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    Hades Paradox Cup FAQ by Pavlov_Tiger

    Version: 1.0 | Updated: 04/10/06 | Search Guide | Bookmark Guide

    Version 1.0
    Date: 04/10/06
    Cheers.  My name is Tom Davison and this is my first FAQ.  Excuse the
    formatting, and absorb the tasty information contained herein. =)
    "Kingdom Hearts 2" and all pertinent characters and events are copyright Square
    Enix and Disney.  This FAQ is copyright myself.
    Questions Or Thoughts You May Or May Not Have
    Search for numbers from 1 to 50 in your browser's Find/Search feature to locate
    the round you need.
    This is an attempt to help fellow gamers with this difficult tournament, both
    to complete it, and to achieve the score quota.  It assumes several things.  I
    will not be instructing you on how to perform moves, where to level up, where
    to level your Forms, or giving enemy descriptions.  These things can be found
    elsewhere; this is a FAQ on the tournament itself.
    That being said, we'll start with an overview.  The Hades Paradox Cup is a
    fifty-round endurance test, and required for Journal completion in Standard
    difficulty.  It is available in the latter half of the game after Hades retires
    to his chamber.  To reach him from the Underworld: Entrance, take the southwest
    exit to Cave of the Dead: Entrance. Head south through the only exit into Cave
    of the Dead: Passage. Follow the winding tunnel all the way south. It doesn't
    matter which fork you take as there is only the one exit. They even give you a
    nice skateboard! Exit south to Cave of the Dead: Inner Chamber. Exiting
    southeast leads you to Valley of the Dead. Ascend the rocky platforms, using
    the skateboard they give you here, too, and exit north to Hades' Chamber to
    speak to the blue ninny.  He offers three other cups, all Paradox, including
    Pain and Panic, Cerberus, and Titan, so if you want any of those, there you
    HADES PARADOX - 50 rounds, varying rule sets, 15,000 point score quota for
    Jiminy's Journal.  I strongly advise you to be on level 99 and with the highest
    Defence, Strength, and Magic you can have.  My favourite setup is Ultima
    Weapon, and Fencer Earring, Moon Amulet, and Cosmic Arts in Accessories.  I
    toss in six Elixirs for Items.  As for abilities, equip as many Combo and Air
    Combo Plusses as you have, as well as all available MP abilities (Rage, Haste.) 
    You'll have MP Hastega courtesy of Ultima Weapon.  Defender, Second Chance, and
    Once More can save you over and over, so don't forget those.  Leaf Bracer is
    necessary so you don't die whilst trying to heal.  Tick Combination Boost so
    your Stitch Summon (you'll be using Stitch a lot!) will last longer.  You
    should have two Form Boost abilities, Finishing Plus, Retaliating Slash, all of
    the Level 3 Growth Abilities, Trinity Limit, and all Aerial Abilities.  That's
    my personal setup.  You can add or subtract anything you like, hey, it's your
    game, in'it.
    The enemies in this tournament have been supercharged.  Let a Dancer grab you
    by the head and see how much more HP it sucks out of you.  Let a few Living
    Bones spam you with their spinning moves and see if you make it out alive at
    all.  I'm not kidding; your enemies are STRONG, so never forget that.  They
    also have much longer HP bars, particularly the Nobodies and bosses.  You,
    however, are no stronger than any other time, so you can find yourself at a
    disadvantage.  To help sway things back into your favour, learn to enjoy the
    wonderful Magnega spell.  It will scoop every enemy, aside from bosses and
    Trick Ghosts, into the air for long enough for you to back off and heal, or get
    the first attack on them.  You will see me direct you to Magnega many, many
    times because it's a beautiful spell.  Something I don't talk a lot about is
    Trinity Limit, but having it is a very good idea.  It is toned down if Sora is
    alone; think of it like Ars Arcanum, dealing a lot of quick hits in succession
    whilst Sora is invincible.  The difference here is that with Combination Boost,
    you can get up to three attack cycles out of it.  If you're getting swarmed and
    have MP to spare, this is a good tactic to get you some revenge.  Just be
    careful not to be caught in the midst of a group of enemies when the Limit runs
    out.  The final tactic you will need to learn and make use of is gliding away
    (don't you just love those Growth Abilities?) from your enemies until you can
    heal and let your MP recharge.  There are very few rounds in which this is
    anything but perfectly easy.  A couple times, Living Bones will make your
    gliding life hell, but for the most part, glide, heal, and recharge, and do it
    every time you need to.  The major exception is the Round 31-40 set in which
    you are timed, but the strategies there should be helpful to get around that.
    A note on the score requirement:  15,000 points seems daunting until you
    understand that Stitch is a lovely creature.  Summon him in every round where
    Summons are available, select his "Ohana!" Limit, and mash the Square button
    for Ukulele.  The score orbs will pop out of the enemies at a remarkable pace,
    making that quota a lot less scary.  I usually have around 16,000 by Round 30
    or so, so this is actually the easiest part of the Cup.
    The walkthrough!  Just like it says, I'll be outlining strategies for the
    different rounds, going into more detail where I thought it was necessary. 
    These are the strategies and enemy observations I personally found to work,
    tempered by a bit of information from other gamers.  Someone put it to me that
    my descriptions seem more grave than the actual difficulty feels when played,
    and to this I can only say that I would rather make readers feel overprepared
    than under.  I have outlined the specific enemy sets in an attempt to be
    helpful, as this was one thing I felt the official strategy guide from
    Bradygames was lacking.  They are vague about this entire Cup, hence this FAQ. 
    And just in case someone out there wanted to know, I made a "Dark Round" note
    on the three or four rounds that are played in the dark.  Now, with no further
    ado, or at least, only a small amount of....ado, on to the Rounds!  FIGHT!
    ROUNDS 1-10: No restrictions.  You are not timed, and you have access to
    Drives, Summons, and your allies.
    Round 1 - Three Shadows and three Soldiers.  (This couldn't be easier.  Get
    your score orbs and destroy these chaps in any way you choose; you shouldn't
    even get hit, or at least not very much.)
    Round 2 - Four Driller Moles and two Hook Bats.  (Take out the Bats and be
    mindful that the Driller Moles don't hit you with their drilling and emerging
    move.  Other than that, this is as easy as they come.)
    Round 3 - Three Rapid Thrusters and two Surveillance Robots.  (For a laugh, try
    for the Snag/Sparkle Ray Reaction Command from the Robots.  This is another
    round you should be able to do without taking damage.)
    Round 4 - Five Rabid Dogs and two Creeper Plants.  (Creeper Plants are a
    wonderful thing to see in any round, because if you clear out the other
    enemies, you can stand on the other side of the arena and write a book if you
    like, because their projectile range is very short and only in front of them. 
    Take out the Dogs with some quick blade work, and go for the Creepers' Reaction
    Command if you see it, because it explodes a good portion of the stage around
    Round 5 - Volcanic Lord and two Soldiers.  (The Soldiers are immaterial.  They
    practically don't exist, and Donald and Goofy will probably make sure of that
    for you at some point anyway.  Just beat him to death with aerial combos.  He
    shouldn't cause you too much trouble until he starts his belly bounce tactic
    that leaves the melted spots in its wake.  The Reaction Command here is the
    same as when you fought him along with Blizzard Lord in Agrabah, but its only
    good use here is to cut short his bouncing tantrum.  As I write this, I have
    just finished him off with Final Form, but you don't have to; it will take less
    time, but it's not exactly difficult to beat him up normally and heal if you
    Round 6 - Three Cannon Guns and two Silver Rocks. (Dark Round.)  (The Guns are
    barely a threat, and you can and should dispose of them immediately with a
    couple good combos.  The Silver Rocks can be annoying, but there are only two
    of them here, and they have a Reaction Command to counter their "ball of light"
    trick.  I usually kill them before they can make use of it.)
    Round 7 - Three Icy Cubes and four Shadows, followed by eight Minute Bombs. 
    (The Cubes die as easily as in Agrabah.  The Bombs actually continue to spawn
    to a certain point, so it is more than eight, but the first wave is eight.  I
    couldn't tell exactly how many there were in total, but just deal with them
    with a shot of Magnega so you don't have several of them reaching the end of
    their countdowns and exploding quite so much.)
    Round 8 - Three Soldiers and two Silver Rocks, followed by more of the same
    spawning in, followed by four Armored Knights, followed by one Large Body. 
    (Another one where it's hard to tell how many enemies spawn after the initial
    ones.  Good thing it's easy enemies this time.  They don't spawn very many
    more, I just can't be bothered to count them.  Deal with them like you did in
    other rounds.  The Knights are easy in such small numbers, and you can use the
    Rising Sun Reaction Command if you get the chance.  The single Large Body can
    be dangerous if you let it, but a good, solid aerial combo to its back can lay
    it out stunned, plus it tends to give you the Full Swing Reaction Command to do
    further damage.  Fight wisely and get good at this one, because there will be
    more than one Large Body to deal with at once later on.)
    Round 9 - Four Creepers and one Samurai.  (Nobodies already?  This is just a
    taste of the horrors to come in the later rounds.  The Creepers can be taken
    out easily with some Keyblade pressure, but watch that Samurai.  I highly
    dislike these Nobodies because they hit you three times VERY quickly, and can
    interrupt your combo.  I needed to heal during this, and fortunately there's
    only one Samurai here, so getting away isn't difficult.  Hah, enjoy the luxury
    now, because you won't have it later.  Try opening with an aerial combo,
    preferably after Goofy and Donald bear the brunt of the Samurai's attack.)
    Round 10 - Tifa and Yuffie.  (You have the luxury of Final Form here, so use
    it!  Yuffie seems to be more annoying here than she is in Round 49, because
    she'll interrupt you when you're trying to smack Tifa about.  Try to bait Tifa
    into attacking you, and do whatever you can to get behind her, but do not stay
    out in front.  Final Heaven HURTS, and she can use it as a combo finisher
    whenever she wants.  Let her spend her energy and punish her when she's
    through, but watch out for Yuffie.  Of course, if you enter this round with
    enough Drive Gauge to go into Final Form, then go nuts on the both of them.  I
    find that I deal enough damage quickly enough that even the beating they give
    me isn't going to ruin my day.  Again, enjoy it now, because you'll damn well
    wish you had it in Round 49.)
    ROUNDS 11-20: Titan Cup rules.  Sora fights alone, and cannot use Drives, but
    Summons and Trinity Limit are available.  This also means you're under the
    Damage Points restriction too, and 500 points just isn't as much as it used to
    be.  BE CAREFUL HERE!  You can't afford a careless step, because even the less
    dangerous enemies can make you suffer with this rule in play.
    Round 11 - Five Rapid Thrusters and three Aeroplanes.  (The Rapid Thrusters are
    negligible, except when they are a distraction to get you in the air so the
    Aeroplanes can knock you about, something they like to do repeatedly when there
    are several of them.  Lift them up where they belong with a Magnega sphere, and
    try to take them out before the relatively harmless Thrusters.)
    Round 12 - Four Minute Bombs, one Magnum Loader, and two Air Pirates.  (Magnega
    makes this round a right walk in the park.  Get up there and swing like you're
    really bad at golf.)
    Round 13 - Three Luna Bandits and two Armored Moles.  (Be cautious here.  Luna
    Bandits are agile with their attacks, which include sword swipes and a leaping,
    downward swing, and in a group even this small, can be a pain.  Don't get
    caught in the centre of the group, or you're going to be hearing the warning
    siren in short order, and you'll be severely down on Damage Points.  Engage
    them one at a time if possible, and glide off to heal when needed.  This isn't
    a difficult round if you play it safe, which you're going to need to do more
    and more from this point on.)
    Round 14 - Two Lance Soldiers, two Tornado Steps, and two Armored Knights. 
    (Magnega is good again, but try for the Rising Sun Reaction Command from the
    Armored Knights.  I've taken out all six enemies with it.  It's an easy battle,
    at any rate.)
    Round 15 - Blizzard Lord. (You'd think they would have just put him with his
    brother, aye?  He's even more of a pushover than Volcanic Lord, because he
    doesn't do the belly bounce move.  He'll blow icy mist all over the place, but
    generally, you can lay massive, repeated combos on him.  I suggest landing one
    or two combos and falling back so you don't get caught in the ice.  He also
    creates ice crystals on the floor that will freeze you if you contact them,
    leaving you vulnerable to more hits.  Do not let this happen!  It's too easy to
    avoid, and you'll feel poorly if you lose Damage Points to it.  Some of that
    Trinity Limit spam would go well on biscuits here.  Perhaps with a bit of nice
    peppered cheese and tea.)
    Round 16 - Four Soldiers and two Wight Knights.  (Again, the Soldiers are
    barely a threat, although possibly a tad bit more than before.  It's the Wight
    Knights you need to be wary of, because they can hit multiple times and make
    you lose a lot of Damage Points.  Put a Magnega sphere out and try to combo the
    Knights as soon as they fall out, or just snare them right back up in the
    Magnega magic again.)
    Round 17 - Four Strafers and four Neoshadows followed by four Aerial Knockers. 
    (As long as you don't get caught off guard by the Strafers' slow-moving magic
    ring projectiles, this one starts off fine, and gets nasty if you stay in the
    air when the Knockers fly around.  They will punch you repeatedly with their
    magically enlarging fists, and that's no good for Damage Points.  I spent at
    least three Magnega charges here, but I recommend using it until you're
    through.  It's better to need to regenerate MP than to need to cure.)
    Round 18 - Two Luna Bandits and two Air Pirates, followed by three Creeper
    Plants, followed by three Wight Knights after one Plant is dead.  (I am really
    starting to hate Luna Bandits.  They will continuously slash you, and peel off
    dozens of Damage Points here.  You wouldn't think two small enemies would be
    this annoying, but bloody hell these are.  Destroy them first, at all costs. 
    Magnega, Thundaga, Trinity Limit, whatever you can do to them, just get them
    out of your hair.  The Air Pirates have never been a problem for me, but you
    need to be careful with the Creeper Plants.  In a later round, when there are
    only two of them, you can safely stand anywhere out of range of their seed
    attacks, but there is only one side of the arena they can't reach in this
    round, so don't assume you're safe until you find it.  When you do, it's still
    a good spot to regenerate MP, but only until you kill off one of the plants. 
    Then you have the Wight Squad to deal with, and they don't stand still. 
    Carefully work through this set, because you've got projectiles mixed with
    physical attacks, and it can be a handful.)
    Round 19 - Two Dusks, two Assassins, and one Dragoon.  (Ugh!  I really don't
    like this round.  As I was writing this, I died due to Damage Point depletion,
    and it was that bloody Dragoon that did it.  The other Nobodies in this round
    pale in comparison.  I tend to lose at least 50 Damage Points in this round,
    and it can be frustrating near the end of the round set to lose for this
    reason.  Magnega doesn't last long enough for you to kill it, or its mates, but
    use it anyway.  It it great for an aerial combo starter.  The Dragoon
    specifically must be dealt with as quickly as you can.  It will curl up in a
    ball before launching straight up and coming down with its lance, which, aside
    from being shockingly damaging, also makes a shock wave.  Break out the Trinity
    Limit here if you're running low on Points, but mind that you might not hit the
    Dragoon at all if you're not close enough or targeting it, and one Limit won't
    be enough to kill it.  It's very dangerous, even when you glide away to
    regenerate MP.  The other Nobodies here are relative pushovers.  Deal with the
    Dusks and keep the Assassins at a distance while you regenerate or heal, then
    clean up with Magnega and air combos.)
    Round 20 - Pete.  (Is anyone else actually happy that Pete is in this game?  I
    honestly like what they did with his character.  Anyway,  he's about as easy to
    fight as bosses come, if you play it safe.  Use Trinity Limit like it's not
    going to be there tomorrow.  You should be able to get three seperate combos
    out of it, and knock at least a full HP bar off of Pete.  Follow this up with a
    ground combo, Guard Break, and Explosion finishers, and then get away from him
    because he'll retaliate with a punch or his trademark rolling bombs.  He can
    also rush you, which he telegraphs by yelling, "get outta my way!"  Several
    times during the battle, usually when you're off regenerating MP, he surrounds
    himself in a magic sphere and yells something like, "look out, kids, Pete's
    invincible!"  He isn't joking; attacking during the next several seconds will
    only get you beaten into a cocked hat.  He also regenerates HP during this
    phase, though thankfully it isn't very much.  Certainly, it isn't enough to
    save him from further Trinity attacks.  You can attack him without Trinity,
    it's just much, much faster to use it, and it's a very safe method of fighting
    him.  I've gotten through this without a scratch doing that.)
    ROUNDS 21-30: Pain and Panic Cup rules.  Your Drive Gauge is locked, but
    Summons and Allies are available and Limits consume less MP than usual.
    Round 21 - Three Gargoyle Knights (Sword) and three Armored Knights.  (This is
    a delightfully easy round because none of these enemies, in my experience at
    least, have interrupted any of my combos, and it's little bother to scatter
    them over the battlefield and deal with them one by one.  You also have
    opportunities to use the lovely Rising Sun Reaction Command, making things even
    easier.  I open as usual with Magnega, then get to slashing.)
    Round 22 - Two Fortune Tellers, two Trick Ghosts, and one Aeroplane.  (Again,
    the Fortune Tellers can pester you with long-distance ice shots.  This is
    compounded by the Ghosts and their plasma balls.  The Ghosts, by the way, are
    immune to Magnega, so keep that in mind.  You might want to ensnare the other
    three enemies and take the Ghosts out before proceeding, because the aerial
    bombardment can get tricky here.  The single Aeroplane is less of a threat than
    when those enemies are in groups, but don't stay out in front of it long enough
    for it to strafe you with gunfire.  Get up close and personal with aerial
    combos to cut the bombing runs short.)
    Round 23 - Two Soldiers, two Creeper Plants, and two Shamans.  (I.  Hate. 
    Shamans!  Without them, this would be a lovely round entirely.  Try to enter
    this round with at least enough MP for a Magnega charge, because these two are
    highly annoying with their rampant spellcasting.  The Soldiers are, as always,
    pushovers, but don't let them linger too long and start punching you.  They
    have a nice Reaction Command called Cyclone which spins Sora like a missile
    through the air, so use it if you can.  Once you're down to the Creeper Plants,
    you can back off, heal, regenerate your MP, have a nap, go off for tea, and go
    on holiday.  It looks like they decide to lean over and have a snooze in cases
    like this. They can't touch you at a fair distance, and Donald and Goofy tend
    to back off with me, so you needn't worry about them killing the Plants if you
    don't want them to.)
    Round 24 - Three Bulky Vendors.  (This is the equivalent of the round in the
    original Hades Cup when you had to face the Blue Fungus enemies.  Which is to
    say, enjoy this breath of fresh air and regenerate any HP or MP you want. 
    Don't even bother with waiting for their HP to lower, because you recieve no
    prizes in the tournament.  If you are so inclined, you can simply wait whilst
    the Vendors' HP drains out of them at an astonishing rate of its own accord.)
    Round 25 - Cloud and Tifa.  (This feels like a hint of things to come in Round
    49.  Tifa is tenacious, please do not underestimate her because she will badger
    you to no end.  Whereas Cloud likes to stab around everywhere, Tifa will track
    you and come to say hello at the worst times.  Her finisher, a huge wave of
    blue explosions in front of her, can come after she says, "don't say I didn't
    warn you!" or if you hear her shout, "aaaaah!"  I don't think it's Final
    Heaven, because she identifies that move by saying its name, but it hurts
    nonetheless.  Bait her and dodge her punches, which is sometimes easier said
    than done, especially with Cloud attacking you as well.  As for Cloud, remember
    that he is most vulnerable just after this three-stage sword combo, definitely
    moreso than following his lunge attacks.  I've also found how useful Reflega
    can be in this battle.  If you have it on your shortcut and mash the button, it
    can protect you from combos from either opponent, and set you up beautifully
    for a retaliating combo.   Reflega will actually hurt the both of them, if you
    spam it throughout one of their combos!  This expends a lot of MP, but it seems
    to injure them a lot more than it should while keeping you relatively safe, so
    make use of it if you want to lay on some heavy damage with a followup combo
    whilst they're recovering from their attack stance.  Thanks to everyone who
    suggested Reflega; this was a strategy I had not considered previously. 
    Barring this, bait and dodge, retaliating with your own combos, either ground
    or air, but remembering that Guard Break and Explosion are lovely for piling on
    the damage and can hit multiple targets in proximity.  You will likely need to
    heal during this if you get caught in a couple attacks.  Aquire and foster a
    healthful respect for the Final Fantasy characters' power and speed, because it
    will keep you alive later.)
    Round 26 - Two Bolt Towers, two Hammer Frames, and one Neoshadow.  (It is
    almost surprising what a useful spell Magnega is, and the vast majority of
    enemies on which it works.  Even the Bolt Towers will get sucked in by it.  Be
    careful of staying on the ground whilst the Hammer Frames are alive, because
    they love making shock waves.  You should spend a good amount of this round in
    the air anyway, taking on the Bolt Towers.  If you get caught in the lightning
    spheres from these enemies, consider it a blessing and mash Triangle for their
    Reaction Command.  The ensuing explosion can kill other monsters.  Focus on the
    Towers, not only because they're the largest targets, but because they have
    both a ranged physical attack and a shock wave of their own.)
    Round 27 - Two Gargoyle Warriors (Axe) and four Rabid Dogs, followed by four
    Nightwalkers.  (What is it with this game and enemies rapidly spinning at you? 
    The opening move should be your trusty Magnega, followed by lots of blade time
    to start aerial combos.  I have never had much trouble with Rabid Dogs, and
    consider them a baby version of Living Bones in that all they can do is bite
    you, which even in this tournament doesn't hurt too much.  Take out the
    Gargoyles first if you can, and beware of their spinning attack, which sends
    them like tops over several metres of space.  They don't use it a lot, though,
    and are just as easy to dispatch as their sword-wielding brethren.  The
    Nightwalkers also love to spin, but they also succumb to faithful Magnega, so
    you can clean them up exactly like the Gargoyles, keeping in mind that they
    will gang up on you more than those.)
    Round 28 - Two Bookmasters and two Emerald Blues followed by three Shamans,
    followed by at least one Emerald Blues and at least three Silver Rocks. 
    (Another difficult round when you get towards the end.  Bookmasters are
    powerful spellcasters, but as long as you get up close with aerial combos, you
    can control them with little sweat.  The Blues have their trademark tornado
    move, as well as an Aeroga-like spell they use to bash into you repeatedly. 
    The Shamans are horrible, I cannot stress how highly I dislike them.  They love
    their blue fire spells, but that's all they have, so get up close and shred
    them with the Keyblade.  In this particular round, I have only seen them use
    one version of their spell, the one that sends plumes of fire upward from the
    floor.  The other iteration will be outlined in a later round.  Unfortunately,
    the spacing of the three of them makes Magnega difficult to use to full effect,
    and you might get fried by the remaining Shaman's spells in the meanwhile.  I
    always need to cure sometime in this battle, so don't feel ashamed of it.  Once
    they're gone, it's back to the swarm of mage-type enemies.  I tried to count
    the exact number and type of them, but they zip about like insects and it's
    difficult to ascertain.  Make use of the Rock's Reaction Commands, because it
    can rid you of them one at a time from a good distance.  Treat the Blues like
    always.  To a right solid beating.
    Round 29 - Two Gamblers and two Snipers.  (I.  HATE.  NOBODIES!  Gamblers in
    particular can be loathsome creatures, especially if they linger for a while. 
    They have large dice they'll roll after you, card attacks, and if you're really
    unfortunate, you can be turned INTO a die, left to do nothing but bounce around
    and wait for a Drive Gauge to deplete slowly and return you to normal form. 
    Take them out as quickly as you possibly can because they make the Snipers seem
    tame by comparison.  You also have the Warp Snipe Reaction Command for those,
    which further makes them seem like puppies. Don't forget that Magnega even
    words on Nobodies, so enjoy it yet again.)
    Round 30 - Hades.  (Dark Round.) (Hades seems more annoying here than he does
    20 rounds from now.  He will use Firaga Ball almost exclusively, telegraphed by
    him saying, "feel the heat."  This move is trickier than it appears, and can
    hit you at times when you don't think it can.  He'll use it repeatedly, and it
    knocks you backward, so don't underestimate it.  It can be knocked back at him
    by guarding or attacking, though it won't damage Hades.  Reflega can absorb it,
    but I wouldn't waste the MP.  If you are in the midst of a Slide Dash attack to
    close distance to him, you will often go right through a Firaga Ball without
    taking damage, so there are numerous ways to counter it, just be sure -to-
    counter it if you can't dodge.  Aside from that, Hades has a one-two flaming
    punch attack when he says, "take THAT!" but you won't see it too often, nor is
    it particularly powerful.  One nice thing here is that you can catch him with
    extra attacks off of a finished combo; Hades is not quick on his feet when he's
    being beaten up.  His only counter is to poof out of the way and rematerialise
    a couple metres away, when he says, "is that all you got?"  This will annoy you
    because he does it A LOT, usually just before you get to land that nice
    Explosion finisher.  Just keep on him.  He's much less dangerous when you stay
    close to him, because Firaga Ball is largely a ranged attack.  Trinity Limit
    might be nice here, but I usually just combo him to death.)
    ROUNDS 31-40: Cerberus Cup rules. You have Forms available to you, and Drive
    metres fill much faster than normal.  You have a ten-minute timer that will
    make you very thankful for those Forms.
    Round 31 - Two Samurai, two Creepers, and one Berserker.  (This set of ten
    rounds is possibly more difficult, albeit in a steady, unrelenting way, than
    all but one of the 41-50 set.  At the very least, it requires more endurance,
    in my opinion.  I hate Nobodies.  I've said it before and I'll keep saying it. 
    The Berserker in this group is thankfully just that, singular.  If you can
    manage to make it drop its hammer, and are fortunate enough not to get attacked
    on your way to it, grab that sodding thing and use it to the best of your
    ability.  Get rid of that Berserker at any rate, and do it quickly, because I'm
    willing to bet that if you eat an entire combo from one of them complete with
    shock wave finisher, you'll either be dead or clinging to your last hit point. 
    The two Samurai are nearly as dangerous.  You can only endure a couple of
    four-swipe sword attacks here before going critical, and either one of them can
    perform them consecutively.  Don't rely on the Reaction Commands either; Duel
    Stance is an elegant and beautiful way to kill a Samurai, but the penalty for
    making a mistake here is much worse than in a normal setting.  I love Magnega
    for these, as well as any of the more dangerous Nobodies.  Fire off a sphere
    and catch them when they're falling down with an aerial combo.  They aren't
    dangerous if you keep them at a distance, but that leaves you with only the
    option to chip at their HP with magic.  You need to get in close, but be
    careful when you do.  I've had them interrupt my combos with their own.  The
    Creepers are laughable by comparison, so just kill them with combos before they
    have a chance to morph into swords and swipe at you.  I would try to hold off
    on Final Form here, just because the earlier you use it, the more chance you
    have to run out at a moment when you really don't want to later.  Even though
    the metre charges faster, you still have a few moments between one Form change
    and the next, and Leon and Cloud in the last round will take advantage of
    Round 32 - Three strange musical notes in water form and three Dancers.  (Demyx
    isn't around, but you get these water forms just like he uses, only they're in
    the shape of musical notes, and they carry the same Wild Dance Reaction
    Commands.  I haven't yet found a threat from these.  The real danger is the
    Dancers.  Something is a bit wrong with the damage output they programmed for
    these Nobodies in this tournament.  If they manage to grab you by the head and
    swing you around, you'll lose 30 percent of your HP.  Do anything you can think
    of to prevent this.  I've noticed that in groups, they interrupt my combos a
    lot and do that head grab.  By itself, a single Dancer is easier to attack, so
    get out your Magnega, strike them until it fades, and single out whichever
    enemy is the farthest away.  I personally just go for more Magnega.  That head
    grab is lethal, not to mention frustrating, and I'd rather have to regenerate
    MP no matter what round it is.  I even had difficulty fighting them in Final
    Form, because getting up close to them prompts more of that awful head grabbing
    and tossing.  If you're already in Final Form, get them in a Magnega sphere
    before attacking them unless you have one cornered and no others are around.)
    Round 33 - Four Samurai.  (These bastards are horrible in a ground like this,
    and they stick together and attack in sync, which is even worse.  Often, if you
    think you're far enough away, they'll slide forward with their arms spread and
    manage to hit you anyway.  If you're not already in Final Form, this is a great
    place to start.  I usually get hit once or twice whilst attacking them, but it
    doesn't hurt nearly as much as normal Sora being hit by them.  It might be
    helpful to get them with Magnega and then attack, Final Form or not.  It can
    save you some pain.
    Round 34 - Two Sorcerers. (As soon as the round starts, they tend to instantly
    surround you with their floating cubes.  Final Form will make very short work
    of these two, but lifting them off the floor with your trusty Magnet magic
    beforehand makes even shorter work of them.  A relatively easy round.)
    Round 35 - Rapid Thrusters.  LOTS OF THEM.  (This is just like the top of Pride
    Rock, only you're alone and you have that bloody timer to contend with.  This
    is the round that takes me the longest, aside from Leon and Cloud, and possibly
    even more at times.  The best thing you can do is to immediately shift into
    Final Form, toss a couple Magnega spheres skyward, and mash the X button like
    you're trying to break it.  Expend your MP on Magnega and then wait for your
    Drive Gauge to deplete.  Now is when that whole "gauges fill faster" caveat is
    truly great.  You can go from level 2 to a full level 7 in literally three or
    four seconds if you just keep smacking the enemies about, which isn't difficult
    because there are so many of them.  Immediately go back into Final Form, which
    will refill your MP, and start Magnega again. It might not seem to help, but
    every little dent you can make is a good dent.  This one will feel like it
    takes forever, and you may start to worry about the timer.  Just mash your
    attack button as fast as you can.  This round takes me about two and a half
    minutes, making it all the more imperative to use Final Form to the fullest in
    the other rounds.  I think the only really good thing about this round is that
    it's nearly impossible to get hurt when Sora is a silver whirling death dealer
    with two weapons.  I love Final Form.)
    Round 36 - Three Berserkers.  (Final Form is wonderful here, but even better is
    being able to grab one of their hammers and kill two or all three of them
    simultaneously.  I've never done more than two, as that last one always seems
    to decide to do its hammer tantrum just then.  If you'll notice, they shrink
    when they jump on the hammer.  The gangly little sods look silly but are harder
    to hit that way, though you'll probably still hit them in Final Form.  Just
    watch that last hit with the shock wave, as it will knock a chunk of HP from
    you.  I suggest Magnega, then attacking in Final Form, then grabbing the
    nearest hammer and enjoying that and mopping up the last Berserker with the
    Keyblades.  It makes the round go by very quickly.)
    Round 37 - Three Assassins and two Snipers, followed by four Dragoons.  (The
    initial set is easy enough with Final Form, but it seems like a lot of the
    Nobodies don't stay in Magnega spheres for very long at all, popping out almost
    instantly.  I don't know if that's just here, or everywhere.  The first five
    enemies is, nonetheless, simple to dispatch, just keep on them and use Warp
    Snipe if it becomes available.  When the Dragoons teleport in, a few of them
    will do it via their damaging lance dive move, so watch the centre of the
    arena.  They are just as susceptible to the sustained pressure of Final Form
    though, so don't waste any time in ending their lives.  If you see them curl
    into a ball, take those specific ones out before they can lance dive again.)
    Round 38 - Six Dusks, followed by three Dancers, followed by three Samurai,
    followed by four Gamblers, followed by one Sorcerer. (Dusks are as easy as they
    come and shouldn't give any trouble, even out of Final Form.  Now, the Dancers,
    Samurai, and Gamblers overlap with their spawn times.  Once you kill one or two
    of the Dancers, the Samurai will come, and one or two seem to drop into the
    arena as you're fighting, so it might be more than three.  One Gambler shows
    up, and three more in short order, and it's all a steady reason for you to get
    those Dancers and Samurai out of there so you can combo without being
    interrupted.  Gamblers are easier to combo than Dancers and Samurai, even in a
    group.  I guess they move a lot more slowly.  The Sorcerer is just like before,
    but easier as there's just one this time, so kill it and move on.)
    Round 39 - Five Dragoons.  (The fifth seems to come in sometime during the
    fight, but I can't be certain.  Thankfully, this is another species you can
    generally do continuous combo damage to, which is important near the end of
    this particular set of rounds.  Speed is of the utmost importance.  If you fall
    out of Final Form, do your best to land enough blows to refill the metre
    because you'll need it in a minute.  Again, thankfully,  that task takes about
    five seconds.)
    Round 40 - Leon and Cloud.  (I haven't been bothered to find a strategy for
    this outside of berserk mashing of Final Form's attacks.  It might help a bit
    to jump before you attack, as it sometimes evades one or two of their sword
    swings.  Doing the round this way will get you hurt, but it will get you
    through it in time, which is much more important.  You probably won't have the
    luxury of gliding off to regain MP, but that's what Form changing is for.  When
    your Drive metre depletes, and it will, continue your assault.  You need to get
    back into Final Form at all costs.  Heal if you need to, you have a free MP
    recharge coming in mere seconds.  Don't let up on them, no matter what.  They
    will hit you, possibly a lot, but Final Form will hurt them more, and faster. 
    I make it through this round in about one minute forty seconds, so if you make
    it here with around two minutes left, you should be golden.)
    ROUNDS 41-50: No Summons, no Drives, no friends, just your Keyblade, magic, and
    Trinity Limit
    Round 41 - Two Toy Soldiers and two Graveyards.  (This isn't too scary as long
    as you don't engage them at point-blank range for long. Both enemy types have
    attacks that will juggle or immobilise you while you eat damage like yummy
    chocolate.  Have a chat with your friend Magnega, and his girlfriend Aerial
    Combo.  This round should be pretty easy.  Glide away and heal if you must.)
    Round 42 - Two Fortune Tellers and one Living Bone. (Do not underestimate these
    enemies' range!  The Fortune Tellers can cast an ice spell at you even if
    they're off-camera, and the Living Bone is capable of huge leaps with bites at
    the end, not to mention the spinning move.  I recommend killing the Fortune
    Tellers first, because their icy attacks from the sky will keep you pinned so
    the Bone can bash your brains out.  The Bone itself is much less dangerous when
    it's just you and it; it is a large target, and you can keep an eye on it more
    effectively when you glide off to heal.)
    Round 43 - Two Morningstars and two Large Bodies. (One that I've seen a lot of
    people having problems with.  I seem to have a lot more success with aerial
    combos on the Morningstars.  If you think you can make it in time, try a ground
    combo and Explosion, but MAKE SURE you have the clearance, because even if you
    think you do, you usually don't.  If you land a full combo on a Morningstar, it
    will be stunned for a couple precious seconds, which you can use to best suit
    your situation, be it beating it down some more, or getting away from there,
    usually the latter.  And don't forget the very useful Reaction Command when a
    Morning Star leaps over your head.  It can deal massive damage to it, and
    possibly any enemies very close by, though I haven't tested this.  The Large
    Bodies are easier, in my opinion.  They will occasionally pause to think things
    over, and you should have no compunction with scooping out their guts from
    behind to punish them for it.  I suggest keeping them at a healthful distance
    to ascertain what they're up to before trying to attack.  Doing this keeps you
    safe from both their jumping shockwave and punching moves, and lets you see
    their belly slide coming a mile away.  Be sure to jump and glide away from
    this, instead of simply jumping once, because the belly slide doesn't
    necessarily end when the Large Body hits a wall; it will continue for the
    duration of the move, and it's frustrating to get hit in the back after evading
    it.  Once you do get away from it, though, they seem to pause for a bit, so get
    them whilst the getting is good.  This move also bears a Reaction Command to
    help you evade or guard, but I don't rely on it because if you make a mistake,
    the Large Body will hit you three times with impunity, something you do NOT
    want happening in this tournament.  Use your own judgement on this, and do the
    Reaction Command if you feel better with that.  It will stun the Large Body and
    leave it on its stomach, though not for very long, and they seem harder to hit
    than when they're standing. Again, aerial combos are what I like to use, but
    with Large Bodies, you seem to have a bit more time to attack before they hit
    you, at least more time than those accursed Morningstars.  Explosion is a
    wonderful finisher if you can get it safely, but only if.)
    Round 44 - Three Living Bones, two of the headless variety with Shaman riders,
    and one normal one.  (Again with the spinning maneuver?  I recall something
    about Monty Python vikings singing about a canned meat product.  Anyway, this
    one is difficult because not only will they all spin over the arena, but they
    like to run after you before doing it, making it much harder to glide away and
    catch your breath.  I noticed the ones with the Shaman riders doing this
    annoying tactic a lot more than the normal Living Bone, by the way.  Do not
    underestimate this trio of enemies, because they will kill you in five seconds
    if they pin you down.  They are particularly vicious, and will even attack you
    as a group the second the round starts. In a nutshell, this round is ANNOYING! 
    I died just getting this information to include here.  I cannot stress this
    enough, for the entire tournament, but especially this round, MAGNEGA IS YOUR
    FRIEND.  Say it, learn it, and repeat it like a mantra, because it will save
    your life and buy you precious time to heal or get your bearings, not to
    mention some free damage opportunities.  Magnega will take care of all three of
    these sodding things, but not for long, so make good use of it.  Be very
    careful; I tend to fall into a pattern of getting caught with the spinning
    tails and needing to heal, thus having no MP for Magnega, and getting myself
    beaten to a pulp whilst my MP is recharging. Try to have a Magnega sphere in
    the air before you use Curaga, you'll be glad you did.  I must stress once more
    how vicious this particular enemy set is.  The Living Bone with the head on
    will use that head to bite you repeatedly, and it isn't afraid to leap in the
    air to grab you if you're gliding or jumping too low.  And the lot of them will
    use their spinning move so often it will make you swear at the television.  Do
    not assume that you are safe from them at any point; you're not.  Ignore this
    at your peril.  Don't spend any more time on the ground than you absolutely
    have to, and spam those aerial combos right after they scatter from the Magnega
    magic. Try to kill the ones with the Shaman riders first if you can, because
    the Living Bone by itself seems like much less of a threat.)
    Round 45 - Repeat of the 1,000 Heartless Battle (Maybe there aren't quite that
    many, but this is exactly what it looks like.  Use the same Reaction Commands
    and all-out offencive you used there and you should be fine.  The only
    difference here is that you have a one minute timer that counts down, after
    which the round ends; you need only survive.  You don't even have to fight if
    you don't want to, because you can glide around the outside of the stage the
    entire time and never be accosted.  Consider this a breather round.)
    Round 46 - One Devastator and two Hot Rods.  (The Devastator is dangerous, but
    not nearly as much so as the duo of Hot Rods.  Get a Magnega sphere up
    immediately to take them out of the picture for long enough to smack the
    Devastator around, and repeat as necessary.  As for the Hot Rods, Magnega is
    still your best friend, but be careful when the Hot Rods do their driving
    tantrum, because they're often far away from each other and Magnega will only
    grab one of them.  Don't attempt to ground combo them much, if at all, because
    personally I'm never successful with it.  I rely on Magnega and air combos, and
    you should, too.
    Round 47 - One Bulky Vendor, followed by one Living Bone with Shaman rider and
    two Lance Soldiers, followed by two Assault Riders and two Emerald Blues,
    followed by three Morning Stars and five Crescendos (GAH!  I guess they thought
    it wasn't difficult enough so far, because now they lay this bloody marathon
    upon us.  Where to begin.  Well, the Shaman riding the Living Bone takes a
    different tactic this time, using a blue fire attack that has two versions. 
    The first one is avoidable if you're moving, and basically sends several plumes
    of fire up from the ground in a line that has amazing tracking capabilities. 
    If the first one hits you, you'll get hit by all of them, and I believe the
    same goes for any of the hits in the chain, so watch out.  The other version is
    one I haven't found a way to counter at all, in which a ring of blue fireballs
    surrounds you for a few seconds, and then explodes into the same 8-hit chain. 
    If anyone can let me know what to do about this, I would appreciate it. 
    Reflega does nothing, nor does Firaga.  I haven't tried any other spells.  At
    any rate, ignore the Lance Soldiers unless they get in your face, because
    unless they're that close, they really can't do much to hurt you.  You need
    that Living Bone and Shaman out of there, trust me.  Magnega will trap it, so
    as always, use that when you can.  Lay on the aerial combos as thick as you
    can, and try to lessen the amount of opportunities it has to trap you in that
    fire.  The next phase with Assault Riders and Emerald Blues isn't as bad.  Lots
    of Magnega will make you smile, because it works wonders here.  Don't let the
    Blues swarm you with those tornadoes; in fact, I would take them out first as
    they're much more agile than the Assault Riders.  Magega is especially good on
    those, because their bulk allows you to land a lot of hits when they're in the
    vortex.  They also stun wonderfully, so have fun killing these easier enemies. 
    After that, we have the oh so delightful army of three Morning Stars and five
    Crescendos, and I can't stress enough how important it is to KILL THEM FIRST! 
    The Morning Stars are bad enough without five snotty little bastards hopping
    around healing them every five seconds.  Crescendos are defenceless, so get
    yourself a clear area and a few good seconds and end their lives post haste. 
    Do not attempt to take on the Morning Stars without doing this, or you will see
    what I mean by "annoying."  The Morning Stars by themselves are real bruisers,
    but are very vulnerable in the air, so jump and swing away.  They also jump a
    lot, giving you more opportunities to use their Reaction Commands, so if you
    see it, take advantage of it.
    Round 48 - Cerberus (Thankfully, he's only one enemy, and if you stay far
    enough away from him when you need to heal, he can't do too much to you unless
    he jumps over to you.  Watch those shockwaves though!  They happen EVERY TIME
    he jumps, and will knock a lot of HP off of you.  Be careful after you leap up
    to attack his heads, because he likes to jump a lot, and I tend to get hit with
    a shockwave as I'm falling from a jump.  Glide as much as you can and be off
    the ground when he jumps, at least as often as you can do.  This isn't too
    difficult, but it is rather annoying simply because you don't get too many hits
    on him before he turns around or jumps away, so you constantly have to chase
    him down.  All three heads bite, but that seems to be less dangerous than it
    was in the first game.  Try to attack the centre head more often than not,
    because you might be fortunate enough to get Cerberus' Reaction Command, which
    culminates in a move that knocks him out for several seconds and lets you pound
    him severely.)
    Round 49 - Cloud, Leon, Tifa, and Yuffie.  (Holy -crap.- This has got to be
    more difficult than taking on Sephiroth or Xaldin or Demyx.   One strategy
    among many is to chip slowly away at everyone but Cloud using Thundaga, but
    ONLY IF YOU HAVE THE ROOM!  Do NOT jump in there and swing the Keyblade to your
    heart's content.  They will fillet you and serve you up on Sora Sandwiches if
    you try that.  Thundaga is nice because it lets you fry people from a distance,
    but beware of several things.  For one, do not use it on Cloud, because he's
    immune.  You'll only waste MP, and even worse, you'll waste the frightfully
    little time it takes for one or more of them to close the distance to you. 
    Tifa likes running after you, as does Leon, and the both of them will make you
    eat the arena floor if you stick around.  Leon will slash four times, and the
    last one has a delay that has tricked me more than once, so watch out.  He also
    has a fireball that he'll launch at you (listen for him to shout, "here goes!")
    that can track you to an extent.  It's difficult to dodge if you underestimate
    it, so break out that Quick Run and dodge to either side, because it's fast and
    can be used at any distance.  Tifa will attack with her fists in a
    multiple-strike combo, and of course her famous Final Heaven limit, but both
    Tifa and Leon seem easier to attack if you're able to get away from their
    initial strikes, so no matter what anyone else has said, I personally try to
    take those two out first.  Be very careful with Tifa in particular, because
    often, she'll fire off a massive blue wall of fire spheres several metres in
    front of her as a combo finisher, and she doesn't telegraph it at all so you
    never know if it's coming.  I realise that there is more than one strategy for
    this battle, and I am not claiming mine to be the best.  This is one of those
    situations where you need to do whatever works for you.  This fight, more than
    any other, demands that you never, EVER stay in one spot very long.  You have
    four extremely lethal fighters running after you, and Cloud will often just
    rush you and let his sword tip say hello to your chest.  By the way, Cloud will
    also perform a move that looks a lot like Omnislash, only here, he flies around
    the arena at a laughably ridiculous speed, so quickly that you might see him
    more than once as you glide along a wall.  Most of this seems like it's just
    for show, though.  He will attack you, don't think he won't, but treat it like
    any other threat and don't panic; just get away from there.  Don't EVER stand
    your ground when any of the four attack you.  You're not strong enough.  Fight
    like wolves fight; strike quickly and get the hell away.  Cloud has his own
    sword strikes on the ground, which will also shred you up badly, but his
    specialty is a huge leap into a downward strike that kicks up a blue shockwave,
    and is probably the finisher to that Omnislash flight he does.  He says,
    "farewell" before leaping straight up and coming down into it, so you have a
    tiny warning, but it's probably not enough if he's very close to you when he
    does it.  Beware if you're fighting blade to blade with him, because he has
    better frontal defence than a bloody Fat Bandit.  Yuffie is one I would just
    leave for last.  She is the only one who rarely threatens me when I'm fighting
    everyone at once.  If she says, "this one's gonna hurt," she's about to make
    her shuriken larger and twirl it through the air, though I've never seen this
    attack used with nearly the range of Leon's fireball or even Tifa's fire wall. 
    She will teleport with annoying frequency, but just keep up the pressure and
    get away when you need to heal. This has all been for informational purposes,
    mind you.  Things are often very different when you're actually playing,
    irrespective of how much strategy you pore over.  My best advice is to pick
    your target and engage them for as short a time as you can before getting the
    hell away.  They WILL all attack you at once if you get careless, and good luck
    surviving that.  Another tip is not to attempt to attack anyone during their
    particular string of attacks.  I have yet to meet blades with anyone and
    actually deflect their strikes, so it's better to let them attack and just not
    to be in the way.  It gets easier as you take out opponents.  Nobody likes
    dodging Tifa or Cloud, only to be hit with Leon's fireball when they go to
    complete a nice combo.  TAKE YOUR TIME!  This is not a short battle, and there
    is nothing you can do to make it that way.  Thundaga is good for chipping away
    at peoples' HP bars, but not if you have no MP because you just got caught in
    the middle of a four-way gangrape and had to heal.  Chances are, if you think
    you have enough room to attack with a full combo, then you better have made
    sure nobody was rushing you beforehand. Take this fight slowly and wisely, and
    heal every time you think you need to.  That's all the advice I can give.) 
    (Editor's Note: since beginning this FAQ, new information regarding Reflect
    magic has been brought to my attention.  (Credit goes to Centarox from the
    Gamefaqs message board for the game.) The strategy for Cloud and Tifa alone in
    Round 25 includes this, but I need to remind you here.  Reflect is a much, much
    better spell than I previously believed, and Tifa in particular is susceptible
    to it.  Be careful with using it in this battle, because you're under twice the
    opposition and can easily be beaten silly the instant you stop spamming Reflega
    to try a combo on anyone.  Tifa, however, can actually be defeated entirely
    with Reflega; it somehow damages her greivously at the end of her combo.  This
    will work for anyone, actually, even Cloud, so try it and see how you like it. 
    Do not attempt to do this for long, however.  You are under an assault the
    likes to which little else in the game can compare, and being caught off guard
    is lethal here.  It can make your day, though, if Tifa is put out of commission
    a minute into the fight.  Just don't rely on it exclusively.  Remember to
    strike just after opponents finish their combos, because a good Keyblade run
    can do just as much damage, and Explosion hits everyone in range.)
    Round 50 - Hades. (It's almost funny that they chose to end this nightmare with
    such a relatively easy boss battle. This is the same thing as the Hades fight
    way back when you had Hercules to help you out, complete with Aura powers and
    everything. Hades gains a new attack, where he creates a circle of fire around
    himself, which explodes into a large flame pillar. He usually sticks to his
    fireballs (listen for "feel the heat" to warn you,) so treat him like you did
    before, save for the increased damage he'll do to you. Just heal when you need
    to. I can't imagine having much trouble with this battle, especially not after
    that last one.)
    --Questions And Thoughts You May Or May Not Have--
    1) I love your FAQ!  Thank you!  -- Oh, you're so kind. =)
    2) I hate your FAQ! You're a tosser!  -- Don't use it then.  Write your own,
    but please include even more information than I have.  If you can do better,
    maybe I'll use your FAQ instead.
    3) Your strategy on <thing> is flawed!  You should do it this way!  -- Use the
    email address I have provided and send that to me.  I welcome other gamers'
    thoughts, as evidenced in the Reflega strategy for Round 49.  If someone
    submits a valid strategy that I try and like, I will gladly edit the FAQ to add
    it, and give credit to the person or persons who suggest it.  This FAQ was
    written for all of you, so all of you have the opportunity to contribute.
    4) Hades Paradox Cup sucks!  -- Yes, yes it does.  It bloody well does.
    5) You spelled <this word> incorrectly!  -- Please don't submit nitpicks like
    this unless I have somehow made blatant and repeated errors.  I am fairly
    confident in my grammar and spelling, and if it bothers you that much, I will
    consider input, but probably less so that contributions on gameplay and
    strategy, the whole reason for this FAQ to exist.
    6) I love your FAQ!  Have my children!  -- No thank you, but aren't you a
    sweetheart for asking. ^_^
    And there you have it.  These certainly aren't the only ways to go about this,
    and a lot of the enemy observations might simply be my own experience; you
    might have a Berserker leave you alone more than I did, or find that you'd
    rather jump into the centre of a group and claw your way out, if you prefer
    living more dangerously.  I only offer these thoughts in the hope that it'll
    save some of my fellow gamers a little stress.  Thank you for reading my FAQ,
    and happy battles to you!
    Suggestions, constructive critisism, and sweet, sweet compliments may be sent
    to pavlovclearstone@hotmail.com. 

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