Modifications Guide for Urban Assault. (PC)
Last updated 03/24/05 Version: 2.0
Project started: 06/01/04 Project completed: 03/24/05
Total development hours: ??? File size: 137 kilobytes (0.138 MB)
Written by: Josiah Herrington Status: Complete!
This FAQ is of course copyright (c) 2005 Josiah Herrington
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Contents: REMEMBER THAT YOU CAN
[100] 1: Intro ACCESS THE FIND COMMAND
[200] 2: Legal stuff/Updates BY PRESSING CTRL+F AND
[300] 3: FAQ COPYING AND PASTING THE
[400] 4: Overview SECTION NUMBER INTO THE
[500] 5: Factions FIND BOX AND CLICKING
[600] 6: Modifications FIND! EXAMPLE: [600]
[610] 1: GENERAL MODIFICATIONS WILL TAKE YOU TO THE
[6.1A] Energy Mods START OF THE MODIFICATIONS
[6.1B] Map Mods SECTION!
[6.1C] Unit Mods
[700] 7: Sample modified save file
[800] 8: Credits
[900] 9: Contact information
[000] 10: Disclaimer
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1: Intro
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[100]
WARNING! There is a lot of code in this guide. It may appear complex to those
of you who aren't familiar with computers but it really isn't. When confronted
by what seems to be a wall of code, don't panic! My guide explains it all for
you and you can manage it! It's really all quite simple once you figure it out!
HI! This is an FAQ designed to help those with this game modify it to their
will! One of the most entertaining parts to a game is changing it to your whim.
This probably springs from the basic human desire for power, but in any case
this guide will help you whip it to those Gorkhovs in a custom robo machine of
doom!
Though require IGN to E-mail me and let me know that they are putting it up,
so I know when to update.
This document is only for personal use.
You may not sell this FAQ or distribute it. Otherwise you may
not under any circumstances host this FAQ unless I give permission.
I still reserve all rights to discontinue any site's hosting of this
FAQ.
Q: So how advanced of a computer user do I need to be to use this guide?
A: You need to be able to read, type, and point & click the mouse! Thats it!
Q: What factions does this allow me to modify?
A: All of them. Currently most of my stuff is based on the resistance though.
Q: Can I damage my game by using this?
A: No you cannot, assuming you follow my instructions. Now if you run
wild in the game files changing random values to eleventy billion and
think it will make things better for you and you aren't sure what you
are doing then you are bound to mess things up. This game is VERY simple
to modify and there is no risk whatsoever if you follow my instructions.
Q: What is the worse possible thing that could happen to my game if I should
choose to deviate from your instructions?
A: You could have to uninstall and reinstall your game? Not that bad if you
have a legal copy as I will show you how to backup your save files.
Q: I can't understand some of the code in here, even with your explination. Can
I E-Mail you and ask questions?
A: Yes, you may! I welcome questions about this awesome game! Throw them at me!
Q: Did u kno ur guide sucks!!!
A: No I wasn't aware of any such fact.
Q: Hey man! You do know your guide pwns all right?
A: Yes! Thank you! Have an ego cookie!
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4: Overview
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[400]
The good portion of the modifications done are very simple and can be
done manually by a user of relitavely no computer skill. The layout
is very straitforwards and it is easy to make your own machines.
A good deal of wonderful modifying and tweaking can be done in the
individual game save files, though changing other things can affect
the game such as the AI, editing or creating your own maps, gravity,
various physics, models, names, etc. This is a great way to start off
your modifications career!
REMEMBER THE GOLDEN RULE OF MODDING YOUR GAME!
MAKE A BACKUP OF THE FILE YOU ARE EDITING IN CASE YOU BREAK THE FILE!
Generally balanced in most aspects. You have your light, cheap, fast units, you
have your middle units, and you have your ultra heavy units that only Bill
Gates could afford. Not oriented towards either land or air, the resistance has
a good variety of units for all arenas.
Gorkhovs:
The Gorkhovs are an air faction. Their strength lies in their phenominal
hellicopter strength. From bombers to attack choppers they have a very strong
lineup in the air. They have a weaker ground armada. Their strongest tank is
roughly the strength of the Resistance Tiger and slower.
Tearkanstance:
While leaning away from modern weaponry the Tearkanstance favors extreamly
heavy armor. Their heavy tanks can take multiple direct impacts from
bombers and still keep going strong. They favor a strong ground force
and use balistic weaponry rather than the modern type. They do have
a small air selection, though it tends to be very weaker. One bomber and
one fighter type is all they have. But don't underestimate them when you
are in a chopper or tank. Use your planes to decimate their air forces.
Mykonians:
This brutal race wants neither of the three other factions to win. Their
single minded goal is to capture and assimilate all of earth to use as a power
source. Think Borg. This race has a very small variety of units, but
its units are very effective. It has various Borg Cube sort of units and its
host station is, you guessed it, a Borg cube!
RULE NUMBER ONE! IF YOU CARE ABOUT THE GAME YOU ARE EDITING BACK IT UP! That
way if you mess up and erase everything you can simply copy the save file back.
BACKING UP SAVE FILES:
Copy the following file to an alternate folder for safekeeping.
========================
1: GENERAL MODIFICATIONS
========================
[610]
These modifications will be made by modifying this file:
C:/progam files/Microsoft games/Urban assault/Save/*Game name*/user.txt
==================
[6.1A] Energy Mods
==================
__________________
Host station
energy mods
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Here I will explain how to edit your host stations life, creation, and beam
energy cap and recharge rate.
Note: Perinthisies --> ( ) <-- surrounding text unless otherwise noted are NOT
included in the game files text. They Are there to seperate one important part
of a sentance or somthing that is seperate all-together.
First open the following file:
C:/progam files/Microsoft games/Urban assault/Save/*Game name*/save.txt
The location may change depending on where you installed the game.
Okay, open the file and you should see the following at the top:
Most of those we are not going to worry about modifying right now.
We are going to change the following lines. Here is what they do:
=============
Energy caps
=============
maxroboenergy = xx controls how high the cap is on your beam, creation, and life
energy resivoirs. To set the energy level add two zeros onto the end of the
amount you want to have.
For instance:
(maxroboenergy = 9999) Gives you 99.99 energy units. (Rounded down)
(maxroboenergy = 200) Will give you 2 energy units.
(maxroboenergy = 200000000) Will give you 2,000,000 energy units.
Add two zeros onto the amount you want to have.
Max allowed within the game: No known max, only there is one glitch that will
happen if it is too high.
At very high energy levels the host station life, creation, and beam energy
will start rapidly draining at the begining of the level. If this goes on
your host station will suddenly die for no apparent reason. Lock your life
energy in the game to stop this.
====================
Energy recharge rate
====================
maxreloadconst = xx controls how fast your energy recharges to its cap. Like
maxroboenergy you must add two zeros to the end of the number you wish to have
set. Energy rate is based on a total accumulation over the time of 20 seconds.
Not 20 second intervals.
For instance:
(maxreloadconst = 9999) Will net you 99.99 energy every 20 seconds
(maxreloadconst = 200) Will give you 2 energy per 20 seconds
(maxreloadconst = 200000000) will give you 2,000,000 energy per 20 seconds.
That equals 100,000 energy per second! Can you create units that fast?
Max: There is no maximum that I am aware of at the moment other than the same
one you have for the life energy. It has the same effects as the life energy
glitch except that it takes longer to kill you. When you go above a certain
number it somehow translates the overflow to a negitive number and this drains
your energy which results in the death of your host station. I don't know why
it does this. Perhaps something to do with the two's complement way of storing
binary numbers and doing the math that causes it to forget flipping a bit or
something. Confusing.
================
[6.1B] Map Mods
================
This will show you how to unlock certain levels in Urban assault.
Example:
A level will look like this in the save file:
==================
begin_levelstatus 1
status = 2
end
==================
There are Four level statuses
1 = Locked
2 = Unlocked
3 = Entered with succesful beam out.
4 = Entered and have total control of area. (All opposition terminated.)
To unlock a level Simply change the level from:
==================
begin_levelstatus 2
status = 1
==================
To this:
==================
begin_levelstatus 2
status = 2
==================
Or give the number corresponding with the status you want to asign it.
NOTE: It is reccomended that you attempt to make singly player maps into MP
maps when messing around with them. Single player maps are NOT compatable with
multi-player mode.
Here I will tell you how to edit the maps themselves and add or remove
buildings, flak stations, and even stoudson bombs!
When you open a map file, found at the following path:
You will see somthing like this:
Here I will explain the differnet parts too you. My comments
are in Parinthisis ( ).
;#*+ don't edit the magic runes
;
;------------------------------------------------------------
;--- Machine Generated Level Description File ---
;------------------------------------------------------------
;
;------------------------------------------------------------
;--- Original Header ---
;------------------------------------------------------------
;
; created: STEFAN 'Opti' Karau
; designed am: 20.09.1996
; upd.: 12.03.1998
; ai tunging: Stefan 'Opti' Karau
; Name : Central Park
;
; 12-Mär-98 Stefan: Landschaft geändert
; 23-Mär-98 Stefan: Höhenmap korrigiert
; 02-04-98 Stefan: n paar Bits geändert
; 04-APR-98 Bernd: einfacher
; Shield KYT von 40 auf 30 runter
; Energie KYT von 300000 auf 270000 (10 % !)
; ein paar TABS zurechtgerückt
; nur noch 18 statt 21 vorplatzierter Ghargoils
; Neuen Himmel
; 06-APR-98 Energy KYT von 270000 auf 250000
; 05-Mai-98 Stefan: Keyword Hilfe
; 11-Mai-98 Stefan: Kraftwerk versetzt
; 12-Mai-98 Stefan: Angriffsgeschwarder am Anfang entfernt
; 20-Mai-98 Stefan: Fahrzeuge entfernt
; 03-06-98 Stefan: Kraftwerk ausgetauscht
; 08-06-98 Stefan: Kraftwerk versetzt
; 16-06-98 Stefan: Ambiencetrack
; 03-07-98 Stefan: mal wieder Kraftwerk versetzt
(This stuff does not matter to you and SHOULD NOT BE CHANGED)
;------------------------------------------------------------
;--- Level Info ---
;------------------------------------------------------------
; info:
; - one Ghorkov-host-station on this city
; - there has no power-station on this city
; - for first defens we send them 2 squadrons with Fox
; - Fox is optimized anainst flight-vehicles
; - attantion for helicopter, there is good against
; ground-vehicles
; primary-goal:
; - open the beamgate
; - destroy the enemy host-station
; secondary-goal:
; - save your energy-status
;
(This is level info for the good of the level creator.
You may modify it at will but keep the lines single and preceeded
by a semicolon. -> ; It's the equivilent of a comment.)
;------------------------------------------------------------
;--- Main Level Info ---
;------------------------------------------------------------
begin_level
set = 1
sky = objects/1998_03.base ; Bernd Himmel ohne Loch
slot0 = palette/standard.pal ; STANDARD !
slot1 = palette/red.pal ; ROT Standard-Feind-Einschuß
slot2 = palette/blau.pal ; COLD!
slot3 = palette/gruen.pal ; NICE !
slot4 = palette/inverse.pal ; COOL !
slot5 = palette/invdark.pal ; BÖSE UND BRUTAL !
slot6 = palette/sw.pal ; More ! KontrastZeux kommt genial !
slot7 = palette/invtuerk.pal ; Gut für Feinde ! Muß sehr stark sein !
event_loop = 3
title_default = CENTRAL-PARK
title_deutsch = STADTPARK
ambiencetrack = 4_00_20000
movie = mov:tut3.mpg
end
(This controlls the setting of the level as you will see it.
Things such as the sky, the level title, the music, and the
intro movie can be changed here by changing it to the name
of a .mpg movie in the \data\mov folder in the urban assault
install directory. Beware though, if the .mpg movie isn't the
exact same encoding as the firs tone, it won't run.)
;------------------------------------------------------------
;--- Mission Briefing Maps ---
;------------------------------------------------------------
begin_mbmap
name = MB_01.IFF
end
begin_dbmap
name = DB_01.IFF
end
;------------------------------------------------------------
;--- Beam Gates ---
;------------------------------------------------------------
begin_gate
sec_x = 2 (See 1 below.)
sec_y = 7 (See 1 below.)
closed_bp = 5
opened_bp = 6
target_level = 2 ; Virgin Steel (See 2 below.)
target_level = 3 ; Skullalley (See 2 below.)
keysec_x = 5
keysec_y = 3
keysec_x = 2
keysec_y = 7
end
(these sections specify the map for the mission briefing, and
the location of the beam gate(s), what level they lead to, and
how to open them.)
(Comment 1) = This is the location of the beam gate on the x or y axis starting
from zero. For example sec_x 2, sec_y 7 means that the beam gate is located on
the third column from the left and the eighth row from the top.
(Comment 2) = This controls what level the gate opens up when you beam out, in
conjunction with other game files. It is reccomended that you not mess with
this part or the parts below it.
(This defines each of the factions at the start, where their host stations
begin the game at, and their energy levels. You can change the owner, the Host
station, and the energy level easily.)
(This sections controlls the units or groups of units that
are yours at the begining, as well as where they start, who
owns them, and how much energy they have. They are easily change-able)
;------------------------------------------------------------
;--- Prototype Modifications ---
;------------------------------------------------------------
include data:scripts/startup2.scr
modify_vehicle 56 ; UserRobo
shield = 1
end
modify_vehicle 59 ; Bernd Shield vom Kleinen Kyterneser runter
shield = 30 ; Original 40
end
modify_weapon 83 ; Waffe vom Kleinen Kyterneser
energy = 1500
shot_time = 2000
end
;------------------------------------------------------------
;--- Prototype Enabling ---
;------------------------------------------------------------
begin_enable 6
vehicle = 24 ; Ghargoil
end
(This allows you to modify any units from the defaults you
have set them. It allows special modifications to be made
that only affect a single unit in that particular level.)
; ------------------------------------------
;--- machine generated map dumps, go away ---
; ------------------------------------------
begin_maps
; ------------------------------------------
;--- machine generated map dumps, go away ---
; ------------------------------------------
typ_map =
10 10
f8 fc fc fc fc fc fc fc fc f9
ff af ad 2a af ba ba 11 ae fd
ff b3 b1 2b b4 b8 ab 22 bc fd
ff 97 19 1f 08 1b 28 83 05 fd
ff 09 87 1c 06 02 31 84 07 fd
ff b3 ba b9 b6 86 84 85 08 fd
ff b3 0c a6 b6 87 86 c9 09 fd
ff b3 ca 0d 0c 13 ba ba ab fd
ff ac b7 b7 b1 1e ac ab 1c fd
fb fe fe fe fe fe fe fe fe fa
(This map specifies a maps terain texture in hexadecimal)
(This map specifies the special buildings that are on each sector)
; ------------------------
;--- map dumps end here ---
; ------------------------
end
(This ends the map file.)
==================
[6.1C] Unit Mods
==================
_________________________________________________________________
Here I will explain how to unlock and edit unit properties as well
as which units are useable.
A unit will look like this in the save file text:
=============================
modify_vehicle 1
disable = 1
disable = 2
disable = 3
disable = 4
disable = 5
disable = 6
disable = 7
shield = 35
energy = 7500
num_weapons = 0
weapon = 1
radar = 1
fire_x = 0.00
fire_y = -7.00
fire_z = 16.00
=============================
TO enable a unit you have not yet unlocked simply change the
(disable = 1) To "Enable" adding a space after "enable" to
keep it even. (it will get messy after a while if you don't) So
the above text would become this:
==================
modify_vehicle 1
enable = 1 <----- Add a space after "enable" to preserve format
disable = 2
disable = 3
disable = 4
disable = 5
disable = 6
disable = 7
shield = 35
energy = 7500
num_weapons = 0
weapon = 1
radar = 1
fire_x = 0.00
fire_y = -7.00
fire_z = 16.00
===================
Simple no?
Here I will explain what the different parts of the unit properties are what.
___________________________________________________________
modify_vehicle 1
disable = 1 <---This controls whether the resistance has this unit
disable = 2 <---This controls whether the (sluglars) have this unit
disable = 3 <---This controlls whether the (mykonians) have this unit
disable = 4 <---This controls whether the (tarkanstance) Has this unit
disable = 5 <---This controls whether the (black sect) has this unit
disable = 6 <---This controls whether the (Gorkhovs) have this unit
disable = 7 <---This is an unoccupied player. Leave it alone.
shield = 35 <---This controls the armor level of your units.
energy = 7500 <--This controls the life energy of the unit.
num_weapons = 0 <-- this controls how many shots the unit fires at once.
weapon = 1 <---This controls what Projectile the unit shoots.
radar = 1 <---This controls your units line of site on the map.
fire_x = 0.00 < These three control the trajectory at which the
fire_y = -7.00 < projectile is fired from the unit. Leave them
fire_z = 16.00 < alone unless you are aiming at whacky units.
An overveiw of the different components of this:
=====
shield = #
0 you take all the damage, 100 you take practicly no damage. Max 100
Basically it works like this. Take the power of the weapon hitting you and
divide the power by 100. Now multiply it by whatever percent armor you have
Ex: 63% = 63. And that is almost how much damage it blocks. It actually blocks
.5% less than the percent it shows which means 100% only blocks 99.5% of
incoming damage.
=====
energy = 7500
This unit would have 75 energy. The more energy it has, the longer it takes
to create it. There is no maximum other than how much time it takes.
I have estimated units create at a rate modeled here:
(Energy * sheild / 1000) * (armor * .5)
Note that is VERY rough and based on the seconds hand of an old watch.
num_weapons = 0
You can make your unit have up to nine shots. I have not tested over that
number. The assumed ammount is 1 + the number in the above field.
the above one would have a single shot whereas one with a num_weapons
of 8 would fire nine shells at once.
=====
weapon = 1
The projectile we see here is a shot from a weasle tank.
The more damage a shot does the more energy it subtracts from your
units energy resivoir when it fires.
=====
radar = 1
This unit can see only the sector it is in plus one sector around it.
A scout has a radar level of 4.
Thus a scout can see the sector it is in and four sectors out in all
directions.
___________________________________________________________
UNITS THAT CAN BE USED AND MODIFIED
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
This section contains the units numbers and names as well as compatibility
with the being played by the user. If a unit is not compatable it will freeze
or crash your game if you try to use it or will just not appear in the create
units box.
Complete list soon.
1:Weasle, Can be used.
2:Jaguar, can be used
3:Tiger, can be used
4:Falcon, Can be used
5:Marauder, can be used
6:Wasp, can be used
7:Warhammer, can be used
8:Upgrade? Cannot be used
9:Scout, can be used
10:Firefly, can be used
11:Rocksled, Can be used
12:Rhino, Can be used
13:Evilfurz!, Can be used. Designers Easter Egg unit. The ultimate unit.
14:Dragonfly, Can be used
15:Hornet, Can be used
16:Fox, Can be used
17:S Duennring, Can be used, Useless, no combat abilities
18:S Duennring, Can be used, Useless, no combat abilities
19:S Mykoroglow, Can be used, Useless, No combat abilities
20:S Kiggl, Can be used, Useless, No combat abilities.
21:
22:
23:
24:
25:
26:
27:
28:
29:
30:
31:
32:
33:
34:
35:
36:
37:
38:
39:
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56: Resistance Host Station (Can be created, will never fully materialize)
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100: Odd name. Can be used, Useless, No combat abilities.
101: Odd name. Can be used, Useless, No combat abilities.
102: Odd name. Can be used, Useless, No combat abilities.
103: Odd name. Can be used, Useless, No combat abilities.
104: Odd name. Can be used, Useless, No combat abilities.
105: Odd name. Can be used, Useless, No combat abilities.
106: Odd name. Can be used, Useless, No combat abilities.
107: Odd name. Can be used, Useless, No combat abilities.
108: Odd name. Can be used, Useless, No combat abilities.
109: Odd name. Can be used, Useless, No combat abilities.
110: Odd name. Can be used, Useless, No combat abilities.
111: Odd name. Can be used, Useless, No combat abilities.
112: Odd name. Can be used, Useless, No combat abilities.
113: Odd name. Can be used, Useless, No combat abilities.
114: Odd name. Can be used, Useless, No combat abilities.
115: Odd name. Can be used, Useless, No combat abilities.
116: Odd name. Can be used, Useless, No combat abilities.
117: Odd name. Can be used, Useless, No combat abilities.
118: Odd name. Can be used, Useless, No combat abilities.
119: Odd name. Can be used, Useless, No combat abilities.
120: Odd name. Can be used, Useless, No combat abilities.
121: Odd name. Can be used, Useless, No combat abilities.
122: Odd name. Can be used, Useless, No combat abilities.
123: Odd name. Can be used, Useless, No combat abilities.
124: Odd name. Can be used, Useless, No combat abilities.
125
126
127
128
129
130
131
132
133
134 Bronstine, can be used.
135
136
137
138
139
140
141
142
143
144
145
146
147
148: Odd name. Can be used, Useless, No combat abilities.
149: Odd name. Can be used, Useless, No combat abilities.
150: Odd name. Can be used, Useless, No combat abilities.
151: Odd name. Can be used, Useless, No combat abilities.
152: Odd name. Can be used, Useless, No combat abilities.
153: Odd name. Can be used, Useless, No combat abilities.
154: Odd name. Can be used, Useless, No combat abilities.
155: Odd name. Can be used, Useless, No combat abilities.
156: Odd name. Can be used, Useless, No combat abilities.
157: Odd name. Can be used, Useless, No combat abilities.
158: Odd name. Can be used, Useless, No combat abilities.
159: Odd name. Can be used, Useless, No combat abilities.
160: Odd name. Can be used, Useless, No combat abilities.
161: Odd name. Can be used, Useless, No combat abilities.
162: Odd name. Can be used, Useless, No combat abilities.
===============================================================================
-------------------------------------------------------------------------------
7: Sample modified save file
-------------------------------------------------------------------------------
===============================================================================
[700]
This is a text save file. You can copy from after the line below to the end of
save file marker and paste it over everything you have in the user.txt file of
your modded save game. This will show you the results of modding and you can
tinker around with it, restoring it from here if need be. In this I've made all
the levels beaten and all the normal vehicles unlocked, as well as some other
stuff!
===============================================================================
-------------------------------------------------------------------------------
End of sample modified save file
-------------------------------------------------------------------------------
===============================================================================
***Note that the building, weapon, and vehicle numbers may be larger than
the given numbers if you have created your own.
===============================================================================
8: Credits
===============================================================================
[800]
Credits go here in the event that I deem anybody worthy of credit.
Jeff Veasey AKA CJayC For the wonderful site to put it on.
Thanks Jeff! This is my way of giving somthing back to GFAQs and helping do my
part to make GFAQs better.
and of course Sailor Bacon, because he slaves for us also as a GameFAQs admin
but nobody ever thanks him! We love you SB!
My best friends Josh and Emily for being the most awesome people on the planet.
===============================================================================
9: Contact information
===============================================================================
[900]
Before I give you my E-mail Address:
*******************************************************************************
* FOR THE LOVE OF ALL THAT IS HOLY ON THIS GOOD EARTH *
*******************************************************************************
R E A D T H E F R E A K I N G W A L K T H R O U G H ! ! !
That is what it's here for! I have get several dozen E-mails a week that are
promptly deleted because the answer was in the FAQ. I'm Not your private
gaming nerd! Read!
Please don't abuse the E-mail and make sure I haven't answered your question in
the guide. With that said:
If for some reason or other you wish to E-mail me, My E-mail is:
Kirbyroks @ gmail . com
Also, be sure to put "Walkthrough Question" in the title or it will get deleted
by my spam filter, and be sure to mention which guide it is. I have many
guides out and asking me questions about how to do something in "Game X" aren't
going to be answered.
===============================================================================
And that wraps up this literary masterpiece. Thanks for reading!
Josh and Emily, you own! I love you guys so much!
NOTE! THERE IS A 0 (ZERO) PERCENT CHANCE THAT YOUR GAME WILL BE DAMAGED IN ANY
WAY, SHAPE, OR FORM WHEN USING THE INSTRUCTIONS IN THIS GUIDE. HOWEVER BY USING
THE MATERIALS FOUND IN THIS GUIDE YOU IN SOME WAY DAMAGE YOUR GAME FILES YOU
AGREE THAT NEITHER MYSELF NOR GAMEFAQS (www.GameFAQs.COM) OR ITS EMPLOYEES OR
ADMINISTRATION CAN BE HELD RESPONSIBLE FOR ANY DAMAGE OR LOSSES. THANK YOU!
BY USING THE MATERIALS FOUND IN THIS GUIDE YOU AGREE THAT YOU WILL TAKE NO
LEGAL ACTION OF ANY KIND AGAINST C|NET, GAMEFAQs, MYSELF, OR ANYBODY ELSE IF
YOU SCREW UP YOUR GAME! YOU WILL ALSO NOT WHINE TO YOUR SPOUSE OR GF/BF ABOUT
IT BECAUSE, QUITE FRANKLY, NOBODY CARES. NOBODY!
\^^^/ \^^^/
\m/(-_-)\m/ Those who have seen my rose shall die! \m/(-_-)\m/
( . ) [Hugs]----<(^_^)>----[Hugs] ( . )
_/ \_ (>^_^)> <(^_^<) (>^_^)> <(^_^<) _/ \_
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