Rockman 2: The Power Fighters/Megaman 2: The Power Fighters FAQ/Walkthrough v 0.02 Author: XZerOX aka LiquiDZerO Created: January 26, 2002 10:28 PM PST Last Updated: February 3, 2002 9:07 AM PST E-Mail: xXLiquiDZerOXx@hotmail.com - please read my conditions before wondering why I haven't responded. Note this Faq is far from complete, so do not complain if a large amount of info is missing. Players: 1-2 Buttons: Joystick and three buttons Copyright 2002 Frederick Macapinlac This document is protected by International Copyright laws. You can save this document onto your computer and use it all you want, you can send it to you friend if you want too, heck send it to your mamma if she's into Rockman. Do not burn or copy this file onto a disc and sell it with other faqs, do not send this file to anyone with the intention of doing so either. Do not reproduce this document onto any writen document as well. For now GameFaqs is the only site allowed to carry this Faq right now. If you have a little site, feel free to post this up with credit to me given. If you are a major carrier of faqs and other game information, e-mail me about carrying this document. If I've left anything out; any other questions you have, please e-mail me (found at the bottom of this document are conditions for mailing me.) I. Rockman 2: The Power Fighters In the year 20XX robots and humans live happily together. Until… a. series story summary (if you know, just skip) Rockman, other wise known as Megaman here in the states, is a series of games by created by those wonderful folks at Capcom. Staring a little, well back in the NES days, blue robot named Rockman. Rockman was created by Dr. Thomas Light (Right) with his partner Dr. Albert Wily. Dr. Light believed that robots should be used to aide humans, and with the aide of Dr. Wily created a group of robots in order to help humans in their future endeavors. The first few robots created were Blues, Rock, and Roll (a house cleaning robot) naming them after his favorite genres of music. Also created were robots designed to do construction and various other forms of factory work. Unfortunately (fortunately for the player,) Dr. Wily had other things on his mind, like world domination. He had stolen most of Lights blueprints and many of his robots, including six of his main ones. He had then converted them into evil robot masters bent on world destruction. Prior to Wily’s thievery Blues had run away, leaving Light with only Rock and Roll. Rock understanding the gravity of the situation, offered to undergo transformation into a fighting robot, and thus Rockman was born. Rockman and Wily had many encounters, well actually six. Each time Wily creating more and more robot masters, and many times Blues came in to aide his little brother defeat Wily. Wily being sick of always losing created Forté in order to destroy Rockman once and for all. His first mission was to gain Rockman’s trust in order to sneak into Light’s lab and steal an upgrade for Rockman and Rush (his trusty dog robot.) Forté then used it for himself and Gospel (his trusty wolf/dog robot.) At the end of this encounter, to Wily’s surprise, Forté began to ignore his commands and then ran away to destroy Rockman himself (cause Wily really sucks at that.) After the introduction of Forté we have a new robot named Duo. He crash landed on Earth after having a battle, and is now trying to eliminate all the dark energy from the planet. b. introduction This is the second Rockman arcade game, the first being Rockman: The Power Battle. This was only released in Japan to my knowledge. However, if you’re using the Kawaks emulator go into the Game -> Region Code and input 2. You then have an English version complete with the “Winner’s Don’t Do Drugs” statement from the government. I just found this out recently thanks to the GameFAQs messageboard. Anyways it’s a fighting game, similar to the hidden fighting game in Rockman 7. In this version you get to use Rockman, Blues, Forté, and the new guy Duo; each character having their own storylines. After selecting your robot you are then taken to the Story Screen. Here Light gives you the message that Wily raided his lab again, taking special parts, and kidnapping Roll. You then choose your path… c. name changes here are the Japanese to English name changes for the characters in the game: Japanese English Rockman Megaman Blues Protoman Forté Bass Gospel Treble Otherwise everyone has the same name. d. Gameplay Basically you have a joystick, and three buttons. I haven’t played this on an arcade, so I don’t know the exact layout. You have a shoot, jump, and special button; and each has their own function (wow really?) Shoot allows your character to shoot a projectile, in Duo’s case extend his hand. If you hold the shoot down until your character flashes blue they shoot a medium sized shot, in Duo’s case he actually shoots a projectile. Holding shoot until your character flashes yellow allows them to unleash their buster attack. If you hold up while releasing a buster shot your character will do a special attack. According to the GameFAQs board, Duo has another special attack, but I haven’t been able to pull it off, nor has the correct way of doing it been verified. Specials will be covered when I do the character sections. Pressing jump surprisingly allows your character to jump on the screen, once you obtain a special part your character will be able to do a super jump by holding up while pressing jump. This allows the character to jump to the top of the screen and float a little longer if you hold jump. Also, just like the first game, you can wall jump by holding the direction and pressing jump when you hit a wall. The most important feature is the dash, you can do this by holding down and jump, each character has his own unique dash. The special weapon button allows you to scroll through the weapons you have obtained from bosses and use them by pressing shoot while the weapon is selected. At certain points in the battle Eddie will beam in and toss you a canister, running over it allows the character to call a special helper. Getting these specials requires weapon energy so any weapon you have selected will be changed and you will not be allowed to switch weapons until the special is gone. It gets annoying when you’re using the bosses weakness then you get stuck using your normal shots. Gone are the stages that made Rockman a platforming staple. In this game, it’s just pure boss battles here. Unlike the first game, you now have full control of stage selection instead of that roulette where you had to time your selection. This makes the game much easier since you can choose your stages allowing you to exploit bosses weaknesses. Once in awhile when you attack bosses they drop little orbs. Green orbs contribute to score and getting a lot of these helps your health. White orbs with yellow rings contribute to weapon energy, yellow orbs with yellow rings contribute to your health much more then the green orbs. After defeating a boss they explode, releasing lots of green orbs, yellow orbs, some white orbs, and a special large blue orb with two red rings. Similar to the first Rockman game, you must pick this orb up in order to use the boss’ weapon. Be quick about it though, as you have a limited time to collect your spoiles. The battle screen is as follows. On the upper left and right, you have your player’s head portrait. Next to it is a bar showing your life energy, obviously when it’s gone you die and have to put more coins. When a special weapon is selected it will show a little portrait of the weapon and next to that is another gauge. This is how many times you can fire your weapon. Some weapons will take more bars then others so watch how many one shot will do. Take note your character will change color depending on the weapon. In the center next to the energy bars is the timer, once again very obviously you must complete the stage before the timer is gone. At 20 seconds you will get the message to hurry up. Beneath the timer at the bottom center is the bosses health gauge, accompanying it is their name. This bar will start out low the first stages, near completion of the all bosses, the bar will be extremely long. This mean you may run out of the weapon that is their weakness before finishing. Either hope you get a white orb, or use another or your regular weapon. II. Characters a. Rockman/Megaman …Otherwise known as the Blue Bomber. He’s the guy to the far left of the player select screen; in the light, and dark blue outfit. I bet you recognize him from the intro. Anyway, armed with his trusted buster arm cannon Rockman slides for his dash. His slide is fast, can be done repeatedly without lag making him go across the screen fast and can slide underneath bosses with relative ease. Rockman calls Rush for his helper. Jumping on Rush allows Rockman to use the Rush Coil ability. Charging for a buster shot makes Rush transform into Rush Jet and ram into the boss. Sorry can’t fly on him this time. It also should be noted you aren’t invincible so don’t recklessly get hit. His special move is the Uppercut Attack! Can anyone say sho-ryu-ken? He jumps really high when doing this, a very cool move indeed. With upgrade the height is reduced but you have a stronger punch, and instead of a yellow flame from the hand you have a blue one. b. Blues/Protoman Rockman’s mysterious older brother. Next to Rockman, he’s dressed in grey with a red helmet, belt and gloves; with a yellow scarf and some mysterious shades to boot. My personal favorite with Zero, dashing with him allows Blues to dash with his shield in front of him. Cannot be repeated as fast as Rock, it’s the second fastest dash. Since he isn’t sliding along the ground you will have to watch how high the bosses jump before doing this. Blues whistles in Beat, sounds similar to how Rock did it on the NES, beat does not join in the fight. Blues special is an attack that makes his blaster shot turn into a huge energy ball that doesn’t travel far from his body. He makes a short dash before executing as well. Not that spectacular =/. Somewhat reminds me of Sakura’s charged up hadouken. c. Forté/Bass Wily’s wily creation, a reall badass. Right next to Blues, he’s mostly black and grey. Can’t really describe him, but when you get used to him he looks really dope. Shooting green plasma shots, dashing makes Forté gain a little altitude as he jets across the screen with his boot rockets. This is a kinda tricky dash, I’m not really good with him and tend to hit an enemy unless the boss jumps high. You can also dash mid-air. Note this has a little longer lag time then Blues, and since he leaves the ground do not use this when picking up victory spoiles. Forté’s trusty helper is his dog/wolf? Gospel. Gospel is of the attack nature, and only does this, the tradeoff is being a little stronger then Rush, and looking really sick. Forté has the crescent kick. Forté makes a little jump and proceeds to do a flash kick with a green trail left in his wake. I personally really like this move a lot, I find it easier to connect with for some reason. With upgrade you receive a double crescent kick. d. Duo This mysterious new character introduced in Rockman 8 is really huge looking. At the far right of the screen, I think he has the worst character design ever. Looking at his head in the fighting screen, he looks like a transformer, that guy the turned into an ambulance (was there one, I forgot I was only 4 at the time.) For some reason he seems to be extremely strong. Being so large he is heavy and has a weak jump. His dash is a bash that can actually hurt the enemy if connected correctly. Very large amount of lag time when you’re done, this is the slowest dash. A regular shot just makes Duo extend his hand, medium charge is a regular shot, while a charged shot is a huge energy wave that looks like a giant hand. He calls forth on Beat, the special is just like Blues. His special consists of an uppercut with his big hand. I don’t like this new character, I think he’s a loser, but he seems to be very strong. III. Upgrades I’m not quite sure what variables determine which upgrade you get at the moment. The stage which you get the upgrade seems random as well. But, depending on which character you are, and which story mode you’re in you will receive one of the three following part upgrades: super jump, strength upgrade, and weapons bar upgrade. If you have super jump, holding up with the jump allows you to jump to the top of the screen and holding jump while doing this allows you to float for a little while. The strength upgrade will improve your special move, I’m not sure what happens with Blues or Duo. Weapons bar upgrade will enlarge the energy bar for your weapon, allowing you to use it more times. I also think it makes your normal weapon hit a little stronger. IV. Walkthrough Ok you’ve picked your characters now the next screen is the story selection screen. Reading Light’s message you learn that Wily has once again broken into his lab (sheesh you’d think he’d get better security.) Wily has kidnapped Roll and stolen some experimental parts he was working on. You now have three options: Capture Wily, Rescue Roll, or search for Light’s missing parts. What’s your agenda? Each section allows you to deal with a mixed set of bosses from different Rockman games from 1-7. Somewhat disappointing seeing as how they feature a character from Rockman 8, yet none of the bosses. Even worse, some of these bosses were in the previous arcade game, or should I say most? Anyway they’re a complete mixture instead of the 1-3, 4-6, 7 business they did the last time. What is unique is that depending on which mode you choose after a certain number of battles you will get a special experimental part that Light was working on. They tell you to be careful as the part is experimental, but I don’t know what they mean. Anyway time for the walkthrough… I will put the boss weaknesses in the beginning if you just wish to know them. You don’t really need my help, just listen to Light’s advice and you should figure out which weapon to use. If you want a little more help I’ll list the bosses in the order I used, with general strategies. If you want to find out a boss’ weakness the first time you hit them with it, the game will pause and show the boss be hit multiple times. From then on there will be a special animation showing them get knocked down. Wait for them to get up before hitting them again. a. Capture Wily! BubbleMan Light’s Advice: You can’t move when you’re caught in Bubbleman’s bubble. Attack with a weapon that can cut through the bubble! Translation: Don’t get hit and use Shadow Blade (Morrigan from Vampire Slayers calls it shadow braid hahaha) Stage Music: BubbleMan Stage Remix Stage: Underwater aquarium If this is your first stage this is terribly easy. Just repeat your special attack over and over. Bubbleman will be knocked down, once you hit, charge up your shot and wait til he gets up and knock him down again. To bad the fight will be finished quickly, I really like this remix. Pick up the blue orb, but do I really need to tell you that? Light calls in telling you: You should be able to find Wily by defeating his robots. Be careful and good luck! You’ve Got!!! Bubble Lead: This weapon shoots a giant bubble that will go along the floor and travel up the wall. HeatMan Light’s Advice: Heatman will try to do bodily crash if you get near him! There must be one weapon that extinguishes fire. Find it and you will win. Translation: Don’t get hit and use Bubble Lead. Stage Music: HeatMan Stage Remix Stage: a platform inside a volcano Stay away and let Bubble Lead roll across the ground to hit HeatMan. Works much better then hitting him up close. Again you should defeat him with relative ease. After this stage when using Forté and Blues, Wily had appeared. In danger mode the flames he throws across the ground are much larger You’ve Got!!! Atomic Fire: This weapon was much better in Rockman 2. Similar to Bubble Lead, you shoot this out and flames will travel across the ground. FlowerMan Light’s Advice: The Plant Barrier is powerful, the opponents attack will be useless! Burn him with the “flame” weapon! Translation: When he uses Plant Barrier, do not attack. Use Atomic Fire. Stage Music: CrashMan Stage Remix Stage: Robot Egypt Let Atomic Fire run across the ground. FlowerMan will enter danger mode and will use Plant Barrier often while calling on little flowers to shoot you. He will also call a plant barrier that ricochets off the wall. You’ve Got!!! Plant Barrier: You’re shield weapon for this game. Consumes a lot of energy to summon a plant barrier, you can release this anytime and it will shoot in the direction you face. GyroMan Lights advice: You’re best chance is when GyroMan is on the ground. A multi-angle weapon is effective against mechs. Translation: Keep him on the ground and use Plant Barrier. Stage Music: GyroMan Stage Remix Stage: Similar to previous game, just not scrolling. This one is a little trickier. Keep your Plant Barrier up, do not release it. Since you stay close you might get hit, just watch out for his propellers. His danger mode is to fly to the middle of the screen and release multiple propellers down the screen. The bosses now guard more often. When I ran out of PB I used crescent kick. For some reason I didn’t run out with Rock. Another weird thing is that I received a plane with the orbs after beating him. You’ve Got!!! Gyro Attack: This is a pretty cool weapon. What it did was shoot propellers horizontally and you would be able to pick if it went up or down by tapping on the stick on their respective directions. This kinda became a hassle in the heat of battle as you would move your concentration on where to go, to where the propeller went. Now, it auto tracks where the enemy is and goes where it is. CentaurMan Light’s Advice: You can go through his legs by sliding if you time it right. CentaurMan can’t jump, remember this! Translation: I have no clue what he’s talking about. But jump over him and use Gyro Attack, it will auto-target and go down when it’s by CentaurMan. Stage Music: GarbageMan Remix Stage: Floating platform overlooking the city, says Wily on it. Basically same advice as in the translation. You most likely will run out of gyro, so use special and your helper if you get him. He will shoot arrows and call HardHat Harry’s (metops.) In danger mode, he will receive a halberd and dash and slash at you. You’ve Got!!! Centaur Arrow: I really dislike this weapon it’s really hard to aim. I don’t know how it decides if it shoots diagonally or horizontally. ShadowMan (yup what a badass) Light’s Advice: This is a mysterious robot that attacks with ninjitsu. You could easily defeat him with a weapon that shoots vertically. Translation: Use Centaur Arrow. Stage Music: ShadowMan Stage Remix Stage: City Freeway similar to previous game I have an affinity towards ninja’s, they’re really cool. He seems to be similar to Hanzo from Samurai Shodown (capcom vs. snk? Haha.) Anyway, he shoots 1-3 shurikens across the screen. Also jumps high and slides. Runs like a ninja, and does the Hanzo’s fake wood attack. In danger mode he’ll ride a big frog it has a deadly flame attack (why does this seem really familiar, no not to Hanzo) and call in those annoying one-eyed jumping things. Hard to kill because Centaur Arrow is a stupid weapon. You’ve Got!!! Shadow Blade: Really cool weapon. Too bad it doesn’t go back to you like it did. Wily Stage 1 Mad Roller: Weakness: Centaur Arrow Stage Music: Intro Stage song remix from 7 Stage: Inside Wily Mech Do I have to use this weapon again?!?!? I’d much rather use a charged shot. Do not get run over, jump over his Mohawk when he shoot it. In danger mode he will get much more aggressive and begin to smash you with his roller. Wily Stage 2 Wily Machine: Weakness: Bubble Lead Wait until he recovers after you shoot him. He will have the shield robots annoying you, will also shoot out little Wily bombs. When the jaw opens Wily will shoot out a little bubble blast that will bounce up really fast. After danger mode, he will shoot out large laser blasts and a little tracker thing will follow you. Don’t worry until the tracker beeps faster, then get out of the immediate area, a large cluster blast will occur. When you destroy this mech, you will see his familiar escape vehicle from the last game. The timer is not by seconds this time (thank god) but in fact by rounds. You will have 9 rounds to destroy the mech. Charged shots will do, but sometimes the game decides to be cheap and Wily will disappear before the shot hits him, no matter how close you are. It is not necessary to defeat Wily for the story, but you will not have completed the stage if you do not defeat him. Congratulations you beat Capture Wily! Mode. You will be treated on an ending depending on your character, and if you manage to beat the game really quick, you get a little extra clip. You’re scores will be tallied against anyone in Capture Wily mode. b. Rescue Roll! DiveMan Light’s Advice: DiveMan’s missiles will chase you! Use a weapon you think is useless underwater. It will work very well. Translation: Well, when electricity comes into contact with water, well it shocks everything. I’d think I’d be great to use to hurt things in water. Great thing this isn’t based off the real world, or you’d be blown up too. Stage Music: DiveMan Stage Remix Stage: Underwater Aquarium If you’re on your first stage this should be a breeze. He recovers much faster then BubbleMan so just charge your shots and avoid him. After the battle Light tells you: A Wily robot must have kidnapped Roll. Hurry up and chase the robot! You’ve Got!!! Dive Missle: Pretty good weapon you have there. Great for distances, it will home in on your target. SlashMan Light’s Advice: This robot moves very quickly you better beat him as fast as possible. He does not have any projectile move. Shoot him from a distance. Translation: He is a very fast bot, but he needs to be in close range to damage you. Dive missile is a great weapon, if you’re far it’ll track him down no matter how fast he moves. Stage Music: SlashMan Stage Remix Stage: Inside the volcano, but this time it’s filled with water? Just stay as far as possible and you shouldn’t be in big trouble. He will also drop these eggs that splatter red gunk. If one lands on top of you, you will not be able to move or shoot. If you land in the gunk, you can shoot but not move. Also has a lot of jumping and body attacks. You’ve Got!!! Slash Claw: This is a simple melee attack. I put great range before, but actually it’s bad. I personally didn’t see much use for it. CutMan Light’s Advice: Watch out for the scissors on his head and you will win easily. There must be a harder weapon then the rolling cutter. Translation: His scissors slowly travel back to him like boomerangs. I guess Light must mean shaper, so in this case use Slash Claw Stage Music: CutMan Stage Remix Stage: Near a freeway Use Slash Claw at him. He will fall down. He will get back up. Hit him again, lather, rinse, and repeat as necessary. If for some reason you let him get away when he’s in danger mode he will cut a hole into the background and jump into it. Then you will see four of his scissors cutting more holes in the background and he will jump out and shoot a bunch of scissors at you. His rolling cutters were faster in the last game. You’ve Got!!! Rolling Cutter: Just like CutMan’s but much faster, it’s really great. Boomerang type weapons are really cool. When you shoot them, if you catch them again you won’t have lost any weapon energy. ShadeMan Light’s Advice: His “supersonic waves” reflect off the walls. Aim at his wings, cut them into pieces! Translation: Being a bat robot thing, he shoots waves which echo off the walls, so they come back at you! Cut huh… Stage Music: ShadeMan Stage Remix (very cool) Stage: Air Place I’m playing each stage as I write this walkthrough. I’m extremely pissed. I used Rolling Cutter to find I don’t get the weakness animation. So I switch to Slash Claw and that knocking him down. Switching back to Rolling Cutter in the middle of the battle, I finally get that animation. Maybe you must hit him on the return. What Light didn’t tell you is that upon return the supersonic waves charge ShadeMan allowing him to shoot a larger stronger version. You’ve Got!!! Crush Noise: I pretty much explained how the weapon works above. Rather one of the unique weapons in the series, not like all those stupid shield weapons. StoneMan Light’s Advice: You have no choice but to avoid the Power Stone, time your jumps! He is weak against unexpected attacks. Sound for example… Translation: When you see a big hand come out of the ground, jump! Unexpected attacks?!?! How is sound an example?!?! Anyway use Supersonic Wave. Stage Music: StoneMan Stage Remix Stage: Robot Egypt I like this remix as well. You can hit him anyway you want with Crush Noise, I prefer to charge it up. He does block and summons up walls beneath you. Jump over these and either a) wait for them to disappear or b) destroy them yourself. He also likes to pull that jump over you and smash attack from 5. Power Stone will knock you down if you get hit so try to jump over it. You’ve Got!!! Power Stone: This use to be a semi-shield that was made with three rocks that floated from you to away the screen. It was really easy to aim by just going close to the boss and releasing it. Now it’s a giant hand. Really hard to hit enemies that enjoy jumping, like the one who’s weak to the weapon. Maybe they should have called it Power Hand? Or Giant Earth Hand. Doesn’t look much like stone. ElecMan Light’s Advice: ElecMan’s Thunder is long and powerful. Distance is the key! Use an electric proof weapon to stop him. Translation: As far as I’m concerned I think lightning doesn’t travel to well through Earth, so use Power Stone. Stage Music: ElecMan Stage Remix (note: I’ve heard reports of people hearing the original NES track. Also going through the sound test, the original track is indeed in there listed in 02EE and another file.) Stage: Floating Wily Platform overlooking the city He jumps a lot. Very bad, seeing as how the weapon he’s weak to scrolls across the ground really slow. Shoots beams that hurt a lot. In danger mode, he’ll summon an electric shield, I could still hit him with power stone though. Maybe use a charged shot? Or Crescent Kick? Oh yeah, I’m using Blues damn…. You’ve Got!!! Thunder Beam: This shoots in three directions: above you, below you, and horizontally. Looks more like that one guys in Rockman 7’s weapon. Although Elecman’s original weapon did do the same thing. Wily Stage 1 Yellow Devil: Weakness: Thunder Beam Stage Music: Same song from the previous arcade release Stage: Wily Mech He’s really annoying. He’s got a bunch of attacks from summoning little versions of himself, to splitting into for cubes that go rebounding against the walls, and to forming a large ball that hovers and shoots beams from the eye. Shot the Eye with Thunder Beam. Wily Stage 2 Willy Skull thing: Weakness: Slash Claw Same strategy as the other version. He’s guarded by that stupid chopper thing that shoots in three directions. Since you need slash claw, you will have be closer than before. Or you can just not use the weapon. V. Credits Well thanks to those who emailed me (well no one yet.) If you feel you need to be mentioned for something and were not, it's because you didn't tell me about it. But for those finding info from the Gamefaqs board, if the info you put was before the creation date let me know, because I found some information from there and I can't remember who exactly posted it. About Duo's second special, I can't confirm it, so you get no credit. This is were I get to put the people that found the stuff I didn't find: Orochi17 - about converting Japanese Rockman into english Megaman! Capcom - for creating such a fine character, although they've made over 50 titles with this character (including a horribly bad soccer title) I still luv ya guys! VI. Outro Well that's it for now. Just to let you know I did finish the Search for Missing Parts! section of this walkthrough. But I got the memory overload screen. (the blue screen of death for win XP?) What you see after the word weapon is what was left. So I do congratulate you on beating that last section. There will be more to come. Next Release: Complete walkthrough on all the modes Detailed description of all danger modes for bosses Conversations Ending Dialoge My Review for the game More gameplay information Some good old ASCII artwork A table of contents Maybe a graphical revision of the document Maybe author information Legal Issues and Disclaimers I do not sell, purchase, distribute, nor dump rom files. Right now, by International and US copyright laws the illegal distribution and usage of Roms is prohibited. I once again state, all mails recieved concerning the above actions will not be read nor tolerated, so do not mail me about it. All characters in this document are property of Capcom, if a character mentioned above belongs to another company let me know immediately so credit will be given. This document is protected by International Copyright laws. You can save this document onto your computer and use it all you want, you can send it to you friend if you want too, heck send it to your mamma if she's into Rockman. Do not burn or copy this file onto a disc and sell it with other faqs, do not send this file to anyone with the intention of doing so either. Do not reproduce this document onto any writen document as well. For now GameFaqs is the only site allowed to carry this Faq right now. If you have a little site, feel free to post this up with credit to me given. If you are a major carrier of faqs and other game information, e-mail me about carrying this document. If I've left anything out; any other questions you have, please e-mail me. E-Mailing Me Most of the issues have been explained above. I would like to note that the address above has been used by me to sign up for a lot of different organizations with this email, including my yahoo mail, and as a result, I've been clutered with junk mail. So basically that's not my personal mail. I only read it about one to two times a week. I will not tolerate spam nor any other soliciting, nor any stupid questions that can be answered on this faq as well. I will only read for any corrections, mistakes, or secrets not disscused in here.
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