パワフルゴルフ - Powerful Golf ***Please view this file in Shift-JIS format, or Shift-JIS encoding in your web browser*** 1.0 Introduction 2.0 How to Play 2.1 Basic Controls 2.1.1 Aiming 2.1.2 Hitting a Shot 2.1.3 Hitting a Putt 2.1.4 EX Shots 2.2 Single Play 2.2.1 Stroke 2.2.2 Training 3.0 World Tour 3.1 Challenge Types 3.2 Courses 4.0 Success Mode 4.1 Main Story 4.1.1 Success Mode Explanation 4.1.2 Success Mode Status 4.1.3 Success Mode Announcements (important!) 4.2 Success Mode Story 4.2.2 Success Mode Schedule 4.3 Success Mode - Main Story Menu 4.3.1 Training 4.3.2 Rest 4.3.3 Leave Dorm 4.3.4 Items 4.3.5 Increase Abilities 4.3.6 System Data 4.3.7 Girl's Dates 4.4 Success Mode Item List 4.4.1 Consumable Items 4.4.2 Charms 4.4.3 Accessories 4.5 Special Skills 4.6 Success Mode - Sub Stories 5.0 Character Unlocking ================= 1.0 Introduction ================= When I first started this guide, I was under the impression that there were no other golf games for the Nintendo DS. Apparently there is one Tiger Woods games, and one 3rd Party developed, Nintendo published title called 'True Swing Golf'. In any case, golf's status on the DS is not helping its terrible reputation for not having any sports games. Released rather late in the DS's lifespan, Powerful Golf is, at first glance, a rather mediocre title. The game begins very bare, with only one 9-Hole course and one player unlocked. The gameplay is rather derivative of Clap Hanz's Hot Shots Golf (otherwise known as Minna no Golf), yet the typical feeling of progression (unlocking new clubs, clothes, courses, etc.) is all but gone. The game even seems to bare little resemblance to the series from which it was spun-off; Power Pro Baseball, which is known for having tons of licensed players, accurate stats, realistic AI and gameplay, etc. For these reasons, Powerful Golf is very deceptive. It is a good game, but it requires a little more effort on the player's part to see just what is good about it. One series staple that survived from the Power Pro baseball games is the legendary Success Mode, available only in North America on the Wii and PS2 versions of MLB Power Pros. Success Mode is essentially a simulation game that takes you through a cute story in which you lead a total amateur to becoming a sports pro. Any video-game golf fan who wants to get the most out of one of the best golf games on the DS (again, that's not saying much), will have to have some level of Japanese comprehension... that is until today! As with my other guides, I hope that this document will help you understand and enjoy something that you probably wouldn't otherwise be able to play. Due to the random nature of the game's Success Mode, I can't exactly translate every single scene. There really isn't much point to that anyway, as you wouldn't be able to match the scene you were watching with one I translated in my guide. I did, however, detail those that are not random. With my guide, and a lot of skill at this game, you should be able to play through it as anyone else would. TO BE COMPLETED: -Fix success mode events (there are a few details I rushed through, because the game is obnoxious about saving, I'm not able to go back and forth between scenes like I can with other games) -Complete training data for success mode (another obnoxious thing I can't do all at once because of the game's saving methods) -Detail girl's dates in success mode -Finish World Tour mode (worst comes to worst, I can just read a Japanese guide for this info) ================ 2.0 How To Play ================ Obiously I'm not going to explain the rules of golf, there are plenty of other places to do that. 'It's a game with balls, and they go into a hole', as one of the game's characters conveniently points out. I will try to explain the controls specific to this game, though. If you've ever played another golf game, like Mario Golf or Hot Shots Golf, you should already be familiar with this system. ------------- 2.1.1 Aiming ------------- To aim your shots, press left or right on the directional pad. Pressing up and down on the direction pad will allow you to pitch the camera up and down, so as to see the course better. Press X and Y to zoom in and out on your target. Press Select once to change views to where you are targeting. Press it again to give a detailed topography of where you are aiming. Press it once more to return to the normal view (pressing A will re-center the camera no matter where it is). When aiming and determining the strength of your shot, be sure to look at the wind speed indicator in the upper-right of the top screen. Wind of 4m or more can seriously affect where your ball lands. Finally, press L or R to switch clubs. --------------------- 2.1.2 Hitting a Shot --------------------- First of all, you have your golf ball on the bottom screen with a target at its center. There will be a few markings on the ball with distances written next to them (like 255y and 150y). When you hit the 'A' button, a meter will pop out from the center of the ball, extend to the outside of the ball, and then come back to the center. In that time, press 'A' again to set the power of your swing. The markings on the ball will give you an idea of the distance the ball would travel, given that it went straight with no wind or obstacles. Sometimes the pin (the flag marking the hole) will appear on your ball. That shows you the actual distance to the hole, and gives you an idea of how hard (or soft) you need to hit the ball to reach the hole. Next, a blue circle will appear from outside the ball, and zoom inside, before zooming outside once again. This represents the accuracy of your shot. Press A once more when this meter is inside the yellow portion (the closer to the center, the more accurate) in order to hit the ball close to where you aimed. In addition, you can move the entire target around with the directional buttons while the accuracy meter is zooming in on your ball. This will determine exactly where you hit the ball. By changing where you hit the ball, you can hook, draw, fade, and slice it, depending on if your character is left or right handed. Hitting the ball at the very top or very bottom (with good accuracy) will give it extra backspin or forespin, which will allow it to roll forward or backward a little when it lands. --------------------- 2.1.3 Hitting a Putt --------------------- With a putt, you only need to concern yourself with the power of your swing. Generally you'll want to hit the ball a little harder than where the hole is, hit it too light and it may end up just outside the hole. The different camera angles are even more useful while putting, especially the topographical view. It's important to know whether you're putting uphill, downhill, on a slope, etc. Finally, when putting, ALWAYS check the distance to the hole. You can putt at all different distances, and each one is drastically different than the other. For example, if you are doing a long range hit, it's extremelly easy to overshoot the hole and go off the green. Similarly, if you are doing a short 1-5m putt, it's very easy to hit the ball too softly. --------------- 2.1.4 EX Shots --------------- Fans of the Power Pro team's Shonen Sunday baseball game will remember EX shots. They are special shots with great properties, and can only be used a limited number of times. Press 'Y' once to activate an EX Shot. The indicator on the bottom-right of the bottom screen will tell you how many of these shots you have left. There are 4 different EX Shots you can hit: Power Shot: For when you're on grass, or driving. This will make your shot more powerful, but make it more difficult to get good accuracy. Miracle Putt: For when you're on the green. This is probably the most useful EX shot, as it will cause your ball to be attracted to the hole, lest you hit it astray. Be warned, you still have to aim, the miracle putt won't automatically put the ball in the hole for you. Explosion Shot: For when your ball is burried in a sand bunker, AKA a 'medama' (eyeball). This will allow you to hit the ball as if it were on regular terrain. Water Shot: For those rare occasions when your ball is in the water, but still playable. Like the explosion shot, this will give you proper accuracy for hitting the ball away from the hazardous area. You may find yourself using this if you have the 'Water Skipping' skill, which sometimes allows your ball to skip to the water's edge. ----------------------------- 2.2 Single Play シングルプレー ----------------------------- Selected Single Play to practice courses for fun. This is basically an exhibition mode. ストローク Stroke (exhibition rounds) トレーニング Training (free play) ------------- 2.2.1 Stroke ------------- After selecting your course, you'll see a few options - ホール数 Number of Holes (OUT = front 9, IN = back 9) ティー位置 Tee Position 天候 Weather Tee Positions: レギュラー Regular バック Back Weather: 晴れ Clear 曇り Cloudy 雨 Raining おまかせ Random After starting a hole, the pause menu will look like this: プレイ Continue Playing スコアカード Score Card アンプレアブル Unplayable (replay your previous shot, w/ a penalty) 操作説明 Explanation of Controls やめる Quit --------------- 2.2.2 Training --------------- By pressing 'X' at the course select screen, you can access a few special courses that only appear in Success Mode: 河川敷 Riverbed プロテストコース Pro Test Course 謎の特訓コース Mysterious Training Ground Course After selecting your course and the hole you want to practice on, you'll have a few more options: ティー位置 Tee Position (Same as in stroke play) ピン位置 Pin Position (A = easy, D = hard) ミラー Mirrored Course 天候 Weather (Same as in stroke play) 風 Wind Wind Options: 普通 Normal 強風 Strong 暴風 Stormy なし None 徴風 Light Wind After each shot, you'll get another little menu: 次のショットへ Next Shot 打ち直し Do-Over やめる Quit After each hole, you'll get a similar menu: 次のホールへ Next Hole 打ち直し Do-Over やめる Quit If you pause the game, you'll see yet another menu: プレイ Continue Playing 天候 Weather 風 Wind ホール選択 Hole Select 操作説明 Explanation of Controls やめる Quit =============== 3.0 World Tour =============== World Tour mode allows you to play through a series of challenges set in different courses. To begin, you'll only be able to play the Japanese course challenges, but you will unlock others as you progress. This can be seen as the real meat of the game, as all of your actions (winning challenges, performing well, etc.) will give you points that increase your overall rank. Each challenge has a set number of points that you'll be awarded if you play it, and double the points for the first time you get the #1 ranking for that challenge. Challenges aren't considered truly complete until you finish them with the top ranking (if you do, a trophy will show up next to that challenge's name). For each new rank you achieve, you'll unlock something new: 600 - Pro - Caduceus putter available for purchase in Success Mode 1500 - Tour Pro - Can use 1 EX Shot in Success Mode 3000 - Top Pro - Can start a relationship with Dabeko in Success Mode 6000 - World Ranker - Can use 2 EX Shots in Success Mode 10000 - Star - Mjolnir iron available for purchase in Success Mode 15000 - Superstar - Gungnir wedge available for purchase in Success Mode 22000 - Legend - Can use 3 EX Shots in Success Mode 30000 - Golf Saint -Excalibur wood available for purchase in Success Mode 40000 - Golf King - Jack Arthur available to use in exhibition and wifi matches -------------------- 3.1 Challenge Types -------------------- There are a number of challenges in World Tour mode: Stroke Play - This is 'regular' golf, whoever has the lowest score after a set number of holes wins. If there is a tie, whoever scored the most points on the will rank higher (points are determined by your actions, long drives, accurate shots, etc. will all give you more points). Match Play - This is what you could call 'versus' golf, two players compete hole-for-hole, with the winner of each hole (the player with the lowest score) getting a point. Whoever wins the majority of a set number of holes wins. (for example, if there are 3 holes in the match, you with the match if you win 2 holes, or if you win 1 hole and tie the other two) There will be tiebreaker holes until someone is ahead. Dorakon Tournament - In this challenge, players compete by hitting two drives on each hole for a number of holes. The distance of each drive that lands on the fairway will be added to your total. The player with the highest total wins. *'dorakon' is short for 'driving contest' Approach Tournament - The goal of this challenge is to hit the ball onto the green from various places off of the green. The total distance from the pin (the flag in the hole) for each shot will be totalled, and the player with the lowest total wins. One-Putt Tournament - The challenge here is hit as many putts in the hole as you can. Whoever has the most, or gets the closest with each putt, will win. Near-Pin Tournament - In this challenge, players hit drives on short holes (Par 3) to see who can get closest to the pin (the flag). The player with the lowest total distance from the pin wins. Different challenges have different unlocking requirements, usually a minimum number of points (challenges will be unlocked instantly once you get the set number of points). In addition, some courses require you to use a specfic character. The character you need to use will appear at the right of the challenge's name. If you see a generic male or female character head, you can use whatever character you want of that gender. Finally, the last challenge of each course has a special requirement for you to play it, as well as requiring that you use a specific character. ------ VOCAB ------ 選手権 - Championship カップ - Cup オープン - Open 予選 - Preliminary 大会 - Meet/Competition 雨 - Rain 男 - Men 女 - Women ------------ ドラコン - Driving Content, 'dorakon' ニアピン - Near Pin ワンパット - One Putt マッチ - Match ------------ 3.2 COURSES ------------ ||Japan|| エントリーカップ Entry Cup - 3-Hole Stroke Play VSカップ VS Cup - 3-Hole Match Play ジャパンオープン Japan Open - 3-Hole Stroke Play コースオープンマッチ Course Open Match - 6-Hole Match Play vs Dabe-ko *Complete to unlock Hawaii ドラコン選手権 Doracon Championship - Driving Contest 雨男大会 Men's Rain Meet - 6-Hole Stroke Play Men-Only マイスターズ予選 Maisters Preliminary - 9-Hole Stroke Play Power-Golfer only (this includes custom characters from Success Mode) *Complete Success Mode to unlock ||Hawaii|| エントリーカップ Entry Cup - 3-Hole Stroke Play VSカップ VS Cup - 3-Hole Match Play アプローチ選手権 Approach Championship - Approach Challenge ハワイアンオープン Hawaiian Open - 6-Hole Stroke Play ワンパット選手権 One-Putt Championship - One-Putt Challenge コースオープンマッチ Course Open Match *Complete to unlock China マイスターズ予選 Meisters Preliminary - 9-Hole Stroke Play Naupaka Only *Complete all Hawaii challenges to unlock ||China|| エントリーカップ Entry Cup - 3-Hole Stroke Play ニアピン選手権 Near Pin Championship - Near-Pin Challenge 謎の中国女性 Enigmatic Chinese Girl - 3-Hole Match Play VS Lin Lin Only Power Golfer *Complete Success Mode to unlock レディースカップ Ladies Cup - 9-Hole Stroke Play Women Only アプローチ選手権 Approach Championship - Approach Challenge コースオープンマッチ Coarse Open Match - Match Play VS Kinomoto *Complete to unlock Egypt チャイナオープン China Open - 9 Hole Stroke Play マイスターズ予選 Meisters Preliminary - 18-Hole Stroke Play Lin Lin Only *Complete all China challenges to unlock ||Egypt|| エントリーカップ Entry Cup - 6-Hole Stroke Play クラブ限度カップ Limited Club Cup - 6-Hole Stroke Play Can Only Use 1-Wood, 7-Iron, Sand-Wedge, Putter 雨女大会 Women's Rain Meet - 6-Hole Match Play Women Only ドラコン選手権 Doracon Championship - Driving Contest コースオープンマッチ Course Open Match - 9-Hole Match Play VS Foggy エジプシャンオープン Egyptian Open - 9-Hole Stroke Play マイスターズ予選 Meisters Preliminary - 18-Hole Stroke Play Foggy Only *Complete all Egypt challenges to unlock ||Thailand|| エントリーカップ Entry Cup - 6-Hole Stroke Play クラブ限度カップ Limited Club Cup - 9-Hole Stroke Play Wood, Wedge, and Putter clubs Only ついにこの日が来たべ The Day Has Finally Come - 6-Hole Stroke Play VS Dabe-ko 雨男大会 Men's Rain Meet - 9-Hole Stroke Play Men Only ニアピン選手権 Near Pin Championship - Near-Pin Challenge タイランドオープン Thailand Open - 18-Hole Stroke Play コースオープンマッチ Course Open Match - 9-Hole Match Play VS Megumi マイスターズ予選 Meisters Preliminary - 18-Hole Stroke Play Megumi Only *Complete all Thailand challenges to unlock ||Scotland|| エントリーカップ Entry Cup - 6-Hole Stroke Play ニアピン選手権 Near Pin Championship - Near-Pin Challenge 雨女大会 Women's Rain Meet - 9-Hole Stroke Play Women Only クラシックカップ Classic Cup - 9-Hole Stroke Play 恋もゴルフも Love and Golf - 9-Hole Match Play Megumi Only スコティッシュオープン Scottish Open - 18-hole Stroke Play コースオープンマッチ Course Open Match - 9-Hole Match Play マイスターズ予選 Meisters Preliminary - 18-Hole Stroke Play Nishizaki Only ||America|| エントリーカップ Entry Cup - 6-Hole Stroke Play VSカップ VS Cup - 9-Hole Match Play クラブ限定カップ Limited Club Cup - 9-Hole Stroke Play Irons only ドラコン選手権 Doracon Championship - Driving Contest ワンパット選手権 One-Putt Championship - One Putt Challenge レディースカップ Ladies Cup - 9-Hole Stroke Play Women Only マイスターズ本戦 Meisters Final - 9-Hole Stroke Play ================= 4.0 Success Mode ================= Choosing success mode will give you two choices: メインストーリー Main Story サブストーリー Sub Stories Main Story: This is the full success mode where you train the main character to become a pro golfer. If you complete this mode, you'll be able to save the character you trained and use them in single and multi-play mode. The note in orange on the top screen tells you how many custom character slots you have left open: あと50人作成できます (50 open slots) The game says the main story takes ~2 1/2 hours to complete. I think it takes a bit more than that. Sub Story: These are short mock-versions of the success mode. You play as a different character in each one, and you will unlock that character if you successfuly complete their story. Each story is unlocked a different way, most through playing the main story. =============== 4.1 Main Story =============== 4.1.1 Success Mode Explanation 4.1.2 Success Mode Status 4.1.3 Success Mode Announcements (important!) 4.2 Success Mode Story 4.2.2 Success Mode Schedule ------------------------------- 4.1.1 Success Mode Explanation ------------------------------- For those that haven't played any of the Power Pro baseball games (including the excellent MLB Power Pros for Wii, the DS version sadly didn't include a Success Mode), Success Mode is a simulation game (often called a Romance Sim or Dating Sim) within the regular sports game. The purpose of success mode is to raise your own character, developing their abilities partly through skill and partly through luck. With enough luck and planning, you can create a great custom character. In Powerful Golf, many of your actions within Success Mode will help you unlock new characters for World Tour mode, plus a few extra golf courses that are specific to Success Mode will appear in training mode. Powerful Golf's Success Mode gives you a time limit of 2 'years' to create your character and have them pass a final test (so it is in your best interest to create a strong character). You will play the game in turns, with each turn being the equivalent of 1 week in the game's time. During your turns, you can select one action: training, resting, or visiting different characters and locations. After selecting an action, you will see the events stemming from that action play out, which often times includes a conversation with your character and one of the other characters (during which you may have to select your own responses). As a result of each event, your statistics, stamina, and relationships with other characters may increase or decrease. In addition to events that you trigger on your own, there are several random and fixed events that can change your character. Few of these are in your control, so often times the game involves luck as much as it does skill. However, because Powerful Golf's Success Mode is relatively short and uncomplicated, you should be able to maneuver through it with ease (and this guide, of course), and end up with a custom character you're satisfied with. Now, let's take a look at some of the status screens to better understand how your character is developing: -------------------------------------- 4.1.2 Success Mode Status (top screen) -------------------------------------- During Success Mode, the top screen will always display a number of status screens (isn't the DS great?). You can flip through each status page by pressing the L and R triggers. ||First Page|| なまえ Name 最大飛距離 Longest Drive (in yards) 利き腕 Dominant Arm (Left - 左 Right - 右) パワー Power コントロール Control スピン Spin パッティング Putting リカバリー Recovery (on the righthand side) 特殊能力 [Equipped] Special Skills I want to take a moment to talk about these 5 major statistics: Power is obvious, it determines how far you can hit the ball. More is better, to a certain point. Control is less obvious, this refers to how well you can control the ball's accuracy. Without a lot of control, you'll find it harder to hit the ball exactly the way you intended. Spin refers to how well you can control the spin of your ball. Spinning the golf ball can modify your shot into a hook, slice, fade, etc. This is useful for very technical players who know exactly how they want to control their ball's trajectory. Putting modifies your overall putting skill, including your ability to control how hard you hit a putt. Recovery refers to how well you can hit the ball from outside the fairway back onto the fairway or green. This skill is useful for when you hit the ball into sand or deep rough. ||Second Page|| *Equipped Accessory *Equipped Glove *Equipped Shoes *Equipped Wood *Equipped Iron *Equipped Wedge *Equipped Putter Accessories have all different effects, while gloves, shoes, and the variety of clubs are used to modify your basic statistics. A little primer on clubs- Woods are used for long range shots, while irons are used for shorter and more technical shots. Wedges are used to pop your ball up short distances (such as out of the sand, or from the rough onto the green). Putters are used for rolling the ball into the hole ont he green. ||Third Page|| 校長 Principal (George) Relationship 総合コーチ General Coach (Mathew) Relationship 技術コーチ Technical Coach (Hino, and later, Kinomoto) Relationship 牡丹 Botan (Dabe-ko) Relationship めぐみ Megumi Relationship 亜理沙 Arisa Relationship ||Fourth Page|| サクセス特殊能力 Success Special Skills 現在の経験点 Current Experience Points 筋力 Strength 技術 Skill 思考 Mentality 精神 Spirit Your 'Success Special Skills' are special attributes that are beyond your control. You acquire them, for better or for worse, through events during Success Mode. They only affect things that deal directly with the simulation part of Success Mode (relationship growth, stamina, etc.), and will have no effect on your final custom character. Experience points, divided into four categories, are raw talent points that have not been allocated to real stats or skills yet. You can gain and lose these through training and other events. ------------------------------------ Success Mode Status (bottom screen) ------------------------------------ During Success Mode, the bottom screen will usually show a few bits of information: 1年目3月1週 Date (Year, Month, Week) Emotion Face Current mood (happy, normal, unhappy) 所持金 2000円 Current cash 体力 Stamina 校長評価 Principal's Evaluation The date is self explanatory, each turn you take will use up one week. Your mood will be effected by different events, some of which are in your control, but many of which are not. You can lose and gain cash during different events, though usually you will spend it on items, or gain it from selling items. Stamina is very important, as it will affect your overall performance. If you lose all of your stamina, you'll suffer an injury and lose time that could be spent training. Be sure to rest or recover your stamina by other means when it gets low. The Principal's Evaluation is another important meter to watch. If this meter is reduced to zero, you'll get a Game Over. Fill it by doing well on the different skill challenges throughout the year, and by consulting the principal (George) in your free time. --------------------------------- 4.1.3 Success Mode Announcements --------------------------------- Throughout the game, certain dialogue text will appear in different colors. This is a hint that you should pay attention to that text! Of course, you might not be able to read exactly what that text says, so I've devoted this small section to explaining some of the more important announcements. Light Blue Text: A key word, if you press 'Y' to expand the whole conversation, you can see a detailed explanation of that word. Also, light blue text can indicate improvements in your stamina and mood. Blue Text: Key words, the first time you see them, press 'Y' to see the pronunciation of the word (in Japanese, of course) Orange Text: Sound effects (someone running, hitting things, etc.) Green Text: Information relavent to the game (for example, unlocking new training, gaining stats, etc.) Red Text: Warnings (typically, this will appear when you lose stamina, stats, or if you are beginning a match that you must win to continue the game) --------- EXAMPLES --------- Light blue text: 疲れがとれた - You regained some stamina やる気が上がった - Your mood improved めぐみの好感度が上がった - Megumi likes you more 校長の評価が上がった - The principal's evaluation of you rose Green text (with blue text): 筋力ポイント が少し上がった - You gained a few strength points 技術ポイント が少し上がった - You gained a few technique points 思考ポイント が少し上がった - You gained a few mentality points 精神ポイント が少し上がった - You gained a few spirit points スピン が少し上がった - Your spin stat improved パッティング練習 が出来るようになった - You can now do putting training ノーマルパター を一個入手した - You received a normal putter Red text: ゲームオーバーです - It's Game Over 疲れがたまった - You suffered fatigue (you've lost stamina) 所持金が200円減った - You lost 200 yen めぐみの好感度が下がった - Megumi likes you less It's important to watch out for these notifications at the end of evnts and challenges. That way you can know how each event affects your stats. Luckily, most of these 'announcements' are accompanied by a little sound effect that makes things even more obvious. Still, it's good to be able to recognize exactly what is happening. ------ VOCAB ------ 上がった - Has Increased 下がった - Has Lowered 減った - Decreased/Lowered 少し - a little 治った - cured 筋力 - strength 技術 - technique 思考 - mentality 精神 - spirit (spirituality) 疲れ - fatigue やる気 - mood, lit. spirit (in good spirits, low spirit, etc.) 評価 - evaluation 好感度 - 'affection meter' 円 - yen ======================= 4.2 Success Mode Story ======================= When you begin a new main story, you will be prompted to give your character a name, choose which side they swing from, and their skin color. I'll issue the first of a few warnings here: This mode is not for the faint of heart, or at least those who aren't very comfortable with the game. The holes and challenges you face are a bit different from the World Tour mode. Even after breezing through the first four courses of the World Tour mode, I still struggled to finish the main story. Of course, if you're awesome at the game, don't let me hold you back. The second warning is that you cannot make permanent saves. If you lose the game (say, by failing one of the skill-checks, including the final challenge), you'll only be able to reload your saved game a few times. After that, your save file will be deleted and you'll have to play all over again. You can put a lot of effort into this mode, so it really hurts when you have your perfect file deleted because you were having an off day! The third warning is that when you save, you have to either keep playing, or choose the 'save and quit to the main menu' option. If you save and turn off your machine without returning to the main menu, you will get a MAJOR penalty, losing money, stats, training points, and so on. It doesn't matter whether it was a mistake or not, the game assumes you're trying to cheat, and you'll get hammered for it! The game also remembers that you were trying to cheat, and will give you a greater penalty each additional time you try it! --------------------------------- Opening: 1st Year March 1st Week --------------------------------- As the game opens, your main character is looking at a picture of his father with what seems to be a foreigner and a golfing trophy. You ask your mother about it, and she tells you that the guy in the picture is George Grinberg. You recognize George as the head of a golf training school around half an hour away. You head to the golf school to talk to George about your father, and George agrees, but says he wants to give you a lesson first. If you select yes (the top option), you'll get a little tutorial on driving the ball. You get three tries to hit the ball 200 or more yards. You then get the option to try again: もう一度お願いします One more time! もう満足です That's enough George informs you that your father, Shinnosuke, used to be a world ranking pro golfer. The photo is from when he won the 'Meisters' (parody of The Masters). He tells you can practice your shots from now on, by choosing shot training (ショット練習) from the training menu. One of the students, watching from afar, recognizes your visor and wonders if you're joining the school. Afterward, you'll be taken to the main success mode menu where you can choose to train or rest. --------------- March 2nd Week --------------- At home, your father catches you watching a golf report on TV. You tell him that you went to the golf school and met with George, and that you want to join the school. Shinnosuke disapproves, and tells you that you can't pay for tuition. Outside, the student that recognized your visor before introduces himself as Nishizaki. He explains that Shinnosuke's fans would wear that visor, and that they're pretty rare now. You explain that Shinnosuke is your father, and that this is his visor, much to Nishizaki's surprise. You head to the school with him for a lesson. You inform George that your father doesn't want you entering the school, and George asks if you want a putting lesson before you continue talking. If you say yes, you'll get a tutorial where you can putt a few balls. As before, he'll ask you if you want to try again after you finish. After you chat about your father, and the golf king Jack Arthur, George says you can train in putting and running now. Back at the main menu,you can train or rest. --------------- March 3rd Week --------------- George asks you if you want a lesson on approaches. If you say yes, you'll learn about hitting onto the green. You have to get it on the green three times to continue. George will asks you if you want to try again, as before. George asks if you've made your mind up on entering the school, and you tell him you can't, as it's a matter of money. George tells you it won't be a problem, saying that you have to pay for the A-through-G classes, but that the J class, or 'Joker' class, is free. He says the joker class gives powerful young prospects a chance to grow without paying tuition. Unfortunately, the schooling is so intense that you'll need to abandon college and focus on Golf full-time. If you slump on your golf studies, you'll be kicked out of the school (thereby losing the game). You'll take a pro exam after 2 years, after which you'll either complete the game or fail and have to start over. You tell your father that because you're such a great prospect, you can enter the school for free, but you'll have to give up everything else. After some convincing by your mother, your father finally resigns to let you join. He gives you a set of clubs, and a good-luck charm for beginners. You will be taken to the menu after that so you can train or rest. --------------- March 4th Week --------------- George formally welcomes you to the school and introduces you to the coaches. They include the general instructor, Mathew (the guy with the sunglasses, beard, and hat), and the technique coach, Hino. You can then ask Mathew about training, injuries, etc. Choose the second option if you just want to move on: 質問がある I've got some questions 特にない Nothing in particular George informs you that your first test will be in June, and that you should work on your putting from now until then. He adds that if you're not sure what to do next, come talk to him by going to the school's lobby when you have free time (this advice is useless if you can't read it, though you it will increase your evaluation a little). You then unlock the two final basic training methods, muscle training and mental training. You are then free to do whatever you want for the day. --------------- April 1st Week --------------- George tells you that your room is finally ready. He introduces you to your roommate, Foggy, and says he'll introduce you to the rest of the students at class tomorrow. Foggy turns out to be a jerk, tells you not to enter his space in the room, and that you should respect him as he's been there longer. The next day you show up late to class, and Foggy bothers you about it. You tell Foggy that he should wake you up next time, but Nishizaki interjects and says that golf is a solo effort, so you should get used to doing things on your own. Foggy chews you out some more, saying that showing up late is the most awful thing you can do.. shortly after, George shows up, late to his own class... You are then introduced to Kinomoto, the oldest in J Class, and someone else that gives you an almost silent introduction. Some of the students complain that you don't know much about golf, and that you must have gotten special treatment. George scolds them and gives a little lecture about how golf isn't just a solo sport. George asks if there are any other questions, and you ask him when practice is. He tells you that it's completely up to you, and you get the ability to move around town. You are now free to do as you choose. There won't be any planned events until the 2nd week of June. If you want, you can now meet Megumi by going into town (出かける -> 外出 -> 街). --------------- April 2nd Week --------------- It seems that Foggy is jealous of your relationship with the coaches. He hits a ball right at you as Hino is telling you that your next skill test is the second week of June. Foggy plays innocent, and Hino sends you to the nurse. George shows up and Hino tells him that you need to go to the nures. George says he'll take you, but Hino suspects that George just wants to see Lola, the nurse. As George and Hino are arguing, the silent student from before pops up and drags you to the nurse's office. You tell the nurse that you don't quite know who that student is, and she sends you to go talk to them. Out in the hall, you try to talk to the student, but they still won't say anything. You then tickle them, and they start laughing. You remark that the student isn't a mute after all, and she has an outburst, saying you shouldn't treat a lady like that. You apologize and say that you couldn't really tell that she was a girl. She thinks you're looking for a fight, and you try to explain that it was hard because she didn't talk. She replies with, 'nabedabe', which you don't understand. You keep getting confused until she introduces herself as Nabe Botan, which you confuse with botan-nabe (a type of stew). She gets upset, figures you don't like her, and says that country-folk like her are doomed to be seens as idiots. (Botan ends all of her sentances with, 'dabe', which might be seen as a typical inflection of someone living in a rural area) You try to calm her down, but she says that it's so bad, people will call her 'Dabe-ko' (ko is a common ending for girl's names, alone it means child). You tell her that it doesn't sound like people are making fun of her, but that Dabe-ko is more of a cute pet-name. You literally tell her that she's a sort of 'lovable character'. She cheers up afterward. In your room, Foggy gives you a sort-of lame apology for hitting you with a ball earlier. He then asks what you were talking to Dabe-ko about. You say it was nothing out of the ordinary, and he comments that you'd really make friends with anyone (implying Dabe-ko is some kind of horrible person). You ask why he doens't like her, and he says that nobody likes clumsy people. --------------- April 3rd Week --------------- A guy hands you a flier advertising part-time jobs. You decide that if you're going to buy some golf equipment, you'll need some work. This unlocks the 'Part-Time Work' option in the main success mode menu. --------------- April 4th Week --------------- Nothing --------------- May 1st Week --------------- Nothing ------------- May 2nd Week ------------- Dabe-ko is arguing with the nurse about her... unconventional nursing methods. She shouts that it's sexual harassment, and Foggy, who is nearby, yells at her to quiet down. She apologizes in her usual manner, but he tells her to speak with a more normal accent. You interject and tell him to be nice to her. Foggy says that even foreigners like him can speak better Japanese than her, and that she should know better. Dabe-ko runs away, sad, and Foggy says she must be weak. Nishizaki tells him that a true golfer would have respect for other people, and that he could learn something from you. Foggy is upset about that, and so Nishizaki says that if he wants to look down on you, he should be able to beat you during the next skill test. You show your concern over this challenge, but Nishizaki says that you should be fine, as you're Shinnosuke's son. Foggy agrees to the challenge, and says he'll take even more of your dorm space if he wins. Nishizaki asks what Foggy will do if he loses, and Foggy says he can't imagine losing. Nishizaki tells him that he'll have to apologize to Dabeko if he loses, and Foggy agrees, saying that day will never come. -------------- May 3rd Week -------------- Nothing -------------- May 4th Week -------------- You have a dream where you're on fire, and a strange figure appears before you. You wake up in shock, and call your mother to ask about it. She says that you never caught on fire, but you were caught in a fire - one that happened at your childhood friend's house on 'Girl's Day' (a Japanese holiday). You ask what happened to your friend, and your mother says that she disappeared and was never found. Your mother is surprised you didn't remember any of it. She says that you would always talk about marrying the girl one day... After this, Dabeko will start to show up at the park (公園) if you've defeated her in World Tour mode. -------------- June 1st Week -------------- Nothing -------------- June 2nd Week -------------- It's time for your first skill test, and you're late! George explains that this is no ordinary putting test, but one that will require you to putt along a certain path. Aoki confronts you to remind you about your little contest. *The game mentions that if you've been hoarding experience points, now is a good time to spend some. Read the 'increase abilities' section of this guide for more on that. Your goal in this test is to score 150 points in 5 putts. Silver coins are worth 10 points Gold coins are worth 20 points Getting the ball in the hole is worth 50 points Obviously you can just aim for the hole, getting it in three times will win the mission. Foggy will always score 145 points, which is pretty low considering how easy these putts are. If for some reason you lose, you'll lose evaluation points, so be careful. Even though he lost, Foggy won't apologize to Dabe-ko, saying that he didn't lose the challenge to her, so she has nothing to do with it. Dabeko, disappointed, tells you that it's alright, and that she'll use this experience as an impetus for her to get better at golf (and never lose to Foggy). She then gives you an item that you can sell in the shop for decent cash. 銅のグリーンフォーク = sell for 10000 yen -------------- June 3rd Week -------------- Out in the school hall, Nishizaki asks how you did on the test. When you tell him you did average, he seems disappointed and runs off. Kinomoto approaches you and says that Nishizaki was worried about your condition, seeing as you scored so average. Kinomoto says he scored 100 points more than you, and Nishizaki did even better. He then acts surprised when you say you knew about Jack Arthur, the golf king. You avoid the subject and run off, Kinomoto says to himself that you'll probably be a great golfer some day. -------------- June 4th Week -------------- Nothing -------------- July 1st Week -------------- Nothing -------------- July 2nd Week -------------- Out at the training area, Foggy is giving you more grief. You tell him that you'll become a pro within 2 years, and beat both Foggy and Nishizaki. Then you'll be able to see the golf king... you add that it's OK to dream big. Foggy thinks it's stupid, so you ask him why he wants to become a pro. He says he's hoping people will learn to accept his 'true strength', and that he can't lose to you this time, for fear of being kicked out of the school. -------------- July 3rd Week -------------- Nothing -------------- July 4th Week -------------- George informs you that the regional cup selection tournament will be taking place this week, and the top two players will go on to the finals in the following week. You can increase your abilities, and then pick the left-hand option to begin the tournament. The match has 3 holes. The highest you can rank is 2nd place. If you get below second place, Kinomoto will be in 2nd. Nishizaki will always get 1st place. ---------------- August 1st Week ---------------- This week will be the regional cup tournament. If you didn't rank 2nd in the previous week, you'll see a scene with Dabe-ko where you get depressed. If you did rank second in the previous week, you'll go on to play another 3-hole game where you can get some extra experience. ---------------- August 2nd Week ---------------- Nothing ---------------- August 3rd Week ---------------- Nothing ---------------- August 4th Week ---------------- Nothing ------------------- September 1st Week ------------------- Nothing ------------------- September 2nd Week ------------------- This week is the Driver Challenge. You'll be up against Kinomoto and Nishizaki. The goal of this challenge is to hit balls inside the target area. These are trick shots, requiring you to avoid obstacles by curving the ball in the right direction. If you don't do well, you'll wonder if Foggy did better. Apparently he did worse, and is determined to unleash his 'true power' from that day on. ------------------- September 3rd Week ------------------- Nothing ------------------- September 4th Week ------------------- Nothing ----------------- October 1st Week ----------------- This week is the Pro Test selection exam. You're reminded that if you don't make the cut by the next year, you'll be kicked out of school. Even if you face the pro test this year, the game makes it impossible for you to get into the top two spots, so don't worry, there's no way to advance for now. Out in the hall, Dabeko tells you that Foggy hit Nishizaki with a ball, just like what happened to you. You head to the infirmary to check on Nishizaki, and see him having fun with the nurse. He thanks you for being worried about him, and Foggy shows up to apologize. Nishizaki says it's OK, but you have your doubts about whether Foggy is doing this on purpose or not (trying to knock off the competition, because he'll be kicked out next year). Kinomoto tells you he got bumped up because Nishizaki couldn't play the final hole. He shows his happiness, and you remind him that the victim in all this, Nishizaki, is right behind him. Kinomoto apologizes, but Nishizaki says he's the one who should be apologizing. He seems to know that Kinomoto won't be able to pass the pro exam.. ----------------- October 2nd Week ----------------- Nothing ----------------- October 3rd Week ----------------- Kinomoto comes to you with news that he passed the first part of the Pro Test, which he's quite ecstatic about. You tell him to calm down, as there's more to the test than the first round, but he gets carried away. ----------------- October 4th Week ----------------- Kinomoto arrives in the hall and tells you the bad news. You tell him to cheer up, because there's always next year. Kinomoto says that you need to pass the test next year to stay in the school, so he's going to bow out now. You tell him he shouldn't worry about stuff like that, but he says it's OK and asks to be left alone.. ------------------ November 1st Week ------------------ Nothing ------------------ November 2nd Week ------------------ Nothing ------------------ November 3rd Week ------------------ Nothing ------------------ November 4th Week ------------------ Nothing ------------------ December 1st Week ------------------ Nothing ------------------ December 2nd Week ------------------ It's time for another skill test, a 'tactical approach' challenge. You have to practice hitting from the rough onto the green, with different target areas representing different point amounts. You have 5 shots to land a total of 50 points. After the test, Kinomoto runs to you and says that he scored the lowest out of everyone. He seems really down about having failed the pro test. ------------------ December 3rd Week ------------------ Nothing ------------------ December 4th Week ------------------ This week you have holday vacation. You're excited to go home, and Foggy says he'll be happy that you'll be gone. You ask him if he's heading back to his country, to which he replies 'no', and runs away. Kinomoto wishes you good luck in the next year and gives you some chocolates he bought. If you have a girlfriend, you'll see a scene with her at the end of the day. 2ND YEAR ----------------- January 1st Week ----------------- When you show up at home, you ask your mother where your dad went. She says he went out golfing, which naturally confuses you because you thought he quit golf forever. Shinnosuke comes home, and you fight with him, calling each other idiots. Your mother breaks up the fight. The next day, you find Shinnosuke sneaking out, and ask him where he's going. He says he's off to play Pachinko (a slot machine-type game with several silver balls), but you say that your mom told you he was going to play golf. He responds that it's a game where balls go into a hole, so what's the difference. He asks if you're gonna hurry up and become a pro, and you say it isn't that easy. He says it was easy for him to become a pro, and tells you one of his stories. He says that during his round with the golf king, Jack Arthur, he left the match... in other words, he didn't really lose. You seem skeptical that he could have defeated the golf king, but Shinnosuke insists it's true. You ask him why he withrew, suggesting that maybe Jack was too strong. He says it has nothing to do with Jack, and that it was because Shinnosuke had 'lost to himself'. You still think he's full of it, and the two of you fight until your mom breaks it up again. The next day, you head back to school. George welcomes everyone back and wishes them a happy new year. If you have been seeing a girl, you'll go to the shrine with them later, where you can wish for a few different things. ----------------- January 2nd Week ----------------- George calls you over to tell you that Kinomoto has left the school. You're in shock, but George says that it was his decision to leave. Foggy says he's happy to see Kinomoto go. He thinks it's stupid that he would leave just because he got depressed about doing poorly, and that you're way too soft. You ask Foggy why he can't understand anyone's feelings, and tell him that he's the one who has emotional issues. Foggy says that you shouldn't talk to your superior like that, and you tell him that he should stop saying he's your superior. He tries to get George to take his side, but George is having none of his nonsense. You challenge Foggy to a match, and he says that you'll have to leave the school if you lose. George says he doesn't want people making gambles like that, but you insist that you need to do it to prove your point. He admts that
you're just like your father, that if you have to play, you have to play... but warns you that Foggy will have an advantage. He's lent Foggy a legendary club, the Haoushou, to use for this decisive match. You ask what type of club you'll get to use, but George just says that you can use whatever you already have. George admires that you don't back down. If you lose this match, you lose the game completely, so it's a good idea to save if you haven't. The match is only 3 holes long. Even with the legendary club, Foggy just can't win, which upsets him greatly. George does point out one thing to you though, Foggy definitely didn't hit you or Nishizaki on purpose - after all, being able to hit a person from far away would take serious skill, and as you just saw, Foggy's accuracy isn't all that. You then realize that Foggy has been getting up earlier than you every day to compensate. In fact, he holds a grudge against you because you will usually go back to sleep even after your alarm goes off. George says it looks like it's about to rain, and that eveyrone should head inside. He then explains to you that Foggy isn't a terrible person, he's just bad at making friends, and that he made you his dorm-mate because he figured that you could make friends with anybody. Foggy denies the need for friends and runs off. George tells you that Foggy has nowhere to go if he leaves, and that you should try to make friends with him. You agree, and head back to your dorm. ----------------- January 3rd Week ----------------- Back in your room, Foggy tells you that you don't need to respect him anymore, he's planning to leave and so he won't be your superior. You ask him about where he's going to go, and he figures George told you about his situation. You ask him his connection to George, and Foggy tells you that George raised him as a foster parent. He says that after his mom died, his dad just left him here and hasn't been back in years. Apparently his father won't come back until Foggy becomes a pro. You understand him better now, and he says that losing to you has made him realize his weaknesses. The two of you make up and become friends, but Foggy says he still needs to leave for a while. He'll work a part time job so he can go to America, and come back to take the pro test when his head is clear. You make him promise to return, and he does. ----------------- January 4th Week ----------------- You say that it's a bit lonely in your room without Foggy, but George tells you not to worry, and introduces your new roommate to you - Nishizaki. Nishizaki says he's going to set some of his stuff down, but you tell him that he's on your territory, and that the room is divided by a line. He says you're speaking nonsense, and you say you didn't realize that having a split space wasn't normal. Nishizaki then explains that he's practicing a lot so that he can become just like Shinnosuke. He talks about how your father once scored an albatross (3 under par in one hole, AKA a double eagle) to win a match. He says that to his fans, Shinnosuke is a real hero. He asks if you're aspiring to become like a hero as well, and you deny it, saying that you're looking to become even better than your father. Nishizaki takes that to mean that he wants to give birth to a new generation of heros, but you've had enough of the 'hero' talk. In any case, the two of you have similar goals, and get along well. ------------------ February 1st Week ------------------ George introduces everyone to a new student, Naupaka, from Hawaii. Dabe-ko mentions that she speaks kind-of strange, and you tell her that she's one to talk.. Naupaka shows an interest in Nishizaki, saying he seems 'delicious'. Nishizaki is confused, but takes it as a complement. George says that Naupaka will be staying in Dabeko's room, and Naupaka tells Dabeko that she doesn't seem as delicious as Nishizaki. Dabeko says that she's a girl, so of course they aren't going to be the same, and Naupaka admits she didn't know Dabeko was a girl. ------------------ February 2nd Week ------------------ Nothing ------------------ February 3rd Week ------------------ Nothing ------------------ February 4th Week ------------------ Dabeko runs into your dorm and alerts you that something is up with Foggy. Outside, Foggy is telling George about his plans to go to America. He introduces his father, who turns out to be none other than Jack Arthur, the golf king. Jack seems angry that he left Foggy with George, only to find Foggy working in a pizza shop. George says Foggy isn't a kid anymore, and that he can do as he pleases. Foggy agrees with George and stands up to his father, but Jack won't hear any of it. He demands that Foggy return to the school and become a pro, and says he'll be coming back in three months to check up on him. George agrees to let Foggy back in, and Foggy thanks him. Nishizaki mentions that it seems Jack Arthur isn't much of a hero after all, and you agree. You both wonder how Shinnosuke could have lost to such a guy. --------------- March 1st Week --------------- Nothing --------------- March 2nd Week --------------- George announces the latest skill test, the iron target challenge. You will be in a group with Dabeko and Naupaka. Naupaka and Dabeko have another fight.. This challenge will test your skill with iron clubs. Aim for the point targets and try to get at least 100 points. Afterwards, Dabeko and Naupaka continue to argue, Dabeko says Naupaka's hair is such a weird color, but Naupaka insists there's nothing strange about it. --------------- March 3rd Week --------------- Nothing --------------- March 4th Week --------------- Nothing --------------- April 1st Week --------------- George tells you he has some good news and some sad news. The sad news is that Hino will no longer be coaching. George says he's a little glad that now he can have Lola (the nurse) all to himself. Hino tells Lola that he's really going to miss her, but he must follow his dream of becoming a sports club instructor. Lola says she loves a man with a dream, and hopes he'll remember her. George steps in and says that he'll watch over Lola, so he doesn't need to worry about her while he's away. Hino gets mad and says that that's a crumby going away present. George says it's his policy that the principal doesn't give presents, but Lola mentions that George gave her a necklace just that morning. The two keep arguing, and Lola laughs as she says they shouldn't be fighting over her. You're confused about their fight, and Dabeko says all men are idiots. For the sake of equality (in order to save face..), George gives everyone a necklace. The good news is that Kinomoto will be returning as the skill coach. Hino has given Kinomoto all of your evaluations, so your relationship with him will be the same as it was with Hino. In addition, training with Kinomoto will allow you to raise your training to level 3. --------------- April 2nd Week --------------- Nothing --------------- April 3rd Week --------------- Nothing --------------- April 4th Week --------------- George says that this week you'll be competing to see who goes to the Amateur Pair Meet. Nishizaki asks why he's announcing this on such short notice, and George says that a cold has been going around the A group, so they'll have to select some participants for the meet from the J group. This tournament will have you alternate shots with a partner. Naupaka wants Nishizaki as her partner, of course. George ends up pairing you with Dabeko, while Foggy isn't included. Before the tournament, the two teams will have a match with each other to decide who gets to go to the finals in Hawaii. The match is only 3 holes long. If you lose, Naupaka tells Nishizaki that he can take him to her home when they are away in Hawaii. She says her mother will cook them a nice meal, so Nishizaki agrees. If you win, you will be going on to Hawaii with Dabeko in the following week. Naupaka gives you a check and asks you to take it to her mother while you're there. Naupaka has been borrowing money from George for her living expenses. You ask her if maybe she couldn't just send it by mail, but she says she'd rather you give it in person, so you can see how her mom's doing. ------------- May 1st Week ------------- You and Dabeko head to Hawaii for the Amateur Pair tournament. Just as before, you'll interchange between Dabeko and yourself while playing. The match is 4 holes long. Take note that you do not share EX Shots with your partner. This means that each of you have two EX Shots, so if one player uses up both of theirs, the other will still have two of their own. After the tournament, you visit Naupaka's home to see her mother. At first she mistakes the money you're giving her for a dowry, and agrees to let you marry Naupaka. You explain that you're just classmates. Through broken Japanese she says to let Naupaka know she's OK, though her house is going to be foreclosed on. She gives you a treat to take to Naupaka. When you get back, Naupaka seems grateful that her mother is thinking about her, and asks if she said anything else. You tell her about the trouble with her mother's home, and say that you'll be there for her if she needs help. Naupaka thanks you and gives you some of the coffee that her mother sent her. She says that in her village, you'd give these to someone you really liked, but says that she's giving it to you out of respect (she still likes Nishizaki). You thank her. ------------- May 2nd Week ------------- Nothing ------------- May 3rd Week ------------- Nothing ------------- May 4th Week ------------- As promised, Jack Arthur has returned for Foggy, but Foggy asks him why it's so important that he becomes a golf pro. Jack replies that it's only natural for the golf king's song to be a golf player. Foggy asks if he can do as he wants if he beats Jack in a golf match. Jack says it's unlikely he could be beaten, but agrees. Foggy decides to stay at the golf school, for the sake of beating his father.. and because all his friends are there. Jack says it doesn't matter what his reasons are, and that they'll meet again when Foggy becomes a pro. Jack then turns his attention towards you, and asks why you have Shinnosuke's visor. You tell him that Shinnosuke is your father, and he replies, 'oh, you're the son of that disgrace?' Nishizaki tells Jack that he shouldn't be saying things like that, and Jack asks Nishizaki who he is. Nishizaki replies that he's been inspired by him, and that Shinnosuke is his hero. Jack thinks he's joking, but Nishizaki says that Jack might be a king, but he's no hero. Jack says Nishizaki should watch what he says in front of the golf king. He explains that if you want to achieve the power that he has, you can't worry about anything else. Nishizaki exclaims that Jack doesn't have absolute power, because he would have lost against Shinnosuke had he not been disqualified. Jack then decides to tell Nishizaki the truth about why Shinnosuke was disqualified during their match. Apparently Shinnosuke hit Jack's ball by mistake, and even when he realized what he'd done, he refused to admit that he lost. He was disqualified after Jack pointed out his mistake. Nishizaki can't believe what he's hearing, and Jack says that it's the truth, and asks why else Shinnosuke would quit golf after that. You try to comfort Nishizaki, but he's too disillusioned that golf could contain a bunch of jerks and liars. He runs away upset. -------------- June 1st Week -------------- Nishizaki is still depressed about what happened, and says he still can't believe what Jack said about Shinnosuke. You tell him that you don't quite believe it either, though you remember your father saying he had 'lost to himself'. Nishizaki is a bit confused, and you tell him not to worry, because he was probably possessed by the devil or something. This upsets Nishizaki even more, who exclaims that a hero could never be possessed. You tell him your dad isn't a hero, he's just a normal guy. Nishizaki starts to have his doubts about Shinnosuke, and starts to wonder if becoming a golf king rather than a golf hero is such a bad thing. -------------- June 2nd Week -------------- George announces another skill test, this time another putting challenge. Nishizaki says this challenge brings back memories, it seems like just yestarday you were doing the first putting challenge. He then says he has no more time to waste on you, as he's aiming to become the golf king. You ask him if he no longer looks to be a hero. Nishizaki says he doesn't believe in them anymore. This mission is similar to the earlier putting mission, though you need 250 points to complete it. Don't be deceived by the coins that seem like they are set outside the cup's range, the cup is bigger here. If you win, Nishizaki makes up some excuse about how he didn't need to put all his energy into it, but he'll show his true power next time.. -------------- June 3rd Week -------------- Nothing -------------- June 4th Week -------------- Nothing -------------- July 1st Week -------------- Nothing -------------- July 2nd Week -------------- Nothing -------------- July 3rd Week -------------- Nothing -------------- July 4th Week -------------- Nothing ---------------- August 1st Week ---------------- George tells you that he's become sick, and you ask why. He explains that there's a fireworks festival this week, and that he wants to watch it with Lola. Apparently Hino is coming back to watch it with her, so George wants to get close with Lola in the meantime.. hence him pretending to be sick to get into her office. The game tells you that if you date a girl this week, you can go to the fireworks festival. ---------------- August 2nd Week ---------------- Nothing ---------------- August 3rd Week ---------------- Nothing ---------------- August 4th Week ---------------- Nothing ------------------- September 1st Week ------------------- Nothing ------------------- September 2nd Week ------------------- George informs you that this is a big week - they'll be selecting which students from the school will be entering the pro test. This round will only be 3 holes. You will not get a game over if you lose, but at this point you should be able to win a 3 hole game. ------------------- September 3rd Week ------------------- Nothing ------------------- September 4th Week ------------------- Nothing ----------------- October 1st Week ----------------- George announces that the final selection for the Pro Test will happen this week. From here on, you must not lose! This will be your final match against Nishizaki. Nishizaki proclaims that he'll win, become a pro, defeat Jack Arthur, and become the true golf king. You tell him that he's being a bit too serious, and that golf is supposed to be fun. You resolve to beat him, saying that you're raging with the power of your father's spirit. After you win, Nishizaki tries to say that you switched balls out on the course and should be disqualified. You tell him that he must have really wanted to win to lie so bad. Once again, he questions why your father, the hero, betrayed everyone's trust. You tell him your father is just an ordinary guy, and Nishizaki asks who the true heroes are. George says that nobody is a hero, and that heroes are an ideal you have to hold within you. Everyone resolves to become stronger for next year's pro test, while you go on to the finals. ----------------- October 2nd Week ----------------- Nothing ----------------- October 3rd Week ----------------- Nothing ----------------- October 4th Week ----------------- Today is the final portion of the Pro Test, you must rank 1st to become a pro. Any lower, and you will face the Game Over screen after being berated by Jack. Everyone at the school wishes you good luck, and even your father greets you outside. As soon as Nishizaki sees him, he introduces himself and quickly asks why he switched balls during his game with Jack. Shinnosuke says he didn't have an excuse, and he honestly had no idea the balls were switched until Jack pointed it out. Nishizaki asks why then, did he quit golf after that. Shinnosuke says that that's where he failed himself. He quit because his eyesight was deteriorating, and wearing glasses didn't really work out for him. After that, he didn't want to talk or hear or see anything about golf. You ask him if that's why he hated the idea of you playing golf in the first place. He claims it's not, and that he was just worried about your future. Nishizaki runs to your father and says he's so happy that he wasn't betrayed after all. After that, George has a word with your father, who he hasn't seen in 15 years. George expresses that he hopes you'll become a pro so that you can defeat the golf king once and for all. As it turns out, Jack is actually George's brother (Arthur is a fake last name). He reveals that that's the true reason he created the J-Class, and that the "J" really stood for "Jack" all along. The final pro test is 6 holes long, and will require a fair bit of concentration. Practice on this course in practice mode to get an idea of each hole's layout, and be warned that there is usually a lot of wind during the actual test. After becoming a pro, you are congratulated by everyone, and George announces that you've graduated. Nishizaki says he expects no less from Shinnosuke Jr., and that he'll become a pro next year in order to face you. You tell him you'll be waiting. Shinnosuke tells you that your next goal will be to beat Jack in the world tour. -Nishizaki continues to train at the academy, not to become a pro, but to become a hero. -Foggy is still working hard at the academy, and has mellowed out considerably since you met him. -You haven't talked to Dabeko much because she's always on the phone with her grandmother. -Naupaka's Japanese has gotten better. Apparently her mother used to be a hula dancer, but now that she has an injured back, there's speculation that Naupaka has taken up hula dancing.. -Shinnosuke has been practicing golf in secret, though he expects you to beat Jack on your own. You look forward to the day where you'll take on your father! Afterward you will be taken to a screen where you get to choose the final setup for your custom character. This includes spending any leftover points, choosing their 5 skills (which will be permanent), and their permanent equipment. You can also sell any items you have left over, and buy any new equipment you want. 能力アップ Ability Increase 特殊能力セット Set Special Skills 買う Buy 売る Sell 装備 Equip アイテム Use Items (mostly for using coupons) When you finalize your custom character, you will be taken to a screen where you can change the character's color (that is, his visor color and a few other details). Finally, you choose a save slot in which to save the character. After the credits, there will be one final scene where Jack Arthur admits that he's a bit interested in your talent. It is implied that you'll be facing him in World Tour mode (completing this mode allows you to play the final challenge in Japan - the Japanese Meisters tournament). =============== 4.2.2 Schedule =============== Here is a more concise version of the schedule that shows exactly how many turns you have to train, and when all the major events are. You will still be able to train on days with normal story events, but not on days where you have a challenge or tournament. KEY: X - Free week, no story events (only random events) O - Challenge week, no training * - Special date (if you have a girlfriend, happens after your turn) March 1: Opening 2: Father/don't join 3: Entering J Class 4: Entering the school April 1: Meeting roommate 2: Meeting Dabeko 3: Part-time job flier 4: X May 1: X 2: Foggy hates Dabeko 3: X 4: Burning dream June 1: X 2: O One-putt challenge 3: Nishizaki+Kinomoto 4: None July 1: X 2: X 3: X 4: O Regional Cup Selection August 1: O X Regional Cup 2: X 3: X 4: X September 1: X 2: O Driver Challenge 3: X 4: X October 1: Nishizaki injured 2: X 3: Kinomoto passes to the next round 4: Kinomoto fails.. November 1: X 2: X 3: X 4: X December 1: X 2: O Tactical Approach 3: X 4: * Holiday Break/Christmas Event 2ND YEAR January 1: Shinnosuke/Shrine Event 2: O Foggy Showdown 3: Foggy Leaves 4: Nishizaki moves in February 1: Naupaka joins 2: * Valentine's Day 3: X 4: Foggy's father March 1: X 2: O Iron Target Challenge 3: X 4: X April 1: Hino Leaves, Minamoto Coaches 2: X 3: X 4: O Amateur Pair Tournament Selection May 1: O/X Amateur Pair Tournament in Hawaii 2: X 3: X 4: Jack returns, Foggy joins again June 1: Nishizaki's doubts 2: O One-Putt Challenge 3: X 4: X July 1: X 2: X 3: X 4: X August 1: * Fireworks Festival 2: X 3: X 4: X September 1: X 2: O Pro Test Selection 3: X 4: X October 1: O Pro Test Exam 2: X 3: X 4: O Pro Test Final =================================== 4.3 Success Mode - Main Story Menu =================================== 4.3.1 Training 4.3.2 Rest 4.3.3 Leave Dorm 4.3.4 Items 4.3.5 Increase Abilities 4.3.6 System Data The menu will typically show these options: 練習 Training 休む Rest 出かける Leave Dorm アイテム Items 能力アップ Increase Abilities システム System Data During skill tests and challenges it will appear as this: @#$^@#$^@ Begin Challenge アイテム Items 能力アップ Increase Abilities システム System Data --------------------- 4.3.1 Training - 練習 --------------------- Selecting one of the training options will end your turn for the week. Training will increase your experience points in one or more of the four experience categories (strength, skill, mentality, spirit), and you will lose some stamina in return. Sometimes a portrait of one of the coaches will appear at the bottom right of the screen. That means that that coach will assist you in that training. Your training will be more effective in that area, and your relationship with that coach will increase (usually by 3 points). Unfortunately, training often comes with a cost greater than stamina. There is a chance that you can sustain an injury- obviously something you want to avoid. Below the icon for each training type you will see the text: ケガ率 0% Chance of Injury 0% By checking this number, you can see the likelihood of getting an injury during that type of training. This number changes relative to your stamina, so be sure to check it before going straight into training. ランニング Running 筋トレ Muscle Training ショット練習 Shot Training ぱっと練習 Putt Training メントレ Mental Training Here are a list of terms you will see that describe how training affects you: 筋力 Muscle 体力の最大値 Maximum Stamina 技術 Technique 思考 Mentality 精神 Spirit To improve the overall level of your training, you must increase your relationship with your technique coach. You can do this either by triggering events outside the school where that coach appears or by training with that coach. After a period of time, you will get an event with that coach where he gives you a few options as to which training style to increase. Each level, the training style's name, and which experience type it gives you are listed here: ||Running|| Level 1 走り込み Strength * Max Stamina * Level 2 持久走 Strength ** Spirit * Max Stamina ** Level 3 山道ランニング ||Muscle Training|| Level 1 ダンベル Strength ** Level 2 ベンチプレス Strength *** Level 3 加圧式筋トレ ||Shot Training|| Level 1 スイングチェック Technique * Spirit * Level 2 ハーフショット練習 Technique ** Spirit * ||Putting Training|| Level 1 パターマット練習 Technique * Mentality * Spirit * Level 2 グリーン練習 Technique ** Mentality ** Spirit ** ||Mental Training|| Level 1 イメージトレーニング Mentality * Spirit * Level 2 瞑想 Mentality ** Spirit ** Level 3 ゾーン瞑想 Strength -* Mentality **** Spirit ** ----------------- 4.3.2 Rest - 休む ----------------- Selecting the rest option will automatically have you rest for the week. This will recover some of your stamina, though how much it recovers is fairly random. There are times when you'll recover all of it, and others where you'll recover very little. This option is better than wasting money on stamina reviving products, though besides that it should be a last resort. -------------------------- 4.3.3 Leave Dorm - 出かける -------------------------- Selecting a location from this menu will count as your turn for the week, and will always result in one of a number of events, some fixed, some random. You won't be able to access the Part-Time Job option until the 3rd week in April (close to the beginning of the game), and you won't be able to use the Dating option until you've started a relationship with one or more of the three girls. The nurse's office option will only appear when you have certain ailments. アカデミー内 On Campus ロビー Lobby 練習場 Training Area 教室 Classroom 外出 Off Campus 街 Town 公園 Park 住宅街 Residential Area ゴルフセンター Golf Center 湖 Lake アルバイト Part-Time Job コンビニ Convenience Store ゴルフセンター Golf Center 日本語教屋 Japanese Class たぬき捕獲 Capturing Tanuki デート Date 牡丹 Botan (Dabe-ko) めぐみ Megumi 亜理紗 Arisa 治療室 Nurse's Office Lobby - ロビー At the lobby, you can talk to George and increase his evaluation of you. This is necessary if your evaluation rating gets too low, as you will lose the game if it reaches zero. Training Area - 練習場 You can sometimes meet Classroom - 教室 You can usually talk to Mathew here. He can give you all sorts of information, and you can also take multiple-choice tests from him. Scoring well on the tests gives you a few bonuses, including an increase in your relationship with Mathew. He asks you if you want to take his quiz, and gives you four options: お願いします! "Please (I'll take the quiz!)" 実技を練習したいです! "I want to practice the basics!" 試験の対策がしたいです! "I want to practice for the skill tests!" エンリョしておきます。 (Politely decline) "Please (I'll take the quiz!)" -Selecting this option will prompt him to give you a 5-question quiz on different golf terms. These questions are really easy, but unfortunately you'd have to understand Japanese to know what he's asking. You have to get at least 4 right (maybe only 3 for the earlier tests..) to move on to the next test, so it's best to skip this option for now. "I want to practice the basics" -Selecting this option will prompt him to take you to the practice area where you can complete the tutorials you were given at the beginning of the game: ドライバー Practice drives アイアン Practice with irons パター Practice putting "I want to practice for the skill tests" -This is probably the most practical option, it allows you to play through the skill tests you're given at different intervals. ドライバーチャレンジ Driver Challenge アイアンターゲット Iron Target タクティカルアプローチ Tactical Approach ワンパットミッション One-Putt Mission Town - 街 This is where you first meet Megumi. You'll usually visit the convenience store where she works when you go to this location. Park - 公園 This is where Dabeko is for the beginning of the game. Residential Area - 住宅街 Kinomoto is often here at the beginning of the game. Golf Center - ゴルフセンター This is where you'll meet Arisa. Lake - 湖 Kinomoto can be found here mid and late-game. ---------------------- 4.3.4 Items - アイテム ---------------------- 使う Use 装備 Equip 買う Buy 売る Sell Each of these actions are self-explanatory. You can use consumable items by selecting use, equip equippable items (clubs, accessories, shoes, and gloves), buy items (purchasable item list with translations below), and sell items. ------------------------------------ 4.3.5 Increase Abilities - 能力アップ ------------------------------------ Using this option allows you to spend your experience points on hard stats, as well as special skills. You can also choose which of your special skills you want to equip by selecting 'set special skills'. 能力取得 Acquire Abilities/Stats 特殊能力セット Set Special Skills On the 'acquire abilities/stats' screen, you will see a few charts with a bunch of numbers. The charts at the top read as follows: 現在の能力 Current Stats 能力アップ後 Stats After Spending Points 現在の経験点 Current Experience Points (Lists experience points for strength, technique, mentality, and spirit, in that order) Below that, you will see a chart with two tabs. The two tabs are "stats" and "special skills". The stats chart is as follows: パワー Power コントロール Control スピン Spin パッティング Putting リカバリー Recovery Next to each stat category will be 4 rows of numbers. This is the number of experience points you must spend in each category to increase that particular stat. They are listed in the same order as the chart in red above it, so that you can see how many points you have left to spend as you use them. The 'special skill' tab (特殊能力) is a list of persistant skills that will aid you during the actual game. See the section on special skills below for a translation of each skill. You spend points on these skills just as you would stats, though they understandably cost more. After you've bought new skills, you must set them using the other option in the "Increase Abilities" menu option. You can set a total of 5 skills at a time, though you can buy as many as you want. When you are done spending points, select 'OK' on the left-hand column to save your changes, or もどる to take back your changes. ---------------------------- 4.3.6 System Data - システム ---------------------------- Save your game, give up (deletes your current save file), and set the game to skip scenes. Remember that saves are only temporary, you can't reload them indefinitely. セーブ Save あきらめる Give Up ショートカット Shortcut (available after having completed the story once) ||Save|| セーブして終了 Save and Quit セーブして続ける Save and Continue Selecting "Save and Quit" will take you back to the main menu. Use this whenever you are done playing in Success Mode, DO NOT just turn your DS off! Selecting "Save and Continue" is merely for moments when you might get a Game Over (for example, before a test). If you do get a Game Over, you'll be able to load your file from wherever you last used 'save and continue', though you can only do this a few times. After that, the game will delete your save file for good! If you shut off your DS after selecting 'save and continue' instead of 'save and quit', you'll be able to reload your game from where you saved, but you will incur a serious penalty. ------------------ 4.3.7 Girl's Dates ------------------ In order to open up the dating option for a girl, you have to visit her a number of times When you select the 'date' option from the main success mode menu, you'll be able to select the location of your date*. Once at the date location, you'll usually have a few extra options for what you want to do there. Just make sure not to visit the same location twice in a row, this will upset the girl and cause your mood to go down, as well as her affection. *There are a few exceptions, pre-set events that happen when the girl's affection meter is at a certain point. 公園 Park デパート Department Store レストラン Restaurant 海 Beach (the seaside) 動物園 Zoo The actual dating events are fairly random, and differ from girl to girl. Sometimes I can fill up the girl's affection meter in just 6 turns, and others it might take half the game. As with everything else, balance dates with training. The good thing about dates are that you'll gain some special skills and items for filling up the girl's affection meter, so it's not a total waste of time or money (if you choose dates which require cash). --------------------------------- Botan (Dabeko) 牡丹 (だべ子) --------------------------------- You can start to find Dabeko at the park after a story event on the 4th week of May. 1st Time: Following your weird dream, you find Dabeko in the park. She says she used to go there to play with her close friend when she was a kid. You find out that she really liked him, and refers to him as the 'prince'. Apparently on 'Hinamatsuri' (a Japanese holiday w/ various customs), the prince got drunk off amazake (a sweet, non-alcoholic wine), and knocked a candle over, starting a fire. You realize she may just be talking about you... She says she doesn't remember anything that happened after that, but she's been waiting for her prince to ride in on his horse ever since. Once her break is over, the two of you decide to go practice a bit... 2nd Time: You find Dabeko at the park again. じゃあ、ジョギングして帰ろう。 OK, I'm gonna jog back ところで前に話した王子の話だけど Hey, about that prince... Choose the second option. Dabeko says that she was only 5 at the time, but her grandmother 'Grandma Kuma' (kuma means bear), might remember something. You head to Dabeko's home to see her grandmother. You introduce yourself, and she looks shocked to hear your name. She sends Dabeko out to get some wood for the stove. She tells you that during the festival, Dabeko became possessed, called your name, and then started saying strange things (the same thing you heard during your odd dream the week before). She says that you and Dabeko must be linked by fate. Finally she offers you some gifts, and you get a pair of toe-socks and medicine for love-sickness. Outside, Dabeko mentions that their village is going to fall prey to a dam being built. She talks about how her village leader sold the rights to build a dam nearby, which would ruin everything. The head of the construction company agreed to stop on the condition that Dabeko beat him in golf, hence why she's training to be a pro. You ask her what idiot village leader would agree to let them build there, and she responds that it was her grandmother... 3rd Time: Head to the park and pick the first option, take a nap (昼寝). You start to feel strange, and the figure from your dream appears once again, calling your name and asking you for help. It tells you to go to the Minamoto Shrine, and ends with 'dabe' (Dabeko's style of speaking). You see the figure as Dabeko before waking up, and realizing you slept until nighttime. The next day you go to Minamoto Shrine. You try to read a sign with some background info on the shrine, but you can't read it properly. A woman comes to explain that the word you're reading should be read 'Yoshitsune', as in, Minamoto no Yoshitsune, otherwise known as Ushiwakamaru. You say that you still don't know who she's talking about, and your only reference to this guy is from some historically-inaccurate video game. In any case, the shrine itself has to do with the rebirth of Sato, Yoshitsune's first wife (his second, more famous wife was Shizuka). Apparently maiden of the shrine was to be the reincarnation of Sato, but she disappeared in a fire during the Hinamatsuri, when she was 5. Despite searching and searching, she (the old woman talking to you, the current shrine maiden) never found the girl's body... 4th Time: At the park once more, Dabeko is mumbling something with her hair covering her face (this is a mild parody of the Japanese film 'Ring', which itself was loosely based on the classic story of a vengeful ghost). The possessed Dabeko starts talking to you, and you ask her if she (the spirit) is really Sato. She asks you to quickly 'remove the seal' (seal on a curse), by which she means you must kiss her. Before you do, you say that it's kind of a crime to do this to Dabeko while she's sleeping, but Sato presses you to do it before she wakes up. だが、ことわる Refuse キスをする Kiss Her Choose to kiss her to continue with the story. Sato takes over Dabeko's body, and introduces herself. You ask her if she's Yoshitsune's wife, and she says she can't really remember any old history. She then explains that she helps people with her 'magical powers', but in return takes control of their body. She refers to this as 'transmigration'. You ask her if she was the one who saved you from the fire, anad she says she remembers you dying... but can't remember all the details. She says she remembers lots of fun stuff that happens, but none of the sad things. Shocked, you ask her if she thinks your death is a 'fun' thing. She tells you she only remembered your death because that was her one failure (in other words, her job was to rescue you, but because she didn't, she failed her transmigration pact). Furthermore, because she and Dabeko are so different, she wasn't able to completely fuse with her body. As such, she says she must erase Dabeko's soul (ha! and you thought this was a golf game...). Obviously you take issue with that, and so Sato asks you if you want her (Sato) to disappear: それもこまる That's also a problem.. そうだな Yep Pick the first one to go on. Because you don't want Sato to get rid of Dabeko, but you want her to stay around as well, Sato accuses you of trying to date both of them at once. In any case, she says she'll let you choose which of the two you want to be with on your own. For the time being, you can call Sato out by saying her name three times (at first she suggests a really goofy way of doing it, but you refuse). You can now date Sato. You can date Sato as normal, though your date options will be changed a little: 公園 Park 動物園 Zoo 湖 Lake レストラン Restaurant After several dates, before Sato changes back she starts talking to you about how unstable her connection with Dabeko is, and wants to know what you think of her. You get two choices: 何を言いだすんだ! What's your point? 君が可哀想だよ You're pitiful If you select the first option, Sato will confess her love to you, and you to her. The game informs you that you've become lovers, and that you can't date anyone besides her anymore. Christmas: On the 4th week of December, Dabeko will be making fun of you for not having a girlfriend (Christmas has been romanticized into a lover's holiday). You'll call Sato out and ask her if she knows what today is. She says 'of course, Isaac Newton's birthday!' Allegedly she knew Newton since grammar school, having possessed the body of Miss Storey. She also claims that she's the one who introduced Newton to alchemy, and that it's her fault Newton was single his whole life. Go read up on your history if you don't know about this stuff). In any case, you tell her that you were really talking about Christmas, and she asks if you got her a present. If you bought her a heart pendant, give it to her. She uses the pendant to practice some alchemy on you, making you stronger, and increasing her affection. The next day, Dabeko appears, claiming that she found a heart pendant in her room. She figures Santa must have brought it for her... New Years (Hatsumoude): You call up Dabeko, who is excited about hatsumoude (visiting a shrine on New Year's), but you instantly bring out Sato. At the shrine, there is a heartfelt reunion between the current shrine maiden (the old woman) and Sato, who the woman refers to as Ayu. Later in the park, you ask Sato who his childhood friend was, Ayu or Sato (Sato hadn't taken over Dabeko's body until after the incident... you know, golf!). Sato says that you had promised to marry Ayu, though the girl you played with was Sato in Ayu's body. Naturally you become upset at the thought that you can't fill your promise to Ayu. Sato tries to cheer you up, and offers you something: 水難除けお守り 身代わりドール ケガ防止お守り サボり防止お守り (Read the item translation section below for details on each one, the third is the most expensive if you bought it in the store) Valentine's Day: Dabeko comes to you asking you for valentine's chocolate, but you call out Sato instead. Similar to the Christmas event, Sato mistakes the day for Captain Cook's birthday (James Cook, the first British explorer to find Australia and Hawaii). Naturally, she was connected to him somehow, but you're surprised to find out that it was because she transferred her soul into his ship (his ship was female, apparently). She was with him until he was killed by the Hawaiians... You explain that you were really talking about Valentine's Day, and explain the customs to her. She gives you some presents and her affection will increase. If you don't date Sato for 4 weeks in a row: You'll have a dream where Sato comes to you asking where Hiraizumi is. (Hiraizumi is where Yoshitsune grew up, later sought refuge, and eventually committed suicide) She curses you, giving you insomnia, and you're informed that you'll need to date Sato at least once every four weeks. Fireworks Festival: Sato enjoys the fireworks, and remembers seeing fireworks during the Edo era. You're impressed that she's had so much experience with this type of thing, and ask if she enjoys living here in the present as much as the past. She says she's happy now, but sometimes wonders if her existence has a meaning. The fireworks pop as she says this, so you don't quite hear her. She tells you not to worry about it, and the two of you continue watching.. Towards the end of the game (Mid-September), when you change Sato back into Dabeko, Dabeko will complain about feeling sick. You bring Sato back and ask her what's up. Sato says that Dabeko is love-sick, and naturally it's you that she loves. Sato agrees not to come out anymore, for Dabeko's sake. You won't be able to date her anymore after this. Just before the final test, Dabeko approaches you in the park and asks for help. She says she hears voices in her head, so you call Sato out once more. Sato can't seem to control herself anymore, and while you are talking to her, Dabeko's voice begins to slip out. Sato runs off, and while you are watching her, you get hit by a car. You awake to Sato telling you that you've died. Sato says she can save you, but she'll be lost in the process. You tell her you she doesn't need to, but she insists that she wouldn't be able to live in the world without you. After a long scene where she's explaining her love for you, the two of you promise never to forget each other. You wake up in the hospital, where Dabeko is rejoiced that you're alive. That night, you dream of Sato's voice, singing. Out in the park, you ask Dabeko if she remembers anything about Sato. She's completely ignorant of what happened, and says she's going to focus on becoming a pro. ENDING: At the very end of the game, even after the credits, Sato calls out to you in a dream. She congratulates you on becoming a pro, and you ask her where she is now. She says that she's entered a jukebox somewhere in the south of Japan. You say that's a bit strange, but she claims it must be fate. A coin clanks, and she says she has to sing now... before she leaves, she wishes you luck with your golf. You tell her it doesn't matter how long it takes, you'll always be waiting for her. You wake up, happy. (this takes the place of the Jack Arthur ending) --------------------------- Megumi めぐみ --------------------------- To begin Megumi's dates, you just have to visit the convenience store where she works a number of times while she's there. This is at the 街 location when you choose to leave the campus. -------------------------- Arisa 亜理紗 -------------------------- To begin Arisa's dates, visit the Golf Center (ゴルフセンター) a number of times while she's there. 1st Time: While practicing at the Golf Center, you happen to meet a beautiful girl, and become smitten with her. Dabeko is unammused and says her perfume smells nasty, and that nobody from her home town would like it. 2nd Time: You go to the golf center again, hoping to see the girl, but are shattered when you spot her with a handsome guy. Dabeko pops up to ask you if you saw the fancy car out front, but you just flip out on her. Inside the golf shop, Arisa reveals herself to be a spoiled rich girl... 3rd Time: At the golf center again, you see a scene where Arisa is chatting with another girl. Apparently Arisa is pretty lousy with guys, and can't seem to confess to someone she likes. She goes outside to practice some golf and clear her head, but starts to feel bad because of her poor swing. She hears you hitting clean balls, and starts to watch you. She becomes mesmerized with you and heads back inside to tell the girl (the girl is a bit disappointed that Arisa still hasn't confessed to anyone). 4th Time: You bump into Arisa at the golf center, scratching up her expensive golf bag in the process. You apologize profusely, but she says it's OK. Arisa's friend is a little confused, but realizes Arisa must like you when Arisa asks you for some golf tips. You tell her you're just a beginner, and introduce yourself. She introduces herself, and then gives a formal goodbye. You are pretty confused by her formal speech (something common for rich/high class/proper characters to say), but figure things should be OK if you can help her with her golf. 5th Time: You're late for your date with Arisa, and she's upset. You get three choices to explain why you're late: -亜理紗さん、すいませ〜ん I'm sorrry Arisa~ -べつに。。。 No real reason.. -途中で牛の大群に邪魔されちゃって A herd of cows was in my way Surprisingly, she'll accept the third response. You ask her about her friend from the other day, but she evades the question and suggests you start your golf lesson. She's having problems with her posture: -じゃあ、手取り足取り教えましょう Let me show you step-by-step -いつも通りバックスイングして下さい Let's see your backswing.. Either way you end up watching her swing, and giving her some pointers (you get a but flustered because she uses a club made of golf..). She asks if she's doing well: はい、喜んで! Yeah, it's great! ちょっと次元が違うみたいなので。。。 Hmm, you're a little off... Afterwards, Arisa gives you her number, which allows you to contact her for dates. ========================== 4.4 Success Mode Item List ========================== 4.4.1 Consumable Items 4.4.2 Charms 4.4.3 Accessories I've omitted the clubs, gloves, and shoes from this list because their effects are limited to stat modifiers, which you can see by turning to the stat page of the status screen (it will say +1, +2, -1, etc. next to each stat that is affected). ----------------------- 4.4.1 Consumable Items ----------------------- パワリン Recover a little bit of Stamina 1000 yen パワリンDX Recover some Stamina 2000 yen 特製パワリン Recover some stamine and increase your mood 4000 yen ビルトパワリン Increase your Maximum Stamina a little 3000 yen ビルトパワリンDX Increase your Maximum Stamina 7000 yen スポンジチョコ Increases experience gain during your next training 2000 yen session, but also gives you a cavity. 無敵チョコ You won't suffer any injuries during your next 4000 yen training session, but you'll get a cavity. キラキラコロン For one week, your relationships will increase 1200 yen more than normal. タフサプリメント For one week, you'll lose less stamina from 3000 yen training. 睡眠薬 Cures Insomnia for 3 weeks. 3000 yen Insomnia = 不眠症 さぼりぐせ治療薬 Cures Slacking 5000 yen 'slacking' = さぶりぐせ 恋の病治療薬 Cures Lovesickness 7500 yen Lovesickness = 恋の病 高級キャンディー Recovers Stamina a tiny bit 500 yen 超絶ブラックコーヒー Gain extra experience during your next training 4000 yen session, but you'll lose extra stamina as well. ------------------------------------------------------------- 4.4.2 Charms (non-equippable, simply own them for the effect) ------------------------------------------------------------- 大恋愛ストラップ Raise relationship with girls easier. 7700 yen 高性能マッサージ機 Recover extra Stamina every week. 49800 yen サボり防止お守り Never get 'slacker' status. 5500 yen ケガ防止お守り Reduces chances of injury by a tenth 19800 yen 金運ピラミッド Find money every now and then. 2500 yen コーチホイホイ Raises chances of coaches appearing during 5500 yen training. トルマリン宝石 Reduces Stamina loss from training by a tenth 2500 yen 安眠枕 Recover more Stamina when resting. 14800 yen 全自動パターマット Receive 10% more technique experience when 25000 yen training. ヘッドスピードメーター Receive 10% more muscle experience when 25000 yen training. 身代わりドール Recover from an injury (one time) 9800 yen ハートのペンダント Cute heart-shaped pendant 10000 yen クマのぬいぐるみ A fluffy teddy-bear 30000 yen いかにも高そうなバッグ An expensive bag inlaid with gems 50000 yen -------------------------------------- 4.4.3 Accessories (can only equip one) -------------------------------------- 気合ハチマキ Power + 2, Control + 2 30000 yen キャメルクロー Spin + 2, Recovery + 2 30000 yen シルクのテルテル防止 Rain won't appear as often on match days during 10000 yen Success Mode. 伝説のティー Greatly improves your tee shots 25000 yen 初心者のお守り Shots become easier, but you receive less 500 yen experience from matches. (you start with this item) 水難除けお守り Become more proficient in the rain. 10000 yen スイングリング Control + 2, Spin + 2 30000 yen 風神リング Allows you to use the power fade. 38000 yen
虹色ベルト All base stats + 1 35000 yen 長い肩パット Makes long putts easier 25000 yen 短い肩パット Makes short putts easier 25000 yen シルクの5本指ソックス Putting + 2, Recovery + 2 30000 yen ヘビーリストバンド Weakens your abilities during matches, but 15000 yen you will receive extra experience ポケット風速計 Measures wind-speed more accurately. 15800 yen ============================= 4.5 Special Skills - 特殊能力 ============================= This is a list of the special skills your characters can receive, and how much they cost in success mode. Costs are written in order of Strength, Technique, Mentality, and Spirit. The difference between the ◎ and ○ versions of skills is just that the ◎ version is stronger. By purchasing the weaker one first, the stronger version will cost less if and when you choose to buy it.* バンカー◎ Great skill in shots from sand bunkers. 0/18/45/45 バンカー○ Decent skill in shots from sand bunkers. 0/9/23/23 ラフ◎ Great skill in shots from the rough. 0/81/0/36 ラフ○ Decent skill in shots from the rough. 0/41/0/18 ショートパット◎ Great skill in short putts. 0/9/72/54 ショートパット○ Decent skill in short putts. 0/5/36/27 ロングパット◎ Great skill in long putts. 9/0/72/54 ロングパット○ Decent skill in long putts. 5/0/36/27 アプローチ◎ Great skill for approach shots (getting on the green) 0/81/0/63 アプローチ○ Decent skill for approach shots (getting on the green) 0/41/0/32 雨◎ Unaffected by the rain 9/9/27/72 雨○ Not as affected by the rain 5/5/14/36 逆境 Shot distance increases when you're behind 0/0/0/126 水切りショット Allows you to do water-skipping shots 36/9/9/5 ロングヒッター Increases driving distance a bit 117/18/0/0 猛チャージ Easy to put pressure on opponents towards the end of 45/27/0/72 a match. ショットメーカー Increases shot accuracy a bit 0/162/54/54 パワーフェード Allows for powerful, controlled fade shots. 108/54/0/0 (This is the desired trajectory for a drive off the tee) 直ドラ You can use your driver after your first shot. 90/90/36/0 風読み See the decimal point in the windspeed rather than the 0/0/36/9 rounded number 距離読み See the decimal point of shot distances rather than a 0/0/36/9 rounded number. なぎ The wind dies down easier 9/9/9/18 マッチプレー◎ Great proficiency in match play 0/0/72/45 マッチプレー○ Decent proficiency in match play 0/0/36/23 人気者 Become popular 14/14/14/14 威圧感 Intimidate your opponents in match play 108/108/135/225 低弾道 Lower shot trajectories 27/54/0/0 高弾道 Higher shot trajectories 27/54/0/0 スナイパーショット Great accuracy for non-tee shots 18/108/72/0 ティーショット◎ Great skill in shots off the tee 72/90/0/0 ティーショット○ Decent skill in shots off the tee 36/45/0/0 =============================== 4.6 Success Mode - Sub Stories =============================== Sub-stories play out a bit differently than the main success mode. A sub-story has no random events, just a series of fixed challenges of increasing difficulty. These are much harder than anything that you face in the main success mode, made more difficult by the fact that you have very little room with which to control your character's growth. After each challenge, after receiving your stat bonuses, you'll have the option to get some new equipment, or gamble your next round to get even better equipment: ほしいものを選択してください - Select which you would like (example) ウエッジ Wedge 良いウエッジ特約 Contract for a better Wedge If you select the contract for better equipment, you'll be required to meet certain conditions in your next challenge in order to claim it: (example) 次のゲームのスコラが−2以上なら良いウエッジが取得出来る特約です -1以下だとこの特約は無効 "The contract states that you will receive a better wedge if you score -2 or better in your next game." "If you score -1 or worse, this contract is void" The operative words here are −2以上 "-2 or better", and −1以下 "-1 or worse" The game then asks if you're like to take the contract: はい Yes いいえ No (takes you back to the contract select portion) Riskier contracts will yield better equipment, but some come with penalties. 危険なウエッジ特約 Dangerous Wedge Contract ただし2UP以下だと能力が下がります "However, if you end with 2UP or less, your stats will decrease" After accepting those contracts, the game will usually ask you again, stating that the stat decrease will be massive. Make sure you're confident when taking a contract. ------ VOCAB ------ イーブン 'Even Score' (+0) +1 −2 score during stroke play 1UP 2UP # of games you're ahead by during match play 以上 or greater (better) 以下 or less (worse) You will be able to improve your character's stats, equip, buy, and sell items and equipment, and save between each challenge. If you finish the story, you'll be able to save the character that you created, just like in the main success mode- however, you will always erase the character you previously created, so cannot save multiples of these side-characters. ======================== 5.0 Character Unlocking ======================== Unlocking characters in this game is quite a task, hopefully you're better at this game than I am. Many of them require you to unlock that character's sub-story, and then complete their sub-story. Below are a list of requirements for unlocking the both the characters and their sub-stories. Characters that have sub-stories will have whatever stats and skills you give them throughout their sub-story. So, like your Success Mode character, you have to build the character as you want them. ----------------------------- Power Golfer (main character) ----------------------------- Default ---------- Nishizaki ---------- Sub-Story - Clear the main Success Mode story Character - Clear Nishizaki's sub-story ------- Megumi* (unconfirmed) ------- Sub-Story - Clear the main Success Mode story with Megumi as your girlfriend Character - Clear Megumi's sub-story --------------- Botan* (Dabeko) (unconfirmed) --------------- Sub-Story - Clear the main Sucess Mode story with Dabeko as your girlfriend Character - Clear Dabeko's sub-story ----------- Shinnosuke ----------- Sub-Story - Win the American Meisters tournament in World Tour mode Character - Clear Shinnosuke's sub-story -------- Naupaka -------- Sub-Story - Clear Nishizaki's sub-story - Clear the Hawaii tournament events in Success Mode Character - Clear Naupaka's sub-story Get the Heavyweight club (ヘビーウエイト) ------ Foggy ------ Sub-Story - Clear the main Success Mode story Character - Clear Foggy's sub-story - Get the Excel Spin club (エクセルスピン) -------- Lin Lin -------- Sub-Story - Clear Foggy's sub-story - Defeat Lin Lin in the match challenge in World Tour mode (China) Character - Clear Lin Lin's sub-story - Get the Beautiful Return club ------ Arisa ------ Character - Clear Success Mode with Arisa as your girlfriend -Arisa cannot be used in World Tour mode ------ Ponta (the Tanuki) ------ Sub-Story - Clear Lin Lin's sub-story - meet Ponta during the main story (random event) Character - Clear Ponta's sub-story - Get the Camelaid club (キャメルエイド) -Ponta cannot be used in World Tour mode --------- Kinomoto --------- Character - -Kinomoto cannot be used in World Tour mode ----------- Jack Arthur ----------- Character - Get the 'Golf King' rank in World Tour mode -Jack cannot be used in World Tour mode