Battlefield 2 - Support Kit FAQ
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Battlefield 2
Support Kit FAQ
For PC
Version 1.0
Author: TripleJump
Contact: triplejumpfaqs[at]gmail[dot]com
Created: May 5th, 2007
Last Update: May 8th, 2007
Copyright (c) 2007-2008 TripleJump
*------------------------------------------------------------------------------*
Pre Notes
-----------------------
Battlefield 2 is a first person shooter with some steep requirements. If your PC
performs poorly, chances are this guide will not help you much. Try upgrading
RAM to increase system performance. This guide is designed for you to improve,
not to completely dominate.
Contact
-----------------------
If you have a tip, comment or request for this guide. Please email me at:
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-----------------------
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If you would like to host this FAQ please contact me.
+-------------------+
| TABLE OF CONTENTS |
____________________________+-------------------+_____________________________
| |
| I. Introduction |
| II. Version History |
| III. Support Pro/Con |
| IV. Support Unit Equipment |
| V. Support Tips |
| VI. Support Awards |
| VII. Frequently Asked Questions |
| VIII. Credits |
| IX. Closing |
|______________________________________________________________________________|
This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other web
site or as a part of any public display is strictly prohibited, and a violation
of copyright.
<------------------------------------------------------------------------------^
| |
| I. Introduction |
| |
V------------------------------------------------------------------------------>
Welcome to another FAQ. This one is meant to be a quickie for one of my favorite
shooting games of all time, Battlefield 2. This guide is for the Support Unit.
The unit that holds the mighty Squad Assault Weapon and a number of other deadly
weapons that are used against the enemies.
I came across Battlefield 2 post Christmas 2006. It was cheap, so I purchased
it. I enjoy it still today and am currently a Staff Sergeant. I am a long time
FAQer (well, not REALLY long) for about 3 years now. This is my thirtieth file.
So, I've introduced myself and the game. Now to get into more detail about the
Support. What is support? Let's see what the dictionary says:
To bear or hold up (a load, mass, structure, part, etc.); serve as a foundation
for.
This means that we will be one of the main units on our squad or team. What else
does it say?
A person or thing that gives aid or assistance.
It seems that we have a role to fill that means we will have to assist others
and provide them with help. This will be covered in due time. So let's get down
to the guide.
<------------------------------------------------------------------------------^
| |
| II. Version History |
| |
V------------------------------------------------------------------------------>
May 8th, 2007
-------------
I finished everything I need to so far. It's looking fairly nice and is done
until someone points something out about it. So, enjoy!
May 5th, 2007
-------------
Started to lay out the guide, made the first couple sections and the ASCII
parts, which look somewhat nice. Man, I definately need a specific style.
<------------------------------------------------------------------------------^
| |
| III. Support Pro/Con |
| |
V------------------------------------------------------------------------------>
Now it's time for us to look at the good points and the less good points about
the support class:
PRO
---------
+ The Support class has a portable machine gun, that fires very quickly and does
a lot of damage.
+ The Machine Guns do not need to reload often. Instead, it fires until it
overheats.
+ The Support class wears Body Armor, which protects it from most enemy fire
except for the head, at the cost of some running speed. Which is okay, we won't
be running a whole lot.
+ Unlike the other body armor units, the support has throwable grenades. Which
will help with accuracy of throwing them.
+ The Support class can resupply teammates with ammunition. Throwable ammo bags
can be deployed on the ground for easy step over. If a support unit is in a
vehicle, it also gives ammo to the other passengers.
+ The PKM unlock is an extremely powerful and fairly accurate weapon that is
used in most situations.
+ Support has many abilities that other units are lacking, and it is usually a
team player behind those sights. So this is good for everyone.
CON
---------
- The Support Class will take a while to reload, however rarely you have to.
- The Machine guns are quite innaccurate, even when proning. You have to have
some skill to play as this class.
- After throwing grenades or knifing someone, pulling out the weapon takes a
lot longer. Which is why pistol is reccomended.
- This class is NOT stealthy. It will make a lot of noise and let you know where
you are.
+++
As you can see, the positives far outweigh the negatives. Most of the negatives
have a way around them however. Meaning that those flaws aren't truly going to
impede you.
<------------------------------------------------------------------------------^
| |
| IV. Support Unit Equipment |
| |
V------------------------------------------------------------------------------>
================================================
United States Marine Corps
================================================
Standard Issue Combat Knife
---------------------------
The Knife isn't probably going to be used much with this class. Usually, when an
opponent is close enough to knife within a few steps, you are dead. The Support
main weapons are innaccurate at close range. So your best option is pistol, then
knife. The most you will use this for is if you are moving through the city, and
you spot a unit firing at a group. Sneak up behind them and stab away. Try to
prone first. Besides, we don't really want to be close to enemies.
M9 Semi-Automatic Pistol
---------------------------
The Pistol is our first line of defense in close range. If someone is close,
pull this out and go crazy. There is no silencer, so it's kind of loud but seems
easier to aim. If you overheat, you should also pull this out. You shouldn't
overheat, though.
M249 Squad Automatic Weapon
---------------------------
The M249 SAW is probably the weakest of the three base weapons. It has little
accuracy and low power. However, it does have a large clip size. It will still
overheat though. This, along with the other support guns, should NEVER be fired
rapidly. Fire it in small bursts of no less than 3 to no more than 10 bullets.
This means you can check if an enemy is repositioned or dead, as the heat of the
battle can get to you and the muzzle flash is there a lot. The bursts themselves
should be fairly rapid. Pause for a third of a second and fire. The recoil on
this gun is crazy, even while prone and using sights.
High Explosive Frag Grenade
---------------------------
The Grenades are somewhat overpowered than what they are in life, but they can
still be used effectively. On the start of maps, you should probably start
throwing them everywhere (where the units on the other team should be). It's
not that big of a problem for you, as you can just get more of them with the
Ammo Bags. They are also good for throwing at command posts to soften groups up
or make them stunned from the explosion. Throwing into buildings where you know
enemies are is also a great plan.
Ammo Resupply Bags
---------------------------
The ammo bags are plentiful, you keep growing them, and after you lose them all
you can simply reselect them to get another one. If you step on one, you get all
ammo replenished. If you walk near one, you slowly get it back. Because of this,
the ammunition bags are the easiest point making method for support. Begin the
level and follow the people until the point they start throwing grenades into
enemy territory. Go a bit ahead and throw these EVERYWHERE. The other players
will pick them up and you will get a ton of resupply points.
It's been my experience that Snipers, Assault, Anti-Tank and Engineers will take
more ammo. This is because Snipers deploy claymores often, Assault use the
Grenade Launcher, Anti-Tank uses Rockets, and Engineers use up a lot of shotgun
shells. Throw them instead of hanging out, because it's better for points. It's
handy for other classes to walk through areas and get ammo. You should also be
on the lookout for units calling for ammo. Keep deploying them if you have some.
Body Armor
---------------------------
Body Armor is a vest that will protect your chest from bullets. This is helpful
while proning and suppressing a group. If someone shoots you from the side, you
will be quite alright for a couple seconds and can turn at them. It comes at a
cost of speed while running. But the Support class is really only there to
suppress and be deployed to guard certain areas. So this isn't much of a loss.
================================================
Middle Eastern Coalition
================================================
Standard Issue Combat Knife
---------------------------
The Knife isn't probably going to be used much with this class. Usually, when an
opponent is close enough to knife within a few steps, you are dead. The Support
main weapons are innaccurate at close range. So your best option is pistol, then
knife. The most you will use this for is if you are moving through the city, and
you spot a unit firing at a group. Sneak up behind them and stab away. Try to
prone first. Besides, we don't really want to be close to enemies.
Bagheera Pistol
---------------------------
The Pistol is our first line of defense in close range. If someone is close,
pull this out and go crazy. There is no silencer, so it's kind of loud but seems
easier to aim. If you overheat, you should also pull this out. You shouldn't
overheat, though.
RPK-74
---------------------------
The RPK-74 is the best normal weapon you can use for support. It is powerful,
accurate and noisy. Just the way you like it. It has little recoil and can fire
single shots fairly accurately. I play better with this than all the other base
weapons combined. Bursts are even more effective here because there isn't much
recoil, so you will hit 90% of the time if you have a good shot. The muzzle
flash is slightly less, but not by much. It also carries less ammunition than
the other one, but it is many times more powerful.
High Explosive Frag Grenade
---------------------------
The Grenades are somewhat overpowered than what they are in life, but they can
still be used effectively. On the start of maps, you should probably start
throwing them everywhere (where the units on the other team should be). It's
not that big of a problem for you, as you can just get more of them with the
Ammo Bags. They are also good for throwing at command posts to soften groups up
or make them stunned from the explosion. Throwing into buildings where you know
enemies are is also a great plan.
Ammo Bags
---------------------------
The ammo bags are plentiful, you keep growing them, and after you lose them all
you can simply reselect them to get another one. If you step on one, you get all
ammo replenished. If you walk near one, you slowly get it back. Because of this,
the ammunition bags are the easiest point making method for support. Begin the
level and follow the people until the point they start throwing grenades into
enemy territory. Go a bit ahead and throw these EVERYWHERE. The other players
will pick them up and you will get a ton of resupply points.
It's been my experience that Snipers, Assault, Anti-Tank and Engineers will take
more ammo. This is because Snipers deploy claymores often, Assault use the
Grenade Launcher, Anti-Tank uses Rockets, and Engineers use up a lot of shotgun
shells. Throw them instead of hanging out, because it's better for points. It's
handy for other classes to walk through areas and get ammo. You should also be
on the lookout for units calling for ammo. Keep deploying them if you have some.
Body Armor
---------------------------
Body Armor is a vest that will protect your chest from bullets. This is helpful
while proning and suppressing a group. If someone shoots you from the side, you
will be quite alright for a couple seconds and can turn at them. It comes at a
cost of speed while running. But the Support class is really only there to
suppress and be deployed to guard certain areas. So this isn't much of a loss.
================================================
Chinese Free People Liberators Army
================================================
Standard Issue Combat Knife
---------------------------
The Knife isn't probably going to be used much with this class. Usually, when an
opponent is close enough to knife within a few steps, you are dead. The Support
main weapons are innaccurate at close range. So your best option is pistol, then
knife. The most you will use this for is if you are moving through the city, and
you spot a unit firing at a group. Sneak up behind them and stab away. Try to
prone first. Besides, we don't really want to be close to enemies.
QSZ-92 Pistol
---------------------------
The Pistol is our first line of defense in close range. If someone is close,
pull this out and go crazy. There is no silencer, so it's kind of loud but seems
easier to aim. If you overheat, you should also pull this out. You shouldn't
overheat, though.
Type 95 Machine
---------------------------
The Chinese Machine Gun is less powerful than the last two. It has a smaller
clip, and you can almost blow the whole thing in one continous firing. It is
a lot more accurate, but like I said, it's weaker. I'd reccomend you unlock the
PKM instead of using this thing.
High Explosive Frag Grenade
---------------------------
The Grenades are somewhat overpowered than what they are in life, but they can
still be used effectively. On the start of maps, you should probably start
throwing them everywhere (where the units on the other team should be). It's
not that big of a problem for you, as you can just get more of them with the
Ammo Bags. They are also good for throwing at command posts to soften groups up
or make them stunned from the explosion. Throwing into buildings where you know
enemies are is also a great plan.
Ammo Bags
---------------------------
The ammo bags are plentiful, you keep growing them, and after you lose them all
you can simply reselect them to get another one. If you step on one, you get all
ammo replenished. If you walk near one, you slowly get it back. Because of this,
the ammunition bags are the easiest point making method for support. Begin the
level and follow the people until the point they start throwing grenades into
enemy territory. Go a bit ahead and throw these EVERYWHERE. The other players
will pick them up and you will get a ton of resupply points.
It's been my experience that Snipers, Assault, Anti-Tank and Engineers will take
more ammo. This is because Snipers deploy claymores often, Assault use the
Grenade Launcher, Anti-Tank uses Rockets, and Engineers use up a lot of shotgun
shells. Throw them instead of hanging out, because it's better for points. It's
handy for other classes to walk through areas and get ammo. You should also be
on the lookout for units calling for ammo. Keep deploying them if you have some.
Body Armor
---------------------------
Body Armor is a vest that will protect your chest from bullets. This is helpful
while proning and suppressing a group. If someone shoots you from the side, you
will be quite alright for a couple seconds and can turn at them. It comes at a
cost of speed while running. But the Support class is really only there to
suppress and be deployed to guard certain areas. So this isn't much of a loss.
================================================
Unlock Weapons
================================================
PKM
---------------------------
The best support gun in the game. This firearm suffers from virtually no recoil
while you hold it down automatically. So the accuracy is unmatched, and when it
is fired in bursts, it's even more accurate! The PKM is VERY loud. Half the time
I feel like I'm going to go deaf. The gun loses ammo rather slowly but overheats
quickly, and it's the most powerful support gun as well. I've shot down choppers
from roofs before. It's not very good at cover fire, but it's good for going for
some kills! The only problem is the overheat and small clip size.
MG36
---------------------------
The MG36 isn't quite as good as the other weapons. But it is still decent. It
has a little less power than the PKM, and a lot more recoil. However, it's
somehow EASIER to land hits on enemies with this. Why? Because the sights are
thin. It's pretty much an automatic, huge clip G36E. It has the RPK ammo clip
and is a fair gun. I prefer the PKM, but it all comes down to what you prefer.
To get this you will need the PKM anyway, so what does it matter.
<------------------------------------------------------------------------------^
| |
| IV. Support Tips |
| |
V------------------------------------------------------------------------------>
The Support class is the second highest scoring class in the game (first is the
medic). They are somewhat newbie friendly and easy to work with. Here are some
roles that you can fill in the squad, as well as strategies to work against the
Support units.
As A Support
------------
- Throw ammo bags in areas players will come in. Drop them like they are hot. I
can get 30 points in about 5 minutes doing nothing but ammo.
- Lay Down Suppressing fire as much as possible. This gives your teammates a
chance to revive, heal and move out. Proning in a spot with cover, but a wide
view is the best place to go. Fire in the short bursts, so we get more accurate
and less chance of overheating.
- Support is weak against most thing except for infantry. If you and your team
encounter vehicles, get out of there. You won't last long. If there is an enemy
boat or chopper then sure, fire some at them. But try to leave it to the real
men.
- Try not to drop a TON of ammo bags in a command post. Drop a couple as you are
capturing it, but dumping a lot will just leave it fueled and ready for an enemy
squad who comes by.
- If you have to pull out your Machine Gun, try to hide as you do it. It takes a
couple extra seconds than most units to do this. If you can't hide, the pistol
is your friend.
- Running around and following a Sniper or a unit that has grenades can get you
some easy points, and so will they as they drop tons of grenades and claymores.
This can get you kicked or banned on some servers however.
- Again, supply ammo to your men. It's the most important thing you can do as a
support.
- Hiding on a roof is good for long range, but at close range the enemy will
have a small blind spot to sneak in.
- Deploying two Support players in a post can be good. Have each cover a spot
where enemies will approach and cover that side. Easy points. A medic with them
would be welcome, but have them hide until you die.
In a Squad
----------
- Having a support in your squad is a good idea. As the leader, you can be sure
that your squadmates have plenty of ammo. You will also have body armor, and can
last longer than most classes with you. Most support units will be away from the
battle somewhat so they can get some shots in.
- VoIP makes this much better, as you can communicate to the others about when
to run and such.
- Suppressing fire has just become better. Situations:
You spot a person running, you prone and fire rapidly at them. They duck behind
a sandbag bunker. Then you say "Get him, I'll cover you". He may try to pop up,
but you fire at him. Your teammate comes in front of it and BOOM! No more threat
here.
Or maybe you have a man down, while hiding, he peeked out to shoot but fell
down. So you stand up and begin firing rapidly at the enemy position while your
men get the other guy. Remember, supression will let you advance, defend and
regroup.
- You can set up a defensive post away from your squad, so maybe you are heading
to a post, and the leader tells you to hang back and fire at oncoming enemies.
It works better than you'd think.
- You can even defend with the squad. You can take a whole side as long as one
other person has your back.
VS other Classes
----------------
Sniper:
Against a sniper, you have little chance unless you are at close range. If you
try to hit them, you will probably prone, making you an easy target to hit. If
you stand, you won't be able to aim very well, and you are still a target. If
you are at close range, you outgun them and can fire longer. If they turn a
corner, you will have to flank them because they probably dropped a claymore for
you to run in to. At long range, try to keep some supressing fire on them in
hopes you hit them or a teammate gets them.
Special Ops:
Against a Special Ops, you have the advantage unless you are at close to medium
range. They aren't very skilled at the long range. The problem is that the
closer you are to them, the less accurate you are. They will also become more
accurate as they get closer. Remember that they have a Semi-Automatic weapon as
well so they can rip them into you. Try to draw off fire until they reload some
how. At long range, just fire single or bursts at them, they will fold.
Assault:
If you can catch an assault off of guard, you can defeat him easily. Just fire
into him. The only catch is that he has body armor. If he sees you as you are
attacking, then he'll launch a grenade at you most likely. Which will probably
hit or get nearby, because you are proning and stuck. Either one can be bad
because you are weaker, dead or have the ringing ears and blurred vision. Which
lets him hit you.
Support:
Against other support, it really comes down to skill. If you are better, you
will win. Other conditions are who saw who first, and who started firing first.
If you are equal in all of the above, the winner is whoever has the better
weapon. If you are at close range, then I'd reccomend the pistol or knife, as
that's what they will probably do to you as well.
Engineer:
At any range other than close, you are the winner. The only time you won't win
is if the other player is skilled with the unlock MP-7. This means that it's
like fighting a weaker spec-ops. If you do get the fortune to meet one at medium
to long range with a shotgun, fire away. They can only hit you with a pistol and
that won't do much. Close range, you are undergunned. As they have a shotgun
that will rip you into pieces.
Medic:
Medics are like Spec Ops that are slightly more accurate because most of their
weapons are three shot bursts. The MEC and Chinese will be like Special Ops, but
the three shot bursts can be a problem. As 90% of the three bursters have an
incredibly accurate G36E. Which is an issue. But treat this situation just like
the Spec Ops. The three bursts will be a problem at close range as well.
Anti-Tank:
Against Anti-Tank, you have a 99% chance of winning at almost all ranges except
for close range, where it is more like 80%. This is because the enemies have a
tiny clip that fires way too fast. The only problem is that proning will make
you a rocket target, but they are usually dead before that's an issue. So fire
away!
Against a Support
-----------------
Sniper:
You have the upper hand. Find a place you can fire at them with little return
fire. A bush with a side covered by a wall can help. Or on top of a hill or
below one. this lets you expose only the top half slightly while being able to
fire at the stationary proning enemy. Grenades will work fine as well.
Support:
Against other support, it really comes down to skill. If you are better, you
will win. Other conditions are who saw who first, and who started firing first.
If you are equal in all of the above, the winner is whoever has the better
weapon. If you are at close range, then I'd reccomend the pistol or knife, as
that's what they will probably do to you as well. Grenades too.
Special Ops:
You also have a semi-automatic weapon that you can fire. So find cover, then
pop out an unexpected way and fire at the proning enemy support. Grenades also
work well. Or you can drop C4, retreat a bit and wait for them to show up. Then
blow it up! Grenades work also.
Assault:
Try and launch grenades at them. If you miss, pull a smoke grenade or a flash
bang out and chuck that, then dodge out a side and come up not at the front to
get some shots in.
Engineer:
Engineers have the problem of lack of range. If you have the MP-7, then fire at
the like a Special Ops. If not, then you want to move around a building or
something so that they aren't facing you and ravage with a pistol. If you are
lucky enough to get REALLY close, knife them or use the shotgun. You can also
try some grenades.
Medic:
Treat this like a Special Ops. Though if you find cover, try dropping some
health bags around you before you prone out to shoot. This lets you live longer
and you can still shoot if you get hit a bit. Lobbing grenades to the position
works well too.
Anti-Tank:
Well, a class with no grenades. Instead, you get a low accuracy rifle that fires
too quickly, which won't be much help. No, use the pistol for shots, and if you
have a good one, use the Rocket Launcher and blow them off the ground.
<------------------------------------------------------------------------------^
| |
| IV. Support Awards |
| |
V------------------------------------------------------------------------------>
Support Combat Badge
--------------------
Basic - 10 Kills as Support Class in 1 Round
Very easy, just go around and shoot some people to get this one.
Veteran - 20 Kills as Support Class in 1 Round
15 Total Hours played as Support
This one is harder. The kills aren't, because by the time you get to 15 hours
played, you should be good enough to get them.
Expert - 40 Kills as Support Class in 1 Round
100 Global Hours as Support Class
This one is hard to get the required kills. But, if you have played for 100
hours, you will get this eventually. Like I said before, you will grow with the
requirements.
Resupply Badges
---------------
Basic - 5 Ammunition Re-Supply in one round.
This is one of the easiest things to get in the game! Just throw ammo bags
anywhere you can and you will have it in no time
Veteran - 10 Ammunition Re-Supply in one round.
15 Global Hours as Support Class
This one has another easy re-supply requirement. It's just that you need to play
as them for a long time to get enough hours to do this.
Expert - 25 Re-supply
Meritous Service Medal
----------------------
One of the requirements for this medal is 1000 resupply points. However, you
also need 250 hours, so this is a sinch if you play often as support.
<------------------------------------------------------------------------------^
| |
| V. Frequently Asked Questions |
| |
V------------------------------------------------------------------------------>
Q. What is your account name?
A. Not telling, sorry.
Q. How do I get Special Forces weapons without buying it?
A. Have a friend who does own it play your account on it.
Q. Is support your best class?
A. No, I just wrote for it because the others were taken. But I have some skill
as one.
Q. Your guide is lacking something..
A. Send what it is lacking in and I can add it.
Q. How do I get better?
A. Practice, discipline and practice. It will take you about 500 kills and 1000
deaths to get decent.
Q. What is the best map for support?
A. It depends what your play style is like and what you enjoy. But usually an
Infantry only server is the best bet as your won't have to deal with any vehicle
threats.
Q. How can I help?
A. By sending in your special tips and strategies to the following address:
triplejumpfaqs[at]gmail[dot]com.
Q. How do I get the MG36?
A. It's only on Special Forces. You have to buy that, unlock the PKM and then
unlock it. If you don't have Special Forces, just get a trustworthy friend to
play on your account in a Special Forces round and whenever you rank up you can
unlock both now (as long as you get the Battlefield weapons first).
<------------------------------------------------------------------------------^
| |
| VI. Credits |
| |
V------------------------------------------------------------------------------>
Information
--------------------
- The IGN Guide for this, it got me the names for some of the in game weapons,
thank you.
- Antseezee's excellent guide, it helped me kick start my support career.
- SecretsofBattlefield.com, it's a wonderful site with many helpful hints that
can help you learn in several classes.
- My friend Andrew, for some tips I used while playing.
Special Thanks
--------------------
- LethalLink99
- Crazyreyn
- A L E X
- Kirby021591
- Super_Slash
- PeTeRL90
- Devin Morgan
- You, for reading this guide, and giving it a purpose on the internet.
<------------------------------------------------------------------------------^
| |
| VII. Closing |
| |
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Well, thanks for being here for another FAQ. If you have a question, contact me
at triplejumpfaqs[at]gmail[dot]com. This won't be updated unless you email me
something, so do so if you want this to continue on!
This document is Copyright (c) 2007 TripleJump. It cannot be reproduced, sold
or otherwise distributed without advance written permission. Sites that have my
permission to use the FAQ is GameFAQs, Neoseeker, Super Cheats, GamerHelp and
any other sites must ask me to use it. If you see it on another site, please
contact me.
To see all of my written works, please visit my contributor profile. You can see
it at http://www.gamefaqs.com/features/recognition/38449.html. Don't complain
about it. I know some of my files lack completetion, but that's my problem. Not
yours. Okay? Good.
I hope this one helped you more than ever before. I'll be here, wasting my life
writing more guides for you people. So, enjoy! In the words of a wise man:
See ya later!