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Fighter's Destiny 2 FAQ
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Optimized for viewing in a browser (specifically Firefox in Courier).

Directory
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1. Introduction
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2. Version History
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3. Controls
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4. Modes Of Play
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5. Character Guides
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6. Secrets
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7. Records
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8. Ending
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1. Introduction
_____________________________________________________________________________

Fighter's Destiny 2 is a fighting game for the Nintendo 64.  With the obvious
out of the way, this is one of my favorite fighting series.

One day, when I was at Blockbuster, I went ahead and rented a game I heard
good things about and had been out for a while.  That was Fighter's Destiny.
The game became so absorbing I spent tons of time playing it and inviting
people over to beat them senseless.

About a week later I bought it used at Blockbuster for $10.  Incredible deal.

In magazines and whatnot, I saw rumors of a plan for a sequel.  I put it on my
mental list of games to play.  I ended up renting it along with Excitebike 64.
Both received about equal playing time.  I never played Excitebike 64 again.
I bought Fighter's Destiny 2 used with Aerofighters Assault, Castlevania:
Legacy Of Darkness, and Quest 64 for about $40 total.  I love Blockbuster.

That being said, Fighter's Destiny 2 is more fluid and quick-paced than the
original.  It is superior in every way except the characters.  The characters
look and act so much stupider (for lack of a better word) than the original.
They took out the magnanimous Joker and replaced him with Cherry?!  What
were they smoking?!

Putting that aside, I have discovered that if you play both games, you will
actually improve.  Playing the first makes you better at the second and vice
versa.  Odd I know, but true.

Anyway, I wish there were tournaments for this game.  I routinely whip
people I play and want some challenge.  So without further rambling, here is
the guide.

As a final note-

Counter: the move that nets you three points
counter: a move that "counters" an attack but no three points

2. Version History
_____________________________________________________________________________

I do not mess around anymore with 0.756 or 1.26.1 Alpha Beta Delta Red
Team Go! $20 dollar bill on weed. . . never mind.

Version Final - Formatted it slightly for Firefox and finalized it. - July 20,
2008.

Version the Second - 2 - Various revisions. - December 14, 2002

Version the First - 1 - Drafted everything I felt like putting in the first
version.  July 19, 2002

3. Controls
_____________________________________________________________________________

Left - Moves you left
Right - Moves you right
Up - Jumps
Down - Ducks

A - Lower attack
B - Upper attack

Hirari - Hold to dodge all upper and lower attacks; hold while pressing a
direction to make a "3-D" move
Guard - Hold to block an upper or middle attack; hold with duck to block a
lower attack
U + L - Press to simulate you pressing A and B at the same time; useful for
moves involving this, especially throws

Start - Pause

My personal settings are:

U + L : Left-C, Down-C
Hirari : Right-C, Up-C, Z
Guard: L, R

4. Modes Of Play
_____________________________________________________________________________

Vs. Com
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You fight nine randomly selected fighters and then Fabien.  At the end you
receive a bonus finishing move or get a pat on the back.  If you beat it with
certain people then you open up ways to get special characters.

Record Attack
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Fastest

Fight Samurai, Fabien, Cherry, and Master and beat them as quick as you can
(four points).  Target time is under one minute.

Survival

Fight a hundred characters and beat them all (one point).  I always
considered this not worth my time.

Rodeo

Fight	Mou the Cow and keep both of you inside the ring for as long as you
can.  Over a minute is your target time.

Fighter's Arena
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Choose a "pupil" and fight your way around the board to gain stat bonuses
and special moves.

To get the most points:
Cherry - Fight her on the special space the maximum number of times you
can.  And of course win.
Master - Get S or A rank every time.
Master Chance - Purposely roll low numbers to get all of these small stat
bonuses during the game.
Final Test - Beat the survival final test to get the most stat points.

I think there is a certain ceiling for stats.  Stats for certain characters
cannot go past a certain point.  I notice this because after a little while the
increases were by lower increments and the final test gave me little stat
gains if any.

Vs. Battle
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Normal

Spar with your characters for fun.

Win Or Lose

Spar with your characters for special moves.  The winner receives a random
special move and the loser loses a random special move.

Training
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Choose a character and wail on the Samurai to practice your moves.

Options
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Choose from four different categories of settings to change.

5. Character Guides
_____________________________________________________________________________

Saeki
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Country: Japan
Fighting Style: Kung-Fu
Grade: A-
Description: Saeki is the hilariously obvious Ryu clone of the game.  To hide
this a little, they changed his name from Ryuji in the original game.  Although
Ryu cannot be a copyrighted name because it means "dragon" (dragon
punch).  Enough ranting, Saeki has more moves (I think) than anyone else
except the Master.  This can be a weakness or a strength, because they are
so varied some are useless except only in certain situations when you are
prone to forget them because you never used them because they are
useless.  A confusing circle.

Move Picks

Triple High Kick: Ever so cheap and ever so useful.  It counters almost
anything and is quick enough to land all three hits.

Combo High-Low: The third hit in this combo hurts 'em bad, so make sure it
counts.  Mix this up with Triple High Kick for maximum effect.

Mach Hook: Your only useful Counter.  Start a match with this against
someone who is offensive and quick for an easy three points.

Mach Upper: An opener for many combos, always makes the opponent float,
and is easy to do.  Nice.

Kawara Upper: Saeki's new and only distorted button move.  I put it here
mainly because it is hard to block and does a good deal of damage.

Back Mach Punch: If the first lands, they all do.  This hurts them bad and is
extremely cheap.  I actually don't use it all that much unless things are
looking grim.  The Counter at the end is nice in case you missed and the
other guy is feeling sneaky.

Mach Fist: The absolutely easiest and most effective knock down in the
game.  Use it.

Con. 3 Kick: Very effective.  Does a lot of damage and if they block the last
kick they leave themselves open for a low attack.

Mach Spin: Great distance attack and useful knock down.

Mach Buster: This is the Piyori Special Move I recommend for Saeki.  Use an
Inashi then follow it up with this for an almost guaranteed four points.

Combos

Endless - Mach Upper, Triple High Kick or Triple Low Kick, Kawara Upper
The only transition here that may be difficult is from the Triple Kicks to the
Kawara Upper, but if you time it right, you do over 100% damage for just
about everyone.

Generic Tips

Saeki's main strength is his versatility.  He has many different moves, so
try them all out.  He has quite a few different knock downs, so concentrate
on those and generally avoid using counters often.  Saeki is most effective
close to the opponent, but if you are far away, sneak in a Back Mach Punch
or Mach Spin to increase the odds of winning heavily for you.

Adriana
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Country: Brazil
Fighting Style: Aerial Dancing/Judo
Grade: C-
Description: Adriana is the downgraded version of Valerie.  They decided they
needed to play the sex card so they took away ugly Valerie, replaced her with
skimpy Adriana, and made all of her moves "suggestive." Speaking of her
moves, they are all basically the same, simple three or four hand slaps either
downward, across, or upward.  Utterly pathetic.  I would recommend staying
away from this one.

Abdul
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Country: Mongolia
Fighting Style: Yoga
Grade: D+
Description: I remember Abdul as the guy from the original who I NEVER lost
to.  I considered him the worst by far.  He got a decent upgrade in this game.
Notice the grade is a D+ and not an F.  His moves are horribly not fluid and
seem to be different stuff all thrown together into a series.  The best thing
about him is that he can throw off human players well because his moves all
start out the same way but can then branch off into different directions.  He
has power, but he is slow and his good moves are few and only useful in
certain situations.

Federico
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Country: Italy
Fighting Style: Kung-Fu
Grade: C+
Description: Federico is the upgrade of Leon.  They gave him a new sleek look
and added some moves that actually are effective.  You might want to play
as this guy if you're looking for something different, but I would not
recommend placing him in your set of top fighters you practice with.  His
moves are decent. His power and just about everything about him is decent.
No real weakness, no real strength.  Possibly even boring.

D-Dog
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Country: United States
Fighting Style: Street Fighter Wrestler
Grade: C
Description: D-Dog is the downgraded version of Bob.  Bob was so much
better.  D-Dog is Bob with less moves, and some of the moves taken out
really hurt him bad.  Not only that, but the sheer bulk is gone, and that
makes D-Dog seem weaker.  He is slow and lacks the power of true
wrestlers.  I would give the caution sign on this one.

Kate
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Country: Great Britain
Fighting Style: Aerial and Kicking Stuff
Grade: B
Description: Oh Boro what have they done!  Take the powerful and excellent
Boro and downgrade her tremendously and you get Kate.  Nonetheless, a
testament to Boro lies in the fact that Kate is still good.  Her moves can
sometimes all seem to have the same button combinations or even look the
same, but just one move is usually enough to send the opponent well on his or
her way to defeat.  Not only that, but if you get hit by the first, you usually
have no choice but to succumb to the rest in the series.  Once you have your
core fighters, try her for fun.

Ninja
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Country: Japan
Fighting Style: Ninjitsu
Grade: B+
Description: Ninja was great in the original, and now he is even better!  They
added to his repertoire of moves and gave him a cooler costume.  His moves
are all difficult for newbies to pull off because they are not the usual hit A
or
B three times but require more complex schemes.  However, his moves rock.
They are almost all useful in many situations and he even has that insanely
long move which rivals Fabien's second longest.  I have pulled it off once; it
was not worth it.  Nonetheless, great moves, great speed, great as a
counter or speed fighter, just great.  Use him.

Move Picks

Jumping Rabbit: It looks really weird but it does great damage and is rather
easy to perform compared to other moves of this length.

Hachu and Samurai Sword: Nothing too special about these two, I mainly
picked them because they are lightning fast and therefore the opponent
never sees them coming.

Phantom Weed 2: If you can actually do this, then go for it.  If you make all
of them connect and can do it at the start of the match, you cannot lose.

Knee Wave Toe Kick: Easy to do and great move.  Does moderate damage and
is a middle attack to boot.

Armour Crack: Great range attack that looks cool.  Very easy to pull off.
Watch out for a counter in between the two parts though.

Mine Palm: This move is whack.  An extremely close knockdown move.  Very
effective against wrestlers and people who like to get in your face.

Art of Transform: A move that switches you and your opponent, brilliant.
Now if only you did not have to be close to pull this off.

Spiral Ray: The other special is really buggy so I recommend using this one.

Combos

I never really made any for him.

Generic Tips

Use his speed and ability to sneak moves in.  Ninja is not a powerhouse, do
not try to use him as one.  Dart in and out, sneak a move in and wail on the
opponent, then pull out.  You have a lot of moves specifically designed to
confuse the opponent and get in and out of range.

Ziege
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Country: Germany
Fighting Style: Wrestling
Grade: C
Description: Ziege is the upgraded version of Tomahawk.  Interesting that
they upgraded Tomahawk and downgraded Bob so now the two wrestlers are
almost identical in usefulness.  They gave him some actual impressive moves
since Tomahawk's were awful.  His gigantic energy bar is a definite plus for
people who play slower games.  His speed, of course, is a joke, but that does
not matter if you use him right.  I was never a big fan of wrestlers, but
someone who becomes good with this guy could wreak havoc.  Ziege, by the
way, is the German word for "goat."

Pierre
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Country: France
Fighting Style: Tumbling Counter Trickery
Grade: D
Description: Most of his better moves are performed while standing away
from the opponent.  His energy bar is almost nonexistent.  He sometimes
walks right off the playing field.  Welcome to the world of Pierre, who I think
might have been better in the original.  They took away his "werewolf" thing
anyway.  Pierre is just awful.  Don't listen to those people about how he is
only for those who have mastered the game.  They say that because only
those people could win matches with him.  As the classic rock group said,
"Stay away from me." As you should keep Pierre away from you when you
select a fighter.

Dixon
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Country: Great Britain
Fighting Style: Street Fighter
Grade: A
Description: Dixon is the man.  He has moves that you can do over and over
and the opponent can do nothing about it.  His moves all look crude but he
packs the biggest punch out of any of the characters.  I heavily recommend
using him.  Anything else I would put here would be random praise about him
so I should try and think up something bad about him.  He has a limited
number of moves.  Not that it really matters because the moves he has
absolutely regulate.

Move Picks

Well On And On And On: The regulatory triple punch packs an uppercut kick at
the end.  Very nice.

High Standard: Laugh all you want, this counters almost everything.  Try it
for yourself and see.

Heavy Tune Don't Stop: Looks absolutely stupid but does great damage.
Semi-difficult to pull off but little lag time in between moves.

Angly Fist: One of Dixon's two knockdowns I recommend.  This is great when
you are far away and executes at great speed for a knockdown.

Check Your Head: See the Combos for why.

Tone Of My Guitar 2: I have no idea why, but this is possibly the easiest move
in the game to get a Counter with.

I'm A Negative Creep: Whatever you say Dixon, but this move looks sweet,
executes quickly, and can knock em flat at the beginning of a match.

Wake Up Officer: You will get addicted to this move.  It is so easy and so
powerful.  Even better, check the Combos.

Heal A Million, Kill A Million: All of Dixon's specials are easy to pull off
and look great, but this is tops.

Combos

Endless - Check Your Head (Infinite)
This really should not be.  But what is worse is there is another.

Endless - Wake Up Officer (Infinite)
Well, if you never want to lose, I guess these are useful.  You will just get
the same feeling as using a GameShark.

Generic Tips

Get offensive on your opponent.  You have decent health and speed, but your
main strength is just that.  Advance and pummel the opponent and never
stop.  The moves are hard to counter and actually keep the opponent reeling.
An all-out offensive seems like a stupid idea, but it was what Dixon was
designed for.

Mei-Ling
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Country: China
Fighting Style: Karate
Grade: B+
Description: Stereotypical Chinese kicking girl almost directly lifted from the
first.  She has a couple of new moves, but beyond that, she is the same old
story: tons of kicking moves that are all relatively the same.  Her moves are
effective, and the fact that she has no throws should not matter anyway.
Try her out, she has many useful moves and probably will become one you
use often.

Move Picks

Renshu-Shaso: This lands more often than the other punch move because it
is more varied.

Butterfly Attack: Never see it coming; even a kid could pull this off.

Tho-Thigh: See the Combos for why.  This will counter most everything.

Shi-Ko-Rendan: Cheap and easy kicking move for the kicking Chinese girl.
Ingrain this one into your pattern.

Spiral Jump: Excellent ranged knockdown.  This one is hard to dodge.

So-Ren-Kyaku: Another easy kicking move that you should keep track of
during your fights.

Ren-Kan-Thigh: There is no end to these cheap kicking moves.  This one has
the benefit of ending with a counter and being fluid though.

Kin-Kaku: All of her long and powerful moves start with this position/attack.

Butterfly Clean: You would be amazed at how often this lands and hurts bad.

Shisen-Mangan: So many easy cheap kicking moves that they made her
specials difficult.  This one is harder to press but connects more often.

Combos

Endless - Throw Moon Attack, Haiso-Honkyaku, Ren-Kan-Thigh, Sliding
The main problem here is pulling off the Sliding.  If you can do this though,
you will deal a ton of damage, enough to put Ziege down for the count.

Endless - Tho-Thigh (Infinite)
A combo ala Dixon.  It works only half in that it can be used over and over.
The other half is that almost every move fails against it, including guarding
sometimes.

Generic Tips

Use your speed and cheap kicking moves.  Use the moves that start with Kin-
Kaku infrequently, as they have low accuracy.  If you feel like it will connect,
then go for it, because the moves started in that position are some of the
hardest-hitting in the game.  Use Tho-Thigh if you are losing, your opponent
is probably not prepared to deal with it.

Mou
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Country: Hokkaido
Fighting Style: Kick Boxing
Grade: B-
Description: Hokkaido by the way is the northernmost major island of Japan.
Mou is the red-headed stepchild of Ushi.  Mou sounds like a worse name than
Ushi anyway.  Mou's moves are all basically slow but powerful.  He/she/it also
leaves himself/herself/itself open for an attack after about every move.
Use this one for fun, not for serious fighting.  Some of Mou's moves are
downright hilarious.

Samurai
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Country: Japan
Fighting Style: None
Grade: F
Description: They wanted to have another hidden character, so what.  If you
can win with this guy, feel good.  His moves are all powerful, but slow enough
to grab a snack while he does them.  I could see some fun resulting from two
people both using this character.  Otherwise, you probably have a better bet
with Pierre, sadly enough.

Master
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Country: Japan
Fighting Style: Kung-Fu
Grade: B
Description: Master has the most moves, period.  He knows a ton of Saeki's
moves plus a few spinoffs and original simple moves.  He cannot learn new
moves or be upgraded though, so I do not consider him all that much of a
worthwhile input of time.  He is good, but just not to the point where he is a
consistently usable character.

Fabien
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Country: France
Fighting Style: Fencing
Grade: A+
Description: Fabien is the best character in the game, period.  Large energy
bar, speed, power, far-reaching attacks, great counters, great knockdowns,
great floats, great moves, great great.  You can take almost any of his
moves and use only that the whole game and win.  His move list is packed
with absolutely stunning and crushing blows that should have been spread
around to some of the more unfortunate characters.  Fabien unfortunately,
because of all these great moves, is difficult to master.  Spend a lot of time
with this guy and only Dixon or Saeki stand a chance.

Move Picks

D'Artagnan Of Sunrise 3: It is so easy to connect with the first part of this
move and then the next two are hard-hitting gimmes.

D'Artagnan On The Ice Stage/D'Artagnan's Slip: Cheapest knockdowns ever.
Intermix the two and your opponent will be throwing stuff at you during the
game ten to one.

Like A Swallow Aramis: Almost impossible to counter or Counter.  Packs
quite a punch and looks nasty.

Like An Eagle D'Artagnan: Use this to get into the position for the linked
moves.

D'Artagnan Of Wind: This move by itself does enough to knock the opponent
into Piyori if used with Eagle D'Artagnan.

D'Artagnan Of The Mist: Ludicrously cheap move.  Use it often if you find
yourself losing, it will get you out of any jam.

Blave Knight D'Artagnan: Like Ninja's long move, if you can do this frequently,
then by all means go for it.

Aramis In The Moonlight: This looks like a move Kate would use.  Nonetheless,
take the opportunity to steal a useful move from her book.

One For Fall, Fall For None: This rivals Dixon's special as the coolest looking
special.  Both of them have easy ones to pull off.

(Unfortunately the other two Musketeers do not have good moves named
after them.)

Combos

Does he really need any?

Generic Tips

Make full use of your assortment of moves.  Learn them all and when to use
them.  Learn how to effectively bring them from your memory.  Fabien has
almost highest or best in everything, so just take some time to learn how to
use him.  Keep a short distance from your opponent, because his moves can
strike from a small distance away while being too far away for the opponent
to land a hit.

Cherry
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Country: I forget
Fighting Style: Burlesque
Grade: C
Description: Wow, what an utterly pathetic transition from the infamous and
amazing Joker.  I have not earned her and do not want to, she just seems to
not be worth it.  Her moves are lacking, and the only reason she seems more
difficult is because the programmers packed her AI with better coding and
reaction time.  Once you realize this and compensate your own strategy for
it, the challenge disappears.  Now for her good stuff: she has above average
in every stat category.  The only thing that brings her down is horrible
moves.  She has some decent counters, but beyond that, nothing.

6. Secrets
_____________________________________________________________________________

Outfit Change

Possibly the most obvious code ever, hold R when selecting your fighter to
fight with their alternate costume.

Fight as Fabien

Play through Vs. Com with anyone and after you beat it Fabien will be a
selectable character in the "?" slot.

Fight as Mou

Play through Vs. Com with Adriana and after you beat it the Master will make
a passing reference to the Rodeo.  Beat the Rodeo with anyone by surviving
for over a minute with Mou and Mou will become a selectable character in the
"?" slot.

Fight as Samurai

Play through Vs. Com with Ninja and after you beat it the Master will make a
passing reference to the Fastest.  Beat the Fastest with anyone by
defeating the four characters in under one minute and Samurai will become
a selectable character in the "?" slot.

Fight as Master

Play through Vs. Com with Saeki and after you beat it the Master will make a
passing reference to the Fighter's Arena.  Beat the Fighter's Arena with
anyone by getting all "A" and "S" as grades from the Master and the Master
will become a selectable character in the "?" slot.

Fight as Cherry

Play through Vs. Com with Pierre and after you beat it the Master will make
a passing reference to the Survival.  Beat the Survival with anyone by
defeating one hundred characters in a row and Cherry will become a
selectable character in the "?" slot.

The Initiate

When a character learns every move they achieve Initiate Status.  If you
have two controller paks, simply beat the Fighter's Arena quickly with some
random character on controller pak #2, then use your characters on
controller pak #1 to beat up on that character in "Win Or Lose" to achieve
Initiate Status and learn all of their moves.  Obviously you will need two
controllers for this trick as well.  If you need to refresh the number of
dummy character's moves, simply go back to the Fighter's Arena and finish
the challenge again (whichever is easiest for you) and re-save the character.

Pseudo Moves

Sometimes fighters have moves that they should not.  Experiment with this
to see if you can find any.  One example is with Dixon: B, B, and Toward-B.
Just call him Saeki :).

7. Records
_____________________________________________________________________________

This is where records for different modes will be displayed.
Send yours in, but if I sense lying on any, I ignore all times from you forever.
To view your records, hit B on the demo screen and the logo will disappear
from the upper right.  Use directions to toggle the records for the short
time they are on the screen.  Note that Vs. Com is not kept by the game
pak.

Vs. Com (fastest finishes)

1.
2.
3.
4.
5.

Fastest (Points)

1. 1"276 - Dixon - Lich85
2. 1"285 - Dixon - Lich85
3. 1"310 - Dixon - Lich85
4.
5.

Fastest (Record Attack)

1. 0"41"18 - Dixon - Lich85
2. 0"46"39 - Dixon - Lich85
3. 0"47"40 - Dixon - Lich85
4.
5.


Rodeo

1. 1"13"16 - Dixon - Lich85
2. 1"11"18 - Dixon - Lich85
3. 1"10"86 - Dixon - Lich85
4.
5.

Survival

1. 34 - Dixon - Lich85
2. 20 - Dixon - Lich85
3.
4.
5.

8. Ending
_____________________________________________________________________________

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