.hack//G.U. Vol.2//Reminisce keyword properties guide By Master ZED TOC: 0. Version history 1. Intro - Ctrl+F is your friend! 2. Chaos Gate properties 3. Keyword properties - A note about storyline, event and lost ground keyword sets - 1st word = Special 1st word properties, detailed - 2nd word - 3rd word = Special 3rd word properties, detailed 4. Credits Non-numbered. Legal bull ----------------------------------------------------------------------------- 0. Version history ----------------------------------------------------------------------------- -------------------- v1.0 (10:14 AM 2/27/2008) Initial release. -------------------- ----------------------------------------------------------------------------- 1. Intro ----------------------------------------------------------------------------- I got sick and tired of having to remember keyword properties and what words were obtained when, so I wrote this. I spent a single miserable day on it, but it's not like I had to go figure out damage equations or anything. Here's a quick explanation on how the guide is sorted. Section 2 contains everything I know about how the Chaos Gate functions in general. Section 3 lists each keyword and its effects, sorted by first, second, and third words. ...that's it. Not long, but such a guide is still pretty useful. ----- Ctrl+F is your friend! ----- First and foremost, LEARN CTRL+F!!! This is usually the shortcut for the Search function on your browser, which is also usually found under Edit. You can use this to look up certain words, sentences, etc., and is much easier than scrolling through the entire guide. ----------------------------------------------------------------------------- 2. Chaos Gate properties ----------------------------------------------------------------------------- Server: The server you're on dictates what special storyline areas, event areas, lost grounds, etc. you can go to. In Lumina Cloth (Omega server), you can't go to any areas. You must also beware that the same keywords won't usually have the same map layout between servers. Each server also sets a base level and item level, along with a limit as to what each set of keywords will produce: Delta - Base 0, LV. 1 minimum, LV. 50 maximum Theta - Base 50, LV. 100 maximum Area LV: The maximum level of monsters you'll encounter in a given area. In dungeons, you'll usually encounter enemies of lesser levels until the final floor/block. Item LV: Dictates what items and equipment you can get from objects, chests, and trap boxes. Equipment may be higher or lower than the Item Level given, so consider this an average. Item LV. is always the same as the Area Level unless the 3rd Word gives a bonus or a penalty. In Rebirth, there's a max of plus or minus three, and in the latter two games, the max is -/+ 5. -/+ scale: A visual representation of the bonus or penalty to Item LV. If a 3rd word gives three bonus Item Levels, there will be three white notches on the plus side of the scale. If you're using the 3rd word Rider, there will be a penalty of -5 Item Levels, so the scale will have all five notches on the - side glowing red. The value of the scale isn't given in the guide because it would appear exactly the same way as Item LV. does. Element: Dictates what elements the enemies may be at the area. Enemies of opposing elementals won't appear. The elements a field has will also affect what items show up, even if the items and equipment aren't actually elemental themselves. Twin Scales, for example, usually only appears in Water fields despite the fact its ability (Damage Change) is non-elemental. Equipment like the Simple Dark Bell are obviously biased towards their own element, while some like Simple Fortunes have no affinity whatsoever. To determine area elementals, remember the following: 1st word > 2nd word > 3rd word The first word's element will be part of the field elements, without question. The second keyword's will only be part of the field if the first word doesn't directly oppose it, and the third's will only count if neither of the other words have any say about its element. For example, in the keywords Screaming Swift Scarab, you have Fire (Screaming), Water (Swift), and Scarab (Light). Screaming has priority over the 2nd word Swift, so the area will have a Fire element, but no Water element since the two oppose each other. Scarab only has a say in elements because neither of the first two words are Dark, so the field these words generate together on any given field will be Fire/Light elemental. PC's and known PC's: The two numbers above elements tell you about the PC's and Battle Areas. The left number tells you how many PC's/Battle Areas there are and the right tells you how many of the PC's in the area you've met, including whoever needs to be rescued in the Battle Area(s). However, meeting someone in a Battle Area doesn't count. The left number can be read in three different ways depending on whether you're at a field, a dungeon, or a dungeon with the 3rd word Berserker. Here's how to read fields: 1 - One PC at a Platform or a Battle Area (which it is is random) 2 - One PC at a Platform and a Battle Area 3 - A Medic Union party at a Platform, no Battle Area 4 - A Medic Union party at a Platform and a Battle Area NOTE: Berserker fields will always have one Battle Area with no one at the Platforms. For dungeons, divide the number by 3 and that's how many 3 PC parties there are in the area (each at a Platform). The remainder is how many Battle Areas there are, one per floor/block. If there aren't enough Platforms to hold all of the parties, then the rest will simply go missing. Note that there will never be anyone at the Beast Statue floor of a Cloister dungeon, nor will there ever be a Battle Area there. For Berserker dungeons, the PC count can be read as both the number of Battle Areas available (again, one per floor/block; take away one for Cloister top floors) and as the number of floors a dungeon has. Keep that in mind if you find yourself separated from this guide and need a specific floor/block count. Mission: What the main objective of the area is, or rather, what will get you the mission reward item. For fields, either you have to collect three symbol fragments to enter the Beast Temple or you have to defeat a boss monster. In dungeons, the only objective is to find the Beast Statue, which is somewhere on the last floor/block. In Cloister dungeons, the Beast Statue room makes up the entire final floor, and the entrance to that floor may be blocked by a boss monster (though it isn't called a boss here and you don't get an extra mission reward for defeating it). ----------------------------------------------------------------------------- 3. Keyword properties ----------------------------------------------------------------------------- ----- A note about storyline, event and lost ground keyword sets ----- Special keyword sets don't have to heed the rules set forth by the words they use and can be anything the programmers want them to be. For example, the field Theta: Bequeathed Insatiable Mysteries is a Grass area. The first word Bequeathed isn't supposed to create Grass fields; it's supposed to make desert fields. If a given keyword set doesn't seem to fit with what this guide is telling you, check to see if its a special area. ----- 1st word ----- KEY LV. - How many levels are added by the keyword. The first keyword always affects both the Area and Item levels by the same multiple of 10. Element - What element the field will have. Remember, the first keyword's element is the most dominant in the set and will be included even if another keyword might be of the opposing element. F/D - (F)ield or (D)ungeon. Type - What type of field/dungeon the keyword will create. Miscellaneous - Any additional data relevant to the keyword. This is all explained in greater detail at the end of this subsection. Keyword | LV. |Element| F/D | Type |Miscellaneous ------------+-----+-------+-----+---------+-------------- Buzzing | +0 | Water | F |Grass | Elegant | +0 | Wind | F |Grass | Forgotten | +0 | Earth | F |Grass | Essential | +10 | Fire | F |Grass | Screaming | +10 | Fire | F |Grass | Chasing | +0 | Water | D |Shrine | Creeping | +10 | Water | F |Grass | Dancing | +10 | Fire | F |Grass | Hidden | +10 | Earth | D |Shrine | Wealthy | +0 | Fire | F |Grass | Peaceful | +0 | Fire | D |Shrine | Submissive | +0 | Fire | F |Grass | Great | +0 | Water | F |Grass | Blurry | +10 | Earth | F |Grass | Gallant | +0 | Fire | D |Shrine | Lazy | +20 | Water | D |Cave | Sneering | +10 | Fire | D |Shrine | Pulsating | +20 | Water | D |Cave | Delicious | +20 | Fire | D |Shrine | Setting | +10 | Water | F |Grass | Disputing | +30 | Fire | D |Cave | Crying | +30 | Water | D |Shrine | Coiling | +30 | Wind | D |Cave | Rising | +20 | Earth | D |Shrine | Choosing | +10 | Fire | D |Cave | Heartless | +20 | Water | D |Cave | Entwined | +30 | Wind | D |Cave | Endless | +40 | Earth | D |Cave | Sacred | +0 | Fire | D |Shrine | Upfront | +0 | Water | D |Cave | Fly Away | +0 | Wind | D |Shrine | Heavenly | +0 | Earth | D |Cave | Truthful | +10 | Fire | F |Grass | Halberd | +10 | Water | F |Grass | Warm | +10 | Wind | F |Grass | Rough Song | +10 | Earth | F |Grass | Unseeing | +10 | Fire | D |Cave | Harvesting | +10 | Water | D |Shrine | Croaking | +10 | Wind | D |Cave | Overjoyed | +10 | Earth | D |Shrine | Graceful | +20 | Fire | F |Grass | Paling | +20 | Water | F |Grass | Agonizing | +20 | Wind | F |Grass | Piling | +20 | Earth | F |Grass | Restful | +20 | Fire | D |Shrine | Wandering | +20 | Water | D |Cave | Unknowing | +20 | Wind | D |Shrine | Obstructed | +20 | Earth | D |Cave | Saddened | +30 | Fire | F |Grass | Counting | +30 | Water | F |Grass | Dreaming | +30 | Wind | F |Grass | Decadent | +30 | Earth | F |Grass | Playing | +30 | Fire | D |Cave | Beloved | +30 | Water | D |Shrine | Fattening | +30 | Wind | D |Cave | Unending | +30 | Earth | D |Shrine | Roaring | +40 | Fire | F |Grass | Spring's | +40 | Water | F |Grass | Concealed | +40 | Wind | F |Grass | Protected | +40 | Earth | F |Grass | Closed | +40 | Fire | D |Shrine | Freezing | +40 | Water | D |Cave | Immovable | +40 | Wind | D |Shrine | Dawning | +40 | Earth | D |Cave | Starting | +0 | Water | F |Grass | Galloping | +40 | Dark | F |Desert | According | +40 | Fire | D |Cave | Severe | +0 | Water | D |Cave | Burning | +0 | Fire | D |Cave | Excusing | +10 | Dark | F |Desert | Clever | +0 | Light | F |Desert | Troubled | +10 | Light | F |Grass | Lingering | +10 | Fire | F |Grass | Secret | +10 | Dark | D |Shrine | Ephemeral | +10 | Water | F |Desert | Growing | +10 | Earth | F |Desert | Aesthetic | +20 | Earth | F |Grass | Discerning | +20 | Dark | D |Cave | Thinking | +30 | Earth | D |Cloister | Misjudge | +30 | Water | D |Cave | Airy | +0 | Wind | F |Desert | Standing | +0 | Earth | F |Desert | Wonderful | +10 | Dark | D |Cave | Blowing | +0 | Dark | F |Desert | No Face | +0 | Light | D |Shrine | Pursuing | +10 | Wind | F |Grass | Sticking | +10 | Fire | D |Cave | Chaotic | +0 | Earth | D |Cave | Raging | +0 | Water | D |Cave | Clouding | +30 | Earth | D |Cave | Bequeathed | +20 | Dark | F |Desert | Blazing | +0 | Light | F |Grass | Spectating | +0 | Dark | F |Desert | Refined | +0 | Light | D |Cloister | Feeble | +0 | Dark | D |Shrine | Soulful | +10 | Light | F |Desert | Confusing | +10 | Dark | F |Grass | Tranquil | +10 | Light | D |Cave | Tearing | +10 | Dark | D |Cloister | Unselfish | +20 | Light | F |Grass | Thrilling | +20 | Dark | F |Desert | Radiant | +20 | Light | D |Shrine | Wailing | +20 | Dark | D |Cloister | Petitioning | +30 | Light | F |Desert | Dejected | +30 | Dark | F |Grass | Cheering | +30 | Light | D |Cloister | Deep | +30 | Dark | D |Cave | Serene | +40 | Light | F |Grass | Winding | +40 | Dark | F |Desert | Adoring | +40 | Light | D |Cloister | Foolish | +40 | Dark | D |Shrine | Passing | +20 | Wind | F |N/A* |Keyword needed for Bike Missions Competing | +40 | Fire | F |Desert |Crimson VS. cards appear at Temples Returning | +40 | Dark | D |Cloister | * - Passing's field type (grass or desert) isn't determined by this keyword alone. It is determined by an unknown combination of factors amongst all three keywords, and usually has something to do with the course that is chosen. ===== Special 1st word properties, detailed ===== Passing - This word only creates Bike Mission fields, and is the only keyword capable of doing so. In Redemption, courses six through ten open up, and some keyword sets from Reminisce may not create the same course anymore. Competing - Beast Temples in Competing fields have Crimson VS. cards at the statue. However, this is the only effect the word has. You cannot get another card by getting an S rank on the field, and neither boss monsters or Doppelganger will drop more cards. Naturally, this means that boss fields are completely unaffected by the keyword. ----- 2nd word ----- KEY LV. - How many levels are added by the keyword. The second keyword always affects both the Area and Item levels by the same amount. Element - What element the field will have. If you'll recall, the second keyword comes second in area elemental priority, so if the first keyword's element opposes the second's, the second keyword element won't be used. See section 2 if you're confused. S/B - (S)ymbol Fragments or (B)oss for fields. This may or may not influence a Cloister dungeon to have a boss-type enemy just before the Beast Statue as well, though this will not always be the case. Floors - The number of floors/blocks a dungeon will have if the second word in question is used. Keyword | LV. |Element| S/B | Floors ------------+-----+-------+-----+-------- Wrath's | +5 | Fire | S | 3 Swift | +0 | Water | S | 2 Black | +5 | Water | S | 3 Ruined | +0 | Wind | S | 2 Honor | +5 | Wind | S | 3 Marble's | +0 | Earth | S | 2 Military | +5 | Earth | S | 3 Aster's | +0 | Fire | B | 3 Bustling | +5 | Fire | B | 2 Vane | +0 | Water | B | 3 Daybreak's | +5 | Water | B | 2 Kourin's | +0 | Wind | B | 3 Humbling | +5 | Wind | B | 2 Heretic's | +0 | Earth | B | 3 Dusk's | +5 | Earth | B | 2 Sunshine's | +9 | Fire | S | 3 Nirvana's | +9 | Water | S | 3 Cupola | +9 | Wind | S | 3 Friend's | +9 | Earth | S | 3 Forbidden | +0 | Wind | S | 3 Idling | +0 | Fire | B | 3 Returning | +2 | Fire | B | 3 Cupid's | +4 | Fire | B | 3 Fortune's | +0 | Fire | B | 3 Mourning | +0 | Fire | B | 3 Medium's | +0 | Fire | S | 2 Leading | +2 | Fire | B | 2 Tragedy's | +2 | Earth | S | 2 Cursed | +8 | Water | B | 2 Obsessive | +0 | Earth | S | 3 Season's | +5 | Wind | B | 3 Advice's | +2 | Wind | B | 2 Failing | +6 | Earth | B | 3 Unlimited | +2 | Wind | B | 2 Past's | +1 | Fire | S | 2 Eternity's | +8 | Wind | B | 3 Gray | +6 | Wind | B | 3 Gambler's | +6 | Earth | B | 3 Destiny's | +0 | Fire | B | 3 Love's | +5 | Water | B | 3 Superior | +0 | Earth | B | 3 Starting | +0 | Fire | B | 3 Joyous | +9 | Earth | B | 3 Corpse's | +6 | Water | B | 3 Blazing | +9 | Fire | B | 3 Discord's | +9 | Water | B | 3 Red Plum's | +9 | Wind | B | 3 Doomed | +9 | Earth | B | 3 Your | +0 | Wind | S | 2 Subtle | +2 | Water | S | 2 Floating | +2 | Light | S | 2 Unclean | +0 | Wind | B | 2 Fallen | +2 | Wind | B | 2 Illusion's | +1 | Earth | S | 4 Genius's | +7 | Water | S | 4 Her | +0 | Wind | B | 4 Aching | +8 | Fire | B | 3 Mind's | +1 | Fire | B | 4 Time's | +7 | Dark | S | 4 Evenings | +9 | Fire | S | 3 Hardship's | +7 | Earth | B | 4 Neighboring | +5 | Water | S | 4 Innocent | +0 | Water | B | 3 Precept's | +1 | Wind | S | 4 Engine's | +0 | Wind | B | 3 Calming | +1 | Fire | B | 3 Opaque | +3 | Fire | B | 4 Sea Sand's | +2 | Earth | B | 3 Infinite | +0 | Light | B | 3 Expert's | +5 | Fire | B | 3 Natural | +9 | Dark | B | 3 Fortified | +3 | Fire | B | 3 Scheming | +5 | Water | B | 3 Invincible | +5 | Dark | B | 3 Insatiable | +4 | Fire | S | 3 Daylight's | +0 | Light | S | 2 Fighter's | +5 | Light | S | 3 Spiral's | +0 | Dark | S | 2 Fence's | +5 | Dark | S | 3 Multiple | +0 | Light | B | 3 Eternal | +5 | Light | B | 2 Setting | +0 | Dark | B | 3 Fruitless | +5 | Dark | B | 2 Cloudless | +9 | Light | S | 4 Maiden's | +9 | Dark | S | 4 Genesis's | +9 | Light | B | 4 Exposed | +9 | Dark | B | 4 Deity's | +3 | Light | S | 4 Pocketed | +3 | Dark | S | 4 Caesar's | +3 | Light | B | 4 Grieving | +3 | Dark | B | 4 ----- 3rd word ----- KEY LV. - How many levels are added or taken away by the keyword. Item LV. - How many item levels are added or taken away by the keyword. Element - What element the field will have. If you need a reminder, the third keyword comes dead last in area elemental priority, so if one of the first two keyword's elements oppose the third, the third keyword's element won't matter. See section 2 if this is a bit hard to understand. Miscellaneous - Any additional data relevant to the keyword. This is all explained in greater detail at the end of this subsection. Keyword | LV. |Element|Item LV.|Miscellaneous ------------+-----+-------+--------+-------------- Two Wings | +3 | Fire | +3 | Phoenix | +2 | Fire | +3 | Hand Song | +2 | Fire | +2 | Pure Bred | +1 | Fire | +1 | Fast Horse | +1 | Fire | 0 | Belladonna | +0 | Fire | +1 | Bum | +0 | Fire | 0 | Generation | -1 | Fire | -1 | Nemesis | -2 | Fire | -2 | Alga Grass | +4 | Water | +3 | Old World | -1 | Wind | -1 | Princess | +1 | Fire | +1 | Phantom | +1 | Fire | 0 | Paradise | -2 | Water | -3 | Masquerade | +0 | Wind | -1 | Holy Ground | +1 | Earth | 0 | Dead Wood | +1 | Water | 0 | Radiation | +1 | Wind | 0 | Bulwark | +1 | Fire | 0 | Camellia | +4 | Fire | +3 | Freedom | +1 | Wind | +0 | 1000 Oaks | +1 | Earth | +1 | In-Laws | +0 | Water | +1 | Slacker | -2 | Earth | -2 | Drunkard | +0 | Fire | 0 | Exile | +0 | Water | +1 | Empire | +1 | Earth | 0 | Metal Doll | +0 | Water | +1 | Weed Eater | +2 | Fire | +3 | Night Moon | +1 | Water | 0 | Tiny Beast | +1 | Earth | 0 | Footsteps | +1 | Fire | 0 | Whicker | +2 | Wind | +2 | Gate | -2 | Earth | -2 | Offerings | +1 | Fire | 0 | Pilgrim | +1 | Water | 0 | Venom Fang | +1 | Water | 0 | March | +1 | Wind | 0 | Ocean | +3 | Water | +3 | Fountain | +2 | Water | +3 | Life Boat | +2 | Water | +2 | Bodhi Tree | +1 | Water | +1 | Snow Lamp | +1 | Water | 0 | Cathedral | +0 | Water | +1 | Puddle | +0 | Water | 0 | Tide Road | -1 | Water | -1 | Frog Lake | -2 | Water | -2 | Blue Cloud | +4 | Wind | +3 | Scud | +3 | Wind | +3 | Gold Bird | +2 | Wind | +3 | Dark Tree | +2 | Wind | +2 | Vagabond | +1 | Wind | +1 | Pinwheel | +1 | Wind | 0 | Evergreen | +0 | Wind | +1 | Malt Town | +0 | Wind | 0 | Ignorance | -1 | Wind | -1 | Globe | -2 | Wind | -2 | Snow Caps | +4 | Earth | +3 | Foot Stone | +3 | Earth | +3 | Twin Rocks | +2 | Earth | +3 | Holy Relic | +2 | Earth | +2 | Cat's Eye | +1 | Earth | +1 | Whiplash | +1 | Earth | 0 | Crawl Tree | +0 | Earth | +1 | Fortune | +0 | Earth | 0 | Resort | -1 | Earth | -1 | Cassiopeia | -2 | Earth | -2 | Shadow | +1 | Water | 0 | Berserker | +1 | Fire | 0 |All Battle Areas always appear Desert | +1 | Earth | +3 | Eradication | +1 | Light | +2 | Grey Dance | +1 | Dark | +4 | Seven Sins | +2 | Fire | +4 | Route | -3 | Water | 0 | Moon Raven | +3 | Wind | +4 | Antitheses | +3 | Earth | +5 | Love | -1 | Fire | +3 | Surpassed | +1 | Earth | +1 | Memoir | +2 | Wind | +4 | Mind Trip | +2 | Light | +3 | Aster's | -3 | Earth | 0 | Vampire | +3 | Wind | +5 | Life | +1 | Light | +4 | Symphony | +2 | Dark | +5 | Waltz | -2 | Wind | 0 | Western | -1 | Fire | +1 | Yin Beast | +2 | Fire | +3 | Hot Wind | +1 | Fire | +3 | Resident | +0 | Earth | +3 | Biker | +4 | Wind | +5 | Fungus | +3 | Dark | +1 | Guard | +4 | Dark | +5 | Conclusion | +2 | Wind | +3 | Huge Being | +2 | Fire | +5 | Battlefield | +1 | Earth | 0 | In Heat | +1 | Water | 0 | Dragonbein | +1 | Wind | 0 | Hades | +1 | Fire | 0 | Sacrament | +1 | Light | 0 | Mysteries | +1 | Water | +4 | Volcano | +1 | Fire | +5 | Dude | -3 | Fire | 0 | Kappa | +1 | Water | +5 | Clepsydra | -3 | Water | 0 | Small Flag | +1 | Wind | +5 | Runner | -3 | Wind | 0 | Ceremony | +1 | Earth | +5 | Pillow | -3 | Earth | 0 | Dagger | +4 | Light | +5 | Casket | +3 | Light | +4 | Buttercup | +2 | Light | +3 | White Wolf | +1 | Light | +5 | Facet | +1 | Light | +2 | Magnified | +0 | Light | +1 | War Maiden | -1 | Light | 0 | Cloak | -2 | Light | -1 | Myosotis | -3 | Dark | -2 | Arrows | +4 | Dark | +5 | Cuckoo | +3 | Dark | +4 | Drama | +2 | Dark | +3 | Knife Edge | +1 | Dark | +5 | Orion | +1 | Dark | +2 | Starlit Sky | +0 | Dark | +1 | Royal Edict | -1 | Dark | 0 | Hazy Moon | -2 | Dark | -1 | Rash Action | -3 | Dark | -2 | Moonlight | +1 | Dark | 0 |Doppelganger appears immediately Windup Box | +1 | Earth | 0 |All chests are trap boxes Magician | +1 | Water | 0 |Fields have Dungeon items, vice versa Hunt | +1 | Fire | 0 |Enemy Item drop rate +25% Scarab | +1 | Light | 0 |Enemy GP drop +25% ===== Special 3rd word properties, detailed ===== Berserker - A Battle Area will show up on every field created with this keyword, and dungeons will have a Battle Area on every floor with the exception of the Beast Statue floor of Cloister dungeons. Moonlight - If Doppelganger can appear on a field, he will immediately on Moonlight fields. However, if Doppel's appearance requires a Battle Area (rare, but there are such fields), or if the field simply can't produce Doppel for whatever reason, the keyword won't be able to force him out. Moonlight has no effect on dungeons since Doppel can't appear in those areas. Windup Box - Every chest on the field will be a trap box. This does not apply to chests created by the lucky animals Gold Bird and Totetsu. Magician - Switches the items collected from objects, chests and trap boxes from field to dungeon items and vice versa. Hunt - Increases the overall enemy item/equipment drop rate by 25%. It's the same as having an extra Drop Rate +25% accessory equipped. Scarab - Increases the overall enemy GP drop by 25%. It's the same as having an extra GP +25% accessory equipped. ----------------------------------------------------------------------------- 4. Credits ----------------------------------------------------------------------------- Zer0 and Mystere Man - I copied the word lists from the guide so I wouldn't have to retype every single word (I did this guide in 12 hours, half of which was finishing my own keyword list because I didn't get very many of the volume 3 words; I needed to cut corners somewhere). The word list isn't verbatim how it appears in the dothackersnet guide because I had to make a few corrections (typoes and those strange box f's that appeared in place of apostrophes). Oh, and if you're looking for how to get keywords, check their guide. I didn't include locations because Zer0's guide was good enough for that; I just needed the properties, which no one had for volume 2 and 3 keywords. ----------------------------------------------------------------------------- Copyright ©2008 Master ZED The Unoriginal White Sheet: http://masterzed.cavesofnarshe.com/ .hack//G.U. ©2006-7 Namco Bandai/CyberConnect2 I'm not responsible should anything stated in this FAQ/guide do anything. I'm not responsible should anything stated in this FAQ/guide do nothing. I'm not responsible for whatever you or anyone else do with this FAQ/guide or the contents within it. I'm not responsible for whatever you or anyone else don't do with this FAQ /guide or the contents within it. The only places you should find this guide are GameFAQs and ZED's Unoriginal White Sheet. All rights reserved. -----------------------------------------------------------------------------