hit the spikes (again). If the GY is on your heels, don´t worry, most of
the time he´ll climb into one the spikes and "deong". Now look at the lanterns;
Those two are the only blinking ones in the game and you can only collect them
if they´re white, or "on". If you mess it up, you´ll drop down and fall to your
certain death, no escape here (you can duck as long as you want, it won´t help
you out). Watch the easy pattern and jump to the lantern once it turns white
("on"). This will make the EC and (of course) the barrier disappear and you´ll
drop down to the basement, with the N/GY awaiting you. Back to the vine and
this time to the top left, avoiding the spikes. Same business here, simple
timing, drop down, 2nd EC and barrier are gone. Climb up the vine and at the
top wait for the electrical charge to appear, then drop down.
Room 6: 11 (13) Lanterns, N/GY, 1 EC, 2 TL's, 1 PL
-------------------------------------------------------------------------------
New layout again and new hazards. Ignore the pan-light at the bottom for now,
just collect the 5 lanterns here, run over the tsung-lins and avoid fighting
near them at all cost! You might want to lure your low AI enemies into them,
though. Collecting the 5 lanterns will make the barrier to the right disappear.
Note: There´s enough place to stand between the gap with the EC and the explo-
sion caused by running over the TL. Time your drop down and head to the left to
collect the remaining 6 lanterns here. Kick or lure your enemies into the ex-
plosions for fun and be careful in doing so. Once you have the lanterns, a
barrier to the middle-right will disappear. Run to the right into the next
room.
Room 7: 1 (4) Lanterns, 2 EC's, Spikes
-------------------------------------------------------------------------------
That´s right, the first room without your friends. A lot of ways to die,
though. At the upper left you start, the EC pattern below you watch. You don´t
need to drop down to the small gap on the left side below the point the EC
appears. Instead, do a running jump to the right and larger gap without getting
blitzed or dropping down too far, of course. From here, jump to the lantern to
open up the lower left barrier. If you mess it up, you´ll have to do some more
climbing, jumping, dropping. Climb "through" the movable vine to the left, back
into Room 6, the "basement".
Room 6 revisited: 2 Lanterns left, N/GY, 1 EC, 2 TL's, 1 PL
-------------------------------------------------------------------------------
All that´s interesting here is the pan-light and the 2 lanterns at the bottom-
left. The panlight is streaming towards you. Wait until the continuous stream
disappears, then jump onto the "conveyor-belt" and time your running leaps to
make it to the left, don´t do any standing jumps! Once you´ve made it, pick up
the 2 lanterns. This causes the pan-light to change its streaming direction,
again towards you. The exit trapdoor here is fake BTW, you can ignore it.
Again, time your jumps to the right, easy pattern. Escape back into...
Room 7 revisited: 3 Lanterns left, 2 EC's, Spikes
-------------------------------------------------------------------------------
Picking up the remaining lanterns in Room 6 has caused the middle left barrier
to disappear. Climb up the moving vine and jump over the gap to the right,
avoiding the EC. Get onto the double vine and climb up. Once you´ve completely
passed the left spike, move to the left and collect the lantern here. Back onto
the spine and just climb to the right and grab the other lantern. This will
trigger all the vines to change their moving direction and making the middle-
ight barrier disappear. JUMP at the vine to avoid touching the spikes below you
with your feet. Pass the spikes climb to the right onto the ledge. Carefully
jump to the right to get the last lantern here. If you miss it, you´ll have to
climb against the vine "current" which is a pain. Alternatively you can kill
yourself off to avoid wasting time. Anyway, once you´ve got the lantern, the
lower-right barrier opens, leading to...
Room 8: 2 (5) Lanterns, 2 EC's, 1 PL, Spikes
-------------------------------------------------------------------------------
Another PL fun, this time you´re on the run. Watch the pattern, as soon as the
PL "starts", run like the bejeesus and jump towards the lanterns to avoid the
PL chasing you. Not so easy. Hopping on the belt will slow you down but then
you can easier time your final jump. Again, ignore the fake exit and collect
the 2 lanterns here. The PL´s streaming direction changes again. Same thing as
before. Run, then jump back into Room 7 (again).
Room 7 re-revisited: 0 Lanterns left, 2 EC's, Spikes
-------------------------------------------------------------------------------
The top-right barrier has magically disappeared and the vines have changed
their moving direction again, so just climb up and exit to the upper right,
back into...
Room 8 revisited: 3 Lanterns left, 2 EC's, 1 PL, Spikes
-------------------------------------------------------------------------------
Jump to the stairway-like moving vines. Watch the pattern of the 2 ECs, then
just drop down. Collect the lantern here, then jump over the gap to the next
stairway vine. Avoid the spikes and climb to the top, grabbing the lantern
here. The vines will change direction. Climb down to the remaining 2 lanterns,
pick them up, and the spikes in the top-right corner will disappear, revealing
an exit. Luckily the vines will change their moving direction again. Piss on
the fake exit, then climb up.
Room 9: 8 Lanterns, N/GY, 1 TL, Spikes
-------------------------------------------------------------------------------
Some sort of a temple, looks way better than the ugly brown background in the
previous rooms. Say hello to your long lost comrades (wait a while, they´re not
the fastest guys). Ignore the spikes at the top, instead collect the lantern,
run over the TL, get another lantern and climb up the structure to get the
remaining 6 lanterns. Exit opens, to the left you run.
Room 4 revisited: 2 Lanterns left, N/GY, 2 EC's
-------------------------------------------------------------------------------
Looks familiar, eh? The last barrier here is gone and nothing much to do here,
so just grab the remaining 2 lanterns and climb up the moving vine, back into
Room 2.
Room 2 re-revisited: 0 Lanterns left, N/GY
-------------------------------------------------------------------------------
Looks even more familiar, but how did you...? Anyway, jump over the gap to the
right, leading back into...
Room 3 revisited: 0 Lanterns left, N/GY
-------------------------------------------------------------------------------
Noticed the difference? The bull is alive and grunting! It gives you a subtle
hint of what to do next. Well, actually not, but if you have sharp eyes, you
might notice that the bottom-right barrier has disappeared. Say goodbye to the
bull and escape to the newly-opened bottom-right exit. P.S. The bull statue in
Room 1 (remember?) also came back(!) to life, but there´s no point in going
back again.
Room 10: 2 Lanterns, Spikes
-------------------------------------------------------------------------------
Some kind of a castle, complete with pinnacles and one fake, one real exit. Of
course(?) you start at the fake exit. Climb up the vine and look at the pattern
of the disappearing bridge to make it over both gaps. It´s actually harder to
fall into one of the pits than passing them. You don´t even have to wait for
the bridge to appear, you can carefully move to the edge and do a running jump
over the gap. Makes really sense. Anyway, once you´ve made it to the right,
drop down, collect the lanterns and drop down the newly-opened exit.
Room 11: 3 Lanterns, N/GY, 6 TL's
-------------------------------------------------------------------------------
Stunning graphical change! Even the lanterns look different! Enough talk, col-
lect the optional lantern and avoid the TL, then climb up the white what´s-
left-of-a-wall. Once you´re on the 1st floor you cannot go back anymore. No
point in doing this anyway, just a side info. Collect the 2nd lantern while
fighting black and green and avoiding another TL. Climb up to the upper floor
and jump to the top-left (3rd and last) lantern to open up the exit in the
top-right corner. Climb up again and head right, leaving the bad guys behind.
Room 12: 3 Lanterns, 4 TL's, Spikes
-------------------------------------------------------------------------------
You´ll reach a room full of spikes and remarkable, purple ugliness. Anyway,
climb up the moving wall(!), get off to the right, jump-pick the 2 lanterns
ere by avoiding 2 TLs, drop down to the right and run to the left, getting the
last lantern (all optional). The room acts like some sort of a main hall, con-
necting a different set of rooms. There are 3 moving, wall-like vines, leading
to 3 different entrances and you´ll have to visit all of them in order to
proceed. Let`s start with the left one. Climb up.
Room 13: 3 Lanterns, N/GY, 6 TL's
-------------------------------------------------------------------------------
Run over the 2 TLs to the right and do a running jump over the gap to pick up
the lantern there. This way you´ve also avoided any confrontation with one of
the baddies. Drop down to the bottom and pick up the 2nd lantern to open the
bottom-right exit.
Room 14: 2 (4) Lanterns, N/GY, 4 TL's
-------------------------------------------------------------------------------
Ignore the upper part for now, just run through and collect the 2 lanterns by
jumping at them, avoid the 2 TLs as usual, then enter...
Room 15: 0 (2) Lanterns, 1 Yin-Yang, N/GY, 6 TL's
-------------------------------------------------------------------------------
Run all the way to the right past the TLs and collect the 2 Yin-Yang symbols.
They´ll net you 1 (ONE) Extra Live! While backtracking, kick your opponents to
death (into the explosions they´ve caused).
Room 14 revisited: 2 Lanterns left, N/GY, 4 TL's
-------------------------------------------------------------------------------
Just run to the left and do the occassional Flying Kick.
Room 13 revisited: 1 Lantern left, N/GY, 6 TL's
-------------------------------------------------------------------------------
Run to the left and jump up the structure there, run to the right, then jump
over the middle gap to collect the last lantern in the room. Exit to the right,
back into...
Room 12 revisited: 0 Lanterns left, 4 TL's, Spikes *Read the Bug section*
-------------------------------------------------------------------------------
This time climb up to the middle room. You´ve been there before, it leads to...
Room 14 re-revisited: 2 Lanterns left, N/GY, 4 TL's
-------------------------------------------------------------------------------
Drop down and avoid the TL here, get the lantern, then run to the right, avoid-
ing another TL and picking up the last lantern here. Forget fighting, it only
slows you down. Picking up the 2nd lantern will open up the exit, located at
the upper-right.
Room 12 re-revisited: 0 Lanterns left, Spikes *Read the Bug section*
-------------------------------------------------------------------------------
All that is left is the room to the right. What are you waiting for, move!
Room 15 revisited: 2 Lanterns left, 0 Yin-Yangs left :P, N/GY, 6 TL's
-------------------------------------------------------------------------------
Yep, it´s the upper part of the Yin-Yang room. Run and collect the (optional)
lantern, drop down and collect the 2nd lantern to open up the exit to the
middle-left. Enter the Dragon!
Room 16: 0 Lanterns, 4 (6) PL's
-------------------------------------------------------------------------------
This is by far the hardest room in the game. Have a quick look at the pattern
of the PLs. All PLs are relatively slow-moving, unlike the former two. You
start in the upper-right corner and want to move your ass to the lower-right
corner without getting grilled. First one´s easy, there are 2 PLs at the same
time, sliding towards you. 4-5 timed running jumps and you´ve made it, just
keep jumping and don´t jump over the 1st one too early. You´re safe for now,
onto the next: Two PLs moving towards the middle. Wait for the left one to
appear, then run after it and do 2-3 timed jumps over the right PLs. Easy,
next one: 2 PLs starting in the middle, the 1st one moving towards you. Jump
over the 1st one, the 2nd one, then quickly jump over the middle where both
PLs originate and run away from the PL that´s following you (you´re faster).
Now comes the hardest part: You have to time your drop so that you WON´T hit
one of the 2 PLs at the bottom (sounds logical, eh?). You may either drop or
jump down, no difference. Also you might´ve noticed that the pattern of the
bottom PLs differs at one point, at one time there´s a longer distance between
them, next time the distance is shorter Once you´ve made it to the bottom
alive, it´s not that hard to clear the rest, just rely on running leaps.
There´s some space between the exit and the starting point of the bottom PLs,
take that into consideration when planning your jumps. Good luck!
Room 17: 6 Lanterns, N/GY
-------------------------------------------------------------------------------
Gimme a break, the two idiots are back! What a beautiful place, polluted by
those rowdies! Eh, climb up the vine into the "tower" before someone´s going to
notice it. At the top, collect both lanterns to open up the barrier to the
left, drop down and collect the other 2 lanterns there, making the top right
barrier to vanish. Climb up again and this time drop down to the right and
collect the remaining lanterns. Jump over the gap to the right and kiss the
suckers goodbye.
Room 18: 2 Lanterns, 3 EC's, 1 PL, Spikes
-------------------------------------------------------------------------------
You´re almost there and this one looks interesting! Collect the lantern at the
bottom to make the climbable wall appear. Mind the ECs when climbing up. At the
top, duck down to avoid the middle EC, then quickly jump over the gaps to the
left. Jump to the "neon light" thingy, wait for the ECs to appear, then
"follow" them by shimmying across the room to the far right and climb up (they
do look like neon lights, do they?). Another EC and a PL awaits you. Wait for
the EC to pass by, then leap over the slow-moving PL with 2 timed jumps. Here,
same as below, climb up and wait for the upper EC to appear, then QUICKLY
follow it and drop down to the far right (don´t drop down too early!), You´ll
barely pass the lower ECs, if done right. Collect the lantern, another climb-
able wall appears, let the ECs pass, then climb up, just watch out for the
upper EC, then leave the room to the upper-right exit, entering the Wizard´s
Lair.
Room 19: 1 Lantern, Wizard
-------------------------------------------------------------------------------
The EASIEST room in the entire game, damnit! The "Wizard" is actually a
Gargoyle-like monster, sitting on a stone temple (pilot). When you finally
reach the Wizard´s room just keep away from the fireballs pouring out of his
mouth. All you have to do is to run to the right and collect the barely visible
lantern to kill him. He will perish in an 8-Bit animated fashion, flashing red
and yellow like mad, then disappear. And his fortunes are yours! Or something.
Enter the last room to the right.
Room 20: Congratulations!
-------------------------------------------------------------------------------
Actually I was wrong, this room is the easiest :P Bruce does a little dance by
jumping up and down and you can cherish this moment as if it´s gold. The next
journey will be a bit more difficult with the enemies, especially the CPU Green
Yamo, being smarter and more aggressive. Also, you might be a little surprised
when entering the dreaded Room 16 again :) Good Luck!
===============================================================================
8. BUGS
===============================================================================
At some points the game tends to crash, which basically looks like a messed up
background with Bruce hanging inside and unable to move anymore. This happened
in both cassette and disk versions, at the point where you tried to either
enter Room 13 or Room 14 from the "Main Hall" (Room 12).
===============================================================================
9. CREDITS
===============================================================================
Thanks to...
-CjayC for running the best internet site
concerning Video and Computer Game FAQ´s.
-Gerhard for everything regarding computers.
===============================================================================
10. LEGAL DISCLAIMER
===============================================================================
This Document is copyright 2002-2004 by A. Kleibrink. You may freely distribute
this FAQ for any non-profitable and non-commercial purposes, provided that it
remains unaltered. This FAQ can only be found at www.gamefaqs.com.
-EOF-