______ __ ______ _____ _____ ______ ______ ______ | __ || || \| ___|| || _ \| ____|| ____| | |__| || || || /| |__ | | | || |_| /| | | |__ | __ || || _ / | __| | | | || _ / | | | __| | | | || || | \ \ | | | |_| || | \ \ | |____ | |____ |_| |_||__||_| \_\|_| |_____||_| \_\|______||______| _____ _____ _ _______ ______ | _ \ | ___|| | |__ __|| __ | | | | \| |__ | | | | | |__| | | | | || __| | | | | | __ | | |_| /| |___ | |___ | | | | | | |_____/ |_____||_____||_| |_| |_| _____ _________ ______ _ _ _ ______ | ___||___ ___|| _ \ | || | / /| ____| | | | | | |_| / | || | / / | | | |___ | | | _ / | || / | |___ |___ | | | | | \ \ | || |\ \ | ___| ___| | | | | | \ \ | || | \ \ | |____ |_____| |_| |_| \_\|_||_| \_\|______| By Konami ^_^ Written and created by: Tristan Walker Date Created: May 1st of 2004 Baby! Date Finished: Probably never... Other Info: -Email: GuitaristTLW@hotmail.com AIM: Kazu kun102 (I don't even really remember it to be honest) ICQ: N/A mIRC: Either one of these three servers if you need to talk about this FAQ under the nickname in (). Just leave a PM and I'll get to it. -irc.rizon.net (Beowulf) -irc.aniverse.com (Flare_Star) -irc.enterthegame.com (Beowulf) *Note: my nick may occasionally be Mista_T or Takuryuu depending on whether or not the server is gagging or if nickserv is being a punk* ______________________________________________________________________________ | | | What's Going Down With This FAQ? | |______________________________________________________________________________ -This FAQ is a personal project I've been inclined to take up after buying AFDS for a steal (at 40 bucks) at a local video game retailer. Flight sims are a little out there in gaming country for me since I'm primarily an RPG'er and action (Resident Evil/Onimusha-type) guy. However, this game really expanded my playing experience and (re-)ignited my love of fast stuff with lots of missiles. I hope reading through this you'll pick up tips on beating some of the tougher stages and the few "bosses" that you'll encounter (especially near the end of the game). Although the tactics I give in this guide work for me, you may find your own ways and I encourage that you send me those strategies so that I may add them to my FAQ. CREDIT WILL BE GIVEN WHERE IT'S DUE. Also, this is the 1st FAQ I've written, so any help concerning the writing or formatting of this guide is welcome (especially from FAQ vets!). In addition, trying to keep this FAQ as clean as possible, anything you may find offensive, report to me through one of the many, many methods available, and any grammar/spelling/punctuation errors are also open game to being reported. ______________________________________________________________________________ | | | Version/Contents/Rants/Stuff | |______________________________________________________________________________ Currently this FAQ is in its V0.25 stage (5/4/04). This contains: Started seriously writing strategies for story missions, but sadly I'm in the middle of playing the game through again so...unless you're in the same area, the strategies won't really be helpful (I'm trying to beat the game as fast as I can again so I can hit the earlier missions). Can't remember if I added fighter specs and stats yet...that might come next upadate... -FAQ history: V0.15 - 5/1/04 -my general thoughts concerning my own motivations for writing the guide, ASCII AFDS art logo, general layout, game features and quirks, and character bios. V0.20 - 5/2/04 -Added the general layout for the characters section w/ my own personal preferences when playing as each character. Began assessing the crafts for each individual character, and deciding what works best under what conditions: both financially and strategically. Added more for character bios and listed all playable characters in order from Element. Began wondering why the hell you never have the option to play as Pedro from 2nd Element... V0.25 - 5/4/04 ______________________________________________________________________________ _________________________________RANDOM CRAP (RANT):__________________________ On a side note, I read on a recent issue of Tips and Tricks magazine, that if you input the classic Konami Kode, then something is supposed to happen. According to gsgreg, inputting the Konami Kode (Up, Up, Down, Down, Left, Right, Left, Right, X, O) when piloting the Vic Viper (hidden fighter), you self-destruct. Pretty useless sounding, huh? I have no proof as of yet, but I personally suspect that the code has different uses (maybe with different fighters), but I'm too lazy to experiment myself. Also, Mooho Master (written of the AFDS Fighters FAQ) says that the Vic Viper and MX5000 are unlocked after winning the game. I don't think that's the case. At certain points in the game, under certain circumstances (which I haven't confirmed myself, this is a theory, mind you), Harry will come to you saying something about getting a new craft in that took him a lot of trouble getting. I've checked the shop right after he's said this, but no new fighters appear. HOWEVER, if you go to the fighter selection section before mission, pressing [] takes you to an alternate hangar. In the course of beating the game once, and making it halfway through again, I've gotten the message three times from Harry (once for Vic Viper, once for the Blue Thunder and once for the Aura Wing), and in the secret hangar, all three fighters were there ready to use. So in short I want confirmation on the following, and CREDIT WILL BE GIVEN TO THOSE WHO CONFIRM THIS FOR ME!!!: -What the Konami Kode really does (besides killing you when in the Vic Viper) -How to unlock the Vic Viper (what parameters need to be filled) -Any other secrets or codes you find (don't steal things other people have found, I'll find you and refute what you said, and make it clear that you're a little sack of stealing crap). _______________________________________________________________________________ _______________________________________________________________________________ ___________________________________ | | | | | Contents of this Guide: | | | |___________________________________| I. Plot Stuff Ia. Characters/NPC's (w/ primary fighter) II. Controls III. Flight Tips IIIa. Dogfights IIIb. Ground Raids IIIc. Confined Areas IIId. Key Target Tips IV. Characters V. NPC's VI. Menu Features VII. Walkthrough VIII. Craft Listings/Assessments IX. Hidden Fighters/Assessments X. Contribute? XI. Credits XII. Last Details/Frequently Asked Questions ______________________________________________________________________________ | | | I. Plot | |______________________________________________________________________________ -Set in the realistic future of mankind, two factions have arisen into mortal combat: the EDAF and OCC. The EDAF (cough* cough* Gundam SEED "Naturals") are basically the side of humanity that resides primarily on the Earth and therefore use fighters in regular airspace. Their motive for fighting the war against the OCC is to prevent the invasion initiated by the OCC. The EDAF stands for Earth Defense Airforce. This title does not reflect the rest of the Earth army (ground and naval factions), which effectively restricts what side the story unfolds from. The OCC (cough* cough* G-SEED "Coordinators"), is based in space (where humanity built colonies to reduce the threat of planetary over-crowding), and therefore has no general need for land based armaments. That is, until the OCC invaded Earth using advanced weapons technology. Throughout the game various cutscenes occur set in either the OCC or EDAF point of view. These cutscenes reveal vital story details and personal character details (especially Ken). I promise to not reveal any spoilers without a good warning before, so skip ahead until the spoilers end. -Aside from the general fact that the OCC and EDAF are at war with each other, our story takes places within an air division in the EDAF called the Delta Squadron. In the beginning of the game the Delta Squad doesn't have a very good reputation within the EDAF because of the passing joke that it consists of rag-tag characters (an old man flying a prop plane? Get real.) who have their own personal ghosts in their past. On each mission you sortie, you're given the choice of a Delta Element to deploy as, and to choose a pilot character within the Elements to deploy. For example one mission may include the 3rd and 2nd Elements to deploy. This means that you choose a pilot in either of those Elements to "play" as, and the others are active CPU allies during the mission itself. What character you choose doesn't make any difference except for the jet you pilot. Each character has a type of combat their Element specializes in (which I will go into more detail in the "Characters" section), and their jets reflect this. So choose wisely before you go off into combat. ______________________________________________________________________________ | | | II. Controls | |______________________________________________________________________________ -Since the game has 3 "type" configurations already given, you have a pretty wide choice of play styles. I prefer a custom setup using the "expert" config since it already placed the proper functions to the buttons I wanted. What fits you is a task you have to think hard on, but it pays to aim for practicality. Place the buttons for main weapon and gun close to each other so you can switch firing modes on the fly with little hassle. The same rule applies for the acceleration and deceleration buttons as well. Under expert, these two are placed under L1 and R1 respectively. Also under expert setting is the yaw left/right functions. Yaw isn't a very important manuever but it may be helpful so I placed them on L2 and R2 (Left being yaw left and likewise for right yaw). After the fact, I realized that the minimap and main weapon switch buttons would be best placed as either O and []. My initial setup had minimap and directional key up and weapon switch as directional key right. I suppose that either setup would work, but I didn't want my right hand to have all the functions and the left with little work to do except manuever the craft. ______________________________________________________________________________ | | | IV. Characters | |______________________________________________________________________________ -=-3rd Element-=- -Ken Thomas: Viper 3 Tag name "Crow". His personal history as a Delta Squad pilot began after an the EDAF space station Keeper was destroyed, losing his girlfriend in the fateful event. Thereafter, he vowed to exact his revenge on the OCC who was the force behind the destruction of Keeper. His intense fervor in avenging his loss keeps his thirst for combat forever unfulfilled. Due to this deep and troubled past Ken alienates himself from the rest of the Delta Squad. His jets have a "pale blue" finish to them and he's referred by enemy aces simply as "Pale Blue". Generally a good all around pilot, his aircraft have a wide range of usage. I personally prefer the "Fullcrum C" since it has a very balanced range of stats and an 80 missile capacity with a sub-main weapon of 120 rockets. Although rockets are hard to aim manually (sometimes even at stationary targets), they are much more powerful than missiles. It remains highly manueverable at low speeds of about 200-300 km/h and accelerates a lot better than half the jets you can get with him. The only exception is that the Raptor is a heck of a lot faster than the Fullcrum but sacrifices manueverability for speed. Plus the Raptor is obviously more oriented towards AA combat (and has a nice stealth level to match, although I've yet to see stealth do a bit of help in hardcore dogfights), since its sub-main weapon are high-manuever AA-Missiles. -Ruth Valentine: Viper 1 Tag name "Lilly". Head of the 3rd Element in Delta Squad, and daughter of a well known commander in the war between the OCC and EDAF. She pilots to her fullest extent to try and prove to herself (and her father) that she is as capable of fighting in the war as anyone else is. Ruth has a strong tendency towards the right thing, and will show off a side of herself that refuses to abandon those in distress. Although young and slightly inexperienced in the ways of war, she tries her hardest to make sure all her comrades come back safely. As Ruth, I prefer either the Strike Eagle or Su-30MkI depending on the type of mission. The Strike Eagle is obviously geared towards AS combat since its Anti-ground stat is almost max and likewise its Anti-air stat is almost nil. In addition, the sub-main weapon on the Strike consists of... but all other stats are fairly high (as well as this craft packing 4100 HP). Although a little slower than the Strike Eagle, the Su-30MkI is the exact opposite of the Strike Eagle. Its AA-Attack stat is as high as the Eagle's Anti-Ground stat, and packs High Mobility AA-Missiles as a sub-main weapon. Take your pick, if you're more concerned about having enough health to make it through a state, lean towards the Strike Eagle, but if you're confident enough and are taking on primarily aerial targets, the AA-Missiles on the Su-30MkI will take out the targets fast enough before any serious damage is caused. -John Rundal: Viper 2 Tag name "Wolf". His life is for the hunt, himself characterized as the "Hunter", and all others opposing him his prey. A bit big headed in his own piloting skills, but backs it up by always returning to base...even if he's the only one left. The "too cool for you" attitude he displays may be a way to hide his own internal strife. His fighters have a primarily Air to Air usage, but there are a few exceptions. This is an obvious choice, John's S-37 Berkut is the baddest little high tech fighter you'll see in AFDS. Yes, it lacks health(2400 HP), and yes, it's defense rating does suck, but you'll rarely come across a higher Anti-Air stat in any other fighter. It's standard missile load is a meager 70, but its sub weapon is the frightfully awesome Multi-Lock AA-M (18 stock). Still highly manueverable at mach speeds, the Berkut can easily outrun most missiles. Not a fighter for n00bs. However, the F-15C Eagle isn't much better stat-wise compared to the Berkut (it actually has lower overall stats), but you'll have the option of buying it sooner than the Berkut. For a tight budget, I'd suggest investing in the F-16C Block 50 "Fighting Falcon" since its rounded stats easily identify it as a multi-role craft. Its sub weapon is the 20 stock High Manueverable AA-M, but it's standard missile stock is 80 (which I assume should be used on ground targets until your AA-M's run out). *Note: If you want to know the biggest part of the story and some other "goodies", play as Ken for every mission he's available. A large chunk of the inter-character drama focuses on him. Plus Ken is just my favorite anyways, and his craft are generally effective in any situation* -=-2nd Element-=- -Holst Prendre: Cobra 1 Tag name "Duke". A seasoned pilot with many battlemarks, and head of the 2nd Element. Holst fights the OCC for the sake of his family, which after divorcing his wife, custody of his daughter was given to his ex. Although quite resolute in his will to fight for a peaceful future for his daughter, Holst sometimes can't prevent himself from becoming depressing getting caught up in his thoughts. His fighters are almost all bombers, but later fighters unlocked also provide competant anti-air stats. For Holst I love to use the F-15U Plus since it totally wipes out any ground threats in one fell swoop. I used it in the mission Iceberg and destroyed all the critical targets with only 10 of its 30 high yield bombs. Sadly, I can't remember if the bombs on this fighter are napalm or what, but they sure are strong nonetheless. The F-15U Plus also fares pretty well in dogfights since it can easily outrun most missiles (I've hit mach 2 with this baby). Sadly, once you hit 1500 km/h, you start to lose mobility drastically, but that is to say that most ground targets can't touch you in a strafe raid at mach 1. Aside from the F-15U, I'd say save your cash for the A-10A Thunderbolt II. The HP of this fighter is amazing, but it moves like a tub of lard on a cold day. Although it has a 50% larger rocket and 66% higher bomb payload, it can't hit enemy fighters worth crap. If you don't have the cash to pay for the F-15U by the time you hit the mission "Iceberg", save your pennies for this fighter, and suffice with the F-105D Thunderchief for dogfights. Only use the X-44 for times when you know you won't need your gun (you get twice as much money for destroying enemies with your machine gun, by the way), and it also packs some pretty buff bombs on it too. The only downside is that it's a bit slower than the F-15U Plus (and a bit more expensive too, I think). -Pedro: Cobra 2 Very little is known about Pedro except that he acts as an "in-between" man for Holst and Brian. He always sorties and is an active member in the 2nd Element, but very enigmatic despite the fact. His goal seems to be in educating the gung-ho Brian about the truths of war, and ensuring Brian lives long enough to learn that lesson well. -Brian Douglas: Cobra 3 Tag name "Sprog". A gung-ho young pilot out to make himself a man in the skies fighting for the EDAF. His too positive attitude makes him blind to the truth of war, which Pedro and Holst often have to teach the hard way. Although he meets disappointment about the romances of the battlefield, he also accepts these things as truth and fights onward with eager energy that encourages Holst and Pedro to forge him into a splendid pilot. Brian's tag name is a pun on his immaturity and childishness despite taking active part in a very adult oriented setting. -=-1st Element-=- -Jamie Jones: Anaconda 1 Tag name "Shogun". Head of 1st Element and the oldest pilot among the Delta Squad ranks. His age clearly reflected in the craft he pilots: WWI prop planes. As lead of the 1st Element, his age must reflect either an extremely senile old man, or an extremely talented pilot. Jamie grows more and more worried about the prop plane's place in the EDAF, and becomes depressed at the realization that supersonic fighters are becoming commonplace leaving antique prop fighters out to dry. To be successful when playing as Jamie, extreme skill is paramount above all else (his initial fighter is by far the weakest among all the Delta pilots and its stats are so dismal you can barely read them). -Rick Campbell: Anaconda 2 Tag name "Nonstop". A man obsessed with speed whose kick out of life is to pass his enemies at mach speeds and then obliterating them before they know what's happened. However, with reckless speeds comes general reckless behavior, and Rick isn't exactly the brightest in the Delta Squad (you'd figure that out by yourself if you just look at his picture). Rick stands as an outlier of sorts within the 1st Element, which specializes in confined areas and tedious missions. The fact is only intensified tenfold since Jamie flies prop fighters and Alex pilots VTOL (Vertical Take Off and Landing) craft leaving Rick the only pilot who uses supersonic fighters. -Alex Levine: Anacadona 3 Tag name "Rush Hour". Perhaps the most sensible pilot in the 1st Element, Alex doesn't hold as much faith in his ability as others would assume. He gets worried for Jamie because he already knows that Jamie will one day realize that prop fighters have no place in a world of supersonic dogfights. Alex's craft specialize in confined areas since they are VTOL, and can therefore fly at extremely low speeds without stalling the engine. For Alex, I like using the AV-8B Harrier II or the Yak-141 "Freestyle". Both have somewhat related stats, but I prefer looking at weaponry and overall speed when judging which to use. Use the Freestyle for dogfights or missions with ground targets and enemy fighters (it has anti-surface missiles as a sub main weapon), and use the Harrier II for missions that require you to advance in a confined area with extreme prejudice (especially when you're lined up with an critical mission target and are still too far away to lock on, you can switch to rockets and take the target much easier this way). His primary fighter isn't too shabby, it has Long Range AA-M's, but lacks a gun, so I think it's safe to say that you can suffice with it until you have enough cash to burn on the Harrier II or Freestyle. *Note: For more individual info on the jet's armaments please refer to the jet FAQ written by Mooha Master. I'll provide my own list of fighters but include my own personal "criticisms" about each* ______________________________________________________________________________ _____________________________VII. WALKTHROUGH_________________________________ -Metro (****) 1st Element: This is one of those "closed area" missions you've probably heard me yak about for a while now. Since Rick has his own private mission ("High Speed Rick"), only Jamie and Alex are available. I recommend using Alex on this one. His VTOL can fly at lowered speeds without stalling (just watch out when the craft enters VTOL mode, increasing your speed in this mode makes you ascend a little fast for how low the ceiling is). If you play this as Alex, I recommend using the Freestyle for this (or use his default fighter if you haven't gotten it, or even the Harrier II). It has Anti- surface missiles, which will help a bit when you have to take down two gun trains in the sub-station. When you first start this mission, don't follow Jamie. Speed up to about 500 km/h and keep going straight through the tunnel. If you followed Jamie, that makes things a little complicated. If you followed my advice and kept going straight, ignoring the branch offs to the left and right, you'll come across two VTOL fighters about 5 second down the tunnel. They'll fire a missile each at you, but if you kept your speed up (and altitude down, there're a couple horizontal support beams near the fighters) only one tops should hit. Lock on to the nearest one and fire off 4 standard missiles (AS-M's won't lock on to air targets, duh). If all 4 hit and take the fighter down, slow to about 300 km/h and take the other one down with 4 missiles. If all went well, speed up to 500-600 km/h again and switch to your Anti-surface missiles. About 3-5 sec further down you'll find the first gun train. Fire off 2-4 of the AS-M's and that'll take care of the gun train (hopefully before it got a chance to shoot back). Keep your speed up, and keep an eye out for two branch offs. You'll want to take the right branch (or left, it doesn't matter, they both lead in a circular loop of an upper level of the metro station). In the metro loop area, keep your speed about 300-400 km/h so you're moving fast enough to not stall your engine and slow enough so that you can avoid running into the walls. Through this loop, there'll be several VTOL's parked and if you get hit by every single fighter once, you should still make it. For the first fighter you come across, stay to the right of the corridor and fire off 4 missiles. MAKE SURE YOUR MISSILES HIT OR ELSE YOU'LL HAVE TO REPEAT THE LOOP AGAIN TO GET THE ONES YOU MISSED. After taking down the first VTOL, get to the left side of the corridor before you encounter the next fighter. This is because the fighter is positioned almost in the center of the corridor and when it fires, there's a 50% chance the missile will hit the wall instead of you. Also, it sets you up for an easy kill (your missiles won't hit the walls most of the time). Keep going around the loop killing the VTOL's until you see an open area with a tunnel to the bottom right of the screen. If you were to fly down there (don't, the 2nd gun train is down there and will shred you), it would take you almost to where you started the stage. Speed up to about 500 km/h to avoid getting lit up by the train, and then slow back down to your normal speed after it stops firing on you. Keep proceeding through the 2nd half of the loop as you did the first half. But when you reach the next entrance to the bottom tunnel, swoop down in and follow it to the end where the 2nd gun train is (it's safe to take this entrance to the bottom area since you took out the 1st gun train at the very beginning of the mission). If you decide to use Jamie for this one, I suggest using a fighter that has at least 2500 HP, and if possible AS-M's. If you don't have a fighter that has both of these parameters, then choose whichever one you think is more useful. -Stand By (*) 1st/2nd/3rd Elements: These missions are not part of the main story, and are meant to give you a chance to earn extra cash for a pilot. There are usually three of these missions in every major phase of the game. You basically hold out as long as you can against unlimited enemy fighters. The mission ends under the following circumstances: a.) you're shot down, game over. (not really, but it pisses me off when I die in a mission that is meant to make me money). b.) you leave the mission area. You can view the radius of the mission area by hitting the minimap button, the if you leave the yellow lined area, the stage is over and you made however much money you were able to rack up prior to leaving the stage. c.) The mission timer hits 0. The mission ends under this default and a friendly fighter will usually com you with something like, "Way to show em', true Delta style! We'll take it from here". The next screen displays your kills and how much made overall. Try to shoot for this outcome. *Note: you can't unlock more fighters for a certain pilot via Stand By missions. Also, ace pilots may appear as initial enemies during these missions, so be sure to take them out since they're both dangerous and worth a lot more than common enemies* ______________________________________________________________________________ _____________________________VIII. FIGHTER ASSESSMENT_________________________ Ken Thomas: Ruth Valentine: John Rundal: Holst Prendre: Brian Douglas: Jamie Jones: Rick Campbell: Alex Levine: ______________________________________________________________________________ _______________________________HIDDEN FIGHTERS________________________________ -Aura Wing: Let me put it this way...the Aura has got some major weaponry, but its speed is like waiting for water to boil. Spend the extra 100k on the special weapon, trust me, you'll love it. It packs 120 standard missiles, but who needs those things when you can switch to sub-main weapon and shoot homing lasers from your wings? Not only do the lasers track, but they're incredibly powerful. Sadly, you'll find that 40% of the time you'll be chasing down your enemies or hoping one gets within 6500 meters of you so you can actually get a lock with the Hyper lasers. The average speed I noticed the fighter moving at was about 200-300 km/h...not too cool. I don't ever remember hitting mach 1 with this thing either. (Note: The wings begin to glow bluish and they separate to let you "know" that you have the sub-main weapon activated). On a side note, you can use the Aura Wing and ANY other secret fighter you've unlocked for ANY mission as ANY character. Also, when you play as any of the hidden fighters, an alternate music plays in the background. As the Aura Wing when you press Pause, an old skool Nintendo pause sound is played. Old School Renaissance!!! ______________________________________________________________________________ _______________________________CONTRIBUTE_____________________________________ If you have any details or stuff I missed or you think I need to add, then please mail me with the details at GuitaristTLW@hotmail.com. Be SURE TO ADD IN THE TOPIC "Airforce Delta FAQ" and preferably what aspect/detail you're contributing to. If it's a question, please check the guide again (if it's specific then go to the top of the guide and do ctrl f "item you're looking for"). In the case the thing you're looking for isn't in the FAQ, please mail me with your question(s). Anything not labelled with Airforce Delta in the topic will be ignored and assumed as spam. ANY secrets or codes you wish to send me for the FAQ will be given credit in the FAQ in the "Credits" section. If I don't respond or read your additions, I will get to them in due time (I'm only human too, you know), so please be patient. _______________________________________________________________________________ _______________________________________________________________________________ _______________________________________________________________________________ _________________________________CREDITS_______________________________________ Thanks to Konami first of all for making such excellent and variant types of video games over the years. Aside from Airforce Delta Strike, I'd like to say thanks for making some of my favorite games: Silent Hill series, Metal Gear Solid, and...Contra! Keep making games that challenge the player to put themselves entirely in the game to win. Thanks to my (joking) slave-drive English teach, without having to publish something I've written, this FAQ never would've been born. To my teach: "I hate writing poetry and essays, so this was the last thing I could make myself do without gouging my eyes out" (still joking ^_^"""). Thanks to...me...I guess, for writing the darned thing. Thanks to Mooha Master for making the first AFDS FAQ, which helped me figure out what fighters I still had to unlock for what characters, and made me feel that much less anxious when writing the bulk of this guide. Thanks to Gamefaqs.com for making such a huge name for itself over the years and allowing gamers to help each other in many ways. Thanks to my cousin who looked over the very earliest drafts for mistakes...noticed I forgot that "Strike" had an R in it, so I added the missing "R" to the ASCII art at the beginning of the FAQ, and for telling me that Gamefaqs existed in the first place. Thanks Andy! ^_^"" _______________________________________________________________________________ _______________________________________________________________________________ Copyright 2004 Tristan Walker. This means that guide is OWNED by ME, TRISTAN WALKER, dammit! This FAQ may not be reproduced under ANY circumstances except for personal or private use. It may NOT be placed on ANY web site or otherwise publicly distributed without my advance written permission with the exception of Gamefaqs. Use of this guide on any other web site or as a part of any public display is STRICTLY prohibited, and is therefore a violation of copyright. All trademarks and copyrights in this guide are owned by their respective trademark and copyright holders.