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    FAQ/Walkthrough by VinnyVideo

    Version: 1.0 | Updated: 07/10/08 | Printable Version | Search Guide | Bookmark Guide

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    SimCity 2000: VinnyVideo's Official FAQ/Strategy Guide
    Table of Contents
    [INTR] Introduction
    [WALK] Walkthrough
    [TOWN] Scenario Cities
    [NOTE] Notes on Various Matters
    [BUIL] Buildings List
    [VERS] Version History
    [COPY] Copyright/Contact Information
    Navigation tip: Use the Find feature (Ctrl-F) to help you find what you're
    looking for. For example, search for [COPY] to jump to the Copyright/Contact
    Information section.
    Introduction                                                         [INTR]
    Back in December 2007, when I was just beginning my walkthrough-writing career,
    I wrote a guide for SimCity 3000. That was my third guide; this is my thirty-
    third! This guide covers SimCity 2000 for the Game Boy Advance, a great game
    that, until now, didn't have a walkthrough available, and that's a real pity!
    SimCity 2000 should be considered an adaption of the PC SimCity games. If
    portability doesn't matter, I'd recommend buying SimCity 3000 or 4000 for your
    computer. The Game Boy Advance just doesn't have the processing and graphical
    power to play SimCity to its full potential. That said, the game designers have
    done a good job of making SimCity run on the Game Boy. The interface and design
    resembles the older SimCity 2000 for the Super NES, although the graphics are
    generally better. There's not much in the way of sound effects or music. Like
    all SimCity games, there's tremendous replay value, needless to say. One major
    fault with the game is there's no way to keep tabs on crucial statistics such
    as the current population or unemployment rate. However, the biggest problem
    with this game is that it tends to run very slowly. You can change the game
    simulation speed to make the months pass a little quicker, and emulator players
    with fast systems may be able to change speed settings, but there's really not
    much else you can do to make the game run more quickly.
    Walkthrough                                                          [WALK]
    Or: Building a City That's Bigger Than Buffalo: VinnyVideo's Walkthrough to
    SimCity 2000
    Constructing a city in SimCity 2000 is plenty of fun, but it can also be pretty
    tough. Here's one effective way to run a city.
    ---Step 1: Know the Controls---
    A: Place current tile on map/select zone from Buildings Menu or other menus
    B: View properties on a tile
    L: Toggle between buildings menu and main map
    R: Pulls up Zoom menu
    START: Pauses game; choose Options to change game speed, save game, or cause
    the disaster of your choice to occur (press NEXT or BACK to scroll through the
    various submenus)
    SELECT: Brings up Special Maps dialog box; if Zoom menu is open, makes
    buildings menu disappear
    Remember that to save your game, you must pause your game and select Options.
    Choose "Next" twice, mark the check box next to your city's name, and select
    "Save." My most important tip: Save often - especially before you make a major
    expenditure of money.
    ---Step 2: Begin your city---
    From the opening screen, select "New Game." After you select your city's
    landscape, you'll be prompted to give your city a name using the on-screen
    keyboard. Every city needs a name. That's obvious. You'll also want to give
    your mayor a name (probably your own name). Lastly, decide on the difficulty
    level. On the Easy setting, you have $20,000 to work with, which will still
    disappear surprisingly quickly. The Medium setting, which supplies $10,000 to
    your treasury, is uncomfortably low. The Hard level starts you off with a
    $10,000 bond - nearly impossible to succeed with. You can start the game in the
    years of 1900, 1950, 2000, or 2050. Some buildings - like the nuclear power
    plant - won't be invented yet in the earlier years. However, I prefer to start
    in 1900. This way, I'll be earning enough revenue by the later years to be able
    to afford the newer, more expensive power plants.
    ---Step 3: Plan ahead---
    Most mayors now want to start building (and spending). But first, formulate a
    plan for everything, especially transportation. At some point in your mayoral
    career, you'll want to build at least one road connection AND a rail connection
    to each neighboring city. At first, though, one road connection to a
    neighbor should be sufficient. Think about where you'll put these connections,
    even though you don't need to build them yet. Especially important: Decide how
    you're going to get cars and trains across any rivers your town has. Think
    about where you want any seaports and airports in the future. Also keep in mind
    that dense commercial areas are best near your central district - that's where
    land values are the highest. Dense residential areas are also good in the
    middle of town - maybe along a river and near the dense commercial zones.
    Locate industrial zones near the city limits to help contain the pollution.
    Plus, industrial zones develop best where land values are low. Since land
    values are low at first, it's probably best to focus most of your development
    near the edge of the map for now.
    ---Step 4: Start building!---
    I will assume you are on the "Easy" difficulty level. If you're on a harder
    setting, you'll have to be even more cautious in your spending. Set the game
    speed to "Paused" for now, and press R and zoom out so you can see the map
    better. First build a long "Main Street" that connects your city to a neighbor.
    Near that connection point, construct a power plant - either coal or oil. Coal
    produces nearly as much power as oil and costs much less. Oil generates
    slightly less pollution, but I'd probably go with coal for now. If you start in
    a later year, you'll have more power plant options to choose from. Always
    position power plants, especially nuclear ones, in industrial areas near the
    edge of town.
    Now you can start zoning! Near your power plant, place a few industrial zones.
    Build a few power lines down "Main Street" - maybe 20 spaces. At this point
    build a small commercial zone - probably just 6-12 spaces. Lastly, build a
    generous light residential area. Zone a 6x15 residential area, and surround it
    with a road. This is a very effective way to design a town - several 6x15 boxes
    of a particular kind of zone. That's how I design my cities, although I
    sometimes make these boxes a little smaller if water is nearby. Remember: If a
    zone isn't within three spaces of a road, it won't develop.
    Once you've built a few zones, turn the simulator on a fast speed and let it go
    for a few months. Nothing will happen for a month or two, but soon buildings
    will start appearing. Keep a close eye on the R-C-I (residential-commercial-
    industrial) bar graph found at the top of the screen. For example, if the
    residential graph is high, you need more of that zone. If it's flat or low, you
    don't need to zone any more of that for now. If commercial and industrial zones
    start disappearing, you probably need more residential zones, or vice versa.
    When a decent number of buildings have been completed, I like to add a Large
    Park in a residential area. At this point, add more zones - especially
    residential zones, which will probably be needed. If a zone isn't developing,
    use the "Query" feature (press B) to confirm the square has power. Also make
    sure that there's a road nearby (my system works well).
    At the end of the year, the Budget screen will appear. You'll probably end up
    losing a bit of money, but make sure that you're breaking even by Year 3 or so
    and earning a $500 profit by Year 5. Your original funds should cushion you
    from these early losses. At this point, I recommend that you raise taxes to 8%
    or probably 9%. You'll need to lower them when your city is bigger, though. I
    also recommend that you reduce funding by a notch or two to every sector
    (education, police, etc.) except for roads.
    At some point, probably around the start of the second year, you'll need to
    construct a fire station, which will be most effective if you build it in a
    central location. Keep adding R-C-I zones.
    Around the start of Year 3, crime could be a problem. Build a police station in
    a central location and add more zones. Check the crime and fire maps (press
    SELECT) occasionally to see if you need to build more police and fire stations
    to cover an uncovered area. Keep in mind that you can increase the range of
    police and fire stations by increasing their budgets.
    At Year 4, build a hospital if possible. No matter how big your city gets, you
    shouldn't ever have to build more than one. Check your hospital's status (press
    B while highlighting it with the pointer) to see how many patients it holds - a
    good way to determine your town's relative population. It's also probably time
    to build a school. I like to use schools to separate commercial and residential
    zones, and later on I usually place the library nearby.
    Within about five years, you'll need to build a new power plant - probably
    coal. Yes, power plants in this game don't produce much power (and most have to
    be replaced every 50 years!). If you're playing on the Easy difficulty, try to
    keep a $4,000-$5,000 cushion so you can build a power plant when the original
    one reaches about 95% capacity. It's a fact: Citizens will move away in flocks
    if they don't have electricity. By now, you've probably exhausted your original
    funds, so you really need to be earning about $500 more than you spend in a
    year now. What's more, don't go around building too many zones or especially
    public buildings, since you'll probably need to build another power plant
    surprisingly soon.
    Once your town is well established you'll want to add a library, seaport,
    college, marina, and museum, probably but not necessarily in that order. I'd
    also pass one or two generally helpful ordinances, like Neighborhood Watch or
    Homeless Shelter.
    Whenever you get a message telling you about a new peak in population, you know
    you'll be able to access a new goodie from the Rewards menu - like the Mayor's
    House, City Hall, and Statue. Your house should go in a nice residential area,
    while City Hall should be placed near the center of your city in a dense
    residential area. The Military Base appears a little later. It can add revenue
    and stimulate growth, but it often attracts crime and creates pollution in the
    form of noise. The game chooses its location for you - usually in prime
    waterfront real estate that you might prefer to use for something else. You
    don't have to add the military base if you don't want to.
    Watch out around Year 48, as this is when your original power plants will start
    dying. Make sure to save up some money to replace them - and don't let the
    allure of free money seduce you into taking out a bond to pay for them (I
    explain this later). Try to save up enough cash to replace them with equal coal
    plants, although you can add gas plants, which generate little power per
    dollar, as a less expensive quick fix. This is a good time to enact the Energy
    Conservation ordinance.
    Starting in 1970, windmills are very useful power generators, especially since
    they never wear out. Unlike in SimCity 3000, they generate the same amount of
    power regardless of where you place them, so they're a great way to cover zones
    that are far from roads or that otherwise wouldn't be useful for development.
    In later years, you'll keep on adding zones (obviously). In addition, you
    should expand your seaport and build a few more police and fire stations to
    cover uncovered zones. Ideally, you'll build one road and one rail connection
    to every neighboring city. When you're making $1,000 per year, you can start
    saving up to build a zoo, airport, stadium, and prison. Keep expanding your
    airport until it's fairly big - maybe 8x8. Surround it by a road and build
    commercial zones nearby.
    Eventually, you'll run out of room to develop new things. Boo-hoo... When this
    happens, all you can do is tear stuff down and replace it with a dense zone.
    You can also try to boost growth by cutting property taxes to 7% and enacting
    ordinances that improve your city's quality of life. Really, though, once
    you've covered every buildable square and added one of every kind of building,
    you can say you've beaten the game. I reached this stage around the year 2017
    with perfect play.
    Scenario Cities                                                      [TOWN]
    While the specific circumstances of these scenarios will vary, each one has the
    same main objective: Extinguish any fires that break out, and stop the rioters
    before they set more fires. Begin repairing any damage once everything's back
    under control. You'll probably want to change the zoom as soon as the situation
    To stop riots, simply surround the crowd on each side with police. If
    successful, they'll soon disperse. Fires are a different story. Because your
    fire department is helpless in stopping fires of any size, the solution is to
    bulldoze the entire fiery area. Select the bulldozer option and hold A so you
    can select a wide section of land. Tear down the area a little past the fire,
    and all the buildings will turn to rubble. Then bulldoze this area a second
    time, eliminating the rubble. The flames should die down, since they won't have
    anything to burn. If any active flames are within a tile or two of a building,
    bulldoze that, too. You'll suffer some loss, but you'll contain the fire before
    it spreads. Yet there is something perversely delightful, in a Nero-esque kind
    of way, in watching your entire city burn down.
    ---Alien Invasion---
    Here, a UFO has attacked Paris, causing numerous fires to form. Focus on the
    biggest fires at first, and when they're under control you can turn your
    attention to the smaller blazes. When the fires are gone, try to rebuild to
    45,000 residents in a five-year timeframe. My guides usually include a Zelda
    reference or two, and my SimCity guides usually mention Majora's Mask. So here
    goes: At least Romani isn't around.
    ---Mass Riots---
    Computer programmers and graphic artists are rioting in Washington, D.C. Stop
    the riots and put out any fires to win.
    Los Angeles - Stop the looting mobs, put out the fires, and rebuild to a
    population of 90,000 within 5 years. This is a lot like the Mass Riots
    ---Nuclear Meltdown---
    Or, in the words of the great George W. Bush himself, a nucular meltdown. This
    scenario, which takes place in London, requires you to put out any fires and
    restore the population to 80,000 in 10 years. It's similar to Alien Invasion,
    although it's a little easier.
    Notes on Various Matters                                             [NOTE]
    ---The Budget Screen---
    Every January, the Budget Screen will appear. This is where you make the
    important budget decisions and pass ordinances. From the first screen, select
    Funding to adjust the property tax rate or change allocated funds to police,
    fire, health/welfare, education, and transit. Select Next to move to the second
    screen, which shows your city's projected earnings. From this second screen,
    select Funding to pass ordinances or issue/repay a bond.
    When your city is new, you won't have enough revenue to spend much on services,
    so you'll have to set funding for police, education, and other services below
    100% of the funding they request. Increase these gradually as your city gets
    bigger. Remember that the more money a service gets, the more effective it will
    be. For example, a well-funded fire department will have a wider range than one
    that is underfunded. In a large city, you'll want to allocate the full 100% of
    the requested funds. But NEVER touch the "Transit" slider, as decreasing funds
    will cause many potholes and other defects to form, forcing you to spend even
    more money to fix them.
    ---Bonds: Shackles for Your City---
    I can't stress this enough: DO NOT issue a bond. I repeat: Do not. Never. In
    most SimCity games, you could get loans, which you would repay (both principal
    and interest) in a certain number of annual installments, usually 10. Bonds are
    not loans. With bonds, you only pay interest annually. But you pay interest
    forever or until you come up with the full $10,000 to pay the original
    principal! With hundreds of your dollars going every year to enrich the bank,
    there's no way you'll be able to make any kind of decent profit to expand your
    city or pay off the principal. When you get a bond, you instantly receive
    $10,000. Your annual fee will be $100 times the interest rate. If the current
    rate was 5%, you'll be spending $500 every year just paying bond interest, so
    you'll be breaking even at best. You can't refinance by taking out another bond
    to repay the old one, because the more bonds you have, the worse the interest
    rates will be, and the more you'll have to pay every month. Also, the number of
    bonds you can issue is determined by your credit score, but there's no way you
    can check your credit report. If you mess with bonds, I am sure you will pick
    up your GBA and heave it at the wall while emitting animal-like noises and
    random curse words. Raise taxes, cut spending, legalize gambling - do what it
    takes, but don't issue bonds, even if it's necessary for constructing a power
    Traffic is a difficult problem to deal with. However, there are some things you
    can do. First, build bus stops. Usually you want to place bus stops in
    residential zones and near popular destinations, like your stadium or library.
    Trains should also factor into your transit plan. Build a few train stations
    along your railroads, especially near residential and industrial areas. Lastly,
    make sure all your roads are well-designed (my system is fairly effective), and
    feel free to take inspiration from the transportation systems of the scenario
    In SimCity 2000, stopping crime isn't as big a priority as keeping the lights
    on. The best way to keep crime down is to build plenty of police stations.
    Every police station covers a certain circular area, and they're most effective
    near the center of that circle. Therefore, placement is everything. Ideally,
    you could cover every inch of the map without overlapping or covering an area
    outside the city limits. Practically, this is impossible to do. There will
    always be uncovered areas, especially early on in the game, and that's not
    necessarily bad. People always want more police than they need, so don't
    increase police funding or build new stations just because "Citizens Demand
    Police" appears on the upper news crawl. There are three other things you can
    to do to deal with crime. First, enact the Neighborhood Watch ordinance.
    Second, you can increase funding for police (especially in later years). Third,
    you can construct a jail. Of all the buildings in the game, the prison is
    probably the last one you should add. Even though they don't come with an
    annual maintenance fee, jails are still expensive to build, and they don't do
    much to fix crime problems. You'd be wisest to place your pokey in an
    industrial area.
    You need to construct an airport once you've covered most of the map with
    buildings and you're turning an annual profit of about $1,000. Airports won't
    develop unless they have power and nearby transportation. They also need to be
    big - at least 1x4, and preferably larger. Airports are not cheap - every
    airport tile costs $250. You can reduce the need for airport expansion by
    building sufficient road and rail connections to other cities. Airports
    generate a lot of air pollution in the form of noise, so keep them far away
    from residential zones. Commercial zones often do well near airports, though.
    ---To Spread or Not to Spread?---
    When your city is just getting off the ground, you'll need to decide whether
    you want to build in a tight cluster or in a more spread-out manner. If you
    choose the first option, make sure to at least position your power plant (if it
    pollutes a lot) and dense industrial zones a reasonable distance from
    commercial and especially residential areas. Keeping traffic under control can
    be tough. If you choose the latter method, keep in mind that you'll initially
    be spending more on roads and electrical lines.
    ---The Population Cap---
    Are you having a hard time making your city bigger? Is R-C-I demand high? Are
    there plenty of undeveloped zones? Are there no glaring problems with your city
    like high pollution or crime? If you answered yes to most or all of these
    questions, you've probably reached your Population Cap. Try adding a few parks
    and reward buildings to increase your Population Cap, and you'll probably get a
    surge of new residents and development.
    ---Feel the Power!---
    The most important factor in getting zones to develop is supplying electricity.
    If a zone doesn't have power, it won't develop, even if there's adequate
    transportation and no crime or pollution. If a lightning bolt symbol appears
    over a building for more than a month or two, you know that zone isn't powered.
    You can also press the B button to check the power status of buildings.
    Electricity can be transmitted through power lines, zones, and buildings, but
    not through roads or rails. Usually it's best to use power lines that are two
    segments long to cross roads and rails (one-space long power lines often don't
    work right). It's OK to zone over power lines, and when a building is erected
    on the site, the power line will disappear without causing any kind of
    electrical disruption.
    ---Power Plants: They Don't Live Forever---
    The Buildings List section includes a table showing the pros and cons of each
    type of power plant. The main disadvantage of nuclear power is the risk (albeit
    a low one) of nuclear meltdown. This is rare unless the plant is overworked.
    Microwave facilities can also be the cause of disasters. Power plants (except
    for windmills) don't last forever; they stop working after 50 years. You'll get
    a message warning you of their impending demise two years beforehand, and
    another a year before their expiration date. When a coal power plant dies, it
    harmlessly explodes, leaving a pile of rubble you can bulldoze or build over.
    When a gas plant reaches the end of its life, it'll be replaced automatically -
    for a cost of $2,000. If you don't want this to happen, just bulldoze it right
    before the change would occur.
    If a disaster occurs, bulldoze any buildings near the fire to keep it from
    spreading, and send out police to stop rioters. Both are explained in more
    detail in the Scenario Cities section. There's very little you can do to
    prevent random disasters unless you uncheck the "Disasters" box under "Options"
    on the pause menu. Maintaining good fire coverage could help a little. In
    SimCity games, nobody actually dies during disasters, although the population
    will drop if residential buildings are destroyed. 
    The only place you can pass or repeal ordinances is from the budget screen,
    which should appear every year (if it doesn't, un-check Auto-Budget from
    Options on the pause menu). From the budget screen, select Next, Funding, and
    then Ordinances. Here you can choose the ordinances you want. In contrast with
    SimCity 3000, there are no real "must-have" ordinances like Tire Recycling in
    SimCity 2000, although there are many that are helpful under certain
    conditions. The best ordinance is Energy Conservation, which definitely helps
    reduce power consumption. Reduced power use means you won't have to build as
    many expensive, pollution-emitting power plants. 
    ---Notes on the Query Feature---
    * The game doesn't show current population figures, but you can press B to
    check the status of a hospital. The number of patients is a rough indicator of
    population growth.
    * In SimCity 2000, using Query on a zoned building only shows whether it's a
    Building, Construction Site, or Abandoned Building. In SimCity 3000, every
    building had its own name.
    * If you Query over the Mayor's House building, you can see your current
    approval rating. Regardless of your performance, expect this number to be low,
    especially in earlier years. Mine never exceeded 33% at any point.
    * When you check a building's status (press B), don't pay attention to whether
    it has water service or not; you don't have any control over that. If a
    building is occupied, it'll have water.
    * Stats that can be checked using the Query feature are updated at the start of
    every year. Don't rely on them too much; for example, if power plants are
    supposed to be running at 90% capacity, but you see lightning bolt symbols
    popping up all over town, it's time to build a new power plant, since the
    earlier figures have probably changed.
    * Checking the status of police stations, schools, colleges, bus stops, or
    train stations is useless, as you will usually receive nonsensical numbers.
    There will usually be far more teachers than students, the police will somehow
    generate negative numbers, and no one will ever use the bus stops. This, I
    think, was a programming glitch.
    ---Miscellaneous Stuff---
    * If you ever have a negative amount of money, you won't be allowed to add
    Reward Buildings, even though they wouldn't normally cost anything.
    * Reward Buildings that appeared in SimCity 3000 but don't appear in this game
    include the County Courthouse, Theme Park, Medical Institute, Defense
    Contractor, Performing Arts Center, Country Club, Stock Exchange, Geyser Park,
    University, Science Center, and Spaceport.
    * Dense buildings generate more population growth and property taxes than
    lower-density zones, but the pollution and crime may be worse. In practice,
    there isn't a huge difference between light and dense development.
    * If you place a dense zone over a light zone, you'll still have to pay full
    price for the dense zone.
    * The highest land value I've seen is $255,000 per acre. This appeared at my
    seaport for a short time before dropping to something much more normal.
    * You probably know this, but this game doesn't have "real-time events;"
    there's no Great Depression or anything like that.
    * As far as I know, there are no secret codes or cheats.
    * Maybe if more people played this game, there wouldn't be such a federal
    budget deficit, and maybe people wouldn't owe tens of thousands on their credit
    Buildings List                                                       [BUIL]
    This section includes a list of every building, zone, and transportation device
    you can add to the game. I include each item's price and the earliest year in
    which you can use it. Not all buildings are available in all years, and the
    exact date will often vary by a year or two. I also include other information
    relevant to a specific type of building, such as annual costs and performance
    *Reward Buildings  Cost    Year  How to get it?
    Mayor's House      Free    1900   5,000 residents
    City Hall          Free    1900  20,000 residents
    Statue             Free    1900  35,000 residents
    Military Base      Free    1900  80,000 residents
    *Ports             Cost    Year
    Seaport            $150    1900
    Airport            $250    1920
    *Trains            Cost    Year
    Railroad tracks    $25     1900
    Train stations     $500    1900
    *Education         Cost    Year  Annual Cost*
    School             $250    1900  $25
    College            $1,000  1900  $100
    Library            $500    1900  $0
    Museum             $1,000  1900  $0
    *Public Buildings  Cost    Year  Annual Cost*
    Police Station     $500    1900  $100
    Fire Station       $500    1900  $100
    Hospital           $500    1900  $50
    Prison             $3,000  1900  $0
    *Recreation        Cost    Year
    Small Park         $20     1900
    Big Park           $150    1900
    Zoo                $3,000  1900
    Stadium            $5,000  1900
    Marina             $1,000  1900
    *Destructive       Cost    Year
    Bulldoze           $1      1900
    De-Zone            $1      1900
    *Power lines       $2      1900
    *Transportation    Cost    Year  Annual Cost
    Roads              $10     1900  $0.1
    Bus Station        $250    1910  $0
    *Light Zones       Cost    Year  Examples of possible developments
    Residential        $5      1900  Single-family houses
    Commercial         $5      1900  Small businesses like gas stations
    Industrial         $5      1900  Small factories, sheds
    *Dense Zones       Cost    Year  Examples of possible developments
    Residential        $10     1900  Apartments, high-rise condos
    Commercial         $10     1900  Skyscrapers
    Industrial         $10     1900  Large factories and warehouses
    Power plants       Cost    Year  Megawatts  Per Megawatt  Life  Pollution
    Oil                $6,600  1900  220MW      30            50y   High
    Coal               $4,000  1900  200MW      20            50y   Very high
    Nuclear            $15,000 1953  500MW      30            50y   Low
    Solar              $1,300  1980  50MW       26            50y   None
    Gas                $2,000  1940  50MW       40            50y   Medium
    Wind               $100    1970  4MW        25            -     None
    Microwave          $28,000 2023  1600MW     17.5          50y   None
    Fusion             $40,000 2060  2500MW     16            50y   None
    Notes: The annual costs of buildings assumes 100% allocation of funds; reduced
    funding will lower the annual maintenance fee. Building a road connection to a
    neighboring city costs $1,000; rail connections cost $1,500 each. Windmills
    last forever.
    Version History                                                      [VERS]
    Not necessarily the most exciting section of my guides, but it's "a tradition
    unlike any other," just like The Masters - or well, maybe not.
    Date    | Version | Size |
    6-25-08 |  0.1    | 28KB | Began guide.
    6-30-08 |  0.15   | 27KB | Did a little.
    7- 1-08 |  0.2    | 24KB | Did a little.
    7- 4-08 |  0.35   | 24KB | Made some progress.
    7- 8-08 |  0.5    | 29KB | Completed Bonds, most of Buildings List, and more.
    7- 9-08 |  0.8    | 35KB | Made decent progress.
    7-10-08 |  1.0    | 36KB | Finished guide.
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    Current list of VinnyVideo guides available on GameFAQs.com and Neoseeker.com:
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