============================= >>>>>>>>>>>>>>>>>>>>>>>>>>>>> Hybrid Heaven - Combat Guide <<<<<<<<<<<<<<<<<<<<<<<<<<<<< ============================= Optimized for viewing in a browser (specifically Netscape in Times New Roman). __________________________________________________________ 1. Introduction ---------------------------------------------------------- 2. Types Of Fighters ---------------------------------------------------------- 3. Move List ---------------------------------------------------------- 4. Battle Items ---------------------------------------------------------- 5. Enemy List ---------------------------------------------------------- 6. Tech List And Status Factors ---------------------------------------------------------- 7. Battle Stats And Reactions ---------------------------------------------------------- 8. Combos ---------------------------------------------------------- 9. Overworld Combat ---------------------------------------------------------- 10. Boss Guide ---------------------------------------------------------- 11. 2-Player Combat ---------------------------------------------------------- 12. Creature Battle ---------------------------------------------------------- 13. Overall Battle ---------------------------------------------------------- 14. Codes ---------------------------------------------------------- 15. Sites ---------------------------------------------------------- 16. Closing ---------------------------------------------------------- Version History ----------------------------------------------------------------------------- 0.99 - Created the Overall Battle Section, added a Debug Code comment, and added many moves to the creature list thanx to Rodrigo and my Survival playing. I also added a colossal amount of other stuff I cannot hope to list. Truly an update worthy of being called "0.99" - July 2, 2003 0.98b - Fixed the embarrassing errors that were raising some eyebrows (body part max 15, counters never work, etc.). - December 14, 2002 0.98 - Added a Combo, formatted a little, and added info to the Combos. - September 10, 2001; Fixed layout tremendously. - July 17, 2002 0.97 - Added three new Codes and a Combo. - January 7, 2001 0.96.5 - Glanced over the FAQ and revised some mistakes. - July 17, 2000 0.96.1 - Added Clone Woman to the Enemy List. July 14th, 2000 0.96 - Added some more Moves to the Move List. - July 13th, 2000 0.95.9 - Added some stuff to the Combos Section. - July 11, 2000 0.95.8 - Added more Moves to the Enemy List. - July 10, 2000 0.95.7 - Created the Creature Battle Section. - July 9, 2000 0.95.2 - Added some Moves to the Move List. - July 8th, 2000 0.95.1 - Added some Moves to the Enemy List and put in Yildun. - July 7th, 2000 0.95 - Added a Combo, some Moves, and some Sites. - June 7th, 2000 0.9 - Finished the Enemy List Section and added a Combo and discovery. - April 7th, 2000 0.85 - Added a Combo, Move, Sites, and finished the Enemy List Section. - January 1st, 2000 0.8 - Made several revisions to the guide and an announcement. - November 28th, 1999 0.75 - Finished most of the Enemy List Section. - October 24th, 1999 0.7 - Created the Enemy List Section. - October 20th, 1999 0.65 - Added miscellaneous stuff to the Bosses Section and Codes Section. - October 16th, 1999 0.6 - Added various things. - October 14th, 1999 0.55 - Cleaned and organized it a bit. - October 10th, 1999 0.5 - Made Additions to the Moves Section. Halfway to 1.0! - October 9th, 1999 0.45 - Created the Types Of Fighters Section. - October 8th, 1999 0.4 - Created the Boss Guide and Codes Sections. - October 7th, 1999 0.3 - Created the 2-Player Combat. - October 6th, 1999 0.25 - Created the Overworld Combat Section. - October 5th, 1999 0.2 - Created the Combos Section and fixed up various things. - October 4th, 1999 0.15 - Created the Tech List And Status Factors Section. - October 3rd, 1999 0.1 - Created the Battle Stats And Reactions Section. - October 2nd, 1999 0.05 - Created the Intro, Move List, Battle Items, and Closing Sections. - October 1, 1999 1. Intro ______________________________________________________________ You might think the battles of Hybrid Heaven are simple, but it can get very technical and complex, everything is taken into account. Some factors include which way you are facing, what type of move it is, the distance from your opponent, your opponent's vulnerable parts, your particular skill for that body part and move, and much more. So here is a guide that will eventually provide tips for the beginners to the people who think they have conquered an un-masterable battle system. Also I would like to say thanks to: *Clifton Orson (general_orson@hotmail.com) - For sending me moves I had missed, giving me some miscellaneous hints, clearing stuff up about the codes, and other helpful things. Thrawn2 (harkboys@mcn.net) - For sending me the name of every enemy and boss in the game. CT Shang (Ctshang@aol.com) - For sending me the multiplayer "Blue Flame/Invisibility" code. Wayne Lowe (dawsen_creek@yahoo.com) - For sending me the "Extra Outfits" Code. Spikey (Spikey0504@aol.com) - For sending me Punching Combo #4. Brandon Ly (baoey@hotmail.com) - For sending me Punching Combo #1. Robert Fernandes (rfernand@modesto.net) - For sending me the "Extra Characters" Code. Sir Max (lmax@mail.ru) - For sending me Punching Combo #2. JP (jp_778@hotmail.com) - For sending me two Newaza Techniques I had missed. Douglas Wright (lluuaa2000@mail.m33access.com) - For sending me Punching Combo #5. *Rodrigo (hybrid_savate@hotmail.com) - For sending me a Back Technique and Newaza I had missed, quite a few moves of enemies, confirming that it is possible to be able to do three Techniques in a row instead of just two along with the name of the mystery hybrid, Yildun, confirming Punching Combo #5, reminding me to put finishing moves on the moves list (which he found to occur), sending me finishing move theories, and sending me Technique Combo #1, #2, #3, #4, and Punching Combo #3. (Somebody really likes this game.) Brodius (linkthecourageous@tasmail.com) - For sending me information about the type of fighter you are affecting your fighting stance. Nintendork (Nintendork1@aol.com) - For sending in the Kick Reversal and Head Kick Reversal moves. * - These people beat the game on Ultimate, so they deserve some recognition. - - - - - - - - - - - - - - Note: Thanx mainly to Rodrigo and some of my playing on Survival we have filled up some of those vacancies in the enemies' moves. So those of you attempting to learn every move should be stoked because that list is very fleshed out now. This FAQ is nearing completion, and note the new Overall Battle section, written for everything that does not fit in other sections but may give you an edge. I also put in an amazing amount of stuff that has been collecting over the last half a year. It made the size of the FAQ jump up and should satisfy everyone in the case of no huge demand for the 1.0 update. It has been four and a half years since I started this FAQ. Thanx to all you long-time readers. So now we are at 0.99. What is in store for the big 1.0? Well: Revised strategies for enemies Revised strategies for bosses Revised image descriptions of enemies Expansion of the Creature Battle section The "Dodge Trick" revealed for each enemy A total revision for inaccuracies, grammatical errors, and other stuff Tips for building up characters in Survival And much more! (Only $9.95; void wherever you are) Offer also void if there are truly no more Hybrid Heaven players out there. Sorry. - - - - - - - - - - - - - - 2. Types Of Fighters ______________________________________________________________ There are three basic types of fighters: - - - - - - - - - - - - - - Boxer - This type of fighter concentrates heavily on attacks that have to do with the Head and Arms. I have never tried being this type of fighter, because punches are very weak usually. If used right however, he can be lethal. Boxers tend to be good at Head Butting also. Kicker - This type of fighter uses mainly Legs. This is probably the easiest fighter to develop into, because kicks tend to be the most powerful and easiest to land an attack with. They also make great Combos, so I recommend being a Kicker your first time through the game. Wrestler - This type of fighter uses Body moves and some Head moves. It can pay off to be a Wrestler because they deal the most damage and can take the most, but some enemies cannot be grappled, which means you need something to fall back on. Wrestling moves are the most powerful, but can be the toughest to do right. Wrestling moves are recommended, but being a Wrestler is not. You can also be more than one. A Boxer and Kicker would be a great street fighter, capable of good Speed among other things. A Boxer and Wrestler is a strange combination, making the fighter a sluggish powerhouse. A Kicker and Wrestler is my favorite Combo, having the most powerful moves and versatility. Comment from Brodius: First I just wanted to let you know that I was messing around with newly started characters, and if you focus on one sole area (Punch, Kick, Technique) only, that does affect the characters appearance and stance, from what I've seen. My Normal character seems to have focused on kicks, so he's more leaned back, with a lower guard. My Hard character focused mainly on Punches, and he took the stance of a boxer. I don't know if it's luck or not that does this, but I'm working through Ultimate now with Techniques only. 3. Move List ______________________________________________________________ You start out with some basic moves, but then learn the rest from your opponents when they perform it on you. The game does not allow you to learn a move when it is too powerful at the time, such as learning the Piledriver at Level 2.1, but it can happen sometimes with a bit of luck. Learning Moves is essential to progressing through the game. Punches: (All are Right and Left) - - - - - - - - - - - - - - Mid Punch - A straight punch to the upper area of the chest. Mid Hook - A punch from the side to the upper area of the chest. Mid Uppercut - An upward punch to the upper area of the chest. Upper Punch - A straight punch to the head. Upper Hook - A punch from the side to the head. Upper Uppercut - An upward punch to the head. Upper Backblow Punch - A backhanded punch from the momentum of a 180- degree pivot. Charged Punch - An especially hard punch. Rising Uppercut - I have not seen it, probably a Dragon Punch ripoff though. Kicks: (All are Right and Left) - - - - - - - - - - - - - - Low Kick - A kick from the side to the leg. Low Side Kick - A straight sideways kick to the leg. Low Front Kick - A short upward kick to the leg. Middle Kick - A kick from the side to the waist. Middle Side Kick - A straight sideways kick to the waist. Middle Front Kick - A short upward kick to the waist. High Kick - A kick from the side to the head. High Side Kick - A straight sideways kick to the head. High Front Kick - A short upward kick to the head. Back Spin Kick - A kick from the side with the back of the leg after a 180- degree spin. Jumping-Axe Kick - A jumping kick downward onto the opponent's head. Rolling Savate Kick - A jumping roundhouse kick into the opponent's face. Techniques: - - - - - - - - - - - - - - (From in front) Arm Bar - You push your opponent to the ground and pull his arm behind him. Armlock Throw - You grab both of your opponent's arms and throw him over and behind you. Arm Throw - You grab your opponent's arm and throw him behind you with it. Back Flip Stomp - Have not seen this move. Backcrusher - You lift up your opponent and drop his back onto your knee. Bodyslam - You throw your opponent on the ground on his back. Braincrusher - You throw your opponent on the ground on his head. Bridge Suplex - You grab your opponent by his waist and then throw him behind you. Elbow Backbreaker - Have not seen this move. Head Butt - You smash your opponent's head with yours. Head Hanger Clutch - You put your legs around your opponent's head and twist. Head Kick Reversal - You kick your opponent in the head while on the ground. Headcrush - You grab your opponent's head, run, and land on his head with the momentum. Kick Reversal - You kick your opponent in the leg while on the ground. Knee Crucifix Hold - You throw your opponent onto the ground and then bend his leg severely. Knee Kick - You smash your opponent in the head with your knee. Knee Twister - You throw your opponent to your side by his knee. Lift Up Vertical Drop - You lift your opponent above your head and throw him down. Neck-Scissors Whip - You grab your opponent's neck with your legs, flip backwards twice, and throw him over and behind you. Neck Bust - Have not seen this move. Neck Crush - Have not seen this move. Neck Throw - You throw your opponent behind you by his neck. Pendulum Flip - You grab your opponent head with your legs and flip him over and behind you. Piledriver - You each grab each other's legs, then you jump and land on his head. Shoulder Buster - You throw your opponent on your knee by his shoulder. Side Throw - You grab your opponent around the shoulders, throw him backward, and drop. Shoulder Toss - You toss your opponent over your shoulder. Tackle - You jump on your opponent to the ground. (From behind) - (Note: To perform one of these, you must grapple your opponent from behind, or press right or left twice quickly while grappling from the front.) Back Bridge Suplex - You grab your opponent by his waist and then throw him behind you. Back Headcrush - You grab your opponent and fall backwards onto his head. Back Neck Lock - You put your arm around your opponent's neck, pull, and drop. Back Suplex - You put your opponent up, over, and behind your head, and drop on his head. Reversal Elbow - You slam your elbow into your opponent behind you. Running Headlock - You put your opponent into a headlock, run, and then drop. Newazas: - - - - - - - - - - - - - - (Kick) Back Body Drop - You jump up and then land with your back on your opponent. Soccerball Kick - You kick your opponent. Stomp - You jump up and then land on your opponent with one foot. (Technique) Achilles Leg Lock - You pull one leg across the foot area. Arm And Neck Lock - You pull your opponent's neck upwards and bend his arm. Arm Crucifix Hold - You bend your opponent's arm. Back Breaker - You bend your opponent's back backward. Boston Crab - You pull both of your opponent's legs back toward his head. Choke Sleeper Hold - You pull your opponent's neck behind his back. Four-Figure Lock - You put all four appendages into a lock and pull. Leg Deathlock - You place one leg bent over the other and pull it. Neck Lock - You put your arm around your opponent's neck and pull upwards. Neck And Leg Lock - You pull your opponent's neck upward and bend his leg. Reverse Leg Lock - You pull one leg after twisting it around backwards. Sharpshooter - You twist your opponent's legs and bend them severely. Toe And Face Lock - You push and twist your opponent's head and foot. Comment from Rodrigo: I finally got someone when using the Kicking Combo with the finishing move of Rolling Savate Kick!! I reach a skill level of 200 and finally get the move unlocked in the technique list. When I was watching the technique list with all the skill rates of each technique I was impressed because I found the Rolling Savate Kick in the technique list with a skill rate of 200 a thing I never seen before!! I thing the names of Rolling Savate Kick, Jumping Axe Kick, Rising Uppercut and Charged Punch denotes names of techniques!! Brodius mentioned to me once he never got above a 100 on any move in Normal difficulty. So are just finishing moves able to achieve a 200 rating? 4. Battle Items ______________________________________________________________ Refresh: - - - - - - - - - - - - - - Life Charger S - Restores 1/4 of your HP (minimum 100) Life Charger M - Restores 1/2 of your HP Life Charger L - Restores 3/4 of your HP Life Charger X - Restores all of your HP Stamina Charger S - Restores 1/4 of your Stamina Stamina Charger M - Restores 1/2 of your Stamina Stamina Charger L - Restores 3/4 of your Stamina Stamina Charger X - Restores all of your HP Battle Charger S - Restores 1/4 of your HP and Stamina Battle Charger M - Restores 1/2 of your HP and Stamina Battle Charger L - Restores 3/4 of your HP and Stamina Battle Charger X - Restores all of your HP and Stamina Speed Restorer - Cures you from the condition "Slow" Poison Restorer - Cures you from the condition "Poison" Super Restorer - Cures you from any condition and restores some HP (Blank Space) Offence Raiser - Permanently raises your Offence Defence Raiser - Permanently raises your Defence Speed Raiser - Permanently raises your Speed Ring Eraser - Allows you to escape from a non-boss battle Weapon: - - - - - - - - - - - - - - Flame Shot - Shoots Flame at an enemy Flame Shot SP - Shoots Flame at an enemy three times (1.85 damage as original) Ice Shot - Shoots Ice and may freeze an enemy Ice Shot SP - Shoots Ice three times and may freeze an enemy (1.85 damage as original) Poison Shot - Shoots Poison at an enemy Poison Shot SP - Shoots Poison at an enemy three times (1.85 damage as original) Hurricane Shot - Shoots Hurricane at an enemy Hurricane Shot SP - Shoots Hurricane at an enemy three times (1.85 damage as original) Ion Shot - Shoots Ion at an enemy Ion Shot SP - Shoots Ion at an enemy three times (1.85 damage as original) Stamina Booster - Raises the rate at which you recover Stamina for an amount of time. Power Booster - You recover your power bar quickly no matter what you are doing. Needless to say, this rocks. Offence Enhancer - Raises Offence for one battle (most effective when power gauge is full) Defence Enhancer - Raises Defence for one battle (most effective when power gauge is full) Speed Enhancer - Raises Speed for one battle (most effective when power gauge is full) (Blank Space) Offence Drainer - Lowers Offence of enemy for battle (most effective when power gauge is full) Defence Drainer - Lowers Defence of enemy for battle (most effective when power gauge is full) Speed Drainer - Lowers Speed of enemy for battle (most effective when power gauge is full) (Blank Space) 5. Enemy List ______________________________________________________________ Here is the master list of every non-boss enemy in the game, a short description of each, and then some basic tips on how to defeat each one. The Moves List for each enemy is by no means complete. Generic help for a battle can be found in the other sections. For info on what the Dodge Trick Indicator is, check the Overall Battle section. If you were wondering how these monsters were named, most were named after a star. See some moves missing? Send them my way. - - - - - - - - - - - - - - * - Denotes move seen only on Ultimate Spica (blue hybrid with long claws) Moves: Mid-Upper Hooks, High Kicks* This hybrid is very pathetic. Simply back away from it using slow-paces to build up your bar, and then unleash any move on it. The "slime" of this game if you will. Pollux (red and black hybrid with long legs, sometimes is on ceilings) Moves: Low Kicks, Low-Middle Side Kicks, Middle Kicks This hybrid can be tough the first time you face it, but if you have done some battles, it should be a piece of cake. Dodge its Kicks and follow up with some of your own. Seginus (green hybrid with strange face) Moves: Neck Throw, Bodyslam, Brainbuster, Back Suplex, Soccerball Kick This would be the funny hybrid. It backs away, stands there for a while, and then charges. Simply step away with slow-paces, wait for it to charge, and then sock it to him with a move when he comes close. Clone Man (a male-human looking hybrid in an orange jumpsuit) Moves: Upper-Mid Uppercuts, Upper Hooks, High-Low Kicks, Middle Side Kicks, Upper Punches A very versatile fighter that you will see only once for a while, and then a few times again throughout the game. This hybrid knows many basic moves, so you should learn some from it. Basic tips work against this hybrid, although it should be noted that he dodges your attacks very easily, and you can dodge his very easily too. Naos (a mostly gray, fat hybrid with a skirt) Moves: Upper-Mid Hooks, Low Kicks, Low Side Kicks, Boston Crab This hybrid gives up a Life Charger S when knocked down. Grappling him is not recommended. Try to stay away and then attack when he gets close. Gomeisa (a gray and round hybrid with weird arms) Moves: High-Mid-Low Front Kicks, Headcrush, Piledriver, Bridge Suplex, Shoulder Toss This hybrid is a piece of cake as long as he does not grapple you. Stay away from him and perform Punches and Kicks to do away with him. You may want to let him grapple you to learn a few new Techniques however. Mekbuda (a dark red pig-like hybrid) Moves: Upper-Mid Hooks, Mid Punches, Low Side Kicks, Low Kicks, Body Slam, Shoulder Buster, Piledriver This hybrid is so incredibly slow. Just back away with slow paces and unload some Combos on him. Grappling is really not recommended. He sometimes uses an Offence Raiser. Kitalpha (a red and white hybrid who looks like a skeleton) Moves: Mid-Low Kicks, Mid-Upper Punches, Head Butt, Brainbuster, Arm Bar Yet another versatile fighter, although this one is pathetic. Use grapples, Combos, anything, this hybrid is very easy to kill and is more useful for raising your Skills Stats than anything else. Beid (a green, tall hybrid with large arms) Moves: Upper-Mid Punches, Mid Uppercuts, High Kicks, High Front Kick, High Side Kick, Head Butt, Headcrush, Back Headcrush, Neck Throw, Arm Bar When you first encounter this hybrid, you will need fancy footwork and good timing to dodge and attack. Attack one move at a time to conserve as much power as possible while dodging the attacks. Later on in the game he is easy. Muphrid (a red and white hybrid that looks like a tall goat on two legs) Moves: High-Low Front Kicks, Upper-Mid Uppercuts, Side Throw, Bridge Suplex, Arm Bar, Headcrush This hybrid can use a powerful Technique called the Arm Bar, so do not let yourself be grappled by using a fast pace away from him when he becomes close. Combos are the worst enemy of him. Dubhe (a brownish-reddish hybrid with leave-like things over his head and other strange vegetation on his body) Moves: Low-High Kicks, Back Spin Kicks, Low-Mid-High Front Kicks, Low Side Kick, Pendulum Flip, Knee Kick, Special-Poison This hybrid has the chance to poison you at later levels. For the first few times, just grapple him and use some Techniques, because it can Guard well against Kicks, and dishes out some of its own. Man In Black (a male-human looking hybrid in a black suit and shades) Moves: Mid Punches, Low-Mid Kicks, Upper Backblow, Bridge Suplex, Back Suplex, Armlock Throw, Arm Bar, Arm-Crucifix Hold, Flame Shot You will encounter this hybrid more often than any other, it seems to be the infantry for the enemy. Difficult at first, but easier towards the middle and end, he is susceptible to Techniques, making him a good sparring partner for those who want to build up Wrestling Stats. Versatile, but relies too much on his gun and punches. Clone Woman (a female-human looking hybrid in an orange jumpsuit) Moves: Upper Uppercut, Upper Punch Upper Backblow, Middle Kicks, Poison Shot Whoever designed this hybrid must have been in a hurry, because this hybrid is terribly easy. Stay close, because it can shoot poison from far away, and it usually misses with most close attacks. Grapple it, because it knows no Techniques, then unload with some Techniques and Newazas of your own. Overall an easy fight unless you have no grappling skills. Mira (dark red, big hybrid with short arms) Moves: Upper Hooks, Middle-Low Front Kicks, Low Side Kicks, Special-Poison On the Normal Difficulty Level, you can just walk right into this hybrid and his attacks will go over your head, making for an easy fight. However, on the Hard and Ultimate Difficulty Levels, you will need to stay far away to build up your power bar while dodging his poison, then Run in for the attack. Capella (human-looking robot) Moves: Mid Front Kick, Mid Hook, Tackle, Lift-Up Vertical Drop, Headcrush, Headbutt, Piledriver This robot is very deceiving in and that it is impossible to lose against, unlike the other lethal robots you will encounter. Simply take slow paces away from it, it will never make it close enough to hit you, and then use a 5-Hit Combo. It does know some very nice Techniques which you may want to learn. Mulifain (very large, wide robot that looks like a walking tank) Moves: Mid Uppercut, Special-Flame Shot This robot will be tough the first few times. It walks around in a rectangular pattern, using Uppercuts when close and rockets when far away. Try to slow pace around it in a circle so you are constantly behind it, then use a Combo. You cannot even grapple it. Pherkad (a larger human-looking robot) Moves: Mid Uppercut, Mid Front Kick This is the toughest of the three robots as it will try to corner you and then use some sort of powerful punch on you. Try to slow pace away when it is far away, and then use a fast pace when it is close. Thankfully every once in a while it will stop moving, which is when you should use a Combo on its backside. Celebrai (tall, blue, skinny hybrid) Moves: Mid Punch, Mid Uppercuts, Lift Up Vertical Drop, Back Bridge Suplex, Shoulder Buster It is actually quite easy to stay away from this hybrid, just use the normal slow paces. Do not let him grapple you. As the moves he knows will be lethal for the two or so times you fight him. Regular Moves and some fancy footwork is the key to victory. Sargas (a reddish-grayish hybrid that looks like a Kitalpha) Moves: High-Middle Kicks, Knee Twister, Head Butt, Head Hanger Clutch This hybrid actually fights just like a Kitalpha except it is considerably faster. Yet another versatile fighter that you should use basic knowledge and skills to defeat. Mebsuta (a larger and grayer Mekbuda) Moves: Middle-Low Kicks, Low Front Kicks, Low Side Kicks, Mid Hooks, Upper Punches, Mid Uppercuts, Piledriver, Shoulder Buster, Backcrusher, Knee Crucifix Hold* Just like the Mekbuda, this hybrid is very easy to stay away from before using a Combo. Stay out of his attacking area and then the same tactics you used to subdue the pathetic Mekbuda. Alkalurops (a frog-like hybrid with a big head and red eyes) Moves: Mid-High Kicks, Back Spin Kicks, Knee Twister, Pendulum Flip, Head Hanger Clutch, Neck-Scissors Whip, Uses A Speed Enhancer This hybrid is generally very easy to dodge, it is just that he does the Knee Twister exceptionally well, so make sure not to grapple after you learn it. Stay away from him and use a Combo and then a few Moves, because he has a good deal of HP. Yildun (looks similar to Alkalurops but with many eyes and a skinnier head) Moves: Mid-High Kicks, Knee Twister, Uses A Defense Enhancer This hybrid also likes to use the Knee Twister, but starts out using a Defence and not Speed Enhancer. He has a lot of HP, even more than Alkalurops, but is slower. Dodge his slow attacks and then hit him with some of your own. Canopus (tall, gray mummy-like hybrid with a small head) Moves: High-Middle Kicks, Back Spin Kicks, Upper Punches, Mid Uppercuts, Lift Up Vertical Drop, Back Bridge Suplex, Neck-Scissors Whip Not a fun hybrid to fight, but he does know many good wrestling moves. Do not try to grapple him or use a Technique, because his rate of Reversing it is exceptionally high. He always tries to counter, so make sure your attacks connect, and try to string them together in Combos. Cor Caroli (tall, skeletal hybrid with a tail) Moves: This is actually quite an intelligent hybrid. He will stay away from you while building up its power bars, then move in on you and use a move(s). He will get back up and keep going if you hit him or he misses. If you move toward him while he is building up his power bars, he will back away from you. Basically, take a long pace away when he gets close so that he misses, and build up your own power bars. He would be a piece of cake if he did not periodically turn invisible. Fomalhaut (blue-green, fish-like hybrid with a tail) Moves: Special-Freeze This hybrid is very annoying, because if you become too far away from him, he will use Special Attack that freezes you. Otherwise, try and avoid that, and try to exploit his low Defense. His high Attack might make up for it, but if you are agile enough, you will not have to worry about it. Gacrux (a large, green, spiked-turtle-like hybrid) Moves: This is the baddest of the bad, I would rather fight Diaz than fight this hybrid. He is incredibly fast and can build up his power meter while Running at the same rate you can while standing. He has excellent power, defense, and speed, and is horribly tough to beat, but it can be done. It will take a while to beat him, so I just use a Ring Eraser and pass on by. Zosma (a blue, mainly red in the mid-body section, hybrid with an elephant- like head) Moves: This guy is a gigantic pain. First off, and I cannot stress this enough, do not let him grapple you. He usually wins, and then will do a powerful Newaza on you that leaves you unconscious, as well as doing massive damage. He is swift and can build up his power bar while running toward you. You should back away and stay away from him, while hitting him if he becomes too close. As long as you stay a safe distance away and strike at smart times, he should bite the dust. Tegmine (a tall, gray, and semi-bulky hybrid) Moves: Middle Side Kick, High Front Kick, Mid Uppercut, Neck Throw, Back Headcrush, Bodyslam This hybrid, unlike the other last ones, has no special abilities. He runs, changes his stance, and then runs again. He uses Combos more often than any other hybrid, and has a high Defense. He has little expertise in Techniques, relying mainly on Punches and Kicks. Castor (a silver, metallic flat-faced hybrid) Moves: Low Front Kicks, Mid-High Kicks, Upper Punches, Arm Bar, Neck Throw This seems to be the masterpiece of the programmers' work. Although not as tough as Gacrux, nonetheless this hybrid is the second most difficult in the whole game. With a very high Defense and the ability to do a Newaza three times (instead of the normal two), this hybrid is a wrecking machine. He uses a Speed Enhancer at the beginning, and darts in and out, using Moves when close and strafing you in the center when building up his power bar. Since he is largely unpredictable, just use everything that you have learned, and you can come out unscathed. You may, however, want to prolong the battle to observe his fighting style, and use it yourself. 6. Tech List And Status Factors _________________________________________________________________________ Tech List: Opening up the Tech List allows you to view your Combos and to see all of the moves you have obtained with a number next to them indicating how much mastery you have of that move. But thats the simple part. The higher the number is, the more powerful that move will be. The highest the number can be if you use only that move and no others is 22. To increase the max for the number, you must use other moves within the same category a certain amount of times also. For example, if Left Middle Kick is at 22 and will not increase, use Left Low Kick about 5 times and then if you use Left Middle Kick, the mastery rating will probably increase by 1 to 23. But to get it to increase by 1 anyway, you usually also need to connect with the move and the power gauge must have at least one full bar, or the number will not increase usually. Status Factors: This screen shows the attack power and defence power of each body part. It also shows how many times you have connected with a body part and how many times a body part has taken damage. The Hit Count does little more than show you what kind of fighter you are, a wrestler or boxer or kick-boxer or whatever, it should not be used to judge the power of any move or body part. The Damage Count is also non-reliable, just showing which body parts have taken damage and how much, basically telling you which side you may need to protect more or might be leaving open more often. The Offence shows about how powerful each body part is, from a value of 1 to whatever. But like the Tech List, it can be limited. To raise a body part after it has hit a ceiling, start using another. Even if you never throw a punch and stick with wrestling (Body) and kicking (Right Leg/Left Leg) you can do an Arm Bar to raise arms quickly and a Head Butt works great for the head (actually it may be the only thing that raises the head. The Offence goes up depending on how much damage you have dealt with that body part. Like the Tech List numerical values, for If you use both of your legs the same amount of times, but the Left Leg is always Guarded against, thus reducing the damage, your Right Leg will increase its Offence much faster. The same goes for Defence of each body part, except the opposite. The more damage you take with each body part, the higher its Defence will raise. Although the higher the Defence rating is the better chance you have for Guarding successfully. If you always Step out of the way, your body parts will not take damage and will not increase in Defence. 7. Battle Stats And Reactions ______________________________________________________________ Battle Stats: - - - - - - - - - - - - - - Hit Points - Basically, as this increases, your HP goes up by an increment that also increases as you level up. Stamina - As this goes up, you will be able to use longer combos, have more stamina with which to perform moves, and your power bar will increase faster. Offence - One of the main factors in how much damage is dealt. Defence - One of the main factors in how much the damage is lessened. Speed - This measures the rate of how fast you can move around the area in a battle. Reflex - I am pretty sure this one helps you Guard, Roll, Counter, and Reverse more. Reactions: - - - - - - - - - - - - - - (Kick or Punch) Guard - Depending on the distance from your opponent and what move he performs, you can possibly "Guard" against the attack and reduce the amount of damage considerably while using some Stamina. To be most effective, for example, you should be about a pace away to Guard against a Low or Middle Kick, be close to Guard against a High Kick, and be far away to Guard against a Gun Shot. It really, once again, all depends on your accuracy of predicting the move and your distance. Also, as a bonus, if you know your opponent is about to grab and perform a Technique on you while you are still rising from the ground and it asks for your reaction, choose Guard, it almost always works and is a little better than a Take Fall. Step - This lets you move about one short pace in the direction that you specify. This is most effective when you are already moving and just need a little extra to put yourself out of the enemy's striking area. This is also sometimes effective for dodging projectiles. To my knowledge, Stepping towards an opponent is just asking for it, unless you time it so you duck under the attack. Counter - I really never used this because of its low reliancy. Your opponent has to miss you, and then you use a counter move chosen for you to be performed on your opponent, which usually does not hit either. Because of the low chance of this actually being effective for you (although when the computer Counters it always works, and very well), I recommend you stick with Guarding and Stepping. Truthfully, Counter works when you are much stronger than your opponent or if you somehow get lucky enough for Johnny to pick the perfect dodge move out of the opponent's move. (Technique) Take Fall - This is the Guard version of reacting to Techniques, allowing you to take off about half of the damage you receive from a Technique. This occurs the most often out of the three and is usually a smart choice. Escape - This allows you to "Escape" from an opponent's grapple and he loses about half a bar of power. This is most effective when the opponent is about to perform a Technique from behind you. This still does not work very often and is not recommended. Reversal - This is supposed to allow you to stop your opponent's Technique and then perform one on him. Lethal, but not recommended because of its low occurrence rate. This move usually works when you are stronger than your opponent by an obvious amount. (Newaza) Roll - This allows you to roll away from your opponent's attack and then get up. This occurs about half of the time and is generally a smart thing to use when you think your opponent will use a "Kick" Newaza. This is most effective when you are lying on your stomach. Make sure to Roll away from your opponent, or if you cannot, roll away from the direction he is closest to or will probably strike from. Counter - This stops your opponent from performing a Newaza and strikes him with a mildly powerful attack. This has a high occurrence rate and is generally very useful as it allows you to get back up without taking any more injury after a crushing move. Very useful and recommended, especially when you are laying on your back. 8. Combos ______________________________________________________________ Some Combos are special, in the way that they have a "finishing move." If you create a Combo that has moves that are somehow linked and in a sensible order, you get the bonus "finishing move." The three Kicking Combos I found are the only ones I use. If anyone else finds any, email them to me and I will give you credit for them. Discovery: When I discovered Kicking Combo #3, it was under very strange conditions. First off, I had been using it for a long time, and it had never given me the finishing move. Then, one time it did, and every time thereafter. My first theory was that it was because I had built up the mastery rating of the Front Kicks. This was disproved when I did the same combo except the "mirrored right" version, and I did not receive a finishing move. It could not be that I used it frequently, because Kicking Combo #1 and #2 I could do right away. I was just using it to build up other Kicks so I could build up my the six regular Kicks, which are my favorites. I will continue to research this, but no one has come across this before to my knowledge, and this causes me to rethink the method of receiving a "finishing move" for a specific Combo. Discovery Part 2: To do the Technique Combos sent in by Rodrigo, he says you must have a skill rating of at least 77 for that technique. This makes me think that the other special Combos are created because of skill ratings. I will be investigating this for another update. Discovery Part 3: (Email from someone who emailed Rodrigo/ hybrid_savate@hotmail.com.) When I e-mailed Rodrigo he said that you can only do the technique combos with the skill of 77 if you have advantage and you can only do it one time. Also you have to get to skill level to 177 any time you want. Rodrigo told me to e-mail this to ya. (Interesting additions and confirmations.) Discovery Part 4: (marathon discussion between Rodrigo and myself) Rodrigo - The combos you edit as you wish, starts to gain a skill level depending on which type of punch, kick, combo or technique you are using with more frequency (may be one of the keys is the frequency of the kicks, punches and combos edited in a certain way are used to unleash attacks), I discovered that playing now at Normal difficulty level for a better studying of the subject. Lich85 - This has credibility but then the mirrored right version of Kicking Combo #3 should have worked for me. However, it does explain why the first two kicking combos worked well before the third one did. An interesting theory but unfortunately disproven. Rodrigo - Your stamina, hitpoint, offense, defense, speed and reflexes determines if you can stock more power bars to make combos, in the way you start to edit combos and the frequency of the type of punches or kicks you made. This is the most important thing I discovered, the way you increase your offense, defense, stamina, reflexes and here comes the most exciting part your HP determines if you can do an extra effort, that extra effort is like an additional power bar who is linked with the finishing move in the combo you use with more frequency and depending the type of punches, kicks or combination of both in a certain logic sequence gives you the hidden finishing move; In few words in the way you acquire more HP the more possibility you gain to obtain that hidden power bar that is in your HP. That part of the HP I will be investigating to finish my studies about the subject of the combo mystery finishing moves Walla!! the HP is the key to acquire the finishing move, but I will keep looking and investigating for more security. Lich85 - At first this sounds like an even better theory (a hidden extra power bar? A possibility) but I think the part about the HP being involved sends it into oblivion. Also, I should have been able to do Kicking Combo #3 immediately if this was true. Combine both of these though and take out the disproven parts and you assemble an interesting idea: a sort of experience points for a combo calculated in an unknown way that determines when you can do the finishing move with a certain sequence of attacks. Rodrigo (addendum) - The stamina bar behaves as a power bar: that extra power bar when you use a 5 hit combo with kicks or punches the stamina bar recalls that hidden technique in the combo but most important you have to reach a level of 450 in the stamina and a HP of 990 to start accesing that kind of finishing moves!! Lich85 - Agina the extra power bar idea which cannot be disproven. However, that stamina and HP data once again introduce influences I personally cannot believe. Combos can be created once you have more than one power bar on the power gauge due to a high Stamina, simply bring up the offense screen after waiting for as many bars to fill up as you want. Select Combo, then select Edit. Select the first move of the Combo and then it will perform it, followed by a request for the next move of the Combo. Continue choosing moves for the Combo until you are finished, and then it will ask you if you want to save the Combo as one of the special edited ones. Say yes, and then use the Combo at any time by selecting Combo and then Select, then select the Combo which you want to use. - - - - - - - - - - - - - - Kicking Combo #1 - Left Low Kick, Right Low Kick, Left Middle Kick, Right Middle Kick, Left High Kick, *Power-Axe Kick* Kicking Combo #2 - Right Low Kick, Left Low Kick, Right Middle Kick, Left Middle Kick, Right High Kick, *Rolling Savate Kick* Kicking Combo #3 - Left Low Front Kick, Right Low Front Kick, Left Middle Front Kick, Right Middle Front Kick, Left High Front Kick, *Power-Axe Kick* Punching Combo #1 - Left Middle Punch, Right Middle Punch, Left Middle Punch, Right Middle Punch, Left Middle Punch, *Rising Uppercut* Punching Combo #2 - Upper L Hook, Upper L Hook, Upper L Hook, Upper L Hook, Upper L Hook, *Charged Punch* Punching Combo #3 - Upper R Hook, Upper R Hook, Upper R Hook, Upper R Hook, Upper R Hook, *Charged Punch* Punching Combo #4 - Mid R Punch, Mid R Punch, Mid R Punch, Mid R Punch, Mid R Punch, *Charged Punch* Punching Combo #5 - Upper R Punch, Upper L Punch, Mid R Punch, Mid L Punch, Mid R Uppercut, *Jumping Axe Kick* (If that combo does actually work, then there is some weird glitch in the game; Rodrigo has confirmed this combo works.) Technique Combo #1 - Pendulum Flip, *Neck Bust* Technique Combo #2 - Neck Scissors Whip, *Back Flip Stomp* Technique Combo #3 - Neck Lock, *Neck Crush* Technique Combo #4 - Arm Bar, *Elbow Backbreaker* *(Move)* - Denotes special finishing move. 9. Overworld Combat ______________________________________________________________ Not all fighting is done in a battle sequence, some of it is done out of a normal overworld interface. In this case your best shot is to dodge any projectiles while firing back with your own defuser. Crawling around is also a smart idea as it allows you to duck underneath most projectiles, but not underneath the attacks of Dr. Bross's hybrids. Jumping is also helpful for distracting missiles that try to lock on to you. Strategies for fighting each of the overworld non-boss battles follow. - - - - - - - - - - - - - - Hovering Probe - Simply fire quick shots at it and then dodge quickly out of the way of any lasers it may fire at you. Super Hovering Probe - Fire off a quick shot and then dodge quickly. Repeat until the nasty triple laser firing thing is dead. Laser Radar Probe - Just stay out of the way and fire at it, it's laser can be easily dodge if you want to just run by it. Rocket Radar Probe - Like above, stay away from it and fire at it. It may surprise you because they frequently hover high above the ground in unexpected places. Mines - Very annoying little things, but if you jump, they cannot damage you. Try to jump right when they go off or just bypass them. Rocket Launcher - Fire off a few shots and then run quickly out of the way while jumping a few times. Or you can just crawl by it, its missiles cannot reach that low. Flame Thrower - The height of annoyingness, you cannot kill them, but you should be able to dodge them anyway. Some can swerve to hit you. 10. Boss Guide ______________________________________________________________ The many bosses of Hybrid Heaven can be powerful enough to warrant more than one try. Some are easier than others. Some bosses will need to have items used before you can gain an advantage and pummel them. Other bosses are just plain tough or are a piece of cake. Be aware that some bosses possess strange special moves. For info on what the Dodge Trick Indicator is, check the Overall Battle section. But enough of my rambling and on to the strategies for each boss. - - - - - - - - - - - - - - Procyon, Level 1.2 - This monster can hit you with a wave of blue fire that knocks you down, so be prepared for it. The best tactic to use against it is a 2-Hit Combo, such as Left Middle Kick and Right Middle Kick. This is really not a tough battle, just pound away and do not let yourself become grappled. Dr. Bross's Monster, Level 2.1 (Overworld Boss) - You must spend the entire level running away from this creature. Do not worry, you can exact revenge later. For now, just run full blast and perhaps swerve every now and then. Look for alcoves, doorways, and hallways to dodge it. Kevin Young, Level 3.5 - Kevin's nasty little special ability is that he can take two steps during an attack, which makes walking backwards and Guarding a smart idea. Towards the end of the fight, he starts moving slower and uses more Techniques. Knock him flat with two 5-Hit Combos, and do not think about grappling. Super Mulifain, Level 4.2 (Overworld Boss) - This guy is very annoying and tough, time it so that you attack close to him and during an attack that he cannot hit you with, then dodge the other attacks and heal. Polaris (Water), Level 5.2 - This guy is a piece of cake, just walk backwards at a slow pace, then smack him down with two 5-Hit Combos. As long as you walk backwards and Step out of the way, he will not hit you with his special. Antares (Fire), Level 5.2 - Stay around the outer edge of the arena. Walk from around the outer walls, Stepping or Guarding against the fireballs depending on your Speed and Defense. Two 5-Hit Combos will make his day. Algol (Earth), Level 5.2 - This guy can become invisible, and is very annoying and tough. Try to unleash your Combos on him right after he becomes visible for a short while or when he attacks you. He stays invisible as long as he is a certain distance from you. Rigel (Wind), Level 5.2 - His special ability does the most damage, so make sure to stay close and try to dodge the attacks and use Combos. Dr. Bross's Monster, Level 6.6 (Overworld Boss) - This guy is a lot easier than he looks, just run away from the Fire Monster and make sure this Monster follows you, he will be very toasty soon. Make sure that he is being hit by the fireballs from the Fire Monster. Dr. Bross's Fire Monster, Level 6.6 (Overworld Boss) - This baddie is the tougher of the two. Lure him into hitting the gate to the arena by letting him chase you, running toward the gate, and then running out of the way at the last second. Gary Bross, Level 6.6 - The first hard boss, I heavily recommend using an Offence Raiser, a Speed Raiser, a Speed Drainer, and a Defence Drainer. Stay away, because his close attacks are lethal, yet far away his Ice Shots can freeze you and then his Newazas can kill you. Luck and healing help the most. Jerry Silver, Level 9.2 - Very annoying because he is just like a Man In Black, he will shoot at you if you become too far away. Use a Technique to knock some HP off before unloading a 5-Hit Combo to kill him or he will just use a Life Charger X. This Life Charger X characteristic is for all the bosses following this one and Dr. Bross. Alex Hunter, Level 10.1 - Shoots very damaging Ion Shots when far away but pathetic at close range. Do not try to grapple him or any of the other bosses beyond this point. You may want to use some Raisers or Drainers. Gargatuan Traitor, Level 10.1 - Chase him around by Running, and then use a 5-Hit Combo. The toughest part will be to chase him down, he really is not that tough, Guard against his Special. Evolved Mi'Goea, Level 10.2 - If you attack from head-on, he will just Counter you. If you have any Guns left I would recommend using those. Or you can Run around to his backside and attack from there, but be wary of the Tail Kick. You may want to use Raiser and Drainers. Mi'Goea In Ultimate Form, Level 10.2 - You will definitely want to use Drainers and Raisers. He is very quick, but just keep your cool and use everything you have learned, along with some wicked Combos, and you will do just fine. Diaz, Level 10.3 - This is the last battle, so do not feel bad about using any Items, use any Guns left over, use your Drainers and Raisers, etc. Diaz will shout at you to come to him, but you should really back away from him and try to get a Combo on him, because I think he can fill up more than five Power Bars, making for a lethal unlimited attack. Basically, get the first hit and do not stop. 11. 2-Player Combat _________________________________________________________________________ 2-Player Combat is very different from fighting a computer enemy. This is mainly because a human opponent can change tactics and adapt and so forth, whereas a computer opponent follows a set pattern throughout a whole fight, making it relatively easy to dispose of them once you figure it out. However in 2-Player Combat, one way good way to gain an advantage is to unload a 5-Hit Combo on your opponent and then simply Run around the screen. Because Stamina is only slowly drained when you Run, and because your opponent will very likely not catch you, it happens to a be an excellent tactic to use. However, if your opponent Runs away from you all the time, try to get as close as possible and then use a Combo where you get closer to them with each move, a good example of this is the High Kicks, and then the last few moves you use will connect. Grappling your opponent and Techniques are not very smart because it is hard enough to try and grapple without them simply using a Kick or Punch to counter it. So basically the best strategy is hit-and-run. You can also choose to play as characters that you have defeated in the game, which will also affect you, because having a larger or smaller size can be an important factor. 12. Creature Battle ______________________________________________________________ The Creature Battle feature allows you to fight enemies that you have already encountered in a sort of "side game." The best part of this is that after you beat the game, you can play either one of the modes and then, after winning, can look up your status and save your game. If you lose you can only save your game, and that is if you are playing Survival. Also, after you win, it will show you how many battles you fought, what the difficulty was, and how much time it took you to defeat that mode. When you fight in Creature Battle, you cannot use any items earned from your game, nor keep any items that you earned for your game or the next Creature Battle. The only ones that you can use are the ones you actually earn while fighting in the mode. 5-Battle - - - - - - - - - - - - - - In this mode, you will fight 5 randomly chosen Hybrids, in order from weakest to strongest. You could start out with anyone, from the weak Spica to the strong Beid. However, the last guy you fight will usually be a boss, and if you have beaten the game it will probably be either Hunter, Mi'Goea, or Diaz. This is good for quick fun. Survival - - - - - - - - - - - - - - These are the tough marathon fights. You will fight every enemy in the game, in order from weakest to strongest. If you have a lot of time to kill, or really want to beef up your stats, then this is the mode for you, because you can build up your weaker Moves when fighting the Hybrids at the beginning that die from one hit. Good luck on this one. Preliminary Order of Fighting in Survival (will be finished in 1.0) Spica Pollux Naos Clone Man Seginus Procyon - BOSS Gomeisa Kitalpha Mekbuda Beid Clone Woman Dubhe Muphrid Man In Black Mira Kevin Young - BOSS Capella Mulifain Pherkad Yildun Alkalurops Celebrai Tegmine Antares - BOSS Rigel - BOSS Polaris - BOSS Algol - BOSS 13. Overall Battle ______________________________________________________________ Alright, the Dodge Trick I have decided to introduce in this version. Hopefully, most of you veterans know of this. Otherwise, be prepared for the difficulty of this game to take a dive. Every enemy in the game does a little quirky something or other movement before it attacks. If you recognize what this is (or look in the sections of this FAQ), the enemy is yours to destroy. All enemies have patterns, but this is one you can easily exploit. Stand two short paces away from the enemy at all times. When you see the enemy do the "Dodge Trick Indicator" movement, wait until just when it finishes, and then take a long pace out of the way. In case the attack, for some reason or another (probably because you mis-spaced yourself), is a ranged attack, select Guard on the options. The enemy will attack and miss. This will happen every time. This works on just about every enemy. This almost removes the difficulty from the game. If you truly are two short paces away before it does the movement and do not move too soon, the attack will never be ranged. So there it is, enjoy it, and amaze your friends! Or something... Do not forget you can push the analog stick twice in any direction quickly to take a quick double pace. This takes off part of your power bar, but sometimes you need one of these to dodge an attack or get to the other guy if it is quick. Alright then, on another topic of the power bar filling up: when the bar fills up fully, it flashes and there is a short pause before it begins to fill again. You can take a long pace away while the bar is flashing and it will be not different as if you stood still because the length of your pace does not register at that moment. Use this to your advantage, because every little bit can help. On reactions, just use Guard and Take Fall. Counter and Reversal really only work when you are at a much higher level, and Guard and Take Fall are incomparably more dependable. Also, you never are allowed to determine your move when you counter or reverse, so that element of chance is more annoying to someone like me. However, I have found countering a Newaza to be a very good idea. Always use Combos with Finishing Moves while you are playing the game and fighting important enemies. Once you beat it and need to build up your weaker moves, then use weaker move Combos. Or fight enemies you know you can trash in the game with weaker Combos. Also note the game heavily skews your battle rating higher toward SS if you use Combos, even if the moves of the Combo are highly illogical. Got some strats of your own? Send them in and see if I like them. 14. Codes ______________________________________________________________ Extra Outfits - - - - - - - - - - - - - To receive extra outfits for your character defeat the game on the Hard difficulty level and then enter L, R, L, R, and A at the title screen. You should hear Diaz growl and see the word "extra" on the lower right of the logo. Extra Characters - - - - - - - - - - - - - - To receive extra characters for single player mode, beat the game on the Ultimate difficultly level then press L, R, L, R, Z at the title screen to be Naos or L, R, L, R, Start at the title screen to be the president. If you did Naos correctly you should hear his sound and you should hear a laugh for the president. Each should have a different-colored "Extra" appear on the lower right of the Hybrid Heaven logo. Blue Flame/Invisibility (Unconfirmed) - - - - - - - - - - - - - - In multiplayer select Procyon, Rigel, or Master and press bottom-c to use the blue flame attack that knocks your opponent off his or her feet. Select Cor Caroli or Algol and press bottom-c to turn invisible and then press bottom-c to become visible again. Debug Code - - - - - - - - - - - - - - You may have seen this one floating around somewhere with the changing of screen resolutions in between saving and loading among other annoying requirements. I saw it immediately as a cruel joke but some people actually tried it unfortunately. They have confirmed this was devised by some sadistic person and does not work. To reiterate, THE DEBUG CODE DOES NOT WORK DO NOT TRY IT. You are welcome. 15. Sites ______________________________________________________________ Konami Of America's Hybrid Heaven Page: http://www.konami.com/games/hybrid_heaven Official Hybrid Heaven Page http://www.hybridheaven.com RPGamer - Hybrid Heaven Section http://www.rpgamer.com/games/other/n64/hheav/hheav.html Personal Hybrid Heaven Page http://www.geocities.com/TimesSquare/Chamber/8015/hh.html 16. Closing ______________________________________________________________ I hope that everyone found this FAQ useful, and now for the legal stuff. This FAQ can be used by any site as long as none of its content is changed and credit is given to me. This FAQ is copyright by me. However, the latest updates can be found only at www.gamefaqs.com. If you are viewing this FAQ from a different host site, then I cannot guarantee that this is the latest version. Contact me at lich85faqmusic@hotmail.com. I have received 0160 emails about this FAQ so far. Thank you to everyone who emailed me. GameFAQs Contributor Name: Lich85 Check out my other FAQs if you want.