-------------------------------------------- ------------- TABLE OF CONTENTS ------------ -------------------------------------------- 1. VERSION HISTORY ------------------[VST] 2. INTRODUCTION TO ALBATROSS 18 -----[ITD] 3. GAMEPLAY -------------------------[GPY] 4. TIPS AND STRATEGY ----------------[SRT] 5. REFERENCE ------------------------[RFR] a. List of Bonuses .............[RFRa] b. Experience points ...........[RFRb] c. Tournaments .................[RFRc] d. Glossary of terms ...........[RFRd] 6. EQUIPMENT CATALOG ----------------[EQP] a. Scout .......................[EQPa] b. Hana ........................[EQPb] c. Uncle Bob ...................[EQPc] d. Cecilia .....................[EQPd] 7. WALKTHROUGHS ---------------------[WLK] a. Blue Lagoon & Blue Water ....[WLKa] b. Sepia Wind ..................[WLKb] 8. CONCLUSION/LEGALESE --------------[CNC]
-------------------------------- -- 1. VERSION HISTORY - [VST] -- --------------------------------
v1.76 - Jan 28 2006 Updated the catalog, some reference information and the Introduction section.
v1.68 - Jan 12 2006 Updated the catalog (new character, clubs, and clothes)
v1.57 - Jan 04 2006 Various revisions.
v1.55 - Jan 03 2006 Completed Equipment Catalog.
v1.45 - Dec 28 2005 Completed walkthrough for Blue Lagoon and Blue Water, minor corrections.
v1.34 - Dec 26 2005 Completed EXP and Trophy info, added Phoenix Bonus to the Bonuses reference, added a glossary.
v1.27 - Dec 11 2005 Added Tournament info to Reference section.
v1.22 - Dec 04 2005 Added EXP tables and created the 'Reference' section.
v1.12 - Dec 02 2005 Minor corrections.
v1.11 - Oct 29 2005 Added a guide for the Sepia Wind course, minor corrections.
v1.00 - Oct 23 2005 First version. Created Introduction, Gameplay, List of Bonuses, and Tips section.
Welcome to Albatross 18! The first time you play, you'll be whisked off to a tutorial that'll give you a pretty good feel for the game. Even though you're free to skip it, I would advise completing it -- doing so will earn you Papel the Shopping Bag (I'm not making this up) as your caddy. Not only is it the cutest shopping bag I've ever seen, Papel also gives you +1 control.
Anyways, after you log on and choose your server (well, right now there's only one) there's four modes:
- Practice (which is the tutorial and you should already have finished it) - Versus (you can make rooms and play with two to four people, taking turns) - Tournament (you can play full courses with ten to 30 people, and everyone goes at once rather than take turns. Quickest way to play a full 18 holes.) - Family (allows up to four people to play with one computer and one account. No EXP/Pang is earned, but items used in this mode aren't used up so it's a good way to practice)
Tournament mode is great for earning Pang, the currency of Albatross 18 (In versus or tournament mode, if you play the full 18 holes and beat your old course record, you earn 1000 pang. If you've never played the course, you just have to beat par). However, unless you've got several people to have a tournament with AND you finish in the top ten, the EXP is rather low (You get EXP whenever you finish a round of golf, and it determines your rank. Certain caddies and equipment are restricted to players of a certain rank.)
Versus mode is great for EXP, plus you can play 3, 6, 9, or 18 holes instead of being forced to do at least 9.
Once you're in a lobby, you'll be able to access your closet (where you can change the clothes and equipment you're wearing), as well as the various stores (The item shop sells one-time use items, the character shop sells equipment and clothes for your character, and the caddie shop sells caddies). You'll notice that you start off with 3,000 pang and a selection of items. Personally, I would save your pang for now -- the only clothes you can buy with 3,000 don't affect your stats at all. But if you don't care for stats and just want to look stylish, hey, it's your money.
However, if you go into the item shop, and click the Equipment tab, you'll see arrows next to your Control and Accuracy attributes. Well, your ball and clubs have "slots" - they allow each stat to be upgraded once, for a cost. These are the cheapest upgrades you're going to get, and you'll probably want to upgrade them sooner or later, so why not now?
By the way, if you're wondering about the stats, here's what they all do: Power - Affects how far you hit with your woods. Your average drive with a 1W is (200y + 2*Power). New players have 15 Power, so, 230y. Control - Affects the speed of the power bar when you shoot. More control makes it move slower, making it easier to hit more accurately. Accuracy - Affects the size of the pink zone (see Gameplay). If you have a lot of accuracy, shots whre you miss hitting a pangya (read on) will still go fairly straight. Basically, it gives you a wider margin of error. Spin - Affects how much you can spin the ball while shooting. Curve - Affects how much you can curve the ball while shooting.
(!!) New players should not worry about improving Accuracy. You start with a necklace item. As long as you are a Rookie, this item effectively maxes out your accuracy. The effect isn't shown in game lobbies, but believe me, it's doing something. When you hit Beginner and the necklace stops working you'll realize how much of an effect it had :)
Anyways, now that you've got the interface all figured out, and maybe you've upgraded your character just a bit, it's time to play golf! Head into a waiting room, or make your own. If you've been in and out of rooms, you'll have noticed there's four different courses. Blue Water and Sepia Wind, the "AA" difficulty courses, reward you with much more pang for finishing each hole (and for finishing a round), but Blue Lagoon is a lot easier and has fewer obstacles. (North Wiz is probably between the two in pang earned and difficulty -- don't let its "A" difficulty fool you.) I'd recommend newbies stick to Blue Lagoon until they get a feel for the game.
Shooting the ball in Albatross 18 couldn't be easier. Hit 0 to go into top-down view; this will give you a much better idea of where your ball is going to land. Move your target left and right with... left and right, and remember to compensate for wind. Now hit 0 to return to "normal" view.
(!!) The little triangle in top-down view indicates where your ball will roll to, NOT where it is going to land. Generally, when you're shooting with a 1W, the marker for the 3W is where it will land.
(!!) If you did adjust your target, check to make sure you are not behind an obstacle. There's nothing as bad as winging it off a tree because you forgot to look before you shot.
Once you're ready, simply hit space to make the power bar move. Hit space again to freeze the power, and then hit space again when the meter is close to the white bar in the pink Impact zone. If you land right on the bar, you'll hit a "PangYa" -- the ball will fly perfectly straight (if there's no wind, that is), and it will go slightly farther.
(!!) If you're not satisfied with where you stopped the power bar, or if you decide to change your shot midstroke, then don't stop it a second time and let the bar pass the impact zone. The meter will reset and you can adjust your shot.
(!!) If you don't get pangya, but stop the ball inside the pink zone, the ball will curve a little more: missing to the left makes the ball curve left (Same effect as moving the spin dot to the right of the ball), and vice-versa. If you miss the pink zone altogether, the ball will hook or slice instead of curving, and if you miss the pink zone by too much you'll miss the ball completely and waste a stroke.
POWER SHOT ---------- When you take a stroke, you might notice the bar under your little scorecards in the upper corners of the screen charges up a bit. Except for putts, every shot you take charges that bar by 1/8th of a section. (If you hit a PangYa, it will charge 3/8ths instead!) When a section is filled, it will turn red and you will be able to use a power shot. Just hit Alt to use it -- the power bar will turn red, and you'll get an extra 10 yards of distance. That 10 yards can mean the difference between landing on the green and the fairway, and getting to putt one turn earlier can mean saving a stroke. So use power shots well!
(!!) When a low-rank player plays against people with a much higher rank, his or her power bar will charge more with each PangYa than usual.
SPIN AND CURVE -------------- Well, suppose power isn't quite enough for you, and you want to add a little "english" to your shot. No problem! Just drag the blue dot on the ball before you shoot.
UP: Topspin - the ball will fly lower and bounce farther. DOWN: Backspin - the ball will fly higher and bounce shorter. LEFT/RIGHT: Curve - the ball will sort of boomerang left or right.
You should be using topspin for almost all your tee shots -- it'll net you a couple extra yards, and the closer you can get to the green, the better. Also, topspin is an excellent choice for harsh winds; the low altitude makes your shot more resistant to the effects of wind. And as if that wasn't enough, if you use topspin and the ball hits the water, it will skip as if the water had turned to ice! (Mind you, it won't bounce forever, and it will sink if it hits anything and lands back in the water.)
Backspin should be used whenever you're shooting onto the green. Otherwise, your ball will bounce up to, and sometimes over, ten yards, which can knock you right off the green. Also, if you're behind a tall obstacle, use backspin to lift your ball over it.
Some people say backspin is often a better choice for tee shots. In my own experience, I've found that topspin is almost always better. The fairway is a relatively bouncy surface, so topspin allows you to milk that roll better than backspin. If you're aiming for the rough, though, or there is a strong tailwind, backspin may yield more distance.
Curve shots are great if you're stuck behind a tree. Rather than have to aim far left or right, you can maintain a more or less straight path and get on the green despite your position. And for more curve you can intentionally miss pangya in the direction you want the ball to curve (Make sure you stop it in the pink zone though: if you stop it outside it'll just hook or slice instead of curving)
SPECIAL SHOTS ------------- So, spin and curve isn't enough for Mr. Fancypants? Well, don't fret, there's more cool tricks for you to do. Six of them, in fact. Don't worry, you perform them all more or less the same way, with minor variations, so you should have no trouble memorizing all the moves.
(Here's more or less what the power bar looks like in ASCII form)
1. Apply the correct spin or curve to the ball (See below) 2. Set the power, like you would normally 3. When the powerbar is coming back down, after it passes the midway point, input the proper button combination. TAP: Tap the arrow. A blue arrow will appear above the power bar. HOLD: Hold the arrow for approximately half a second. A blue arrow will appear above the power bar, and will glow blue once you've held it long enough. 4. Hit a PangYa.
FORWARD POWERSPIN: Apply topspin and HOLD up After stopping, the ball will shoot forward about a yard. In addition, the ball will skip off the water if it drops in the ocean!
BACKWARD POWERSPIN: Apply backspin and HOLD down The ball will bounce once, and on the third bounce the ball will stick and then rocket back about a yard.
(!!) You can apply as much or as little spin as you want and still be able to perform a powerspin. For example, if you want the ball just to stick and not roll back, apply as little backspin as you can and if you do a power spin, the ball will only roll a few hundredths of a yard.
LEFT POWERCURVE: Apply left curve and HOLD left RIGHT POWERCURVE: Apply right curve and HOLD right The ball will curve a LOT (about 60 degrees in the direction specified). Keep in mind that when the ball lands, it will be travelling horizontally rather than forward. Note that performing a powercurve has the same effect as using a Curve Mastery item and applying maximum curve.
(!!) Unlike powerspins, which can be done with any degree of spin, when doing a powercurve you MUST apply as much curve as possible. That means if the little dot is pretty far to the side and just a teeny bit above the middle, powercurve will not work!
TOMAHAWK: Use a powershot and TAP up, TAP down The ball will leaving a trail of flame and smoke as it flies through the air, and explode upon impact, not bouncing at all. A regular tomahawk will land as far as the marker indicates, so it can be used to clear large bodies of water that a regular shot would not be able to. In addition, tomahawks sail clean through tree branches, which can come in handy for some shots (It can, however, be stopped by the trunk of a tree.)
COBRA: Use a powershot, apply backspin, and TAP right, TAP up. The ball will fly very low at first, then it will hop into the air.
(!!) You can apply POWERSPIN or POWERCURVE to Tomahawks and Cobras. Just apply the proper spin to the ball, then add the corresponding HOLD arrow to the end of your sequence (example: For a backward powerspin tomahawk, put backspin on the ball and TAP up, TAP down, HOLD down.)
PUTTING ------- When you're on the green, you'll have to putt the ball in the hole. You'll see a grid with circles in every square. These indicate the slope on that part of the green.
DOWNHILL UPHILL SLOPED LEFT OR RIGHT Use less Use more Move your target left power. power. (for a right slope) or right (for a left slope)
On the green, your power bar will change slightly: there will be no impact zone, you just have to set the power. Also, a range of power will be highlighted. _ ,`.`, ,. . . ., ___________________________________________________________ |. . @ . .|__.__|__.__|__.__|__.__|__.__|__.__|#####|__.__|__.__|__.__| '. . . .'0y---------------------------5y--------------------------10y' ` ._. `
Honestly, you'd do better not to pay too much attention to the highlighted zone. It's just to help you figure out how much power you'll need quicker. Don't base your shot off it. You see, the power meter for putts indicates exactly how far the putt will travel on a flat green. Let's suppose the hole is 6.9 yards away, and the green is straight and flat (Well, I can dream.) If I were to stop the power bar in the middle of the highlighted range, I would only hit the ball 6.5 yards and I would come short of the hole. I'd be better off stopping it between 7 and 8 yards to make sure it goes all the way.
"But what if you hit it too hard?" Well, if there's too much power then the ball will just hop over the hole. However, you need to have about 3 yards too much power for that to happen. Whereas if you're *half a yard* too soft, you won't make it all the way to the hole. So you always want to hit the ball too hard rather than too soft.
GOLDEN RULES OF PUTTING: - 0.2m of elevation = 1 yard of power. So, if you're 12 yards from the hole, and it's 0.4m downhill, use only 10 yards of power. - When the dots are straight, if you can make a straight line that starts at your putter and goes through the FOURTH dot and the hole, your putt will go in. Of course, this doesn't mean reach for your ruler when you're putting: the rule simply means that for every dot, you need to adjust 1/4th of the distance between it and the orange line.
(!!) The exception to this rule is Wind Hill. The green works differently on that course. I believe it's every 3 dots as opposed to every 4 there, but I haven't been able to test it much yet. Either way, you will want to adjust a little more than usual.
- For long putts, pay careful attention to the bar. You'll notice that the little dots seem to slope up and down. That indicates if the green is uphill or downhill at that distance. If there is a long downwards slope you will want to use less power than usual because the ball will gather momentum as it rolls down. For putts under 20 yards this shouldn't make a difference.
(!!) If the hole is 9 to 10 yards away, and the putt is flat or uphill, switch to the 20 yard putter. No point hoping to hit max power on the 10 yard putter and hoping there's enough power to make it when you could just give it 11 yards with ease, right?
(!!) You don't have to be on the green to use a putter. If you're on the fringe, or even several yards away from the green, don't be afraid to try a putt. It might be easier than trying to chip it in. Just make sure to give yourself lots of extra power if your putt covers several yards of rough.
MONEY MONEY MONEY MONEY MO-NEY... --------------------------------- Pang. Sure, a little extra cash on the side is nice, but Pang is so much more important. You see, if the scores are even, then Pang is the tiebreaker. The extra Pang you can milk out of your shots usually only makes a difference in short (3 hole or 6 hole) games, but an 18 hole game being decided by less than 10 Pang is not unheard of. Therefore, you should try to earn as much pang as you can.
OVERDRIVE: On your first shot of each hole, every yard the ball travels farther than the 'estimated' distance, you get 1 pang. So do whatever it takes to get more. There are several holes that allow you to bounce the ball off a hard surface (i.e. cement path, a volcano...) to get an extra ten to thirty yards. Take advantage of 'em. Also, if you only want to go 190 yards on the drive, don't use a 1W and reduce the power. Use a 3W at max power instead, for example. NICE APPROACH: Not only does putting the ball right next to the hole give you an easy putt, you'll also rack up anywhere from four to over twenty pang for landing the ball within a few yards. TOMAHAWK/COBRA: Not everyone can pull off a special shot with ease, but take 10 pang for nailing one of these shots, add the practically guaranteed overdrive points (and multiply that by two if you hit a Super PangYa), and that's at least twenty pang. Which can be enough to steal a victory in short games. LONG PUTT: Picture this -- you're tied with another player, but he's well ahead of you in pang. You're both about 180 yards from the hole. He shoots first, and lands it within 3 yards. From the looks of it, he'll sink the putt for sure, tie with you (if he doesn't win outright), and win on pang. If there's no risk of falling into third place, why not intentionally land on the green around 20 yards (or more) from the hole, and try for a Long Putt? At least you'll have a shot at winning. BEAM IMPACT: If your chipping is solid, you can try hitting as close to the hole as possible without being on the green, and then attempt to land the ball in the hole without bouncing. It's worth a cool 100 pang, so if all else fails...
DON'T FEAR THE ROUGH -------------------- Several holes have an island set in the middle of a water hazard, all covered in rough. Usually, landing on one of these islands will put you in a position to shave one stroke off your score. Being able to hit these pieces of land all the time without getting your ball wet will make winning games a whole lot easier. And sometimes aiming for the rough is simply a better shot than going for the fairway.
THINK BEFORE YOU SHOOT ---------------------- Oh sure, it's tempting to bean the ball as far as you can. "Hey, I'm pretty sure I can clear that water hazard..." But whether you're 60 yards or 200 yards away from the hole, you'll still be able to get on the green in one shot. Don't take stupid risks if it's not even going to help your score.
Albatross ----- Earn pang for scoring Albatross. (See table below) Beam Impact --- Earn 100 pang for having the ball land in the hole without bouncing. Birdie -------- Earn pang for scoring a Birdie. (See table below) Clash Combo --- 2x multiplier for every obstacle the ball hits. Clear Bonus --- Earn pang for completing a round. (based on course, holes played, and # of players) Cobra --------- Earn 10 pang for performing a Cobra. Dormie Bonus -- Earn pang for winning a Match game without having to play all the holes. Eagle --------- Earn pang for scoring an Eagle. (See table below) Happy Bonus --- When a player scores a Hole in One, all players get a bonus of 20 pang. Hole in One --- Earn pang for scoring a Hole in One. (See table below) Long Chip-in -- Earn 4 pang per yard for getting the ball in the hole from over 17 yards away. Long Putt ----- Earn 2 pang per yard for a successful putt from over 17 yards away. Nice Approach - Earn 4 to 36 pang for landing the ball within 7 yards from over 40 yards away. (Amount depends on proximity to the hole, how far away your chip was, and what stroke you are on.) *You can't earn this bonus if you are chipping for par. Nice Recovery - Earn 10 pang for having a ball that landed in the rough or bunker powerspin onto the fairway or green (Or 15 pang for having a ball that landed O.B. powerspin out of the OB zone) Overdrive ----- On your first shot, earn 1 pang for every yard your shot travels farther than the estimated amount. Over Par ------ LOSE 2 pang for every stroke you were over par. Par ----------- Earn pang for scoring Par. (See table below) Phoenix Bonus - A player who hits a PangYa using a special ball (purchased with cookies) receives 30 pang. Additionally, all other players receive 5 pang. PangYas hit after the player is over par earn only 1 pang for the player, and 0 for the rest. Power Curve --- 2x multiplier when you perform a power curve and the ball goes in the hole. Power Spin ---- 2x multiplier when you perform a power spin and the ball goes in the hole. Recovery Bonus- 2x multiplier for EVERY BONUS when playing during rain. Super PangYa -- 2x multiplier when you shoot a Power shot with Max power and a PangYa. Tomahawk ------ Earn 10 pang for performing a Tomahawk.
| PAR | BIRDIE | EAGLE | ALBA | HIO | ------------------+-------+--------+-------+------+-----+ A - Blue Lagoon | 3 | 12 | 30 | 50 | 50 | A - North Wiz | 5 | 17 | 36 | 55 | 55 | AA - Blue Water | 7 | 21 | 42 | 70 | 70 | AA - Sepia Wind | 8 | 24 | 42 | 70 | 70 | AAA - Wind Hill | 15 | 39 | 70 | 100 | 100 |
With the exception of Recovery Bonus, which doubles all bonuses, and Clash Combo, which applies only to Long Chip-in, multipliers only apply to overdrive and score bonuses (i.e. birdie, eagle)
If you are over par, the beam will turn gray and you will not be able to earn any bonuses.
5b. EXPERIENCE POINTS -------[RFRb]-------- Credit for the information in this section goes to OneLetter.
Note: If you are playing a Vs. Game with 3 players, for example, the winner will get the EXP in the '2nd' column, and 2nd will get the exp in the '3rd' column, and so on.
Note that GMs (and only GMs) can set tournaments that are not 9 or 18 holes. In this case, the EXP for 18 holes is used by default.
The BEST way to earn EXP is to play two-player 18 hole VS. games. EXP is not given for playing the first hole, so the more holes you play, the better the EXP yield. (Example: One 1v1 6-hole gives you 10 exp for winning. Winning two 1v1 3-holes only gives you 8 exp.) You want to play two-player games because the EXP you get for winning is the same (since you cam play two two- player games in the time it takes to play one four-player game), and you get more exp if you lose (34 in two 2-player games compared to 17 in a single 4-player game)
Of course, nobody's forcing you to pay attention the whole game. You can play 18 holes with four people and browse the internet or something when it's not your turn.
5c. TOURNAMENTS -----[RFRc]----
Playing tournaments is the only way to earn Trophies. Trophies are displayed in your profile, and for those that play tournaments regularly, are a fairly good indicator of skill (After all, luck alone won't get you the lowest score in a field of 20 to 30 people.)
Trophies are awarded based on how many people there are playing in a tournament. The more players, the more trophies.
The number of participants is "locked in" after the first hole. However, if a room has 19 people, and someone disconnects before completing the first hole, there'll only be a bronze and silver trophy. No gold.
You may also notice that tournament rooms are often "Amateur Level 5" or "Amateur Level 4". The difference is in the trophies awarded. Each level has its own unique gold, silver, and bronze trophies. The level of a tournament is decided by the rank of the participants (Amateur Level 6 for Rookies, level 5 for Beginners, level 4 for Juniors, and so on.) Higher ranks carry more weight: a room with 5 Seniors and 25 Juniors would be Amateur Level 3 for Senior, for example.
Unlike the amount of trophies, the trophy level is not locked in. If a high- level player leaves midway through the tournament, the level may drop.
5d. GLOSSARY OF TERMS --------[RFRd]-------
Just to help you figure out the mysterious Albatross shorthand.
AL -------- Air Lance (usually refers to Air Lance 2 clubs) Alba ------ Albatross Beam ------ Beam Impact (or, the beam above every hole that sucks your ball out of the air) BI -------- Beam Impact Bird ------ Birdie BL -------- Blue Lagoon BS -------- Backspin (usually refers to a powerspin backwards) BS Toma --- Tomahawk with powerspin backwards BW -------- Blue Water Catbag ---- Papel the caddie Ceci ------ Cecilia Crosswind - Wind blowing across the ball (sideways arrow in wind gauge) Dolf Dolph ----- Dolfini the caddie DB Double ---- Double Bogey Drugs ----- Items (usually refers to Nerve Stabilizers) Facewind -- Wind that is blowing against the ball (down arrow in wind gauge) HIO ------- Hole In One Hopped ---- "My shot hit the hole and hopped over it" HG Household - Household Goods clubs Lipped ---- "My shot caught the lip but went around the hole, not in" Nose ------ Rudolph's Red Nose, decorative item that can be obtained as a present while playing during this holiday season. OB -------- Out of Bounds Pills ----- Nerve Stabilizer items. Pangya ---- Hitting a Pangya/Albatross 18 (all other versions of the game are called "Pangya") PPIC ------ Missed Pangya (No idea what PPIC is supposed to stand for) sploosh --- "I shot the ball into the water"/"It's going in the water" SW -------- Sepia Wind, or the SW club. Tailwind -- Wind that is blowing with the ball (up arrow in wind gauge) Toma Tommy Tommie ---- Tomahawk. TB Triple ---- Triple Bogey WH -------- Wind Hill, or Water Hazard
Trying to put together an outfit in the Character Shop interface can be a bit of a hassle (especially when there's more than one page to root through), so why not put your dream outfit together here before going into the game and buying it?
All articles of clothing in the game are listed. The name's on the left, the effect (if any) is in the middle, the cost is at the end, and at the very end, the minimum level requirement is listed (If the minimum level is Rookie F, then that part will be left blank).
Articles with a [*] in front of them were event items that are no longer obtainable, but are listed for the sake of a complete catalog.
For each character, their base stats are represented with = symbols and the number is listed to the right. The - symbols represent the stats provided by your clubs, to give you a better idea of your actual stats. Those stats are displayed in brackets. _ symbols represent slots that can be upgraded (Go to My Closet and then equipment), and the slots are listed inside the brackets as additions (i.e. [17+1] means 17 control with the clubs, and 1 controlslot)
(!!) When planning your character, keep in mind that you get one powerslot for each new rank you acheive (Beginner, Junior, Senior etc.)
(!!) Also keep in mind that for every point over 20 you have in Power, you lose 1 control and 1 accuracy (Not permanently, just as long as your power is beyond that limit).
- SCOUT - [EQPa] Cost: 18000 pang (Male players start with Scout) --------------------------------------------- ----------- Stats with Air Lance ------------ --------------------------------------------- ------ Power =========------ 9 [15] ---- Control ===========------_ 11 [17+1] --- Accuracy ======----_ 6 [10+1] ------- Spin ==--- 2 [ 5] ------ Curve ==--- 2 [ 5] --------------------------------------------- ---------- Stats with Air Lance II ---------- --------------------------------------------- ------ Power =========-------_ 9 [16+1] ---- Control ===========-----_______ 11 [16+7] --- Accuracy ======----___ 6 [10+3] ------- Spin ==-__ 2 [ 3+2] ------ Curve ==---_ 2 [ 5+1] --------------------------------------------- --------- Stats with Household Goods -------- --------------------------------------------- ------ Power =========--------___ 9 [17+3] ---- Control ===========-----______ 11 [16+6] --- Accuracy ======----____ 6 [10+4] ------- Spin ==-__ 2 [ 3+2] ------ Curve ==-__ 2 [ 3+2]
/// TOPS /////////////////////////////////////////////////////// Machina Tee . . . . . . Power+1 Slot+2 . 86 Cookies Silvia Sports Top ----- Power+1 Slot+2 - 86 Cookies Zigzag Hoody . . . . . Power+1 Slot+2 . 84 Cookies Marine Hoody ---------- Power+1 Slot+2 - 83 Cookies Wingtross Tee . . . . . Power+1 Slot+2 . 82 Cookies Cat Tee ------------------ PowerSlot+2 - 17500 Pang - Beginner A Black Button-Up . . . . AccuracySlot+2 . 15000 Pang . Beginner D Hawaiian Shirt ----------- PowerSlot+1 - 12000 Pang Navy Hoody . . . . . . . . . . . . . . . 4900 Pang Yellow Hoody ---------------------------- 2900 Pang Red Shark Vest . . . . . . . . . . . . . 2500 Pang Rogue Shark Vest ------------------------ 1600 Pang
/// BOTTOMS //////////////////////////////////////////////////// Striped Jeans . . . . Control+1 Slot+3 . 91 Cookies Silvia Sports Pants - Control+1 Slot+3 - 76 Cookies Blue Cargo Pants . . Control+1 Slot+3 . 72 Cookies Khaki Cargo Shorts -- Control+1 Slot+3 - 67 Cookies Blue Cargo Shorts . . Control+1 Slot+3 . 65 Cookies Golden Shorts ------- Control+1 Slot+3 - 62 Cookies Tomahawk Pants . . . . . ControlSlot+3 . 23000 Pang . . Junior B Black Jeans ------------ ControlSlot+2 - 15000 Pang - Beginner D Blue Jeans . . . . . . . ControlSlot+2 . 13000 Pang . Beginner D Indigo Shorts --------------------------- 5000 Pang Cotton Khakis . . . . . . . . . . . . . . 3500 Pang White Pants ----------------------------- 2900 Pang
/// SHOES ////////////////////////////////////////////////////// Danger Lows . . . . Accuracy+1 . . . . 47 Cookies Angel Sharks ------- Accuracy+1 -------- 43 Cookies Pink Comets . . . . . . Power+2 . . . . 14000 Pang . . Junior E Stealth Pacers ------- Power+2 -------- 14000 Pang - Beginner D Pacers MP5 . . . . . . Power+2 . . . . 10000 Pang Tiger Sharks ---------- Power+1 --------- 5100 Pang Blue Comets . . . . . . . . . . . . . . . 2200 Pang
- Hats - Blue Cowboy Hat . . . . Curve+1 Slot+1 . 77 Cookies Silvia Sports Cap ------ Spin+1 Slot+1 - 69 Cookies Speeder Stealth . . . . Curve+1 Slot+1 . 67 Cookies Pangya Cap ------------ Curve+1 Slot+1 - 67 Cookies Albatross Cap . . . . . Spin+1 Slot+1 . 67 Cookies Speeder ---------------- Spin+1 Slot+1 - 12000 Pang --- Senior D Baseball Cap . . . . . . Spin+1 . . . . . 5700 Pang Cowboy Hat ------------------------------ 1100 Pang [*]Santa Cap . . . . . . Spin+1 Slot+1 . 68 Cookies [*]Jack-O-Lantern Hat ---------------------- 0 Pang
- Noses - [*]Rudolph's Red Nose . . . . . . . . Not for Sale
- Gloves - Sky Glove . . . . . . . Curve+1 . . . . . 5300 Pang KO Gloves ------------------------------- 1500 Pang
- HANA - [EQPb] Cost: 18000 pang (Female players start with Hana) --------------------------------------------- ----------- Stats with Air Lance ------------ --------------------------------------------- ------ Power =========------ 9 [15] ---- Control ===========------_ 11 [17+1] --- Accuracy ======----_ 6 [10+1] ------- Spin ==--- 2 [ 5] ------ Curve ==--- 2 [ 5] --------------------------------------------- --------- Stats with Air Lance II ----------- --------------------------------------------- ------ Power =========-------_ 9 [16+1] ---- Control ===========-----_______ 11 [16+7] --- Accuracy ======----___ 6 [10+3] ------- Spin ==-__ 2 [ 3+2] ------ Curve ==---_ 2 [ 5+1] --------------------------------------------- --------- Stats with Household Goods -------- --------------------------------------------- ------ Power =========--------___ 9 [17+3] ---- Control ===========-----______ 11 [16+6] --- Accuracy ======----____ 6 [10+4] ------- Spin ==-__ 2 [ 3+2] ------ Curve ==-__ 2 [ 3+2]
/// TOPS /////////////////////////////////////////////////////// - Tops - Navy Sailor Top . . . . Power+1 Slot+2 . 74 Cookies Pink Sailor Top ---------- PowerSlot+2 - 20000 Pang --- Junior E Strawberry Top . . . . AccuracySlot+2 . 16000 Pang Heart Top ------------- AccuracySlot+2 - 15000 Pang - Beginner D Spearmint Top . . . . . . . . . . . . . . 5100 Pang Sky Sailor Top -------------------------- 2300 Pang
- Dresses - [Cannot be worn with skirts] China Doll . . . . . . Power+1 Slot+2 . 94 Cookies Couture Dress --------- Power+1 Slot+2 - 86 Cookies Speedline Dress . . . . . Powerslot+1 . 13000 Pang
/// BOTTOMS //////////////////////////////////////////////////// - Skirts - Navy Pleated Mini . . Control+1 Slot+3 . 62 Cookies Pink Sailor Mini ------- ControlSlot+3 - 18000 Pang --- Junior E Denim Skirt . . . . . . ControlSlot+3 . 15000 Pang . Beginner D Albatross Pearl Skirt ------------------- 7500 Pang Sky Pleated Mini . . . . . . . . . . . . 3500 Pang Tiered Denim Skirt ---------------------- 2300 Pang
/// SHOES ////////////////////////////////////////////////////// China Wings . . . . . . Power+2 . . . . 65 Cookies Speedline Lows ----- Accuracy+1 -------- 43 Cookies Red Wings . . . . . . Power+2 . . . . 14000 Pang - Beginner D Brown Wings ----------- Power+2 -------- 10000 Pang Maryjanes . . . . . . . Power+1 . . . . . 5100 Pang Red Sneakers ---------------------------- 2200 Pang
/// ACCESSORIES //////////////////////////////////////////////// - Bow - [Can only be worn with a dress] Black Bowknot . . . . Control+1 Slot+3 . 62 Cookies White Bowknot ------- Control+1 Slot+3 - 62 Cookies
- Glasses - Summer Shades . . . Accuracy+1 Slot+1 . 70 Cookies Bookworm Glasses --- Accuracy+1 -------- 17000 Pang --- Junior B
- Hat/Hairband/Bow - Fox Hairband . . . . . Curve+1 Slot+1 . 70 Cookies Tiffany Blue Hat ------- Spin+1 Slot+1 - 67 Cookies Mochi Hairband . . . . . Spin+1 Slot+1 . 67 Cookies Brown Bows ------------ Curve+1 Slot+1 - 29 Cookies Waterdrop Hairband . . . . CurveSlot+1 . 22 Cookies Summer Hat ------------- Spin+1 --------- 5700 Pang Black Bandana . . . . . Spin+1 . . . . . 5700 Pang Green Bandana --------------------------- 2700 Pang Red Bandana . . . . . . . . . . . . . . . 2700 Pang Pink Stripe Hairband --------------------- 500 Pang White Hairband . . . . . . . . . . . . . . 300 Pang [*]Santa Bandana ------- Spin+1 Slot+1 - 68 Cookies [*]Jack-O-Lantern Hat . . . . . . . . . . . 0 Pang
- Gloves - China Doll Gloves . . . Curve+1 . . . . 46 Cookies Rebel Gloves ---------- Curve+1 --------- 5300 Pang
- Noses - [*]Rudolph's Red Nose . . . . . . . . . . ---- Pang
- UNCLE BOB - [EQPc] Cost: 29000 pang --------------------------------------------- ----------- Stats with Air Lance ------------ --------------------------------------------- ------ Power ===========------ 11 [17] ---- Control ========------_ 8 [14+1] --- Accuracy =====----_ 5 [ 9+1] ------- Spin =====--- 5 [ 8] ------ Curve ==--- 2 [ 5] --------------------------------------------- --------- Stats with Air Lance II ----------- --------------------------------------------- ------ Power ===========-------_ 11 [18+1] ---- Control ========-----_______ 8 [13+7] --- Accuracy =====----___ 5 [ 9+3] ------- Spin =====-__ 5 [ 6+2] ------ Curve ==---_ 2 [ 5+1] --------------------------------------------- --------- Stats with Household Goods -------- --------------------------------------------- ------ Power ===========--------___ 11 [19+3] ---- Control ========-----______ 8 [13+6] --- Accuracy =====----____ 5 [ 9+4] ------- Spin =====-__ 5 [ 6+2] ------ Curve ==-_ 2 [ 3+1]
/// TOPS /////////////////////////////////////////////////////// Cop Top . . . . . . . . Power+1 Slot+2 . 94 Cookies Sweater Vest ---------- Power+1 Slot+2 - 94 Cookies Executive Top . . . . . Power+1 Slot+2 . 86 Cookies Uncle Top ---------------- PowerSlot+3 - 24000 Pang --- Junior B Banker Top . . . . . . . . PowerSlot+3 . 19000 Pang . Beginner D
/// BOTTOMS //////////////////////////////////////////////////// Uncle Shorts . . . . Control+1 Slot+4 . 77 Cookies Cop Pants ----------- Control+1 Slot+3 - 70 Cookies Executive Pants . . Control+1 Slot+3 . 70 Cookies Leisure Pants ---------- ControlSlot+3 - 19000 Pang --- Junior B Summer Shorts . . . . . ControlSlot+3 . 17000 Pang . Beginner D
/// SHOES ////////////////////////////////////////////////////// Alpine Trekkers . . . . Power+2 . . . . 65 Cookies Great Whites ---------- Power+2 -------- 62 Cookies Executive Shoes . . Accuracy+1 . . . . 55 Cookies Police Battle Boots --- Power+1 -------- 48 Cookies Workman Brown . . . Accuracy+1 . . . . 12000 Pang
/// ACCESSORIES //////////////////////////////////////////////// - Hats - Wool Fedora . . . . . . Curve+1 Slot+1 . 60 Cookies Aztec Cap ------------- Curve+1 Slot+1 - 60 Cookies White Fedora . . . . . Curve+1 Slot+1 . 12000 Pang . . Junior A [*]Santa Cap ----------- Spin+1 Slot+1 - 68 Cookies
NOTE: For each hole I'll have the PAR and the TARGET SCORE. Also, some holes will have a OPTIMAL SCORE listed. The TARGET SCORE indicates the score you should get if you don't take any risks, don't screw up at all, and take only one putt. On holes with a special trick that allows you to cut a stroke off your score if you're skilled enough, the OPTIMAL SCORE will be displayed.
[WLKa] //////////////// ~ BLUE LAGOON & BLUE WATER ~ \\\\\\\ Blue Lagoon: Target Score (-16 to -18) ~ Optimal Score (-23) Blue Water: Target Score (-15 to -17) ~ Optimal Score (-23)
I've listed Blue Lagoon and Blue Water together, since, as you have probably noticed, they are the same course! Blue Water just has a few more obstacles. The Blue levels are home to one of the best overdrive opportunities in the game, and the easiest Albatross you'll ever find.
Blue Water-only notes will be marked with [BW].
GENERAL NOTES ON THIS COURSE - Unlike the other courses, the water here is O.B. Try to avoid it. - Blue Lagoon usually has calm winds (and Blue Water usually has harsh winds). Note the word "usually". - Remember that you are golfing on little islands. Islands are bits of land surrounded on all sides by water. Yes, that's something you probably learned in preschool, but if you forget for a moment you will end up seeing the dolphins.
HOLE 1 // PAR 4 TARGET SCORE - 3
There's nothing in the way of shortcuts here. Just send it down the fairway and put it on the green.
[BW] - On your tee shot, aim for the left side of the fairway so the trees don't become a problem on your next shot.
HOLE 2 // PAR 3 TARGET SCORE - 2
Remember that the marker is not where your shot lands, it's where it bounces. Go down to a 3W to see where your 1W will first bounce. If that marker is over the water you may want to reconsider your shot. If you can't aim near the hole because your shot will land in the ocean if you try, just settle for somewhere on the green. At worst, you might two-putt for par.
HOLE 3 // PAR 4 TARGET SCORE - 3
Just aim over the trees on your first shot, they won't grab your ball. Mind you don't use too much power on your approach shot, since you might roll off the green and into a well-placed bunker.
HOLE 4 // PAR 4 TARGET SCORE - 3
The tee shot here is simple enough, but the approach is tricky. Judge the shot and choose the club you think is right... then pick the next highest one. Trust me. If you don't, you'll probably hit the rough surrounding the green and roll into the sand.
[BW] - There's some trees around the front of the green that might make your approach tricky. It might be a good idea to adjust your tee shot so that your approach is unobstructed.
HOLE 5 // PAR 5 TARGET SCORE - 4 OPTIMAL SCORE- 3
If you're not into taking risks, then on your tee shot just whack it as far as you can, and on your second shot use a PW or a low iron to knock it farther down the island fairway. On your third shot you should be able to make the green. If the hole is close to the near edge of the green, use a powerspin backwards so you clear the water without going too far past. If you miss the powerspin you can still two-putt for par.
Now, for the risktakers out there. If you have less than a 240y drive, you may want to use a spin mastery on your tee shot. Give it maximum topspin and try for a powerspin. Even if you miss you should still be close enough... If you've got that wonderful 20 or more power, a regular shot should be fine provided there's not a strong facewind. Second shot, you want to pull off a tomahawk. Aim for the hole and hope for the best. If you make it, you should be within 10 yards, and you can putt for eagle. If you miss, you'll probably hear a "plunk" as your ball goes in the lake.
HOLE 6 // PAR 3 BLUE LAGOON TARGET SCORE - 2 BLUE WATER TARGET SCORE - 3 BLUE WATER OPTIMAL SCORE- 2
On Blue Lagoon this hole is relatively easy. Give yourself enough power to clear the ocean and use a backwards powerspin so you don't fly past the green.
[BW] - On Blue Water this hole is a bit of a challenge, since there's a giant volcano in your way. You've got two options to try for birdie. First of all, you could aim a little past the right edge of the volcano, add right curve to the ball, and miss pangya to the left. That should give you enough curve to at least hit the green. No guarantee you'll stay on it though. Your second option is to put left curve on the ball and powercurve around the left side. This shot has a much greater chance of landing on the green, but if you miss pangya you will probably bounce off the volcano O.B.
If you go the powercurve route... MAKE SURE YOU DON'T HIT THE SIGN!!! It doesn't look harmful at ALL, but if you aim too far left and powercurve you can very easily smack it, which will probably result in an OB.
HOLE 7 // PAR 5 TARGET SCORE - 4 OPTIMAL SCORE- 3
To eagle this hole, you'll need a decent drive (or strong tailwind) and a powershot. If you have a weaker drive, you can still eagle this, but it;ll require two powershots. On your tee shot, aim for the left part of the fairway. Those with a weaker drive will need to use a powershot. In that case, you should try to perform a tomahawk, but even if you miss you might end up in the good spot. This is the only flat spot far enough down the fairway: anywhere else will be on a slope and you'll be forced to use a 2W or 3W. If you land free of club restrictions, apply backspin and tomahawk your second shot. If the tomahawk is successful you should hit the green and have an eagle putt. If you miss, you'll roll down the giant hill in front of the green and have a 50 to 60 yard approach shot to make.
HOLE 8 // PAR 4 TARGET SCORE - 3
If you're a low-ranked player who doesn't have much in the way of clothing and is angry at all the high-rank players who can get lower scores with their longer drives, this hole is your chance to turn around and say "Ha ha!"
...Kinda.
On your tee shot, you have to land on this peninsula thing. It just so happens that a 230 yard drive is the perfect amount of power for this shot. Those with more power either need to aim to the far right or use less power, and they risk rolling past the peninsula into the bunker.
Pleasantly enough, the green should be about 220 yards away on your next shot if you aimed toward the middle with your sub-240 drive. Enjoy it while you can, because very few holes are catered towards the weaklings.
HOLE 9 // PAR 4 TARGET SCORE - 3
This hole has a very tricky approach. The green is rather narrow, especially at the very tip, which is where the hole seems to be placed most of the time. It's no more than ten yards from one end to the other in the direction you're aiming, so if your chipping isn't super accurate you might want to aim a wee bit left to hit the fatter part of the green. Then again, a 15 or so yard chip can be easier than a 15 or so yard putt. Just play to your strengths here.
(!!) - The green on this hole is BRUTAL. Don't give yourself a long putt.
Not a whole lot to say for the safe route. Just try to get as close as the hole as possible. (It might even be easier just to get close to the green and take a short chip, if you're better at chipping than putting.)
Now, there's a way to either get a LOT of overdrive, or get a lot (lowercase) of overdrive and end up with a really tough birdie putt. The short answer is you tomahawk the volcano. You want to aim for the dark brown part (if you hit the light brown part you might stick), and you want to have some spin on the ball -- probably backspin so you hit far enough on the volcano and you don't roll too far down the green (that is, if you even make the green), but if you have more than a 240y drive topspin might be better since you don't want the ball to hit the back of the volcano -- since the more the ball is spinning, the less likely it is to stick. Now, you just try to hit a little past the side of the mountain, and it should explode, roll down the mountain fairly quickly, get slowed down by the rough, and dribble onto the green. Worth about 50 pang in overdrive (100 if you hit a super pangya).
[BW] - There are trees around the volcano. If your really awesome cool shot rolls into one, it will suddenly stop and you will be O.B. Watch out.
HOLE 11 // PAR 4 TARGET SCORE - 3
Here's another one of those low-power-friendly holes. If you have more than 20 power and there's a tailwind, you should probably use a 2W so you don't go O.B. (or, for Blue Water, have some kind of short and fat pink palm tree thing in your way). The approach might be a little tough; too hard and you will end up well past the hole, too soft and you might hit the rough and end up not making it onto the green.
[BW] - On top of that little problem, there's a couple of trees guarding the green. Be careful not to hit them, or you'll land in the rough a couple dozen yards from the hole.
If you're going for eagle here, you've got a few options. All of them involve a Spin Mastery. First of all, you could try doing a simple powerspin with maximum topspin and a powershot (This is not recommended for Blue Water since this shot ends up rolling into the OB zone, and in Blue Water there's a bunch of trees for your shot to get blocked by). If you've got good tailwind, this shot might roll onto the fairway before powerspinning, resulting in a 300y drive and a fairly close approach. Secondly, you could try a powerspin tomahawk with maximum topspin. This should produce similar, if not better, results compared to the first option. You can try this on Blue Water but there's still a risk of impacting O.B. and then rolling into a tree and staying O.B. Finally, you can do a regular tomahawk with maximum backspin. It should impact around 270-280 yards down the fairway. This shot is the safest option on Blue Water. On your approach, depending on your power you might need to use a powershot to make the green, and from there you might have a long putt anyway. If you manage to hole in three strokes, you definitely deserve this eagle.
For the slightly saner crowd, let's aim for the end of the upper plateau. If your marker shows OB, or if it's very near to the edge and there's a tailwind, you might want to use less than full power or the 2W. You might be better off landing in the rough: it's possible to get club restricted on the very tip of the fairway, and a 1W at 95% power goes farther than a 100% 2W.
[BW] - Aim a little left of centre on the tee shot so that your next shot is not obstructed by the large palm tree. On your second shot, take note of the trees and make sure you are not aiming through the foliage before taking the shot.
On your second shot, you can just fire it down the fairway, or aim for the little island of rough. Unless you intend to chip in though I'd just aim for the fairway, since you'll probably end up closer to the hole. The only advantage of the rough patch is that it's flat, which only makes a difference if you're trying for an ultra-precise long chip.
HOLE 13 // PAR 4 TARGET SCORE - 3
Birdie is a little bit tricky here, thanks to the strategic placement of a volcano between the fairway and the green. Try to aim as far left as you can without the ball ending up in the rough (This depends on your power.) Next shot, if the volcano is really in your way and you have enough power to make the green, aim for about the right edge of the volcano and add right curve to the ball. If you don't have enough power, just aim for the far fairway and take par. If your tee shot went far enough that the volcano ain't a problem, excellent! You've got a clean shot at the green.
HOLE 14 // PAR 4 TARGET SCORE - 3
You want to get as close to the hole as possible, since the hole is pretty far away for a par 4. Aim for the edge of the fairway on the northern tip of the first island, don't use too much power, and apply backspin so you don't roll too far.
[BW] - Aim for the right part of the northern tip of the fairway. If you're too far left there'll be a lighthouse in your way next shot.
On your second shot you should be able to make the green. However, the hole is sometimes located at the very back of the green, around 260 yards away from where a good tee shot should land. You might have to make a very long (sometimes impossible due to the bunker) putt for birdie.
Hole 15 offers five options, each with varying levels of risk.
Par (no risk): Whack it around the C-shaped level. It'll take four shots to get on the green, though.
Birdie (low risk): On your first shot, aim for the left fairway, just like in the Par route. On your second shot, loft it onto the rough island. There shouldn't be much risk of rolling off since low irons hardly roll at all, and you shouldn't have to worry about going in the water since low irons first bounce much closer to the specified distance than woods. Next shot, use a 1W and shoot for the green. Use backspin, and possibly powerspin if the hole is quite close to the near edge of the green.
Eagle (mid risk): On your tee shot, aim for the rough island. Like the birdie path, except a little riskier. Apply backspin to minimize the risk of rolling off the island, and use as little power as possible (Enough to make it onto the island, but not enough to roll off). Before shooting, make sure the flower ornament is not in your way (You should be able to go over the smaller flower on the right but your shot will hit the large flower on the left if that's where you're aiming). Finally, try for a backwards powerspin: you can definitely stick to the island without one, however if you succeed you're almost guaranteed not to bounce off. The approach shot is a lot like the tee shot: make sure you have enough power to make it across, don't use too much or you might roll off the green into the rough or even OB, and a backwards powerspin helps.
Albatross (high risk): Aim at green, apply backspin, and tomahawk. A 250y or higher powershot (which is 240y normally which is 20 power) should make the green. Lower, and you might end up in the rough, which makes a short chip and a short putt for eagle. If you want your tomahawk to go further then use a spin mastery and apply maximum backspin. This should allow even those with the basic 230 yard drive to make the green. Now, depending on your power, the wind, and the hole placement, if you did land on the green you might have a 20 to 30 yard putt to make. The green is relatively flat, so it's not an impossible putt, but it's not a freebie either. You've got to earn that albatross :P (And it should go without saying that missing the tomahawk means OB for you.)
[BW] - There is a palm tree that might threaten your shot, but as long as you don't hit the trunk you'll be alright.
Albatross (stupidly high risk): 244y-248y of power (in low winds at least), if you have between 234y and 242y use a powershot to make up the difference, aim for the green, apply topspin, perform a powerspin. You'll skip the water, you'll (hopefully) hop over the cliff instead of smacking into it, you'll hit the rough and you just might end up on the green. And the ball will squeal and uselessly skid a yard closer to the cup. It's a fairly impressive shot to make, and it'll surprise those who expect you just to tomahawk it like everyone else, and you'll win the respect of your group, but if your ego doesn't need stroking it's much much MUCH safer just to do it the tomahawk way.
Anyways, I bet you're curious. Is this hole possible to hole-in-one? The answer is yes. You'll need the hole to be in the 261 yard placement, you'll probably need tailwind, and you'll either need at least a 246 yard drive sans powershot, or a spin mastery. Then, you tomahawk and hope it goes in.
HOLE 16 // PAR 3 TARGET SCORE - 2
Well, after the excitement of Hole 15 (or the misery of going OB three times in a row trying for that high-risk shot) comes Hole 16 to calm you down or cheer you up. It's a fairly simple par 3. If the hole is close to the near edge of the green, give it some extra power and try to do a backwards powerspin (If you don't hit it hard enough, its first bounce will be in the bunker. As you may have guessed, sand is not a very bouncy surface.)
[BW] - There's a few more trees on the left edge of the green that might be in your way, depending on the hole placement. You can aim for the centre of the green in this case and try a long-ish putt, or you can try to tomahawk through the trees.
HOLE 17 // PAR 4 TARGET SCORE - 3
Until North Wiz was released, this was the hole to get a massive drive on. Use a spin mastery, and (for maybe 15-20 more yards and double the pang) a powershot. Switch to your 3W and try to line up the dot right in the middle of the fairway (You want your shot to bounce right down the middle; if you're a little too far left or right your super drive will probably finish 70 yards short of what it could have been, and in the rough.) Then switch back to the 1W, apply maximum topspin, try to hit Max power, and do a powerspin. If you pull it off, you should get at let a 320 yard drive. 350 yards is a decent drive. In good wind, 370 or even 380 is possible. If you got a super pangya, double the already wicked overdrive pang.
Anyways, from just about 400 yards down the fairway the green is just a stone's throw away. Take a short chip and putt for birdie.
HOLE 18 // PAR 4 TARGET SCORE - 3
If you love risks, aim for the bridge and try to pangya. You can get about 15 to 25 yards closer to the hole (and you can swing your club through the rails, so don't worry about having an unplayable shot), but if you miss the pangya you're probably going OB.
If you hate risks, aim to the right, apply backspin and use about 210 yards of power. The goal here is to stay as far away from the edge of the water while going far enough to make it to the green on your next shot. The less power you have, the closer you'll have to get (that, or give up the potential birdie and settle for par), but it should be possible to make it in two with 230 yards o' power if the wind isn't terrible.
Sepia Wind is a moderately challenging AA course. Some love it, some hate it. If you're part of the latter, here's some strategy to help you get the lowest score possible on this course.
GENERAL NOTES ON THIS COURSE - Hitting the ball into the water on Sepia Wind is NOT an O.B. It's a "Water Hazard". You still get assessed a one stroke penalty, but instead of shooting from the same place your ball is moved depending on where you entered the water. (For example, if you clear the hazard but the ball lands on a hill and rolls into the water, you'll shoot from across the water hazard.) - Lots of the greens are on plateaus, with hills all around. If you're even a yard short of the green, expect to roll back thirty yards. How brutal.
HOLE 1 // PAR 4 TARGET SCORE - 3
This hole is nice and easy. Just shoot it straight down the middle fairway, and then chip it onto the green. You should be able to putt in for 3. There is a bunker on the fairway but your drive should easily clear it. Also, on the right is a cement path you can bounce your tee shot onto for about 30 Overdrive yards.
Another fairly easy course. Yes, there is a water hazard in the middle, but you shouldn't worry about it. Fire your tee shot to the right of the water, you should be within 80 yards or so which should in turn allow for you to chip the ball very close to the hole and give you an easy putt.
Is it possible to birdie this hole? Yes, it is. However, you will need a strong tailwind and at the very least a 240y drive. Apply just a tiny bit of topspin (you want the ball to land on the water) and perform a powerspin. If you're lucky, you'll skip the water and land on the green (unless the wind blows you past it!) If you want to try you'd better be feeling lucky.
HOLE 3 // PAR 4 TARGET SCORE - 3
Pretty straightforward hole, shouldn't require much explanation. With a 230y drive and favorable wind you should be able to squeak onto the green in 2. If the wind is against you and you don't have much power, you should be able to make the green with a powershot. And if you have at least a 236y drive, well you're all set :)
HOLE 4 // PAR 4 TARGET SCORE - 4 OPTIMAL SCORE- 3
This is a LOT like last hole, except you have an absolutely minimal chance of getting on the green with two strokes, and there's a cement path to the left you can cheat a couple dozen Overdrive yards off of if you're so inclined.
If you've got at least a 240y drive, two powershots, and the wind is in your favor, try using a spin mastery for maximum backspin and tomahawk on the first shot. You might get enough distance to tomahawk onto the green on your second shot. If you do not have a 240y drive or the wind is against you, no matter how hard you try you will come short. Which may not be so bad if you're good at chipping...
For those with a weaker drive (under 240), aim towards the left of the fairway on your tee shot. If you aim to the right, there'll be some trees in your way that will snag your ball and dunk it O.B. For those with a stronger shot, the trees should not be much of a problem (Keep them in mind though.)
HOLE 5 // PAR 5 TARGET SCORE - 4 OPTIMAL SCORE- 3
This hole is probably the easiest to Eagle in all of Albatross 18. With a strong north wind, two strokes with the 1W should put you on the green, no problem. With a low wind, one powershot should give you the extra yards needed to clear the water hazard. With a strong opposing wind... two tomahawks just might do the trick. Either way, just take your tee shot (mind the bunker, it's easy to fall in), and if you can't clear the water hazard, aim a bit to the right and set yourself up to land on the green in three.
HOLE 6 // PAR 4 TARGET SCORE - 4 OPTIMAL SCORE- 3
Mind the bunker! Well, you should only fall in if there's a strong wind against you. The terrain is much lower so your ball should just clear it with a regular shot. If you've got a powershot then you might be able to put yourself on the green in two - aim for the green and put backspin on the ball to give yourself enough loft to clear the house. Otherwise, play it safe and settle for par.
Of note here is a funny little hill right in front of the bunker. It's in the rough and a little to the right of center. You can't see it, but if your ball happens to hit it you can get 250 to 290 yards on the tee shot.
HOLE 7 // PAR 3 TARGET SCORE - 2
There's nothing to say -- there are no obstacles, you can get on the green in one shot. Easiest hole yet.
HOLE 8 // PAR 4 TARGET SCORE - 4 OPTIMAL SCORE- 3
If you're aiming for birdie you've got two options: 1, attempt to powerspin forward and skip over the pond, or 2, try to land on the flat and mercifully free of club restriction piece of fairway and tomahawk on your next shot. And if you're wondering, the flat part is on the left side of that wee fairway, before the hill that leads into the rough. Try a 2W and you might roll onto that lovely little patch. The first option will almost always give you a shot at the green, but you risk the water hazard. The second option is pretty safe but you might end up with a club restriction anyway.
HOLE 9 // PAR 5 TARGET SCORE - 4 OPTIMAL SCORE- 3
Well, a river runs through it. You've got two options: play it safe, use a 2W on your tee shot and get on the green in three shots, or you can use a 1W and bounce the ball off the bridge. Use a teeny bit of left curve (drag the dot right) -- the path slopes right, so by curving into it you'll get another bounce or two and get a longer drive. On top of the nice Overdrive bonus, the extra yards should put you close enough to get on the green in one more shot and putt for eagle.
HOLE 10 // PAR 4 TARGET SCORE - 3
Not much to say. Yes, there's a very large bunker, but your tee shot won't even go that far, and on your second you can just loft the ball over it and onto the green. Easy birdie.
HOLE 11 // PAR 5 TARGET SCORE - 4
There's a trick here to earn 20 to 30 overdrive yards here, and best of all it's almost completely safe. Just move your shot towards the right so that your trajectory goes over the cement path at the corner of the plateau. Your ball will bounce off the path and go much farther. Even if you miss the path, the ball will still roll off the cliff and go maybe 5 to 10 extra yards. And should you land on the plateau (I have never seen this happen, but...) you don't have to worry because it's still in-bounds.
Aaanyways. Second shot and you're still very far from the hole. If your drive was over 260 yards, you may be tempted to try and aim for the fairway. DON'T. Unless you have a lot of extra power or are the type that can hit a tomahawk at will, you will almost certainly land in the flowerbed and get hit with an O.B. Just aim for the rough to the right of the flowerbed. There's nothing wrong with shooting from the rough. Get on the green on your next shot and putt for birdie.
Looking at the course, you see two places to shoot: You could land in the rough behind some big fat windmill thing, OR you could land on the pleasant fairway and have a clear shot.
...Well, the right way to shoot is left, in the rough behind the house. Why? Going on the fairway will leave you ZERO chance of getting on the green in two shots. Whereas if you take the left route, there's about a 50/50 chance your lie will allow you to use a 2W and make it onto the green. Just make sure you aim quite a ways left of the house so it's not in your way on your next shot.
(Also, there's a cement path to bounce your tee shot off of for those precious overdrive yards, but it's hard to hit and there's a bit of a risk. Your call.)
HOLE 13 // PAR 3 TARGET SCORE - 2
Two things to keep in mind: One, the green is a lot lower than where you tee off from, meaning a 1W with full power will sail over the green and land in the bunker. Secondly, the blades of the windmill are still a threat -- wait for them to spin out of the way before shooting.
The green on this hole seems much faster than other greens, so beware of rolling all the way through it and into the bunker. Nice overdrive, though.
If you're going to take the safe route on this level, on your tee shot you should make sure your trajectory doesn't go over the water hazard. There's no point in trying to cheat a few extra yards when it won't help your score. 350 yards from the hole, or 320 yards from the hole, you'll still be on the green in two shots.
Now if you want to take a little risk, on your first shot aim for the island. You want to use backspin and shoot with around 215y of power (just a tiny bit more than 90% power on a 230y 1W). Adjust for strong winds of course, and try to do a powerspin: It shouldn't matter if you miss, but it's nice to be on the safe side.
As if trying not to land in the water wasn't enough, now you've got these windmill things in the way. It is possible to go between them and still land on the green (hint: use curve), but you might have to settle for par even after all that. Hmph.
HOLE 15 // PAR 4 TARGET SCORE - 3
It looks like you've got enough power to make it on the green in two shots, but keep in mind that the green is on a bit of a plateau. Use a powershot on your tee shot and you should make it. And after five or fourteen holes you should have a powershot charged by now.
Let's see. There's a very very safe route to the left that will probably score you a par. And there's a very very unsafe route to the right that will send your ball through a gauntlet of three windmills, and (if you survive that), into the water. If you want to take the risk then use a forward powerspin to skip the water or a tomahawk to land on the green, but if you doubt your pangya-hitting ability then I would play it safe.
Very straightforward hole. Yes, there's a cement path you can probably hit up for some overdrive yards, but since doing so would probably put you in the bunker, don't waste your time.
It IS possible to land on the green in two shots, but doing so might require hitting two tomahawks. If you want to try then by all means go for it, you don't really need a powershot for hole 18.
HOLE 18 // PAR 4 TARGET SCORE - 3
You'd think there'd be some way to exploit that long winding path... but you'd be wrong. Use a powershot and aim for the fairway on the right. You should be close enough to aim for the green on the second shot, although it is possible that you'll need to take another shot to get close enough to clear the water hazard.
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