WWF SMACKDOWN! 2: KNOW YOUR ROLE FAQ
For play on Sony PlayStation
Presented by BoredGamer
Version: 1.81
Last Updated: 11/12/02
Phase: Technically Complete
THE FOLLOWING SITES HAVE BEEN GIVEN HOSTING PRIVILEDGES:
GameFAQs (www.gamefaqs.com)
PlayStation Cheat.net (www.psxcodez.com)
NeoSeeker (www.neoseeker.com)
The E-mail Dealy...
Okay, I have two different E-mail addresses that I'd prefer you
use for different purposes.
If you are e-mailing me about feedback, questions, or anything
having to do with any FAQ, please send it to
Blublublublu1129@cs.com. If any e-mail is sent to
Blublublublu1129 that does not concern a FAQ, it will be
deleted/ignored, as I primarily use this address for FAQ-related
stuff.
Please stop sending me files. I will not download them unless
they are someone I know, and by this I mean someone I know -
personally- like family or best friends. I have suspected that
some files that have been sent to me are viruses (with good
justification after being persecuted) and did not download them.
This also means not to send me FAQs or any other material to
critique.
This FAQ is technically complete. If there is anything I missed,
please let me know. The only updates that do pop up will most
likely be in the form of corrections.
_________________________________________________________________
______
UPDATE HISTORY
8/15/2001- v.001 I have given birth to this FAQ (sorry if the
idea gave you any bad mental images). Set up the basic design of
the guide. I also added Section 14: Legal Bit and started
Section 15. Started and completed the introduction.
8/16/2001- v0.09- Completed the full wrestler list with finishers
(as the name appears in the game). Also started and completed
Section 3. Completed Section 7 on "Create a Taunt Mode." I also
just added Section 1C since I figured I would need a little
section on how to play the game. Also completed Section 10.
8/16/2001- v0.11- Did more updating today and updated the version
info to suit. Section 5 completed. So was Section 11, probably
the easiest and shortest section since there really isn't much to
Belt Records in this game other than to examine. I also
completed Section 8 on creating stables. I even gave a list of
existing stables in the game.
8/17/2001- v0.6- Completed Section 10. Got started on Section 6.
It looks like this'll be the longest section with all the details
and such. Well, I'm shutting down for the night. That fabulous
Breath of Fire 4 disc is calling my name.
8/17/2001- v1.4- Completed Section 6. Whew... That was rough.
Also completed Section 12 on in-game options. Just completed
Section 4 to complete the FAQ. And hey! It's even been
spellchecked!
9/28/01- This one has been resurrected from the flames. I'll be
adding some new sections. Created the General Gameplay Tips
section, which is the new Section 11. Pretty much got most of
the tips down, but there could be more added in the future.
11/27/01- Added a question to the FAQ and added some stuff to the
pre-FAQ statement. Stop sending me attachments with your e-
mails! I do not accept/give FAQ critiques and I certainly do not
accept viruses! Knock it off!
11/12/02- FAQ-wide update (affects all of my published FAQs): pre-
FAQ statements changed. Legal Bit updated. Do note that
versions for any of my FAQs will not change unless new content
has been added.
Contents According to Joe
-------------------------
Section 1: Introduction
1A: Layin' the Smackdown!
1B: My Thoughts on This Game
1C: A Brief Breakdown of the Gameplay
Section 2: Wrestlers Featured
2A: Ready Characters
2B: Hidden Wrestlers
Section 3: Exhibition Mode
3A: Single
3B: Tag
3C: Anywhere Fall
3D: Hardcore
3E: Handicap
3F: King of the Ring
3G: Royal Rumble
3H: Survivor
3I: Special
3Ia: Casket
3Ib: Cage
3Ic: Hell in a Cell
3Id: I Quit
3Ie: Iron Man
3If: Ladder
3Ig: Special Referee
3Ih: Table
3Ii: Slobber Knocker
3Ij: TLC (Tables, Ladders, and Chairs)
Section 4: Season Mode
4A: What is Season Mode?
4B: Entering Created Superstars
4C: Matches- Fighting and Skipping
4D: Storylines and Cut Scenes
4E: Attack of the Killer Unkowns
Section 5: Create a PPV Mode
Section 6: Create a Superstar Mode
6A: Edit Appearance
6B: Edit Moves
Section 7: Create a Taunt Mode
Section 8: Create a Stable Mode
8A: Pre-set Stables (Ready and Hidden)
8B: Creating a Stable
Section 9: Create a Manager Mode
Section 10: Rankings Mode
10A: Contendorship
10B: Re-Entering
Section 11: General Gameplay Tips
11A: Basics
11B: CAW Tips
11C: Advanced Gameplay
Section 12: Belt Records Mode
Section 13: Options
Section 14: FAQ
Section 15: Legal Bit
Section 16: Thank You and Goodbye!
I remember the first few home wrestling games that came out. The
most you could do in those days was play as one of maybe 5-12
wrestlers doing basic one-on-one and maybe tag team matches.
Options were limited and that is understandable as technology
wasn't as advanced back then. I remember hearing about Sega CD's
WWF Rage in the Cage having cage matches and having 20 wrestlers.
Just the part of over 20 wrestlers was enough to make us all soil
our drawers. 20 wrestlers around that time was pretty much
unheard of. Even when I heard of WWF Attitude having 40+
wrestlers, I was pretty well excited. When WWF Smackdown! 2 was
finally announced, I looked into some of the information on it
and actually got quite excited even though I really didn't fully
buy into the hype. I feel that the game did come through on its
hype about 85-90%. Finally, you got to nearly replicate matches
almost as they appear on TV. While the engine isn't as versatile
as something as oh, say... Fire Pro, it is a decent one. You can
take your opponent out in so many different ways and means. Who
would've actually sat down and played one of the NES wrestling
games and thought that they'd be putting their opponents through
tables or jumping off cells onto your opponents.
1B: MY THOUGHTS ON THIS GAME
I did review this game for GameFAQs (in fact, I was the first to
review it) and gave it a 10. While the game didn't have a good
Season Mode (which doesn't matter much to me since I rarely ever
play Season Mode on any wrestling game to begin with), it did
follow up with a decent wrestler creation mode and some really
cool options and matches. I think the most unique of them all
was Create a Taunt. Even though this doesn't allow major, epic
taunts, it does allow you to do some good ones. I still crack up
seeing the Pee-Pee Dance I made or one I call the Crack Twitch.
Yeah, the name explains it all. Some say the engine lacks a lot,
but I actually enjoy the engine quite a bit.
IC: A BRIEF BREAKDOWN OF THE GAMEPLAY
The game is played a bit like SD!1. You have two action buttons
to start: X and Circle. X does regular attacks while Circle
performs grapple moves. Pushing Circle by itself makes you whip
your opponent. You can also push Circle with a direction button
to execute a set grapple move. For example, pushing down and
Circle while playing as The Rock executes a DDT. You can also
push directional buttons with X to execute different attacks.
You can also push buttons diagonally to execute different attacks
that way. You can also use the X and Circle principles while
your opponent is down, against the ropes, or against the
turnbuckle. You can also perform attacks off the top rope.
Depending on which direction you push, you'll execute different
aerial attacks. Pushing Up, Down, or just X by itself will
perform attacks meant to be used when your opponent is down.
Left and Right are set for a circumstance in which your opponent
is standing. You can also use the ropes to your advantage. By
running right against the rope, then pushing the direction toward
the rope+X, you can jump over the top (or perform a Lionsault if
it's set). You can also run toward the rope and push Square
followed by X almost immediately. This one can be hard to
perform. I usually slide my thumb from Square to X quickly.
Pushing L2 makes your wrestler taunt. You can also push a
direction with L2 to do their second taunt. R2 changes focus of
wrestlers in the ring. R1 can be used to climb out or grab
weapons. Finally, L1 can be used to perform finishing moves
whenever you can. To perform a finishing move, you must first
have a finisher built up. Finally, you need to find out which
situation it is that the word SMACKDOWN appears near your
wrestler's name. For example, to perform Kane's Choke Slam,
build up a finisher then get your opponent groggy and push L1.
------------------------------
/ SECTION 2: WRESTLERS FEATURED \
----------------------------------
These are the wrestlers featured. I do have to say it's a nice
amount. Certainly much more than the first Smackdown! and they
definitely didn't get cheap/lazy with the hidden characters this
time.
2A: READY CHARACTERS
Name- Finisher
Albert- Spinning Rack Pancake
Al Snow- Snow Plow
Big Boss Man- Sidewalk Slam
Bradshaw- Clothesline from Hell (I dunno why, but hearing the
name of this move reminds me of a portal to Hell opening with a
clothesline coming out with fresh, clean clothes on it)
Buh Buh Ray Dudley- Buh Buh Cutter
Bull Buchanan- Scissors Kick
Chris Benoit- Crippler Crossface
Chris Jericho- Walls of Jericho
Christian- Impaler
Chyna- Rear Naked Choke Drop
Crash- DDT
Dean Malenko- Texas Cloverleaf
D'Lo Brown- The 'Lo Down
D-Von Dudley- Strong Reverse DDT
Eddie Guerrero- Frog Splash
Edge- Downward Spiral
Essa Rios- Diving Moonsault
Faarooq- Dominator
Funaki- Hurricanrana
Gangrel- Inverted DDT
The Goodfather- Pimp Drop
Grand Master Sexay- Hip Hop Drop
Hardcore Holly- Falcon Arrow
Ivory- Test Neck Breaker
Jacqueline- Tornado DDT
Jeff Hardy- Swanton Bomb
Kane- Choke Slam
The Kat- DDT
Kurt Angle- Olympic Slam
Lita- Diving Moonsault
Mankind- Mandible Claw
Mark Henry- Big Splash
Matt Hardy- Twist of Fate
Paul Bearer- DDT
Perry Saturn- Rings of Saturn
Rikishi- Rikishi Driver
Road Dogg- Pumphandle Drop
The Rock- The People's Elbow
Scotty Too Hotty- The Worm
Shane McMahon- Test Driving Elbow
Stephanie McMahon- Women's Special Slap
Steve Blackman- Martial Arts Kick
Steven Richards- Super Kick
TAKA Michinoku- Michinoku Driver
Tazz- Tazzmission
Test- Diving Powerbomb
Tori- Tori Suplex
Triple H- Pedigree
Trish Stratus- Women's Special Slap
Undertaker- The Last Ride
Val Venis- The Money Shot
Vince McMahon- Stunner
Viscera- Big Splash
X-Pac- X-Factor
2B: HIDDEN CHARACTERS
Billy Gunn- Fame Asser
Cactus Jack- Double Arm DDT
Debra- Women's Special Slap
Gerald Brisco- Double Arm Suplex
Joey Abs- Diving Moonsault
Michael Cole- Standing Crossface
Mick Foley- Mandible Claw
Pat Patterson- Atomic Drop
Pete Gas- Full Nelson Drop
Rodney- High Angle Back Drop
Shawn Michaels- Sweet Chin Music
Stone Cold- Stone Cold Stunner
Exhibition is probably the mode I use the most. This allows you
to set up any match available in the game with so many different
options and variations. You can have up to four players at a
time during your matches, depending on the match. There are no
matches that are totally multiplayer, so even one player can
enjoy any type of match setting.
There are basic ways to win a match. You can pin your opponent
either by using a set pin move or by pushing Circle+Down. You
can also make your opponents give up by using submission holds.
You can also win if your opponent is absent from the ring for too
long on some matches. This is called count out. Finally,
there's K.O., which I normally turn off. K.O. are pretty much
random and only happen when you use a finisher. The more you've
worn down your enemy, the higher the probability of getting a
K.O. K.O.'s call also only happen inside the ring.
Please also make a note of the following match sub-types:
Tornado Tag- Two teams of two square off. All combatants are
available to be pinned or forced to submit. No need to tag the
other person. In regular Tornado Tags, all four wrestlers are in
the ring. Match ends when one wrestler is defeated.
One On Two- One wrestler fights two. Winner is found when either
one of the two wrestlers defeats the lone wrestler or the lone
wrestler defeats one of the two.
One On Three- Same principle as One On Two, only with three
people.
Triple Threat- Three wrestlers and every man for himself. First
one to make a pin/submission wins.
Fatal Four Way- Same as Triple Threat, only with four wrestlers.
Special Referee- Can have someone guest ref a match.
3A: SINGLE
Single matches are the most basic types of matches. There are
two types of single matches: regular singles or with a manager.
In regular singles, the two wrestlers square off in one-on-one
combat. The first one to score under regular win rules (pin,
give up, count out, or K.O., assuming all are turned on) wins the
match.
In manager singles, you pick a four wrestlers: two to wrestle and
two to be managers representing each manager. The managers can
fight on the outside and can also come inside. I noticed the AI
rarely ever makes managers come inside. You can on multiplayer,
though. Using pins or submission holds on managers makes no
difference other than to hurt them. You still have to defeat
your regular opponent inside.
Tag matches are common in today's wrestling games. In tag mode,
four wrestlers square off, broken into two teams. In regular tag
matches, one person from each team wrestles inside while the
other two stay out and wait to be tagged. Only the person who is
legally tagged can be pinned, made to give up, etc. You can also
do double team attacks by throwing your opponent into your corner
and doing a move to them (pushing a direction and Circle
together).
There is also Tornado Tag mode, which is like regular tag team
except that all wrestlers are in the ring and anyone can be
defeated to win the match. I find these ones to be the best for
multiplayer, especially if you have four people.
Regular Tag: 1-4 players; On one player, you can either set
yourself to control your partner or the computer.
Tornado Tag: 1-4 players
3C: ANYWHERE FALL
The mode says as it implies. Falls can occur anywhere. You
don't need to be pinned or whatever inside the ring. Of course,
there are no count outs. So what's the difference between this
and Hardcore matches? In Hardcore matches, you start in the
ring. In these kind of matches, you start anywhere in the
building. I also noticed that submission is turned off, unlike
Hardcore. As I stated before, you start the match anywhere in
the building; it's yours to explore. Every once in a while, you
might throw your opponent into a certain area where a weapon will
fall out. You can pick up the weapon with R1 and use it against
your opponent. The only thing that Attitude and War Zone really
had over the SD! games was that you can do moves on top of
chairs. This one doesn't allow you to do it as easy or as
brutally since the chairs are shoved out of the way when someone
lands on them or near them.
You can only move through the stadium where ever you see the
arrows. When the arrows change color, that means you're cleared
to go. Of the areas you can explore, there is: The ring, the
stage, the lobby, outside (try setting up your opponent to get
hit by a car), the parking lot, the kitchen, the restaurant, WWF
New York, the locker room, and the VIP room. There's a couple
other rooms, but they're not very important.
You can also have Tornado Tags, Triple Threat, Fatal Four Way,
One On Two/Three, and Special Ref.
Anywhere Fall
Single: 1-2 players
Tornado Tag: 1-4 players
One On Two: 1-3 players
One On Three: 1-4 players
Triple Threat: 1-3 players
Fatal Four Way: 1-4 players
Special Referee: 1-3 players
3D: HARDCORE
Hardcore is a bit like Anywhere Fall except that you always start
in the ring, you can use submission, and you start with weapons.
You can also trade weapons under the ring by pushing directional
towards the ring and pushing R1. Much like Anywhere Fall, you
can go anywhere throughout the arena and defeat your opponent
anywhere as well. You also get a cool mode called Time Limit
Title which allows you to defend the Hardcore title against four
other guys. Whoever pins the champion gets the title and whoever
has the title after time runs out not only wins the match, but
claims the title. Only people in the Hardcore title division can
enter into that match.
Hardcore
Single: 1-2 players
Tornado Tag: 1-4 players
One On Two: 1-3 players
One On Three: 1-4 players
Triple Threat: 1-3 players
Fatal Four Way: 1-4 players
Special Referee: 1-3 players
Time Limit Title: 1-4 players
3E: HANDICAP
Handicap is pretty self-explanatory. One person goes against 2-3
other wrestlers. As I said before, you can either win by having
the lone wrestler pin one of the 2-3 or having one of the 2-3 pin
the lone wrestler. This one also has a mode called "One On Tag"
in which the opposing team has to tag out rather than be in the
ring at the same time, so your chances of winning are a bit
greater. I still like playing multiplayer against the computer
and beating/double teaming the life out of it.
Handicap
One On Two: 1-3 players
One On Three: 1-4 players
One On Tag: 1-3 players
3F: KING OF THE RING
That's right! The prestigious tournament is available in this
one. King of the Ring is a yearly tournament in which eight
wrestlers battle it out single-elimination style until only one
is left, and that one is the king. You can set up one of two
different KotR's: Regular or Special. Special will set a random
special match (see section on Special Matches) such as cage
matches or casket matches in each match of the tournament.
King of the Ring
Both modes are 1-4 players
3G: ROYAL RUMBLE
Yet another of my favorite modes, although this one isn't quite
as fast as the original SD! game. This one has too long of a
loading time between wrestlers. Basically, four wrestlers start
out in the ring. When one is thrown over the top rope, another
wrestler runs in after 10 seconds. It's a nice mode if you're
patient. You can also choose to play as whoever is in the ring
once you're fully eliminated (that is, when your character leaves
the screen) rather than playing as whoever the game sticks you
with. This continues until 30 wrestlers have gone through. The
last one left is the winner.
Royal Rumble: 1-4 players
3H: SURVIVOR
Not to be mistaken with a TV show I seem to have a strange amount
of spite for, Survivor mode pits more than two wrestlers against
each other. One of my favorite modes of the game is found here:
Battle Royal. In Battle Royal, you start with four wrestlers.
When one is defeated, that wrestlers leaves the ring and the rest
continue until one is left. You can also do Triple Threat and
Fatal Four Way here.
Special matches are those that really don't fit with the others.
That and I think THQ was trying to save us a little room rather
than having a gigantic menu list. Ah... Bless their hearts.
Anyway, you have 10 different matches to chose from here, one of
which must be unlocked.
3Ia: Casket
In this match, you and another wrestlers battle it out in the
ring. You'll notice there's an open coffin somewhere around ring
side. The object is to stuff someone in the coffin by whipping
them into it and attacking them until they fall over. I laughed
hard when I saw the other wrestler slowly lay over while a lid
magically appears on the coffin. Ah... Memories...
Casket: 1-2 players
3Ib: Cage
Another mode that is pretty much ignored mainly thanks to Hell in
a Cell. You and another wrestler fight in a cage. A winner is
found when someone can successfully climb out of the cage. Pins
and submissions do not apply. Whoever is climbing can be knocked
down easily, so it's not quite a walk in the park, so to speak.
Cage: 1-2 players
3Ic: Hell in a Cell
Some would say it's a bit like a Cage match, but it's actually
quite different. There is now a chain link cage around you. You
can break through the sides and fight on the outside as well as
climb up on the cage. Yes, you can even throw people from the
top and jump on them. I also like putting them through the top
of the cage (can only be done once in the very middle). The
object to winning this one is pinfall only.
Hell in a Cell: 1-2 players
3Id: I Quit
I Quit matches are okay. You and another wrestler fight like you
normally would, only pins and submissions do not apply. You can
go anywhere in the arena, in fact. The only way to win is to
knock down your opponent, grab a mic, and push down+Circle as
though you were cover them. This will cause your wrestler to put
the mic to the other wrestlers mouth. The chances of getting an
"I Quit" out of the other wrestler are random like K.O., but gain
a higher probability as you pound on them more.
I Quit: 1-2 players
3Ie: Iron Man
Iron Man matches are usually the most brutal and agonizing to go
through. Actual matches last usually around 60 minutes. Ones in
the game only last 15. You and another wrestler battle it out as
normal, only every time you or the other scores a fall, you get a
point. When time runs out, whoever has the most points wins.
You can also have special refs in this match (must be unlocked).
Iron Man
Regular: 1-2 players
Special Referee: 1-3 players
3If: Ladder
Ladder matches are typically another brutal kind. These can only
be done one-on-one. You start with a ladder near the ring and a
belt suspended above the ring. To win, you must grab the ladder,
set it up just right, climb it, and push the Circle button to
attempt to grab the belt. Whoever grabs the belt wins. You can
also use the ladder as a weapon or perform moves off the ladder
like you can the turnbuckle.
Ladder: 1-2 players
3Ig: Special Referee
This one has also been explained before. You have three
wrestlers: two to fight and one to be the ref. You can choose to
either be the ref or the combatants. I like this mode because
you can choose who you want to win. A good way to get someone to
win a title without actually having to play them. You can also
count at your own speed. There's also a double ref mode in which
the referees represent a different wrestler and battle to get
their representee to win.
Special Referee
One Ref: 1-3 players
Two Refs: 1-4 players
3Ih: Slobber Knocker
This mode allows you to run the gauntlet. You pick a wrestler
and see how many you can defeat in 15 minutes or until you are
defeated. K.O. is permanently turned on and K.O.'s can actually
happen a lot easier in this mode (their probability is high no
matter how weak your opponent is). Score enough points and be
featured in the Hall of Fame. It's an okay mode once in a while.
Slobber Knocker: 1 player
3Ii: Table
Table matches are quite fun. You and another wrestler or a
Tornado Tag Team battle inside the ring. There are no pins or
submissions. The only way to win is to put your opponent through
a table. There exists two ways to do so. One is to set your
opponent on the table by whipping them (or by other means) and
pushing Circle. The weaker your opponent, the better your
chances. You can also set them on the table and jump off a
platform.
3Ij: TLC (Tables, Ladder, and Chairs)
This is a bit like combining the Table and Ladder matches. Two
wrestlers fight and are given two tables, a ladder, and a chair
to mess with. I love setting them up on a table and jumping off
a ladder. There are two different kinds of TLC matches. There's
Regular, where you must pin them to win. There's also Title,
which is just like Ladder in that you must grab the suspended
title.
TLC (both modes): 1-2 players
------------------------
/ SECTION 4: SEASON MODE \
----------------------------
4A: WHAT IS SEASON MODE?
The time-honored tradition... Season Mode! Many have complained
about the slowness of this game's Season Mode, but that doesn't
effect me much since I'm more into Exhibition than I am Season to
begin with. Season Mode is a lot like playing a wrestler's
career. This is especially cool for created wrestlers as it
would be like watching your wrestler go through his/her own
career. In Season Mode, you can get into many battles, spark
rivalries, and get involved in small storylines. So, choose away
and have fun. Here's some features in Season Mode. When you
enter a new game, you'll be asked to pick your wrestler. Make
sure that wrestler is entered into a title division first. You
may want to be a little patient because it could take a while
before your wrestler begins to appear more often. You can change
wrestlers using the menu within Season Mode.
4B: ENTERING CREATED SUPERSTARS
When in Season Mode, select either New Game or Continue. Either
way, you should get a list of options at the side. There should
be a second selection in there labeled "Enter." This allows you
to enter your created wrestlers. You should see a list of all
the wrestlers you have created over time. The ones with
indicators next to them are the ones that will be featured in
Season Mode. That means the computer can randomly set your
created characters in matches. You
don't have to enter any of your wrestlers or you can enter them
all. The choice is yours.
4C: MATCHES- FIGHTING AND SKIPPING
As time goes by, you could be forced into different matches.
Sometimes it'll be a tag match, sometimes just one-on-one. Even
the type of match is pretty much random. You'll notice as you
defeat some characters that they will attack you after the match
is over. This means they wish to start a rivalry. You may be
forced into a ton of matches against them. Sometimes, it'll seem
no matter how often you beat them the game will force you into
another match with them.
You can skip matches other matches. When you do, you'll notice
two bars to represent each wrestler. When a bar has run out,
that wrestler has lost. You can skip your matches, but you could
lose.
4D: STORYLINES AND CUT SCENES
As time permits, storylines will unfold. There's no guarantee
that you'll be swept up in a storyline since most of them usually
involve the big main eventers or the big feud that's been going
on. Heh, thankfully you don't have to be big to get special cut
scenes. There are dozens of different cut scenes that could
involve you. Some will just show you relaxing in the back.
Others will show you chatting with various other wrestlers during
when all gimmicks come off (sort of a behind-the-show type
thing). The ones I really like are when something is sparked
between you and a passer by and the two of you engage in combat.
You can actually fight in the area for a minute. Just for kicks,
you even get a special off the bat. How 'bout that?
You can also get some even better cut scenes, such as someone
approaching you about either attacking a wrestler or interfering
in a match for them. You can select either yes or no, either
selection will produce some cool outcomes as far as including
more cut scenes. You can even approach someone and ask them to
do something for you. Whether or not they will be instrumental
in getting the job done is up the computer, I guess. Sometimes,
though, they can turn you down. Heh, I remember when one of my
characters approached the Acolytes to either interfere in a match
for me or attack Faarooq (!?!?!). Even though I tried to day
"Attack Faarooq," they turned me down.
Storylines can even lead to unlocking new wrestlers and creation
settings. These are mainly played through major storylines
involving characters and matches that are still locked. For
example, one of the first storylines you'll see is a match
between Hardy Boyz and Edge and Christian. After the two are
done fighting, TLC match will be unlocked. If you go through
Season Mode to the sixth year, everything will be unlocked.
4E: ATTACK OF THE KILLER UNKNOWNS
Sometimes, you'll see a series of cut scenes that revolves around
a mysterious character parading around the arena. First, you
will see someone get jumped but the attacker will be unseen.
Then, you will see your character pass by a mysterious person,
followed by another cut scene in which the victim claims to be
injured (sometimes, they'll be accompanied by EMT's).
Eventually, Vince will reshape a match and stick you against an
Unknown in a special match. Win the match and you'll unlock some
new stuff in your character creation area (new appearance
settings and new moves). Defeating that same Unknown a second
time does not result in unlocked goodies, though.
------------------------------
/ SECTION 5: CREATE A PPV MODE \
----------------------------------
Thanks to WWF Attitude, we can now make PPV's quite a bit like
the ones we see on cable (well, not me since I don't get PPV, but
I don't know about the rest of you). In Create a PPV Mode, you
can create PPV's of eight matches (no more, no less) of any kind
except Slobber Knocker. I recommend clearing the data that is
preset (unless there's a match in there you want to keep) and
then going into the "Enter Match" selection to create a match.
It'll give you a menu similar to the Exhibition menu. PPV Mode
can have up to four players in each match, depending on how you
set them. The only downside is that once a wrestler is entered
in the PPV, they cannot be entered a second time. This sort of
annoys me if one of my wrestlers holds both a singles title and
one of the tag titles and I want an all title PPV. Not
surprisingly, you can name your PPV whatever you want. Another
downside is that even though it's a PPV, you can tell the ring
and stage do not correspond with the PPV.
After all eight matches have ended, you get to see a rating on
the matches. This is basically ow the audience reacted to your
matches. Each match can be stored under records as which matches
got the highest crowd reaction. The same can be said for the
average reaction of each PPV.
------------------------------------
/ SECTION 6: CREATE A SUPERSTAR MODE \
----------------------------------------
A mode that has be redone and refined many times over. From
early wrestling games that had a very limited creation mode (if
you can even call it a creation mode) down to the ones featured
in SD!2 and No Mercy and even in future ones, Create a Superstar
has probably been one of the best modes in wrestling games. Not
only does this allow you to get in touch with your creative side,
but it also gives you the opportunity to pit any character you've
ever wanted to create against a wrestler of your choosing. Among
WWF Warzone, Attitude, Smackdown! and Smackdown! 2, I've created
nearly 100 wrestlers. Some were recreations of older ones, but
many are new. Most of those still exist on save files for my WWF
Attitude game.
6A: EDIT APPEARANCE
As the name implies, this is where you can create/edit the way
your wrestlers look. If you try hard enough and mess around with
colors, you can get their looks pretty well detailed. It just
takes a little creativity and a lot of patience. This process
actually can take a long time in this game.
After entering the mode, you'll get a selection between editing
appearance or moves. If you don't have any wrestlers yet
created, then it is best/logical to go into appearance first.
Select new and you'll get a choice between two different base
types. Type A is male and Type B is female. Pick your gender
and move on. Now, you're going to get three choices, each are
numbered. 1 represents a skinny build, 2 represents a moderate
build, and 3 represents a rather chunky build. Make a selection
there and move on yet again. Now, we move on to the main body.
Why not start with the head.
-Head-
You'll get a choice on whether or not you want a standard head or
an advanced head. Standard will just give you preset heads, but
if you want to get creative, go advanced. Let's just say you
picked advanced. The first selection is the face. After
selecting the face, you now have three more selections (this
sounds like it's getting a bit frustrating or confusing, but bear
with me). The first of the facial selections is the nose. This
allows you to grab the nose you desire and stick it on your
wrestlers. After grabbing the right nose, you can also change
the nose type which'll alter the wrestler's facial structure a
bit. This can be selected in any face selection. Next is the
eyes. You can choose from either masculine or feminine eyes. I
personally like grabbing some evil or devious eyes, myself. I
guess that's because the bulk of my characters are slightly evil
and devious with a few minor exceptions. Anyway, after choosing
your eyes, you can alter the type again and then go into an area
that allows you to change around the color of the eyes. After
the eyes are complete, it's time to move on to the mouth. This
will let you select different lip colors and mouth expressions.
There's even more feminine ones for the lady characters. After
you've selected your mouth, you're done with your face and it's
time to move on to the next part of the head.
Your next selection is hair, which is also broken down into three
parts: forehead, base, and back. The forehead is mainly only if
you want hair dangling down the front of your character's face.
You can select different styles in different lengths and then
edit the color. Next is base. Base is your basic hair style
with nothing dangling. After selecting a hairstyle, you can
select a head type. You'll notice your head taking on strange
formations. This is to help make some rather strange and
outlandish hairstyles. Finally, there's back which is only if
you want hair dangling off the back. It's just like forehead,
only for the back of your head. This is good if you want a
character with extremely long hair. Okay then, time to move on.
The next selection is facial hair. It's not preset on either of
the base settings, but you can set it to either man or woman.
Yep, if you're creating the bearded lady character, here's the
place. You can select from various mustaches, beards, and
goatees and then change the color as you see fit. After facial
hair is accessories. This one is split up into paint and
accessories. The paint section can hook you up with some
different kinds of make up and paints for your face. As before,
you can change the colors. Accessories are various types of
characters or objects you can have on your head like Japanese
writing or piercings. Once you've selected that, move on to the
next department.
Next is masks. This is a great section for those looking to make
a luchador. You have three sections here: Base, accessories, and
horns. The base gives you the main part of the mask. This is a
good place to mask hunt for your luchador. After that, you can
choose accessories, which are little add-ons you can make to a
mask. Heck, you don't even need a mask to use accessories. You
can just plaster an accessory to someone's face and call it a
deal. After that are horns, which allows you to choose from
various horns or sharp objects to put on your character. Each of
the selections can be recolorized as you see fit. Time to move
on.
After masks comes hats. In hats, you can choose from several
baseball caps to add to your character. Finally, there's glasses
which allows you to give your character any glasses or shades you
wish them to possess. After this, you're finished with the head
and it's time to move on.
-Upper Body-
Again you are given the selection of standard and advanced. You
should already know the drill here. In the advanced section, the
first selection is base. Base is the tone or type of body you
want your wrestler to have. Here, you can make them look
muscular, flabby, or whatever. This sections is made to
complement the body you selected earlier. You also get a type
selection after you choose the base you want. The type selection
just pushes out the chest a little more. I'm pretty sure this
area is for people making female characters to make them a bit
more busty. After you've gotten your base, let's move on.
Next is tattoo. This is pretty self-explanatory. Tattoos are
mainly to add a little liveliness to your character. You can
only have one tattoo out of this selection, so make it good.
You'll notice that there are tattoos of different kinds, both
feminine and masculine. After selecting a tattoo, you can select
a body type again. After that, you can change the color of the
tattoo as you see fit. Pick a tattoo and it's on to T-shirts.
T-shirts are different short-sleeve shirts you can choose for
your character. Unfortunately, if you got a tattoo, it'll most
likely be covered up. There are two selections in T-shirt: base
and accessories. In base, you can choose a bunch of different
kinds of shirts. Don't worry too much about the color of a shirt
because you can change it. When you've selected a base, you can
then select an accessory if you want. All these are are
different logos and insignias that you can put on your shirt. If
you decided you don't want a T-shirt because you want something
with long sleeves, the shirt selection is the right place. There
is no accessory section in the shirts, so if you want one, you'll
have to go back to the T-shirt accessory section to get one.
Shirts are exactly like T-shirts and have all the same
characteristics aside from the fact that shirts have long
sleeves.
After shirts comes wrist bands. The selections in the wrist band
section are right and left, obviously referring to right and left
wrists. This way, you don't have to have bands on both wrists if
you don't want to. As with almost anything else in this section,
you can change the color of your wrist band as you see fit. Yes,
you can also get elbow pads in the selection below wrist bands.
If someone is given the People's Elbow as a finisher, they can
take off their elbow pad. Like wrist bands, you don't have to
have elbow pads on both arms. Just select the elbow pad(s) you
like, change the color if you wish, and it's on to the next
selection.
The hands section allows you to equip your character with
different kinds of gloves and hand equipment. While gloves do
not add damage, they can add to style depending on your
character. Like before, you can choose to have only one hand
wear a glove or both. So, if you want that Michael Jackson
character, the glove section doesn't seem to be stopping you.
Yep, you can change the colors.
Next is vests. You can choose vests if you've already gotten a
type of shirt. Vests are more of a decorative addition to your
body. After vests come accessories. These are secondary
additions you can make like extra tattoos, shirt paints, or ties
you can add. You can indeed add them if you've already selected
from the T-shirt accessories. You can change their color around
and then move on to jackets. Jackets are a bit like vests, only
they cover the whole body except for a little spot on the chest.
I wouldn't recommend grabbing a jacket if you too tattoos and
want the tattoos to actually show. You can select from a large
amount of jackets and change the colors. Man, changing clothes
and messing with accessories. Am I the only one who feels like
I'm playing with Barbies?
-Lower Body-
Like the head and the upper body, in the lower body section you
can choose either standard or advanced. Assuming advanced was
chosen, your first selection would be skin. Under skin, you have
base and tattoo. Base is the type of leg form you want. It's a
lot like the upper body base, only dealing more with legs. Under
the form, there are two extra types. Those types basically alter
the groin area a little. Tattoo, of course, allows you to add
tattoos to your legs. I would recommend you only grab tattoos if
you plan not to use a long type of pants. As before, you can
change the color of the tattoos. Now, time to move on.
Underwear is your next selection. You'll notice that most of
these are women's apparel. If you're creating a male, you may
want to skip this section unless your character is a cross-
dresser. Select the types of clothing you want and set the
colors as you see fit. Moving on now to feet. Feet gives you
two selections: socks and shoes. Socks are not necessary, but if
you really want them, here they are. They do add a little to the
shoes that you choose. If you're going for long pants, then you
may want to skip socks because you may not even see them. Shoes
add different kinds of shoes and boots to your character so
his/her feet don't look so naked. Both socks and shoes can have
color changes if you please.
Your next three selections deal with leg wear. First is tights,
which are long, spandex pants. These can accompany and
complement spandex shirts very well. You can also change the
colors on many of them and get some unique color variations
going, especially with tights that have flames and other multi-
color depictions. After that is short pants. If you were making
male character and was disappointed with the selection of
underwear, here's the more manly selection of short tights. Some
of them are still feminine like the mini-skirts, but there still
are some masculine stuff here. If you still don't like that,
then it's on to pants. Pants are your non-spandex variety of leg
apparel. These including things like jeans, khakis, slacks, etc.
Hopefully, you'll find something you want here. As with any
article of clothing, you can change the color of pants and other
leg apparel.
Next are accessories. These can put a little life in possibly
bland pants. Patterns is the first selection here. This adds
different designs to the type of leg apparel you're wearing.
Next to that is letters, which adds different words to your
buttocks, hip, or even the side of your legs. Finally, there's
accessories which is different add-ons you can put on your legs
like braces and such. All of the different selections can be re-
colorized for top customization.
Long skirt is a type of leg apparel that didn't get grouped in
with the big section above thanks to the accessories section.
These are different kinds of skirts and dresses you can add to
your characters. They don't have to be female to wear these and
they can add some dimension to your characters clothing. Feh, in
my opinion, the long skirt section is less fruity looking than
the T-shirts. Finally, there is the belt section to complement
pants and give your characters a more rugged lot. After you've
selected a belt and customized colors, you can now move on to
skin color.
-Skin Color-
Here you can give your character a different skin color. There
are two areas for doing so. First is the base section. This
gives your character ready made skin colors. There's only four
to choose from, but they could help if you really want them.
Below that is the advanced section. This is where you can get
creative with skin colors. Ever wanted to make a plant person
with green skin? You can do it here. One thing my best friend
and I used to like to do was make a black silhouette character.
-Figure-
This allows you to bulk up or slim down different parts of the
body. This can get fun for making huge or tiny character, or
even making ones with their body way out of proportion. You can
basically have a tooth pick character with a gigantic head. The
first selection on there is head, which obviously can change the
size of the head. The upper body section can change the size of
the chest, abdomen, arms, forearms, wrists, and hands. You can
pick and mix what size you want what part to be. So, if you want
a character with a sunken chest and gigantic hands, so be it.
Next is the lower body which can change the figure of the waist,
legs, thighs, ankles, and/or feet. Finally is the height. If
you're making a female character, you may want to turn down the
height since the default setting is way taller than all of the
other women in the WWF unless you're making a really tall women
(which I'm not saying there's anything wrong with that). Once
you've picked your dimensions, hit decide.
-Weapons-
This is the array of weapons your character will start with in a
hardcore match. Pick the one you like the best and move on.
-Closing Sections-
The closing sections help make your wrestler's personality. The
first section is name. Choose the letters you wish to use and
it's time to move on. Next is gender. What? Gender? Didn't I
choose that earlier? No, actually you chose the body that befits
a gender. So technically, you can grab a woman's body and tag
the male gender on her and she'll count as a male. There are
three selections here: male, female, and ???. ??? allows you to
enter the character into men and women divisions alike. Choose
the gender and move on. Next is entrance music. This allows you
to choose the music and Titantron you want your character to come
out to. So, if you choose Crash's music, you'll also get Crash's
Titantron, which is an unfortunate downside to this game. Too
bad you can't choose a different Titantron to accompany different
music. Oh well, not that it's a major downer. Moving on... Next
is crowd signs, which are the signs the crowd will throw into the
air during your matches. You can choose three different signs.
Choose what you like and move on. Next are the Yes and No
commands. This applies to Season Mode. If you are approached by
someone who is asking you a yes or no question, instead of yes or
no these selections will appear. After that is classification.
This allows you to put your character in the heavyweight or light
heavyweight divisions. Yep, you can enter a gigantic guy into
the light heavyweight division, so size isn't a factor. After
that is personality, which basically adds a background to your
character and also estblishes allies and rivals. The abilities
section is next. This is a very important section as it allows
you to distribute ability points as you see fit. Here is where
you can make the type of wrestler you want. You can set the
wrestler to be more speedy, powerful, technical, or rough. You
can even average out the points and make an average character.
After that is move set. Here you can pick the preset moves to go
with your characters abilities. You can also grab a wrestler's
moves and use those. So, if you want a wrestler who has the
exact same moves as Kane, there you go! Now it's on to logic.
This determines how the character will act if (s)he's set as a
computer character. Once you've finished that, BAM! You're done!
Time to edit moves!
6B: EDIT MOVES
Unlike the first Smackdown!, you don't actually need a certain
amount of ability points in a certain area to set a character
with a move. You can set them with any move, but it's best to
try to stay within the strongest two sections. So, if your
strongest two areas happen to be Power and Technical, then it
would be best to set mostly powerful and technical moves. You
can preview the moves (with the exception of entrances) by
pushing Circle while in the moves list. To edit moves, go into
Create a Superstar Mode, select "moves," and finally, select your
character. Be sure to push over while looking at move lists to
see different moves for the four different ability settings.
-Bases-
These are your non-attack moves such as taunts and winning
stances. The first selection is fighting stances. This is the
position your character will take when they are standing still
(assuming they are not slouched over from being badly beaten).
There's also your "ring in move" and your "ring out move" which
determine how your wrestler will move in and out of the ring
respectively. Careful on which you pick because some of the
slower ones can put you at a slight disadvantage. Taunts are
poses you can execute anytime in a match by pushing L2 or
direction+L2 (notice that it slightly increases your special
bar). You can choose from a huge selection of taunts, but can
only set two. Your win move is the post or stance your wrestler
will take if (s)he wins. Finally, there's entrance. This
determines what your wrestler will do while your music and
Titantron are playing. For example, if you select "With
Anatomy," your wrestler will enter in with a skull and throw
their arms in the air with the skull in both hands (it's
basically Al Snow's entrance with a skull instead of Head).
-Ready-
Ready moves are the moves you can execute when both wrestlers are
standing and facing each other. There are two types of ready
moves: attack and grapple. Your attacks are moves like punches
and kicks. Essentially, they're blows. Your grapple moves are
your throws. In the ready section you can set three types of
grapples which I refer to as regular, groggy, and behind. Your
regular grapples are those you execute when face-to-face with an
opponent. They can be done by pushing direction+Circle. Groggy
moves are like regular, except they can only be done when your
opponent is groggy. They are also typically stronger. There are
more moves for you to choose from in your groggy section.
Finally, there's behind. Those are the moves you can execute
from behind, as the name implies.
-Ground-
These are the moves executed when your opponent is on the ground.
It doesn't matter if they are facing up or down, you'll execute
the same moves either way. Like the ready section, you can set
attacks and grapples here. Attacks are basically blows you can
deliver, such as elbow drops, to your opponent. Grapple is a
combination of throws and submissions holds you can use on your
opponent. If you're going to use submissions, I recommend you
find some within your character's top abilities.
-Turnbuckle-
These are the moves you can execute when your opponent is against
the turnbuckle. You'll notice there are three different
selections here: upper, lower, and run to lower. Upper are the
various moves you can do when your opponent is leaning against
the turnbuckle, still on two feet. These mostly include body
blows and high-impact throws. Lower is the moves you can do when
your opponent is sitting. There's only two moves to choose from
here: choke and foot choke. Run to lower allows you to set moves
that you can perform when you run towards your opponent while
they are in the lower position. Again, there are only two moves
here and those are Bronco Buster and knee attack.
-Rope Opponent-
The moves here are ones that involve using the ropes. Rope down
involves your enemy being tied into the ropes. You can perform
these maneuvers as you would ready moves. There's also jump off
rope. Most of these involve jumping over the rope onto your
opponent on the outside. There is the lionsault, which allows
you to hit the opponent on the inside. These can be executed by
running right against the rope, then pushing direction towards
the rope+X. Finally, there's jump down over. These moves must
be done while you are running. It's best to get some good room
before trying one of these. When you get near the rope, slide
your thumb over Square, then X to perform the attack. It could
take a little practice.
-Aerial-
These are the moves you can execute off the top rope. To get on
the top rope, either right at it or push R1+direction towards
turnbuckle when near it. There are two different aerial
attacks. One is stand, the other is down. Stand attacks are
best done when your opponent is standing. These can be done by
pushing either right or left and X simultaneously. You can only
set two of these. Down are the moves you use when your opponent
is down. Some of them can even instantly go for a pin. Woohoo!
These are done by pushing up or down with X or even just X. You
can set three of these.
-Run-
These involve running either on your behalf or your opponent's.
There's three different run settings: attack, grapple, and
counter. Attack and grapple both involve you running. Attack,
like before, are different blows and such you can throw at the
enemy. You can set two of these. Grapple is just the same as
before: different throw-type moves. You can also set a grapple
from behind. You can set three grapple moves here (two from the
front, one from behind). Counter is different throws you can do
when your opponent is running at you. The first is executed with
just Circle and the other with direction+Circle. You can set
two.
-Double Team-
Double teams are done during tag matches. They can be done when
your opponent is in the "upper" position against the turnbuckle
in your corner. You have two double teams that are permanent,
both involving pushing either left or right with Circle. You can
set the other two which can be executed with pushing either up or
down with Circle.
-Special-
These are your special moves. Duh! The first is called
"special." That is your finisher. I usually like to pick one
with a really high attack rating. Either way, the choice is up
to you. Favorite depends on what kind of move set you picked in
the appearance editor. It will take a handful of moves you have
set corresponding with the move set selected and allow you to
choose one as your favorite. This will add a little extra power
to the move. Finally, you'll notice there are three combinations
right after your favorite. These are the attacks you can perform
by just pushing X by itself. If you keep pushing X, your
character will do a three-hit combo. These are the three
different hits you can set for the combo. You'll get an even
higher selection of attacks on a higher number in the
combination, so keep that in mind.
--------------------------------
/ SECTION 7: CREATE A TAUNT MODE \
------------------------------------
This is probably the most unique mode in the game. This one
allows you to create custom poses for your characters while they
are wrestling. Taunts, as you should hopefully know by now, are
set within the move editor. After creating a taunt, naming it,
and saving it, it automatically appears in the taunt section of
the move editor.
This is also probably one of the hardest modes as it takes not
only patience, but creativity and thought. When you enter CAT
mode, you'll get three choices: Base, Modify, and Sample. Base
is the foundation on which your taunt is built. There are two
different selections for you. Base 1 and Base 2. Base 1 is the
first action your character will perform and Base 2, of course,
would be the second action. So, if you set a jumping action for
Base 1 and a saluting action for Base 2, your character will jump
then salute. Sounds logical, eh? Modify can get a bit
complicated to explain, but it's easy to figure out. You have
Upper Modification. This allows you to modify the frame
animation of the character's upper body in the taunt. You can
change the animation during most of the taunt to have them do
actions of your pleasing, as long as you do so within the given
amount of extra frames. I usually delete the ready given frames
and make my own action from there. Lower Modification changes
the lower body movements of one of the base settings. So, to
change Base 2's lower body movements, just modify Lower 2. The
only difference is that you can't do frame-by-frame modification
of the lower body. Sample gives you pre-made taunts for you to
test out. If you like them enough, you can also set them and
save them as anything you wish.
I really have only made about five taunts. I don't make them
very often as the option is somewhat limited to frame amounts.
It's not a simple activity, but if you try hard enough, it can be
rewarding.
---------------------------------
/ SECTION 8: CREATE A STABLE MODE \
-------------------------------------
This mode is actually new to WWF, even though it's been featured
before in other games. This allows you to put 2-4 wrestlers in a
group and give them their own name, entry movie (unfortunately,
ones that are already featured), and movements. Yep, you can
even make tag teams by just setting two people in the stable.
8A: PRESET STABLES (In no particular order)
D-Generation X: Triple H, Road Dogg, and X-Pac
New Age Outlaws: Billy Gunn and Road Dogg
Acolytes: Bradshaw and Faarooq
Kaientai: TAKA Michinoku and Sho Funaki
Right to Censor: Steven Richards, Bull Buchanan, and The
Goodfather
Hardy Boyz: Jeff Hardy and Matt Hardy
Edge and Christian: Edge and Christian
Dudley Boyz: Buh Buh Ray Dudley and D-Von Dudley
T&A: Test and Albert
Too Cool: Scotty Too Hotty and Grand Master Sexay
McMahon Family: Stephanie McMahon, Shane McMahon, and Vince
McMahon
Gerald Brisco and Pat Patterson: Gerald Brisco and Pat Patterson
Mean Street Posse: Joey Abs, Pete Gas, and Rodney
8B: CREATING A STABLE
Creating a stable is quick and easy. Just select "New" and
you'll get three selections: Name, Members, and Entrance. They
are all pretty self-explanatory. You can name your stable under
"Name." After naming it, select "Members" and you'll get a list
of wrestlers. Choose the 2-4 out of that list to be make up your
new stable. Finally, there's the entrance. Once you've selected
"Entrance," you can give them any move and Titantron entrance
that's presented. Once you've finished, hit "Decide" and your
stable is now complete. You can also edit stables you've made
and already existing stables as well as delete them completely.
----------------------------------
/ SECTION 9: CREATE A MANAGER MODE \
--------------------------------------
This is the mode I spend the least amount of time on and is
pretty much useless unless you're making your own storylines,
alliances, and such. This basically allows you to stick someone
from the "Other" section in the rankings (see Section 10:
Rankings Mode for details) with another wrestler. How about I
pick two random names... X-Pac and Chris Jericho. Let's just say
you want X-Pac to be the manager for Chris Jericho for some
quirky reason. You need to put X-Pac in the "Other" section of
the rankings, then go into Create a Manager Mode and select both
Chris Jericho and X-Pac to respond to their given roles. After
that, anytime you see Chris Jericho walking to ringside, you'll
see X-Pac walking a few paces behind him and it'll say Chris
Jericho w/X-Pac.
Rankings Mode allows you to know who is in which division and
what rank they stand within their division. You have before you
eight divisions (one of which is technically not a division): WWF
Title, Intercontinental Title, European Title, Hardcore Title,
Light Heavyweight Title, Women's Title, Tag Titles, and Others.
The "Other" section is for people who have not been entered into
a specific division yet. These people also very seldom show up
in Season mode and cannot gain any titles.
10A: CONTENDERSHIP
The reason for all these divisions is for contention of each
title. You can only have someone entered in one division at a
time (not counting Tag Team, in which anyone can enter). All
women except Chyna can only be entered in the Women's Title
division. Contention works like this. The person at the top of
the list is the champion. The person below him/her is the number
1 contender. Only that person can compete for the title within
that division. The only exception to that is the Hardcore mode
Time Limit Title in which you can anyone in the Hardcore Division
compete for the belt. If someone is made a champion, they can
also compete for other titles and become a dual champion. The
only title that does not guarantee #1 contendership for is the
Tag Title. So, how does someone become number 1 contender if
they are ranked at 3 or lower? Simple. Defeat the number 1
contender (second person on the list) that person becomes the new
number 1 contender. The only other way is to re-enter the
current number 1 contender into another division. Gugh... Another
Division... It almost sounds like the original dubbed DBZ
editing's "Another Dimension." Heh... "I'll send you to another
division!"
10B: RE-ENTERING
Re-entering allows you to move one character from one division to
another instantly. The only thing is that the person must be
qualified for that division. So, you can't move Grand Master
Sexay into the Women's Division or Rikishi into the Light
Heavyweight Division. The only readily usable character that can
be put in any division is Chyna. If you wish to move someone
from one division to another, select Re-Enter, then select the
character. Now, push the right and left directional buttons over
to the desired division and press X. That character should be
entered in at the bottom. Be careful about re-entering
champions. If you re-enter someone who is holding a title into
another division, then they will lose the title and whoever was
number 1 contender is the new champion. You cannot re-enter
anyone into the Tag Division. The only way to enter that is to
defeat a team that is in the division.
-----------------------------------
/ SECTION 11: GENERAL GAMEPLAY TIPS \
---------------------------------------
This game shouldn't take too long to get the hang of. However,
that doesn't mean everyone is an instant pro or a natural at this
game. This one may not take as much patience and skill as oh,
say... Fire Pro Wrestling, but this one does take a bit of know-
how to drive you to become a great player.
11A: BASICS
-Opening General Tips-
The first one is a given. If you really aren't doing too good at
the game, as always, start on easy mode. You should be well
normed on easy almost instantly and almost be wanting a challenge
pretty quickly. If you do become really good at easy mode, you
will notice that you can finish matches around a minute or so.
Sometimes, you may not even need finishers to get the job done.
-Grapple Moves-
Grappling is very simple in this game and is a must to get down
if you wish to succeed, especially when you consider that grapple
moves are the best way to wear down your opponent. As stated
earlier, to grapple you simply get near your opponent and push
Circle+d-pad direction. Let's set up an example. You're playing
as The Rock and you want to nail someone with a DDT. At the same
time, push down+Circle. If you hit the move close enough, Rock
will grab the opponent and do a DDT. If you weren't close
enough, Rock will just extend his arms out. This will leave you
wide open and allow the opponent to counter your move with either
an attack or another grapple. Sometimes, you will be close
enough, but the opponent will be blocking or will move, so you
must be careful on executing grapples. Try to be sneaky when
throwing them out.
Yep, there is still a bit more to the story. Learn to use
grappling from behind. One way to get behind your opponent that
is the easiest is to push circle twice while your opponent is
down to pick them up (bear in mind, you must be near your
opponent when you push circle twice). This will pick your
opponent up with their back facing you. From here, there's four
grapple moves you can do, depending on which ones are set. You
can also whip your opponent or use regular attacks.
Grogginess is your friend. When an opponent is groggy/dizzy, use
your grapples. This will cause you to do a more powerful grapple
move which can wear them down faster.
-Regular Attacks-
In early difficulties, you can go far with regular attacks and
combos. Later on, you don't want to be too dependent on them as
they can be countered quite easily (and will be quite often). Be
sure to push different directions with attacks to bust out some
different ones once in a while.
-Opponent is Down-
Take advantage of your opponent being down. If you feel you've
worn them out enough, go for the pin. If not, then use some
regular attacks or some submissions or grapples. Submissions are
quite critical to the game (see the lower sub-section on CAW
Tips). You should get at least one really good one. Just
because your opponent didn't submit to it before doesn't mean
they ever will. Pay close attention in the game to which
submission holds seem to make your opponent give up the easiest.
As I've noticed, two that seem to have a nice give-up rate are
the Sharpshooter (opponents legs when they are down) and the
Cobra Clutch (behind opponent). This will allow you to wear down
your opponent faster, assuming they don't give up.
11B: CAW TIPS
-Creating a Good Wrestler-
Idealistically, it does seam nice to have a wrestler with even-
rounded stats. Even power, speed, technical, and rough stats,
that is. However, I find making a wrestler based more on one
aspect a little better. There are some opponents that are not as
easily weakened by certain types of stats as they are others, so
you may want to consider deeply which one you really want to work
with. Power gives you a lot of those vicious and brutal slams.
Speedy gives you a nice set of luchadoresque and high-flying
moves. Technical is more for suplexes, throws, and wearing on
those joints with painful moves and submissions. Finally, rough
is more of a rule-breaker type of fighting that administers the
cheap shots such as low blows and rakes to the eyes.
What I usually do as far as making a wrestler with a dominant
base is max out the attack (push it to level 4) and either max
out the defense or bring it to level 3 or so. Let's say you want
someone with dominant speed. I would usually max out the speed
attack and either max the speed defense or only push it to 2 or
3. If you don't max the defense, then you can have some more
points to work with. If you prefer defense over attack, then you
surely can max the defense and just say "Screw the attack." Now,
when I do this, I don't very much work on the antithesis of the
dominant stat. That is, if I work on speed, I don't very much
work on power, but I do give it a little boost. Same can be said
for technical and rough. Now, as far as the other two stats go,
that's your call. I usually beef one a little more than the
other. So, we'll again assume we're beefing a speedy wrestler.
I boost the speed, don't emphasize much of the power, and then
either give a small boost to either technical or rough. Let's
just say we picked rough. So, we give a bit more to rough than
we do to technical. This way, we have established a hierarchy of
sorts, with speed at the top, then rough, technical, and power
(at times, the last two stats on the hierarchy can ge
interchanged or tied).
-Choosing Moves-
Let's again assume you took the single dominant stat style. You
want to at least try to keep all the moves you select as types of
that dominant stat. So, again with the speedy character, you
want to set mostly speedy moves. You may not want to pick all
the flashy moves, but if you wish to, go right ahead. Be sure
you do check the moves power rating and that you pick some
powerful moves. A good array of powerful moves can defeat your
enemy quickly. Make absolutely sure you select no move twice.
Pay attention to what regular ready moves you pick in relation to
what groggy ready moves you pick. I usually like to try to pick
the stronger moves for my groggy ready moves, which means I don't
pick as many moves as I could've from the regular ready moves.
Be sure that when you pick different kinds of aerial moves off
the top rope or when running through the ropes, etc., that you
pick ones that are easy to land. Some of them have a nice
tendency to miss quite often because your opponent can dodge them
easily (yes, I will elaborate more on out-witting your opponent
further down). A good example of one that likes to miss is the
Dragon Attack (off the top rope when opponent is down). While
this attack can be quite powerful, it is very picky at what angle
your opponent is lying in when you execute it. Another one is
the Fame-Asser from the top rope. Your opponent can easily dodge
this unless they're getting careless.
I also said before, set the best submission holds available.
MAKE ABSOLUTELY SURE YOU HAVE SOME SUBMISSIONS unless you want to
make a character that doesn't use submissions at all.
Submissions can be very helpful in the game if you and your
opponent are having a real knock-down-drag-out, especially if
you're in a situation where "the next move could win the match."
If you can apply the submission to your opponent, that's an extra
added chance of you possibly winning the match.
Finally, it's time to pick a finisher. Unless you have a heart
set on a particular finisher, go with one that is extremely
powerful, especially if you can't decide on a finisher. Here are
some I, personally, found quite useful in different stats...
Powerful- Chokeslam, THQ Slam, Stone Cold Stunner, Jackknife
Powerbomb 2, Rikishi Driver, The Last Ride.
Technical- Pedigree, Crippler Crossface, Special Anklelock,
Dragon Attack (if you can get around its pickiness), Dangerous
Driver.
Speedy- Matt Twist of Fate, Michinoku Driver, Osaka Street
Cutter, Sweet Chin Music, The People's Elbow, The X-Factor,
Rough- Reverse Death Valley, Double Arm DDT, Mandible Claw.
That is not to say that these are automatically the best moves.
Treat it not as gospel. The best way to find out is to
experiment yourself, but these are the ones that seem to work for
me.
Finally, there's the attack combo you set up. Each combo number
you see is the different attacks you do in a given sequence by
constantly pushing X. So, if you set a chop for the first,
Austin Punches for the second, and a big boot for the third, your
combo will go:
Chop, Austin Punches, Big Boot.
Sound logical, huh? Anyway, what I was going to tell you is
this: Make sure the third move in your combo is the type of move
like a big boot or a clothesline that will knock your opponent
down when successfully landed. This is good to have as it can
slow your opponent down and give you a quick advantange to take
when they hit the mat.
11C: ADVANCED GAMEPLAY
Finally, we get to some stuff that's more advanced. Using basic
attacks and grapples all the time isn't going to cut the mustard
for long on the higher up difficulties. You need to make good
usage of blocking, counter, dodging, sliding, and taking
advantage of your opponent's mistakes.
-Countering-
First off, there's basic countering. This shouldn't be too hard.
Most would say to basically mash the Square button. This might
get you there sometimes, but it doesn't always get the job done.
Time the moment you push Square. The easiest moves to counter
are regular attacks. When your opponent throws the attack, watch
it closely. When it comes close enough to you to just about make
contact, hit the Square button. Depending on the attack, your
wrestler will act in different ways. If it was a punch thrown
somewhat like a hook, your opponent will stop their arm and throw
a punch back. Careful here, because your opponent can counter
the punch you throw back by blocking it and throwing another
punch back. Of course, you can counter that punch and throw yet
another back. In fact, you can do this constant countering over
and over again, if you time your counters just right, until one
of you finally either lands a blow or dodges out of the way of an
attack. Some punches will cause you to dodge out of the way (as
mentioned in the previous sentence) of the coming attack. This
might temporarily daze your opponent and leave them wide open.
There's your cue to execute a powerful grapple move. If you
successfully counter a kick, you will grab your opponent's leg
and throw it sideways, causing them to spin around. From there,
you can attack them from behind. Sometimes, though, they will
counter an attack from behind.
You can also counter grapples either before they happen or
counter certain ones at different times to execute an escape.
I've noticed with the vertical suplex, if you push Square at just
the right time, you will "pull out" of the hold and land behind
them. I'm not quite sure exactly when to do this, but I think
you have to do it at the very top of the move (when your body
reaches the highest point it can). You can also counter grapples
before they even happen. If an opponent grapples with you, push
Square the exact moment they would touch you. This applies to
both front and behind. If you did this right, you should
struggle with them and break the grapple, given neither of you
the advantage, but keeping you safe from harm. Sometimes, you
will, instead of breaking the grapple, duck underneath their arms
and dizzy them. This is a good cue to execute a grapple move.
The same can be done from behind on both accounts. You will
either struggle with them or dodge around them and wind up behind
them instead, allowing you to get an attack off. If you should
happen to struggle from behind, this will give you a good
advantange. They will be off balance for a brief moment. I
usually hit them with a running move right here. Speaking of
running moves, you can counter them just as you counter ready
attacks. Just push Square at the right time and you will go
underneath the attack. If you opponent didn't attack, yet you
pushed Square when they were coming at you, you will
automatically lay down and they will run over you and continue
running.
Square can also be used when coming off the ropes. If you
opponent whips you and you come running back, they will try to
execute a move. Right there, push Square. This will cause you
to do one of two things: You will either jump right over him/her
and land directly behind him/her, or jump over your opponent and
keep running (which can result in you falling out of the ring).
If you do indeed land behind them, execute an attack or move of
some kind.
Watch your opponent when they climb the ropes. There is even a
way to counter them there. If you push Circle (yes, Circle, not
Square) while they are on the top rope, you can grab them and
throw them across the ring. Good opportunity to take there while
they are down. You could either climb to the top rope or kick
'em while their down, so to speak. Another cool trick to do is
to run toward the turnbuckle and do a running attack while they
are on the top rope. Doing such will cause them to rack themself
on the top rope and plummet to the mat. Take good advantage of
that. Remember, you can also hit your opponent with a move while
they are up there. For instance, while they are just standing
there, you can execute a standard punch or kick and it will cause
them to tumble to the mat. That would cause them to fall as
well.
Just because you are down doesn't mean you are totally out. You
can counter moves while your down as well. If an opponent tries
to grab you from the head, push Square at just the right time and
your legs will kick up and hit him/her in the face. You can do
the same at the feet and one foot will kick forward quickly and
kick them. I've noticed that mashing Square seems to help the
most here since it's a bit hard to tell when exactly a down move
will be executed.
Whips are a great moment to counter. When an opponent whips you,
push triangle as they grab you and you just might reverse the
whip by whipping them. This one I've noticed is a bit hard to
do, but it can be done. Also, if your opponent decides to try to
do a whip-elbow combo (which I will elaborate on later in this
sub-section), push Square at just the right time and duck
underneath the elbow. From there, you can attack your opponent
from behind.
Being against the turnbuckles also has its own counters. If an
opponent tries to do a grapple move to you there, you can counter
right as they do it and either kick them in the fact (if you're
facing outward) or struggle (if you are facing inward). If they
execute an attack, then it will follow the same procedure as if
it were a ready move.
Being tied up in the ropes doesn't have to be such a biggy if you
counter correctly. Countering attacks in this position will act
like a regular ready attack counter. However, countering a
grapple can result in doing a back body drop to your opponent
such that they fall out of the ring. Very useful during a Royal
Rumble and someone decides to try to grapple with you while
you're tied in the ropes.
-Dodging-
Dodging takes a bit to get the hang of and remember all the time.
If your opponent is executing an attack or grapple from any
angle, dodge immediate. Hopefully, your awareness is high enough
that you can detect an imminent attack. To dodge, simply push
any one direction twice. Each direction will help you easily
escape the flames. Which way you go all depends on which way you
and your opponent are facing. Here are some basic direction
patterns:
KEY
Scheme
D-Pad combination- Pattern
Facing Down (Your back pointed toward Titantron)
Up, up- Move away from opponent
Left, left- Moves to the left (your wrestler's right)
Right, Right- Moves to the right (your wrestler's left)
Down, Down- Moves toward opponent
Facing Up (Your back pointed toward the commentators)
Up, up- Move toward opponent
Left, left- Move to the left (your wrestler's left)
Right, right- Move to the right (your wrestler's right)
Down, Down- Move away from opponent
Facing Left (Your back to the right side of the ring)
Up, Up- Move up (your wrestler's right)
Left, Left- Move toward opponent
Right, right- Move away from opponent
Down, Down- Move down (your wrestler's left)
Facing Right (Your back to the left side of the ring)
Up, up- Move up (your wrestler's left)
Left, left- Move away from opponent
Right, right- Move toward opponent
Down, down- Move down (your wrestler's right)
Diagonal position dodging really depends on which end you are
closer to. Let's say that your back is facing pretty much to the
top left of the screen. If you are closer to being at the left
side (back facing left) of the screen than the top, then your
motions will reflect on the Facing Right motions. I hope you
understood that.
After executing a successful dodge, there are some good chances
your opponent could be open for moves. Hit him/her with a well
placed grapple, attack, or running move.
-Sliding-
Sliding is another good way to get around your opponent. To
slide, you need to push Triangle to execute a run toward your
opponent. When coming close to your opponent, hold Square to
execute a slide move.
Sliding can be used in a variety of fashions. Probably the
easiest done is the one I depicted above. That will allow you to
slide underneath your opponent and get them from behind. That's
probably one of the best ways to get any moves in from behind.
Okay, so not every thing done with sliding looks exactly like a
slide. Doing this from behind has some slightly different
consequences. Instead of sliding under them, your wrestler will
jump over them. While your wrestler continues running (unless
you prompt him/her to stop), your opponent will stand there,
groggy. Good opportunity right there!
Sliding can also be applied to moments when your opponent is
against the turnbuckle. This will allow you to execute aerial
moves more efficiently and effectively (although very few, like
the Dragon Attack, really don't work well using this strategy).
When you opponent is facing outward (back against the
turnbuckle), run toward them and hold Square when you get close.
You will automatically leap over them and they will fall drunkly
to the ground. In the end, you will be on the top rope waiting
to do a move and they will be on the ground, waiting to receive
it. You can also do this while they are against the turnbuckle
facing inward (back pointed towards the middle of the ring). If
you do the same procedure here, you will be on the top rope and
they will be standing, dazed. Good way to execute a standing
aerial attack.
Sliding comes helpful when trying to leave the ring. If you run
towards the ropes, then hold Square when you get close to the
ropes, you can slide under them and land safely outside.
-Blocking-
Blocking isn't as important as the others above, but it does help
as a default. If you really can't dodge or counter an attack
well enough, hold Square to block. Be careful, though. Blocking
doesn't keep you safe from everything (like grapples).
-Taking Advantage of Your Opponent's Mistakes-
Your opponent is imperfect. The computer (or your opposing
player) does make mistakes. Anytime you see a hole, take
advantage of it quickly. Just remember, they can still counter
you, even when you are taking advantage of a mistake, so be aware
and ready of what to do in just such a case.
There are several different methods to take here. If you get
around your opponent and they are fairly close, but not groggy,
use a regular grapple. The same can be said for the event above,
only considering that they are groggy. Keep in mind what your
best grapples are when you go for a groggy grapple. If you get
around your opponent and, no matter what state they're in, they
are too far to reach with an attack or grapple, run towards them
and do a run attack or run grapple. To execute run attacks, push
X while running. Grapples are the same, only push Circle
instead. You can also push other directions to get some
different moves going. Yes, you can even do special run-grapples
from behind (like a bulldog). Be aware, though. Doing a run
attack doesn't keep your opponent down for long, but it does give
you a little momentum to work with.
Take advantage of every moment that your opponent is down as I
said before. This is also a good time to go for a top rope
attack. If you plan to do a standing-aerial attack from the top,
it's best to do so when they are down and hit them when they come
up. If they run at you, then time your attack to hit them when
they reach a certain point. That can be hard to do, then again,
this is advanced gameplay strategies. Never run to the top rope
while your opponent is up. This may have worked wonderfully in
SD!1, but it isn't working worth silver smack here.
I've noticed that, even in the harder modes, your opponent likes
to do taunts if they land outside the ring while your inside. If
they are close enough, it's time to execute some rope moves. You
can do this off the top turnbuckle, for instance. You can also
do this off the ropes (as long as you don't have Lionsault as one
of your moves)(see introduction for explanation on how to do rope
moves).
-Hitting a Well-Placed Finisher-
Finishers are not something you want to hit from the get-go.
Obviously, it's almost impossible to unless you added one to your
finisher bar before you started the match (shame on you!).
Obvious as it may sound, the key to hitting a well placed
finisher comes in the form of wearing your opponent down
efficiently with some good moves. If you're badly hurt in a
battle, hitting waiting to end the match with a finisher should
be the least of your worries. You should try to finish it any
way you can from there. Pay close attention to your opponent's
stance when (s)he stands. The instant you see them slouching,
it's time to nail a finisher. Get your opponent in a compromised
position that would be a great opening to do your finisher, and
administer it! If your finisher is a type that requires you to
manually pin them after you've done it, then try to make a pin
from the legs. I noticed if you get a good hook on one of the
legs, your chances of pinning them seem better than the regular
lateral press (regular pin done from the head).
-Manipulating a Whip-
I'm pretty sure by now you know how to whip your opponent (don't
you?). Well, if not, here's how. It's just like a grapple.
Simply get close to your opponent and ONLY push Circle. It
doesn't stop from there because you can manipulate some elements
in the whip. You can influence which way you want your opponent
to run. Let's say you want your opponent to run up. Well then,
use the whip on your opponent and right when you execute it, push
up. Make sure you do not push up and Circle at the same time.
You want to push Circle, then up. It's not over yet. After
adjusting the direction (assuming you did), you can do an extra
move to your opponent to give you an advantage in different ways.
If you push Square when you do a whip, you will stop your
opponent right in front of you, exposing their back. This
doesn't seem to do much in harder difficulties, but for those who
are not ready for such a move, you can take quite the initiative
here. You can also do the same, except pushing X. This will do
an elbow combo as mentioned earlier. With this, you will elbow
your opponent in the face and they will be rendered groggy for a
good amount of time. That is a GREAT opportunity to hit a
finisher or a powerful grapple. You can also push Circle in this
circumstance. This will bring your opponent right back at you to
immediately do a move to them right as they come at you.
-Misc. Tips-
-Remember, you don't have to push the shoulder buttons when you
want to climb the ropes. You can climb them by running at the
turn buckles. It's much faster.
-In hardcore matches, don't rely too heavily on your weapons to
do the damage. They can be nice, but moderate between those and
grapples throughout the match.
-When your opponent does particular moves, you can throw them off
balance by pushing Circle. This can mainly be done when they are
doing flying-type moves (not necessarily aerial ones, but ones
that require them to leave the mat and be airborn for a given
amount of time).
-In a Table match, it is easiest to end it by doing an aerial
move when your opponent is on the table.
-I've noticed that pushing the D-pads in a clockwise motion when
climbing out of a cage in a Cage match seems to make you go just
a bit faster. Hmm... It could be me, though.
-Take notice to the different aerial moves that cannot be done
off the ladder (i.e. Bonzai Drop).
-Do not get too arrogant. If it does not seem you can finish the
match with particular move, then go for the next best thing... or
sometimes anything you can take!
-There are no moves that cannot be avoided. This is double-sided
blade for you. While you can avoid any move the enemy puts out,
they, likewise, can avoid any of yours.
-Pay close attention to the positions your opponent stands or
lays in. Slouching or sprawling (respectively) is a good sign
that (s)he is starting to weaken.
[NOTE: Although this is declared Technically Complete, there may
be more additions in the form of more tips added to this FAQ. I
will keep everything, as usual, posted in the Update History at
the top.]
-------------------------------
/ SECTION 12: BELT RECORDS MODE \
-----------------------------------
I think this is more of a "Show and Tell" type mode. This shows
who your current and past belt holders for each title were, and
how many times each defended the belt successfully. One thing I
don't like about this is that it doesn't show you the full
history. It cuts off around 10 or so back. So when you're down
to holder #40-50, you can't see who all those holders way in the
past were. There's nothing much more to this feature than that.
Here, you can edit the rules and set the basic options as you
want them! This is also where you can load your data in case you
inserted the wrong memory card. Bah, happens to me all the time.
Here's a list of each section and the options you can modify
-Rules 1-
K.O.- When active, you can defeat your enemies by knocking them
out. Can only be done with a finisher and happens at random.
Chances are greater the more hurt your enemy is.
Give Up- When active, you can force your opponents to give up
with submission holds. Doesn't work for all modes of gameplay.
Rope Break- When active, it allows you or your opponent to escape
from a hold or pin when one of their body parts is extended past
the ropes.
Ring Out- When active, wrestlers can leave the ring.
Ring Out Count- When active, wrestlers can be disqualified for
leaving the ring past the count of 10.
Entrances- When active, it will show wrestlers' theme musics and
Titantrons before a match.
-Rules 2-
Interferences- When active, wrestlers can enter in regular
singles matches and interfere for their ally.
Match Length- Sets the length a match lasts before it is called a
draw.
Charge Speed- Determines how fast wrestlers' finishers build up.
Arenas- Sets arena or area in arena for you to start in.
Mats- Sets ring mats for matches.
-Options-
Difficulty- Adjusts how hard or easy you want the gameplay.
Camera Angles- When active, moves can randomly switch to
different camera angles, giving it a more realistic effect.
Vibration- When active, your Dual Shock control will vibrate
slightly during moves. [this is actually quite useful because it
will vibrate at the time submission holds could make your
opponent give up]
Player's Indicators- Leaves markers on the screen showing where
the wrestlers are.
Sound- Allows you to choose between mono and stereo.
BGM- Sets background music for a match.
BGM Volume- Sets how loud the background music is.
SE Volume- Sets how loud the sound effects are.
-System Data-
Allows you to save or load your system data. Also allows you to
copy a created superstar or taunt to another data file.
-Credits-
Allows you to view the credits (I think this has to be unlocked,
but I'm not sure).
Q: How do I unlock TLC match?
A: Season mode. Play until you witness a TLC cut scene between
the Hardy Boyz and Edge and Christian.
Q: How do I unlock Michael Cole?
A: Play to the sixth year.
Q: How do I make [insert character name here]
A: Don't know. Check CAW guides.
Q: Can you counter finishing moves?
A: No.
Q: Why did someone just kick out of my finisher?
A: Because finishers don't always finish the opponent. Ironic,
huh?
Q: How do I do a 3D through a table?
A: You can't.
Q: Can I do any moves through a table?
A: Just aerial moves and the three preset ones (piledriver, Rock
Bottom, and power bomb)
Q: Does Undertaker come out to Kid Rock or Limp Bizkit?
A: Thank God no!
Q: Why aren't Big Show and Ken Shamrock in the game?
A: They are, but not as playable characters. You can create them
both and I think they're also both Unknowns that appear during
Season Mode (I know Big Show is, but I'm not sure about
Shamrock). They weren't put in because WWF told THQ to remove
them from the finished product.
Q: Is it possible to play as any of the Unknowns?
A: I think you can create them. Other than that, they are not
unlockable.
Q: If I'm watching a match between two computer opponents and my
character runs out to interfere, can I control him/her?
A: No. The only time you can actually control an interference is
if someone were to approach you and ask you to interfere and you
accept. Other than that, there is no way to control an
interference.
-----------------------
/ SECTION 15: LEGAL BIT \
---------------------------
This FAQ is copyright 2001 to Joe Shaffer, aka BoredGamer. Any
use of this FAQ for commercial purposes in any way, shape, or
form without confirmed consent of the author is strictly
prohibited. This can be used for personal use and freely
distributed, as long as there is no profit being made off the FAQ
without my approval before hand (this includes magazines). This
also cannot be posted on any websites without my solid approval.
Any failure to comply with said premises can, and probably will,
result in legal actions.
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/ SECTION 16: THANK YOU AND GOODBYE \
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Thanks goes to the following people:
Jeff "CJayC" Veasey for maintaining GameFAQs and giving me some
feedback on this FAQ.