POLARIUM ADVANCE
a game for Nintendo's Game Boy Advance
copyright 2006 Berend Veuger
_____________________________________________________________________________
| |
| Just here looking for a particular puzzle solution? |
|-----------------------------------------------------------------------------|
| Use the find-function (Ctrl+F) and enter the puzzle number for which |
| you need to find the solution. Enter the number as x.xxx where this |
| number represents the group in which the puzzle is found in the section |
| Polarium Reference, followed by the puzzle number within this group. |
| For example: searching for 6.015 will take you to the fifteenth puzzle |
| in the sixth group. |
|_____________________________________________________________________________|
Hello there, dear reader!
You are now reading (the introduction to) my complete guide to Polarium Advance
for GBA. I quite liked the first game, but I didn't really get bitten by the
Polarium-bug, I couldn't be bothered with the more advanced puzzles. But now,
with this GBA-sequel, I've got Polarium-fever! I'm having a lot more fun with
this game, and the new features compared to the DS-version really add to the
game. Since there was no guide for this game yet (probably due to the fact it
has not yet enjoyed a US-release), I felt like writing one myself.
So, here it is, hope it's helpful and allows you to enjoy this game even more.
Cheers,
Big Bear
CONTENTS:
VERSION HISTORY................what's new?
PROGRESS.......................how many solutions in here, how many skipped
STILL TO DO....................what's left to add to this FAQ
GOAL OF THE GAME...............so, what's this game's purpose?
DIFFERENCES WITH DS-VERSION....so, what's out? what's in?
CONTROLS.......................so, what does what?
SETTING OUT....................covers Options, Training and how to get started
HOW TO PLAY....................so, how does one reach this goal of the game?
DAILY POLARIUM.................the meat of the game
EDIT MODE / CUSTOM MODE........creating/importing/playing custom puzzles
TIME ATTACK....................how to race against the clock
POLARIUM REFERENCE.............contains the solution to all 365 regular puzzles
UNLOCKABLES....................so, anything interesting to obtain?
F.A.Q.'s.......................questions that are asked frequently
COPYRIGHT / CONTACT INFO.......what not to do, how to contact me
VERSION HISTORY:
v0.66 - 4 June 2006
POLARIUM REFERENCE - added 9 puzzle solutions
UNLOCKABLES - confirmed that first cursor-set unlocks at 60
F.A.Q.'s - clarified that ALL gets reset with clear-data
CREDITS - added section
v0.65 - 25 May 2006
- changed all references to 366 puzzles back to 365 (double-doh!)
POLARIUM REFERENCE - added 51 puzzle solutions
PROGRESS - added section on completion and skipped puzzles
v0.50 - 13 May 2006
POLARIUM REFERENCE - added 71 puzzle solutions
POLARIUM REFERENCE - confirmation of puzzles with more than 50 steps
UNLOCKABLES - section written, 2 unlockables so far
F.A.Q.'s - added requirement to play-test for answer 3
v0.31 - 9 May 2006
POLARIUM REFERENCE - added solutions to puzzle 8.041 and 8.055
VERSION HISTORY - gave the upcoming additions their own section
STILL TO DO - future additions now have their own section
v0.30 - 9 May 2006
- added a comment at the top of the file, pointing to the solutions directly
- changed the number of puzzles from 365 to 366 throughout the guide (doh!)
HOW TO PLAY - added a NOTE on the step count
EDIT MODE / CUSTOM MODE - added a comment on impossible puzzles
POLARIUM REFERENCE - written how groups and solutions will be shown
POLARIUM REFERENCE - first solutions added (100 in total so far)
POLARIUM REFERENCE - confirmed that numbering of puzzles is fixed
v0.10 - 6 May 2006
GOAL OF THE GAME - section written
DIFFERENCES WITH DS-VERSION - section written
CONTROLS - section written
SETTING OUT - section written
HOW TO PLAY - section written
DAILY POLARIUM - section written
EDIT MODE / CUSTOM MODE - section written
TIME ATTACK - section written
POLARIUM REFERENCE - skeleton written, solutions in next update
F.A.Q.'s - section written
COPYRIGHT / CONTACT INFO - section written
PROGRESS:
- number of solutions in this guide: 231/365
- skipped puzzles: #179, ref-number 8.095, not cleared at all
#186, ref-number 2.006, cleared without secondary objectives
#231, ref-number 4.008, cleared without secondary objectives
#232, ref-number 8.107, cleared without secondary objectives
STILL TO DO:
- Add the remaining 134 puzzle-solutions
- Check if the group-symbols are portrayed correctly, with the help of a larger
screen then my gba micro.
- Possible future sections:
PASSWORDS: If anyone sends in some interesting passwords, I may
open a section for custom-puzzle passwords.
ASCII-ART: Maybe I'll design a nice, simple ASCII for the title.
GOAL OF THE GAME:
Polarium gives you a selection of puzzles filled with black and white tiles.
To pass the puzzle, you need to clear all the rows by making each row consist
of the same color tile. Not all rows need to be either black or white; as long
as each row contains tiles of a single color. This is accomplished by drawing a
path with your cursor across the tiles; each crossed tile gets flipped to the
opposing color. The catch: you need to draw a single line; you can't cross the
same tile twice, nor can you stop halfway and continue a few tiles further.
Polarium originated as a puzzle game for Nintendo DS. Of course it suited the
stylus and touch-screen perfectly, needing to draw a single line without
lifting your "pen from the paper". However, control has been perfectly fitted
to the GBA cross-pad and A-button (or the L-button, to allow single-handed
play). On top of that, some variety has been added to the tile-set, allowing
for some new ways to play the same old game.
DIFFERENCES WITH DS-VERSION:
First and fore-most, is the switch from stylus control to cross-pad control.
This works rather well and in fact, control is even tighter since you don't
accidentily touch other tiles. Also, tracing back along your route a few steps
works much better in the GBA version.
Challenge mode is out. It was quite fun, but this is were stylus control holds
the upper hand; moving the cursor about sluggishly with the cross-pad wouldn't
work here.
A new mode in it's place; Time Attack. Here you are presented with a number of
puzzles to be completed as quick as possible; you are penalized with time for
puzzles solved incompletely. High-scores are saved.
New tiles: multi-tiles (count as black or white), hurdle-tiles (which block
part of the outer rim "free zone") and solid tiles (which drop all tiles above
after being cleared).
More puzzles, 365 instead of 100.
More advanced puzzle creation mode, due to the new types of tiles.
No mutli-player mode! Or game-sharing, for that matter.
CONTROLS:
cross-pad: move the cursor during gameplay and make selections in menu's.
A/L: confirm start and end point of your route, confirm menu selections.
B/SELECT: cancel a started route, cancel menu selections.
R: zoom in/out (some puzzles are too large to fit the screen)
START: pause, keep pressed to display last used route (succesful or not).
when in Edit mode, the following buttons are used:
START: advance to the next step in puzzle creation.
SELECT: return to the previous step in puzzle creation.
cross-pad: in-/decrease puzzle height (UP/DOWN) or width (RIGHT/LEFT).
A/B: change tile-type
SETTING OUT:
When you first start playing the game, only the Options and Training menu's can
be selected. The Options menu allows the following setting to be changed:
Brightness: three levels of screen brightness are available.
BGM: you can choose to turn background music on/off.
Sounds: you can choose to turn sound effects on/off.
Tile-set: here you can choose what the tiles should look like.*
Cursor-set: here you can choose what the cursor should look like.*
Language: choose a language from a selection of five (for the EU release).
*The game starts out with four sets of tiles and cursors available, more are
unlocked by clearing more puzzles.
Before you can start with the meat of the game, you will need to pass the
Training mode first. This explains the game and the new tiles, and let you
practice a bit. Shouldn't take more than a few minutes. I covers the following
subjects:
Basic rules: explains the basics, play area, black and white tiles, the cursor.
Practice basic rules: practice what you've just learned.
Special tile: explains the new tiles added for the GBA version.
Practice special tile: practice what you've just learned.
Skills: explains how to deal with situations in certain puzzles.
Practice skills: practice what you've just learned.
Additional control: explains the use of the R-button (zoom) and START-button.
Only after Training mode has been completed, will the other modes of the game
be opened for the player. Time Attack is a race against the clock, the Stage
menu hosts several options. Please note the Polarium Reference section only
contains puzzles unlocked in Daily Polarium mode (so do that first!), Custom
mode only shows puzzles created/saved/imported through Edit mode.
HOW TO PLAY:
Passing puzzles is simply a matter of flipping tiles, so each row has tiles of
only one color (though different rows can have different colors). This is done
by tracing a line over the tiles in the puzzle area; this is done by moving the
cursor to the location where you wish to start your route, then pressing A/L to
intiate drawing a route. Now move the cursor across only those tiles you want
flipped; when you reach the end of your route, press A/L again. You only get to
draw one route per puzzle, so you should have included all tiles that need to
be flipped. Each single row should now exist of a single tile-color only; this
will clear all lines and pass the puzzle.
Some earlier puzzles will invite you to try and make all tiles on the field of
a single color; this is fine for the simpler puzzles, but there's more to it.
Most harder puzzles make you turn a certain row black and the one under it
white, for example, my moving from a white tile to a black one below it. This
is one of the most important basics to know! Otherwise, you will quickly toss
this game aside. Of course, the mandatory Training mode will already have
taught you this, in a better way than I can explain here.
Next; think outside of the box! Each puzzle is surrounded by a "free" zone, one
tile wide, where you can move about without flipping any tiles. Used often;
note however that for this area, each square can again only be crossed once!
To prevent some puzzles being to easy thanks to the surrounding free zone, a
new tile has been introduced: the hurdle-tile. Displayed as a blue cross, the
hurdle-tile is placed in the free zone, to prevent you crossing there. At times
the entire free-zone is blocked by hurdle-tiles, forcing you to not use that
area at all, or only in corners, to limit use of the free-zone.
Another new edition is the Multi-tile; after your route has been finished,
these will change color to best fit the result you've achieved. So it never
matters whether you cross them or not. So basically, this is just an extension
of the free-zone beyond just the single-tile border it normally is. Also can
only be crossed once.
Finally, there's the new Solid-tile. Displayed by looking to be chained in a
row with green links, when a row of these are cleared, all tiles above drop
down to fit in the area below. Of course, the resulting pile of tiles at the
bottom should now make single-color lines to pass the puzzle. This forces you
to think in two steps; how to clear these line, and make sure everything is
properly lined up to pass the puzzle after all tiles drop down.
Simply clearing a puzzle is just the first objective; the more interesting
objectives in the game are: clearing it in as few steps (route-length) as
possible, and using a fixed start- and end point. When replaying a cleared
puzzle, some additional information will be displayed in the bottom right. The
number of steps remaining, to still adhere to the maximum allowed number of
steps, and two lightning symbols which show whether the forced start- and end
point are being used. These same symbols are also displayed on the appropriate
tiles, so you will already know where to start/end (which is which, doesn't
matter). Now it's only a matter of doing so, within the steps-limit.
NOTE: The step-count is actually a tile count; it's the number of tiles flipped
in the route including the first and last tile. So starting somewhere and
taking 4 steps, gives a total count of 5.
NOTE: One would assume that using the desired start- and end points with the
exact number of steps specified, would be the best puzzle-solution,
meaning it can't be solved in less steps. If this were true, it would
mean the game hasn't been properly play-tested to confirm the solutions.
Not only have I accomplished on many occasions to use less steps outside
of using the specified start- and end points, but even when using these
points to start and end the route, I've often been able to clear puzzles
in less steps.
Using the proper start- and end points, OR staying within the step-limit places
a blue star above a cleared puzzle-number. Adhering to BOTH objectives gives a
yellow star on a green ribbon, which is of course what you should aim for with
all the puzzles. For custom-made puzzles, the game also calculates a step-limit
and a start- and end point (except for puzzles creating using passwords from
Polarium for Nintendo DS).
When you re-enter the last cleared (or failed puzzle), the game will show the
route last used. Press B to make it go away and start the puzzle anew. This can
be especially handy when you fail a puzzle, because you can see which is/are
the tile(s) you missed. Also, when you are playing a puzzle and want to see the
last route again, hold START for a second and a line is shown, with the route.
DAILY POLARIUM:
When first starting Daily Polarium, the game will ask you for today's date. It
doesn't matter what you enter here; this only serves to number the puzzles for
the next 365 days. You can of course opt to only play one puzzle a day, but
it's to much fun to restrict yourself like this (and thankfully, it isn't a
forced feature, like Brain Training for example, where it fits much better).
After setting the start-date, you will start out with a (slightly) random
selection of puzzles available, but of course the easier puzzles come earlier,
while the hardes ones comes later on in the "year".
The main screen shows you a 365-long row of puzzles, carrying the number of
today's date. Year and months are shown in the top-left, while the top-right
shows the sequential number of the highlighted puzzles. Above the date-number
a star may be shown, for accomplished secondary objectives (read "HOW TO PLAY"
for more information on these objectives). Also, at all times the next seven
puzzles will be available for play (just so you don't get stuck on one single
puzzle). Saturdays are blue, Sundays are red. A preview of the puzzle will be
shown below if it has been cleared before, along with a number of light-bulbs.
More bulbs signify a higher difficulty. Replaying a cleared puzzle, will make
it start with the extra objectives information displayed (read "HOW TO PLAY").
Puzzles cleared in Daily Polarium are unlocked in Polarium Reference. See the
appropriate section for more information (and all puzzle-solutions!).
EDIT MODE / CUSTOM MODE:
Here, you can create your own custom puzzles or import them via passwords. I
don't know whether the number of available save-slots for puzzles is expandable
like the DS-version (where you unlocked save-slots along with new puzzles, up
to a maximum of 100 slots). At the time of writing this sections, I have 80
slots available to me, which should be more than enough!
Press right/left to select a slot, press down/up to decide what you want to do
with it. For occupied slots, a preview of the puzzle contained with in is shown
below, along with the difficulty level displayed by a number of light-bulbs.
Also the stars for extra objectives accomplished (read "HOW TO PLAY") are shown
on this screen two, above the slot-number.
From top to bottom:
Show Password displays a password on screen for the selected puzzle, so you can
share it with others.
Password input is where you enter such a password, to fill a slot with a puzzle
which corresponds to that password. Move the cursor to select letters, numbers
or symbols as needed, press A to enter them or B to go back a space. Press
START to enter a password, or SELECT to move back out of this screen. Passwords
created by the DS-version of Polarium can be entered here as well.
Create let's you enter the mode, where you can create your own puzzles.
You start out with a 4x4 grid (2x2 tiles surrounded by the single-tile-wide
free zone). You can make it higher/wider by pressing down/right, you can shrink
it back by pressing up/left. Once you're happy with your grid-size (maximum
size is 16x16, so 14x14 tiles plus free zone), press START to advance to the
next step in the creation process (SELECT moves back in this mode, by the way).
Move the cursor and press A/B to switch tiles from black to white and vice
versa. Pressing A/B on a square in the free zone, turns that square into a
hurdle-tile. After unlocking enough puzzles, you can also start to use the more
advanced multi-tiles and solid tiles in your puzzles. When you see red marks
over a row, that means you made each tile in that row the same color (which is
of course not possible in a puzzle, you have to start out with each line having
at least one of both tile colors); this needs to be fixed before you can carry
on with the puzzle creation process.
Now, you are prompted to specify a difficulty level for your puzzle, ranging
from one to eight light-bulbs (one being easiest, eight being hardest). This is
not something the game calculates for you, so try to choose the most fitting
level for your puzzle.
After pressing START once more, you are prompted to Test play your puzzle (this
is recommended) or you can go straight to the Edit menu. There, you will asked
to either "Overwrite stage" (let's you save your puzzle) or "Do not save"
(which, ironically, doesn't save your puzzle). Puzzles that have not yet been
succesfully playtested CAN be saved, but they won't be available to play in
Custom mode, nor will the game supply you with the password. This is probably
to prevent the use of un-solvable puzzles.
NOTE: The game calculates a step-limit and start- and end points for custom
puzzles too (EXCEPT for those entered by using a DS created password).
Experience learns that (like in the main game), the calculated steps and
points do NOT necessarily constitute the optimal solution.
After saving a puzzle, either by creating it manually or entering a password,
you can play them in the Custom mode. This screen, again, shows puzzle numbers,
objective stars, a preview, difficulty, just like the various other screens.
TIME ATTACK:
In this mode, you complete a fixed number of puzzles as quickly as possible,
any high-scores are saved. Choose "Easy 10" to play 10 easy puzzles, and choose
"Hard 5" for a sequence of 5 hard puzzles.
The game-screen shows, next to the main puzzle-area, time passed since you
started playing (increased with penalties, where applicable), the next rank you
still stand a chance of reaching, if you stay within the specified time and
finally the puzzle-number (out of a total of 10 or 5) you are currently at.
If you clear a puzzle incompletely, you are penalized. In easy mode, 30 seconds
per row not cleared will be added to your time. In hard mode, penalty is 45
seconds per row not cleared. On the one hand this is a heavy hit on the chances
of getting a high-scores. On the other hand, it also means you won't be stuck
on a puzzle you can't solve; in such cases, you can nearly-solve it and take
the penalty, without getting a game over.
Getting a high score adds your time in the rankings (view these from Time
Attack menu by choosing "Ranking") and allows you to create an icon, which will
be saved together with your score. For your icon, you get a 16x16 blank grid;
press A to draw, press B to erase. Confirm with START.
The times to beat for a high-score are as follows:
In this mode, you can play puzzles cleared in Daily Polarium. These puzzles are
organized here by category, in eight groups. Press down/up to select the group,
press right/left to select a puzzle. Again, puzzle-numbers are shown including
objective-star where applicable (read "HOW TO PLAY" for more information on the
secondary objectives), a preview of the puzzle and the difficulty level which
is measured in light-bulbs (the more there are, the harder the puzzle). Also, a
percentage is shown next to the group-number in the top left, showing how many
puzzles have been unlocked in that group.
In this section, all puzzle-solutions will be given. Organized by eight groups,
numbered per puzzle. The given solution is certainly not the ONLY solution, but
it complies with the secondary objectives (see "HOW TO PLAY" for more info).
They will all use the correct start- and end points, however several solutions
will contain LESS (sometimes far less) steps than the asked limit. Which isn't
a problem of course, because taking 20 steps where 23 is the limit, will still
grant you the step-objective completed.
At the start of each group will be stated the group-number, how many puzzles
are contained in each group, what percentage of the group I've cleared so far,
a short description of what makes this a group, a description of the background
shown with the puzzles, and the symbol for the group (which is shown in the top
left corner when playing a puzzle).
Puzzle solutions show difficulty level (displayed as stars *** since there's
no light bulb in ASCII...) and the step-limit stated by the puzzle. If the
solution uses less steps, this will also be mentioned. Then first an ASCII
representation of the clean puzzle is shown, next to which will be the
solution. This is in the same shape, with the route shown as letters across the
field (starting with ABC... followed by abc... for puzzles taking more than 25
steps). Black tiles are shown as "X", white tiles as "_". The free zone will be
shown as blank spaces, multi-tiles too to keep the visual representation of the
puzzles as clean as possible (and multi-tiles basically ARE a free zone). The
puzzles which incorperate solid tiles, also have real blank squares inside the
puzzle area, which again will also be shown as blank spaces. Solid tiles will
be displayed like regular black & white tiles, hurdle-tiles as lower-case "x".
Start- and end point will not be shown separately in the puzzles (again, to
keep it clean), but of course this isn't needed since the "A" and whatever-the-
last-letter-in-line is are on these squares thus show where they are.
NOTE: Since "X" already shows what a black tile looks like, it will not be used
for displaying the solution route. This gives a total of 50 letters to
use forthe route (lower-case "x" will also be skipped since these are the
hurdle-tiles). For puzzles that use MORE than 50 steps, the sequence
will simply start over from "A" after the final "z".
Group 1:
- 31 puzzles total
- 61% cleared so far
- silhouettes of fruit and vegetables
- the background consists of vegetables
- the group-symbol is a flower:
- 33 puzzles total
- 48% cleared so far
- consists of animal solhouettes
- the background shows a striped panda and a spotted horse
- the group-symbol is a panda's head:
XX XX
XXXXXXXXX
XX_____XX
X__X_X__X
X_XX_XX_X
X_X___X_X
X___X___X
XXXXXXX
- 34 puzzles total
- 17% cleared so far
- Dunno yet, with so few puzzles cleared, some underwater theme I guess
- in the background are a fish and some sea-weed
- the group symbol is a fishy:
- 56 puzzles total
- 60% cleared so far
- mainly puzzles with multi-tiles, adding hurdle-tiles to the mix
- the background shows a road construction site (cones, fences, man-hole)
- the group-symbol is probably supposed to be a road-sign:
- 53 puzzles total
- 64% cleared so far
- mainly puzzles with solid tiles, adding hurdle-tiles to the mix
- (I think it's) a pile of casino-chips and the thing with which wou rake 'm in
- no idea what this is supposed to be (a graph of growing profit?):
_______ _______
| | | |
| X X | | A b |
| _XXX_ | | _BCa_ |
| X X X | | FEDZY |
| _XXX_ | | GXXXW |
| X X | | HX XV |
| _XXX_ | |JIXXXUT|
| X X X | |KX X XS|
|_______| |LMNOPQR|
Puzzle 7.008 ** 9 steps
______ ______
| | | |
| X | | X |
| XX | | XX |
| X__ | | XBA |
| _XX_ | | _CD_ |
| X | | FEX |
| XX | | GXX |
| __X | | HIX |
|______| |______|
Puzzle 7.009 *** 18 steps
________ ________
|xxxxxxxx| |xxxxxxxx|
| _ X | | _DEF R |
| _ _X X | | _C_G QP|
| __X_XX | | ABXHXXO|
| _ X | | _ ILMN|
| __XX | | __JK |
|xxxxxxxx| |xxxxxxxx|
_______ _______
|xxxxxxx| |xxxxxxx|
|x X X x| |x A Q x|
|xX___Xx| |xXBCPXx|
|x_ X _x| |x_ DO_x|
|xX___Xx| |xXFENXx|
|x X X x| |x G M x|
|xX___Xx| |xXHILXx|
|x_ X _x| |x_ JK_x|
|xxxxxxx| |xxxxxxx|
_______ _______
| | | fed|
| _ X _ | | _BAg_c|
| X_X_X | | XCXhXb|
| X X | | EDjiZa|
| X_X_X | |GF_k_YW|
| _ X _ | |H_NOP_V|
| X_X_X | |IXMXQXU|
| X X | |JKL RST|
|_______| |_______|
Puzzles 7.035 up to 7.053 still to follow
Group 8:
- 112 puzzles total
- 94% cleared so far
- ehmm... everything else?
- in the background are some checker-patterned cubes
- the group-symbol is a nice circle:
Clearing a certain number of puzzles unlocks a few extra's. To give this game
some color, you can obtain extra tile-sets and cursor-sets (un top of the four
each you start out with). Also, the Edit mode will only let you use multi-tiles
and solid tiles after you've cleared enough puzzles. Here's an overview of what
unlocks when:
NOTE: Simply clearing a puzzle is sufficient to obtain unlockables; you don't
have to clear any secondary objectives.
F.A.Q.'s:
A lot of questions here are explained further in the main sections of the
guide above, so check the appropriate sections for more information.
Q1) I can't get this game to work, I can't play/find any puzzles, what's up?
A1) Please make sure you complete the Training Mode first (see if all items on
the Training Mode menu are checked), only then will you be able to open the
Time Attack and Stage menu's.
Q2) OK, I opened Stage Mode, but there are only ???? in Polarium Reference!
A2) This section only displays puzzles cleared in Daily Polarium FIRST.
Q3) OK, I opened Stage Mode, but there are only ???? in Custom mode!
A3) This section only displays puzzles which were saved AND were successfully
play-tested in Edit mode first (whether they were created there, or
imported through a password).
Q4) Did all that, but it still doesn't work. What now?
A4) Are you playing the actual game or a ROM? Since the ROM is known to not
work properly in unlocking the play-modes. I don't condone use of ROM's for
current systems, but check around; there are save-files available which fix
this problem.
Q5) What are the light-bulbs?
A5) They show a puzzle's difficulty; more bulbs = higher difficulty.
Q6) What are the green/yellow lightning symbols? And numbered foot-steps?
A6) These concern the extra conditions in clearing puzzles; see "HOW TO PLAY".
Q7) And what are the stars above the cleared puzzle-numbers?
A7) These show if extra conditions have been met; see "HOW TO PLAY".
Q8) How do I clear my game-data?
A8) Hold down A+B+R+L+SELECT after turning on the system. This will delete all
puzzles cleared, any high-scores for Time Attack and any puzzles saved in
Edit mode, whether they were created or imported. This also resets the
start-date for Daily Polarium and having the Training cleared, since I
haven't tried it (thanks to doomstrider for that last bit of info!).
CREDITS
- doomstrider (for: clearing game-date also resets your start-date & training)
COPYRIGHT / CONTACT INFO:
Copyright 2006 Berend Veuger
This work may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other web
site or as a part of any public display is strictly prohibited, and a violation
of copyright.
All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.
Please don't ask me if you can use this work on your site; I really can't be
bothered to check which are proper sites and which just rip everyone off, so I
play it safe and simply don't allow any site other than GameFAQs to host it.
My Contributor Page on GameFAQs contains my e-mail address, should you wish to
contact me. You can always find me on board 319, too.