Mario Golf: Advance Tour - Strategy Guide (Page 01)
Below are the cheat codes, hints and help for Mario Golf: Advance Tour - Strategy Guide (Page 01).
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M M M A A R R I O O
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By:Me
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~Test~
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Just a note to myself that this is 79 characters:
ABCDEFGHIJKLMNOPQRSTUVWXYZABCDEFGHIJKLMNOPQRSTUVWXYZABCDEFGGGGGGGGGGGGGGGGGGGGG
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~Version History~
-------------------------------
Final-Another Final, only because LEK requested the info wanted me to put in.
Final-My FAQ is now fully completed! Every last thing in the game and more is
in this FAQ. Yay!
4.00-So major....I finished the glossary! I never thought I'd do it.... Just
a few more sections and the final version will be on it's way!
3.65-A few more words, now pointing out this is a full walkthrough. Just a few
details left like finsihing the glossary, and the last few sections!
3.60-v_v working hard to finish the glossary.....it may take awhile. Just
finsihed up to the I section.
3.55-Yay, I have like 200 words already in the glossary...like a million more
to go. More updates possibly today and tomorrow as well.
3.50-Finished the Gamecube Link-up section. Now it's putting (sp?) in every
word from the glossary!
3.25-Finally finished the very long and extensive Multiplayer part. I will
start the rest of the FAQ very soon. Final version is close.
3.00-Just finished the 2-Player Go-Go-Gates, half done with 3-Player and 4-
Player yet to come! Also added the Custom Ticket locations and the clubs you
can get from each ticket!
2.75-Finished all of the Quick Game mode section. Now it's time to work on
the Multiplayer area!
2.50-...I must have too much free time....added another section about 3/4 done
with (FAQ completion nearing 70%). Expect the final version within a week!
I put in half of the Quick Game Mode section.
2.00-o_O another update in the same day??? Pointless but I got a lot of work
done making me happy. Progress is about 65% completed. Finished the Mini-Game
section. Help would be nice! I put in the Leveling Up/Gaining Exp. section,
more to come!
1.75-Sorry for the lack of updates as I've been busy lately but added a ton of
tips reguarding leveling up and now people can tell me advice on stats and
holes and will be credited :) (I must be ATTN'd on the board though, _NO_
_EMAIL_!)
1.50-Finished explaining all of the match games. Besides that nothing else new.
1.20-Added another section, made some new tips on power meter, fixed few
errors in spelling.
1.00-First version printed.
.5-Starting my 2nd FAQ! Hopefully, it'll be one I'll be commited to fully
completing.
-------------------------------
~Intro~
-------------------------------
Most of you know me as Deathborn 668 on thy boards. This is my second FAQ and
I'm making this because I have nothing better to do in my free time...
>_> <_<
Mario Golf: Advance Tour was made by the genisus at Camelot. They are also
resposible for making the Golden Sun series and go figure, this game is wayyyy
related to it! This game is the sequal to Mario Golf for GBC and is a match
with Mario Golf:Toadstool Tour for the GCN.
If you want to contact me about this FAQ for some info I don't have..feel free
to at deathborn668@yahoo.com
Please no Spam or hate mail please. Just compliments or stuff I don't have.
Thanks.
--------------------------------
~Contents~
--------------------------------
================================
I.Characters
=================================
II.Controls
II A.In the field
II B.While golfing
II C.While swinging
II D.Swing Meter
II E.Leveling-Up
II F.Custom Clubs
II G.Clubs
=================================
III.Story Mode
III A.In the beginning...
III B.Getting started
C.Marion Club-Tourney Help and things to do
D.Palms Club-Tourney Help and things to do
E.Dunes Club-Tourney Help and things to do
F.Links Club-Tourney help and things to do
G.Mushroom Tourney-Tourney Help and things to do
H.Match game against Joe
I.Doubles Match Game against Joe and Putts
J.Match game against Sherry
K.Doubles Match game against Sherry and Grace
L.Match game against Azelea
M.Doubles Match game against Azelea and Tiny
N.Match game against Kid
O.Doubles Match game against Kid and Gene Yuss
==============================================
IV.Mini-Games on the map
IV A.One-Club Challenge
IV B.Next Gen Epoch Golf Mini-Park
IV C.Coo-Coo Course
IV D.Elf's Short Course
IV E.Go-Go-Gates Forest
IV F.Club Slots
===============================================
V.Quick Game Modes
V A.Stroke Play
V B.Character Match
V C.Doubles
V D.Speed Golf
V E.Club Slots
V F.Go-Go-Gates
V G.Near-Pin
V H.Training
V I.Singles Star Tourney
V J.Star Doubles Tourney
===============================================
VI.Multiplayer
VI A.Stroke Play
VI B.Match Play
VI C.Doubles
VI D.Skins Match
VI E.Club Slots
VI F.Go-Go-Gates
VI G.Near-Pin
===============================================
VII.Linking to Toadstool Tour
VII A.How to Link
VII B.Now what do I do?
VII C.Linking Back
VII D.Additional Help
VII E.What/how can I unlock/stuff?
===============================================
VIII.Glossary
VIII A.Every word and more from A-Z!!!
===============================================
IX.Worst Case Scenario (WCS) guide
===============================================
X.FAQ (Frequently asked questions)
===============================================
XI.The Lee Eric Kirwin Files
===============================================
XII.Credits
===============================================
---------------------------------------------
~I. Characters~
---------------------------------------------
Mario
212Y drive (Straight)
We all know him. The most famous star in the Mushroom Kingdom.
Peach
203Y drive (Straight)
The famous Princess Peach Toadstool of the Mushroom Kingdom.
Yoshi
208Y drive (Straight)
Mario's loyal and trusted companion.
Donkey Kong
215Y drive (Far left curve)
AKA DK, famously has been Mario's rival.
Luigi *Unlockable*
206Y drive (Left curve)
Mario's "in the shadows" brother, left out of many adventures.
Bowser *Unlockable*
217Y drive (Far right curve)
Mario's long time archnemisis.
Waluigi *Unlockable*
209Y drive (Right curve)
Luigi's evil brother who must be the straingest Mario character (he appeared
out of nowhere in Mario Tennis 64)
Wario *Unlockable*
210Y drive (Far left curve)
Mario's evil brother who has a ton of greed.
Neil
xY drive (?????)
You determine his stats. Main charcter of the story and a fine student of Kid.
Ella
xY drive (?????)
You determine her stats. Main character of the story and a fine student of Kid.
Kid
270Y drive (Right Curve)
Your teacher. He lost his golfing abilities in some bizzare accident.
(Stupidly, you have to beat him in a match somehow...the irony of this!)
---------------------------------------
~II. Controls~
---------------------------------------
The controls in this game are easy and quick to learn.
------------------------
II A.In the field
------------------------
Control Pad-Move around
A button-Confirm decisions, talk to people
B button-Deny choices, hold to run around
Select button-On character data menu, push to change clubs
Start button-Bring up Start menu
L button-Not used
R button-Not used
-------------------------------
II B.While golfing
-------------------------------
Control Pad-Push up and down to change clubs, left and right to aim your ball.
A button-Start power meter
B button-Push to use a Power Shot, hold to go into Impact Marker Mode
Select button-Go into Camera Mode to look around the hole.
Start button-Bring up Start menu
L or R buttons-Move cursor on Power Meter (VERY USEFUL!)
----------------------------------
II C.While swinging
----------------------------------
A button-Start the power meter then push again to set power. Impact point is
set automatically (AKA-the Auto Swing)
B button-While the power meter is moving, push B to set power, then as the
cursor returns to the starting point, push A or B to set Impact. (AKA, the
Manual Swing)
Note:While doing Manual, while setting thge Impact Point, you can push A then
A again for topspin or B then B for Backspin. or AB for Super Topspin or BA for
Super Backspin.
Putting starts with the A button and you set the power with A or B and the
meter stops. However, if it is raining putting is at 66.6% power, so hit 1/3
harder than normal!
---------------------------
II D.Swing Meter
---------------------------
I will give you som tips on teh Power Meter.
Here it is:
200Y
(L) v (R) ___
[---------------------|-------]
|___|
The blue line above the cursor (The vertical line) is the randomly set impact
zone when using the auto swing. The red line below it is the impact area for
the Manual Swing. Reguardless, even when using Auto, the cursor MUST land
within that zone. Thusly the ball won't be terribly miss-hit.
See the "v" pointing at the end of the meter? If you stop the power there, then
line up the impact perfectly, the ball with follow it's simulation line!
You can use L or R to move the arrow (AKA the "v") and the simulation line
will follow! This is pretty useful.
Now for Impact Marker Mode.
While setting up your shot push and hold B to enter Impact Marker Mode. You can
set a little "red dot" on the ball, which is where you will strike on the club,
and the simulation line will change! This is useful for getting around trees.
Here's a pic:
---
-----
---O---
-----
---
The "O" is where it's initially set, but you can change it's placement in this
mode.
Another pic:
__
/...\
/....\
|..O..|
\.../
\.../
---
OK! I know it's pretty damn bad, but the "."'s represent all the places you can
set the Impact Marker to. Helpful right?
-------------------------------------
II E.Leveling Up
-------------------------------------
By beating mini-games, completing courses, winning match game challenges and
many other ways are how you get Experience Points. Also the difficulty of the
challenge you beat also determinies how much Exp. you get from it and in the
case of beating a course your overall score. For instance beating Marion Course
with a score of -12 isn't gonna net you as many Exp. points as getting a -12
on Links Course. The same goes with mini-games. Although they are preset the
amount is better on more difficult clubs than easier ones. Same goes for thr
games on the map. From levels 2-39 the amount of Exp. for both characters
continually increases by about 5-20 each level, starting with 15 Exp. to go to
level 2 ending with about 340 Exp. to get to level 39. Levels 40-99 all require
350 Exp. points no matter what. If you get a 1-Up it will instantly level up
the character of your choosing with no Exp. required. There are only 2 in game
which are in the big tree on the map and in a barrel behind Peach's Castle
though. However if you own Toadstool Tour gor the Nintendo Gamecube, if you
beat (Star) Petey Pirhana, Boo, Shadow Mario, and Bowser Jr., you get a 1-Up
each time you beat 1 of them when you reconnect to Advance Tour (They must be
beaten by your custom characters). You also get a 1-Up for beating all of the
practice challenges on hard with your character and for beating (Star) Bowser
Championship.
When leveling up the screen will look like this:
LEVEL UP!!!
Name:*Your name here*
Level X (What ever it is)
Drive: XXX------>XXX
Height:||||||||||-||||||||||
Lower Higher
Shot:||||||||||-||||||||||
Fade Draw
Impact:||||||||||-||||||||||
Narrow Wide
Control:||||||||||-||||||||||
Poor Good
Spin:||||||||||-||||||||||
Weak Strong
...and then show the markers for where your stats are currently. You then have
the choice of increasing one of your stats (Impact and Control are counted as 1
stat together). Most of the other stats except drive decrease every level up.
So with all these stats and only 98 level ups what is the best plan for me?
Well, I can help (And the good people of CheatCC can help too). Your stats
are like pawns and bishops etc. on a chess board (lol, I hate chess). In chess
you need to think a couple turns ahead of your opponet and think of a plan for
how to win, and backup plans if something is to go wrong. Exact same situation
here. You must increase a stat for the future while thinking how will this
affect my stats later. Expect when stats are to go down (Control and Impact
go down 1 every level, Height and Shot can go down by 1 or 2 ever 2-4 levels,
Spin doesn't decrease for about 5 levels).
So by level 99 and starting now what should I plan my stats to be?????
Well, drive isn't too important off the bat, but continually level up if the
rest of your stats are good. By level 99 you should have at least 275Y drive,
Height if you chose Ella should be between +1 and -3 anything else isn't
necessary. Neil should have between +2 and +5 or either it's not worth it or
your ball is too high. Shot should be middle if you have a low drive or +3 to
-3 if you want some easyness around obsticles. Control and Impact should be +4
each, especially Impact because who knows when your ball will land in the
heath!!! As for spin, I left it at -10, and my spin is still good. Don't
bother with it really...
Here are my stats at Level 99:
Drive:315
Shot:Straight
Height:Middle
Control+Imapct:+10
Spin:-10
Pretty damn good eh??
noelle26 has this easy way to get to Level 99 in a matter of hours:
First of all you need the following:
1 GCN
1 Copy of Mario Golf:Toadstool Tour
1 GBA to GCN Link Cable
1 Game Boy Advance/SP
2 Memory Cards
And a lot of patience
Start up Story Mode in Advance Tour to the point you can save then do so and
turn the game off.
Now connect to the GCN and to Toadstool Tour. Keep Advance Tour on the title
screen and have Toadstool Tour go to the main menu (Make sure the GBA Cable
is in the second controller slot!) Now you'll be taken to a screen where you
need to push teh A button on the GBA a few times to tranfer your Advance Tour
characters to Toadstool Tour. Now using your Advance Tour characters from the
main menu, do anything with them. Near Pin, Ring Shot, Tournements, Character
Matches, pretty much every mode except Training at the end gives you a little
screen that says "Experence Level XXXXXXX"
Those X's reprent a number, the better you do in the mode you picked, the
higher that number. It represents the amount of Exp. Points your characters
will recieve when you link back up to Advance Tour again. Now do a ton of
modes so your "Experence Level" keeps building up (It doesn't show the grand
total) so when you think you have enough stop.
Now put the second Memory Card with NO TOADSTOOL TOUR DATA in slot A, the other
in Slot B. Now copy the MG:TT data to Slot A Memory Card. Now do the previous
steps to transfer your characters to Toadstool Tour. Now on the main menu
there will be a link icon. This ios how you link up back to Advance Tour. Now
tranfer Exp. to Advance Tour and if you go a lot, you'll go up a ton of levels!
Now after transferring erase this file of TT, and copy again from slot B.
Repeat this process over and over again until you're at Level 99 in Advance
Tour. Depending on how much Exp. was earned in Toadstool Tour, this may not
take too long at all. Have fun!
-----------------------------
II F.Custom Clubs
-----------------------------
That hut in the woods is the Custom Club maker. Bring him a custom ticket, then
choose a club from the list of clubs you want then he'll make them. There are
3 A ticket's, 2 B tickets, 2 C tickets, and 1 D ticket. Be careful, they are 1
use only!
Custom Ticket A-In the Custom Club Maker's hut, check the cabnet.
Custom Ticket A-Complete all 4 courses in the Go-Go-Gates Forest mini-game.
Custom Ticket B-Knock out Blooper in the Palms practice area.
Custom Ticket B-Beat all 3 difficulties in the Next Gen Epoch Golf-Mini-Park.
Custom Ticket C-Beat Pokey in the Dunes Practice Center.
Custom Ticket C-Beat Monty Mole in Links Practice Center.
Custom Ticket D-After winning Links tourney*** in Story Mode talk to Kid and
he'll hand it over.
***=It's unknown what the official requirements are. Some say from Doubles
Mushroom Tourney, some say Doubles Links, some say singles to the both. I can't
be sure.
------------------------
II G.Clubs
------------------------
Here is the list of clubs in each ticket selection and their effects:
A Tickets:
Straight-Clubs that make your shot striaghter. Your shot is made closer to the
center by 2 points (or 1 if it was 1 from the center) and control goes down
by 1.
Low Fly-Clubs with low trajectory. They will decrease your height by 3 but
decrease spin by 1. Good for woods.
POW-Clubs with highly increased distance. Your distance is increases by about
12% but Fade/Draw is worsened by 1. Great for drivers. :)
Sweet-These clubs increase your impact lots by 2 points but worsen your Draw/
Fade by 1.
Control-These clubs increase control by 2 and worsen shot by 1. Use these if
you're bad at hitting the sweet spot.
B Tickets:
Super Straight-Your distance gets cut by about 7% but will increase your shot
to Straight automatically. Quite useful for mega draws. By restarting I'm
getting this info, so if it makes your shot perfect, I can't be certain. Heck,
each point of straightness may cost some distance!
Backspin-Clubs with a special backspin effect. Spin goes up 2 and control is
down by 1. These will put a little backspin on by itself upon landing.
Super Sweet-Your Impact is increased by 4 points (!!!) but shot goes down by
2 and control by 1. (!!!)
Super Low Fly-Height gets lowered by 5 points (!!!!!!!) and spin is lowered by
2. Pretty good for high hitters!
C Tickets:
Low-Fly Spin-These clubs have a great backspin effect and gives low trajectory.
The worsen control by 2, but raise spin by 2 and make shot closer to straight
by 2!
Sweet Control-These increase height by 2 points, worsen shot by 2, but increase
Impact and Control by 2. Pretty good for yo irons!
Super POW-Quite possibly the best clubs for woods, these increase distance by
about a whopping 30%, but increase height by 1 and worsen shot by 2, and
worsen control by 1. Still, these are damned good clubs!
Straight n' Low-Clubs that, go figure, hit low and straight. Increase shot to
center by 2 and height lowers by 2, but control and impact go down by 1.
D Tickets:
Risky-These clubs increase drive by 40%!!!!!!!! The catch? Height is worsened
by 2, impact is the lowest and control goes down by 2. WOW! You must be perfect
every time. Even if you're 1 pixel away from the sweet spot, that OB may be
your balls new home. Careful now!
Super Spin-Increase spin by 5, lower control/impact by 2 and shot is increased
by 1. I hate spin, so why would you like these clubs?
---------------------------
~III Story Mode~
---------------------------
---------------------------
III A. In the beginning
---------------------------
The game starts off with you choosing your character. You can either choose
the boy Neil, or the girl Ella. After that you decide wheater your golfer is
left handed or right handed. YOUR CHOICE IS PERMENENT! Then you are given
their initial stats and you begin the real story.
In Story Mode you will be using your character in an RPG style golf game. You
earn Experence Points by beating challenges and stuff. You can then distribute
the earned Exp. between you and your partner. When you level up, you're given
your stat screen and you choose to increase 1 stat. The stats are Drive,
Height of ball, Ball trajectery (Shot, fade/draw), Control and Impact, and
Spin.
--------------------------
III B. Getting Started
--------------------------
It all starts off with you and Buzz/Helen racing to the front of the Marion
Clubhouse. Now you are about to go through literally 10 minutes of endless and
very pointless diolauge. There aying that Kid (who speaks as well) has trained
you 4 well and hopes that you go for the goal of being the ultimate golfer.
Now you head through the clubhouse and to your club lodge. You'll be shown the
room you will be staying at. After the endless conversation ends you will be
able to control your character.
----------------------------------------------------
III C. Marion Club-Tourney Help and things to do
----------------------------------------------------
Start in your Club Lodge and talk to your partner in the other room. When your
done, head out and to the exit at the bottom of the screen. You will be in the
Caddie Master's Area. There are many places to go and do here. We'll start by
going to the Marion Club Practice Area which is two areas to the right of the
Caddie Booth. What do you do here? You'll participate in many challanges and
get Experience Points and Star Holes. Exp. P. you use to level up your
character. When they level up their stats change and you alos change them. Star
Holes are Mario-ish themes for normal holes. You sometimes unlock 1 or 2 after
beating a Mini-Challenge in the Practice Center.
In the Practice Center we'll start by heading to the driving range which is
to the left of the entrance. Talk to the pro (all pro's where sunglasses) to
initiate the "Best Spot" challenge. What do you do? Your given 10 shots and
at least 7 of them MUST land within a circle that you choose. When you talk to
the pro you are given 3 "Best Spot" circles. The first one is about 200Y out,
the second circle is about 230Y out and the last circle is about 265Y out. Now
the challenge begins. Hit your ball to the circle you choose. It's best to put
Super Backspin (BA) on the ball to ensure it stops in the circle. Land at
least 7 balls in there to win. The first circle is Easy difficulty. The second
being normal and the last being hard. You gain a little Exp. each time you do
this.
Now head to the right and up a small passageway to 2 people, 1 being a pro.
The challenge is this. Your gonna aim for the green and try to stop the ball
within the circle. Do so 7 or more times to win and gain about 35 Exp.P. It's
about a Medium difficulty challange. It's quite easy to screw up badly and be
sure to take winds into account (Although they shouldn't be much of a
problem).
To the right of the entrance is a Putting Green. This is another challenge.
You'll be putting from about 22-30 ft. for 10 putts. You need to sink at
least 7 to clear the challenge. The green is easy and the hills aren't to
massive. The fact they are short putts should be enough for you to win on your
first try.
From the green take the little shortcut above it to head to the Approach Area.
Here you can enter 2 contests. Both will teach you how to approach the green
when your near it. In both challenges hit inside the circle at least 7 times
to pass. They are both short approach shots so the challenge difficulty is
easy.
Now, only one star (you get a star for completing a challenge) remains. To
the right of the approach green is a hard to see path with a sign saying "DO
NOT ENTER!!! Sneaky Klepto territory!!" For thou who don't know who Klepto is
he is the infamous desert buzzard who's been in a few Mario games. At the end
of this path you see Klepto across the pond clawing on to a Koopa shell. Push
"A" and agree to Practice here. Now aim for the shell Klepto is holding and
fire away. If you hit Klepto or the shell just right he will drop the shell
and Klepto will leave. If you miss, Klepto will show a grining emocion and
fly off. Leave the area and come back and he will re-appear. When you win,
the Koopa will pop out of his shell and give you a power drink, this item
raises the drive of the character of your choosing by 2Y with no downside.
Let's go for a little sidetrip. Head to the Marion Clubhouse and take the left
path _Not_going_ upstairs. There will be a door at the end and you will be
outside the entrance to the clubhouse. There is a barrel here and if you check
inside it you will get a Super Drink which will raise a characters drive of
your choosing by 3Y.
Head back to the Caddie Master Area and talk to the Caddie at the booth.
She'll ask if you wanna enter the Marion Club tournement. Hopefully your
prepared enough so let's begin. I'll be doing a step-by-step coverage of every
hole for each course.
Hole 1-422Y
It's a straight hole. Watch out for the bunkers on the sides of the fairway and
you'll be fine. The green slopes majorly at the top of it so aim for the
bottom of the green.
Hole 2-383Y
A dogleg left hole. Aim your first shot towards the hill leaning towards the
ocean. This will set you up for a clean 2nd shot to the green. The green
slopes a lot at the right side so aim for the middle or left side to ensure an
easy birdie putt.
Hole 3-176Y
A simple Par 3. The green, like most Par 3's, is quite small and has a lot of
undulation. It's best to lay up and hope the ball will bounce close to the
hole.
Hole 4-545Y
A long but straight Par 5. Aim your drive towards to hill on the right side of
the fairway. The 2nd shot should be played carefully, making sure no trees get
in th way of your 3rd shot toward to green. The green all over has massive
slopage so be careful where on the green you put the ball on your 3rd shot.
Hole 5-359Y
A dogleg right hole. Position the first shot near the hill on the right side
of the fairway. The 2nd shot should be placed near the center of the green,
which is flat.
Hole 6-366Y
The hole takes a 90 degree turn left to the hole, but still most golfers can
easily reach it in 2. Aim the tee shot near the water which'll position you
for a clear 2nd shot. The green is flat on the right so aim your shot there.
Hole 7-494Y
A long winding hole, start by aiming near the close bunkers, making sure the
ball doesn't land near the closeby trees. Put the second shot as close to the
green as you can. The green is mostly flat with few hills making an easy
birdie putt.
Hole 8-178Y
Aim for the itsy tiny weeny green atop of a hill. Make sure the ball doesn't
land up short, because making shots from the bottom of a hill is total hell,
making Par pretty hard.
Hole 9-395Y
This straight Par 4's tee shot should land near the big hill. The next shot
should be put at the middle or top of the green, as both areas are relatively
flat.
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