=================== | SWING AWAY GOLF | =================== FAQ in progress by Darrell Wong (DKW 001) Contents i. Stuff for CJayC ii. Version history iii. Introduction 1. Overview 2. The Golfers 3. Equipment 4. Events overview 5. Complete events rundown 6. Course tips 7. Wagering in Normal Mode 8. Codes 9. Final thoughts/wish list i. Stuff for CjayC ------------------ Date completed: 5/24/04 Version: 6.0 E-mail: dkw001@hawaii.rr.com ii. Version history ------------------- 6.0: Slight change of plans...I realized I needed to give a complete rundown of the events, not just a bunch of tips. It's a big change, and I still have a long way to go before I have enough info to complete this FAQ. So one more update before the finale. No hard feelings, I hope. iii. Introduction ----------------- I've always been a fan of "hidden treasures". One of my favorite games for the old NES was Mendel Palace, a completely obscure action/puzzle game from some completely obscure company. Absolutely loved it. Thought it had the perfect blend of challenge, humor, replay value, and plain 'ol fun. Or how about Super Buster Brothers? One of the few games that made the Super NES even remotely worth it. Or The Combatribes (same)? Heck, you could even put the underrated Final Fight 2 in that list. And PSX games. Klonoa: Door to Phantomile. Strikers 1945. Beatmania. So one day I get Swing Away Golf by request. I stress that I've never been a big fan of computer or console golf, and there have been only a handful of golf games that didn't make me quit in disgust. Which makes it all the more remarkable that I almost instantly got into this game in a huge way. From the completely intuitive gameplay, to the ease of controls, to the many types of equipment and games, to the ability to actually get a friggin' straight shot off, this was just about the perfect PS2 game, let alone golf game. Not to mention YEARS of replay value due to the plethora of events for each golfer. I was all set to submit a glowing review of this game to GameFAQs...and I discovered that it was so much better than so many other PS2 games I've known (some of which I've actually played), I couldn't even put my praise into words. It's been a while since any game affected me like that. So anyway, since this is such an obvious must-have for any PS2 owner, I realized I had to do a comprehensive FAQ on this eventually. Even more so because I knew this wasn't the kind of megahyped media frenzy game the magazines would cover to death 50 times over. So here it is. ============== |1. Overview | ============== This is a quick overview of the gameplay for those who're just starting out. I won't go into the practice modes; they're easy enough to do on your own. At the start of each hole, you'll be at the tee box with the 1 wood (driver), unless it's a par 3, in which case your caddy will select what she/he thinks is an appropriate club. Your initial direction will be straight down the middle of the fairway. You can change direction by moving right or left and your club with L1 or R1. You'll see a line extending from the club; this "swing line" is an approximation of the flight the ball will make (without taking into account the wind, the height of the terrain, etc.). If you want to scope out where your ball will land, which is almost always a good idea, press triangle. A second press brings up a topographic grid, a tremendous help for your short game. You can also change your view with the analog sticks (provided your controller has them, of course). The right stick moves you around, and the left changes the angle of your view. Press circle at any time to return to the ball. L2 and R2 change your stance, allowing you to put draw (leftward curve) or fade (rightward curve) on the ball. Up and down allow you to aim higher or lower on the ball. High shots impart topspin, resulting in a lower trajectory and more roll; backspin does the opposite. All these adjustments, known as "shotmaking", take a certain amount distance off the shot, so it's important to compensate on the swing. The most common uses of shotmaking are avoiding hazards and making the ball stop on the green. The level of control depends mainly on the club. In general, long irons and woods are the best for hitting draw and fade shots, while short irons can impart the most spin. Wedges, which are designed to produce consistent straight shots, are the hardest to adjust. Picking a new club removes all your shotmaking adjustments. When you're ready to make your shot, press X to bring up the swing meter. Press X to start the swing bar moving, a second time to set the distance, and a third to determine accuracy. Press triangle to remove the swing meter and go back to setting up the shot or to cancel the swing if its started. You can cancel so long as you haven't set distance. If you hit the distance setting at exactly 100%, you'll hear a ring and see some sparks. Anything above that is overswing. A little overswing has a negligible effect on distance, but half or more adds quite a bit of power to the shot. The downside is that it also speeds up the swing bar. To get a clean shot, you need to time the final press with the bar in the white "meet" area. With the 1 wood (only), doing this will also cause a ring and sparks. (A "double ringer" drive will also cause your golfer to do a little animation.) If the bar's to the left of the meet area, it results in a slice; stopping on the right results in a hook. The severity is determined mainly by how off you were and how much power you put into the shot. In addition to inaccuracy, hooks and slices take quite a bit of distance off the ball, so avoid them whenever possible. If you fail to hit X before the bar reaches the top, it'll descend at an incredible speed. Don't be alarmed; once it hits the bottom, it'll ascend again as normal. Distance is *not* set until you hit the button (there is no "automatic full overswing", as I've stated previously). You do have to make the second button press, or else it's automatically full right...i.e., a monster hook. At the start of your next shot, the process begins again. Your caddy will select an appropriate club for the remaining distance. If it's more than what you're capable of hitting, it'll be the 3 wood by default. You can use the driver off the tee, but it won't give you as much accuracy or loft as a fairway wood. When your remaining distance is less than about 100 yards (a full swing with your shortest club), the swing line is replaced by a dashed line which indicates direction only. Press square to do a chip shot; the distance meter will turn red and display a 50 regardless of what club you're using. You can chip with any club, although a wedge works the best. It's *much* easier to get a clean, precise shot with a chip than a normal shot, making it ideal for when you're close to the hole and have plenty of room to run. Chips are subject to overswing, although the effect isn't that much. Shotmaking adjustments to chips are generally ineffective. Once you're on the green, all you have to do is aim and set the distance. All putts are straight and not subject to hook and slice. Up or down resets your position. Triangle switches the view to behind the hole, very useful for long putts. Square changes the putter setting between 30, 60, and 120. If you putt from off the green (which is a good idea in many situations), it's handled the same, except that you don't automatically get a topography grid and the back view isn't available. Also, the flagstick remains in the cup, giving you a little less hole to work with. Your golfer's attributes go a long way toward determining the kind of shots you'll be able to make. The Distance attribute, obviously, determines the maximum distance of your shots. At 0, you can hit a beginner driver 210 yards. Each point you put into Distance increases this by 1.4 yards, up to a maximum of 350 for the full 100 points. However, the more Distance you have, the faster the swing bar moves. Accuracy slows down the swing bar and lessens the severity of mishits, but with a diminishing returns effect if you build it past Distance. (Accuracy DOES NOT decrease your distance, despite what the game says.) You should always maintain a good balance between Distance and Accuracy, never letting one get too far ahead of the other. Control is your shotmaking ability, how far you can make the ball curve and how fast you can make it spin. Recovery dictates the precision of your rough and sand shots. On the tougher courses, it's next to impossible to hit every fairway, so this is important to have. In general, while you don't have to make your golfer perfectly balanced (although that's perfectly acceptable), you don't want any one attribute to get far higher or lower than the rest. Pinpoint accuracy isn't much use if you consistently need a wood to reach the green; perfect recovery won't help you in situations where it's best to stay out of trouble entirely. You *can* start out with very high Control (I did that with Sam), but only if you really want a challenge. Call up the options menu by pushing select. Replay allows you to save the last shot you made to memory; wait until the next shot comes up before doing so. Unplayable Lie returns the ball to the point where you made the last shot and adds a penalty stroke; use this only if you're in an absolutely hopeless position. Give up automatically ends the hole and gives you the worst score possible, par times three. The only time this is useful is if you fail to make bogey in a point tournament, since you can never do worse than -3 points no matter what. Quit ends the game and gives you the option of saving it. You can save any type of game *except* survival. When you restart the game, you'll be on the tee regardless of whether or not you made any shots before quitting. General tips - * Don't ever rush your shot, even if your opponent's all but begging you to. There's no end to the bad things that can happen with an errant shot. Be accurate, not fast. * Be careful if the wind is strong. Even an 11 mph wind will affect your shot a lot. Also remember that the longer the ball stays in the air, the more the wind affects it; adjust your aim accordingly. You might want to avoid backspin entirely with very strong winds (15 mph and up). * Avoid out of bounds no matter what. Play conservatively if there's even the slightest chance of going over. * Learn when and how to lay up. In particular, if you need an accurate approach to a high or low green, leave more than 100 yards so you keep the swing line. * It's a good idea to spend some time practicing your short game, mainly because getting the ball as close to the hole as possible is so critical to good scores. Controlling the distance of putts is considerably tougher on the 60-foot setting than the 30-foot one, and the 120-foot setting is utter chaos, so you don't ever want to leave a very long putt if you can help it. * Putt from off the green whenever you're close enough and have a clear line. Note that the fairway (don't try to putt over rough or sand for obvious reasons) takes some speed off the ball; increase the power accordingly. The fringe isn't considered part of the green, so remember to switch to the putter (unless it's more than 10 yards, in which case use a chip shot). * Rain will slow down the ball in the air and stop it almost immediately once it hits the ground. For your approach, you can almost aim the end of the swing line right at the cup. Use at least 10% more power than usual on the green. ================== | 2. The golfers | ================== Seven golfers, which I refer to as the "basic seven", are available from the onset. The hidden three, Sam, Meg, and Steven, are selectable after you play their events (or with a code; see the "Codes" section below). Each has a number of events which he/she can't enter; these are indicated by white squares in the Trophy Room screen. Generally, "personal" events...those with an important story element for the person you're playing as...are unplayable. Additionally, since the Survival events are segregrated by gender, each golfer can only enter one of them. My descriptions for the computer-controlled players are only general tendencies. Some do better or worse depending on the event, course, opponent, etc. The golfers and caddies speak only if the Narration option is on. Furthermore, only computer-controlled golfers will make comments between holes and at the end of the tournament. RYAN Default type: Balanced Unplayable events: Pine Tree Open, Miracle Cup Personality: Completely straightforward and even-keeled, if not outright bland. Never shows much excitement no matter how he's doing. Fair amount of competitive drive, but not passionate about winning; "I won't lose to you again!" comments practically an afterthought. For some reason, he calls every failure to win "close" regardless even if he was completely blown out. CPU player: A par-o-matic. Almost never misses a fairway or makes bogey, but rarely makes birdie either (and NEVER eagle). Misses a lot of easy putts. Typically shoots +1 to -2. RACHAEL Default type: Balanced Unplayable event: Angel Cup Personality: Confident, strong-willed, and short-tempered. Always thinks she can win even when she's losing badly. Hates to lose and gets very agitated when she's trailing. Calls herself the "Queen of the Fairways" and always has high expectations for herself. CPU player: A solid competitor who's good for at least a few birdies every round. Long and accurate off the tee; better than average short game and putting. Can make bad shots and bogeys, but generally does better than Ryan. Even to -3 is typical. For some reason, she makes more incredible shots than anyone except Steven; she the only one I've seen hit a hole in one *and* an albatross. BILLY Default type: Good recovery Unplayable events: Jackpot Cup, Pine Tree Classic Personality: Cocky and completely self-confident; impossible to rattle. Makes all kinds of dumb excuses whenever he's behind. A real ladies' man; never misses the chance to hit on a cutie. Loves to fight and gamble almost as much as golf and takes great pride in "never losing". CPU player: Gets into trouble a lot, but usually adept at getting out of it as well. So-so short game and putting. Makes a spectacular play from time to time, like a chip-in from the sand, but that usually just compensates for his mistakes. Scores are comparable to Ryan's. JULIE Default type: Good recovery Unplayable event: Angel Tournament Personality: Southerner. Exudes femininity and always tries to look as womanly as possible. Gets irritable when she falls behind. Weak-willed and rattles very easily; all but demands that her opponents go easy on her. CPU player: Unpredictable; can chip in for birdie one hole and miss an up and down for bogey the next. Average in most aspects. Likes to take risks; often can't make them pay off. Scores are comparable to Ryan's. JOE Default type: Power hitter Unplayable events: Black Sunday Open Match, Gold Rush Match Personality: A pathetic, irresponsible loser. Makes wild accusations about "cheating" every time he falls behind. Will whine, beg, and even steal to get what he wants. As fervent a gambler as Billy, although he only rarely wins. Has the weird habit of ending almost every sentence with "right". CPU player: Plenty of muscle, but not much else. Rarely makes more than half of the greens in regulation. Misjudges nearly all his first putts; more than two one-putts in a round is a challenge for him. Decent recovery hitter. In the professional ranks, he gets between 1-3 bogeys per round and *maybe* a birdie. He improves a little on the World Tour. JAMES Default type: Power hitter Unplayable event: Great Old Course Cup Personality: Egotistical, thin-skinned, and disdainful. Thinks he's the best golfer in the world no matter how his round actually goes. Whenever anyone's well ahead of him, he only admits that he's "found someone who can challenge him", never even considering the possibility that anyone can beat him (even after it happens). Will loudly berate an opponent for making a bad shot or even taking a while to make a shot. CPU player: Streaky. Can string together two or three birdies in a row and follow up with an equal number of bogeys. Strong drives and a good short game, but his putting is as shaky as Joe's. TERRIBLE recovery shooting; can take a lot of shots just to get out of trouble. Needs the "mercy rule" more than anyone else. Can shoot +5 (or worse) to -4 depending on how "on" his game is. KELLY Default type: Accurate hitter Unplayable event: Pacific Open Personality: Quiet, calm, demure, and polite almost to the point of obsequiousness. Never brags, taunts, or swaggers. Looks up to other players for inspiration. Extremely emotional and breaks down in tears more than anyone else. Feels that she "has" to win for whatever reason. Limited reaction to just about everything (except holes-in-one and albatrosses). CPU player: Can be good or bad depending on the event; overall, one of the better opponents. Usually (but not always) highly accurate with all her shots and rarely has to make a recovery. Scores range widely; she usually gets between +3 and -4. SAM Default type: Accurate hitter Unplayable events: Same as Ryan Personality: Ornery, mellow old coot. Full of strange wisdom, most of it of limited practical use at best. Sees himself as the mentor to everyone else and is always eager to take a rising star under his wing. Doesn't appear to have much passion for the game, although he's around all the way to the Master Emporium. Good-natured and doesn't mind losing at all. CPU player: As with Kelly, it all depends on the event; overall, he's consistently good but not great. Usually shoots between -1 and -3; if he's a little lucky that day, -4 is not impossible. MEG Default type: Unique Unplayable events: Same as Rachael Personality: Eccentric look, eccentric talk. Constantly plays the newbie card. Has the silliest overreaction to par I've ever heard. :-) CPU player: She has only one event, Item Match. See Events Overview for details. STEVEN Default type: Power hitter Unplayable events: Same as Ryan Personality: Silent, steel-nerved assassin. Hardly talks at all on the course. Reactions, whether to good or bad results, are slow and muted. Proud champion who can back up his boasts. Loves a good challenge. CPU player: He has only two events, Master Emporium and Oldman's Open; he's far tougher in the former. He's also a "surprise entry" in Miracle Cup, although you're not paired with him. See Events Overview for details. In Normal Mode, Ryan and Rachael are the easiest opponents, followed by Billy, Julie, and Joe, then the rest. In general, the better equipment the they wager, the tougher they are. Meet order - 1st 2nd 3rd 5th 7th Ryan/Joe Billy Julie Rachael James Kelly Rachael Julie Billy Ryan Kelly James Billy Ryan Julie Rachael James Kelly Julie Rachael Billy Ryan Kelly James James Billy Julie Rachael Ryan Kelly Kelly Julie Billy Ryan Rachael James The 4th is always Joe, unless you're playing as him, then it's Ryan. The 6th is always Sam. The last (not including Meg) is always Steven, at the Master Emporium. Meg's only event is Item Match; her initial and subsequent appearances are different for each golfer and impossible to predict. She usually (but not always) first shows up during your first year as a Tournament Pro. Sam has the same order as Ryan. For the events where Ryan is paired with Sam, the Sam you're playing will be paired with a computer Sam as well (who looks exactly the same). Weird. Steven also has the same order as Ryan, and Meg has the same order as Rachael. Caddies - Jessica: Soft-spoken woman with weird British accent. Spells everything out in excruciating detail. Molly: Mindless babbling moron. Astonishingly ill-informed and CONSTANTLY asks stupid questions. ("Doesn't that make the ball hard to hit?" "Wouldn't this hole be easier if it was shorter?" "What happens if you miss that putt?") Courtney: High-spirited go getter who loves to see big shots and all but begs for them. Bit of a sarcastic streak. Carol: Bland, monotonal, spells things out even more than Jessica. Peter: Perky boy type. Uses unusual terminology and often sounds like he has trouble putting his thoughts into words. Mike: High-strung martial arts motivator type. A little more demanding than the others. Really bad Japanese accent. ================ | 3. Equipment | ================ Equipment is rated in five categories, hook/slice ("H/S" on the screen), meet, distance, direction, and trajectory. Hook/slice is the degree to which an errant shot hooks or slices. The higher the rating, the more "forgiving" the club or ball is. Meet affects both the size of the meet area and how fast the bar moves. Distance is just that, the maximum distance you can get out of the club or ball. Direction and trajectory determine your shotmaking capability. Direction affects how much draw or fade you can put on the ball, while trajectory affects how much topspin or backspin you can produce (both also subject to your control rating, of course). Each the golfers has equipment not available in the golf shop, winnable in Normal Mode. Sometimes beating them in a Story Mode event will earn you this special equipment. (You can never get Super Lady's equipment this way.) Prizes (a.k.a. "other items"), which can also be won in both modes, have no gameplay value; they're just special prizes for you to collect. HS - Hook/Slice Me - Meet Ds - Distance Dr - Direction Tr - Trajectory Items marked with an asterisk can be obtained only by winning certain Story Mode events. DRIVERS HS Me Ds Dr Tr WOODS HS Me Ds Dr Tr Beginner 4 4 2 4 2 Beginner 4 4 2 4 2 Standard 3 3 3 3 3 Standard 3 3 3 3 3 All Around 3 3 3 4 3 All Around 3 3 3 4 3 Long 3 2 4 3 4 Hard Hitter 1 2 5 3 3 Extra Long 2 2 4 4 3 Super Lady's 3 3 4 4 4 Hard Hitter* 1 2 5 3 3 Classic 3 2 3 5 3 Super Lady's 3 2 4 4 4 Classic 3 1 3 5 3 WEDGES HS Me Ds Dr Tr Beginner 4 4 2 4 2 IRONS HS Me Ds Dr Tr Standard 3 3 3 3 3 Beginner 4 4 2 4 2 All Around 3 2 3 4 3 Standard 3 3 3 3 3 High Spin 3 2 3 2 5 All Around 3 2 3 4 3 Easy Bunker* 4 3 2 3 4 Hard Hitter 1 2 5 3 3 Super Lady's 3 2 4 4 4 Super Lady's 3 2 4 4 4 Classic 3 1 3 5 3 Classic 3 1 3 5 3 SHOES Me Dr UTILITY CLUBS HS Me Ds Dr Tr Beginner 4 2 Mid-range 3 4 3 3 4 Standard 4 3 Wood Type* 3 2 4 4 4 All Around 3 3 Air Cushion* 3 4 BALLS HS Me Ds Dr Tr Super Lady's 2 4 Beginner 3 4 2 3 3 Classic 4 3 Standard 4 3 3 2 3 All Around 2 3 3 4 2 GLOVES Me Dr Double Core 3 2 4 2 3 Beginner 3 3 Triple Core* 2 2 4 2 4 Standard 3 4 High Spin* 3 3 3 3 3 Super Lady's 3 3 Super Lady's 2 4 4 4 4 Classic 4 3 Classic 2 2 3 5 3 PUTTERS (Hook/Slice only) Pin 3, Mallet 4, L Type 4, Generic 4, Super Lady's 2, Classic 2. H/S here seems to affect the severity of breaks. It's certainly consistent with the Classic (i.e. old-fashioned, no technological advances) being the worst. BAGS (no stats) Beginner, Standard, Light, Super Lady's, Classic. Equipment notes - * Beginner equipment is good to start with, but at some point you'll want to switch to something with better distance. Standard is fine for most players; if you're accurate enough, All Around is a good choice. The Beginner iron is ideal for closest to the pin contests. * Hard Hitter clubs have the most distance but terrible accuracy, and they're extremely unforgiving of mis-hits. I don't recommend them unless absolutely necessary (e.g. a short hitter in a long drive contest). * All Super Lady's and most of the Classic equipment can only be obtained by wagering items in Normal Mode. Most of it is superior to regular equipment, so they're definitely worth going after. * Yes, the guys can use Super Lady equipment. No rules prohibit it, and there are no negative repercussions whatsoever. There is no in-game dialogue that even mentions Super Lady equipment. In other words, if you want to give them the equipment meant to "level the playing field", do it! * Deciding on the right ball can be difficult. Your best bets, if you don't have the Super Lady's, are All Around or Double Core. Classic is also fine if you want plenty of shotmaking ability. * The best shoes are Standard, Classic, and Air Cushion. You won't get the last one for some time (the 6th World Tour tournament, to be exact), so go with Standard for that little extra direction. * Bags don't affect your game, only your popularity. You'll win both the Standard and Light ones over the course of Story Mode anyway, so there's never any need to buy either. ====================== | 4. Events overview | ====================== There are a total of 40 "official" events in Story Mode which award a trophy to the winner. On the trophy screen, the first row has amateur events (except for Freshman's Cup) and the tournament pro events are in the final row; all others are professional events. You play from the front (red) tees as an amateur, white (middle) tees as a professional, and blue (back) tees as a tournament professional. Nearly all the events award a prize as well as a trophy and/or money. Generally, the prize will be one the person you're going against wagers in Normal Mode (see the wagering in normal mode section for details). You always get the skill points no matter how you do. After you win the Master Emporium, all the events become playable. Every month will have a vast selection of events taken from all ranks (including amateur). Any inherent restrictions, however, still apply (e.g. Year-end Super Heroes is still held only in December). MP - match play PT - point tournament LDC - long drive contest SDM - sudden death match S - survival CTPC - closest to the pin contest 1-1 Public Amateur Competition 1-5 Amateur Match (MP) 1-2 Int. Amateur Competition 1-6 Mid-Amateur Competition 1-3 The Pro Test 1-7 Amateur Open 1-4 Beginner's Competition 1-8 Freshman's Cup (PT) 2-1 Sam's Long Drive Contest (LDC) 2-5 Miracle Cup 2-2 International Junior Cup (SDM) 2-6 Pine Tree Classic (PT) 2-3 Tournament Pro Test 2-7 Jackpot Cup 2-4 Pine Tree Open (PT) 2-8 Angel Tournament 3-1 Black Sunday Open Match (MP) 3-5 Pacific Open 3-2 Gold Rush Match (MP) 3-6 Queen Classic Cup 3-3 Angel Cup 3-7 Kingdom Open 3-4 Great Old Course Cup 3-8 Monthly Tournament 4-1 Ootori Golf Tournament (CTPC) 4-5 Princess Survival (S) 4-2 Meg's Long Drive Contest (LDC) 4-6 Year-end Super Heroes (LDC) 4-3 Sudden Death Match (SDM) 4-7 Super Heroes (LDC) 4-4 Survival Open (S) 4-8 Oldman's Open (MP) 5-1 World Tour Golf 1st Match 5-5 World Tour Golf 5th Match 5-2 World Tour Golf 2nd Match 5-6 World Tour Golf 6th Match 5-3 World Tour Golf 3rd Match 5-7 Master Emporium 5-4 World Tour Golf 4th Match 5-8 ??? (locked) LONG DRIVE CONTEST HOLES: Forest #6, Resort #2, Lake #16, Desert #14, Classic #8, Seaside #13 CLOSEST TO THE PIN CONTEST HOLES: Forest #11, Resort #16, Lake #8, Desert #8, Classic #2, Seaside #3 Non-trophy events: Practice, stroke play with an old man, match play events not listed, all skins games, all 2-ball foursome and best ball events. Required events, in the order you'll play them - 1. Public Amateur Competition 7. 2-ball foursome 2. match play 8. Sam's/Meg's Long Drive Contest 3. Int. Amateur Competition 9. International Junior Cup 4. The Pro Test 10. Stroke play with an old man 5. Freshman's Cup 11. match play (7th meet) 6. 3-player skins game 12. Tournament Pro Test * You meet new golfers in 1, 3, 5, 6, 9, 10, and 11. * 2 and 7 are the first events of their kind that you'll get. Your opponent for 11 is always the last of the basic seven you haven't faced yet. * 6 pits you against Joe and either Ryan or Rachael. If Joe wins the least amount of money, it's a win for you regardless of whether you or Ryan/Rachael has the most money. If you're playing as Joe, you square off agaisnt both R's, with Ryan being the man to beat. * 8 is whichever contest shows up after the 2-ball foursome. * 10 is a nontrophy head-to-head stroke play game against Sam which takes place on one of three special courses (see Course Tips for details). ============================= |5. Complete events rundown | ============================= - AMATEUR EVENTS - The events are presented in the order they first become available. All except the three required repeat for as long as you're an amateur. Practice These are exactly the same practice lessons freely available in Normal Mode. There's no need to take them. Beginner's Competition Course: Forest Pairing: none As you might expect, this entry-level competiton is very easy to win. If you've praticed the Forest course at all, it's in the bag. Public Amateur Competition Course: Forest Pairing: 1st meet Your first taste of head-to-head action, and also a piece of cake. Your rival is a complete beginner and won't challenge you. Mid-Amateur Competition Course: Forest Pairing: none This event uses a special course. Tougher than most professional events, and the course will drive you nuts the first few times you play it (especially since you can't play it at all in Normal Mode). The only amateur event you might consider skipping (or playing one time for the skill points). Amateur Open Course: Forest Pairing: none The game calls it a high-level tourney, but I never found this any tougher than Beginner's Competition. You shouldn't have any problems either. Vs. Match Course: Forest Opponent: 1st meet The first "official" match play. If you can make birdies, it's a walk in the park. International Amateur Competiton Course: Forest Pairing: 2nd meet A shade tougher than PAC, but still really easy. In all likelihood, you'll have it locked up before the 5th hole. The Pro Test Course: Forest Pairing: none Although you meet someone beforehand, you play this one alone. Shoot -1 or better and you advance to the ranks of the professionals, it's that simple. (The person you meet will always shoot -1; no one else will do better than even.) - OPEN CONTESTS - These are the "regular" events. They become available as soon as you turn professional and thereafter are always available on a cyclical basis. (There is a short stretch where none of them are available, but they return later on.) None are required. They can take place on any course and with any pairing or opponent (except for Survival and Princess Survival), but only the ones you've unlocked. Listed in order from most to least frequent. Monthly Tournament An ordinary stroke play tournament. Easy at the professional level; a little tougher at tournament pro. Survival/Princess Survival Although divided by gender for some mysterious reason, they're exactly the same. You play this one alone. To win, you must complete 18 holes. Any additional holes are "EX"; it doesn't matter how many you complete. The holes are actual Create Course holes...i.e., completely random...and you cannot save in the middle of your game. The requirements are double bogey for 1-6, bogey for 7-12, and par from 13 onward. The course creator, as anyone who's used it can attest, is extremely erratic and produces a *lot* of holes where par is virtually impossible. For this reason, I have one tip for this event...cheat. (Find out how in the Codes section.) Ootori Golf Tournament A one-on-one closest to the pin contest. Unlike regular tournaments, your opponent always has the same abilities no matter who it is. My only advice is to play this on Classic or Seaside. Your opponents have trouble handling the elevations and wind of those holes, so it's not too hard to beat them. It's a challenge on Forest, very difficult on Resort and Desert, and COMPLETELY IMPOSSIBLE on Lake (you'll have a tough time hitting the green at all, while at least one of their attempts will end up about one inch from the hole). Sudden Death Match This usually first shows up at about the same time as International Junior Cup; afterward, there's another one every three months. It's the same as match play, except that winning one hole wins the match. The difficulty is about the same as a normal match play. Sam's/Meg's Long Drive Contest Whichever one shows up first isn't required; other than that, they're exactly the same. As with Ootori Golf Tournament, all your adversaries have identical abilities. Their driver distance is always either 276 or 286, usually the latter. Since they can't use overswing, if your distance is at least very close, you'll win easily. Super Heroes/Year End Super Heroes Same as the other long drive contests, except that you need a high spot in the popularity rankings to qualify for them. You'll most likely have it by the time the first one rolls around. Year End takes place every December; the regular event can show up anytime. - PROFESSIONAL EVENTS - These only become available while you're a professional, and most of them show up only once. Once you officially enter the World Tour, you won't be seeing them again. In addition to these, there are plenty of private matches, unofficial money events, and four-way battles. If you're striving to build the best golfer possible (and who isn't?), you definitely don't want to pass those up. Starting with the required events, then the character-specific ones. Freshman's Cup Course: Resort Pairing: 3rd meet Like it says, you only get one shot. Fortunately, this is pretty easy to win since the best any of your opponnets do is birdie, and even that only occasionally. Remember that point scoring rewards aggressive play, so if you get an eagle chance, go for it. 3-player skins game Course: Resort Opponents: Joe and 3rd meet As mentioned earlier, if Joe finishes with the least money, you win. This is THE easiest event in the game for that reason; I'm not sure if it's even *possible* to lose. Joe is incredibly lackluster and will struggle to make even one birdie. 2-ball foursome Course: Lake Partner: 3rd meet Opponents: 1st and 2nd meet Pretty simple. As long as you do your part...hit fairways, get your approaches close, make putts...you should win handily. Try not to give your partner any difficult approaches or long putts; the R's have a lot of trouble with those. International Junior Cup Course: Desert Opponent: 5th meet An extraordinarily difficult event; in fact, it's the third hardest behind Master Emporium and the Survivals. Your opponent is in peak form and will come out flying. You will need to birdie *at least* the first three holes to have any shot of winning. Don't be ashamed to save after each tie! Stroke play with an old man Course: special Opponent: Sam The real enemy here is the course, which, in my opinion, is the second most ridiculous in the entire game (with Oldman's Open being #1). If you can successfully navigate the course and make birdies, Sam isn't too hard to beat. Match play (7th meet) Course: Classic Opponent: 7th meet This is the first time you face either James or Kelly. They play a pretty tight game, although nowhere near as devastating as in International Junior Cup. Tournament Pro Test Course: Seaside Pairing: 5th meet Unlike the previous pro test, this is a regular tournament; i.e., you need the best score to pass (although almost no one ever does better than even, so there's really no difference). If you pass the test, you become a Tournament Pro immediately, but cannot enter World Tour events until the start of the next calendar year. You can still enter professional events for the remainder of the current year, although you'll be playing from the back tees. Angel Tournament/Angel Cup Course: Forest Pairing: Julie (AT), Rachael (AC) You'll get at least one of these early in your professional career. Julie and Rachael are a little better than usual, but nothing you can't handle. For some reason, Angel Cup is worth a whopping $12,000, second only to Master Emporium, so definitely don't pass it up! Pine Tree Open/Pine Tree Classic Course: Resort Pairing: Ryan (PTO), Billy (PTC) Another pair that'll show up early. As easy to win as Freshman's Cup. Black Sunday Open Match Course: Desert Opponent: Joe This is an Item Match, exactly like in Normal Mode (see Wagering in Normal Mode for details). If you win, you get one of the items Joe normally wagers. If you lose, Joe takes a random item from you (always something you can buy or win back, however). Queen Classic Cup Course: Classic Opponent: Sam This shows up shortly after SPWAOM. It's a normal match play in all respects. Jackpot Cup Course: special Pairing: Billy You won't see this unless you win Pine Tree Classic and beat Billy in a match play afterward. As with SPWAOM, if you can handle the course, the tourney's yours to lose. Gold Rush Match Course: Classic Opponent: 1st meet This won't be available unless you accept *all* of Joe's challenges (including Black Sunday Open Match), and it takes a while to show up. It's the same as any other match play, just with $200 at stake. - THE MAJORS - These don't show up until after SPWAOM. How long afterward is unpredictable; sometimes right away, sometimes not until you're on the World Tour. The stakes are high and the conditions are usually difficult. Kingdom Open Course: Seaside Pairing: Sam Sam struggles quite a bit here, so don't worry about him. The score to beat is usually around -3. Miracle Cup Course: Classic Pairing: Ryan This is a challenging tournament to win mainly because of Steven's presence. He always shoots -10, the best score of the field (and far better than anything Ryan's capable of). Playing this event does not make Steven selectable. Great Old Course Cup Course: Classic Pairing: James For some reason, James is at his absolute *worst* here; he'll frequently get into trouble and may even get hopelessly mired in a bunker until he's forced to give up. He almost never does better than +3. So "play the course, not the man." If you don't play this the first time it shows up, it'll reappear periodically until you do. Pacific Open Course: Seaside Pairing: Kelly Kelly fares better than most of the other golfers in their "personal" tourneys, but she still only rarely gets the best score of the field. Again, just play good, solid golf. As with Great Old Course Cup, it'll come around again if you give it a pass. - TOURNAMENT PRO EVENTS - These become available the first January after you win the Tournament Pro Test. World Tour Golf tournaments Courses: Pairings: Months: 1st - Forest 1st - January 2nd - Resort 2nd - March 3rd - Lake 3rd - Sam May 4th - Desert 4th - July 5th - Classic 5th - September 6th - Seaside 6th - 1st meet December You'll be facing the toughest fields and conditions in the game; every one will be hard-fought. Someone almost always shoots -4 or better, and the winds can get *incredibly* strong (22 MPH and up is not uncommon). You need to earn 30 points from these, the equivalent of three wins, to qualify for Master Emporium. Item Match Course: any Opponent: Meg First appearance by golfer (year and month) Ryan: 5 July Rachael: Billy: 6 December Julie: Joe: James: Kelly: The eccentric shop owner will issue her first challenge completely out of the blue; her subsequent appearances can happen at any time and follow no recognizable pattern. The conditions are the same as for Black Sunday Open Match. She's short *and* inaccurate off the tee, and her recovery hitting is absolutely atrocious (hitting from the rough to another rough or bunker is a common occurrence for her). You should have no trouble at all beating her. Master Emporium Course: special Pairing: Steven Month: December The ultimate tournament is all about one thing...the man. The reason he's so incredibly tough is not only because of his all-around game, which is exceptional, but because...well, he cheats. Every time he has a sub-average hole, he makes up for it with a birdie or eagle on the next one, and he can get a chip in from *anywhere*, *anytime*. (This can be a particularly harrowing experience if you use a code to set him back and don't go quite far enough; see Codes for all the gruesome details.) Expect to have to shoot at least -13 to beat him, if not -16. Along with Survival, this is *the* perfect example of why you should NEVER be without a cheat device if you're serious about getting anywhere in a PS2 game. Oldman's Open Course: special Opponent: Steven This doesn't become available until you win Master Emporium. It's an item match, like Meg's, and it can also show up at any time. Considering the prerequisite, it's surprisingly managable. Steven is much shorter off the tee this time, 266 yards, and overall he's only about as hard as he is in Normal Mode (he's lost that insane chip-in-at-will-when-behind ability). The special course for this is downright deranged, but Steven has trouble with it as well, so don't sweat missed birdie chances. It should take no more than 16 holes for you to beat him. ??? [the last event!] Sorry, I have nothing yet. I don't know for certain if this even exists. Extra tip - scheduling conflicts (and how to handle them): For some nefarious reason, you'll often be faced with two or more events that you want to enter occurring on the same month. The first thing to do when this happens, obviously, is save your game. Skip a few months to get a glimpse of what the future schedule is like. Oftentimes an event will hang around an extra month or two, so you can safely take a pass. If you want to play everything that's available (which I strongly recommend), a good rule of thumb is private, unofficial games (these are mostly match plays and the team events) over professional-only events, professional-only events over open contests, and open contests (for the most part) over required events. The purely private games are fleeting...you're only doing them "out of the goodness of your heart", after all...and if you skip them, you probably won't get another chance. The open contests always show up again, so you can safely give them a pass whenever you nee to. I'd make an exception for the Super Heroes contests, however, since they're uncommon and there's a requisite for them (popularity). You *definitely* should play the regular one the moment it appears, since it can do so anytime and may only do so once before Master Emporium. The required events aren't going anywhere until you play them, so they can wait as long as you need. Once you *do* play one, you lose any unplayed private games up to that point, so take care of business before there's no turning back. It helps to get an idea of the ebb and flow of the calendar. You'll be called upon to resolve personal problems with Rachael and Julie shortly after winning their respective Angel tournaments, and Joe starts a pretty intense rivalry with you right after the 3-player skins. Sometimes the private challenge won't arrive right away, but if you hang around for a while, maybe play an open contest, they'll come up to you. By timing your events right, you'll rack up plenty of trophies and prevent emotional golfers from competing with big events for your attention. For the Amateur circuit, I do everything in the order listed. I then do all the available Angel and Pine Tree tournaments and all the private challenges that I get as a result. I take the non-required Long Drive Contest ASAP, but usually hold off on Ootori Golf Challenge until it moves to a reasonable location (i.e. Not Lake). I get Survival/Princess Survival down whenever I can, and I try to squeeze in a Monthly Tournament before the Tournament Pro Test. S/PS is by far the most tedious of the open contests, so if there's a conflict between it and OGC, I pick S/PS just to get it over with. And of course, I play the professional-only events as soon as they appear. After International Junior Cup, it's free and clear the rest of the way. I occasionally get a conflict for Great Old Course Cup or Pacific Open, but they always turn up later, sometimes in the month right after, so it's no biggie. One final note: For a few golfers, Meg's first appearance conflicts with one of the World Tour tournaments. On one hand, you never know when you'll get another chance to face her in her only event; on the other hand, you don't get any money or tour points for beating her. Both will be available after Master Emporium, so it's your call. ================== | 6. Course tips | ================== There are six regular courses, four special courses, and the "all star" Master Emporium course, which takes three holes from each regular course. I'll let you figure out the Oldman's Open course on your own; if you've made it that far, you don't need my help (and you won't need 18 holes for that anyway). ++ FOREST ++ This is an easy course. The fairways are wide, the greens are very level with almost no undulations, recoveries from anywhere are easy, and hazards are sparse. There are plenty of trees, but they're all easy to avoid. Every hole is birdieable, and it's possible to put up some incredible scores (breaking 50 is definitely feasible). 1: Completely straightforward. An easy birdie. 2: Favor the left side of the fairway so you don't have to worry about the tree next to the green. It's a big fairway, so don't be afraid to aim wide. 3: Straightforward; just shoot right at the cup. 4: The classic "contingency" hole. If you're long enough to get it past the hill, put a strong draw on it so it lands on the left of the fairway. That takes the troublesome trees out of play and gives you a good second shot for an eagle chance. If you don't have the length, it's best to go right, then go straight over the trees to the green (or play it safe and follow the fairway, nothing wrong with that). 5: Aside from the huge pine tree about halfway down the fairway, this one's straightforward. If the wind's blowing right, use a gentle draw. 6: Going for the green on the second shot is a major gamble. If you're short, you're in the water; if you're long, you have a difficult downhill pitch from the rough. Don't even consider it unless you can comfortably reach the green with no higher than a 4-iron. Otherwise, hit it as far down the fairway as possible (the ball tends to roll toward the water on that part of the course, so allow plenty of room), then chip it close. 7: The narrowness of the green and steep slope in front make it a challenge to hit. Your best bet is to target the area just in front of the green, give the ball one or two degrees of backspin, than hit a full-power shot. If you miss, it's best to be long; it's easier to get a chip-in going down than up. 8: Decision time! The right fairway is easier to hit, but the left gives you a better line to the green. If you go left, get it as far down the fairway as you can without overshooting into the rough, and make sure it lands in the middle so the trees don't mess up your second shot. If you go right, use a draw to keep it on a fairway and give the trees a *little* room. The greenside bunker will be in play for your second shot, so aim for the back and give it plenty of backspin. This is definitely the toughest hole on the course, so don't be disappointed with par. 9: Straightforward. Lay up a bit or go down a club if you have to. 10: A short, simple par 5, and the easiest to eagle. There's a slope in front of the green, but it's not steep enough to cause any real trouble. Running shots work great for reaching in two. 11: There's no avoiding the lake, so aim for the back of the green and be generous with the backspin. It's a big green, so don't worry about being a little long. Again, there's nothing wrong with par. 12: As with hole 2, avoid the right side of the fairway with those troublesome trees. For the second shot, disregard whatever number the elevation indicator gives you and use the same shot you'd use for level ground, if not a little stronger. The green slopes very steeply away from you, and a soft approach will always end up well short. 13: Your best bet is hitting it straight down the right side of the fairway. Shots anywhere else usually end up in the center, and then that nasty little greenside bunker enters the picture. If you have 40 yards or less left, you can chip to the green, but because of the extreme uphill slope, it's better to pitch unless you're very close. 14: Despite the undulating terrain and irregular fairway borders, this hole is pretty straightforward. Hit to the middle of the fairway no matter what. 15: This is the "super dogleg", as I like to call it. Use as much draw as you're capable of and get it as far down as possible. There's a good chance that the ball will get an uneven lie, so always check the direction arrow before lining up your approach shot. If you have the length, go right for the green with a straight shot. 16: When setting up your tee shot, check the area thoroughly and make sure your drive won't hit any smaller trees on the way down. You will almost certainly need backspin for your approach. 17: Straightforward. There's enough fairway in front of the green that you should be able to run it up. 18: Both the lake and the tree guarding the latter part of the fairway are trouble. If you're accurate enough, you can land it close to the lake and have a clear second shot. Alternatively, drive the ball far enough and you can hit under the tree without worries. Failing that, a topspin shot is a good way to stay clear of the tree, and if you're really daring, you can even try a soft 3-wood shot. If none of these is an option, you'll just have to go completely around it and try to save par. ++ RESORT ++ A little tougher than the Forest course, mainly because of all the bunkers, but still easy to post good scores on. This is the best course to practice shotmaking and hitting to uneven elevations. 1: Straightforward. Hitting the elevated green with a running shot is difficult; it's better to stick it with a backspin shot. 2: There's a bunker protecting the right of the green, and the slope of the fairway's going to send your drive left anyway, so hit it left. Nothing special about the second shot; just get it close. 3: Drive as far down the fairway as you can, fading around the trees if need be. Because the green is elevated and protected by water, do whatever it takes to avoid leaving it short. 4: Unless you're sure you can clear the bunker, go right. 5: The trees on the left turn a mildly challenging long par 3 into a tough one. As always, draw if you're facing a rightward wind. 6: Straightforward; favor the left side for an easier chip to the green. 7: Golfers that are long *and* precise will score big here. The drive is easy; just get it as far down as possible. For the second shot, you have to hit to the left or right of the long bunker; use the pin placement and wind to decide. The green slopes very steeply toward you; don't underhit. 8: Aim for the center of the green no matter where the hole is. It's almost completely flat, so you have an easy birdie putt from just about anywhere. Miss the green and it's a *very* difficult up and down. 9: Don't be too daring with your drive; keep it in the middle of the fairway and make sure you don't hit any trees. In fact, if you can drive it to within 100 yards of the hole, *don't*. Lay up so you can approach the extremely high green with a full power shot, which is *much easier than any part-swing. Anywhere from 110-150 yards left is good. 10: A fairly short par 5. Because of the rough in front of the green, you'll have to bounce the ball up instead of running it up if you want to go for it in two. It's a good gamble because even if you don't make it, it's pretty easy to get up and down from the short rough. 11: Give the water plenty of room, especially if the wind is blowing left. There's a steep slope dropping into the water that continues for quite a long stretch of fairway, and if you're even a *little* off, you're taking a splash. If you have the length, drive directly to the green. 12: Drive over the big crossing bunker if you have the length; otherwise, just get it close. 13: The green is a considerable distance below the tee box, so be conservative with your shot. Go a club down, two if you have a strong tailwind. 14: You have three options here. 1 - Play it safe and hit to the end of the dogleg. 2 - Use a strong fade to land it on the twisty fairway past the dogleg. 3 - Go for the green right off the tee (if it ends up in the greenside rough, which it probably will, that's okay; it's an easy enough recovery). Use your driver distance and Control ability to decide. 15: Not only are the many bunkers a threat, but a too-long drive will force you to hit a part-swing extreme uphill approach over a lot of trouble...a serious pain for even experienced players. Your best bet is to drive to the extreme left and leave at least 120 yards. 16: Just another tough par 3. 17: Straightforward. All you need to do is keep it right, which is easy. 18: The easiest par 5. Fade around the trees to get in good position for reaching in two. ++ LAKE ++ With more slopes than level ground, some really difficult greens, trees in plenty of bad locations, and of course the ubiquitous water hazards, this is a course that demands accurate ball placement from start to finish. Thankfully, the fairways are nice, wide, easy targets, and most of the greens are huge. Par is an easy score on any hole; the challenge is making birdie (and doing it consistently). 1: The fairway first slopes upward on the left, then on the right. Hit to whichever low point you can reach to keep your approach straight. 2: Despite the rolling terrain, this one's pretty simple. The green is absolutely crazy, so try to nail the approach close. 3: A difficult par 3. Take special care to avoid the greenside bunker. 4: Favor the middle of the fairway. You have to hit far enough left to avoid that big tree, but not too far or else it'll take a long trip downhill. 5: If you're long *and* have a good tailwind, you might be able to drive the second fairway. Otherwise, lay up to the end of the first fairway (favor the left side because of the slope), hit a strong second shot to the second fairway, and pitch to the high green. 6: Your best bet is to hit to the arched "backboard" close to the green. The steep slope will catch the ball and keep it on the fairway, and from there you have a pretty easy pitch to the green. You can even go for the green if your recovery shooting is at least decent. 7: Nothing of note except two easy-to-hit-around bunkers. 8: The waterfall hole. The green is extremely narrow and easy to miss. You need a backspin shot to even have a chance at it. 9: Unless you have laserlike accuracy and phenomenal nerves, going for the green through the trees is much too risky to be worth it. Instead, hit to the end of the dogleg and pitch to the green. 10: Just about anyone should be able to drive the second fairway. The green is surrounded by water, so, as with the 6th hole on Forest, don't ever go for it if you need anything more than a 4-iron. It's an easy birdie if you play it safe; don't take the gamble unless it's a really good one. 11: Other than the trees at the bend of the gentle dogleg, this one's simple. Of course, favor the left of the fairway. 12: Cutting the dogleg is *very* dangerous due to the bunkers and rough. If you decide to go for it, aim as close to the hole as possible and use backspin liberally. 13: A par 3 with the green pretty much level with the tee. Easy. 14: Another decision, but this one's easy. Aim for the right fairway if at all possible, as the approach is MUCH easier than from the left. If you have to go left, keep the ball well away from the water. 15: Keep your drive right so you don't end up on a troublesome slope. As with all other high greens, pitch to it unless you're very close. 16: The more air time your drive has, the longer it'll go. Aim for the lowest point you can reach with your swing line (adjusting a little more for the wind than usual). Go for the green from wherever you end up, keeping right. 17: Just an easy par 3, which should be quite welcome at this point. 18: A surprisingly straightforward closing hole. Pretty easy birdie. ++ DESERT ++ One word: putting. That, more than anything, will make or break you here. There is not one square inch of level green on this course, and you'll be facing *very* sharp left, right, uphill, and downhill slopes (occasionally all four on the same putt). If you can read the greens perfectly and get one-putts, you can put up a great score. If not, simply breaking par can be a monumental challenge. In addition to the greens, this is a very long course, so distance off the tee is crucial. Accuracy is also important, as it's easy to get mired in the soft desert earth or obstructed by one of the many rock walls. If the wind is strong (and it often is), it's going to be a long round no matter how good you are. 1: You'd be astonished at how easy it is to hit that tiny little bunker in the middle of the fairway. Aim carefully! A topspin shot works best for the approach to the huge uphill green. 2: A par 3 with a narrow green. Hit a solid backspin shot. 3: Aiming around the rock is easy; the tough part is putting the ball on the fairway. Your best bet is to put the end of the swing line just off the left of the fairway and hit a less than full power shot. Too much power, and you'll most likely overshoot into the rough. 4: A highly managable dogleg right. Good eagle chance with a friendly wind. 5: Similar to #3. Again, make sure your drive ends up on the fairway. 6: Most golfers should be able to drive the second fairway. Go as far right as you can manage to put some distance between yourself and that big chunk 'o rock. The twisty fairway which narrows in front of the green makes reaching in two difficult; you might want to lay up with your second shot and play for birdie. 7: The "mountain climb", as I like to call it, is one of the most painful holes in the entire game. For your drive, lay up to at least 120 yards. Don't worry about being a little long; the slope will take care of that. For the approach, aim for the back of the green and use a TON of backspin. That should get you past the enormous guarding bunker and put you on the green, or at least close. Anything else will likely result in disaster. This hole is so difficult, even par can be considered a major victory. 8: You'll always be faced with a tough pin placement on the extremely narrow green, and usually a gusty crosswind as well. Just do your best. 9: Hit to the farthest point on the convoluted fairway you can accurately reach. Shotmaking adjustments only makes it tougher to put the ball where it should be; KISS with a straight shot. 10: Same deal as #9. 11: Hit as far down the dogleg as possible without overshooting, and favor the left of the fairway. Or shoot straight over the rock for the green. Even if it lands in the rough, it's a simple up and down for birdie. Getting a good layup drive is tough, especially if you're facing a crosswind, so the "gamble" is actually a better choice if you're capable of it. Don't try to fade around the rock; at *best* you'll overshoot the fairway. 12: Yet another situation calling for a simple, safe straight drive. 13: The green's 20 meters down. Use as much backspin as you're capable of, aiming no farther than a shade past the hole. And of course, adjust for the wind a lot more than usual. 14: Okay, first off, the golden rule for this hole. *Don't try to drive over the arch*. Again, don't...as in do not, repeat, do NOT...try to drive over the arch. Trust me, I learned from painful experience that it is NOT happening. No matter how much distance you have, no matter how much control you have, no matter what kind of wind you're facing. So your task is to get under it and still manage a respectable distance. Topspin works well for this. If you're very strong, you might have to go down a club. Of course, use the swing line to see if your shot is safe. The rest of the hole is actually pretty simple; go right for the green on the second shot from wherever you are. 15: Aim for the center of the fairway. If you're a bit off, the slopes will redirect the ball to where it should be. 16: Don't overshoot the green for obvious reasons. Other than that, this is just a nice birdieable par 3. 17: Don't be too aggressive with your first or second shot. Drive to the farthest fairway you can comfortably reach, then, *if* you have a clear shot, go for the green. If you can reach the third fairway with your drive, go left. 18: The creek will eat your lunch if you're not careful. Don't even think of driving across it unless you can get it at least 10 yards past on the fly. Keep it well right for a clear shot at the green. If you lay up, put a *hard* fade on it and, again, get it as far right on the fairway as you can. Handle the steep climb to the green like #7. ++ CLASSIC ++ The wind is absolutely howling no matter what, many drives are blind and/or hard to hit the fairway with, there's next to no flat land, and danger is everywhere. If you have steady nerves, however, there are plenty of scoring chances to take advantage of. 1: Straightforward. Avoid the greenside bunker and you're in the clear. 2: An uphill par 3. Hit firmly. 3: Don't even THINK of going for the second fairway unless you're ABSOLUTELY SURE you can clear the bunker! If it ends up in ANY part of the bunker, you are *screwed*, Jack (you may even have to declare an unplayable lie). Both fairways slope toward the deadly bunker, so watch out! 4: Avoid that little cluster of rocks on the fairway with your drive; they can *really* mess you up, especially if you're stymied against one. Aim around the dangerous greenside pot bunkers with your approach. 5: Avoiding the water is easy. Avoiding the big pot bunker right in front of the green isn't. Go up a club (and use backspin) if you must. Try not to land in the bunker behind the green, either. 6: As with the other doglegs, lay up if you have to, go for it if it's a good shot. It's actually advisable to go for it if you have the length, as you then don't have to worry about the bushes scattered all over the fairway. Take great pains to avoid these; guaranteed bogey or worse if you find one. 7: Nothing of note except the colossal bunker guarding the green. The green is uphill, so don't be afraid to swing hard. 8: Hit a full-power drive and adjust for the wind a little more than usual because of the extended air time. If you can reach with the second, don't bother laying up (it'll probably just end up in the rough or sand); instead, aim for the slope in front of the green. Even if you don't make it, it'll land close, and it's a simple chip from there. 9: Avoid the bushes with the first shot and the huge C-shaped bunker with the second. 4 is a good score anytime. 10: Stay well clear of both trenches. If you have the length to drive the green, don't go for it unless you're confident you can land the ball within 60 feet. The 120-foot putter setting is hellishly tricky and can very easily result in a 3-putt. 11: If you can drive it over the ditch, make sure you don't hit it too far. Why? Because all the ridges on the back fairway except the first are vertical walls, and you'll get stymied big time if you end up against one. (The first small hill, while steep, is okay.) If you're not that accurate, lay up to the ditch. Birdies are more important than "manhood". 12: Decision time again! The fairway to the left of the ditch is safer, but harder to hit a good second shot from. The right is riskier, but also has a clearer shot to the green. As with all the other "gambling" shots, take the right only if you're sure it won't end up in a very bad place (in this case, the ditch). Be especially careful if the wind is to the left! With a good enough drive, it's possible to make the green in two. 13: A downhill par 3 which you should be well able to handle by now. 14: No matter what, don't be too long with your drive; 300 yards at the most. Put it in the thick bushes and there'll be absolute hell to pay. The green has another pot bunker behind it, so be conservative with the approach. 15: A surprisingly straightforward hole for this late on the course. 16: Par 3 with a row of bunkers. You know what to do here. 17: Avoiding the little pond is no sweat. For the approach, check the pin placement and be sure to put the ball where you actually have a clear line to the green. Favor the back of the green if you have to. If you mess up and actually have to putt over fairway, or even rough, it's possible, but you can forget about making birdie. 18: If you made it this far, this hole should be a piece of cake. Just be careful hitting around those bushes. ++ SEASIDE ++ A long, technical, and very challenging course that loves to really punish errant shots. Beware especially the huge bunkers and gale-force winds. The wind here always blows in roughly the same direction, which I've noted. 1: [slight tail/right] The big danger here is the vertical ridge about 370 yards out. If the wind is strong, it's possible to get stymied. Lay up, with a 3-wood if need be, in this case. Otherwise, just do your best to get a good drive. Don't worry if your shot drifts right; the slope will catch it. 2: [slight tail/right] Watch out for the pair of trees guarding the dogleg. If your tee shot is too long, you'll have a tough time putting your second shot on the fairway *or* green. Judge the distance carefully. There's a ridge here too, but it goes down instead of up, so don't worry about it. 3: [tail/right] The ball will spend a lot of time in the air, so aim VERY well to the left, into the ocean if need be. Also go down *at least* a club so you don't have to add backspin and give the wind more time to mess up your shot. You *must* stay out of the bunker on the right, or it'll be a huge battle just to save par. Even overcompensating and missing the green to the left is preferable to finding the bunker. 4: [head/left] Aim at least at the right edge of the fairway. The "fish bunker", like all the other big bunkers, is nothing but trouble, so aim well away from it for your approach. 5: [right] Don't be frightened; this hole isn't as daunting as it looks. Put plenty of fade on the ball and place the end of the swing line on nearly the end of the fairway, and it'll land on smooth cut grass every time. If you want to play it safe and lay up, that's fine too; simply making the green from there shouldn't be a hassle. 6: [head/left] Unless you have ferocious power, you're not hitting it past the C-shaped bunker. It's best to hit a strong shot with the swing line at the edge of the bunker, maybe a little past; the ball will drop cleanly within the fairway. (Sometimes you may get a straight left wind; adjust accordingly.) If you want to play it safe, you can avoid it completely on the right, but this gives you a tougher second shot. Swing hard to make the green due to its elevation and the wind. 7: [left] Precise shots are required from tee to green. First off, lay up far enough from the big boulder separating the fairways so you can actually clear it. 300 yards on the drive is good; 320 only if you're a real pro. Get your second shot as far left as possible; take the light rough if you have to. If you've taken out the greenside bunker, you can chip to the green for a birdie chance. If not, you'll just have to go for it with a pitch. Don't overshoot the green, or it's an almost guaranteed bogey. 8: [left] Big bunker in front, big bunker in back, paper-thin green...they don't get much harder than this. Do your best! 9: [slight tail/left] The fairway narrows, but you shouldn't need to lay up here. A good birdie chance. 10: [head] Because of the headwind, only the most powerful hitters have any chance of reaching the bottom fairway off the tee. It's better to hit to the end of the first fairway (easy), then aim for the back of the green. Swing hard for the approach due to the wind. 11: [tail/right] Take your best aim and fire away. If you're a little off, the fairway slope will save you. Take your time lining up the approach. 12: [slight head/right] The wind and trees make the tee shot dicey. Use as much draw as possible and aim well into the trees; the wind will, with any luck, drop the ball right in the fairway. Treat the "seahorse bunker" like all the other huge bunkers. 13: [slight head/left] A surprisingly easy par 5. Aim a little off the fairway to put the ball in good position, then go for it from wherever you are. It's definitely possible to get an eagle here. 14: [right] Yet another difficult par 3. 15: [slight head/right] Aim to the left of the two tall trees close to the fairway. Don't worry about hitting them; the wind will prevent that. 16: [left] One more tough par 3 for good measure. 17: [head] Go straight across the water if you have any sense. You'll be facing a strong headwind, but you should still have the distance to get across. From there, it's just a routine uphill pitch. If you *don't* have the distance...well, you're in trouble. Pray to make par. 18: [head/slight right] Similar to Resort #14...except that a fade is never, ever a good idea (I found out the hard way). By all means go for the green if you have the muscle. ++ SPECIAL COURSE #1 ++ (Mid-Amateur Competition) Really tough for an amateur event, and a major challenge to make pars on, much less birdies. You'll be going uphill or downhill for nearly the entire course, and some of the greens are protected by incredibly steep slopes. Ball placement is critical due to the unevenness of the fairways. The only good news is that the greens are very flat, so it's usually an easy birdie if you actually manage to make green in regulation. You need to shoot -1 or better to win this event. 1: Not too hard. Drive over the creek if you can, otherwise lay up. As long as the ball ends up on the fairway, you're fine. 2: The tee shot is easy. For the approach, use a lot of backspin and make sure you don't overshoot the hole. 3: A fairly straightforward downhill par 3. Use plenty of backspin. 4: It's a steep uphill climb from tee to green; you might want to consider driving with a 3 wood, which has more loft. If you can't reach with your second shot (which is likely), just slam it as far as humanly possible so you at least have a fighting chance at an up-and-down. 5: The raised green is surrounded by rough. You have to decide whether to try to bounce the ball off the rough and on (works great, but difficult to pull off) or try to stick it (a challenge with a long iron). Good luck. 6: Another big climb. Use plenty of overswing on the drive. 7: Gah. Drive as far down the first fairway as you can, then hit the second shot to the left of the second fairway, leaving at least 100 yards to the pin (you probably won't have a choice here). AVOID THE RIGHT SIDE OF THE SECOND FAIRWAY if you value your sanity; take the rough on the left of the fairway if you have to. For the approach, take your best aim at the green and pray really, really hard. If the ball ends up on the bottom of the monster slope to the right of the green, you're looking at a double bogey or worse. 8: Another uphill par 4 with a creek. Keep the drive left and stay well away from the unlevel part of the fairway. 9: The fairway is split by a bunker; aim for the left. 10: Yeesh! Even worse than #7; unless you have the distance to drive over the creek (unlikely at this early stage), you have to lay up on your drive *and* second shot. For the second, keep the ball well left, leave enough distance to hit the green with a full club, and do whatever it takes to NOT end up on the bottom of the massive slope guarding the green (noticing a pattern here?). This is an absolutely ridiculous hole, and even bogey is a good score. 11: A long par 3 which is even longer than it looks because you're going uphill. You don't have a choice here; you have to try to run it up. 12: *Another* uphill par 4...this time with bunkers. (Nice to see some creative effort on this course. :-P) Hit the green with a running shot. 13: A par 3 with a green surrounded by walls. Stick it on the green or you may have to declare an unplayable lie. You might want to lay up with your drive and play for par. 14: If you can drive over the creek, do it; if not, lay up well short because of the steep downhill slope. Be careful with the approach. 15: Just a really long par 5. 16: Another long downhill trip. Handle this the same as #14. 17: The fairway slopes toward the green. This is one of the rare instances where putting the ball on the slope actually is a pretty good idea. Of course, check the direction arrow before setting up the approach. 18: Surprisingly, the last hole is a piece of cake. It's a short par 5 that, despite the uneven fairway, is completely straighforward. If you're at even par or better at this point, you're almost guaranteed victory. ++ SPECIAL COURSE #2 ++ (Jackpot Cup) An unusual course, with a few easy holes, some average ones, a few tough ones, and one that is absolutely insane. If you can salvage par on the hard holes and make the most of the good scoring holes, you'll win easily. The winning score is -3 or better. 1: A deep bunker crosses the fairway. Drive over it if you have the length, otherwise lay up conservatively due to the slope. Use plenty of backspin for the low green. 2: The green is well-protected, so use a backspin shot. It's a pretty easy birdie putt from almost anywhere. 3: The green's very low; be conservative with your shot. 4: Keep your drive right. The green's surrounded by rough, so you're gonna have to stick it. 5: More or less the same as #1. Again, use backspin for the approach. 6: Good effin' lord. This hole is simply unbelievable. Huh...all right, one thing at a time. For the drive, don't even try to hit over the massive boulder planted right in the middle of the fairway (great design, guys...) unless you can make it cleanly over with a 3-iron; if the ball so much as grazes it, it's plopping in front, forcing you to waste a stroke just to get in the clear. Otherwise, go around it to the left and be ABSOLUTELY SURE you don't hit it; the rough on the left is better than the fairway in front. Lay up for the second shot and keep it well left. Again, even the rough is preferable to the middle or right of the fairway. Hit a powerful shot for the approach because of the extremely high elevation of the green. If you miss (and you probably will), it's best to do so on the left, so at least you have only a gentle rise to deal with rather than a sheer 50-foot slope. Bogey is a worthy result anytime; give yourself a big pat on the back if you actually make par. 7: Not too tough. Use a bit of draw to stay clear of the big boulder. 8: Go around the bunkers to the left, landing the ball on the raised part of the fairway if possible. 9: Just another par 4 where you have to drive it long. 10: Another big crossing bunker here. You can go around it to the right, but that'll leave the ball low. However, if you're accurate with your wedges, it should still be possible to make the green. It should be possible to one-putt from just about anywhere. 11: Another low green. Whatever you do, don't leave the ball short, or the vertical slope in front of the green will force you to make the putt blind! 12: The green's on a plateau (bet you really hate these by now :-D) but surrounded by fairway instead of rough, so it *may* be possible to run it up. If you do, use a high club, and hit the slope as high up as possible. If you end up short (all too easy), your best bet for getting up is a soft fairway wood shot; this will "kick" the ball upwards and onto the green. Chipping is very risky, and don't even *think* about bringing out the putter. 13: Yet another long par 4. 14: It's not all that hard to drive squarely between the small fairway bunkers, so do that. 15: Ball placement is crucial here. Keep it left, using draw if you have to. 16: Nothing really dangerous. A good eagle chance. 17: A short par 5 which can also yield an eagle if you're accurate. Stay left for the second shot. 18: An easy finishing hole. A gentle draw, of course, works best. If you're at -2 or better at this point, it's in the bag. ++ SPECIAL COURSE #3 ++ (Stroke play with an old man) A nerve-wracking course that will have you tearing your hair out the first few times you play it. The most important ability you need is the ability to stay completely calm and never, ever let your emotions get the best of you. Because it's so easy to overshoot or undershoot the greens, the ability to make good, consistent recovery shots is also paramount. There is no set winning score; it all depends on how much Sam wants it. 1: The fairway slants to the right and doglegs to the left, so the choice is obvious; keep your drive left. 2: Straightforward except for yet another one of those annoying plateau greens. Handle it like any other. 3: Get over the lake on your drive and keep left. 4: A potential eagle, but you have to be precise with your drive and avoid overshooting the extremely slick green. 5: A not-too-hard par 3. 6: Lay up on the far right; the elevations won't let you do anything else. 7: Another low par 3. Use LOTS of backspin and be generous when adjusting for the wind. 8: Stay calm and drive *safely* to the fairway. 9: A downhill par 5. Possible eagle *if* you don't overshoot anything. 10: Check the area past the lake to avoid the bunkers there, then hit a strong drive over the lake. 11: Again, don't go for the green; it's just too risky. 12: Another accurate layup needed here because of the elevations. 13: Low par 3 again; you know what to do. 14: This one's long. Put as much backspin on the ball as possible without leaving the shot short. Anywhere on the green is fine. 15: Hit it as far down the dogleg as possible, favoring the right. 16: It's possible to drive the green, but just as easy to overshoot. The end of the swing line just before the green is your best bet. 17: Drive to whichever fairway you can reach, and lay up far enough to keep the swing line, which you MUST have for your approach. 18: Don't pull nuthin' fancy here. Aim for the highest part of the fairway of your drive and get it as far as you can, find an open patch of fairway for the second shot and hit it, and pitch to the green. ++ MASTER EMPORIUM ++ 1: Forest #1 7: Desert #3 13: Classic #11 2: Forest #11 8: Desert #14 14: Classic #12 3: Forest #15 9: Desert #18 15: Classic #16 4: Resort #7 10: Lake #6 16: Seaside #10 5: Resort #14 11: Lake #13 17: Seaside #11 6: Resort #16 12: Lake #18 18: Seaside #18 ============================== | 7. Wagering in Normal Mode | ============================== One of the keys to success is getting the right equipment, and the best way to get good equipment is to win it in Normal Mode. You can challenge any of the basic seven and any of the hidden three you've unlocked (see Codes for an easy way to make them selectable). You can pick any event or contest you've played on any course you've played, and any tee box. If you're gambling for money, you have to match what your opponent's putting up. Against more than one opponent, you have to match the highest bet. Item gambles will require you to put up a certain category of equipment, Standard for Ryan and Rachael, All Around for Billy, Julie, and Joe, and Hard Hitter for the rest. Against more than one opponent, you must match the highest "level" of equipment; hard hitter is the highest, followed by all around. With one exception, all winnable items are either Hard hitter, Classic, or Super Lady's. They offer prizes as well. Prizes (in both Normal and Story Mode) are always awarded in sequence, and you can only win one different prize per golfer per game, even if you pick more than one of the same golfer (they'll always offer the same prize). Meg and Steven have the same prizes, villas. If you don't like what your opponents are betting, press triangle twice to back out, then select Wager item and the course again to get a new selection. (You may have to do this a lot of times to get exactly what you're looking for.) Money you win in wagers doesn't count toward your winnings. You cannot wager against other players, and all cash, equipment, and prizes are non-transferable. Drive dist. $ Bet Prizes Equipment Ryan 240 100 5 C shoes, Extra Long driver Rachael 240 200 5 SL shoes, SL putter Billy 268 500 5 HH iron, C bag Julie 258 1,000 5 SL wood, SL bag Joe 326 2,000 5 C glove, HH wood James 326 5,000 3 C wood, C ball Kelly 260 10,000 4 SL wedge, SL glove Sam 236 20,000 3 C putter, C wedge Meg 321 50,000 5 SL driver, SL iron, SL ball Steven 340 100,000 5 C iron, C driver Wagering tips - * Because you need All Around equipment to take on anyone other than Ryan or Rachael, and the only way to get it is to buy it, you're not doing any serious betting until you reach the professional ranks. The best value is the all around ball; at just $22, you can afford more than a few losses. * The long drive contest can get you plenty of easy wins. A default distance of 270 is more than enough to beat five of your opponents every time. If you're powerful enough, even Steven is an automatic win every time. Best uses: Beat Billy for the Hard Hitter iron, then take on Julie for money and earn enough to nab everything from the shop you don't already have. * The sudden death match is a great way to rack up tons of equipment, particularly from Steven. Although he's strong overall, he's prone to slow starts and will usually par the first hole. Get one birdie and it's in the bag. (If you lose, just win another HH iron and try again.) Meg almost never birdies the first; she's an even easier win. The ones you don't want to face here are Kelly and Sam, who will play you tough; better to stick with the long drive contest. ============ | 8. Codes | ============ There no game, no matter how good it is, that codes can't make better, and Swing Away Golf is no exception. However, codes are like untested weapons. They can be devastatingly effective, but also capricious, and it can be hard to tell what they'll do in different situations. Thankfully, I've done all the legwork, so all you gotta do is read and profit from my experiences. (It's okay...just the knowledge that other players are using "cheats" without guilt is reward enough.) First off, a little trick you can do at any time. If you've played a few rounds in Normal Mode that you'd rather not remember, it's possible to start over with a clean slate. Simply remove the memory card when loading the game, restore any of your saved golfers, and save. You'll be asked if you if you wish to overwrite; confirm this. All the course records will be reset, and you'll still have all your golfers. Unfortunately, you also lose all your replays, courses, modes, and hidden golfers, so don't do this unless you really want it. Next, two nifty in-game codes. To make the three hidden golfers available, press L2, R2, L2, R2, up, right, down, left, L1, R1 at the main screen; you'll hear a confirmation chime if you get it right. To play left-handed, press L2 + select, then X; again, you'll hear a chime. Now, the codes. The device I'm using right now is a Codebreaker, and I can't recommend it enough. I've had *none* of the problems with this device that I've had with the PS2 Gameshark and Pro Action Replay (yes, I bought all three, I'm lame, I'm pathetic, blah blah blah). It also has the most complete set of codes for numerous games, including Swing Away Golf. Note: I've heard that past versions have had loading or file corruption problems, so be sure to buy it new. Trust me, it's money well spent. The codes that'll help you the most in this game, of course, are the ones which set the number of strokes. Here's are the master codes, by player position: 1P: 1A**2972 ######## 2P: 1A**296B ######## 2P: 1A**2976 ######## 4P: 1A**296F ######## The ** refers to the hole: 1P 2P 3P 4P 1P 2P 3P 4P 1: E1 21 61 A1 10: F3 33 73 B3 2: E2 23 63 A3 11: F5 35 75 B5 3: E5 25 65 A5 12: F7 37 77 B7 4: E7 27 67 A7 13: F9 39 79 B9 5: E9 29 69 A9 14: FB 3B 7B BB 6: EB 2B 6B AB 15: FD 3D 7D BD 7: ED 2D 6D AD 16: FF 3F 7F BF 8: EF 2F 6F AF 17: 01 41 81 C1 9: F1 31 71 B1 18: 03 43 83 C3 The "########" is the number code. All Codebreaker numbers follow hexadecimal (base 16) format, so A=10, B=11, C=12, D=13, E=14, and F=15. For the second digit, multiply it by 16 instead of 10 to get the base 10 number. 10 is 16, 2A is 42, AC is 172, etc. The third digit is a multiple of 16x16, or 256, the fourth is 16x16x16, or 4096, etc. Thankfully, you'll rarely use anything bigger than two digits in Swing Away Golf. (For codes that involve big numbers, it helps to have a calculator and scratch paper handy. I'm unaware of any calculators that can do hexadecimal numbers, unfortunately.) The score you get for the hole is actually one *higher* than the number you put in. Before taking each shot, you see the score corresponding to the number you entered. It goes one higher after you take the shot, then returns to the code value for the next shot. When you hole out, the result is for the one-higher value, not the number you entered. E.g., if you put in 2 for a par-4 hole, the score you get is 3, not 2, and it'll show a birdie result on the screen. *This is your actual score*, regardless of how it may appear anywhere else. (If you want a hole in one, enter 0.) You can affect the computer's scores with these codes as well. However, they work for the front nine *only* (found this out the hard way against both Sam and Steven). Back nine codes do NOTHING. So don't wait too long to drop the bomb! If you're using a Pro Action Replay, the effects are the same, although it may take you a while to hash out the exact numbers (and I'm not going to bother anymore). As for how the individual events are affected by score codes, as follows: - stroke play & point tournament - Stroke play is pretty straightforward. The score that appears next to your character pic will improve by 1 stroke for each code you enter; again, this is not your actual score. If you've entered numerous codes, you might want to make a mental note of how many "phantom" strokes you're going to get. The scoreboard will give incorrect scores for the holes you entered codes for, but the running total will always be correct. The exception is if you give yourself a hole in one, which shows up as an unplayed hole (although it still counts). The leaderboard in Story Mode always give the correct score. You cannot change scores for holes that are already played. If you save the game, then enter a code for a played hole, the number next to the character pic will reflect the change, but the correct score will be completely unaffected (and again, it'll show this on the leaderboard). Point tournament is the same, but you can avoid the problem entirely by only giving yourself 2's on par 5's. Although they'll register as 1's, this is worth the same as an albatross in a point tournament, so all the numbers will be correct. - sudden death match - In this event, any number above zero counts as a won hole. For an easy win, give yourself a 1; no matter what your opponent does, you win the hole and the match. For an incredibly fast and easy win, give your opponents a give up score (3x par or higher). While everyone will get a red circle on the scorecard, it counts as a win for you. Not sure exactly why this works, but it does, which is all that should matter to you. :-) - survival - Pretty much the same as stroke play...with a caveat. You *must* set a number at least 2 below the survival requirement. For example, when the requirement is double bogey, if you set 4 and a par 3 comes up, you have to hit a hole in one to pass the hole, definitely not what you want. You're completely safe if you set no higher 3 for 1-6, 2 for 7-12, and 1 for 13-18. If you set it one higher, you're essentially gambling that it's not going to be a par 3, definitely not something I would do (especially since you can't save in survival). Bear in mind that when you hit out of bounds or into water, the stroke penalty is incurrred immediately, which ends your game if you've set 2 below, so even then you have to exercise some caution. (With 3 below, of course, this isn't a danger.) One more thing...EX holes use the same code you put for #18. Therefore, if you set a code for that hole, IT MUST BE 1, NO MORE, NO LESS! After you complete 18, keep holing out until a par 3 comes up, then hit your drive out of bounds to end the game. If you set 0, there's no way to end your game; you're just plain out of luck. If you set 3, again, you're gambling that #18 won't be a par 3, and a 2-in-3 chance isn't good enough to risk wasting 17 holes worth of effort. Do the safe, smart thing and get this damn crazy event over with. - skins game - The number you set is also the number of skins awarded. Any players you haven't entered a code for are unaffected. So if you give yourself a 3 and an opponent wins or pushes the hole, you still get $30 for the hole. - 2-ball foursome and best ball - Similar to skins game, the number you set is also the number of holes you win for that hole. If you actually tie or lose the hole, even with a give up, you still win the number provided by the code. As soon as the number of holes you've up exceeds the number of remaining holes, you win the match; it's possible to win before the 10th hole or even on the very first hole. Your opponents get scored normally in accordance with the actual play. For example, if you give yourself a 6 and your opponents beat this score, you get 6 holes, but they also get the one they got "honestly". Note that if the number you put in the code is the same as the number they shoot, the game will initially tell you that they won the hole, but when the scoreboard comes up, it'll be changed to a push. Likewise, if you entered one below, you'll initially see a draw, but it'll be changed to a loss for them. (The scoreboard always shows a red circle no matter how many holes are awarded.) You can affect your opponents' scores as well, although of course it's inadvisable to give them plenty of holes if you actually want to beat them. A couple of warnings. First, enter codes ONLY for 1P and 3P. Giving 2P or 4P scores in 2-ball foursome does weird things, none of which I've found to be good. (It probably has to do with the way the scorecard is set up for this event.) Second, in 2-ball foursome, if you give yourself a give up score (you'll see the animation after your tee shot), be sure to pick your partner's ball. You'll notice that your ball's information will be gibberish...just a consequence of making the game do what it wasn't meant to. - match play - Pretty much the same as 2-ball foursome, with a couple of caveats. First off, any extra holes you give yourself don't count until the start of the next hole. Second, once you're up by as many or more holes than there are remaining, you must then win a hole outright to win the match. If you're up dormie (leading by 1 less than the number of holes remaining), winning a hole outright wins the match, just like it would normally. You cannot win by pushing holes until the number of holes remaining is less than the amount your opponent is down. The fastest way to win is to set hole #1 to 16 (or higher) and hole #2 to 1. Because of the "scoreboard correction" I mentioned earlier, even if your opponent gets a 2 on hole #2, you win (and the CPU never gets a hole in one). If you want the match to continue to the back nine before winning...say, for the dialogue...set up #9 and #10 instead. If you don't want to saddle yourself with a big score, you can scatter a bunch of 3's and 2's around, maybe sticking a 1 in there if you need a little help sealing the deal. The simplest method is to put 1 for either the back nine or any ten holes, which guarantees you a win on the back nine no matter what. Warning! If you play any number of 2-ball foursome and/or best ball events in Story Mode, then come across a match play event, *save your game and exit* before playing it (assuming you're using the same code for both, of course). I ran into a weird glitch when playing the aforementioned match play where it gave me the win on the first hole...but the postmatch said that I lost! No idea why the hell this happens, but it can; don't take any chances. - closest to the pin contest - For this event, the hole corresponds to the attempt. Any number gives a distance of 105 ft or a shade less, which you can beat with pretty much anything. For a surefire win, give your opponent a stroke number for all five attempts. You still have to get at least one ball on the green, of course, so you might still want to avoid the Lake contest. If you want to make CTPC just a little easier instead of a guaranteed win, you can enter a code for the CPU's later attempts, which are usually its best. - long drive contest - Same as CTPC; the yardage is 320 and change. You shouldn't need it, though, as it's easy to win all the long drive contests in Story Mode honestly (as well as beat anyone in Normal Mode who's drives less than that distance). 320 is far from the longest possible drive, so this is completely useless for setting records. - Master Emporium - This event is unusual enough (and insanity-inducing enough) that it deserves its own section. Okay, first of all, as I mentioned earlier, Steven can pour it on at any time, and there's no set score that'll beat him. I've seen him hit -12, I've seen him hit -15. (I've even seen him get stuck in a bunker and forced to give up a la James, but rest assured that this is a once-in-a-lifetime occurrence). In other words, if you're behind or even neck-and-neck with him, don't wait too long to give yourself the necessary big scores. Holes-in-one are perfectly fine, and again, don't worry what the scorecard says, they all count. You can affect his scores, of course, but if you're serious about taking him out of the game, make it HUGE. 99 or even 999 is *not* too big (they're 63 and 3E7 in hexadecimal, respectively). He can erase a single-digit plus score like *nothing*. And, like I mentioned earlier, he's completely immune to codes on the back nine. I once made the mistake of giving him a 16 on the first hole, which I thought was nice and safe. And then I was treated to the horror of him nailing birdie after eagle after birdie and tearing up the leaderboard like a dragster. All the while I had trouble negotiating greens and missing birdie putts, which certainly didn't help. It reached the point where I gave myself 1's on the back nine...three birdies and an eagle, IIRC...and managed to STILL give up ground. And to my greater horror, when I tried to put him back again, guess what, nada. Which culminated on the 15th hole with me at -12 (this after the freebie birdies and eagle) and him at -7, me exiting and saving for the *third* time, and desperately giving myself 1's for the rest of the tournament, and a nice, fat retrospective 3-digit number for the first hole. Which was when I found out that you can't change the scores of played holes. When it was over, I beat him by 8 strokes, and I felt like *hell*. I almost considered lowering the rating of my pending GameFAQs review by 1 *just because of this*. To take all the joy and thrill out of winning the toughest, most prestigious tournament in the game is unbelievable, and in most cases is an *automatic* negative review from me. Anyway, don't let it happen to you! If you're going to hurt him, make sure you REALLY hurt him. Trust me, based on my experience, he deserves no less. (What, you didn't think I was going to lose, did you? Give me a little *credit* here! :-D) =============================== | 9. Final thoughts/wish list | =============================== This will be the last thing to be added. Watch this space! -------------------------------------------------------------------------------- FAQ in progress (C) 2004 by Darrell Wong All rights reserved