Venom FAQ
For Guilty Gear X on Arcade, Dreamcast, and Playstation 2.
Written by Kenny "Kenshi" Tam
Contact: kennytam@foxhound.zzn.com

===============
Version History
===============

Version 1.0
February 2, 2002
Everything

=================
Table of Contents
=================
I.    Introduction
II.   Profile
III.  Annotations and Abbreviations
IV.   General Moves
V.    Special Moves
VI.   Overdrive and Instant Kill Moves
VII.  General Notes
VIII. Strategies
IX.   Combos    
X.    Miscellany
XI.   Notes and Credits

===============
I. Introduction
===============

This is an FAQ for the nifty looking Venom.  He is quite an original, 
but that goes for the rest of the Guilty Gear X crew I suppose.  
This FAQ assumes you know the basics of the game, such as Dust 
Attacks, Roman Cancels etc.  In other words I can't be bothered to 
list them.
The move lists and descriptions I got from sitting next to my machine 
and watching the move several twenty times on training mode.  

===========
II. Profile
===========

Full Name: Venom
Birthday: ? (Orphaned)
Nationality: Village of Assassins (England)
Height: 5"6 cm
Weight: 146 lb
Likes: Zato, Sympathy.
Dislikes: Blood, Those who oppose Zato
Hobby: Reading, Chess.
Weapon: Billiards Equipment(!).

==================================
III. Annotations and Abbreviations
==================================

  UB  U  UF       UB= Up-Back       U= Up         UF= Up-Forward
   \  |  /        B= Back           N= Neutral    F= Forward
   B--N--F        DB= Down-Back     D= Down       DF= Down-Forward
   /  |  \             
  DB  D  DF
	

P = Punch         S = Slash  
K = Kick          HS= Heavy Slash    

QCF= Quarter Circle Forward  (D, DF, F)
QCB= Quarter Circle Back     (D, DB, B)
DPM= Dragon Punch Motion     (F, D, DF)
RDP= Reverse Dragon Punch    (B, D, BD)
HCF= Half Circle Forward     (B, DB, D, DF, F)
HCB= Half Circle Back        (F, DF, D, DB, B)

Double Jump= Tap Up During a Jump.  The character will boost 
themselves again in the air to go higher.  A direction can be 
specified, such as Up-Forward or Up-Back.

High Jump= Tap Down, then U.  The character will launch themselves 
into a large jump.  They cannot perform the Double Jump though.  A 
direction can be specified, such as jumping towards the opponent by 
pressing Up-Forward.

Forward Thrust Attack= Forward +Attack button.  Certain characters 
may do special or different attacks when performing this.

Dead Angle Attack= During Guard, Tap Forward + 2 Attack buttons.  
Assuming you guarded the attack, immediately do this and the 
character will counter with an attack.  You need a tension gauge of 
above 50% however.  

Dust Attack= Press Slash and Hard Slash at the same time.  The 
character will so an attack that if hit, will launch the enemy into 
the air.  Press Up to leap up after to continue attacking the 
opponent.

Sweep= Press Slash and Hard Slash whilst crouching.  The character 
will do an attack that hits low and knocks down the opponent.

Recovery= After being knocked down, press two attack buttons to flip 
out and recover.

Throw= Press Forward or Back and Heavy slash when near opponent to 
perform a throw attack.

Faultless Defense= Press Punch and Kick whilst blocking to negate 
block damage.  However it expends some of the tension gauge every 
time you perform this move and requires the buttons to be tapped 
every time the move hits.  

Roman Cancel= Push Three attack buttons during an attack to stop 
further animation.  Used for creating custom combos otherwise 
impossible.  Requires more 50% of Tension gauge to perform.

Overdrive Attack= With Overdrive gauge at either 50% or full, do the 
specific command for the character to unleash a powerful attack.

Instant Kill Tecnhnique= Press all 4 attack buttons.  The character 
will go into Instant Kill mode, where the tension gauge turns red and 
starts deceasing.  During that time, the character can unleash an 
Instant Kill Attack.  If the character misses or the bar runs out, 
the tension gauge cannot be used.  It requires a full tension gauge 
to perform as well.

=================
IV. General Moves
=================

Standing-
*********

Punch- Venom does a weird little poke with his pool cue.  He leans 
slightly backwards when doing this move, and the cue does very 
little.  Good for combo starting since it is fast.

Kick- Normal looking side kick to the opponent.  Not very fast but it 
can still be used in gattling combos.  Slightly less reach than the 
Punch, but does more damage.  

Slash- Does a far reaching poke with his cue stick.  Same speed as 
his kick, but with much longer range.  Makes a good poke.  Up close 
it becomes a three hit rising attack.  It can even combo into another 
slash.  Note that after the third hit it will knockdown.

Hard Slash- Venom holds the cue stick by the middle and does a small 
step forward, smashing the cue stick into the midsection of the 
opponent.  Slow in coming out, but has good priority.  The delay is 
useful for charge times though, such as for his Stinger shot.

Jumping-
********

Punch- Venom does a normal looking pool cue poke, similar to how it 
is supposed to be done in real life to hit the ball.  He does it in 
the air though.  Not very good as an air attack, but excellent for 
mashing in air combos.

Kick- Venom turns in the air and does a weird kick to the opponent.  
Looks like he is posing in the air.  Not very useful in air though 
since it doesn't seem to retract for another attack.  

Slash- Venom swings his cue stick at the opponent.  Can be used in 
air combos, and has pretty good priority.  Not very good range 
though, since the cue travels in a downwards arc.  

Hard Slash- Does a downwards poke.  Similar to his punch, but angled 
lower and significantly longer range.  Good for hitting ground 
opponents as a poke or combo starter.  Doesn't have good horizontal 
range though.  

Crouching-
**********

Punch- Venom sticks his hand out, like a chop.  Short range, somewhat 
fast move.  Can link into other attacks though.  

Kick- Slides his leg out to the ankles of the opponent.  Looks pretty 
much standard but comes out slowly.  Same range as his crouching 
punch.  

Slash- Pokes at opponent's legs with his cue stick.  Has a long reach 
and can combo into HS.  Makes a good poke too.  

Hard Slash- Venom drags his cue upwards then pokes the opponent in 
the face.  Does two hits up close.  Oddly enough it does not seem to 
combo into other moves.

================
V. Special Moves
================

Venom's special moves can be quite complex, so...    

Command Moves:
--------------

Cue - (F+P)
Venom hits the opponent in the face with the other end of the cue 
stick.  

Circular Smash - (F+HS)
Venom does a circular swing with his cue stick.  It has great 
coverage, forming a hit range above and in front of Venom.  Great for 
almost any defensive scenario.  Of course use your common sense since 
it wont beat projectiles or anything like that.

Dust Attack- (S+HS)
Venom does a standard Pool shot with his cue, but with the cue behind 
his back.  Looks like a trick shot you see people do in bars or 
something.  Comes out fast for a dust attack, with little start up 
delay, but has short range.  

Sweep Attack- (D+S+HS)
Venom lies low and swings both legs around.  It can avoid some 
attacks such as the Stinger aim as well as Stun Egde.  It can also 
hit opponents behind Venom.

Throws:
-------

Giant Pool Ball - (B or F+HS)
Venom transform the opponent into a giant Pool ball. Venom doesn't do 
anything though but the opponent will mysteriously take damage and 
get knocked down anyways.

Special Moves:
--------------

Stinger Aim - (Charge B, then F+S or HS)
A pool ball appears and Venom hits it towards the opponent.  Slash 
version travels slower than the Hard Slash version.  The button can 
be held so that it gets larger until it will automatically launch 
(button can be held for 3 seconds.)  The maximum number of hits is 6, 
where each second held increases hits by 2.  Venom is vulnerable 
though when charging up the shot.  There is a very slight delay when 
launching the projectile, almost the fastest.  The recovery time s 
the same as though.  Good for zoning the opponent as well as in 
combos.  Try to mix up the speeds to confuse the opponents.  Against 
characters like Jam or Millia though, who can avoid them easily, try 
using the Carcass Raid move as well.  

Carcass Raid - (Charge D, then U+S or HS)
Venom does a similar move as the Stinger Aim, but this time he 
directs the ball towards the ground.  Slash version will bounce at a 
greater angle along the ground, being able to travel full screen 
before vanishing.  It bounces at mid-screen, and will go upwards at 
an approximate 45 degree angle.  Good for confusing the opponent as 
well opponents planning to dodge from far away.  
The Hard Slash Version is angled much closer to 80 or 85, where it 
bounces up and down close to Venom.  The ball forms a W shape, where 
the first downwards hit is from Venom's strike.  This is good for 
defensive purposes, if you predict that the opponent will jump in at 
the next attack.  Makes good anti air as well.  Use both versions to 
confuse the enemy.

Mad Struggle - (in Air, QCF +S or HS)
Vemon pause slighty in the air then dives towards the opponent in a 
diving kick manner.  He does multiple jabs at the opponent on the way 
down.  Venom can follow up with an attack when he lands, but leaves 
him vulnerable if blocked.  Pretty good priority, as it can beat out 
most normal move anti-air attacks.  The HS version adds a flip kick 
at the end of the attack.  Not much difference other than that.  Good 
for air to ground attacks, as well as pressuring the opponent.  The 
delay at start up does make it risky though, but it is too short for 
the opponent to do much against.

Double Head Morbid - (DPM+S or HS)
Venom dashes forward and spins his cue stick at the opponent.  The 
move hits high and can be stopped by low attacks or projectiles.  
Slash version travels a shorter distance in front of Venom, dealing 4 
hits.  Great for combos.  Heave Slash version goes full screen and 
also does 4 hits, doing slightly more damage.  Heavy slash version 
will hit automatically near the opponent, so he will not continue 
traveling when close.  Vulnerable from far away, but travels very 
fast.  Good for countering jumps as well as whiffed moves.  It is 
vulnerable to low attacks though.  A good move of Venom's.

Warp - After Ball formation, (DPM+K)
Venom will teleport to a summoned ball's location, assuming he is far 
enough for the teleport to register.  About one or two steps away 
should be enough.  Deadly technique if mastered.

Ball Formation 
--------------

Ball Formation - (HCB+Attack)
Vemon's expert zone.  Difficult as hell to master, dominating if 
mastered.  Venom materializes a ball from thin air.  The ball will 
appear and stop according to what button is used.  Up to four balls 
can be summoned, but each attack button used once.  Depending on the 
combinations of button pressed, the balls will follow into different 
formations.  Each ball will appear on screen for about 6 seconds 
before vanishing.  The ball can be launched with almost attack, and 
angle depending on how it is it.  Keep in mind the move takes a while 
to perform, and that Venom is totally vulnerable when doing it.  
Summoning a new ball away from another one will move the first ball 
to the new location.  The timer on the balls do not refresh though.

Each button has a specific formation rule; meaning using that button 
will move the balls into that formation.  Using that button as the 
last ball will complete the formation.  Other than that, the balls 
will shift according to the pattern until set.  The pattern can still 
be changed after the four balls appear though.

Using a Diagram, where Venom is on left, opponent on right at full 
screen distance.  

Punch -
                                99

 O                                                              O
/|\                                                            /|\ 
/ \    o <-ball at knee level                                  / \    

Kick - 
                                99
            o <-ball slightly above head level
 O                                                              O
/|\                                                            /|\ 
/ \                                                            / \    

Slash -
                                99
            
 O                                                              O
/|\                 o <-ball at waist level                    /|\ 
/ \                                                            / \    

Hard Slash -
                                99

 O                                                              O
/|\                          o<-ball at waist level            /|\ 
/ \                                                            / \    

Punch - Upwards Slope Formation Preference
                    99
                       o
 O               o                     O
/|\         o                         /|\ 
/ \    o                              / \    

Kick - Diamond Formation Preference
                     99
            
 O        o                           O
/|\    o     o                       /|\         
/ \       o                          / \    

Slash - Triangle Formation Preference
                    99
          o
 O           o                         O
/|\   o                               /|\ 
/ \               o                   / \    

Hard Slash - Downwards Slope Formation Preference
                    99
          o
 O           o                         O
/|\             o                     /|\ 
/ \                o                  / \    

======================================
VI. Overdrive and Instant Kill Attacks
======================================

Dark Angel -
"Kakugo...Kimero!"                                       - (QCB, HCF+S)

Veomn lunges forward and launches a giant red globe towards the 
opponent.  It starts off slow, but accelerates towards the opponent.  
Venom recovers and can follow up the Dark Angel right when it starts 
accelerating.  It ends when it travels off screen, so Venom can 
continue moving forward so the screen will scroll, adding more hits.  
The most possible hits is approximately 30-40 hits.  The Attack will 
eventually out speed Venom's dash, thus limiting number of hits.  
This is THE Overdrive of choice.  Lots of hits, hard to avoid, easy 
to follow up.  The opponent has little choice but to duck and defend.  
If they jump, they will either have to time it near perfectly to 
clear it, or double jump.  Either way, try to force them back down in 
the way of the Dark Angel attack.  The block damage on this move is 
huge, and does a lot of hits quickly.  Try to catch up and mix up 
some attacks, like a full screen Double Head Morbid and so forth.  
I'm sure you can see the cheapness potential of this move.  It beats 
out any projectile and cannot be cancelled or negated in anyway other 
than to hit Venom during the start up frames.

Red Hail -
"Kyah!"                                       - (in Air, QCF, QCF+HS)

Venom launches a hail of Pool balls down at the opponent.  Repeated 
animation of Mad Struggle basically.  Not as useful as the Dark Angel 
really.  Useful for surprise moves, to trick the opponent into an 
anti-air move which Venom will counter.  Aside from that, treat it 
like an aerial Overdrive projectile.  Note that not all hits will 
actually make contact, and depending on positioning, very few will 
actually damage the opponent.  

Dim Bomber - (Instant Kill)
"Kyahhhhh!"                                            -(QCF, QCF+HS)

Venom does a downwards slash, similar to his F+HS move.  Upon 
contact, the opponent is transformed into a Snooker ball, along with 
it's miniaturized hair style.  Venom then surrounds it with a 
complete Pool Ball set, in which he hits with his own white ball.  
The balls ricochet off and turn back to smash into the center 
character ball.  Look pretty cool.  It can only be done in close 
range though, and since the opponent will be more alert and careful, 
makes it hard to connect with.  Stick to his other moves instead of 
going for this.

==================
VII. General Notes
==================

Nifty character.  He can be hard to master and use, but on the other 
hand, somewhat easy.  One of the most original characters I have ever 
seen.  He has a certain style to him, aside form his weird hair 
style.  

================
VIII. Strategies
================

Venom can be played two ways.  The easiest and most common way is to 
use his Double Head Morbid as well as Stinger/Carcass attacks to 
harass the opponent.  Use the Dark Angel whenever possible and follow 
up with that.  Venom is quite fast, and his pokes do have good range 
and priority.  

The other harder and rarer way is to use his Ball Formation moves and 
herd the opponent into position for a simultaneous multi-hit attack.  
As one can imagine, this is extremely difficult to pull off, given 
the pace of the game.  It requires controlling the pace of the game, 
the opponent, as well as the timing and formation of the balls.  If 
done properly though, the opponent will be hard pressed to do much, 
since it is possible to hit high and low, making evasion and defense 
near impossible.  

Versus;

Ky Kiske
--------

Ky uses will rely heavily on the Stun Edge Projectile to keep you 
away, and the Charged version to beat Venom's projectiles.  The pace 
of battle isn't really as fast, so it is easier to pull off the ball 
formation tactics.  One easy tactic is to Summon a ball and hit it 
with a Carcass or Stinger aim, causing one ball to cancel the Stun 
Edge whilst the other ball hits Ky for counter damage.  Aside from 
that, if you decide to go up close, the Mad Struggle and Double Head 
Morbid moves are the way to go.  If he tries to Charge Stun Edge, go 
for a Dark Angel if up close.  Be warned that Ky's Instant Kill, 
despite how boring it is, is one of the more effective ones.  

Sol Badguy
----------

The King of Offense.  Venom is no match for Sol's brute power and 
finesse, so resort to a more defensive and tactical viewpoint.  The 
Stinger is a good way of stopping his rushing attacks, and the 
Carcass raid is great for defense.  Mix up the attacks and vary the 
speed.  If he does get close, do the F+HS and link it into the Double 
Morbid.  The Dark Angel is a great move if he decides to rush 
blindly.  If you feel up to it, try trapping Sol with the Ball 
formations.  It will be hard though.

May
---

Despite how cute and cheerful May is, she is damn hard to beat at 
times.  Most players like to call Dolphins out as well as fly all 
over the place.  She is much faster than Venom, but she doesn't have 
as much range.   As usual, resort to Stingers and Carcass raids to 
pin him around.  The Double Morbid does have a long lag, so it could 
be deadly if May decides to do the Spinning Anchor Overdrive.  Try to 
overpower May with brute force.

Millia Rage
-----------

I am sure many of you know how frustrating it is to battle Millia.  
She is pretty overpowered in a sense.  Fast, powerful, great special 
moves, incredible combos.  Arg. Prepare for a cheap and hellish 
fight.  The Stinger isn't as useful since Millia is very mobile.  The 
HS Carcass raid is a good cover move, and the Dark Angel is good for 
pushing her back but it maybe too costly spending an entire Overdrive 
just to push her away.  Her ground Overdrive is easy to avoid, but 
the one air overdrive is hard to avoid and can catch many people off 
guard.  I am sure there is some hidden caveat to her.  She is easily 
abuseable and very popular for a good reason.

Axl Low
-------

Axl has along reach, but nothing you cannot handle.  It is a keep 
away really, where Venom has the upper hand.  Try to use the Ball 
Formation and Stingers against him.  Axl does have some close quarter 
moves though.  The Dark Angel is a good move here if he gets close, 
but not very useful far away since Axl can see it coming or even fly 
over it altogether with his Axl Bomber.

Zato-One
--------

Hmmm a match with Venom's savior.  Zato has some nifty tricks with 
his shadow Eddie.  He can hit from any range, so try to move about.  
The Ball Formation is hard to pull off, but it can limit and focus 
his attention to Zato instead of using Eddie as well.  Zato's 
Overdrives are somewhat easy to spot, but his air overdrive is pretty 
painful.    

Potemkin
--------

A large big guy.  He is a large target, so fire away from FULL 
SCREEN.  He can reach very far with his attacks, so either keep away 
or go up close and just poke him to death.  He does have a really 
powerful Overdrive that needs to be done up close though.  He has an 
autoguard in his dashing punches, which also have massive range.  Try 
to keep in close and abuse the pokes.  The Ball Formation is possible 
since it is a pretty slow paced battle in comparison.  The problem is 
finding an opening to hit Potemkin with.

Chipp Zanuff
------------

Chipp is the fastest character in the game, as well as the most 
mobile (he has a teleport as well as triple jump.)  However he also 
takes the most damage by far.  His special moves are pretty fast 
though, as well as cheap.  The problem with Chipp, to your advantage 
is that his moves are somewhat useless.  The Alpha blade will be his 
staple as well as rushing combos.  Venom is really out paced in this 
battle, so keep the defensive and hit hard; notably with the Dark 
Angel.  It does huge damage against him regardless.  

Baiken
------

Toned down from the first game, but nonetheless still very powerful 
in the right hand.  She is a counter character who can counter with 
some very nasty stuff.  Her dashing move has an autoguard, so she 
might be able to run through a stun edge and do some heavy damage.  
She has an overdrive counter too.  Keep to Stingers from afar, and 
Double Morbids from midrange.  It will probably do enough hits to 
over come the auto guard.  Her air attacks are pretty darn powerful, 
so don't match her up there.

Faust
-----

This guy is hard.  His scalpel can reach full screen and does huge 
damage.  He might be slow and have weird moves, but they have 
incredible range, priority, and damage.  Try heading in close and 
outspeeding him.  His overdrives are weird in the sense that they can 
damage Faust and heal the opponent.  The Ball Formation is somewhat 
feasible here, given Faust is a pretty large target.  The problem is 
that Faust does have some weird moves, so you need to know in advance 
what they look like, how they hit and how the player plays.  

Anji Mito
---------

Hmm this Neikki Basara look alike is actually quite powerful.  His 
butterfly move, despite how slow it is, can be quite tricky to avoid.  
His special moves are pretty powerful and high priority, and his 
giant fan move is pretty invincible.  He has incredible recovery 
time, so he can counter your counter against his moves.  He has a 
move where it can travel through attacks, so watch for that.  Anji is 
pretty slow though, so abuse the Dark Angel for all it's worth.  

Johnny
------

How is this guy not cool?  He is a very powerful character.  He isn't 
very mobile, but his moves are damn powerful.  His game revolves 
around hitting you with coins and then smacking you with a multi-hit 
Mist finer.  His HS is godlike and easily abuseable.  Up close he can 
take you to school with his Mist finer.  It is near impossible to 
approach him even, since his Mist finer comes out instantly and has 
little recovery.  If he does go close, back away or he will try to 
pin you down and hit you with coins and his mist.   His Overdrive is 
damn incredible too.  The only way I can figure is to go full screen 
and projectile him to death.  If he does start on an offensive, he 
will mix up knockdowns with coins on the ground, or the mist and HS 
and Mist Finer.  The Ball formation can be used depending on how the 
opponent plays.  If the other player takes a defensive approach, try 
to set up the Ball Formations.  Other wise, keep on the defensive and 
try to avoid him.  Johnny is probably the least mobile character.

Jam Kuradoberi (Cranberry)
--------------------------

Jam is a powerful attacker.  Her moves can combo easily, and her 
special moves are darn powerful.  Her main weakness is that she has 
short range, but given her speed and ability to power up her attacks, 
it is not something for Jam players to worry about.  The Carcass Raid 
is a great tool for defense.  Jam's flying kick comes out fast and is 
a great special move, so expect it coming often.  The recovery is 
pretty slow though, so try to counter that as hard as possible.

Testament
---------

Testament players like to summon beasts from behind you.  Jump in 
close to avoid them, since he always some delay in all moves.  He 
does have a counter though, but if you stick to him and pressure him 
a lot, he should fold.  Using Stingers or Charging up is a bad idea 
since he can just summon beasts from behind and nail Venom every 
time.  The Double Morbid is a great move in this battle.

Dizzy
-----

As difficult as the final boss maybe to beat, she is actually hard to 
use.  Nonetheless she is still extremely powerful.  She has very 
strong normal moves, and can combo into quite a lot of stuff.  Her 
overdrives, as you can tell, are deadly.  Keep away and stay 
defensive once she has a full tension gauge.  The motions for her 
overdrives are quite hard to pull off though.  

==========
IX. Combos
==========

Coming soon . . . 

=============
X. Miscellany
=============

Story
-----

Although he works as an assassin, his mind is pure and he has trouble 
hiding things from others. His actions are calm and scientific, but 
his thoughts are more on the romantic side. Raised in a cold 
environment, he has few desires in life other than to preserve his 
own while he searches for some meaning to his existence. His hatred 
of murder comes from the heart, and taking human lives outside of 
work is tough for him to bear.

Orphaned at a young age, Venom was taken under the wing of a group of 
assassins. However, his sensibilities hindered his growth as an 
assassin. As time passed, he pondered the meaning of his existence. 
Before long, the organization saw him as worthless and ordered him to 
be executed. However, just prior to his execution, Zato, the new 
leader of the organization, recognized Venom's talent and spared his 
life. Venom pledged his loyalty to Zato out of deep gratitude for 
saving his life and giving him his raison d'etre. Zato soon fell out 
of favor, though, and rumors of his disloyalty abounded. Venom, who 
had served as Zato's right-hand man for many years, knew that this 
slander was not true, but the evidence against him was very strong. 
As doubts continue to rise, Venom receives some information regarding 
someone thought to be Zato, and departs to investigate.

Win Quote:
----------

Special Intros:
---------------

Versus Millia: 

Versus Zato: Chats.  

Stage:
------

Named "Nirvana" it is a weird surreal place.  Think of it as a scene 
from "Alice in Wonderland."  It is a ballroom checkered floor with 
arches in the background, but with a giant demon nailed down with 
spikes.  There is a pentagram that is glowing and spinning 
underneath.  
The stage is shared with Zato-One, but it is named "Hell."  Aside 
from that, there are a few minor differences.

Venom's theme is "A Solitude that Asks Nothing in Return."  It is the 
same name for both Arcade and Home Console Tracks.

Comments:
---------

-Nifty Guy.  Hard to use.  

-I love his sound track.

=====================
XI. Notes and Credits
=====================

-Guilty Gear X is Trademark and Copyright property of Arc System 
Works Co., Ltd. and Sammy Entertainment Inc. 2000, 2001.

-Story information from Official Guilty Gear X site 
http://www.guiltygearx.com

-Mr. Jeff Veasey at Http://www.Gamefaqs.com for hopefully hosting 
this FAQ.

-W.W for our Guilty Gear X matches and your button mashing Sol.

-N.H for I will ask for you in return.

-If, for any part, I may have borrowed or referenced information that 
originally stemmed from your work, PLEASE do notify me and I will 
immediately remove or a credit the work from this FAQ.

This document Copyright 2002 by Kenny "kenshi" Tam, and may not be 
duplicated or reproduced (in part or in full) for profit without the 
explicit permission of the author.  Chances are it will be rare if 
anyone would want to use this crappy FAQ.

This document is supposed to appear on 
http://www.gamefaqs.com.
http://www.psxcodez.com
http://www.DLH.net
http://www.gamespot.com