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Rugby League FAQ/Strategy Guide

by Masamune3

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          Rugby League FAQ/Strategy Guide
          Written by Masamune3
          Last Updated 5th December 2004
          Final Version
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===============================================================================
          TABLE OF CONTENTS
===============================================================================

Use Ctrl + F to search for one for the features listed below. To make sure you
go straight to a certain section, copy and paste the search code on the right.

 1. INTRODUCTION ................................................... [rl_intro]
 2. GAME BASICS ................................................... [rl_basics]
     2.1. CONTROLS .............................................. [rl_controls]
     2.2. GAME SCREEN  ............................................ [rl_screen]
     2.3. BASIC ACTIONS ........................................... [rl_action]
     2.4. KICKING ................................................ [rl_kicking]
     2.4. FOULS ..................................................... [rl_foul]
     2.6. PENALTIES .............................................. [rl_penalty]
     2.7. PLAYER STATS ............................................. [rl_stats]
 3. GAME MODES ..................................................... [rl_modes]
     3.1. SINGLE GAME ............................................. [rl_single]
     3.2. COMPETITION ............................................... [rl_comp]
     3.3. SETTINGS ............................................... [rl_setting]
     3.4. EXTRAS ................................................... [rl_extra]
 4. GAME CUSTOMISATION ............................................ [rl_custom]
     4.1. CUSTOMISE PLAYERS ................................... [rl_custplayer]
     4.2. CUSTOMISE TEAMS ....................................... [rl_custteam]
     4.3. CUSTOMISE COMPETITIONS ................................ [rl_custcomp]
 5. SECRETS AND UNLOCKABLES ...................................... [rl_secrets]
 6. STRATEGIES ..................................................... [rl_strat]
     6.1. KICKING STRATEGIES ................................... [rl_kickstrat]
     6.2. SCORING STRATEGIES .................................. [rl_scorestrat]
     6.3. DEFENDING STRATEGIES ............................... [rl_defendstrat]
     6.4. FORMATION STRATEGIES ................................. [rl_formstrat]
 7. FREQUENTLY ASKED QUESTIONS ....................................... [rl_faq]
 8. THANKS ........................................................ [rl_thanks]
 9. CONTACT INFORMATION .......................................... [rl_contact]
10. COPYRIGHT NOTICE ........................................... [rl_copyright]
11. CLOSING ...................................................... [rl_closing]



===============================================================================
          1. INTRODUCTION - [rl_intro]
===============================================================================

It's been a while since a Rugby League simulation was released on any format,
so it's no surprise that Australian (and to a lesser extent, English and New
Zealand) gamers have eagerly anticipated the release of Rugby League for the
PS2, Xbox and PC. Mostly, people got what they expected, and the game was
pretty well received (in Australia, at least). Unfortunately, it was marred by
glitches and design flaws. Still, it's easily the best Rugby League simulation
out there, faithfully reproducing the excitement and fun of the real-life
stuff. I decided to write for it simply because the game had yet to be covered.
Chances are it won't get read, but you never know...



===============================================================================
          2. GAME BASICS - [rl_basics]
===============================================================================

The game basics section is one of the most important parts of the guide, simply
because it covers all the... uh, basics, for lack of a better word. Everything
you need to know to get started with this game is listed right here.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          2.1. CONTROLS - [rl_controls]
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SETUP 1
========================================
DIRECTIONAL PAD:   Move Player (Attack/Defence)
LEFT ANALOG STICK: Move Player (Attack/Defence)
X:                 Sprint/Break Tackle (Attack)
SQUARE:            > Change Player (Attack/Defence)
                   > Score Try (Attack)
CIRCLE:            > Punt Kick (Attack)
                   > Tackle (Defence)
TRIANGLE:          > Chip Kick (Attack)
                   > Bomb Kick (Attack)
L1:                Pass Left (Attack)
L2:                Fend (Attack)
R1:                Pass Right (Attack)
R2:                Side-Step (Attack)
CIRCLE + TRIANGLE: Field Goal (Attack)
L1 + SQUARE:       Dummy Pass Left (Attack)
R1 + SQUARE:       Dummy Pass Right (Attack)
R1 + CIRCLE:       > Grubber Kick (Attack)
                   > Aggressive Tackle (Defence)

SETUP 2
========================================
DIRECTIONAL PAD:   Move Player (Attack/Defence)
LEFT ANALOG STICK: Move Player (Attack/Defence)
X:                 Sprint/Break Tackle (Attack)
SQUARE:            > Change Player (Attack/Defence)
                   > Score Try (Attack)
CIRCLE:            Side-Step (Attack)
TRIANGLE:          Fend (Attack)
L1:                Pass Left (Attack)
L2:                > Chip Kick (Attack)
                   > Bomb Kick (Attack)
R1:                Pass Right (Attack)
R2:                > Punt Kick (Attack)
                   > Tackle (Defence)
L1 + L2:           Field Goal (Attack)
R1 + R2:           > Grubber Kick (Attack)
                   > Aggressive Tackle (Defence)
L1 + SQUARE:       Dummy Pass Left (Attack)
R1 + SQUARE:       Dummy Pass Right (Attack)

SETUP 3
========================================
DIRECTIONAL PAD:   Move Player (Attack/Defence)
LEFT ANALOG STICK: Move Player (Attack/Defence)
X:                 Sprint/Break Tackle (Attack)
SQUARE:            > Change Player (Attack/Defence)
                   > Score Try (Attack)
CIRCLE:            > Punt Kick (Attack)
                   > Tackle (Defence)
TRIANGLE:          > Chip Kick (Attack)
                   > Bomb Kick (Attack)
L1:                Fend (Attack)
L2:                Pass Left (Attack)
R1:                Side-Step (Attack)
R2:                Pass Right (Attack)
CIRCLE + TRIANGLE: Field Goal (Attack)
L2 + SQUARE:       Dummy Pass Left (Attack)
R2 + SQUARE:       Dummy Pass Right (Attack)
R2 + CIRCLE:       > Grubber Kick (Attack)
                   > Aggressive Tackle (Defence)


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          2.2. GAME SCREEN - [rl_screen]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

STATUS BAR
========================================
On the bottom of the screen, there is bar that allows the you to see the
current score, the time remaining in the half, what half it is, and the current
tackle count.

CURRENT PLAYER
========================================
The player who is under full control of a user is signified by a complete dot
Of a certain colour, depending on what player it is (example, blue for player
one, red for player 2, etc).

ATTACKING TEAM
========================================
The attacking team has the camera behind them. The defending team is at the top
of the screen, and the attacking team at the bottom.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          2.3. BASIC ACTIONS - [rl_actions]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

NOTE: The buttons mentioned in this section refer to the default controller
setup. I can't imagine anyone would bother using the alternate control setups,
but if you do, all you need to do is check out the chart above and substitute
in.

MOVING
========================================
You can move around the field by pressing the directional button in the
direction you wish to go. Alternatively, you can use the left analog stick to
move in the direction that you wish. Many people find this the easiest to move
usually the former technique, but personally, I feel that using the stick gives
the greatest amount of control.

PASSING
========================================
In order to pass, simply press L1 or R1. L1 allows you to pass to your left,
and R1 allows you to pass to your right. Sting multiple passes together along
the line of offence and try to find a gap in the defence.

SCORING
========================================
In order to score, you must first get a player over the try line with the ball
in his possession. Then, it's a simple matter of pressing Square, and he will
dive and put the ball down. You need to do this before coming near your
opposition or before they come near you), because all they need to do is
tackle you, and there is a high chance that they will hold you up in goals.
Scoring a try will award you 4 points, and you will get the chance to convert
your try (see below).

TACKLING
========================================
To tackle, you need to press the Circle button when the opposing player (who
has the ball, of course) comes within range. You player will attempt to tackle
them. That is a normal tackle. Press R1 and Circle and you will do an
aggressive tackle. Aggressive tackles has a much less chance of being broken,
but they have a higher chance of causing a penalty for a high tackle or spear
tackle. They also can injure the opponent, although that part isn't so bad, of
course...

SWITCHING PLAYERS
========================================
Switching players is simple. Press Square and the player cursor will move to a
player nearest the ball (or person with the ball). Press it again, and it will
switch to the person closest to them, and so on. You can only select from
players within a certain radius, however.

SCRUMS
========================================
Scrums are used after an accidental forward pass, knock-ons, and when the ball
is taken over the sideline. You have no control over the scrum itself, it's all
done by the computer, and no team other than the one who feeds it can get the
ball (which I think is rather disappointing, because in real life, the other
team can win the ball back by driving the scrum forward and raking it out). In
any case, once the player who fed the ball into the scrum gets of back out, the
game resumes as per normal. A good tactic to use after a scrum is to run to the
side, as there is usually a gap in the defence.

RUNNING
========================================
To sprint, all you have to do is constantly tap X when you have the ball.
Players gradually get tired from constant running, and this is affected by
their fitness stat.

FENDING
========================================
If you press L2 when you run with the ball, you can fend yourself from being
tackled. Only those with high break tackle ability will be able to use this
continually with a relatively decent success rate.

INJURIES
========================================
Whenever a player is tackled, there is a chance that they may get injured.
Aggressive tackles like head high tackles and spear tackles increase the risk.
When a player is injured, a new player is automatically subbed in to take his
spot. You may have to change things around a bit manually to get what you want,
though. See below for more information on that.

INTERCHANGE
========================================
At any stage during the game, you can sub players on and off. Of course, there
is a maximum of twelve changes per game, so be aware of that. Subbing players
is simple, just select which player you wish to take off, then select the
player you wish to go on. Alternatively, you can do it the other way round.

CAMERA ANGLES
========================================
During the game you have the option to change between one of four camera
angles. None of them really standout, and some even make it harder to play.

BEHIND FIXED: This is the default camera angle, and by far the best. It sits
directly behind the team with the ball, and the defending team is situated in
the top half of the screen.

HIGH: This is the same as behind fixed, but the camera is actually a little
higher off the ground, allowing you the see more of the playing screen, but in
less detail.

SIDELINE: Easily the worst angle, it places the camera side-on to the playing
field. Makes controlling your players an absolute nightmare. Avoid at all
costs.

BEHIND DYNAMIC: Again, this again is similar to behind fixed, except the camera
actually curves around depending what side you are on. Nothing special.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          2.4. KICKING - [rl_kicking]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Ah the wonderful world of kicking. There are a bunch of different kicks you
will need to learn to use and implement during the game, and here they are.

PUNT KICKS
========================================
To do a punt (a long kick downfield) simply hold down Circle and aim with the
arrow. If you press up while doing this, you can increase the height (and
therefore the distance) of the kick. These are best used for long kicks down
the field on your last tackle and to find touch in penalties.

CHIP/BOMB KICKS
========================================
To do a chip or bomb (high kick in the air) simply hold down Triangle and move
the cursor around for where you want the ball to land. Depending on the
direction you are facing, the ball can land in a different spot to the one you
choose. These are useful to kick over the opposition and re-gather. These are
not particularly great kicks, but if you are feeling a little cocky, go right
ahead.

GRUBBER KICKS
========================================
To do a grubber kick (a short kick that stays low to the ground and bounces a
lot), hold R1 then press Circle. Aim the direction of your kick. Again, you can
also manipulate the height by pressing up or down. These are useful when you
are close to the try line and can't breakthrough the defence. Just make sure
you don't get too much power on it.

FIELD GOAL KICKS
========================================
Field goals score one point, and are usually used to make the prospect of
winning for the other team more daunting. If you manage to get a field goal
when already 6 points ahead, they are then forced to score at least two tries
or score one and also get a field goal. To score a field goal, you need to
press Circle and Triangle. Then the arrow will come up, and you'll need to aim
your kick. Generally speaking, if you want it to be successful, directly face
the goals and then give it a shot.

CONVERTING TRIES
========================================
After you score a try, you get a chance to take a kick from the spot. This
gives you the chance to add another 2 points to your score. The system is
simple in principle, but hard in practice. Firstly, you need to aim the kicking
cursor. It can be moved left to right, even going "outside" the goal posts.
After you have aimed your kick, press X. This will initiate the curve meter (or
whatever it's called). Click X again to "select" the position on the meter.

There are two general ways to kick: one is aim the first cursor in the middle,
then try to get the curve meter in the middle too. The second (and my personal
method) is to aim the kicking cursor to the very right of the posts. Then, bash
the X button multiple times as quickly as you can. The curve meter should
compensate, and your kick should be close to the middle of the horizontal bar
(or the "black dot"). Note that you must take consideration of the wind speed
and direction, as they greatly affect the flight path of the ball. Make sure
you compensate for it too.

KICK RESTARTS
========================================
These don't necessarily have to be "restarts", as it applies to the kick you
make at the beginning of the game. Use left to make the ball go to the right,
and right to make the ball go left. Press X once for a long kick, or press X
twice for a short kick. You have no control over the exact length of the kick,
it's random.

I have noticed a handy little trick when you are kicking off. Chances are it
won't work, but in desperate situations, you might just get lucky. All you have
to do is aim the kick (by moving the player) so that they make an angle of
about 30 degrees to the 50-metre line. Then do a short kick. Assuming it goes
the distance, you might be able to re-gather the ball. If not, the computer
opponents may pick it up inside the 10 metres, and you will be awarded the
penalty. However, if you pick the ball up within the 10 metres (this is one
thing that you have no real control over, it's computer controlled), then they
get the penalty. The other possibility is that the ball will go at least 10
metres, but is still recovered by your opponents. That is bad because you just
gave them an easy 30 metres. Like I said, it's a risky tactic, an should only
be employed when there is little time left on the clock and you need points.
Note that the chances of his working become slimmer as the difficulty level
increases.

There is one other underhanded trick I should mention. There is a weird glitch
where the opposition will fail to catch the ball from a kick restart, allowing
you to regain possession. Again, it won't alsways work, but it's one of those
things that you can always try for and hope to get lucky with. All you do is
perform a long kick out towards one of the corner posts. Hopefully, the
opposing team will complete miss the ball. Be wary, however, not to kick it out
on the full. That is not a good thing.

GOAL LINE DROPOUT KICKS
========================================
These are taken in the same way as kick restarts. One press of X for a long
kick, and two presses of X for a short kick. I noticed a handy little trick
when you are kicking. Chances are it won't work, but in desperate situations,
you might just get lucky. All you have to do is aim the kick (by moving the
player) so that they make an angle of about 30 degrees to the 50 metre line.
Then do a short kick. Assuming it goes the distance, you might b able to
re-gather the ball. If not, the computer opponents may pick it up inside the
10 metres, and you will be awarded the penalty. However, if you pick the ball
up within the 10 metres (this is one thing that you have no real control over,
it's computer controlled), then they get the penalty. The other possibility is
that the ball will go at least 10 metres, but is still recovered by your
opponents. That is bad because you just gave them an easy 30 metres. Like I
said, it's a risky tactic, an should only be employed when there is little time
left on the clock and you need points. Note that the chances of his working
become slimmer as the difficulty level increases.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          2.5. FOULS - [rl_foul]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

FORWARD PASSES
========================================
Forward passes occur when the ball is passed from one player to another, but it
actually goes in front (distance-wise) of the player that passed the ball in
the first place. There are two types of forward passes: deliberate and
accidental. Deliberate forward passes result in a penalty, and occur when the
player passes the ball to another player already in front of him. Accidental
forward passes are fairly rare, and occur when you pass the ball to another
player, that was behind you, but happens to get in front original spot the ball
was passed from while he is running to keep up with play. In the game, if you
have a player to pass to, the ball will almost always go to that person, which
means that mid-flight the location and destination of the ball is altered to
make sure it reaches them with smoother animation. As a consequence,
accidental forward passes are possible. But this is a good thing. Anyway, the
result of an accidental forward pass is a scrum, where the opposing team gets
the feed.

KNOCK-ONS
========================================
When a player drops a ball for no apparent reason, it is called a knock-on. As
much as I hate to say it, knock-ons are completely random events, however the
chances of a knock-on occurring relate to a player's stats.

HIGH TACKLES
========================================
High tackles are induced more from aggressive tackles, but occasionally from
normal tackles as well. Again, it comes down the random factor whether or not
a tackle will be high, you can't make your players do them, and on the other
end of the spectrum, you can't make your players NOT do them. A high tackle
itself is just what the name implies, any tackle above shoulder height.

OFFSIDE
========================================
A player can be considered offside in a number of different situations. If they
are in front of the kicker, or they tackle an opponent without having gone back
the required ten metres, or the markers weren't square are examples. Being
offside results in a scrum where the opposition gets the feed.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          2.6. PENALTIES - [rl_penalty]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

You can be awarded a penalty in a number of different ways. See above for some
of the ways that this is possible. when you get a penalty, you have a number of
options.

KICK FOR TOUCH
========================================
By pressing X, you can take a kick for touch. You then need to hold down either
Circle or Triangle (to do a punt or chip/bomb respectively). ALWAYS use punt,
as you will actually have a chance of putting the ball into touch. Now, it's
just a matter of aiming for the sideline, and then letting go of Circle. You
should always press Up while holding Circle down, so you can get more distance
on your kicks, and therefore gain more metres. Assuming you are taking a kick
for touch some distance away from the try line (the one you are trying to score
at), then aim the kicking cursor a little past the heads of the oppositions
line of defence. Make sure however, not to aim too far right when kicking near
the sideline, or the ball may never go into touch. Kicking for touch should
almost always be the course of action that you undertake, unless you are very
close to the try line as it is, or you think a couple of points should put the
game beyond doubt.

KICK FOR GOAL
========================================
These should only be taken if you are somewhere within the 30 metre line of the
oppositions try line. At best, the only time worth taking a kick is when the
clock is running low, and you wish to put a game beyond doubt.

TAKE THE TAP
========================================
This is more or less the second best course of action. You should never take a
tap when you're more than 10 metres away from the line. In those cases, take
the kick for touch. If you are within 10 metres of the opposition try line,
take the tap and just go for it.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          2.7. PLAYER STATS - [rl_stats]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

This section describes each of the separate stats that each player is made up
of, and in particular, how they affect their ability as a player. If a player
has a rating of 10 in a particular stats, it means they excel in that area of
their game. On the other hand, if they have a stat of 1, they are extremely
poor in that area. Player's with a stat of 5 are average in that area. Got it?
Good.

FITNESS
========================================
Player's with a high fitness rating can keep going for longer - that is, less
affected by fatigue. This means that they can continue to play without much of
a drop in their overall form. High fitness rating also allow player's to sprint
much longer. There is no particular position where this attribute is necessary,
however, it's one of those things that should always be high anyway.

SPEED
========================================
As one might expect, the speed stat affects how fast a player can run. Guys
with high speed will score lots of tries, it's a simple fact. Because of this,
make sure your fullback, centres and wingers have a high speed (in conjunction
with a high acceleration stat).

ACCELERATION
========================================
Acceleration relates to a player's ability to speed up. Those with high
acceleration will reach their "top speed" very quickly. Again, the most
important position's for those with a high acceleration stat (in conjunction
with a high speed stat) are your fullback, centres and wingers.

AGGRESSIVENESS
========================================
Aggressiveness relates mainly to defence, and in particular, tackling. Highly
aggressive player's are more likely to make big hits on the opposition and put
them down with a greater success rate. However, it also increases the chances
that they will use and overly aggressive tackle and do a spear tackle or a head
high, and as a result, get sin binned (or not, if you're lucky). All in all,
the advantages of this stat far outweigh the disadvantages, so I'd go for it.
Your forwards will benefit most from this attribute.

AGILITY
========================================
Agility affects a player's ability to change direction quickly, and in general,
how they move around. Don't mistake this for speed or acceleration, because it
isn't. Having high speed and acceleration does, however, compliment a good
agility stat. Your fullback, centres and wingers are prime targets for high
agility, as well as your halfback and five-eighth.

BREAK TACKLE
========================================
The break tackle attribute relates to a player's ability to brush off would-be
defenders. In particular, how well they can resist being tackled. It also
appears (and not surprisingly) to have a affect on how successful fending is
for the player in question.

TACKLE
========================================
Tackle stat is straightforward too - it simply affects the chances that a
player will make a successful tackle. Aggressiveness can also help in this
area, as mentioned. Forwards and backs should have high tackle. Your guys in
the middle are far less in need of high tackle, although they should have a
decent ability.

PASS
========================================
Pass ability relates to the accuracy and overall quality of the player's
passes. There really isn't much more to say about this attribute other than
your half-back and five-eighth MUST have a high pass stat, because they are the
ones who control the movement of your team.

OFFLOAD
========================================
Offloading is managing to pass the ball when they are in the midst of being
tackled. The stat itself affects the chances that a player will make a
successful offload, as well as the quality of the offload. As a result, the
players that will benefit most from being proficient in this area are those who
will be carrying the ball a lot - your forward pack. Offloads are excellent
ways to break through the line of defence and score, so make sure your forwards
are handy in this area.

GENERAL KICK
========================================
This attribute is only particularly useful to a select few players on your
team, so don't be surprised to see so many players with less than average stats
in this area. Only five-eighth and halfback positions need worry about having a
good kick ability (and I mean good, not just decent). Basically, it affects
every form of kick you can do (punts, grubbers, chips, bombs, but not spot
kicks). A high kick attribute will give you more control over your kicks and
they will have greater accuracy.

GOAL KICK
========================================
There are only a select few players in the entire game who have a half decent
goal kicking stat, and that's because there are so few players in real life
that need it. Those with a high stat will have greater accuracy in their kicks,
and it will almost always go where you aimed for it to go. The only person who
needs to be good in this area of the game is whoever you have taking your spot
kicks, so position is irrelevant.

CATCH
========================================
The catch attribute affects the chances of a player catching the ball.
Alternatively, you can look at it as affecting the chances that a player will
drop the ball. Those with a high catch stat should almost never knock-on. This
is an attribute that all players should be good in, but your fullback, centres,
and wingers especially.



===============================================================================
          3. GAME MODES - [rl_modes]
===============================================================================

A simple description of each of the modes present within the game. That's
pretty obvious from the section name, though...


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          3.1. SINGLE GAME - [rl_single]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Single game can be considered the "arcade" section of Rugby League. In it, you
are able to play with up to eight friends, each on one of two teams. You can
select from any of the teams you have unlocked, and even the ones you
customised yourself. To play, all you have to do is select the competition,
then the team you wish play with from that competition. If you wish, you can
change the starting lineup. Just go into "Change Lineup". Then it's just a
simple matter of pressing X on a character you want swapped, and then pressing
X again when you have selected a character to swap him out with.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          3.2. COMPETITION - [rl_comp]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

COMPETITION OPTIONS
========================================
NEW COMPETITION: This starts a new competition, as you may have guessed. 
Depending on what you have unlocked so far, you can choose from them. You also 
need to select a difficulty and a game length.

LOAD COMPETITION: Selecting this option allows you to load a saved  competition
from your memory card, and continue playing through it.

COMPETITION RUNDOWN
========================================
NRL: This competition is the main Australian competition, and THE toughest in 
the world. You will be pitted up against 14 other teams over 26 rounds, and 
then have a chance to reach the finals series.

SUPER LEAGUE: This is the English main competition. You will be pitted up
against 11 other teams over 28 rounds, and then have a chance to reach the 
finals series.

STATE OF ORIGIN: This is THE toughest series of three matches in the world. 
The battle between New South Wales and Queensland is widely watched throughout 
Australia, and in other parts of the world. In it, the best players from NSW 
and Queensland fight for the trophy. If there is one competition you will have 
a hard time beating, it's this one.

CITY/COUNTRY: This one game, between the best that city-born rugby league 
players and country-born rugby league players, enjoyed a brief period of rest 
several years back. It has since been revived, and is more of a novelty match 
than anything. Players fiercely play in a hope they can be selected for the 
State of Origin sides.

INTERNATIONAL TRI SERIES: This is a small competition in which Australia,
England, and New Zealand participate. Australia tends to dominate these
matches, though... That being said, the aforementioned teams are the top three 
in the world, and it when all things are equal, can produce some very exciting 
matches.

TRANS TASMAN TEST SERIES: This a series of several games between Australia and
New Zealand. Again, Australia tend to dominate, but the Kiwi's can put up a
good fight when they wish.

WORLD CLUB CHALLENGE: The World Club Challenge is more or less an exhibition 
match between the winner of the NRL and the winner of the English Super League.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          3.3. SETTINGS - [rl_settings]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

SOUND
========================================
MUSIC VOLUME: This changes the volume of the music in the menu screens. This
forms such a small part of the game that it doesn't really matter what you set
it to.

EFFECTS VOLUME: Allows you to adjust the volume of everything during the games
(crowds, players, the referee, etc). Make sure this is set to maximum, that way
you get a better feel for the atmosphere.

COMMENTARY VOLUME: This controls how loud Andrew Voss' commentary is. Despite
the fact that there is lots of repetition, it's pretty funny to listen to the
sudden changes in tone and pitch when new sound bytes are played.

CONTROLLER
========================================
VIBRATION: Geez, the only option you have over your controller is to turn
vibration on or off. Pretty pathetic, really.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          3.4. EXTRAS - [rl_extra]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

PRODUCTION STILLS GALLERY
========================================
A simple slide show that has pictures taken during the game's development. Use
left and right to skip between pictures.

VIDEOS
========================================
Choose to play one of the following:

> Behind-the-Scenes Video
> Bulldogs vs Eels Video
> Bulldogs vs Warriors Video
> Raiders vs Warriors Video
> Dragons vs Cowboys Video
> Season Highlights
> Cheerleader Video



===============================================================================
          4. GAME CUSTOMISATION - [rl_custom]
===============================================================================

Too big to be put in a subsection, the easiest and most effective way of
explaining this part of the game was to move it to its own section. Here you
should find out everything you need to know about customisation.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          4.1. CUSTOMISE PLAYERS - [rl_custplayer]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

After selecting "Create A New Player", you will be given the option to edit
each of the following. They don't need explaing, so here's a brief rundown of
your options:

NAME:             30 characters maximum
AGE:              17-38
HEAD:             Shape 1-4
FACE:             Face 1-5
HAIR:             Type 1-14
COLOUR:           Colour 1-4
SKIN COLOUR:      Colour 1-4
HEIGHT:           165cm-200cm
WEIGHT:           65kg-130kg
ASSIGN ABILITIES: Allows you to add attribute points to different parts of
                  selected player's game. For more on how these affect players,
                  see the Game Basics section.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          4.2. CUSTOMISE TEAMS - [rl_custteams]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

The screen itself here is divided up into two parts: the left and the right.
On the left hand side is a list of all the players that can be placed into your
team. The right side displays the player's already on your team.

In order to sign a player to your team, just press X when they are highlighted.
And to release a player from your team, again just press X when they are
highlighted. You can have a minimum of seventeen players on your team (starting
team of thirteen plus four subs), and a maximum of forty.

If a team has been edited in any way, in the team select screen it will have
"(Custom)" next to it. In order to restore the default team, just press Circle
when it is highlighted.

When you are all done, all you have to do is save your current setup. I'll
leave you to figure out how to do this. HINT: it has something to do with one
of the commands on screen. If there are some changes you made that you wish to
undo and start again, just use the load option, located above the save option.

NOTE: If you have a saved file on your memory card in which you are
participating in a competition, you cannot edit any teams in that competition.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          4.3. CUSTOMISE COMPETITION - [rl_custcomp]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

NAME
========================================
The name of the competition. 30 characters maximum.

STARTING MONTH
========================================
The month oin which the competion will start. This doesn't really affect
anything, it's more of a superficial thing. January 2003-December 2015.

FORMAT
========================================
The format of the competiton affects how it will run, and decides if there are
finals, and so on. You have the choice between:

> League
> Knock-out
> League/Knock-out
> NRL/McIntyre 8
> Super League 6

TROPHY
========================================
Another superficial aspect affecting the trophy the winner of the competiton
gets. You have the choice between:

> Telstra Premiership Trophy
> Super League Trophy
> State of Origin Shield
> City Country Shield
> Tri Nations Trophy
> Trans Tasman Cup
> World Club Challenge Cup
> Generic Trophy
> Generic Medal

NUMBER OF TEAMS
========================================
The number of teams in the competition, however, certain ranges are affected
by the format of the competition. Can range between 2-32.

MATCHES VS LEAGUE OPPONENTS
========================================
This determines how many times each team will play one another in the league
stage of the competion, meaning it is only relevant for league and
league/knock-out formats. Ranges between 1-5.

QUALIFYING TEAMS
========================================
This dtermines how many teams will progress from the league stage to the
knock-out stage of the competition, meaning it is only relevant for
league/knock-out competitions. Also dependant on the number of teams, it can
range between 2-32.

KNOCK-OUT LEAGUE LEGS
========================================
This figure determines how many games each team plays against one another in
each step of the finals series, except for the grand final itself, meaning it
is only relevant for knock-out and league/knock-out competitions. Ranges from
1-5.

KNOCK-OUT FINAL LEGS
========================================
Determiens how many times the two finalists play one another before a winner
of the competition is decided, meaning it is only relevant for knock-out and
league/knock-out competitions. Ranges from 1-5.

GOLDEN POINT STANDARD
========================================
Golden Point Standard is the number of points you need to score in golden point
playoffs (excluding the final). It is only relevant for league, knock-out, and
league/knock-out competitions. You have the choice between:

NONE:      No golden point.
LIMITED:   First point/s scored wins.
UNLIMITED: Whoever has the higher score at the end of playoff time.

GOLDEN POINT FINALS
========================================
This choice determines is the number of points you need to score in a golden
point playoff in the grand final. It is only relevant for knock-out and
league/knock-out competitions. You have the choice between:

NONE:      No golden point.
LIMITED:   First point/s scored wins.
UNLIMITED: Whoever has the higher score at the end of playoff time.

ASSIGN TEAMS
========================================
Select teams to play in the competition. Pressing X when the left column is
selected moves the highlighted team into the competition. Pressing X when the
right column is selected removes the highlighted team from the competition.



===============================================================================
          5. SECRETS AND UNLOCKABLES - [rl_secrets]
===============================================================================

NEW COMPETITIONS
========================================
STATE OF ORIGIN:          Win the NRL competition with any team on any
                          difficulty.
CITY/COUNTRY:             Win the NRL competition with any team on any
                          difficulty.
WORLD CLUB CHALLENGE:     Win the NRL competition and Super League competition
                          with any team on any difficulty.
INTERNATIONAL TRI SERIES: Win the State of Origin competition or World Club
                          Competition with any team on any difficulty.
TRANS TASMAN TEST SERIES: Win the State of Origin competition or World Club
                          Competition with any team on any difficulty.

BEHIND-THE-SCENES STUFF
========================================
PRODUCTION STILLS GALLERY: Complete 1 hour of gameplay.
BEHIND-THE-SCENES VIDEO:   Complete 3 hours of gameplay.

GAME FOOTAGE
========================================
BULLDOGS VS EELS VIDEO:     Complete 7 hours of gameplay.
BULLDOGS VS WARRIORS VIDEO: Complete 15 hours of gameplay.
RAIDERS VS WARRIORS VIDEO:  Complete 31 hours of gameplay.
DRAGONS VS COWBOYS VIDEO:   Complete 63 hours of gameplay.
SEASON HIGHLIGHTS:          Complete 95 hours of gameplay.
CHEERLEADER VIDEO:          Complete 127 hours of gameplay.

LEAGUE GOD DIFFICULTY
========================================
Complete and win any competition (except City/Country) on Legend difficulty.

SUPER TEAM
========================================
Complete and win any competition (except City/Country) on League God
difficulty.



===============================================================================
          6. STRATEGIES - [rl_strat]
===============================================================================

Ever find yourself playing the game, and certain in certain aspects, you can't
get it just quite right? Perhaps you're just getting sick of being beaten every
game. That's what this section is for - to give you some hints and tips on how
to make the game easier, and how to try new approaches. Some of them may work
for you, and some may not. It comes down to your skill level and your playing
style.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          6.1. KICKING STRATEGIES - [rl_kickstrat]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

> For conversion kicks, aim the kicking cursor to the very right of the posts.
  Then, bash the X button multiple times as quickly as you can. The curve meter
  should compensate, and your kick should be close to the middle of the
  horizontal bar (or the "black dot"). Note that you must take consideration of
  the wind speed and direction, as they greatly affect the flight path of the
  ball. Make sure you compensate for it too.

> For kick restarts and drop-outs, I noticed a handy little trick when you are
  kicking. Chances are it won't work, but in desperate situations, you might
  just get lucky. All you have to do is aim the kick (by moving the player) so
  that they make an angle of about 30 degrees to the 50 metre line. Then do a
  short kick. Assuming it goes the distance, you might be able to re-gather the
  ball. If not, the computer opponents may pick it up inside the 10 metres, and
  you will be awarded the penalty. However, if you pick the ball up within the
  10 metres (this is one thing that you have no real control over, it's
  computer controlled), then they get the penalty. The other possibility is
  that the ball will go at least 10 metres, but is still recovered by your
  opponents. That is bad because you just gave them an easy 30 metres. Like I
  said, it's a risky tactic, an should only be employed when there is little
  time left on the clock and you need points. Note that the chances of his
  working become slimmer as the difficulty level increases.

> There is one other underhanded trick I should mention for kick restarts. There
  is a weird glitch where the opposition will fail to catch the ball from a kick
  restart, allowing you to regain possession. Again, it won't alsways work, but
  it's one of those things that you can always try for and hope to get lucky
  with. All you do is perform a long kick out towards one of the corner posts.
  Hopefully, the opposing team will complete miss the ball. Be wary, however,
  not to kick it out on the full. That is not a good thing.

> For kick-for-touch kicks, ALWAYS use punt, as you will actually have a chance
  of putting the ball into touch. Now, it's just a matter of aiming for the
  sideline, and then letting go of Circle. You should always press Up while
  holding Circle down, so you can get more distance on your kicks, and
  therefore gain more metres. Assuming you are taking a kick for touch some
  distance away from the try line (the one you are trying to score at), then
  aim the kicking cursor a little past the heads of the oppositions line of
  defence. Make sure however, not to aim too far right when kicking near the
  sideline, or the ball may never go into touch. Kicking for touch should
  almost always be the course of action that you undertake, unless you are very
  close to the try line as it is, or you think a couple of points should put
  the game beyond doubt.

> If, after kicking the ball from a restart, it lands in a certain spot, you
  will regain ball possession. This is because there is a weird glitch that
  causes players to not catch the ball, allowing you to get the ball back from
  the resulting drop-out. To succeed at doing this, you need to aim your kick
  to the left or right of the field, so that the ball should just bounce inside
  touch. Now do a full-power kick. You need to be careful not to kick it out on
  the full, or else the other teams gets a penalty on the halfway line. So, you
  just need to use your best judgment, and soon enough you'll find exactly the
  area you need to be kicking to. It won't work every time, because kick
  direction and where it lands are all random. The best thing you can do is
  give it a general area in which it must bounce.

> If you're looking to kick a field goal, you should know that they are quite
  hard to do, and require lots of time and correct positioning. If you don't
  have this, then don't even bother attempting a field goal, because the long
  and short of it is that you will almost always miss. In order to kick a field
  goal, you need to first line your player up so they face the spot that is
  equidistant from each goal post (or roughly thereabouts). Doing this from the
  sideline is not only hard, but also makes kicking it even harder. Your best
  bet is only to try field goals from directly in front. After you do that, you
  need to make sure you are out of range of any opposing players. Then hold
  down Circle and Triangle, and then aim your kick directly between the posts.
  Make sure you do this part as quickly as possible, to avoid being tackled and
  losing possession, but don't rush it, as that will result in losing
  possession either. If you did everything right, you should see the ball sail
  over the goals for an easy one point and possible victory. Attempting to kick
  field goals is hard and risky, so it should only ever be done by people that
  know how, and even then, only in desperate situations.

> Using grubber kicks is not an easy thing to do. Grubber kicks are possibly
  the worst choice for kicks, as they are so unpredictable. If you're too close
  to the line (about five metres out), I'd suggest either going for the line by
  foot, or using a chip kick. Chip kicks are rather ineffective, though, so
  your best bet is just to go for the line. If you do decide to do a grubber.
  The best time to use grubbers is across-field (that is, kicking from the left
  side to the right side, or vice versa). Make sure you are far enough out from
  the try line so it doesn't go out and you lose possession.  Hold down R1 then
  press Circle to initiate the kick, and aim it in the direction you want it to
  go. After that, all you need to do is pray.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          6.2. SCORING STRATEGIES - [rl_scorestrat]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

> On the easier difficulties, it is possible to score very quickly using the
  chip-and-chase method after you get the ball back from a kick restart. It
  will only work, however, if you have some very fast players on your team and
  the opponents do not. Basically, you get the ball back from the restart, and
  then you run forward (make sure to keep as parallel as possible to the
  sidelines). Your fastest player should soon become evident, as they will be
  leading your team's chase. Now it's just a simple matter of switching to him
  and then heading for the ball. Easy try.

> When coming out of a scrum, always run right out the side. There are less
  players out defending at this stage, seeing as how many of them were packed
  into the scrum. There should be a pretty big gap to run through, and you
  manage to get the ball to one of your faster players, you should have a good
  chance of scoring. If you are within about 20 metres of the try line, your
  chances should be even better.

> Fast players (generally your fullback, centres, or wingers) are the best
  players for scoring with. If they are fast enough, you should be able to get
  them behind the opposing team's defensive line quite often, leaving you with
  an easy try.

> If you're having a tough time breaking the line of defence, just pass the
  ball along the offence line, back and forth, if the need be. Soon enough, you
  should spot a gap in the defence where you may be able to get a player
  through.

> Offloading the ball is essential if you want to score on higher difficulties.
  When you offload while a player is being tackled by two or three players, it
  leaves their defensive line short. Use this to your advantage and spread the
  ball out wide, and their will probably be a gap. Alternatively, there may be
  a gap right in the middle of the line of defence, so try and go through that
  way.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          6.3. DEFENDING STRATEGIES - [rl_defendstrat]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

> Defending can be a tough job, but much of the time the computer will tackle
  for you. That being said, you should always try to get manually controlled
  player into the action as well. If you don't, you take the risk of your
  opponent slipping through a weak defence for an easy try.

> If an opponent is near the side-line, try and tackle them from the side and
  drag them into touch. This gives you the ball back for a scrum. I've noticed
  you tend to throw opponents in the direction you push the analog stick,
  although it may be pure coincidence. Don't be too disappointed if you're
  finding it hard to drag players out of touch, it doesn't happen all that
  often.

> Only ever use aggressive tackles when you have no other choice, and you need
  to take down a player fast. Aggressive tackles have a very high chance of
  turning into penalties, sin binnings, and even send offs.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          6.4. FORMATION STRATEGIES - [rl_formstrat]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

> Put your fastest players at the as your wingers, centres, and fullback. These
  guys will do quite a bit of attacking as well as defending, and it's handy to
  have fast guys not only to score tries, but to catch the opponent too.

> Put your best overall players in either half-back or five-eighth. These
  two positions are at the centre of the field, and the two guys put here will
  be controlling much of the game for your team. Because they are in the centre
  of the field, they are about equal distance from forwards and backs, meaning
  they have to be able to support both. They should have especially good
  passing and kicking stats.

> Put the players who are best at offloading and breaking tackles up front.
  These guys tend to be pretty big as well, and they should score plenty of
  tries. They also should have a pretty good tackle ability for defensive
  purposes.
  
> Before you start playing a game, make sure to check out the team lineup. In
  some cases, teams seem to stupidly put some of their better players on the
  bench instead of in the starting thirteen.



===============================================================================
          7. FREQUENTLY ASKED QUESTIONS - [rl_faq]
===============================================================================

Q: After I played a game in competition, it auto-saved for me. But when I
   loaded up my game, none of my progress was saved!
A: Yeah, that's because you didn't select the "Save" option after you played a
   game. That's a poor design flaw by the developers. One of many.

Q: I keep having trouble with <insert action here>. Please tell me how I can do
   it, and do it right!
A: Your best bet is to check out the Strategies section. It should have hints
   and tips on exactly what you're looking for.

Q: What is the "Super Team", and how do I unlock it?
A: The super team is more or less a custom team made by the designers of the
   game. It is a team of a group of developers, and all their stats are 10 (the
   highest possible).

Q: What does <insert option here> mean in the Customise Competition mode?
A: See the Game Customisation section. It gives an outline of what things are,
   and how they are are affected by other options.



===============================================================================
          8. THANKS - [rl_thanks]
===============================================================================

> CJayC: Administrator of GameFAQs, for hosting my guide.
> Leo Chan: FAQ Editor of Neoseeker, for also hosting my guide.
> Stephen Ng: FAQ Editor of IGN, for also hosting my guide.



===============================================================================
          9. CONTACT INFORMATION - [rl_contact]
===============================================================================

If you have any suggestions, additions, or noticed I have made any mistakes,
contact me over email, at zeroshift[at]gmail[dot]com. Do NOT send me guide
hosting requests, questions answered in this guide, multiple emails with the
same question, or emails with bad spelling or punctuation. Put in the subject
line the name of the FAQ or guide that you are emailing about. This ensures
your email will at least get read. Follow the rules, and you should receive a
reply within about 48 hours. Fail to follow the rules, and your email/s will be
deleted without hesitation.



===============================================================================
          10. COPYRIGHT NOTICE - [rl_copyright]
===============================================================================

This document is Copyright � 2004 Masamune3. It may be not be reproduced under
any circumstances except for personal, private use. It may not be placed on any
website besides those specified by the author. It may not be distributed
electronically outside of these websites, and it may not be distributed
otherwise at all. Use of this guide on any other website or as a part of any
public format is strictly prohibited, and a violation of copyright. This file
may be hosted on the following sites ONLY:

GameFAQs [www.gamefaqs.com]
Neoseeker [www.neoseeker.com]
IGN [www.ign.com]



===============================================================================
          11. CLOSING - [rl_closing]
===============================================================================

Well, it looks as though we've come to the end of the guide. I certainly hope
that you enjoyed reading it, but more importantly, I hope it helped you out.
After all, that's one of the reasons I wrote it. If you'd like to check out
some of my other work, look here:

----------> http://www.gamefaqs.com/features/recognition/27016.html <----------


_______________________________________________________________________________
                                                     Copyright � 2004 Masamune3